veloren_voxygen_anim/character/
sleep.rs1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::comp::item::ToolKind;
6use std::{f32::consts::PI, ops::Mul};
7
8pub struct SleepAnimation;
9
10impl Animation for SleepAnimation {
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_sleep\0";
16
17 #[cfg_attr(feature = "be-dyn-lib", export_name = "character_sleep")]
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 + 1.0);
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 + 2.0,
65 s_a.hand.2 + slow * 0.7 + stop * -2.0,
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 + 2.0,
73 s_a.hand.2 + slow * 0.7 + stop * -2.0,
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, 6.0 + s_a.foot.1, 6.0 + 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, 6.0 + s_a.foot.1, 6.0 + 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 if skeleton.holding_lantern {
93 next.hand_r.position = Vec3::new(
94 s_a.hand.0 + 1.0 - head_look.x * 8.0,
95 s_a.hand.1 + 5.0 + head_look.x * 6.0,
96 s_a.hand.2 + 9.0 + head_look.y * 6.0,
97 );
98 next.hand_r.orientation = Quaternion::rotation_x(2.25)
99 * Quaternion::rotation_z(0.9)
100 * Quaternion::rotation_y(head_look.x * 3.0)
101 * Quaternion::rotation_x(head_look.y * 3.0);
102
103 let fast = (anim_time * 5.0).sin();
104 let fast2 = (anim_time * 4.5 + 8.0).sin();
105
106 next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
107 next.lantern.orientation = next.hand_r.orientation.inverse()
108 * Quaternion::rotation_x(fast * 0.1)
109 * Quaternion::rotation_y(fast2 * 0.1);
110 }
111
112 next
113 }
114}