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", export_name = "character_swim")]
29
30 fn update_skeleton_inner(
31 skeleton: &Self::Skeleton,
32 (
33 active_tool_kind,
34 second_tool_kind,
35 hands,
36 velocity,
37 orientation,
38 last_ori,
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 let avgspeed = Vec2::<f32>::from(avg_vel).magnitude();
48
49 let avgtotal = avg_vel.magnitude();
50
51 let speed = velocity.magnitude();
52 *rate = 1.0;
53 let tempo = if speed > 0.5 { 1.5 } else { 0.7 };
54 let intensity = if speed > 0.5 { 1.0 } else { 0.3 };
55
56 let lab: f32 = 1.0 * tempo;
57
58 let short = (anim_time * lab * 6.0 + PI * 0.9).sin();
59
60 let foot = (anim_time * lab * 6.0 + PI * -0.1).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 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);
101 next.head.orientation =
102 Quaternion::rotation_z(head_look.x * 0.3 + short * -0.2 * intensity + tilt * 3.0)
103 * Quaternion::rotation_x(
104 (0.4 * head_look.y * (1.0 / intensity)).abs()
105 + 0.45 * intensity
106 + velocity.z * 0.03
107 - (abstilt * 1.8).min(0.0),
108 );
109 next.head.scale = Vec3::one() * s_a.head_scale;
110
111 next.chest.position = Vec3::new(
112 0.0,
113 s_a.chest.0,
114 -10.0 + s_a.chest.1 + short * 0.3 * intensity,
115 );
116 next.chest.orientation = Quaternion::rotation_z(short * 0.1 * intensity);
117
118 next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
119 next.belt.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
120 * Quaternion::rotation_z(short * -0.2 * intensity);
121
122 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
123 next.back.scale = Vec3::one() * 1.02;
124
125 next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
126 next.shorts.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
127 * Quaternion::rotation_z(short * -0.3 * intensity);
128
129 next.hand_l.position = Vec3::new(
130 -1.0 - s_a.hand.0,
131 1.5 + s_a.hand.1 - foot * 2.0 * intensity * squash,
132 intensity * 5.0 + s_a.hand.2 + foot * -5.0 * intensity * squash,
133 );
134 next.hand_l.orientation = Quaternion::rotation_x(1.5 + foot * -1.2 * intensity * squash)
135 * Quaternion::rotation_y(0.4 + foot * -0.35);
136 next.hand_l.scale = Vec3::one() * 1.04;
137
138 next.hand_r.position = Vec3::new(
139 1.0 + s_a.hand.0,
140 1.5 + s_a.hand.1 + foot * 2.0 * intensity * squash,
141 intensity * 5.0 + s_a.hand.2 + foot * 5.0 * intensity * squash,
142 );
143 next.hand_r.orientation = Quaternion::rotation_x(1.5 + foot * 1.2 * intensity * squash)
144 * Quaternion::rotation_y(-0.4 + foot * -0.35);
145 next.hand_r.scale = Vec3::one() * 1.04;
146
147 next.foot_l.position = Vec3::new(
148 -s_a.foot.0,
149 s_a.foot.1 + foothoril * 1.5 * intensity * squash,
150 -10.0 + s_a.foot.2 + footrotl * 3.0 * intensity * squash,
151 );
152 next.foot_l.orientation =
153 Quaternion::rotation_x(-0.8 * squash + footrotl * 0.4 * intensity * squash);
154
155 next.foot_r.position = Vec3::new(
156 s_a.foot.0,
157 s_a.foot.1 + foothorir * 1.5 * intensity * squash,
158 -10.0 + s_a.foot.2 + footrotr * 3.0 * intensity * squash,
159 );
160 next.foot_r.orientation =
161 Quaternion::rotation_x(-0.8 * squash + footrotr * 0.4 * intensity * squash);
162
163 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
164 next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * intensity);
165 next.shoulder_l.scale = Vec3::one() * 1.1;
166
167 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
168 next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * intensity);
169 next.shoulder_r.scale = Vec3::one() * 1.1;
170
171 next.glider.position = Vec3::new(0.0, 0.0, 10.0);
172 next.glider.scale = Vec3::one() * 0.0;
173
174 next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
175
176 next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
177 next.lantern.scale = Vec3::one() * 0.65;
178 next.hold.scale = Vec3::one() * 0.0;
179
180 let switch = if avg_vel.z > 0.0 && avgspeed < 0.5 {
181 avgtotal.min(0.5)
182 } else {
183 avgtotal
184 };
185 next.torso.position = Vec3::new(0.0, 0.0, 11.0 - avgspeed * 0.55);
186 next.torso.orientation = Quaternion::rotation_x(
187 (((1.0 / switch) * PI / 2.0 + avg_vel.z * 0.12).min(PI / 2.0) - PI / 2.0)
188 + avgspeed * avg_vel.z * -0.003,
189 ) * Quaternion::rotation_y(tilt * 2.0)
190 * Quaternion::rotation_z(tilt * 3.0);
191
192 next
193 }
194}