veloren_voxygen_anim/biped_small/
run.rs1use super::{
2 super::{Animation, vek::*},
3 BipedSmallSkeleton, SkeletonAttr,
4};
5use core::{f32::consts::PI, ops::Mul};
6
7pub struct RunAnimation;
8
9type RunAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>, f32);
10
11impl Animation for RunAnimation {
12 type Dependency<'a> = RunAnimationDependency;
13 type Skeleton = BipedSmallSkeleton;
14
15 #[cfg(feature = "use-dyn-lib")]
16 const UPDATE_FN: &'static [u8] = b"biped_small_run\0";
17
18 #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_run")]
19
20 fn update_skeleton_inner(
21 skeleton: &Self::Skeleton,
22 (velocity, orientation, last_ori, global_time, _avg_vel, acc_vel): Self::Dependency<'_>,
23 anim_time: f32,
24 rate: &mut f32,
25 s_a: &SkeletonAttr,
26 ) -> Self::Skeleton {
27 let mut next = (*skeleton).clone();
28 let speed = Vec2::<f32>::from(velocity).magnitude();
29 *rate = 1.0;
30 let speednorm = (speed / 9.4).powf(0.4);
31
32 let lab: f32 = 1.0;
33
34 let footrotl = ((5.0 / (0.5 + (5.5) * ((acc_vel * 1.4 * lab + PI * 1.4).sin()).powi(2)))
35 .sqrt())
36 * ((acc_vel * 1.4 * lab + PI * 1.4).sin());
37
38 let footrotr = ((5.0 / (0.5 + (5.5) * ((acc_vel * 1.4 * lab + PI * 0.4).sin()).powi(2)))
39 .sqrt())
40 * ((acc_vel * 1.4 * lab + PI * 0.4).sin());
41
42 let shortalter = (acc_vel * lab * 1.4 + PI / -2.0).sin();
43
44 let fast = (anim_time * 20.0).sin();
45
46 let foothoril = (acc_vel * 1.4 * lab + PI * 1.45).sin();
47 let foothorir = (acc_vel * 1.4 * lab + PI * (0.45)).sin();
48 let footstrafel = (acc_vel * 1.4 * lab + PI * 1.45).sin();
49 let footstrafer = (acc_vel * 1.4 * lab + PI * (0.95)).sin();
50
51 let footvertl = (acc_vel * 1.4 * lab).sin();
52 let footvertr = (acc_vel * 1.4 * lab + PI).sin();
53 let footvertsl = (acc_vel * 1.4 * lab).sin();
54 let footvertsr = (acc_vel * 1.4 * lab + PI * 0.5).sin();
55
56 let shortalt = (acc_vel * lab * 1.4 + PI / 2.0).sin();
57
58 let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.4).sin()).powi(2))).sqrt())
59 * ((acc_vel * lab * 1.4).sin());
60 let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
61
62 let side =
63 (velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0;
64 let sideabs = side.abs();
65 let ori: Vec2<f32> = Vec2::from(orientation);
66 let last_ori = Vec2::from(last_ori);
67 let tilt = if vek::Vec2::new(ori, last_ori)
68 .map(|o| o.magnitude_squared())
69 .map(|m| m > 0.001 && m.is_finite())
70 .reduce_and()
71 && ori.angle_between(last_ori).is_finite()
72 {
73 ori.angle_between(last_ori).min(0.2)
74 * last_ori.determine_side(Vec2::zero(), ori).signum()
75 } else {
76 0.0
77 } * 1.3;
78
79 let head_look = Vec2::new(
80 (global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
81 (global_time + anim_time / 18.0).floor().mul(1137.0).sin() * 0.1,
82 );
83 next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0, s_a.head.1 + short * 0.1);
84 next.head.orientation =
85 Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.02)
86 * Quaternion::rotation_x(head_look.y + 0.45 * speednorm);
87
88 next.chest.position = Vec3::new(
89 0.0,
90 s_a.chest.0,
91 s_a.chest.1 + 1.0 * speednorm + shortalt * -0.8,
92 );
93 next.chest.orientation = Quaternion::rotation_z(short * 0.06 + tilt * -0.6)
94 * Quaternion::rotation_y(tilt * 1.6)
95 * Quaternion::rotation_x(shortalter * 0.035 + speednorm * -0.4 + (tilt.abs()));
96 next.main.position = Vec3::new(2.0, -3.0, -3.0);
97 next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
98
99 next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
100 next.pants.orientation = Quaternion::rotation_x(0.1 * speednorm)
101 * Quaternion::rotation_z(short * 0.25 + tilt * -1.5)
102 * Quaternion::rotation_y(tilt * 0.7);
103
104 if s_a.wing_for_foot {
105 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1 - 2.0, s_a.hand.2);
106 next.hand_l.orientation = Quaternion::rotation_x(0.4);
107
108 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 - 2.0, s_a.hand.2);
109 next.hand_r.orientation = Quaternion::rotation_x(0.4);
110
111 next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
112 next.foot_l.orientation =
113 Quaternion::rotation_x(-0.6 - fast * 0.6) * Quaternion::rotation_z(fast * 0.4);
114
115 next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
116 next.foot_r.orientation =
117 Quaternion::rotation_x(-0.6 - fast * 0.6) * Quaternion::rotation_z(fast * -0.4);
118 } else {
119 next.hand_l.position = Vec3::new(
120 -s_a.hand.0 + footrotr * -1.3 * speednorm,
121 1.0 * speednorm + s_a.hand.1 + footrotr * -2.5 * speednorm,
122 s_a.hand.2 - footrotr * 1.5 * speednorm,
123 );
124 next.hand_l.orientation =
125 Quaternion::rotation_x(0.4 * speednorm + (footrotr * -1.2) * speednorm)
126 * Quaternion::rotation_y(footrotr * 0.4 * speednorm);
127
128 next.hand_r.position = Vec3::new(
129 s_a.hand.0 + footrotl * 1.3 * speednorm,
130 1.0 * speednorm + s_a.hand.1 + footrotl * -2.5 * speednorm,
131 s_a.hand.2 - footrotl * 1.5 * speednorm,
132 );
133 next.hand_r.orientation =
134 Quaternion::rotation_x(0.4 * speednorm + (footrotl * -1.2) * speednorm)
135 * Quaternion::rotation_y(footrotl * -0.4 * speednorm);
136
137 next.foot_l.position = Vec3::new(
138 -s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0,
139 s_a.foot.1
140 + (1.0 - sideabs) * (-1.0 * speednorm + footrotl * -2.5 * speednorm)
141 + (direction * 5.0).max(0.0),
142 s_a.foot.2
143 + (1.0 - sideabs)
144 * (2.0 * speednorm + ((footvertl * -1.1 * speednorm).max(-1.0)))
145 + side * ((footvertsl * 1.5).max(-1.0)),
146 );
147 next.foot_l.orientation = Quaternion::rotation_x(
148 (1.0 - sideabs) * (-0.2 * speednorm + foothoril * -0.9 * speednorm)
149 + sideabs * -0.5,
150 ) * Quaternion::rotation_y(
151 tilt * 2.0 + side * 0.3 + side * (foothoril * 0.3),
152 ) * Quaternion::rotation_z(side * 0.2);
153
154 next.foot_r.position = Vec3::new(
155 s_a.foot.0 + footstrafer * sideabs * 3.0 + tilt * -2.0,
156 s_a.foot.1
157 + (1.0 - sideabs) * (-1.0 * speednorm + footrotr * -2.5 * speednorm)
158 + (direction * 5.0).max(0.0),
159 s_a.foot.2
160 + (1.0 - sideabs)
161 * (2.0 * speednorm + ((footvertr * -1.1 * speednorm).max(-1.0)))
162 + side * ((footvertsr * -1.5).max(-1.0)),
163 );
164 next.foot_r.orientation = Quaternion::rotation_x(
165 (1.0 - sideabs) * (-0.2 * speednorm + foothorir * -0.9 * speednorm)
166 + sideabs * -0.5,
167 ) * Quaternion::rotation_y(
168 tilt * 2.0 + side * 0.3 + side * (foothorir * 0.3),
169 ) * Quaternion::rotation_z(side * 0.2);
170 }
171 next.head.scale = Vec3::one();
172
173 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
174
175 next
176 }
177}