veloren_voxygen_anim/character/
sneakwield.rs

1use super::{
2    super::{Animation, vek::*},
3    CharacterSkeleton, SkeletonAttr,
4};
5use common::comp::item::{AbilitySpec, Hands, ToolKind};
6use core::{f32::consts::PI, ops::Mul};
7
8pub struct SneakWieldAnimation;
9
10impl Animation for SneakWieldAnimation {
11    type Dependency<'a> = (
12        (Option<ToolKind>, Option<&'a AbilitySpec>),
13        Option<ToolKind>,
14        (Option<Hands>, Option<Hands>),
15        Vec3<f32>,
16        Vec3<f32>,
17        Vec3<f32>,
18        Vec3<f32>,
19        f32,
20    );
21    type Skeleton = CharacterSkeleton;
22
23    #[cfg(feature = "use-dyn-lib")]
24    const UPDATE_FN: &'static [u8] = b"character_sneakwield\0";
25
26    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_sneakwield"))]
27    fn update_skeleton_inner(
28        skeleton: &Self::Skeleton,
29        (
30            (active_tool_kind, active_tool_spec),
31            second_tool_kind,
32            hands,
33            velocity,
34            orientation,
35            last_ori,
36            look_dir,
37            global_time,
38        ): Self::Dependency<'_>,
39        anim_time: f32,
40        rate: &mut f32,
41        s_a: &SkeletonAttr,
42    ) -> Self::Skeleton {
43        let mut next = (*skeleton).clone();
44        let speed = Vec2::<f32>::from(velocity).magnitude();
45        *rate = 1.0;
46        let slow = (anim_time * 3.0).sin();
47        let breathe = ((anim_time * 0.5).sin()).abs();
48        let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
49        let lower = if speed > 5.0 { 0.0 } else { 1.0 };
50        let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
51        let lab: f32 = 1.0;
52        let foothoril = (anim_time * 7.0 * lab + PI * 1.45).sin();
53        let foothorir = (anim_time * 7.0 * lab + PI * (0.45)).sin();
54        let speednorm = speed / 4.0;
55
56        let footvertl = (anim_time * 7.0 * lab).sin();
57        let footvertr = (anim_time * 7.0 * lab + PI).sin();
58
59        let footrotl = ((5.0 / (2.5 + (2.5) * ((anim_time * 7.0 * lab + PI * 1.4).sin()).powi(2)))
60            .sqrt())
61            * ((anim_time * 7.0 * lab + PI * 1.4).sin());
62
63        let footrotr = ((5.0 / (1.0 + (4.0) * ((anim_time * 7.0 * lab + PI * 0.4).sin()).powi(2)))
64            .sqrt())
65            * ((anim_time * 7.0 * lab + PI * 0.4).sin());
66
67        let short = (anim_time * lab * 7.0).sin();
68        let noisea = (anim_time * 11.0 + PI / 6.0).sin();
69        let noiseb = (anim_time * 19.0 + PI / 4.0).sin();
70
71        let shortalt = (anim_time * lab * 7.0 + PI / 2.0).sin();
72
73        let head_look = Vec2::new(
74            (global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
75            (global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1,
76        );
77
78        let orientation: Vec2<f32> = Vec2::from(orientation);
79        let tilt = if vek::Vec2::new(orientation, last_ori.xy())
80            .map(|o| o.magnitude_squared())
81            .map(|m| m > 0.001 && m.is_finite())
82            .reduce_and()
83            && orientation.angle_between(last_ori.xy()).is_finite()
84        {
85            orientation.angle_between(last_ori.xy()).min(0.2)
86                * last_ori
87                    .xy()
88                    .determine_side(Vec2::zero(), orientation)
89                    .signum()
90        } else {
91            0.0
92        } * 1.3;
93        next.main.position = Vec3::new(0.0, 0.0, 0.0);
94        next.main.orientation = Quaternion::rotation_x(0.0);
95        next.second.position = Vec3::new(0.0, 0.0, 0.0);
96        next.second.orientation = Quaternion::rotation_x(0.0);
97        next.hold.scale = Vec3::one() * 0.0;
98
99        if speed > 0.5 {
100            next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 4.0 + s_a.hand.1, 1.0 + s_a.hand.2);
101            next.hand_l.orientation = Quaternion::rotation_x(1.0);
102
103            next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, -1.0 + s_a.hand.1, s_a.hand.2);
104            next.hand_r.orientation = Quaternion::rotation_x(0.4);
105            next.head.position = Vec3::new(0.0, 1.0 + s_a.head.0, -1.0 + s_a.head.1 + short * 0.06);
106            next.head.orientation =
107                Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.06)
108                    * Quaternion::rotation_x(head_look.y + 0.45);
109
110            next.chest.position = Vec3::new(0.0, s_a.chest.0, -1.0 + s_a.chest.1 + shortalt * -0.5);
111            next.chest.orientation = Quaternion::rotation_z(0.3 + short * 0.08 + tilt * -0.2)
112                * Quaternion::rotation_y(tilt * 0.8)
113                * Quaternion::rotation_x(-0.5);
114
115            next.belt.position = Vec3::new(0.0, 0.5 + s_a.belt.0, 0.7 + s_a.belt.1);
116            next.belt.orientation = Quaternion::rotation_z(short * 0.1 + tilt * -1.1)
117                * Quaternion::rotation_y(tilt * 0.5)
118                * Quaternion::rotation_x(0.2);
119
120            next.back.orientation =
121                Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
122
123            next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, 1.0 + s_a.shorts.1);
124            next.shorts.orientation = Quaternion::rotation_z(short * 0.16 + tilt * -1.5)
125                * Quaternion::rotation_y(tilt * 0.7)
126                * Quaternion::rotation_x(0.3);
127
128            next.foot_l.position = Vec3::new(
129                -s_a.foot.0,
130                s_a.foot.1 + foothoril * -10.5 * walkintensity - lower * 1.0,
131                1.0 + s_a.foot.2 + ((footvertl * -1.7).max(-1.0)) * walkintensity,
132            );
133            next.foot_l.orientation =
134                Quaternion::rotation_x(-0.2 + footrotl * -0.8 * walkintensity)
135                    * Quaternion::rotation_y(tilt * 1.8);
136
137            next.foot_r.position = Vec3::new(
138                s_a.foot.0,
139                s_a.foot.1 + foothorir * -10.5 * walkintensity - lower * 1.0,
140                1.0 + s_a.foot.2 + ((footvertr * -1.7).max(-1.0)) * walkintensity,
141            );
142            next.foot_r.orientation =
143                Quaternion::rotation_x(-0.2 + footrotr * -0.8 * walkintensity)
144                    * Quaternion::rotation_y(tilt * 1.8);
145
146            next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * walkintensity);
147
148            next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * walkintensity);
149        } else {
150            next.head.position = Vec3::new(
151                0.0,
152                1.0 + s_a.head.0,
153                -2.0 + s_a.head.1 + slow * 0.1 + breathe * -0.05,
154            );
155            next.head.orientation = Quaternion::rotation_z(head_look.x)
156                * Quaternion::rotation_x(0.6 + head_look.y.abs());
157
158            next.chest.position = Vec3::new(0.0, s_a.chest.0, -3.0 + s_a.chest.1 + slow * 0.1);
159            next.chest.orientation = Quaternion::rotation_x(-0.7);
160
161            next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
162            next.belt.orientation = Quaternion::rotation_z(0.3 + head_look.x * -0.1);
163
164            next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 5.0 + s_a.hand.1, 0.0 + s_a.hand.2);
165            next.hand_l.orientation = Quaternion::rotation_x(1.35);
166
167            next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, s_a.hand.1, s_a.hand.2);
168            next.hand_r.orientation = Quaternion::rotation_x(0.4);
169
170            next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
171            next.shorts.orientation = Quaternion::rotation_z(0.6 + head_look.x * -0.2);
172
173            next.foot_l.position = Vec3::new(-s_a.foot.0, -6.0 + s_a.foot.1, 1.0 + s_a.foot.2);
174            next.foot_l.orientation = Quaternion::rotation_x(-0.5);
175
176            next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2);
177        }
178
179        match (hands, active_tool_kind, second_tool_kind) {
180            ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
181                Some(ToolKind::Sword) => {
182                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
183                    next.hand_l.orientation =
184                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
185                    next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
186                    next.hand_r.orientation =
187                        Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
188
189                    next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1 - 3.0, s_a.sc.2);
190                    next.control.orientation =
191                        Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(0.0);
192                },
193                Some(ToolKind::Axe) => {
194                    next.main.position = Vec3::new(0.0, 0.0, 0.0);
195                    next.main.orientation = Quaternion::rotation_x(0.0);
196
197                    if speed < 0.5 {
198                        next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1);
199                        next.head.orientation = Quaternion::rotation_z(head_look.x)
200                            * Quaternion::rotation_x(0.35 + head_look.y.abs());
201                        next.chest.orientation = Quaternion::rotation_x(-0.35)
202                            * Quaternion::rotation_y(0.0)
203                            * Quaternion::rotation_z(0.15);
204                        next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1);
205                        next.belt.orientation = Quaternion::rotation_x(0.15)
206                            * Quaternion::rotation_y(0.0)
207                            * Quaternion::rotation_z(0.15);
208                        next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1);
209                        next.shorts.orientation =
210                            Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
211                    }
212                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
213                    next.hand_l.orientation =
214                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
215                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
216                    next.hand_r.orientation =
217                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
218
219                    next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
220                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
221                        * Quaternion::rotation_y(s_a.ac.4)
222                        * Quaternion::rotation_z(s_a.ac.5);
223                },
224                Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
225                    next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
226                    next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
227                        * Quaternion::rotation_y(s_a.hhl.4)
228                        * Quaternion::rotation_z(s_a.hhl.5);
229                    next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
230                    next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
231                        * Quaternion::rotation_y(s_a.hhr.4)
232                        * Quaternion::rotation_z(s_a.hhr.5);
233
234                    next.control.position =
235                        Vec3::new(s_a.hc.0, s_a.hc.1 + speed * 0.2, s_a.hc.2 + 6.0);
236                    next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
237                        * Quaternion::rotation_y(s_a.hc.4 + speed * -0.04)
238                        * Quaternion::rotation_z(s_a.hc.5);
239                },
240                Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
241                    if speed > 0.5 && velocity.z == 0.0 {
242                        next.hand_r.position = Vec3::new(
243                            7.0 + s_a.hand.0 + foothoril * 1.3,
244                            -4.0 + s_a.hand.1 + foothoril * -7.0,
245                            1.0 + s_a.hand.2 - foothoril * 5.5,
246                        );
247                        next.hand_r.orientation = Quaternion::rotation_x(0.6 + footrotl * -1.2)
248                            * Quaternion::rotation_y(footrotl * -0.4);
249                    } else {
250                        next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
251                        next.hand_r.orientation =
252                            Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
253                    };
254
255                    next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1 - 2.0, s_a.stc.2 + 4.0);
256
257                    next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
258                    next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
259
260                    next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
261                        * Quaternion::rotation_y(s_a.stc.4)
262                        * Quaternion::rotation_z(s_a.stc.5);
263                },
264                Some(ToolKind::Bow) => {
265                    next.main.position = Vec3::new(0.0, 0.0, 0.0);
266                    next.main.orientation = Quaternion::rotation_x(0.0);
267                    next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
268                    next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
269                    next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
270                    next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
271
272                    next.hold.position = Vec3::new(0.0, -1.0, -5.2);
273                    next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
274                    next.hold.scale = Vec3::one() * 1.0;
275
276                    next.control.position = Vec3::new(s_a.bc.0 + 2.0, s_a.bc.1, s_a.bc.2 + 5.0);
277                    next.control.orientation = Quaternion::rotation_x(speednorm * -0.5 + 0.8)
278                        * Quaternion::rotation_y(s_a.bc.4)
279                        * Quaternion::rotation_z(s_a.bc.5);
280                },
281                Some(ToolKind::Instrument) => {
282                    if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
283                        match spec.as_str() {
284                            "Washboard" => {
285                                next.hand_l.position = Vec3::new(-7.0, 0.0, 3.0);
286                                next.hand_l.orientation = Quaternion::rotation_x(1.27);
287                                next.main.position = Vec3::new(-5.0, -4.5, -5.0);
288                                next.main.orientation = Quaternion::rotation_x(5.5);
289                            },
290                            _ => {
291                                next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
292                                next.hand_l.orientation = Quaternion::rotation_x(1.27);
293                                next.main.position = Vec3::new(-5.0, 5.0, 23.0);
294                                next.main.orientation = Quaternion::rotation_x(PI);
295                            },
296                        }
297                    }
298                },
299                Some(ToolKind::Debug) => {
300                    next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
301                    next.hand_l.orientation = Quaternion::rotation_x(1.27);
302                    next.main.position = Vec3::new(-5.0, 5.0, 23.0);
303                    next.main.orientation = Quaternion::rotation_x(PI);
304                },
305                Some(ToolKind::Farming) => {
306                    if speed < 0.5 {
307                        next.head.orientation = Quaternion::rotation_z(head_look.x)
308                            * Quaternion::rotation_x(-0.2 + head_look.y.abs());
309                    }
310                    next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
311                    next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
312                    next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
313                    next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
314                    next.main.position = Vec3::new(7.5, 7.5, 13.2);
315                    next.main.orientation = Quaternion::rotation_y(PI);
316
317                    next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0);
318                    next.control.orientation = Quaternion::rotation_x(0.0)
319                        * Quaternion::rotation_y(0.6)
320                        * Quaternion::rotation_z(0.0);
321                },
322                _ => {},
323            },
324            ((_, _), _, _) => {},
325        };
326        match hands {
327            (Some(Hands::One), _) => {
328                next.control_l.position = Vec3::new(-7.0, 6.0, 5.0);
329                next.control_l.orientation =
330                    Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.2);
331                next.hand_l.position = Vec3::new(-1.0, -0.5, 0.0);
332                next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
333            },
334            (_, _) => {},
335        };
336        match hands {
337            (None | Some(Hands::One), Some(Hands::One)) => {
338                next.control_r.position = Vec3::new(7.0, 6.0, 5.0);
339                next.control_r.orientation =
340                    Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-0.2);
341                next.hand_r.position = Vec3::new(1.0, -0.5, 0.0);
342                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
343            },
344            (_, _) => {},
345        };
346        match hands {
347            (None, None) | (None, Some(Hands::One)) => {
348                next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0);
349                next.hand_l.orientation =
350                    Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25);
351            },
352            (_, _) => {},
353        };
354        match hands {
355            (None, None) | (Some(Hands::One), None) => {
356                next.hand_r.position = Vec3::new(8.0, 2.0, 1.0);
357                next.hand_r.orientation =
358                    Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.25);
359            },
360            (_, _) => {},
361        };
362
363        if let (None, Some(Hands::Two)) = hands {
364            next.second = next.main;
365        }
366
367        next.do_hold_lantern(
368            s_a,
369            anim_time,
370            anim_time,
371            speednorm,
372            0.0,
373            tilt,
374            Some(last_ori),
375            Some(look_dir),
376        );
377
378        next
379    }
380}