veloren_voxygen_anim/character/
swimwield.rs

1use 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", 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        let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 16.0).sin()).powi(2))).sqrt())
56            * ((anim_time * lab * 16.0).sin());
57        let noisea = (anim_time * 11.0 + PI / 6.0).sin();
58        let noiseb = (anim_time * 19.0 + PI / 4.0).sin();
59
60        next.foot_l.position = Vec3::new(
61            -s_a.foot.0,
62            s_a.foot.1 + foothoril * 1.5 * intensity,
63            -10.0 + s_a.foot.2 + footrotl * 3.0 * intensity,
64        );
65        next.foot_l.orientation = Quaternion::rotation_x(-0.8 + footrotl * 0.4 * intensity);
66
67        next.foot_r.position = Vec3::new(
68            s_a.foot.0,
69            s_a.foot.1 + foothorir * 1.5 * intensity,
70            -10.0 + s_a.foot.2 + footrotr * 3.0 * intensity,
71        );
72        next.foot_r.orientation = Quaternion::rotation_x(-0.8 + footrotr * 0.4 * intensity);
73
74        next.hold.scale = Vec3::one() * 0.0;
75
76        if velocity > 0.01 {
77            next.torso.position = Vec3::new(0.0, 0.0, 11.0);
78            next.torso.orientation = Quaternion::rotation_x(velocity * -0.05);
79
80            next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
81            next.back.orientation = Quaternion::rotation_x(
82                (-0.5 + short * 0.3 + noisea * 0.3 + noiseb * 0.3).min(-0.1),
83            );
84            next.back.scale = Vec3::one() * 1.02;
85        } else {
86            next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + u_slow * 0.1);
87            next.head.orientation =
88                Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
89            next.head.scale = Vec3::one() * s_a.head_scale;
90
91            next.chest.position =
92                Vec3::new(0.0 + slowalt * 0.5, s_a.chest.0, s_a.chest.1 + u_slow * 0.5);
93            next.torso.position = Vec3::new(0.0, 0.0, 0.0);
94
95            next.foot_l.position = Vec3::new(-s_a.foot.0, -2.0 + s_a.foot.1, s_a.foot.2);
96
97            next.foot_r.position = Vec3::new(s_a.foot.0, 2.0 + s_a.foot.1, s_a.foot.2);
98
99            next.chest.orientation =
100                Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.25);
101
102            next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
103            next.belt.orientation =
104                Quaternion::rotation_y(u_slowalt * 0.03) * Quaternion::rotation_z(0.22);
105            next.belt.scale = Vec3::one() * 1.02;
106
107            next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
108            next.back.orientation = Quaternion::rotation_x(-0.2);
109            next.back.scale = Vec3::one() * 1.02;
110            next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
111            next.shorts.orientation = Quaternion::rotation_z(0.3);
112        }
113
114        let main_tool = if let (None, Some(Hands::Two)) = hands {
115            second_tool_kind
116        } else {
117            active_tool_kind
118        };
119
120        match main_tool {
121            Some(ToolKind::Sword) => {
122                next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
123                next.hand_l.orientation =
124                    Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
125                next.hand_l.scale = Vec3::one() * 1.04;
126                next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
127                next.hand_r.orientation =
128                    Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
129                next.hand_r.scale = Vec3::one() * 1.04;
130                next.main.position = Vec3::new(0.0, 0.0, -3.0);
131                next.main.orientation = Quaternion::rotation_x(-0.1)
132                    * Quaternion::rotation_y(0.0)
133                    * Quaternion::rotation_z(0.0);
134
135                next.control.position = Vec3::new(-7.0, 6.0, 6.0);
136                next.control.orientation = Quaternion::rotation_x(u_slow * 0.15)
137                    * Quaternion::rotation_y(0.0)
138                    * Quaternion::rotation_z(u_slowalt * 0.08);
139            },
140            Some(ToolKind::Dagger) => {
141                let hand_scale = 1.12;
142
143                next.control.position = Vec3::new(0.0, 0.0, 0.0);
144
145                next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
146                next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
147                    * Quaternion::rotation_y(0.0 * PI)
148                    * Quaternion::rotation_z(0.0 * PI);
149                next.hand_l.scale = Vec3::one() * hand_scale;
150
151                next.main.position = Vec3::new(0.0, 0.0, 0.0);
152                next.main.orientation = Quaternion::rotation_x(0.0 * PI)
153                    * Quaternion::rotation_y(0.0 * PI)
154                    * Quaternion::rotation_z(0.0 * PI);
155
156                next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
157
158                next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
159                next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
160                    * Quaternion::rotation_y(0.0 * PI)
161                    * Quaternion::rotation_z(0.0 * PI);
162                next.hand_r.scale = Vec3::one() * hand_scale;
163
164                next.second.position = Vec3::new(0.0, 0.0, 0.0);
165                next.second.orientation = Quaternion::rotation_x(0.0 * PI)
166                    * Quaternion::rotation_y(0.0 * PI)
167                    * Quaternion::rotation_z(0.0 * PI);
168
169                next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
170            },
171            Some(ToolKind::Axe) => {
172                if velocity < 0.5 {
173                    next.head.position =
174                        Vec3::new(0.0, -3.5 + s_a.head.0, s_a.head.1 + u_slow * 0.1);
175                    next.head.orientation = Quaternion::rotation_z(head_look.x)
176                        * Quaternion::rotation_x(0.35 + head_look.y.abs());
177                    next.head.scale = Vec3::one() * s_a.head_scale;
178                    next.chest.orientation = Quaternion::rotation_x(-0.35)
179                        * Quaternion::rotation_y(u_slowalt * 0.04)
180                        * Quaternion::rotation_z(0.15);
181                    next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1);
182                    next.belt.orientation = Quaternion::rotation_x(0.15)
183                        * Quaternion::rotation_y(u_slowalt * 0.03)
184                        * Quaternion::rotation_z(0.15);
185                    next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1);
186                    next.shorts.orientation =
187                        Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
188                    next.control.orientation = Quaternion::rotation_x(1.8)
189                        * Quaternion::rotation_y(-0.5)
190                        * Quaternion::rotation_z(PI - 0.2);
191                } else {
192                    next.control.orientation = Quaternion::rotation_x(2.1)
193                        * Quaternion::rotation_y(-0.4)
194                        * Quaternion::rotation_z(PI - 0.2);
195                }
196                next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
197                next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
198                    * Quaternion::rotation_z(0.0)
199                    * Quaternion::rotation_y(0.0);
200                next.hand_l.scale = Vec3::one() * 1.04;
201                next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
202                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
203                    * Quaternion::rotation_z(0.0)
204                    * Quaternion::rotation_y(0.0);
205                next.hand_r.scale = Vec3::one() * 1.04;
206                next.main.position = Vec3::new(-0.0, -2.0, -1.0);
207                next.main.orientation = Quaternion::rotation_x(0.0)
208                    * Quaternion::rotation_y(0.0)
209                    * Quaternion::rotation_z(0.0);
210
211                next.control.position = Vec3::new(-3.0, 11.0, 3.0);
212            },
213            Some(ToolKind::Hammer) => {
214                next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
215                next.hand_l.orientation =
216                    Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
217                next.hand_l.scale = Vec3::one() * 1.04;
218                next.hand_r.position = Vec3::new(2.0, 0.0, 0.0);
219                next.hand_r.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
220                next.hand_r.scale = Vec3::one() * 1.04;
221                next.main.position = Vec3::new(0.0, 0.0, 0.0);
222                next.main.orientation = Quaternion::rotation_x(0.0)
223                    * Quaternion::rotation_y(-PI / 2.0)
224                    * Quaternion::rotation_z(PI / 2.0);
225
226                next.control.position = Vec3::new(6.0, 7.0, 1.0);
227                next.control.orientation = Quaternion::rotation_x(0.3 + u_slow * 0.15)
228                    * Quaternion::rotation_y(0.0)
229                    * Quaternion::rotation_z(u_slowalt * 0.08);
230            },
231            Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
232                next.hand_l.position = Vec3::new(1.5, 0.5, -4.0);
233                next.hand_l.orientation =
234                    Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
235                next.hand_l.scale = Vec3::one() * 1.04;
236                next.hand_r.position = Vec3::new(8.0, 4.0, 2.0);
237                next.hand_r.orientation = Quaternion::rotation_x(1.8)
238                    * Quaternion::rotation_y(0.5)
239                    * Quaternion::rotation_z(-0.27);
240                next.hand_r.scale = Vec3::one() * 1.04;
241                next.main.position = Vec3::new(12.0, 8.4, 13.2);
242                next.main.orientation = Quaternion::rotation_x(-0.3)
243                    * Quaternion::rotation_y(PI + 0.3)
244                    * Quaternion::rotation_z(0.9);
245
246                next.control.position = Vec3::new(-14.0, 1.8, 3.0);
247                next.control.orientation = Quaternion::rotation_x(u_slow * 0.2)
248                    * Quaternion::rotation_y(-0.2)
249                    * Quaternion::rotation_z(u_slowalt * 0.1);
250            },
251            Some(ToolKind::Shield) => {
252                let hand_scale = 1.12;
253
254                next.control.position = Vec3::new(0.0, 0.0, 0.0);
255
256                next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
257                next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
258                    * Quaternion::rotation_y(0.0 * PI)
259                    * Quaternion::rotation_z(0.0 * PI);
260                next.hand_l.scale = Vec3::one() * hand_scale;
261
262                next.main.position = Vec3::new(0.0, 0.0, 0.0);
263                next.main.orientation = Quaternion::rotation_x(0.0 * PI)
264                    * Quaternion::rotation_y(0.0 * PI)
265                    * Quaternion::rotation_z(0.0 * PI);
266
267                next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
268
269                next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
270                next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
271                    * Quaternion::rotation_y(0.0 * PI)
272                    * Quaternion::rotation_z(0.0 * PI);
273                next.hand_r.scale = Vec3::one() * hand_scale;
274
275                next.second.position = Vec3::new(0.0, 0.0, 0.0);
276                next.second.orientation = Quaternion::rotation_x(0.0 * PI)
277                    * Quaternion::rotation_y(0.0 * PI)
278                    * Quaternion::rotation_z(0.0 * PI);
279
280                next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
281            },
282            Some(ToolKind::Bow) => {
283                next.hand_l.position = Vec3::new(2.0, 1.5, 0.0);
284                next.hand_l.orientation = Quaternion::rotation_x(1.20)
285                    * Quaternion::rotation_y(-0.6)
286                    * Quaternion::rotation_z(-0.3);
287                next.hand_l.scale = Vec3::one() * 1.04;
288                next.hand_r.position = Vec3::new(5.9, 4.5, -5.0);
289                next.hand_r.orientation = Quaternion::rotation_x(1.20)
290                    * Quaternion::rotation_y(-0.6)
291                    * Quaternion::rotation_z(-0.3);
292                next.hand_r.scale = Vec3::one() * 1.04;
293                next.main.position = Vec3::new(3.0, 2.0, -13.0);
294                next.main.orientation = Quaternion::rotation_x(-0.3)
295                    * Quaternion::rotation_y(0.3)
296                    * Quaternion::rotation_z(-0.6);
297
298                next.hold.position = Vec3::new(1.2, -1.0, -5.2);
299                next.hold.orientation = Quaternion::rotation_x(-1.7)
300                    * Quaternion::rotation_y(0.0)
301                    * Quaternion::rotation_z(-0.1);
302                next.hold.scale = Vec3::one() * 1.0;
303
304                next.control.position = Vec3::new(-7.0, 6.0, 6.0);
305                next.control.orientation =
306                    Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
307            },
308            Some(ToolKind::Debug) => {
309                next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
310                next.hand_l.orientation = Quaternion::rotation_x(1.27)
311                    * Quaternion::rotation_y(0.0)
312                    * Quaternion::rotation_z(0.0);
313                next.hand_l.scale = Vec3::one() * 1.04;
314                next.hand_r.position = Vec3::new(7.0, 2.5, -1.25);
315                next.hand_r.orientation = Quaternion::rotation_x(1.27)
316                    * Quaternion::rotation_y(0.0)
317                    * Quaternion::rotation_z(-0.3);
318                next.hand_r.scale = Vec3::one() * 1.04;
319                next.main.position = Vec3::new(5.0, 8.75, -2.0);
320                next.main.orientation = Quaternion::rotation_x(-0.3)
321                    * Quaternion::rotation_y(-1.27)
322                    * Quaternion::rotation_z(0.0);
323                next.control.position = Vec3::new(0.0, 6.0, 6.0);
324                next.control.orientation =
325                    Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
326            },
327            _ => {},
328        }
329
330        if let (None, Some(Hands::Two)) = hands {
331            next.second = next.main;
332        }
333
334        next
335    }
336}