veloren_voxygen_anim/character/
stand.rs1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::comp::item::{Hands, ToolKind};
6use std::ops::Mul;
7
8pub struct StandAnimation;
9
10impl Animation for StandAnimation {
11 type Dependency<'a> = (
12 Option<ToolKind>,
13 Option<ToolKind>,
14 (Option<Hands>, Option<Hands>),
15 Vec3<f32>,
16 Vec3<f32>,
17 f32,
18 Vec3<f32>,
19 );
20 type Skeleton = CharacterSkeleton;
21
22 #[cfg(feature = "use-dyn-lib")]
23 const UPDATE_FN: &'static [u8] = b"character_stand\0";
24
25 #[cfg_attr(feature = "be-dyn-lib", export_name = "character_stand")]
26 fn update_skeleton_inner(
27 skeleton: &Self::Skeleton,
28 (active_tool_kind, second_tool_kind, hands, orientation, last_ori, global_time, avg_vel): Self::Dependency<'_>,
29 anim_time: f32,
30 _rate: &mut f32,
31 s_a: &SkeletonAttr,
32 ) -> Self::Skeleton {
33 let mut next = (*skeleton).clone();
34
35 let slow = (anim_time * 1.0).sin();
36 let impact = (avg_vel.z).max(-15.0);
37 let ori: Vec2<f32> = Vec2::from(orientation);
38 let last_ori = Vec2::from(last_ori);
39 let tilt = if vek::Vec2::new(ori, last_ori)
40 .map(|o| o.magnitude_squared())
41 .map(|m| m > 0.001 && m.is_finite())
42 .reduce_and()
43 && ori.angle_between(last_ori).is_finite()
44 {
45 ori.angle_between(last_ori).min(0.2)
46 * last_ori.determine_side(Vec2::zero(), ori).signum()
47 } else {
48 0.0
49 } * 1.3;
50 let head_look = Vec2::new(
51 ((global_time + anim_time) / 10.0).floor().mul(7331.0).sin() * 0.15,
52 ((global_time + anim_time) / 10.0).floor().mul(1337.0).sin() * 0.07,
53 );
54 next.head.scale = Vec3::one() * s_a.head_scale;
55 next.chest.scale = Vec3::one() * 1.01;
56 next.hand_l.scale = Vec3::one() * 1.04;
57 next.hand_r.scale = Vec3::one() * 1.04;
58 next.back.scale = Vec3::one() * 1.02;
59 next.hold.scale = Vec3::one() * 0.0;
60 next.lantern.scale = Vec3::one() * 0.65;
61 next.shoulder_l.scale = Vec3::one() * 1.1;
62 next.shoulder_r.scale = Vec3::one() * 1.1;
63
64 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.3);
65 next.head.orientation = Quaternion::rotation_z(head_look.x)
66 * Quaternion::rotation_x(impact * -0.02 + head_look.y.abs());
67
68 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3 + impact * 0.2);
69 next.chest.orientation =
70 Quaternion::rotation_z(head_look.x * 0.6) * Quaternion::rotation_x(impact * 0.04);
71
72 next.belt.position = Vec3::new(0.0, s_a.belt.0 + impact * 0.005, s_a.belt.1);
73 next.belt.orientation =
74 Quaternion::rotation_z(head_look.x * -0.1) * Quaternion::rotation_x(impact * -0.03);
75
76 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
77
78 next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + impact * -0.2, s_a.shorts.1);
79 next.shorts.orientation =
80 Quaternion::rotation_z(head_look.x * -0.2) * Quaternion::rotation_x(impact * -0.04);
81
82 next.hand_l.position = Vec3::new(
83 -s_a.hand.0,
84 s_a.hand.1 + slow * 0.15 - impact * 0.2,
85 s_a.hand.2 + slow * 0.5 + impact * -0.1,
86 );
87
88 next.hand_l.orientation = Quaternion::rotation_x(slow * -0.06 + impact * -0.1);
89
90 next.hand_r.position = Vec3::new(
91 s_a.hand.0,
92 s_a.hand.1 + slow * 0.15 - impact * 0.2,
93 s_a.hand.2 + slow * 0.5 + impact * -0.1,
94 );
95 next.hand_r.orientation = Quaternion::rotation_x(slow * -0.06 + impact * -0.1);
96
97 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - impact * 0.15, s_a.foot.2);
98 next.foot_l.orientation = Quaternion::rotation_x(impact * 0.02);
99
100 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + impact * 0.15, s_a.foot.2);
101 next.foot_r.orientation = Quaternion::rotation_x(impact * -0.02);
102
103 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
104
105 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
106
107 next.glider.position = Vec3::new(0.0, 0.0, 10.0);
108 next.glider.scale = Vec3::one() * 0.0;
109 next.hold.position = Vec3::new(0.4, -0.3, -5.8);
110
111 next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
112
113 next.do_hold_lantern(s_a, anim_time, 0.0, 0.0, impact, tilt);
114
115 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
116 next.second.scale = Vec3::one();
117 next.second.scale = match hands {
118 (Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
119 (_, _) => Vec3::zero(),
120 };
121
122 if let (None, Some(Hands::Two)) = hands {
123 next.second = next.main;
124 }
125
126 next
127 }
128}