veloren_voxygen_anim/crustacean/
swim.rs1use super::{
2 super::{Animation, vek::*},
3 CrustaceanSkeleton, SkeletonAttr,
4};
5use std::f32::consts::PI;
6
7pub struct SwimAnimation;
8
9impl Animation for SwimAnimation {
10 type Dependency<'a> = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>, f32);
11 type Skeleton = CrustaceanSkeleton;
12
13 #[cfg(feature = "use-dyn-lib")]
14 const UPDATE_FN: &'static [u8] = b"crustacean_swim\0";
15
16 #[cfg_attr(feature = "be-dyn-lib", export_name = "crustacean_swim")]
17 fn update_skeleton_inner(
18 skeleton: &Self::Skeleton,
19 (velocity, orientation, _last_ori, _global_time, avg_vel, acc_vel): Self::Dependency<'_>,
20 anim_time: f32,
21 rate: &mut f32,
22 s_a: &SkeletonAttr,
23 ) -> Self::Skeleton {
24 let mut next = (*skeleton).clone();
25 let speed = (Vec2::<f32>::from(velocity).magnitude()).min(22.0);
26 *rate = 1.0;
27
28 let speednorm = speed / 13.0;
29
30 let direction = velocity.y * 0.098 * orientation.y + velocity.x * 0.098 * orientation.x;
31
32 let side =
33 (velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0;
34 let sideabs = side.abs();
35
36 let mixed_vel = (acc_vel + anim_time * 6.0) * 0.8; let ratio = 0.1;
41 let wave1 = (mixed_vel).sin();
42 let wave2 = (mixed_vel - PI / 2.0).sin();
43 let wave3 = (mixed_vel + PI / 2.0).sin();
44 let wave4 = (mixed_vel + PI).sin();
45 let slow_wave = (mixed_vel / 10.0).sin();
46 let foot1 = wave1.abs().powf(ratio) * wave1.signum();
47 let foot2 = wave2.abs().powf(ratio) * wave2.signum();
48 let foot3 = wave3.abs().powf(ratio) * wave3.signum();
49 let foot4 = wave4.abs().powf(ratio) * wave4.signum();
50
51 let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm;
52
53 next.chest.scale = Vec3::one() * s_a.scaler;
54
55 let up_rot = 0.3;
56 let turnaround = PI;
57 let swim = -0.3 * foot2;
58
59 next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + x_tilt);
60 if s_a.move_sideways {
61 next.chest.orientation =
62 Quaternion::rotation_x((mixed_vel).sin().max(0.0) * 0.06 + x_tilt)
63 * Quaternion::rotation_z(turnaround + ((mixed_vel + PI / 2.0).sin() * 0.06));
64
65 next.arm_l.orientation = Quaternion::rotation_x(0.1 * foot3)
66 * Quaternion::rotation_y(foot4.max(sideabs * -1.0) * up_rot)
67 * Quaternion::rotation_z((PI / -5.0) + 0.3 - foot2 * 0.1 * direction);
68 next.arm_r.orientation = Quaternion::rotation_x(0.1 * foot3)
69 * Quaternion::rotation_y(-foot1.max(sideabs * -1.0) * up_rot)
70 * Quaternion::rotation_z((PI / 5.0) + -0.2 - foot3 * 0.1 * direction);
71 next.arm_l.position = Vec3::new(0.0, -1.0, 0.0);
72 next.arm_r.position = Vec3::new(0.0, -1.0, 0.0);
73 } else {
74 next.arm_l.orientation = Quaternion::rotation_z(0.7 * -slow_wave);
75 next.arm_r.orientation = Quaternion::rotation_z(0.7 * slow_wave);
76 }
77
78 next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2 + 1.0);
79 next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2 + 1.0);
80 next.leg_fl.orientation = Quaternion::rotation_y(foot4.max(sideabs * -0.5) * up_rot)
81 * Quaternion::rotation_z(swim + s_a.leg_ori.0 + foot2 * 0.1 * -direction);
82 next.leg_fr.orientation = Quaternion::rotation_y(-foot1.max(sideabs * -0.5) * up_rot)
83 * Quaternion::rotation_z(-swim + -s_a.leg_ori.0 - foot3 * 0.1 * -direction);
84
85 next.leg_cl.position = Vec3::new(-s_a.leg_c.0, s_a.leg_c.1, s_a.leg_c.2);
86 next.leg_cr.position = Vec3::new(s_a.leg_c.0, s_a.leg_c.1, s_a.leg_c.2);
87 next.leg_cl.orientation = Quaternion::rotation_x(foot4 * 0.1 * -direction)
88 * Quaternion::rotation_y(foot1.max(sideabs * -0.5) * up_rot)
89 * Quaternion::rotation_z(swim + s_a.leg_ori.1 + foot3 * 0.2 * -direction);
90 next.leg_cr.orientation = Quaternion::rotation_x(foot1 * 0.1 * -direction)
91 * Quaternion::rotation_y(foot1.min(sideabs * -0.5) * up_rot)
92 * Quaternion::rotation_z(-swim + -s_a.leg_ori.1 - foot2 * 0.2 * -direction);
93
94 next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
95 next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
96 next.leg_bl.orientation = Quaternion::rotation_x(foot4 * 0.2)
97 * Quaternion::rotation_y(foot4.max(sideabs * -0.5) * up_rot)
98 * Quaternion::rotation_z(swim + s_a.leg_ori.2 + foot3 * 0.2 * direction);
99 next.leg_br.orientation = Quaternion::rotation_x(foot1 * 0.2 * -direction)
100 * Quaternion::rotation_y(foot4.min(sideabs * -0.5) * up_rot)
101 * Quaternion::rotation_z(-swim + -s_a.leg_ori.2 - foot2 * 0.2 * direction);
102
103 next
104 }
105}