veloren_voxygen_anim/biped_large/
run.rs1use super::{
2 super::{Animation, vek::*},
3 BipedLargeSkeleton, SkeletonAttr,
4};
5use common::comp::item::ToolKind;
6use core::{f32::consts::PI, ops::Mul};
7
8pub struct RunAnimation;
9
10type RunAnimationDependency = (
11 Option<ToolKind>,
12 Option<ToolKind>,
13 Vec3<f32>,
14 Vec3<f32>,
15 Vec3<f32>,
16 f32,
17 Vec3<f32>,
18 f32,
19);
20impl Animation for RunAnimation {
21 type Dependency<'a> = RunAnimationDependency;
22 type Skeleton = BipedLargeSkeleton;
23
24 #[cfg(feature = "use-dyn-lib")]
25 const UPDATE_FN: &'static [u8] = b"biped_large_run\0";
26
27 #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_run")]
28 fn update_skeleton_inner(
29 skeleton: &Self::Skeleton,
30 (
31 active_tool_kind,
32 _second_tool_kind,
33 velocity,
34 orientation,
35 last_ori,
36 global_time,
37 avg_vel,
38 acc_vel,
39 ): Self::Dependency<'_>,
40 anim_time: f32,
41 rate: &mut f32,
42 s_a: &SkeletonAttr,
43 ) -> Self::Skeleton {
44 let mut next = (*skeleton).clone();
45 let speed = Vec2::<f32>::from(velocity).magnitude();
46 let speedavg = Vec2::<f32>::from(avg_vel).magnitude();
47
48 *rate = 1.0;
49
50 let lab: f32 = 0.65 * s_a.tempo;
51 let speednorm = (speed.min(16.0) / 12.0).powf(0.6);
52 let speednormlow = (speed.min(16.0) / 12.0).powf(4.0);
53
54 let footvertl = (acc_vel * lab + PI * -0.2).sin() * speednorm;
55 let footvertr = (acc_vel * lab + PI * -1.2).sin() * speednorm;
56
57 let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
58 * ((acc_vel * lab + PI * 1.4).sin());
59
60 let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
61 * ((acc_vel * lab + PI * 0.4).sin());
62
63 let amplitude = (speed / 21.0).max(0.25);
64 let amplitude2 = (speed * 1.4 / 21.0).sqrt().max(0.6);
65 let amplitude3 = (speed / 21.0).sqrt().max(0.35);
66 let speedmult = 1.0;
67 let canceler = (speed / 21.0).sqrt();
68
69 let short = (acc_vel * lab * speedmult).sin();
70 let shortalt = (acc_vel * lab * speedmult + PI * 3.0 + 0.7).sin();
72 let look = Vec2::new(
73 (global_time / 2.0 + anim_time / 2.0)
74 .floor()
75 .mul(7331.0)
76 .sin()
77 * 0.5,
78 (global_time / 2.0 + anim_time / 2.0)
79 .floor()
80 .mul(1337.0)
81 .sin()
82 * 0.25,
83 );
84
85 let speedadjust = if speed < 5.0 { 0.0 } else { speed / 21.0 };
86 let shift1 = speedadjust - PI / 2.0 - speedadjust * PI * 3.0 / 4.0;
87 let shift2 = speedadjust + PI / 2.0 + speedadjust * PI / 2.0;
88 let shift3 = speedadjust + PI / 4.0 - speedadjust * PI / 4.0;
89 let shift4 = speedadjust - PI * 3.0 / 4.0 + speedadjust * PI / 2.0;
90
91 let foot1a = (acc_vel * lab * speedmult + 0.0 + canceler * 0.05 + shift1).sin();
93 let foot1b = (acc_vel * lab * speedmult + 1.1 + canceler * 0.05 + shift1).sin();
94 let foot2a = (acc_vel * lab * speedmult + shift2).sin();
96 let foot2b = (acc_vel * lab * speedmult + 1.1 + shift2).sin();
97 let foot3a = (acc_vel * lab * speedmult + shift3).sin();
99 let foot3b = (acc_vel * lab * speedmult + 0.3 + shift3).sin();
100 let foot4a = (acc_vel * lab * speedmult + 0.0 + canceler * 0.05 + shift4).sin();
102 let foot4b = (acc_vel * lab * speedmult + PI / 2.0 + canceler * 0.05 + shift4).sin();
103 let slow = (acc_vel * lab * speedmult + PI).sin();
105
106 let ori: Vec2<f32> = Vec2::from(orientation);
107 let last_ori = Vec2::from(last_ori);
108 let tilt = if vek::Vec2::new(ori, last_ori)
109 .map(|o| o.magnitude_squared())
110 .map(|m| m > 0.001 && m.is_finite())
111 .reduce_and()
112 && ori.angle_between(last_ori).is_finite()
113 {
114 ori.angle_between(last_ori).min(0.2)
115 * last_ori.determine_side(Vec2::zero(), ori).signum()
116 } else {
117 0.0
118 } * 1.3;
119
120 let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
121 let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
122 let footstrafel = (acc_vel * lab + PI * 1.45).sin() * speednorm;
123 let footstrafer = (acc_vel * lab + PI * (0.95)).sin() * speednorm;
124 let footvertsl = (acc_vel * lab).sin() * speednorm;
125 let footvertsr = (acc_vel * lab + PI * 0.5).sin() * speednorm;
126 let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
127
128 let side = ((velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x)
129 * -1.0)
130 .clamp(-1.0, 1.0);
131 let sideabs = side.abs();
132 let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
133
134 next.jaw.scale = Vec3::one() * 1.02;
135 next.shoulder_l.scale = Vec3::one() * 1.1;
136 next.shoulder_r.scale = Vec3::one() * 1.1;
137 next.hand_l.scale = Vec3::one() * 1.04;
138 next.hand_r.scale = Vec3::one() * 1.04;
139 next.hold.scale = Vec3::one() * 0.0;
140 next.second.scale = Vec3::one() * 0.0;
141
142 if s_a.beast {
143 next.head.position = Vec3::new(0.0, s_a.head.0, 3.0 + s_a.head.1);
144 next.head.orientation = Quaternion::rotation_x(
145 look.y * 0.3 + (speedavg * 0.05) + amplitude * short * -0.18,
146 ) * Quaternion::rotation_z(
147 look.x * 0.3 / ((canceler).max(0.5)) + tilt * -1.2,
148 ) * Quaternion::rotation_y(tilt * 0.8);
149
150 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
151 next.jaw.orientation = Quaternion::rotation_x(0.0);
152
153 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
154 next.tail.orientation =
155 Quaternion::rotation_x(canceler * 1.0 + amplitude * shortalt * 0.1)
156 * Quaternion::rotation_z(tilt * 1.5);
157
158 next.upper_torso.position = Vec3::new(
159 0.0,
160 s_a.upper_torso.0,
161 s_a.upper_torso.1, );
163 next.upper_torso.orientation = Quaternion::rotation_x(
164 (amplitude * (short * -0.0).max(-0.2)) + 0.0 * (canceler * 6.0).min(1.0), ) * Quaternion::rotation_y(tilt * 0.8)
166 * Quaternion::rotation_z(tilt * -1.5);
167
168 next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
169 next.lower_torso.orientation =
170 Quaternion::rotation_x(amplitude * short * -0.25 + canceler * -0.4)
171 * Quaternion::rotation_z(tilt * 1.8)
172 * Quaternion::rotation_y(tilt * 0.6);
173
174 next.arm_control_l.position = Vec3::new(
175 0.0,
176 0.0 + amplitude3 * foot1b * -1.5 + canceler * -2.0,
177 0.0 + amplitude3 * foot1a * 1.5,
178 );
179 next.arm_control_l.orientation =
180 Quaternion::rotation_x(0.3 * canceler + amplitude3 * foot1a * 0.4)
181 * Quaternion::rotation_z(tilt * -0.5)
182 * Quaternion::rotation_y(tilt * 1.5);
183
184 next.arm_control_r.position = Vec3::new(
185 0.0,
186 0.0 + amplitude3 * foot2b * -1.5 + canceler * -2.0,
187 0.0 + amplitude3 * foot2a * 1.5,
188 );
189 next.arm_control_r.orientation =
190 Quaternion::rotation_x(0.3 * canceler + amplitude3 * foot2a * 0.4)
191 * Quaternion::rotation_z(tilt * -0.5)
192 * Quaternion::rotation_y(tilt * 1.5);
193
194 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
195
196 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
197
198 next.hand_l.position = Vec3::new(
199 -s_a.hand.0,
200 s_a.hand.1 + foot1a * 1.0,
201 s_a.hand.2 + (foot1a * -3.0).max(1.0) * amplitude2,
202 );
203 next.hand_l.orientation =
204 Quaternion::rotation_x(amplitude2 * foot1b * 0.9 + canceler * 0.9)
205 * Quaternion::rotation_y(tilt * -1.0);
206
207 next.hand_r.position = Vec3::new(
208 s_a.hand.0,
209 s_a.hand.1 + foot2a * 1.0,
210 s_a.hand.2 + (foot2a * -3.0).max(1.0) * amplitude2,
211 );
212 next.hand_r.orientation =
213 Quaternion::rotation_x(amplitude2 * foot2b * 0.9 + canceler * 0.7)
214 * Quaternion::rotation_y(tilt * -1.0);
215
216 next.leg_control_l.position = Vec3::new(
217 0.0,
218 0.0 + amplitude3 * foot3b * -1.0 + canceler * -2.0,
219 0.0 + amplitude3 * foot3a * -2.5,
220 );
221 next.leg_control_l.orientation =
222 Quaternion::rotation_x(canceler * -0.4 + amplitude3 * foot3b * 0.4 + 0.5)
223 * Quaternion::rotation_y(tilt * 1.5)
224 * Quaternion::rotation_z(tilt * -1.5);
225
226 next.leg_control_r.position = Vec3::new(
227 0.0,
228 0.0 + amplitude3 * foot4b * -1.0 + canceler * -2.0,
229 0.0 + amplitude3 * foot4a * -2.5,
230 );
231 next.leg_control_r.orientation =
232 Quaternion::rotation_x(canceler * -0.4 + amplitude3 * foot4b * 0.4 + 0.5)
233 * Quaternion::rotation_y(tilt * 1.5)
234 * Quaternion::rotation_z(tilt * -1.5);
235 next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
236
237 next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
238
239 next.foot_l.position = Vec3::new(
240 -s_a.foot.0,
241 s_a.foot.1 + foot3a * 2.0,
242 s_a.foot.2 + (foot3b * 4.0 * amplitude2).max(-1.0),
243 );
244 next.foot_l.orientation = Quaternion::rotation_x(amplitude2 * foot3b * 0.45 + 0.5)
245 * Quaternion::rotation_y(tilt * -1.0);
246
247 next.foot_r.position = Vec3::new(
248 s_a.foot.0,
249 s_a.foot.1 + foot4a * 2.0,
250 s_a.foot.2 + (foot4b * 4.0 * amplitude2).max(-1.0),
251 );
252 next.foot_r.orientation = Quaternion::rotation_x(amplitude2 * foot4b * 0.45 + 0.5)
253 * Quaternion::rotation_y(tilt * -1.0);
254
255 next.torso.position = Vec3::new(
256 0.0,
257 0.0 + (short * 6.0).max(-16.0),
258 speedavg * 1.2 + (short * 6.0).max(-16.0),
259 );
260 next.torso.orientation =
261 Quaternion::rotation_x(x_tilt + amplitude * short * 0.1 + speedavg * -0.045);
262 } else {
263 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
264 next.head.orientation = Quaternion::rotation_z(short * -0.18 * speednorm - tilt * 2.0)
265 * Quaternion::rotation_x(0.25 * speednorm);
266
267 next.upper_torso.position = Vec3::new(
268 0.0,
269 s_a.upper_torso.0,
270 s_a.upper_torso.1 + shortalt * -1.5 * speednorm,
271 );
272 next.upper_torso.orientation =
273 Quaternion::rotation_z(short * 0.07 * speednorm + tilt * -1.0)
274 * Quaternion::rotation_y(tilt);
275
276 next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
277 next.lower_torso.orientation =
278 Quaternion::rotation_z(short * 0.05 * speednorm + tilt * 0.5)
279 * Quaternion::rotation_y(tilt * -0.5)
280 * Quaternion::rotation_x(0.14 * speednorm);
281
282 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
283 next.jaw.orientation = Quaternion::rotation_x(0.0);
284
285 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
286 next.tail.orientation = Quaternion::rotation_x(shortalt * 0.3 * speednorm);
287
288 next.second.position = Vec3::new(0.0, 0.0, 0.0);
289 next.second.orientation = Quaternion::rotation_x(0.0)
290 * Quaternion::rotation_y(0.0)
291 * Quaternion::rotation_z(0.0);
292
293 match active_tool_kind {
294 Some(ToolKind::Bow) => {
295 next.main.position = Vec3::new(0.0, -6.0, 0.0);
296 next.main.orientation =
297 Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
298 },
299 Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
300 next.main.position = Vec3::new(-6.0, -5.0, -12.0);
301 next.main.orientation =
302 Quaternion::rotation_y(0.6) * Quaternion::rotation_z(PI / 2.0);
303 },
304 Some(ToolKind::Sword) => {
305 next.main.position = Vec3::new(-10.0, -8.0, 12.0);
306 next.main.orientation =
307 Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
308 },
309 Some(ToolKind::Hammer) | Some(ToolKind::Axe) => {
310 next.main.position = Vec3::new(-6.0, -8.0, 8.0);
311 next.main.orientation =
312 Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
313 next.second.position = Vec3::new(6.0, -8.0, 8.0);
314 next.second.orientation =
315 Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(PI / 2.0);
316 },
317 _ => {
318 next.main.position = Vec3::new(-2.0, -5.0, -6.0);
319 next.main.orientation =
320 Quaternion::rotation_y(0.6) * Quaternion::rotation_z(PI / 2.0);
321 },
322 }
323
324 next.shoulder_l.position = Vec3::new(
325 -s_a.shoulder.0,
326 s_a.shoulder.1,
327 s_a.shoulder.2 - foothorir * 1.5,
328 );
329 next.shoulder_l.orientation =
330 Quaternion::rotation_x(0.6 * speednormlow + (footrotr * -0.8) * speednorm)
331 * Quaternion::rotation_y(0.0)
332 * Quaternion::rotation_z(0.0);
333
334 next.shoulder_r.position = Vec3::new(
335 s_a.shoulder.0,
336 s_a.shoulder.1,
337 s_a.shoulder.2 - foothoril * 1.5,
338 );
339 next.shoulder_r.orientation =
340 Quaternion::rotation_x(0.6 * speednormlow + (footrotl * -0.8) * speednorm)
341 * Quaternion::rotation_y(0.0);
342
343 next.hand_l.position = Vec3::new(
344 -s_a.hand.0 + foothorir * -1.3,
345 2.0 * speednorm + s_a.hand.1 + foothorir * -5.0,
346 1.5 * speednorm + s_a.hand.2 - foothorir * 4.5,
347 );
348 next.hand_l.orientation =
349 Quaternion::rotation_x(0.6 * speednorm + (footrotr * -1.2) * speednorm)
350 * Quaternion::rotation_y(footrotr * 0.4 * speednorm);
351
352 next.hand_r.position = Vec3::new(
353 s_a.hand.0 + foothoril * 1.3,
354 2.0 * speednorm + s_a.hand.1 + foothoril * -5.0,
355 1.5 * speednorm + s_a.hand.2 - foothoril * 4.5,
356 );
357 next.hand_r.orientation =
358 Quaternion::rotation_x(0.6 * speednorm + (footrotl * -1.2) * speednorm)
359 * Quaternion::rotation_y(footrotl * -0.4 * speednorm);
360
361 next.leg_l.position = Vec3::new(
362 -s_a.leg.0,
363 s_a.leg.1 + foothoril * -3.5,
364 s_a.leg.2 + (footvertl * -3.0),
365 ) * 0.98;
366 next.leg_l.orientation = Quaternion::rotation_z(short * 0.18 * speednorm)
367 * Quaternion::rotation_y(tilt * -0.5)
368 * Quaternion::rotation_x(foothoril * -0.8);
369
370 next.leg_r.position = Vec3::new(
371 s_a.leg.0,
372 s_a.leg.1 + foothorir * -3.5,
373 s_a.leg.2 + (footvertr * -3.0),
374 ) * 0.98;
375
376 next.leg_r.orientation = Quaternion::rotation_z(short * 0.18 * speednorm)
377 * Quaternion::rotation_y(tilt * -0.5)
378 * Quaternion::rotation_x(foothorir * -0.8);
379
380 next.foot_l.position = Vec3::new(
381 -s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0,
382 s_a.foot.1
383 + (1.0 - sideabs) * (-1.5 * speednorm + foothoril * -10.5)
384 + (direction * 5.0).max(0.0),
385 s_a.foot.2
386 + (1.0 - sideabs) * (1.0 * speednorm + ((footvertl * -4.1).max(-1.0)))
387 + side * ((footvertsl * 1.5).max(-1.0)),
388 );
389 next.foot_l.orientation = Quaternion::rotation_x(
390 (1.0 - sideabs) * (-0.2 + foothoril * -0.9) + sideabs * -0.5,
391 ) * Quaternion::rotation_y(
392 tilt * 1.0 + side * 0.3 + side * (foothoril * 0.3),
393 ) * Quaternion::rotation_z(side * 0.2);
394
395 next.foot_r.position = Vec3::new(
396 s_a.foot.0 + footstrafer * sideabs * 3.0 + tilt * -2.0,
397 s_a.foot.1
398 + (1.0 - sideabs) * (-1.5 * speednorm + foothorir * -10.5)
399 + (direction * 5.0).max(0.0),
400 s_a.foot.2
401 + (1.0 - sideabs) * (1.0 * speednorm + ((footvertr * -4.1).max(-1.0)))
402 + side * ((footvertsr * -1.5).max(-1.0)),
403 );
404 next.foot_r.orientation = Quaternion::rotation_x(
405 (1.0 - sideabs) * (-0.2 + foothorir * -0.9) + sideabs * -0.5,
406 ) * Quaternion::rotation_y(
407 tilt * 1.0 + side * 0.3 + side * (foothorir * 0.3),
408 ) * Quaternion::rotation_z(side * 0.2);
409
410 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
411 next.torso.orientation = Quaternion::rotation_x(-0.25 * speednorm);
412 }
413
414 if s_a.float {
415 next.head.orientation = Quaternion::rotation_x(slow * 0.1);
416 next.upper_torso.position = Vec3::new(
417 0.0,
418 s_a.upper_torso.0,
419 s_a.upper_torso.1 + slow * 2.0 + 4.0 * speednorm,
420 );
421 next.upper_torso.orientation = Quaternion::rotation_x(-0.1 * speednorm + slow * 0.05);
422 next.lower_torso.orientation = Quaternion::rotation_z(short * 0.05 * speednorm)
423 * Quaternion::rotation_x(0.14 * speednorm);
424 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
425 next.shoulder_l.orientation = Quaternion::rotation_x(-0.4 * speednormlow + slow * 0.1);
426 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
427 next.shoulder_r.orientation = Quaternion::rotation_x(-0.4 * speednormlow + slow * 0.1);
428 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
429 next.hand_l.orientation = Quaternion::rotation_x(-0.4 * speednorm + slow * 0.1);
430 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
431 next.hand_r.orientation = Quaternion::rotation_x(-0.4 * speednorm + slow * 0.1);
432 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
433 next.foot_l.orientation = Quaternion::rotation_x(-0.5 * speednorm + slow * 0.1);
434 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
435 next.foot_r.orientation = Quaternion::rotation_x(-0.5 * speednorm + slow * 0.1);
436 }
437
438 next
439 }
440}