use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use core::{f32::consts::PI, ops::Mul};
pub struct RunAnimation;
type RunAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>, f32);
impl Animation for RunAnimation {
type Dependency<'a> = RunAnimationDependency;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_run\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_run")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(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();
*rate = 1.0;
let speednorm = (speed / 9.4).powf(0.4);
let lab: f32 = 1.0;
let footrotl = ((5.0 / (0.5 + (5.5) * ((acc_vel * 1.4 * lab + PI * 1.4).sin()).powi(2)))
.sqrt())
* ((acc_vel * 1.4 * lab + PI * 1.4).sin());
let footrotr = ((5.0 / (0.5 + (5.5) * ((acc_vel * 1.4 * lab + PI * 0.4).sin()).powi(2)))
.sqrt())
* ((acc_vel * 1.4 * lab + PI * 0.4).sin());
let shortalter = (acc_vel * lab * 1.4 + PI / -2.0).sin();
let fast = (anim_time * 20.0).sin();
let foothoril = (acc_vel * 1.4 * lab + PI * 1.45).sin();
let foothorir = (acc_vel * 1.4 * lab + PI * (0.45)).sin();
let footstrafel = (acc_vel * 1.4 * lab + PI * 1.45).sin();
let footstrafer = (acc_vel * 1.4 * lab + PI * (0.95)).sin();
let footvertl = (acc_vel * 1.4 * lab).sin();
let footvertr = (acc_vel * 1.4 * lab + PI).sin();
let footvertsl = (acc_vel * 1.4 * lab).sin();
let footvertsr = (acc_vel * 1.4 * lab + PI * 0.5).sin();
let shortalt = (acc_vel * lab * 1.4 + PI / 2.0).sin();
let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.4).sin()).powi(2))).sqrt())
* ((acc_vel * lab * 1.4).sin());
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;
let sideabs = side.abs();
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 head_look = Vec2::new(
(global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
(global_time + anim_time / 18.0).floor().mul(1137.0).sin() * 0.1,
);
next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0, s_a.head.1 + short * 0.1);
next.head.orientation =
Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.02)
* Quaternion::rotation_x(head_look.y + 0.45 * speednorm);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + 1.0 * speednorm + shortalt * -0.8,
);
next.chest.orientation = Quaternion::rotation_z(short * 0.06 + tilt * -0.6)
* Quaternion::rotation_y(tilt * 1.6)
* Quaternion::rotation_x(shortalter * 0.035 + speednorm * -0.4 + (tilt.abs()));
next.main.position = Vec3::new(2.0, -3.0, -3.0);
next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
next.pants.orientation = Quaternion::rotation_x(0.1 * speednorm)
* Quaternion::rotation_z(short * 0.25 + tilt * -1.5)
* Quaternion::rotation_y(tilt * 0.7);
if s_a.wing_for_foot {
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1 - 2.0, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(0.4);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 - 2.0, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(0.4);
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(-0.6 - fast * 0.6) * Quaternion::rotation_z(fast * 0.4);
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(-0.6 - fast * 0.6) * Quaternion::rotation_z(fast * -0.4);
} else {
next.hand_l.position = Vec3::new(
-s_a.hand.0 + footrotr * -1.3 * speednorm,
1.0 * speednorm + s_a.hand.1 + footrotr * -2.5 * speednorm,
s_a.hand.2 - footrotr * 1.5 * speednorm,
);
next.hand_l.orientation =
Quaternion::rotation_x(0.4 * speednorm + (footrotr * -1.2) * speednorm)
* Quaternion::rotation_y(footrotr * 0.4 * speednorm);
next.hand_r.position = Vec3::new(
s_a.hand.0 + footrotl * 1.3 * speednorm,
1.0 * speednorm + s_a.hand.1 + footrotl * -2.5 * speednorm,
s_a.hand.2 - footrotl * 1.5 * speednorm,
);
next.hand_r.orientation =
Quaternion::rotation_x(0.4 * speednorm + (footrotl * -1.2) * speednorm)
* Quaternion::rotation_y(footrotl * -0.4 * speednorm);
next.foot_l.position = Vec3::new(
-s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0,
s_a.foot.1
+ (1.0 - sideabs) * (-1.0 * speednorm + footrotl * -2.5 * speednorm)
+ (direction * 5.0).max(0.0),
s_a.foot.2
+ (1.0 - sideabs)
* (2.0 * speednorm + ((footvertl * -1.1 * speednorm).max(-1.0)))
+ side * ((footvertsl * 1.5).max(-1.0)),
);
next.foot_l.orientation = Quaternion::rotation_x(
(1.0 - sideabs) * (-0.2 * speednorm + foothoril * -0.9 * speednorm)
+ sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * 2.0 + 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) * (-1.0 * speednorm + footrotr * -2.5 * speednorm)
+ (direction * 5.0).max(0.0),
s_a.foot.2
+ (1.0 - sideabs)
* (2.0 * speednorm + ((footvertr * -1.1 * speednorm).max(-1.0)))
+ side * ((footvertsr * -1.5).max(-1.0)),
);
next.foot_r.orientation = Quaternion::rotation_x(
(1.0 - sideabs) * (-0.2 * speednorm + foothorir * -0.9 * speednorm)
+ sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * 2.0 + side * 0.3 + side * (foothorir * 0.3),
) * Quaternion::rotation_z(side * 0.2);
}
next.head.scale = Vec3::one();
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next
}
}