veloren/voxygen/anim/src/character/jump.rs
2022-07-15 14:49:46 +02:00

245 lines
9.4 KiB
Rust

use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};
use core::f32::consts::PI;
pub struct JumpAnimation;
impl Animation for JumpAnimation {
type Dependency<'a> = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_jump\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_jump")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, hands, velocity, orientation, last_ori, global_time): Self::Dependency<'a>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slow = (anim_time * 7.0).sin();
let subtract = global_time - anim_time as f32;
let check = subtract - subtract.trunc();
let switch = (check - 0.5).signum();
let speed = Vec2::<f32>::from(velocity).magnitude();
let speednorm = (speed / 10.0).min(1.0);
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
next.head.scale = Vec3::one() * s_a.head_scale;
next.shoulder_l.scale = Vec3::one() * 1.1;
next.shoulder_r.scale = Vec3::one() * 1.1;
next.back.scale = Vec3::one() * 1.02;
next.head.position = Vec3::new(0.0, s_a.head.0, -1.0 + s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(0.25 + slow * 0.04) * Quaternion::rotation_z(tilt * -2.5);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + 1.0);
next.chest.orientation =
Quaternion::rotation_x(speednorm * -0.3) * Quaternion::rotation_z(tilt * -2.0);
next.belt.position = Vec3::new(
0.0,
s_a.belt.0 + speednorm * 1.2,
s_a.belt.1 + speednorm * 1.0,
);
next.belt.orientation =
Quaternion::rotation_x(speednorm * 0.3) * Quaternion::rotation_z(tilt * 2.0);
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
next.back.orientation = Quaternion::rotation_z(0.0);
next.shorts.position = Vec3::new(
0.0,
s_a.shorts.0 + speednorm * 3.0,
s_a.shorts.1 + speednorm * 2.0,
);
next.shorts.orientation =
Quaternion::rotation_x(speednorm * 0.5) * Quaternion::rotation_z(tilt * 3.0);
if switch > 0.0 {
next.hand_l.position = Vec3::new(
-s_a.hand.0,
1.0 + s_a.hand.1 + 4.0,
2.0 + s_a.hand.2 + slow * 1.5,
);
next.hand_l.orientation =
Quaternion::rotation_x(1.9 + slow * 0.4) * Quaternion::rotation_y(0.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 - 3.0, s_a.hand.2 + slow * 1.5);
next.hand_r.orientation =
Quaternion::rotation_x(-0.5 + slow * -0.4) * Quaternion::rotation_y(-0.2);
} else {
next.hand_l.position =
Vec3::new(-s_a.hand.0, s_a.hand.1 - 3.0, s_a.hand.2 + slow * 1.5);
next.hand_l.orientation =
Quaternion::rotation_x(-0.5 + slow * -0.4) * Quaternion::rotation_y(0.2);
next.hand_r.position = Vec3::new(
s_a.hand.0,
1.0 + s_a.hand.1 + 4.0,
2.0 + s_a.hand.2 + slow * 1.5,
);
next.hand_r.orientation =
Quaternion::rotation_x(1.9 + slow * 0.4) * Quaternion::rotation_y(-0.2);
};
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 - 5.0 * switch,
2.0 + s_a.foot.2 + slow * 1.5,
);
next.foot_l.orientation = Quaternion::rotation_x(-0.8 * switch + slow * -0.2 * switch);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + 5.0 * switch,
2.0 + s_a.foot.2 + slow * 1.5,
);
next.foot_r.orientation = Quaternion::rotation_x(0.8 * switch + slow * 0.2 * switch);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_x(0.4 * switch);
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(-0.4 * switch);
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
let main_tool = if let (None, Some(Hands::Two)) = hands {
second_tool_kind
} else {
active_tool_kind
};
match main_tool {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(5.0, 1.0, 2.0);
next.main.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
},
Some(ToolKind::Shield) => {
next.main.position = Vec3::new(-0.0, -5.0, 3.0);
next.main.orientation =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.main.position = Vec3::new(2.0, -5.0, -1.0);
next.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, -5.0, 6.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
_ => {
next.main.position = Vec3::new(-7.0, -5.0, 15.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
}
match second_tool_kind {
Some(ToolKind::Dagger) => {
next.second.position = Vec3::new(-5.0, 1.0, 2.0);
next.second.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
},
Some(ToolKind::Shield) => {
next.second.position = Vec3::new(0.0, -4.0, 3.0);
next.second.orientation =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
_ => {
next.second.position = Vec3::new(-7.0, -5.0, 15.0);
next.second.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
}
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
next.lantern.orientation = Quaternion::rotation_x(1.0 * switch + slow * 0.3 * switch)
* Quaternion::rotation_y(0.6 * switch + slow * 0.3 * switch);
next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 9.0);
next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse()
* Quaternion::rotation_x(slow * 0.5)
* Quaternion::rotation_y(tilt * 4.0 * slow + tilt * 3.0);
}
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.torso.orientation = Quaternion::rotation_x(0.0);
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(PI / 2.0);
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -6.0, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
},
_ => {},
},
(_, _) => {},
};
next.second.scale = match hands {
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next
}
}