veloren/voxygen/src/anim/src/character/swim.rs

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::{Hands, ToolKind};
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct SwimAnimation;
type SwimAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f64,
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Vec3<f32>,
);
impl Animation for SwimAnimation {
type Dependency = SwimAnimationDependency;
type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_swim\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_swim")]
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fn update_skeleton_inner(
skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, velocity, orientation, last_ori, global_time, avg_vel): Self::Dependency,
anim_time: f64,
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rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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let speed = Vec3::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let tempo = if speed > 0.5 { 1.0 } else { 0.7 };
let intensity = if speed > 0.5 { 1.0 } else { 0.3 };
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let lab = 1.0 * tempo;
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let short = (anim_time as f32 * lab as f32 * 6.0+ PI/2.0).sin();
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let foot = (anim_time as f32 * lab as f32 * 6.0).sin();
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let footrotl = (((1.0)
/ (0.2
+ (0.8)
* ((anim_time as f32 * 6.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 6.0 * lab as f32 + PI * 1.4).sin());
let footrotr = (((1.0)
/ (0.2
+ (0.8)
* ((anim_time as f32 * 6.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 6.0 * lab as f32 + PI * 0.4).sin());
let foothoril = (anim_time as f32 * 6.0 * lab as f32 + PI * 1.45).sin();
let foothorir = (anim_time as f32 * 6.0 * lab as f32 + PI * (0.45)).sin();
let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 4.0 * (1.0 / tempo))
.floor()
.mul(7331.0)
.sin()
* 0.2,
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((global_time + anim_time) as f32 / 4.0 * (1.0 / tempo))
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
let ori: Vec2<f32> = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
let tilt = if Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
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.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
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ori.angle_between(last_ori).min(0.8)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
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let adjust = if speed > 0.5 { -1.57 } else { -3.14 * speed };
next.head.offset = Vec3::new(
0.0,
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-3.0 + skeleton_attr.head.0,
skeleton_attr.head.1 - 1.0 + short * 0.3,
);
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next.head.ori = Quaternion::rotation_z(head_look.x*0.5 + short * -0.2 * intensity)
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* Quaternion::rotation_x(
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(0.4 * head_look.y * (1.0 / intensity)).abs()
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+ 0.45 * intensity
+ velocity.z * 0.02,
);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0,
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-13.0 + skeleton_attr.chest.1 + short * 1.3 * intensity,
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);
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next.chest.ori = Quaternion::rotation_z(short * 0.1 * intensity);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.ori = Quaternion::rotation_x(velocity.z * 0.01)
* Quaternion::rotation_z(short * 0.2 * intensity);
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next.belt.scale = Vec3::one();
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next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
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next.back.ori = Quaternion::rotation_z(0.0);
next.back.scale = Vec3::one() * 1.02;
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next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.ori = Quaternion::rotation_x(velocity.z * 0.02)
* Quaternion::rotation_z(short * 0.3 * intensity);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-1.0-skeleton_attr.hand.0,
1.5 + skeleton_attr.hand.1 - foot * 2.0 * intensity,
5.0 + skeleton_attr.hand.2 + foot * -5.0 * intensity,
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);
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next.l_hand.ori =
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Quaternion::rotation_x(1.5 + foot * -1.2 * intensity) * Quaternion::rotation_y(0.4+foot*-0.35);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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1.0+skeleton_attr.hand.0,
1.5 + skeleton_attr.hand.1 + foot * 2.0 * intensity,
5.0 + skeleton_attr.hand.2 + foot * 5.0 * intensity,
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);
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next.r_hand.ori =
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Quaternion::rotation_x(1.5 + foot * 1.2 * intensity) * Quaternion::rotation_y(-0.4+foot*-0.35);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothoril * 1.5 * intensity,
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-15.0 + skeleton_attr.foot.2 + footrotl * 3.0 * intensity,
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);
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next.l_foot.ori = Quaternion::rotation_x(-0.8 + footrotl * 0.4 * intensity);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothorir * 1.5 * intensity,
-15.0 + skeleton_attr.foot.2 + footrotr * 3.0 * intensity,
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);
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next.r_foot.ori = Quaternion::rotation_x(-0.8 + footrotr * 0.4 * intensity);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
);
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next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15 * intensity);
next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
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skeleton_attr.shoulder.2,
);
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next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15 * intensity);
next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
match active_tool_kind {
Some(ToolKind::Dagger(_)) => {
next.main.offset = Vec3::new(-4.0, -5.0, 7.0);
next.main.ori =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
Some(ToolKind::Shield(_)) => {
next.main.offset = Vec3::new(-0.0, -5.0, 3.0);
next.main.ori =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
_ => {
next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
},
}
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next.main.scale = Vec3::one();
match second_tool_kind {
Some(ToolKind::Dagger(_)) => {
next.second.offset = Vec3::new(4.0, -6.0, 7.0);
next.second.ori =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
Some(ToolKind::Shield(_)) => {
next.second.offset = Vec3::new(0.0, -4.0, 3.0);
next.second.ori =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
_ => {
next.second.offset = Vec3::new(-7.0, -5.0, 15.0);
next.second.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
},
}
next.second.scale = Vec3::one();
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next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
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next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.lantern.scale = Vec3::one() * 0.65;
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next.torso.offset = Vec3::new(0.0, 0.0, 1.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(adjust + avg_vel.z * 0.12)
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* Quaternion::rotation_z(tilt * 12.0 + short * 0.0 * intensity);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.control.scale = Vec3::one();
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
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next.second.scale = match (
active_tool_kind.map(|tk| tk.hands()),
second_tool_kind.map(|tk| tk.hands()),
) {
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
next
}
}