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276 lines
10 KiB
Rust
276 lines
10 KiB
Rust
use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::{Hands, ToolKind};
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use core::{f32::consts::PI, ops::Mul};
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pub struct SwimAnimation;
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type SwimAnimationDependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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(Option<Hands>, Option<Hands>),
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Vec3<f32>,
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Vec3<f32>,
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Vec3<f32>,
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f32,
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Vec3<f32>,
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);
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impl Animation for SwimAnimation {
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type Dependency<'a> = SwimAnimationDependency;
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_swim\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_swim")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(
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active_tool_kind,
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second_tool_kind,
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hands,
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velocity,
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orientation,
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last_ori,
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global_time,
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avg_vel,
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): Self::Dependency<'_>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let avgspeed = Vec2::<f32>::from(avg_vel).magnitude();
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let avgtotal = avg_vel.magnitude();
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let speed = velocity.magnitude();
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*rate = 1.0;
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let tempo = if speed > 0.5 { 1.5 } else { 0.7 };
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let intensity = if speed > 0.5 { 1.0 } else { 0.3 };
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let lab: f32 = 1.0 * tempo;
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let short = (anim_time * lab * 6.0 + PI * 0.9).sin();
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let foot = (anim_time * lab * 6.0 + PI * -0.1).sin();
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let footrotl = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 1.4).sin()).powi(2)))
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.sqrt())
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* ((anim_time * 6.0 * lab + PI * 1.4).sin());
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let footrotr = ((1.0 / (0.2 + (0.8) * ((anim_time * 6.0 * lab + PI * 0.4).sin()).powi(2)))
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.sqrt())
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* ((anim_time * 6.0 * lab + PI * 0.4).sin());
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let foothoril = (anim_time * 6.0 * lab + PI * 1.4).sin();
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let foothorir = (anim_time * 6.0 * lab + PI * (0.4)).sin();
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let head_look = Vec2::new(
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(global_time + anim_time / 4.0 * (1.0 / tempo))
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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(global_time + anim_time / 4.0 * (1.0 / tempo))
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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let ori: Vec2<f32> = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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let tilt = if vek::Vec2::new(ori, last_ori)
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.map(|o| o.magnitude_squared())
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.map(|m| m > 0.001 && m.is_finite())
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.reduce_and()
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&& ori.angle_between(last_ori).is_finite()
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{
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ori.angle_between(last_ori).min(0.8)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
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} else {
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0.0
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} * 1.3;
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let abstilt = tilt.abs();
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let squash = if abstilt > 0.2 { 0.35 } else { 1.0 }; //condenses the body at strong turns
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 - 1.0 + short * 0.3);
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next.head.orientation =
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Quaternion::rotation_z(head_look.x * 0.3 + short * -0.2 * intensity + tilt * 3.0)
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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
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+ velocity.z * 0.03
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- (abstilt * 1.8).min(0.0),
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);
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next.head.scale = Vec3::one() * s_a.head_scale;
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next.chest.position = Vec3::new(
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0.0,
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s_a.chest.0,
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-10.0 + s_a.chest.1 + short * 0.3 * intensity,
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);
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next.chest.orientation = Quaternion::rotation_z(short * 0.1 * intensity);
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next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
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* Quaternion::rotation_z(short * -0.2 * intensity);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.back.scale = Vec3::one() * 1.02;
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0)
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* Quaternion::rotation_z(short * -0.3 * intensity);
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next.hand_l.position = Vec3::new(
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-1.0 - s_a.hand.0,
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1.5 + s_a.hand.1 - foot * 2.0 * intensity * squash,
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intensity * 5.0 + s_a.hand.2 + foot * -5.0 * intensity * squash,
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);
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next.hand_l.orientation = Quaternion::rotation_x(1.5 + foot * -1.2 * intensity * squash)
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* Quaternion::rotation_y(0.4 + foot * -0.35);
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.position = Vec3::new(
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1.0 + s_a.hand.0,
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1.5 + s_a.hand.1 + foot * 2.0 * intensity * squash,
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intensity * 5.0 + s_a.hand.2 + foot * 5.0 * intensity * squash,
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);
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next.hand_r.orientation = Quaternion::rotation_x(1.5 + foot * 1.2 * intensity * squash)
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* Quaternion::rotation_y(-0.4 + foot * -0.35);
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next.hand_r.scale = Vec3::one() * 1.04;
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1 + foothoril * 1.5 * intensity * squash,
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-10.0 + s_a.foot.2 + footrotl * 3.0 * intensity * squash,
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);
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next.foot_l.orientation =
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Quaternion::rotation_x(-0.8 * squash + footrotl * 0.4 * intensity * squash);
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next.foot_r.position = Vec3::new(
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s_a.foot.0,
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s_a.foot.1 + foothorir * 1.5 * intensity * squash,
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-10.0 + s_a.foot.2 + footrotr * 3.0 * intensity * squash,
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);
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next.foot_r.orientation =
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Quaternion::rotation_x(-0.8 * squash + footrotr * 0.4 * intensity * squash);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * intensity);
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next.shoulder_l.scale = Vec3::one() * 1.1;
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * intensity);
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next.shoulder_r.scale = Vec3::one() * 1.1;
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next.glider.position = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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let main_tool = if let (None, Some(Hands::Two)) = hands {
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second_tool_kind
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} else {
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active_tool_kind
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};
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match main_tool {
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Some(ToolKind::Dagger) => {
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next.main.position = Vec3::new(5.0, 1.0, 2.0);
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next.main.orientation =
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
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},
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Some(ToolKind::Shield) => {
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next.main.position = Vec3::new(-0.0, -5.0, 3.0);
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next.main.orientation =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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},
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.main.position = Vec3::new(2.0, -5.0, -1.0);
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next.main.orientation =
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Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
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},
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Some(ToolKind::Bow) => {
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next.main.position = Vec3::new(0.0, -5.0, 6.0);
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next.main.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
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},
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_ => {
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next.main.position = Vec3::new(-7.0, -5.0, 15.0);
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next.main.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
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},
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}
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match second_tool_kind {
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Some(ToolKind::Dagger) => {
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next.second.position = Vec3::new(-5.0, 1.0, 2.0);
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next.second.orientation =
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
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},
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Some(ToolKind::Shield) => {
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next.second.position = Vec3::new(0.0, -4.0, 3.0);
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next.second.orientation =
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Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
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},
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_ => {
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next.second.position = Vec3::new(-7.0, -5.0, 15.0);
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next.second.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
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},
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}
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next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
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next.lantern.scale = Vec3::one() * 0.65;
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next.hold.scale = Vec3::one() * 0.0;
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let switch = if avg_vel.z > 0.0 && avgspeed < 0.5 {
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avgtotal.min(0.5)
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} else {
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avgtotal
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};
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next.torso.position = Vec3::new(0.0, 0.0, 11.0 - avgspeed * 0.55);
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next.torso.orientation = Quaternion::rotation_x(
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(((1.0 / switch) * PI / 2.0 + avg_vel.z * 0.12).min(PI / 2.0) - PI / 2.0)
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+ avgspeed * avg_vel.z * -0.003,
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) * Quaternion::rotation_y(tilt * 2.0)
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* Quaternion::rotation_z(tilt * 3.0);
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match hands {
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(Some(Hands::One), _) => match active_tool_kind {
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Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
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next.main.position = Vec3::new(-4.0, -5.0, 10.0);
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next.main.orientation =
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Quaternion::rotation_y(2.35) * Quaternion::rotation_z(PI / 2.0);
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},
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_ => {},
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},
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(_, _) => {},
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};
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
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Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
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next.second.position = Vec3::new(4.0, -6.0, 10.0);
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next.second.orientation =
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Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
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},
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_ => {},
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},
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(_, _) => {},
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};
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next.second.scale = match hands {
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(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
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(_, _) => Vec3::zero(),
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};
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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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next
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}
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}
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