veloren_voxygen_anim/bird_large/
run.rs1use super::{
2 super::{Animation, vek::*},
3 BirdLargeSkeleton, SkeletonAttr,
4};
5use core::f32::consts::PI;
6
7pub struct RunAnimation;
8
9impl Animation for RunAnimation {
10 type Dependency<'a> = (Vec3<f32>, Vec3<f32>, Vec3<f32>, Vec3<f32>, f32);
11 type Skeleton = BirdLargeSkeleton;
12
13 #[cfg(feature = "use-dyn-lib")]
14 const UPDATE_FN: &'static [u8] = b"bird_large_run\0";
15
16 #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_run")]
17 fn update_skeleton_inner(
18 skeleton: &Self::Skeleton,
19 (velocity, orientation, last_ori, avg_vel, acc_vel): Self::Dependency<'_>,
20 anim_time: f32,
21 rate: &mut f32,
22 s_a: &SkeletonAttr,
23 ) -> Self::Skeleton {
24 let mut next = (*skeleton).clone();
25 let speed = (Vec2::<f32>::from(velocity).magnitude()).min(22.0);
26 *rate = 1.0;
27
28 let speednorm = (speed / 13.0).powf(0.25);
30
31 let speedmult = 0.8;
32 let lab: f32 = 0.9; let mixed_vel = acc_vel + anim_time * 5.0; let short = ((1.0
39 / (0.72
40 + 0.28 * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin()).powi(2)))
41 .sqrt())
42 * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin())
43 * speednorm;
44
45 let shortalt = (mixed_vel * 1.0 * lab * speedmult + PI * 3.0 / 8.0 - 0.5).sin() * speednorm;
47
48 let foot1a = (mixed_vel * 1.0 * lab * speedmult + 0.0 + PI).sin() * speednorm; let foot1b = (mixed_vel * 1.0 * lab * speedmult + PI / 2.0 + PI).sin() * speednorm; let foot2a = (mixed_vel * 1.0 * lab * speedmult).sin() * speednorm; let foot2b = (mixed_vel * 1.0 * lab * speedmult + PI / 2.0).sin() * speednorm; let ori: Vec2<f32> = Vec2::from(orientation);
55 let last_ori = Vec2::from(last_ori);
56 let tilt = if vek::Vec2::new(ori, last_ori)
57 .map(|o| o.magnitude_squared())
58 .map(|m| m > 0.001 && m.is_finite())
59 .reduce_and()
60 && ori.angle_between(last_ori).is_finite()
61 {
62 ori.angle_between(last_ori).min(0.2)
63 * last_ori.determine_side(Vec2::zero(), ori).signum()
64 } else {
65 0.0
66 } * 1.3;
67 let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm;
68
69 next.head.scale = Vec3::one() * 0.99;
70 next.neck.scale = Vec3::one() * 1.01;
71 next.leg_l.scale = Vec3::one();
72 next.leg_r.scale = Vec3::one();
73 next.foot_l.scale = Vec3::one() * 1.01;
74 next.foot_r.scale = Vec3::one() * 1.01;
75 next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
76 next.tail_front.scale = Vec3::one() * 1.01;
77 next.tail_rear.scale = Vec3::one() * 0.99;
78
79 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
80 next.head.orientation = Quaternion::rotation_x(-0.1 * speednorm + short * -0.05)
81 * Quaternion::rotation_y(tilt * 0.2)
82 * Quaternion::rotation_z(shortalt * -0.05 - tilt * 1.5);
83
84 next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
85 next.beak.orientation = Quaternion::rotation_x(short * -0.02 - 0.02);
86
87 next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
88 next.neck.orientation = Quaternion::rotation_x(-0.1 * speednorm + short * -0.04)
89 * Quaternion::rotation_y(tilt * 0.1)
90 * Quaternion::rotation_z(shortalt * -0.1 - tilt * 0.5);
91
92 next.foot_l.position = Vec3::new(
93 -s_a.foot.0,
94 s_a.foot.1 + foot1b * -1.0,
95 s_a.foot.2 + (foot1a * 4.0).max(0.0),
96 );
97 next.foot_l.orientation = Quaternion::rotation_x(0.2 * speednorm + foot1b * -0.3 + 0.1)
98 * Quaternion::rotation_y(tilt * -1.0)
99 * Quaternion::rotation_z(tilt * -0.5);
100
101 next.foot_r.position = Vec3::new(
102 s_a.foot.0,
103 s_a.foot.1 + foot2b * -1.0,
104 s_a.foot.2 + (foot2a * 4.0).max(0.0),
105 );
106 next.foot_r.orientation = Quaternion::rotation_x(0.2 * speednorm + foot2b * -0.3 + 0.1)
107 * Quaternion::rotation_y(tilt * -1.0)
108 * Quaternion::rotation_z(tilt * -0.5);
109
110 if s_a.wyvern {
111 next.chest.position = Vec3::new(
112 0.0,
113 s_a.chest.0,
114 s_a.chest.1 + short * 0.5 + x_tilt * 10.0 + speednorm * -2.0,
115 ) * s_a.scaler;
116 next.chest.orientation = Quaternion::rotation_x(-0.1 + short * 0.07 + x_tilt)
117 * Quaternion::rotation_y(tilt * 0.8 - shortalt * 0.2)
118 * Quaternion::rotation_z(shortalt * 0.1);
119
120 next.neck.orientation = next.neck.orientation * Quaternion::rotation_y(shortalt * 0.2);
121
122 next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
123 next.tail_front.orientation = Quaternion::rotation_x(0.3 + short * -0.02)
124 * Quaternion::rotation_y(shortalt * 0.2)
125 * Quaternion::rotation_z(tilt * 2.0);
126
127 next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
128 next.tail_rear.orientation =
129 Quaternion::rotation_x(-0.1 + short * -0.1) * Quaternion::rotation_z(tilt * 0.8);
130
131 next.wing_in_l.position = Vec3::new(
132 -s_a.wing_in.0 + 1.5,
133 s_a.wing_in.1 + foot1a * 2.0,
134 s_a.wing_in.2 + speednorm * 1.0 + foot1b * 1.0 - 3.0,
135 );
136 next.wing_in_r.position = Vec3::new(
137 s_a.wing_in.0 - 1.5,
138 s_a.wing_in.1 + foot2a * 2.0,
139 s_a.wing_in.2 + speednorm * 1.0 + foot2b * 1.0 - 3.0,
140 );
141
142 next.wing_in_l.orientation = Quaternion::rotation_x(foot2a * -0.05 + speednorm * -0.3)
143 * Quaternion::rotation_y(-0.8 + speednorm * 0.5 + foot2b * -0.2 + shortalt * 0.3)
144 * Quaternion::rotation_z(0.2 + foot2a * 0.6);
145 next.wing_in_r.orientation = Quaternion::rotation_x(foot1a * -0.05 + speednorm * -0.3)
146 * Quaternion::rotation_y(0.8 + speednorm * -0.55 + foot1b * 0.2 + shortalt * 0.3)
147 * Quaternion::rotation_z(-0.2 + foot1a * -0.6);
148
149 next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
150 next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
151 next.wing_mid_l.orientation = Quaternion::rotation_x(0.1)
152 * Quaternion::rotation_y(-0.1)
153 * Quaternion::rotation_z(0.7);
154 next.wing_mid_r.orientation = Quaternion::rotation_x(0.1)
155 * Quaternion::rotation_y(0.1)
156 * Quaternion::rotation_z(-0.7);
157
158 next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
159 next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
160 next.wing_out_l.orientation = Quaternion::rotation_y(0.2 + short * 0.05)
161 * Quaternion::rotation_z(0.3 + foot2a * 0.3);
162 next.wing_out_r.orientation = Quaternion::rotation_y(-0.2 + short * -0.05)
163 * Quaternion::rotation_z(-0.3 + foot1a * 0.3);
164
165 next.leg_l.position = Vec3::new(
166 -s_a.leg.0,
167 s_a.leg.1 + foot1b * -4.0,
168 s_a.leg.2 + foot2b * -1.5,
169 );
170 next.leg_l.orientation = Quaternion::rotation_x(-0.3 * speednorm + foot1a * 0.15)
171 * Quaternion::rotation_y(tilt * 0.5);
172
173 next.leg_r.position = Vec3::new(
174 s_a.leg.0,
175 s_a.leg.1 + foot2b * -4.0,
176 s_a.leg.2 + foot1b * -1.5,
177 );
178 next.leg_r.orientation = Quaternion::rotation_x(-0.3 * speednorm + foot2a * 0.15)
179 * Quaternion::rotation_y(tilt * 0.5);
180 } else {
181 next.chest.position = Vec3::new(
182 0.0,
183 s_a.chest.0,
184 s_a.chest.1 + short * 0.5 + x_tilt * 10.0 + 0.5 * speednorm,
185 ) * s_a.scaler;
186 next.chest.orientation =
187 Quaternion::rotation_x(short * 0.07 + x_tilt + foot1b.max(foot2b) * 0.2)
188 * Quaternion::rotation_y(tilt * 0.8 - foot1b * 0.2)
189 * Quaternion::rotation_z(shortalt * 0.1);
190
191 next.neck.orientation = next.neck.orientation * Quaternion::rotation_y(shortalt * -0.2);
192
193 next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
194 next.tail_front.orientation = Quaternion::rotation_x(0.6 + short * -0.02);
195
196 next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
197 next.tail_rear.orientation = Quaternion::rotation_x(-0.2 + short * -0.1);
198
199 next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
200 next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
201
202 next.wing_in_l.orientation = Quaternion::rotation_y(-0.8) * Quaternion::rotation_z(0.2);
203 next.wing_in_r.orientation = Quaternion::rotation_y(0.8) * Quaternion::rotation_z(-0.2);
204
205 next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
206 next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
207 next.wing_mid_l.orientation =
208 Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
209 next.wing_mid_r.orientation =
210 Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
211
212 next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
213 next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
214 next.wing_out_l.orientation =
215 Quaternion::rotation_y(-0.2 + short * 0.05) * Quaternion::rotation_z(0.2);
216 next.wing_out_r.orientation =
217 Quaternion::rotation_y(0.2 + short * -0.05) * Quaternion::rotation_z(-0.2);
218
219 next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1 + foot1b * -5.0, s_a.leg.2);
220 next.leg_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1a * 0.1)
221 * Quaternion::rotation_y(tilt * 0.5 + (foot1a + 1.0) * 0.15);
222
223 next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1 + foot2b * -5.0, s_a.leg.2);
224 next.leg_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2a * 0.1)
225 * Quaternion::rotation_y(tilt * 0.5 - (foot2a + 1.0) * 0.15);
226 }
227 next
228 }
229}