veloren_voxygen_anim/character/
sit.rs

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