veloren_voxygen_anim/character/
swimwield.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 SwimWieldAnimation;
9
10impl Animation for SwimWieldAnimation {
11 type Dependency<'a> = (
12 Option<ToolKind>,
13 Option<ToolKind>,
14 (Option<Hands>, Option<Hands>),
15 f32,
16 f32,
17 );
18 type Skeleton = CharacterSkeleton;
19
20 #[cfg(feature = "use-dyn-lib")]
21 const UPDATE_FN: &'static [u8] = b"character_swimwield\0";
22
23 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_swimwield"))]
24 fn update_skeleton_inner(
25 skeleton: &Self::Skeleton,
26 (active_tool_kind, second_tool_kind, hands, velocity, global_time): Self::Dependency<'_>,
27 anim_time: f32,
28 rate: &mut f32,
29 s_a: &SkeletonAttr,
30 ) -> Self::Skeleton {
31 let mut next = (*skeleton).clone();
32 *rate = 1.0;
33 let lab: f32 = 1.0;
34 let speed = Vec3::<f32>::from(velocity).magnitude();
35 *rate = 1.0;
36 let intensity = if speed > 0.5 { 1.0 } else { 0.3 };
37 let footrotl = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 1.4).sin()).powi(2)))
38 .sqrt())
39 * ((anim_time * 6.0 * lab + PI * 1.4).sin());
40
41 let footrotr = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 0.4).sin()).powi(2)))
42 .sqrt())
43 * ((anim_time * 6.0 * lab + PI * 0.4).sin());
44
45 let head_look = Vec2::new(
46 (global_time + anim_time / 3.0).floor().mul(7331.0).sin() * 0.2,
47 (global_time + anim_time / 3.0).floor().mul(1337.0).sin() * 0.1,
48 );
49
50 let slowalt = (anim_time * 6.0 + PI).cos();
51 let u_slow = (anim_time * 1.0 + PI).sin();
52 let foothoril = (anim_time * 6.0 * lab + PI * 1.45).sin();
53 let foothorir = (anim_time * 6.0 * lab + PI * (0.45)).sin();
54 let u_slowalt = (anim_time * 3.0 + PI).cos();
55
56 next.foot_l.position = Vec3::new(
57 -s_a.foot.0,
58 s_a.foot.1 + foothoril * 1.5 * intensity,
59 -10.0 + s_a.foot.2 + footrotl * 3.0 * intensity,
60 );
61 next.foot_l.orientation = Quaternion::rotation_x(-0.8 + footrotl * 0.4 * intensity);
62
63 next.foot_r.position = Vec3::new(
64 s_a.foot.0,
65 s_a.foot.1 + foothorir * 1.5 * intensity,
66 -10.0 + s_a.foot.2 + footrotr * 3.0 * intensity,
67 );
68 next.foot_r.orientation = Quaternion::rotation_x(-0.8 + footrotr * 0.4 * intensity);
69
70 next.hold.scale = Vec3::one() * 0.0;
71
72 if velocity > 0.01 {
73 next.torso.position = Vec3::new(0.0, 0.0, 11.0);
74 next.torso.orientation = Quaternion::rotation_x(velocity * -0.05);
75
76 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
77 next.back.scale = Vec3::one() * 1.02;
78 } else {
79 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + u_slow * 0.1);
80 next.head.orientation =
81 Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
82 next.head.scale = Vec3::one() * s_a.head_scale;
83
84 next.chest.position =
85 Vec3::new(0.0 + slowalt * 0.5, s_a.chest.0, s_a.chest.1 + u_slow * 0.5);
86 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
87
88 next.foot_l.position = Vec3::new(-s_a.foot.0, -2.0 + s_a.foot.1, s_a.foot.2);
89
90 next.foot_r.position = Vec3::new(s_a.foot.0, 2.0 + s_a.foot.1, s_a.foot.2);
91
92 next.chest.orientation =
93 Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.25);
94
95 next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
96 next.belt.orientation =
97 Quaternion::rotation_y(u_slowalt * 0.03) * Quaternion::rotation_z(0.22);
98 next.belt.scale = Vec3::one() * 1.02;
99
100 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
101 next.back.orientation = Quaternion::rotation_x(-0.2);
102 next.back.scale = Vec3::one() * 1.02;
103 next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
104 next.shorts.orientation = Quaternion::rotation_z(0.3);
105 }
106
107 let main_tool = if let (None, Some(Hands::Two)) = hands {
108 second_tool_kind
109 } else {
110 active_tool_kind
111 };
112
113 match main_tool {
114 Some(ToolKind::Sword) => {
115 next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
116 next.hand_l.orientation =
117 Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
118 next.hand_l.scale = Vec3::one() * 1.04;
119 next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
120 next.hand_r.orientation =
121 Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
122 next.hand_r.scale = Vec3::one() * 1.04;
123 next.main.position = Vec3::new(0.0, 0.0, -3.0);
124 next.main.orientation = Quaternion::rotation_x(-0.1)
125 * Quaternion::rotation_y(0.0)
126 * Quaternion::rotation_z(0.0);
127
128 next.control.position = Vec3::new(-7.0, 6.0, 6.0);
129 next.control.orientation = Quaternion::rotation_x(u_slow * 0.15)
130 * Quaternion::rotation_y(0.0)
131 * Quaternion::rotation_z(u_slowalt * 0.08);
132 },
133 Some(ToolKind::Dagger) => {
134 let hand_scale = 1.12;
135
136 next.control.position = Vec3::new(0.0, 0.0, 0.0);
137
138 next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
139 next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
140 * Quaternion::rotation_y(0.0 * PI)
141 * Quaternion::rotation_z(0.0 * PI);
142 next.hand_l.scale = Vec3::one() * hand_scale;
143
144 next.main.position = Vec3::new(0.0, 0.0, 0.0);
145 next.main.orientation = Quaternion::rotation_x(0.0 * PI)
146 * Quaternion::rotation_y(0.0 * PI)
147 * Quaternion::rotation_z(0.0 * PI);
148
149 next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
150
151 next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
152 next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
153 * Quaternion::rotation_y(0.0 * PI)
154 * Quaternion::rotation_z(0.0 * PI);
155 next.hand_r.scale = Vec3::one() * hand_scale;
156
157 next.second.position = Vec3::new(0.0, 0.0, 0.0);
158 next.second.orientation = Quaternion::rotation_x(0.0 * PI)
159 * Quaternion::rotation_y(0.0 * PI)
160 * Quaternion::rotation_z(0.0 * PI);
161
162 next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
163 },
164 Some(ToolKind::Axe) => {
165 if velocity < 0.5 {
166 next.head.position =
167 Vec3::new(0.0, -3.5 + s_a.head.0, s_a.head.1 + u_slow * 0.1);
168 next.head.orientation = Quaternion::rotation_z(head_look.x)
169 * Quaternion::rotation_x(0.35 + head_look.y.abs());
170 next.head.scale = Vec3::one() * s_a.head_scale;
171 next.chest.orientation = Quaternion::rotation_x(-0.35)
172 * Quaternion::rotation_y(u_slowalt * 0.04)
173 * Quaternion::rotation_z(0.15);
174 next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1);
175 next.belt.orientation = Quaternion::rotation_x(0.15)
176 * Quaternion::rotation_y(u_slowalt * 0.03)
177 * Quaternion::rotation_z(0.15);
178 next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1);
179 next.shorts.orientation =
180 Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
181 next.control.orientation = Quaternion::rotation_x(1.8)
182 * Quaternion::rotation_y(-0.5)
183 * Quaternion::rotation_z(PI - 0.2);
184 } else {
185 next.control.orientation = Quaternion::rotation_x(2.1)
186 * Quaternion::rotation_y(-0.4)
187 * Quaternion::rotation_z(PI - 0.2);
188 }
189 next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
190 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
191 * Quaternion::rotation_z(0.0)
192 * Quaternion::rotation_y(0.0);
193 next.hand_l.scale = Vec3::one() * 1.04;
194 next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
195 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
196 * Quaternion::rotation_z(0.0)
197 * Quaternion::rotation_y(0.0);
198 next.hand_r.scale = Vec3::one() * 1.04;
199 next.main.position = Vec3::new(-0.0, -2.0, -1.0);
200 next.main.orientation = Quaternion::rotation_x(0.0)
201 * Quaternion::rotation_y(0.0)
202 * Quaternion::rotation_z(0.0);
203
204 next.control.position = Vec3::new(-3.0, 11.0, 3.0);
205 },
206 Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
207 next.hand_l.position = Vec3::new(1.5, 0.5, -4.0);
208 next.hand_l.orientation =
209 Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
210 next.hand_l.scale = Vec3::one() * 1.04;
211 next.hand_r.position = Vec3::new(8.0, 4.0, 2.0);
212 next.hand_r.orientation = Quaternion::rotation_x(1.8)
213 * Quaternion::rotation_y(0.5)
214 * Quaternion::rotation_z(-0.27);
215 next.hand_r.scale = Vec3::one() * 1.04;
216 next.main.position = Vec3::new(12.0, 8.4, 13.2);
217 next.main.orientation = Quaternion::rotation_x(-0.3)
218 * Quaternion::rotation_y(PI + 0.3)
219 * Quaternion::rotation_z(0.9);
220
221 next.control.position = Vec3::new(-14.0, 1.8, 3.0);
222 next.control.orientation = Quaternion::rotation_x(u_slow * 0.2)
223 * Quaternion::rotation_y(-0.2)
224 * Quaternion::rotation_z(u_slowalt * 0.1);
225 },
226 Some(ToolKind::Shield) => {
227 let hand_scale = 1.12;
228
229 next.control.position = Vec3::new(0.0, 0.0, 0.0);
230
231 next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
232 next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
233 * Quaternion::rotation_y(0.0 * PI)
234 * Quaternion::rotation_z(0.0 * PI);
235 next.hand_l.scale = Vec3::one() * hand_scale;
236
237 next.main.position = Vec3::new(0.0, 0.0, 0.0);
238 next.main.orientation = Quaternion::rotation_x(0.0 * PI)
239 * Quaternion::rotation_y(0.0 * PI)
240 * Quaternion::rotation_z(0.0 * PI);
241
242 next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
243
244 next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
245 next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
246 * Quaternion::rotation_y(0.0 * PI)
247 * Quaternion::rotation_z(0.0 * PI);
248 next.hand_r.scale = Vec3::one() * hand_scale;
249
250 next.second.position = Vec3::new(0.0, 0.0, 0.0);
251 next.second.orientation = Quaternion::rotation_x(0.0 * PI)
252 * Quaternion::rotation_y(0.0 * PI)
253 * Quaternion::rotation_z(0.0 * PI);
254
255 next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
256 },
257 Some(ToolKind::Bow) => {
258 next.hand_l.position = Vec3::new(2.0, 1.5, 0.0);
259 next.hand_l.orientation = Quaternion::rotation_x(1.20)
260 * Quaternion::rotation_y(-0.6)
261 * Quaternion::rotation_z(-0.3);
262 next.hand_l.scale = Vec3::one() * 1.04;
263 next.hand_r.position = Vec3::new(5.9, 4.5, -5.0);
264 next.hand_r.orientation = Quaternion::rotation_x(1.20)
265 * Quaternion::rotation_y(-0.6)
266 * Quaternion::rotation_z(-0.3);
267 next.hand_r.scale = Vec3::one() * 1.04;
268 next.main.position = Vec3::new(3.0, 2.0, -3.0);
269 next.main.orientation = Quaternion::rotation_x(-0.3)
270 * Quaternion::rotation_y(0.3)
271 * Quaternion::rotation_z(-0.6);
272
273 next.hold.position = Vec3::new(1.2, -1.0, -5.2);
274 next.hold.orientation = Quaternion::rotation_x(-1.7)
275 * Quaternion::rotation_y(0.0)
276 * Quaternion::rotation_z(-0.1);
277 next.hold.scale = Vec3::one() * 1.0;
278
279 next.control.position = Vec3::new(-7.0, 6.0, 6.0);
280 next.control.orientation =
281 Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
282 },
283 Some(ToolKind::Debug) => {
284 next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
285 next.hand_l.orientation = Quaternion::rotation_x(1.27)
286 * Quaternion::rotation_y(0.0)
287 * Quaternion::rotation_z(0.0);
288 next.hand_l.scale = Vec3::one() * 1.04;
289 next.hand_r.position = Vec3::new(7.0, 2.5, -1.25);
290 next.hand_r.orientation = Quaternion::rotation_x(1.27)
291 * Quaternion::rotation_y(0.0)
292 * Quaternion::rotation_z(-0.3);
293 next.hand_r.scale = Vec3::one() * 1.04;
294 next.main.position = Vec3::new(5.0, 8.75, -2.0);
295 next.main.orientation = Quaternion::rotation_x(-0.3)
296 * Quaternion::rotation_y(-1.27)
297 * Quaternion::rotation_z(0.0);
298 next.control.position = Vec3::new(0.0, 6.0, 6.0);
299 next.control.orientation =
300 Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
301 },
302 Some(_) => {
303 next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
304 next.hand_l.orientation =
305 Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
306 next.hand_l.scale = Vec3::one() * 1.04;
307 next.hand_r.position = Vec3::new(2.0, 0.0, 0.0);
308 next.hand_r.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
309 next.hand_r.scale = Vec3::one() * 1.04;
310 next.main.position = Vec3::new(0.0, 0.0, 0.0);
311 next.main.orientation = Quaternion::rotation_x(0.0)
312 * Quaternion::rotation_y(-PI / 2.0)
313 * Quaternion::rotation_z(PI / 2.0);
314
315 next.control.position = Vec3::new(6.0, 7.0, 1.0);
316 next.control.orientation = Quaternion::rotation_x(0.3 + u_slow * 0.15)
317 * Quaternion::rotation_y(0.0)
318 * Quaternion::rotation_z(u_slowalt * 0.08);
319 },
320 _ => {},
321 }
322
323 if let (None, Some(Hands::Two)) = hands {
324 next.second = next.main;
325 }
326
327 next
328 }
329}