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 + speed * 0.3;
52 let tempo = 0.4 / s_a.scaler;
53 let intensity = 1.0;
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 * 4.0 + PI * -0.1).sin();
60 let foot2 = (anim_time * lab * 4.0 + PI * -1.6).sin();
61
62 let footrotl = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 1.4).sin()).powi(2)))
63 .sqrt())
64 * ((anim_time * 6.0 * lab + PI * 1.4).sin());
65
66 let footrotr = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 0.4).sin()).powi(2)))
67 .sqrt())
68 * ((anim_time * 6.0 * lab + PI * 0.4).sin());
69
70 let foothoril = (anim_time * 6.0 * lab + PI * 1.4).sin();
71 let foothorir = (anim_time * 6.0 * lab + PI * (0.4)).sin();
72 let head_look = Vec2::new(
73 (global_time + anim_time / 4.0 * (1.0 / tempo))
74 .floor()
75 .mul(7331.0)
76 .sin()
77 * 0.2,
78 (global_time + anim_time / 4.0 * (1.0 / tempo))
79 .floor()
80 .mul(1337.0)
81 .sin()
82 * 0.1,
83 );
84 let ori: Vec2<f32> = Vec2::from(orientation);
85 let last_ori = Vec2::from(last_ori);
86 let tilt = if vek::Vec2::new(ori, last_ori)
87 .map(|o| o.magnitude_squared())
88 .map(|m| m > 0.001 && m.is_finite())
89 .reduce_and()
90 && ori.angle_between(last_ori).is_finite()
91 {
92 ori.angle_between(last_ori).min(0.8)
93 * last_ori.determine_side(Vec2::zero(), ori).signum()
94 } else {
95 0.0
96 } * 1.3;
97 let abstilt = tilt.abs();
98
99 let switch = if avg_vel.z > 0.0 && avgspeed < 0.5 {
100 avgtotal.min(0.5)
101 } else {
102 avgtotal
103 };
104 let dir_ori = (((1.0 / switch) * PI / 2.0 + avg_vel.z * 0.12).min(PI / 2.0) - PI / 2.0)
105 + avgspeed * avg_vel.z * -0.003;
106
107 let squash = if abstilt > 0.2 { 0.35 } else { 1.0 }; next.head.position = Vec3::new(
109 0.0,
110 s_a.head.0 + foot * 0.8,
111 s_a.head.1 + short * 0.2 - foot * 0.2,
112 );
113 next.head.orientation =
114 Quaternion::rotation_z(head_look.x * 0.3 + short * -0.2 * intensity - tilt * 2.0)
115 * Quaternion::rotation_x(
116 (0.4 * head_look.y * (1.0 / intensity)).abs()
117 + 0.25 * intensity
118 + velocity.z * 0.03
119 - (abstilt * 1.8).min(0.0)
120 - foot * 0.2,
121 );
122 next.head.scale = Vec3::one() * s_a.head_scale;
123
124 next.chest.position = Vec3::new(
125 0.0,
126 s_a.chest.0,
127 -10.0 + s_a.chest.1 + short * 0.3 * intensity,
128 );
129 next.chest.orientation =
130 Quaternion::rotation_x(foot * 0.25) * Quaternion::rotation_z(short * 0.1 * intensity);
131
132 next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
133 next.belt.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
134 * Quaternion::rotation_z(short * -0.2 * intensity);
135
136 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
137 next.back.scale = Vec3::one() * 1.02;
138
139 next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
140 next.shorts.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
141 * Quaternion::rotation_z(footrotr * 0.3 * intensity);
142
143 next.hand_l.position = Vec3::new(
144 -0.5 - s_a.hand.0 + foot2.min(0.0) * 4.0 + foot * 1.5,
145 1.5 + s_a.hand.1 + foot * 2.0 * intensity * squash + foot * 2.0,
146 intensity * 5.0 + s_a.hand.2 + foot * 4.0 * intensity * squash,
147 );
148 next.hand_l.orientation = Quaternion::rotation_x(-4.0 * intensity * squash)
149 * Quaternion::rotation_y(foot2 * -0.55 + foot * -1.5 + 1.3)
150 * Quaternion::rotation_z(foot2 * 1.25 - 1.6);
151 next.hand_l.scale = Vec3::one() * 1.04;
152
153 next.hand_r.position = Vec3::new(
154 0.5 + s_a.hand.0 - foot2.min(0.0) * 4.0 - foot * 1.5,
155 1.5 + s_a.hand.1 + foot * 2.0 * intensity * squash + foot * 2.0,
156 intensity * 5.0 + s_a.hand.2 + foot * 4.0 * intensity * squash,
157 );
158 next.hand_r.orientation = Quaternion::rotation_x(-4.0 * intensity * squash)
159 * Quaternion::rotation_y(foot2 * 0.55 + foot * 1.5 - 1.3)
160 * Quaternion::rotation_z(foot2 * -1.25 + 1.6);
161 next.hand_r.scale = Vec3::one() * 1.04;
162
163 next.foot_l.position = Vec3::new(
164 -s_a.foot.0,
165 s_a.foot.1 + foothoril * 3.5 * intensity * squash,
166 -10.0 + s_a.foot.2 + footrotl * 1.0 * intensity * squash,
167 );
168 next.foot_l.orientation =
169 Quaternion::rotation_x(-0.8 * squash + footrotl * 0.6 * intensity * squash);
170
171 next.foot_r.position = Vec3::new(
172 s_a.foot.0,
173 s_a.foot.1 + foothorir * 3.5 * intensity * squash,
174 -10.0 + s_a.foot.2 + footrotr * 1.0 * intensity * squash,
175 );
176 next.foot_r.orientation =
177 Quaternion::rotation_x(-0.8 * squash + footrotr * 0.6 * intensity * squash);
178
179 next.shoulder_l.position = Vec3::new(
180 -s_a.shoulder.0,
181 s_a.shoulder.1 + foot * 2.0 - 2.0,
182 s_a.shoulder.2 + foot + 2.0,
183 );
184 next.shoulder_l.orientation =
185 Quaternion::rotation_x(short * 0.15 * intensity + foot * 0.5 + 0.7);
186 next.shoulder_l.scale = Vec3::one() * 1.1;
187
188 next.shoulder_r.position = Vec3::new(
189 s_a.shoulder.0,
190 s_a.shoulder.1 + foot * 2.0 - 2.0,
191 s_a.shoulder.2 + foot + 2.0,
192 );
193 next.shoulder_r.orientation =
194 Quaternion::rotation_x(short * -0.15 * intensity + foot * 0.5 + 0.7);
195 next.shoulder_r.scale = Vec3::one() * 1.1;
196
197 next.glider.position = Vec3::new(0.0, 0.0, 10.0);
198 next.glider.scale = Vec3::one() * 0.0;
199
200 next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
201
202 next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
203 next.lantern.scale = Vec3::one() * 0.65;
204 next.hold.scale = Vec3::one() * 0.0;
205
206 next.torso.position = Vec3::new(0.0, 0.0, 11.0 - avgspeed * 0.55);
207 next.torso.orientation = Quaternion::rotation_x(dir_ori)
208 * Quaternion::rotation_y(tilt * 2.0)
209 * Quaternion::rotation_z(tilt * 3.0);
210
211 next
212 }
213}