veloren_voxygen_anim/character/
sit.rs

1use 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}