veloren_voxygen_anim/bird_medium/
run.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdMediumSkeleton, 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 = BirdMediumSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"bird_medium_run\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_run")]
17    fn update_skeleton_inner<'a>(
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;
29        let speednorm = (speed / 13.0).powf(0.5);
30
31        let speedmult = 0.8;
32        let lab: f32 = 0.8; //6
33
34        // acc_vel and anim_time mix to make sure phase lenght isn't starting at
35        // +infinite
36        let mixed_vel = acc_vel + anim_time * 5.0; //sets run frequency using speed, with anim_time setting a floor
37
38        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        //
46        let shortalt = (mixed_vel * 1.0 * lab * speedmult + PI * 3.0 / 8.0 - 0.5).sin() * speednorm;
47
48        //FL
49        let foot1a = (mixed_vel * 2.0 * lab * speedmult + 0.0 + PI).sin() * speednorm; //1.5
50        let foot1b = (mixed_vel * 2.0 * lab * speedmult + PI / 2.0 + PI).sin() * speednorm; //1.9
51        //FR
52        let foot2a = (mixed_vel * 2.0 * lab * speedmult).sin() * speednorm; //1.2
53        let foot2b = (mixed_vel * 2.0 * lab * speedmult + PI / 2.0).sin() * speednorm; //1.6
54        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.leg_l.scale = Vec3::one() * s_a.scaler * 0.99;
71        next.leg_r.scale = Vec3::one() * s_a.scaler * 0.99;
72        next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
73        next.tail.scale = Vec3::one() * 1.01;
74        next.wing_in_l.scale = Vec3::one() * s_a.scaler * 0.99;
75        next.wing_in_r.scale = Vec3::one() * s_a.scaler * 0.99;
76
77        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
78        next.head.orientation = Quaternion::rotation_x(-0.1 * speednorm + short * -0.05)
79            * Quaternion::rotation_y(tilt * 0.2 + foot1a * 0.25)
80            * Quaternion::rotation_z(shortalt * -0.05 - tilt * 1.5);
81
82        next.chest.position = Vec3::new(
83            0.0,
84            s_a.chest.0,
85            s_a.chest.1
86                + 1.5
87                + short * 0.5
88                + foot1b.max(foot2b) * 2.0
89                + x_tilt * 4.0
90                + 0.5 * speednorm,
91        ) * s_a.scaler;
92        next.chest.orientation = Quaternion::rotation_x(short * 0.07 + x_tilt)
93            * Quaternion::rotation_y(tilt * 0.8 - foot1a * 0.25)
94            * Quaternion::rotation_z(shortalt * 0.10);
95
96        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
97        next.tail.orientation = Quaternion::rotation_x(0.6 + short * -0.02);
98
99        next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
100        next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
101
102        next.wing_in_l.orientation = Quaternion::rotation_x(-PI / 1.5)
103            * Quaternion::rotation_y(-PI / 2.5)
104            * Quaternion::rotation_z(-PI / 3.0);
105        next.wing_in_r.orientation = Quaternion::rotation_x(-PI / 1.5)
106            * Quaternion::rotation_y(PI / 2.5)
107            * Quaternion::rotation_z(PI / 3.0);
108
109        next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
110        next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
111        next.wing_out_l.orientation =
112            Quaternion::rotation_y(-0.2 + short * 0.05) * Quaternion::rotation_z(0.2);
113        next.wing_out_r.orientation =
114            Quaternion::rotation_y(0.2 + short * -0.05) * Quaternion::rotation_z(-0.2);
115
116        next.leg_l.position = Vec3::new(
117            -s_a.leg.0,
118            s_a.leg.1 + foot1b * -1.8,
119            s_a.leg.2 + (foot1b + 1.0) * 0.75,
120        );
121        next.leg_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1a * 0.75)
122            * Quaternion::rotation_y(tilt * 0.5 + foot1b.max(0.0) * 0.6);
123
124        next.leg_r.position = Vec3::new(
125            s_a.leg.0,
126            s_a.leg.1 + foot2b * -1.8,
127            s_a.leg.2 + (foot2b + 1.0) * 0.75,
128        );
129        next.leg_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2a * 0.75)
130            * Quaternion::rotation_y(tilt * 0.5 - foot2b.max(0.0) * 0.6);
131        next
132    }
133}