veloren_voxygen_anim/quadruped_medium/
jump.rs1use super::{
2 super::{Animation, vek::*},
3 QuadrupedMediumSkeleton, SkeletonAttr,
4};
5
6pub struct JumpAnimation;
7
8impl Animation for JumpAnimation {
9 type Dependency<'a> = (f32, Vec3<f32>, Vec3<f32>);
10 type Skeleton = QuadrupedMediumSkeleton;
11
12 #[cfg(feature = "use-dyn-lib")]
13 const UPDATE_FN: &'static [u8] = b"quadruped_medium_jump\0";
14
15 #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_jump")]
16 fn update_skeleton_inner(
17 skeleton: &Self::Skeleton,
18 (_global_time, velocity, avg_vel): Self::Dependency<'_>,
19 _anim_time: f32,
20 _rate: &mut f32,
21 s_a: &SkeletonAttr,
22 ) -> Self::Skeleton {
23 let mut next = (*skeleton).clone();
24
25 next.neck.scale = Vec3::one() * 1.02;
26 next.jaw.scale = Vec3::one() * 1.02;
27 next.leg_fl.scale = Vec3::one() * 1.02;
28 next.leg_fr.scale = Vec3::one() * 1.02;
29 next.leg_bl.scale = Vec3::one() * 1.02;
30 next.leg_br.scale = Vec3::one() * 1.02;
31 next.foot_fl.scale = Vec3::one() * 0.96;
32 next.foot_fr.scale = Vec3::one() * 0.96;
33 next.foot_bl.scale = Vec3::one() * 0.96;
34 next.foot_br.scale = Vec3::one() * 0.96;
35 next.ears.scale = Vec3::one() * 1.02;
36 let speed = Vec2::<f32>::from(velocity).magnitude();
37 let velocityalt = speed.max(3.0);
38 let normalize = velocityalt / 22.0;
39
40 let x_tilt = (avg_vel.z.atan2(avg_vel.xy().magnitude()) * normalize).max(-0.28);
41 let x_tilt = if velocityalt < 3.5 {
42 x_tilt.abs()
43 } else {
44 x_tilt
45 };
46
47 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
48 next.head.orientation = Quaternion::rotation_x(x_tilt * -0.5);
49
50 next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
51 next.neck.orientation = Quaternion::rotation_x(x_tilt * -1.0);
52
53 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
54 next.jaw.orientation = Quaternion::rotation_x(0.0);
55
56 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
57 next.tail.orientation = Quaternion::rotation_x(-0.6 * normalize + x_tilt * 2.0);
58
59 next.torso_front.position = Vec3::new(0.0, s_a.torso_front.0, s_a.torso_front.1);
60 next.torso_front.orientation = Quaternion::rotation_x(x_tilt * 3.5);
61
62 next.torso_back.position = Vec3::new(0.0, s_a.torso_back.0, s_a.torso_back.1);
63 next.torso_back.orientation = Quaternion::rotation_x(x_tilt * -1.2);
64
65 next.ears.position = Vec3::new(0.0, s_a.ears.0, s_a.ears.1);
66 next.ears.orientation = Quaternion::rotation_x(x_tilt * 1.5);
67
68 next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
69 next.leg_fl.orientation = Quaternion::rotation_x(1.2 * normalize + x_tilt.abs() * 0.8);
70
71 next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
72 next.leg_fr.orientation = Quaternion::rotation_x(1.2 * normalize + x_tilt.abs() * 0.8);
73
74 next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
75 next.leg_bl.orientation = Quaternion::rotation_x(-0.8 * normalize + x_tilt * -0.8);
76
77 next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
78 next.leg_br.orientation = Quaternion::rotation_x(-0.8 * normalize + x_tilt * -0.8);
79
80 next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
81 next.foot_fl.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
82
83 next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
84 next.foot_fr.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
85
86 next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
87 next.foot_bl.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
88
89 next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
90 next.foot_br.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
91
92 next
93 }
94}