veloren_voxygen_anim/character/
stand.rs1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::{
6 comp::item::{Hands, ToolKind},
7 util::Dir,
8};
9use std::ops::Mul;
10
11pub struct StandAnimation;
12
13impl Animation for StandAnimation {
14 type Dependency<'a> = (
15 Option<ToolKind>,
16 Option<ToolKind>,
17 (Option<Hands>, Option<Hands>),
18 Vec3<f32>,
19 Vec3<f32>,
20 Dir,
21 f32,
22 Vec3<f32>,
23 );
24 type Skeleton = CharacterSkeleton;
25
26 #[cfg(feature = "use-dyn-lib")]
27 const UPDATE_FN: &'static [u8] = b"character_stand\0";
28
29 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_stand"))]
30 fn update_skeleton_inner(
31 skeleton: &Self::Skeleton,
32 (
33 active_tool_kind,
34 second_tool_kind,
35 hands,
36 orientation,
37 last_ori,
38 look_dir,
39 global_time,
40 avg_vel,
41 ): Self::Dependency<'_>,
42 anim_time: f32,
43 _rate: &mut f32,
44 s_a: &SkeletonAttr,
45 ) -> Self::Skeleton {
46 let mut next = (*skeleton).clone();
47
48 let slow = (anim_time * 1.0).sin();
49 let impact = (avg_vel.z).max(-15.0);
50 let ori: Vec2<f32> = Vec2::from(orientation);
51 let tilt = if vek::Vec2::new(ori, last_ori.xy())
52 .map(|o| o.magnitude_squared())
53 .map(|m| m > 0.001 && m.is_finite())
54 .reduce_and()
55 && ori.angle_between(last_ori.xy()).is_finite()
56 {
57 ori.angle_between(last_ori.xy()).min(0.2)
58 * last_ori.xy().determine_side(Vec2::zero(), ori).signum()
59 } else {
60 0.0
61 } * 1.3;
62 let head_look = Vec2::new(
63 ((global_time + anim_time) / 10.0).floor().mul(7331.0).sin() * 0.15,
64 ((global_time + anim_time) / 10.0).floor().mul(1337.0).sin() * 0.07,
65 );
66 next.head.scale = Vec3::one() * s_a.head_scale;
67 next.chest.scale = Vec3::one() * 1.01;
68 next.hand_l.scale = Vec3::one() * 1.04;
69 next.hand_r.scale = Vec3::one() * 1.04;
70 next.back.scale = Vec3::one() * 1.02;
71 next.hold.scale = Vec3::one() * 0.0;
72 next.lantern.scale = Vec3::one() * 0.65;
73 next.shoulder_l.scale = Vec3::one() * 1.1;
74 next.shoulder_r.scale = Vec3::one() * 1.1;
75
76 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.3);
77 next.head.orientation = Quaternion::rotation_z(head_look.x)
78 * Quaternion::rotation_x(impact * -0.02 + head_look.y.abs());
79
80 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3 + impact * 0.2);
81 next.chest.orientation =
82 Quaternion::rotation_z(head_look.x * 0.6) * Quaternion::rotation_x(impact * 0.04);
83
84 next.belt.position = Vec3::new(0.0, s_a.belt.0 + impact * 0.005, s_a.belt.1);
85 next.belt.orientation =
86 Quaternion::rotation_z(head_look.x * -0.1) * Quaternion::rotation_x(impact * -0.03);
87
88 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
89
90 next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + impact * -0.2, s_a.shorts.1);
91 next.shorts.orientation =
92 Quaternion::rotation_z(head_look.x * -0.2) * Quaternion::rotation_x(impact * -0.04);
93
94 next.hand_l.position = Vec3::new(
95 -s_a.hand.0,
96 s_a.hand.1 + slow * 0.15 - impact * 0.2,
97 s_a.hand.2 + slow * 0.5 + impact * -0.1,
98 );
99
100 next.hand_l.orientation = Quaternion::rotation_x(slow * -0.06 + impact * -0.1);
101
102 next.hand_r.position = Vec3::new(
103 s_a.hand.0,
104 s_a.hand.1 + slow * 0.15 - impact * 0.2,
105 s_a.hand.2 + slow * 0.5 + impact * -0.1,
106 );
107 next.hand_r.orientation = Quaternion::rotation_x(slow * -0.06 + impact * -0.1);
108
109 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - impact * 0.15, s_a.foot.2);
110 next.foot_l.orientation = Quaternion::rotation_x(impact * 0.02);
111
112 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + impact * 0.15, s_a.foot.2);
113 next.foot_r.orientation = Quaternion::rotation_x(impact * -0.02);
114
115 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
116
117 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
118
119 next.glider.position = Vec3::new(0.0, 0.0, 10.0);
120 next.glider.scale = Vec3::one() * 0.0;
121 next.hold.position = Vec3::new(0.4, -0.3, -5.8);
122
123 next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
124
125 next.do_hold_lantern(
126 s_a,
127 anim_time,
128 0.0,
129 0.0,
130 impact,
131 tilt,
132 Some(last_ori),
133 Some(*look_dir),
134 );
135
136 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
137
138 if let (None, Some(Hands::Two)) = hands {
139 next.second = next.main;
140 }
141
142 next
143 }
144}