veloren_voxygen_anim/character/
swim.rs1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::comp::item::{Hands, ToolKind};
6use core::{f32::consts::PI, ops::Mul};
7
8pub struct SwimAnimation;
9
10type SwimAnimationDependency = (
11 Option<ToolKind>,
12 Option<ToolKind>,
13 (Option<Hands>, Option<Hands>),
14 Vec3<f32>,
15 Vec3<f32>,
16 Vec3<f32>,
17 f32,
18 Vec3<f32>,
19);
20
21impl Animation for SwimAnimation {
22 type Dependency<'a> = SwimAnimationDependency;
23 type Skeleton = CharacterSkeleton;
24
25 #[cfg(feature = "use-dyn-lib")]
26 const UPDATE_FN: &'static [u8] = b"character_swim\0";
27
28 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_swim"))]
29 fn update_skeleton_inner(
30 skeleton: &Self::Skeleton,
31 (
32 active_tool_kind,
33 second_tool_kind,
34 hands,
35 velocity,
36 orientation,
37 last_ori,
38 global_time,
39 avg_vel,
40 ): Self::Dependency<'_>,
41 anim_time: f32,
42 rate: &mut f32,
43 s_a: &SkeletonAttr,
44 ) -> Self::Skeleton {
45 let mut next = (*skeleton).clone();
46 let avgspeed = Vec2::<f32>::from(avg_vel).magnitude();
47
48 let avgtotal = avg_vel.magnitude();
49
50 let speed = velocity.magnitude();
51 *rate = 1.0;
52 let tempo = if speed > 0.5 { 1.5 } else { 0.7 };
53 let intensity = if speed > 0.5 { 1.0 } else { 0.3 };
54
55 let lab: f32 = 1.0 * tempo;
56
57 let short = (anim_time * lab * 6.0 + PI * 0.9).sin();
58
59 let foot = (anim_time * lab * 6.0 + PI * -0.1).sin();
60
61 let footrotl = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 1.4).sin()).powi(2)))
62 .sqrt())
63 * ((anim_time * 6.0 * lab + PI * 1.4).sin());
64
65 let footrotr = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 0.4).sin()).powi(2)))
66 .sqrt())
67 * ((anim_time * 6.0 * lab + PI * 0.4).sin());
68
69 let foothoril = (anim_time * 6.0 * lab + PI * 1.4).sin();
70 let foothorir = (anim_time * 6.0 * lab + PI * (0.4)).sin();
71 let head_look = Vec2::new(
72 (global_time + anim_time / 4.0 * (1.0 / tempo))
73 .floor()
74 .mul(7331.0)
75 .sin()
76 * 0.2,
77 (global_time + anim_time / 4.0 * (1.0 / tempo))
78 .floor()
79 .mul(1337.0)
80 .sin()
81 * 0.1,
82 );
83 let ori: Vec2<f32> = Vec2::from(orientation);
84 let last_ori = Vec2::from(last_ori);
85 let tilt = if vek::Vec2::new(ori, last_ori)
86 .map(|o| o.magnitude_squared())
87 .map(|m| m > 0.001 && m.is_finite())
88 .reduce_and()
89 && ori.angle_between(last_ori).is_finite()
90 {
91 ori.angle_between(last_ori).min(0.8)
92 * last_ori.determine_side(Vec2::zero(), ori).signum()
93 } else {
94 0.0
95 } * 1.3;
96 let abstilt = tilt.abs();
97
98 let squash = if abstilt > 0.2 { 0.35 } else { 1.0 }; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 - 1.0 + short * 0.3);
100 next.head.orientation =
101 Quaternion::rotation_z(head_look.x * 0.3 + short * -0.2 * intensity + tilt * 3.0)
102 * Quaternion::rotation_x(
103 (0.4 * head_look.y * (1.0 / intensity)).abs()
104 + 0.45 * intensity
105 + velocity.z * 0.03
106 - (abstilt * 1.8).min(0.0),
107 );
108 next.head.scale = Vec3::one() * s_a.head_scale;
109
110 next.chest.position = Vec3::new(
111 0.0,
112 s_a.chest.0,
113 -10.0 + s_a.chest.1 + short * 0.3 * intensity,
114 );
115 next.chest.orientation = Quaternion::rotation_z(short * 0.1 * intensity);
116
117 next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
118 next.belt.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
119 * Quaternion::rotation_z(short * -0.2 * intensity);
120
121 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
122 next.back.scale = Vec3::one() * 1.02;
123
124 next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
125 next.shorts.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
126 * Quaternion::rotation_z(short * -0.3 * intensity);
127
128 next.hand_l.position = Vec3::new(
129 -1.0 - s_a.hand.0,
130 1.5 + s_a.hand.1 - foot * 2.0 * intensity * squash,
131 intensity * 5.0 + s_a.hand.2 + foot * -5.0 * intensity * squash,
132 );
133 next.hand_l.orientation = Quaternion::rotation_x(1.5 + foot * -1.2 * intensity * squash)
134 * Quaternion::rotation_y(0.4 + foot * -0.35);
135 next.hand_l.scale = Vec3::one() * 1.04;
136
137 next.hand_r.position = Vec3::new(
138 1.0 + s_a.hand.0,
139 1.5 + s_a.hand.1 + foot * 2.0 * intensity * squash,
140 intensity * 5.0 + s_a.hand.2 + foot * 5.0 * intensity * squash,
141 );
142 next.hand_r.orientation = Quaternion::rotation_x(1.5 + foot * 1.2 * intensity * squash)
143 * Quaternion::rotation_y(-0.4 + foot * -0.35);
144 next.hand_r.scale = Vec3::one() * 1.04;
145
146 next.foot_l.position = Vec3::new(
147 -s_a.foot.0,
148 s_a.foot.1 + foothoril * 1.5 * intensity * squash,
149 -10.0 + s_a.foot.2 + footrotl * 3.0 * intensity * squash,
150 );
151 next.foot_l.orientation =
152 Quaternion::rotation_x(-0.8 * squash + footrotl * 0.4 * intensity * squash);
153
154 next.foot_r.position = Vec3::new(
155 s_a.foot.0,
156 s_a.foot.1 + foothorir * 1.5 * intensity * squash,
157 -10.0 + s_a.foot.2 + footrotr * 3.0 * intensity * squash,
158 );
159 next.foot_r.orientation =
160 Quaternion::rotation_x(-0.8 * squash + footrotr * 0.4 * intensity * squash);
161
162 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
163 next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * intensity);
164 next.shoulder_l.scale = Vec3::one() * 1.1;
165
166 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
167 next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * intensity);
168 next.shoulder_r.scale = Vec3::one() * 1.1;
169
170 next.glider.position = Vec3::new(0.0, 0.0, 10.0);
171 next.glider.scale = Vec3::one() * 0.0;
172
173 next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
174
175 next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
176 next.lantern.scale = Vec3::one() * 0.65;
177 next.hold.scale = Vec3::one() * 0.0;
178
179 let switch = if avg_vel.z > 0.0 && avgspeed < 0.5 {
180 avgtotal.min(0.5)
181 } else {
182 avgtotal
183 };
184 next.torso.position = Vec3::new(0.0, 0.0, 11.0 - avgspeed * 0.55);
185 next.torso.orientation = Quaternion::rotation_x(
186 (((1.0 / switch) * PI / 2.0 + avg_vel.z * 0.12).min(PI / 2.0) - PI / 2.0)
187 + avgspeed * avg_vel.z * -0.003,
188 ) * Quaternion::rotation_y(tilt * 2.0)
189 * Quaternion::rotation_z(tilt * 3.0);
190
191 next
192 }
193}