veloren_voxygen_anim/character/
sneak.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 SneakAnimation;
9
10impl Animation for SneakAnimation {
11 type Dependency<'a> = (
12 Option<ToolKind>,
13 Vec3<f32>,
14 Vec3<f32>,
15 Vec3<f32>,
16 Vec3<f32>,
17 f32,
18 );
19 type Skeleton = CharacterSkeleton;
20
21 #[cfg(feature = "use-dyn-lib")]
22 const UPDATE_FN: &'static [u8] = b"character_sneak\0";
23
24 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_sneak"))]
25 fn update_skeleton_inner(
26 skeleton: &Self::Skeleton,
27 (_active_tool_kind, velocity, orientation, last_ori, look_dir, global_time): Self::Dependency<'_>,
28 anim_time: f32,
29 rate: &mut f32,
30 s_a: &SkeletonAttr,
31 ) -> Self::Skeleton {
32 let mut next = (*skeleton).clone();
33 let speed = Vec2::<f32>::from(velocity).magnitude();
34 *rate = 1.0;
35 let slow = (anim_time * 3.0).sin();
36 let breathe = ((anim_time * 0.5).sin()).abs();
37 let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
38 let lower = if speed > 5.0 { 0.0 } else { 1.0 };
39 let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
40 let lab: f32 = 1.0;
41 let foothoril = (anim_time * 7.0 * lab + PI * 1.45).sin();
42 let foothorir = (anim_time * 7.0 * lab + PI * (0.45)).sin();
43
44 let footvertl = (anim_time * 7.0 * lab).sin();
45 let footvertr = (anim_time * 7.0 * lab + PI).sin();
46
47 let footrotl = ((5.0 / (2.5 + (2.5) * ((anim_time * 7.0 * lab + PI * 1.4).sin()).powi(2)))
48 .sqrt())
49 * ((anim_time * 7.0 * lab + PI * 1.4).sin());
50
51 let footrotr = ((5.0 / (1.0 + (4.0) * ((anim_time * 7.0 * lab + PI * 0.4).sin()).powi(2)))
52 .sqrt())
53 * ((anim_time * 7.0 * lab + PI * 0.4).sin());
54
55 let short = (anim_time * lab * 7.0).sin();
56 let noisea = (anim_time * 11.0 + PI / 6.0).sin();
57 let noiseb = (anim_time * 19.0 + PI / 4.0).sin();
58
59 let shorte = ((5.0 / (4.0 + 1.0 * ((anim_time * lab * 7.0).sin()).powi(2))).sqrt())
60 * ((anim_time * lab * 7.0).sin());
61
62 let shortalt = (anim_time * lab * 7.0 + PI / 2.0).sin();
63
64 let head_look = Vec2::new(
65 (global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
66 (global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1,
67 );
68
69 let orientation: Vec2<f32> = Vec2::from(orientation);
70 let tilt = if vek::Vec2::new(orientation, last_ori.xy())
71 .map(|o| o.magnitude_squared())
72 .map(|m| m > 0.001 && m.is_finite())
73 .reduce_and()
74 && orientation.angle_between(last_ori.xy()).is_finite()
75 {
76 orientation.angle_between(last_ori.xy()).min(0.2)
77 * last_ori
78 .xy()
79 .determine_side(Vec2::zero(), orientation)
80 .signum()
81 } else {
82 0.0
83 } * 1.3;
84
85 next.hold.scale = Vec3::one() * 0.0;
86
87 if speed > 0.5 {
88 next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 4.0 + s_a.hand.1, 1.0 + s_a.hand.2);
89 next.hand_l.orientation = Quaternion::rotation_x(1.0);
90
91 next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, -1.0 + s_a.hand.1, s_a.hand.2);
92 next.hand_r.orientation = Quaternion::rotation_x(0.4);
93 next.head.position = Vec3::new(0.0, 1.0 + s_a.head.0, -1.0 + s_a.head.1 + short * 0.06);
94 next.head.orientation =
95 Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.06)
96 * Quaternion::rotation_x(head_look.y + 0.45);
97
98 next.chest.position = Vec3::new(0.0, s_a.chest.0, -1.0 + s_a.chest.1 + shortalt * -0.5);
99 next.chest.orientation = Quaternion::rotation_z(0.3 + short * 0.08 + tilt * -0.2)
100 * Quaternion::rotation_y(tilt * 0.8)
101 * Quaternion::rotation_x(-0.5);
102
103 next.belt.position = Vec3::new(0.0, 0.5 + s_a.belt.0, 0.7 + s_a.belt.1);
104 next.belt.orientation = Quaternion::rotation_z(short * 0.1 + tilt * -1.1)
105 * Quaternion::rotation_y(tilt * 0.5)
106 * Quaternion::rotation_x(0.2);
107
108 next.back.orientation =
109 Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
110
111 next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, 1.0 + s_a.shorts.1);
112 next.shorts.orientation = Quaternion::rotation_z(short * 0.16 + tilt * -1.5)
113 * Quaternion::rotation_y(tilt * 0.7)
114 * Quaternion::rotation_x(0.3);
115
116 next.foot_l.position = Vec3::new(
117 -s_a.foot.0,
118 s_a.foot.1 + foothoril * -10.5 * walkintensity - lower * 1.0,
119 1.0 + s_a.foot.2 + ((footvertl * -1.7).max(-1.0)) * walkintensity,
120 );
121 next.foot_l.orientation =
122 Quaternion::rotation_x(-0.2 + footrotl * -0.8 * walkintensity)
123 * Quaternion::rotation_y(tilt * 1.8);
124
125 next.foot_r.position = Vec3::new(
126 s_a.foot.0,
127 s_a.foot.1 + foothorir * -10.5 * walkintensity - lower * 1.0,
128 1.0 + s_a.foot.2 + ((footvertr * -1.7).max(-1.0)) * walkintensity,
129 );
130 next.foot_r.orientation =
131 Quaternion::rotation_x(-0.2 + footrotr * -0.8 * walkintensity)
132 * Quaternion::rotation_y(tilt * 1.8);
133
134 next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * walkintensity);
135
136 next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * walkintensity);
137
138 next.lantern.orientation =
139 Quaternion::rotation_x(shorte * 0.2 + 0.4) * Quaternion::rotation_y(shorte * 0.1);
140 } else {
141 next.head.position = Vec3::new(
142 0.0,
143 1.0 + s_a.head.0,
144 -2.0 + s_a.head.1 + slow * 0.1 + breathe * -0.05,
145 );
146 next.head.orientation = Quaternion::rotation_z(head_look.x)
147 * Quaternion::rotation_x(0.6 + head_look.y.abs());
148
149 next.chest.position = Vec3::new(0.0, s_a.chest.0, -3.0 + s_a.chest.1 + slow * 0.1);
150 next.chest.orientation = Quaternion::rotation_x(-0.7);
151
152 next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
153 next.belt.orientation = Quaternion::rotation_z(0.3 + head_look.x * -0.1);
154
155 next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 5.0 + s_a.hand.1, 0.0 + s_a.hand.2);
156 next.hand_l.orientation = Quaternion::rotation_x(1.35);
157
158 next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, s_a.hand.1, s_a.hand.2);
159 next.hand_r.orientation = Quaternion::rotation_x(0.4);
160
161 next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
162 next.shorts.orientation = Quaternion::rotation_z(0.6 + head_look.x * -0.2);
163
164 next.foot_l.position = Vec3::new(-s_a.foot.0, -6.0 + s_a.foot.1, 1.0 + s_a.foot.2);
165 next.foot_l.orientation = Quaternion::rotation_x(-0.5);
166
167 next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2);
168 }
169
170 next.do_hold_lantern(
171 s_a,
172 anim_time,
173 anim_time,
174 speed / 10.0,
175 0.0,
176 tilt,
177 Some(last_ori),
178 Some(look_dir),
179 );
180
181 next
182 }
183}