veloren_voxygen_anim/character/
sit.rs1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::{comp::item::ToolKind, util::Dir};
6use std::{f32::consts::PI, ops::Mul};
7
8pub struct SitAnimation;
9
10impl Animation for SitAnimation {
11 type Dependency<'a> = (Option<ToolKind>, Option<ToolKind>, Vec3<f32>, Dir, f32);
12 type Skeleton = CharacterSkeleton;
13
14 #[cfg(feature = "use-dyn-lib")]
15 const UPDATE_FN: &'static [u8] = b"character_sit\0";
16
17 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_sit"))]
18 fn update_skeleton_inner(
19 skeleton: &Self::Skeleton,
20 (_active_tool_kind, _second_tool_kind, last_ori, look_dir, global_time): Self::Dependency<
21 '_,
22 >,
23 anim_time: f32,
24 _rate: &mut f32,
25 s_a: &SkeletonAttr,
26 ) -> Self::Skeleton {
27 let mut next = (*skeleton).clone();
28
29 let slow = (anim_time * 1.0).sin();
30 let slowa = (anim_time * 1.0 + PI / 2.0).sin();
31 let stop = (anim_time * 3.0).min(PI / 2.0).sin();
32
33 let head_look = Vec2::new(
34 (global_time * 0.05 + anim_time / 15.0)
35 .floor()
36 .mul(7331.0)
37 .sin()
38 * 0.25,
39 (global_time * 0.05 + anim_time / 15.0)
40 .floor()
41 .mul(1337.0)
42 .sin()
43 * 0.125,
44 );
45 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.1 + stop * -0.8);
46 next.head.orientation = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1)
47 * Quaternion::rotation_x((slowa * -0.1 + slow * 0.1 + head_look.y).abs());
48
49 next.chest.position = Vec3::new(
50 0.0,
51 s_a.chest.0 + stop * -0.4,
52 s_a.chest.1 + slow * 0.1 + stop * -0.8,
53 );
54 next.chest.orientation = Quaternion::rotation_x(stop * 0.15);
55
56 next.belt.position = Vec3::new(0.0, s_a.belt.0 + stop * 1.2, s_a.belt.1);
57 next.belt.orientation = Quaternion::rotation_x(stop * 0.3);
58
59 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
60
61 next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + stop * 2.5, s_a.shorts.1 + stop * 0.6);
62 next.shorts.orientation = Quaternion::rotation_x(stop * 0.6);
63
64 next.hand_l.position = Vec3::new(
65 -s_a.hand.0 - 1.0,
66 s_a.hand.1 + slowa * 0.15,
67 s_a.hand.2 + slow * 0.7 + stop * -2.0 - 1.0,
68 );
69 next.hand_l.orientation =
70 Quaternion::rotation_x(slowa * -0.1 + slow * 0.1) * Quaternion::rotation_y(PI * 0.15);
71
72 next.hand_r.position = Vec3::new(
73 s_a.hand.0 + 1.0,
74 s_a.hand.1 + slowa * 0.15,
75 s_a.hand.2 + slow * 0.7 + stop * -2.0 - 1.0,
76 );
77 next.hand_r.orientation =
78 Quaternion::rotation_x(slow * -0.1 + slowa * 0.1) * Quaternion::rotation_y(PI * -0.15);
79
80 next.foot_l.position = Vec3::new(-s_a.foot.0, 4.0 + s_a.foot.1, 3.0 + s_a.foot.2);
81 next.foot_l.orientation = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1);
82
83 next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, 3.0 + s_a.foot.2);
84 next.foot_r.orientation = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1);
85
86 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
87 next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
88
89 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
90 next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
91
92 next.torso.position = Vec3::new(0.0, -2.2, stop * -1.76);
93
94 next.do_hold_lantern(
95 s_a,
96 anim_time,
97 0.0,
98 0.0,
99 0.0,
100 0.0,
101 Some(last_ori),
102 Some(*look_dir),
103 );
104
105 next
106 }
107}