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use super::{
    super::{vek::*, Animation},
    BipedLargeSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use core::{f32::consts::PI, ops::Mul};

pub struct RunAnimation;

type RunAnimationDependency = (
    Option<ToolKind>,
    Option<ToolKind>,
    Vec3<f32>,
    Vec3<f32>,
    Vec3<f32>,
    f32,
    Vec3<f32>,
    f32,
);
impl Animation for RunAnimation {
    type Dependency<'a> = RunAnimationDependency;
    type Skeleton = BipedLargeSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"biped_large_run\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_run")]
    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (
            active_tool_kind,
            _second_tool_kind,
            velocity,
            orientation,
            last_ori,
            global_time,
            avg_vel,
            acc_vel,
        ): Self::Dependency<'_>,
        anim_time: f32,
        rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        let mut next = (*skeleton).clone();
        let speed = Vec2::<f32>::from(velocity).magnitude();
        let speedavg = Vec2::<f32>::from(avg_vel).magnitude();

        *rate = 1.0;

        let lab: f32 = 0.65 * s_a.tempo;
        let speednorm = (speed.min(16.0) / 12.0).powf(0.6);
        let speednormlow = (speed.min(16.0) / 12.0).powf(4.0);

        let footvertl = (acc_vel * lab + PI * -0.2).sin() * speednorm;
        let footvertr = (acc_vel * lab + PI * -1.2).sin() * speednorm;

        let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
            * ((acc_vel * lab + PI * 1.4).sin());

        let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
            * ((acc_vel * lab + PI * 0.4).sin());

        let amplitude = (speed / 21.0).max(0.25);
        let amplitude2 = (speed * 1.4 / 21.0).sqrt().max(0.6);
        let amplitude3 = (speed / 21.0).sqrt().max(0.35);
        let speedmult = 1.0;
        let canceler = (speed / 21.0).sqrt();

        let short = (acc_vel * lab * speedmult).sin();
        //
        let shortalt = (acc_vel * lab * speedmult + PI * 3.0 + 0.7).sin();
        let look = Vec2::new(
            (global_time / 2.0 + anim_time / 2.0)
                .floor()
                .mul(7331.0)
                .sin()
                * 0.5,
            (global_time / 2.0 + anim_time / 2.0)
                .floor()
                .mul(1337.0)
                .sin()
                * 0.25,
        );

        let speedadjust = if speed < 5.0 { 0.0 } else { speed / 21.0 };
        let shift1 = speedadjust - PI / 2.0 - speedadjust * PI * 3.0 / 4.0;
        let shift2 = speedadjust + PI / 2.0 + speedadjust * PI / 2.0;
        let shift3 = speedadjust + PI / 4.0 - speedadjust * PI / 4.0;
        let shift4 = speedadjust - PI * 3.0 / 4.0 + speedadjust * PI / 2.0;

        //FL
        let foot1a = (acc_vel * lab * speedmult + 0.0 + canceler * 0.05 + shift1).sin();
        let foot1b = (acc_vel * lab * speedmult + 1.1 + canceler * 0.05 + shift1).sin();
        //FR
        let foot2a = (acc_vel * lab * speedmult + shift2).sin();
        let foot2b = (acc_vel * lab * speedmult + 1.1 + shift2).sin();
        //BL
        let foot3a = (acc_vel * lab * speedmult + shift3).sin();
        let foot3b = (acc_vel * lab * speedmult + 0.3 + shift3).sin();
        //BR
        let foot4a = (acc_vel * lab * speedmult + 0.0 + canceler * 0.05 + shift4).sin();
        let foot4b = (acc_vel * lab * speedmult + PI / 2.0 + canceler * 0.05 + shift4).sin();
        //
        let slow = (acc_vel * lab * speedmult + PI).sin();

        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;

        let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
        let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
        let footstrafel = (acc_vel * lab + PI * 1.45).sin() * speednorm;
        let footstrafer = (acc_vel * lab + PI * (0.95)).sin() * speednorm;
        let footvertsl = (acc_vel * lab).sin() * speednorm;
        let footvertsr = (acc_vel * lab + PI * 0.5).sin() * speednorm;
        let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;

        let side = ((velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x)
            * -1.0)
            .clamp(-1.0, 1.0);
        let sideabs = side.abs();
        let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());

        next.jaw.scale = Vec3::one() * 1.02;
        next.shoulder_l.scale = Vec3::one() * 1.1;
        next.shoulder_r.scale = Vec3::one() * 1.1;
        next.hand_l.scale = Vec3::one() * 1.04;
        next.hand_r.scale = Vec3::one() * 1.04;
        next.hold.scale = Vec3::one() * 0.0;
        next.second.scale = Vec3::one() * 0.0;

        if s_a.beast {
            next.head.position = Vec3::new(0.0, s_a.head.0, 3.0 + s_a.head.1);
            next.head.orientation = Quaternion::rotation_x(
                look.y * 0.3 + (speedavg * 0.05) + amplitude * short * -0.18,
            ) * Quaternion::rotation_z(
                look.x * 0.3 / ((canceler).max(0.5)) + tilt * -1.2,
            ) * Quaternion::rotation_y(tilt * 0.8);

            next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
            next.jaw.orientation = Quaternion::rotation_x(0.0);

            next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
            next.tail.orientation =
                Quaternion::rotation_x(canceler * 1.0 + amplitude * shortalt * 0.1)
                    * Quaternion::rotation_z(tilt * 1.5);

            next.upper_torso.position = Vec3::new(
                0.0,
                s_a.upper_torso.0,
                s_a.upper_torso.1, //xtilt
            );
            next.upper_torso.orientation = Quaternion::rotation_x(
                (amplitude * (short * -0.0).max(-0.2)) + 0.0 * (canceler * 6.0).min(1.0), //x_tilt
            ) * Quaternion::rotation_y(tilt * 0.8)
                * Quaternion::rotation_z(tilt * -1.5);

            next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
            next.lower_torso.orientation =
                Quaternion::rotation_x(amplitude * short * -0.25 + canceler * -0.4)
                    * Quaternion::rotation_z(tilt * 1.8)
                    * Quaternion::rotation_y(tilt * 0.6);

            next.arm_control_l.position = Vec3::new(
                0.0,
                0.0 + amplitude3 * foot1b * -1.5 + canceler * -2.0,
                0.0 + amplitude3 * foot1a * 1.5,
            );
            next.arm_control_l.orientation =
                Quaternion::rotation_x(0.3 * canceler + amplitude3 * foot1a * 0.4)
                    * Quaternion::rotation_z(tilt * -0.5)
                    * Quaternion::rotation_y(tilt * 1.5);

            next.arm_control_r.position = Vec3::new(
                0.0,
                0.0 + amplitude3 * foot2b * -1.5 + canceler * -2.0,
                0.0 + amplitude3 * foot2a * 1.5,
            );
            next.arm_control_r.orientation =
                Quaternion::rotation_x(0.3 * canceler + amplitude3 * foot2a * 0.4)
                    * Quaternion::rotation_z(tilt * -0.5)
                    * Quaternion::rotation_y(tilt * 1.5);

            next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);

            next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);

            next.hand_l.position = Vec3::new(
                -s_a.hand.0,
                s_a.hand.1 + foot1a * 1.0,
                s_a.hand.2 + (foot1a * -3.0).max(1.0) * amplitude2,
            );
            next.hand_l.orientation =
                Quaternion::rotation_x(amplitude2 * foot1b * 0.9 + canceler * 0.9)
                    * Quaternion::rotation_y(tilt * -1.0);

            next.hand_r.position = Vec3::new(
                s_a.hand.0,
                s_a.hand.1 + foot2a * 1.0,
                s_a.hand.2 + (foot2a * -3.0).max(1.0) * amplitude2,
            );
            next.hand_r.orientation =
                Quaternion::rotation_x(amplitude2 * foot2b * 0.9 + canceler * 0.7)
                    * Quaternion::rotation_y(tilt * -1.0);

            next.leg_control_l.position = Vec3::new(
                0.0,
                0.0 + amplitude3 * foot3b * -1.0 + canceler * -2.0,
                0.0 + amplitude3 * foot3a * -2.5,
            );
            next.leg_control_l.orientation =
                Quaternion::rotation_x(canceler * -0.4 + amplitude3 * foot3b * 0.4 + 0.5)
                    * Quaternion::rotation_y(tilt * 1.5)
                    * Quaternion::rotation_z(tilt * -1.5);

            next.leg_control_r.position = Vec3::new(
                0.0,
                0.0 + amplitude3 * foot4b * -1.0 + canceler * -2.0,
                0.0 + amplitude3 * foot4a * -2.5,
            );
            next.leg_control_r.orientation =
                Quaternion::rotation_x(canceler * -0.4 + amplitude3 * foot4b * 0.4 + 0.5)
                    * Quaternion::rotation_y(tilt * 1.5)
                    * Quaternion::rotation_z(tilt * -1.5);
            next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);

            next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);

            next.foot_l.position = Vec3::new(
                -s_a.foot.0,
                s_a.foot.1 + foot3a * 2.0,
                s_a.foot.2 + (foot3b * 4.0 * amplitude2).max(-1.0),
            );
            next.foot_l.orientation = Quaternion::rotation_x(amplitude2 * foot3b * 0.45 + 0.5)
                * Quaternion::rotation_y(tilt * -1.0);

            next.foot_r.position = Vec3::new(
                s_a.foot.0,
                s_a.foot.1 + foot4a * 2.0,
                s_a.foot.2 + (foot4b * 4.0 * amplitude2).max(-1.0),
            );
            next.foot_r.orientation = Quaternion::rotation_x(amplitude2 * foot4b * 0.45 + 0.5)
                * Quaternion::rotation_y(tilt * -1.0);

            next.torso.position = Vec3::new(
                0.0,
                0.0 + (short * 6.0).max(-16.0),
                speedavg * 1.2 + (short * 6.0).max(-16.0),
            );
            next.torso.orientation =
                Quaternion::rotation_x(x_tilt + amplitude * short * 0.1 + speedavg * -0.045);
        } else {
            next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
            next.head.orientation = Quaternion::rotation_z(short * -0.18 * speednorm - tilt * 2.0)
                * Quaternion::rotation_x(0.25 * speednorm);

            next.upper_torso.position = Vec3::new(
                0.0,
                s_a.upper_torso.0,
                s_a.upper_torso.1 + shortalt * -1.5 * speednorm,
            );
            next.upper_torso.orientation =
                Quaternion::rotation_z(short * 0.07 * speednorm + tilt * -1.0)
                    * Quaternion::rotation_y(tilt);

            next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
            next.lower_torso.orientation =
                Quaternion::rotation_z(short * 0.05 * speednorm + tilt * 0.5)
                    * Quaternion::rotation_y(tilt * -0.5)
                    * Quaternion::rotation_x(0.14 * speednorm);

            next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
            next.jaw.orientation = Quaternion::rotation_x(0.0);

            next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
            next.tail.orientation = Quaternion::rotation_x(shortalt * 0.3 * speednorm);

            next.second.position = Vec3::new(0.0, 0.0, 0.0);
            next.second.orientation = Quaternion::rotation_x(0.0)
                * Quaternion::rotation_y(0.0)
                * Quaternion::rotation_z(0.0);

            match active_tool_kind {
                Some(ToolKind::Bow) => {
                    next.main.position = Vec3::new(0.0, -6.0, 0.0);
                    next.main.orientation =
                        Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
                },
                Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
                    next.main.position = Vec3::new(-6.0, -5.0, -12.0);
                    next.main.orientation =
                        Quaternion::rotation_y(0.6) * Quaternion::rotation_z(PI / 2.0);
                },
                Some(ToolKind::Sword) => {
                    next.main.position = Vec3::new(-10.0, -8.0, 12.0);
                    next.main.orientation =
                        Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
                },
                Some(ToolKind::Hammer) | Some(ToolKind::Axe) => {
                    next.main.position = Vec3::new(-6.0, -8.0, 8.0);
                    next.main.orientation =
                        Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
                    next.second.position = Vec3::new(6.0, -8.0, 8.0);
                    next.second.orientation =
                        Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(PI / 2.0);
                },
                _ => {
                    next.main.position = Vec3::new(-2.0, -5.0, -6.0);
                    next.main.orientation =
                        Quaternion::rotation_y(0.6) * Quaternion::rotation_z(PI / 2.0);
                },
            }

            next.shoulder_l.position = Vec3::new(
                -s_a.shoulder.0,
                s_a.shoulder.1,
                s_a.shoulder.2 - foothorir * 1.5,
            );
            next.shoulder_l.orientation =
                Quaternion::rotation_x(0.6 * speednormlow + (footrotr * -0.8) * speednorm)
                    * Quaternion::rotation_y(0.0)
                    * Quaternion::rotation_z(0.0);

            next.shoulder_r.position = Vec3::new(
                s_a.shoulder.0,
                s_a.shoulder.1,
                s_a.shoulder.2 - foothoril * 1.5,
            );
            next.shoulder_r.orientation =
                Quaternion::rotation_x(0.6 * speednormlow + (footrotl * -0.8) * speednorm)
                    * Quaternion::rotation_y(0.0);

            next.hand_l.position = Vec3::new(
                -s_a.hand.0 + foothorir * -1.3,
                2.0 * speednorm + s_a.hand.1 + foothorir * -5.0,
                1.5 * speednorm + s_a.hand.2 - foothorir * 4.5,
            );
            next.hand_l.orientation =
                Quaternion::rotation_x(0.6 * speednorm + (footrotr * -1.2) * speednorm)
                    * Quaternion::rotation_y(footrotr * 0.4 * speednorm);

            next.hand_r.position = Vec3::new(
                s_a.hand.0 + foothoril * 1.3,
                2.0 * speednorm + s_a.hand.1 + foothoril * -5.0,
                1.5 * speednorm + s_a.hand.2 - foothoril * 4.5,
            );
            next.hand_r.orientation =
                Quaternion::rotation_x(0.6 * speednorm + (footrotl * -1.2) * speednorm)
                    * Quaternion::rotation_y(footrotl * -0.4 * speednorm);

            next.leg_l.position = Vec3::new(
                -s_a.leg.0,
                s_a.leg.1 + foothoril * -3.5,
                s_a.leg.2 + (footvertl * -3.0),
            ) * 0.98;
            next.leg_l.orientation = Quaternion::rotation_z(short * 0.18 * speednorm)
                * Quaternion::rotation_y(tilt * -0.5)
                * Quaternion::rotation_x(foothoril * -0.8);

            next.leg_r.position = Vec3::new(
                s_a.leg.0,
                s_a.leg.1 + foothorir * -3.5,
                s_a.leg.2 + (footvertr * -3.0),
            ) * 0.98;

            next.leg_r.orientation = Quaternion::rotation_z(short * 0.18 * speednorm)
                * Quaternion::rotation_y(tilt * -0.5)
                * Quaternion::rotation_x(foothorir * -0.8);

            next.foot_l.position = Vec3::new(
                -s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0,
                s_a.foot.1
                    + (1.0 - sideabs) * (-1.5 * speednorm + foothoril * -10.5)
                    + (direction * 5.0).max(0.0),
                s_a.foot.2
                    + (1.0 - sideabs) * (1.0 * speednorm + ((footvertl * -4.1).max(-1.0)))
                    + side * ((footvertsl * 1.5).max(-1.0)),
            );
            next.foot_l.orientation = Quaternion::rotation_x(
                (1.0 - sideabs) * (-0.2 + foothoril * -0.9) + sideabs * -0.5,
            ) * Quaternion::rotation_y(
                tilt * 1.0 + side * 0.3 + side * (foothoril * 0.3),
            ) * Quaternion::rotation_z(side * 0.2);

            next.foot_r.position = Vec3::new(
                s_a.foot.0 + footstrafer * sideabs * 3.0 + tilt * -2.0,
                s_a.foot.1
                    + (1.0 - sideabs) * (-1.5 * speednorm + foothorir * -10.5)
                    + (direction * 5.0).max(0.0),
                s_a.foot.2
                    + (1.0 - sideabs) * (1.0 * speednorm + ((footvertr * -4.1).max(-1.0)))
                    + side * ((footvertsr * -1.5).max(-1.0)),
            );
            next.foot_r.orientation = Quaternion::rotation_x(
                (1.0 - sideabs) * (-0.2 + foothorir * -0.9) + sideabs * -0.5,
            ) * Quaternion::rotation_y(
                tilt * 1.0 + side * 0.3 + side * (foothorir * 0.3),
            ) * Quaternion::rotation_z(side * 0.2);

            next.torso.position = Vec3::new(0.0, 0.0, 0.0);
            next.torso.orientation = Quaternion::rotation_x(-0.25 * speednorm);
        }

        if s_a.float {
            next.head.orientation = Quaternion::rotation_x(slow * 0.1);
            next.upper_torso.position = Vec3::new(
                0.0,
                s_a.upper_torso.0,
                s_a.upper_torso.1 + slow * 2.0 + 4.0 * speednorm,
            );
            next.upper_torso.orientation = Quaternion::rotation_x(-0.1 * speednorm + slow * 0.05);
            next.lower_torso.orientation = Quaternion::rotation_z(short * 0.05 * speednorm)
                * Quaternion::rotation_x(0.14 * speednorm);
            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 * speednormlow + slow * 0.1);
            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 * speednormlow + slow * 0.1);
            next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
            next.hand_l.orientation = Quaternion::rotation_x(-0.4 * speednorm + slow * 0.1);
            next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
            next.hand_r.orientation = Quaternion::rotation_x(-0.4 * speednorm + slow * 0.1);
            next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
            next.foot_l.orientation = Quaternion::rotation_x(-0.5 * speednorm + slow * 0.1);
            next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
            next.foot_r.orientation = Quaternion::rotation_x(-0.5 * speednorm + slow * 0.1);
        }

        next
    }
}