veloren_voxygen_anim/character/
run.rs1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::comp::item::{Hands, ToolKind};
6use core::{f32::consts::PI, ops::Mul};
7
8pub struct RunAnimation;
9
10type RunAnimationDependency = (
11 Option<ToolKind>,
12 Option<ToolKind>,
13 (Option<Hands>, Option<Hands>),
14 Vec3<f32>,
15 Vec3<f32>,
16 Vec3<f32>,
17 f32,
18 Vec3<f32>,
19 f32,
20 Option<Vec3<f32>>,
21);
22
23impl Animation for RunAnimation {
24 type Dependency<'a> = RunAnimationDependency;
25 type Skeleton = CharacterSkeleton;
26
27 #[cfg(feature = "use-dyn-lib")]
28 const UPDATE_FN: &'static [u8] = b"character_run\0";
29
30 #[cfg_attr(feature = "be-dyn-lib", export_name = "character_run")]
31
32 fn update_skeleton_inner(
33 skeleton: &Self::Skeleton,
34 (
35 active_tool_kind,
36 second_tool_kind,
37 hands,
38 velocity,
39 orientation,
40 last_ori,
41 global_time,
42 avg_vel,
43 acc_vel,
44 wall,
45 ): Self::Dependency<'_>,
46 anim_time: f32,
47 rate: &mut f32,
48 s_a: &SkeletonAttr,
49 ) -> Self::Skeleton {
50 let mut next = (*skeleton).clone();
51
52 let speed = Vec2::<f32>::from(velocity).magnitude();
53 *rate = 1.0;
54 let impact = (avg_vel.z).max(-8.0);
55 let speednorm = (speed / 9.4).powf(0.65);
56
57 let lab: f32 = 0.6 / s_a.scaler.powf(0.75);
58
59 let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2)))
60 .sqrt())
61 * ((acc_vel * 1.6 * lab + PI * 1.4).sin());
62
63 let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()).powi(2)))
64 .sqrt())
65 * ((acc_vel * 1.6 * lab + PI * 0.4).sin());
66
67 let noisea = (acc_vel * 11.0 + PI / 6.0).sin();
68 let noiseb = (acc_vel * 19.0 + PI / 4.0).sin();
69
70 let back_speed = 2.6;
71
72 let dirside = orientation.xy().dot(velocity.xy()).signum();
73 let foothoril = if dirside > 0.0 {
74 (acc_vel * 1.6 * lab + PI * 1.45).sin() * dirside
75 } else {
76 (acc_vel * back_speed * lab + PI * 1.45).sin() * dirside
77 };
78 let foothorir = if dirside > 0.0 {
79 (acc_vel * 1.6 * lab + PI * (0.45)).sin() * dirside
80 } else {
81 (acc_vel * back_speed * lab + PI * (0.45)).sin() * dirside
82 };
83 let strafeside = orientation
84 .xy()
85 .dot(velocity.xy().rotated_z(PI * -0.5))
86 .signum();
87 let footstrafel = (acc_vel * 1.6 * lab + PI * 1.5).sin() * strafeside;
88 let footstrafer = (acc_vel * 1.6 * lab + PI).sin() * -strafeside;
89
90 let footvertl = if dirside > 0.0 {
91 (acc_vel * 1.6 * lab).sin()
92 } else {
93 (acc_vel * back_speed * lab).sin()
94 };
95 let footvertr = if dirside > 0.0 {
96 (acc_vel * 1.6 * lab + PI).sin()
97 } else {
98 (acc_vel * back_speed * lab + PI).sin()
99 };
100 let footvertsl = (acc_vel * 1.6 * lab).sin();
101 let footvertsr = (acc_vel * 1.6 * lab + PI * 0.5).sin();
102
103 let shortalt = (acc_vel * lab * 3.2 + PI / 1.0).sin();
104 let shortalt2 = (acc_vel * lab * 3.2).sin();
105
106 let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6 + PI * 0.5).sin()).powi(2))).sqrt())
107 * ((acc_vel * lab * 1.6 + PI * 0.5).sin());
108
109 let side =
110 (velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0;
111 let sideabs = side.abs();
112 let ori: Vec2<f32> = Vec2::from(orientation);
113 let last_ori = Vec2::from(last_ori);
114 let tilt = if vek::Vec2::new(ori, last_ori)
115 .map(|o| o.magnitude_squared())
116 .map(|m| m > 0.001 && m.is_finite())
117 .reduce_and()
118 && ori.angle_between(last_ori).is_finite()
119 {
120 ori.angle_between(last_ori).min(0.2)
121 * last_ori.determine_side(Vec2::zero(), ori).signum()
122 } else {
123 0.0
124 } * 1.3;
125
126 let head_look = Vec2::new(
127 (global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
128 (global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1,
129 );
130
131 next.head.position = Vec3::new(0.0, s_a.head.0 * 1.5, s_a.head.1 + short * 0.1);
132 next.head.orientation =
133 Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 + short * -0.3 * speednorm)
134 * Quaternion::rotation_x(head_look.y + 0.45 * speednorm + shortalt2 * -0.05);
135 next.head.scale = Vec3::one() * s_a.head_scale;
136
137 next.chest.position = Vec3::new(
138 0.0,
139 s_a.chest.0,
140 s_a.chest.1 + 1.0 * speednorm + shortalt * 1.1,
141 );
142 next.chest.orientation = Quaternion::rotation_x(impact * 0.07)
143 * Quaternion::rotation_z(short * 0.4 * speednorm + tilt * -0.6)
144 * Quaternion::rotation_y(tilt * 2.0 + short * 0.2 * speednorm)
145 * Quaternion::rotation_x(shortalt2 * 0.03 + speednorm * -0.5 + tilt.abs());
146
147 next.belt.position = Vec3::new(0.0, 0.25 + s_a.belt.0, 0.25 + s_a.belt.1);
148 next.belt.orientation = Quaternion::rotation_x(0.1 * speednorm)
149 * Quaternion::rotation_z(short * -0.2 + tilt * -1.1)
150 * Quaternion::rotation_y(tilt * 0.5);
151
152 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
153 next.back.orientation =
154 Quaternion::rotation_x(-0.05 + short * 0.02 + noisea * 0.02 + noiseb * 0.02)
155 * Quaternion::rotation_y(foothorir * 0.35 * speednorm.powi(2));
156
157 next.shorts.position = Vec3::new(0.0, 0.65 + s_a.shorts.0, 0.65 * speednorm + s_a.shorts.1);
158 next.shorts.orientation = Quaternion::rotation_x(0.2 * speednorm)
159 * Quaternion::rotation_z(short * -0.9 * speednorm + tilt * -1.5)
160 * Quaternion::rotation_y(tilt * 0.7 + short * 0.08);
161
162 next.hand_l.position = Vec3::new(
163 -s_a.hand.0 * 1.2 - foothorir * 1.3 * speednorm
164 + (foothoril.abs().powi(2) - 0.5) * speednorm * 4.0,
165 s_a.hand.1 * 1.3 + foothorir * -7.0 * speednorm.powi(2) * (1.0 - sideabs),
166 s_a.hand.2 - foothorir * 2.75 * speednorm
167 + foothoril.abs().powi(3) * speednorm.powi(2) * 8.0,
168 );
169 next.hand_l.orientation =
170 Quaternion::rotation_x(
171 0.6 * speednorm + (footrotr * -1.5 + 0.5) * speednorm.powi(2) * (1.0 - sideabs),
172 ) * Quaternion::rotation_y(footrotr * 0.4 * speednorm + PI * 0.07);
173
174 next.hand_r.position = Vec3::new(
175 s_a.hand.0 * 1.2 + foothoril * 1.3 * speednorm
176 - (foothorir.abs().powi(2) - 0.5) * speednorm * 4.0,
177 s_a.hand.1 * 1.3 + foothoril * -7.0 * speednorm.powi(2) * (1.0 - sideabs),
178 s_a.hand.2 - foothoril * 2.75 * speednorm
179 + foothorir.abs().powi(3) * speednorm.powi(2) * 8.0,
180 );
181 next.hand_r.orientation =
182 Quaternion::rotation_x(
183 0.6 * speednorm + (footrotl * -1.5 + 0.5) * speednorm.powi(2) * (1.0 - sideabs),
184 ) * Quaternion::rotation_y(footrotl * -0.4 * speednorm - PI * 0.07);
185
186 next.foot_l.position = Vec3::new(
187 -s_a.foot.0 + footstrafel * sideabs * 7.0 + tilt * -10.0,
188 s_a.foot.1 + (1.0 - sideabs) * (-1.5 * speednorm + foothoril * -10.0 * speednorm),
189 s_a.foot.2
190 + (1.0 - sideabs) * (1.25 + (footvertl * -5.0).max(-1.0)) * speednorm
191 + side * ((footvertsl * 1.5).max(-1.0)),
192 );
193 next.foot_l.orientation = Quaternion::rotation_x(
194 (1.0 - sideabs) * (foothoril + 0.3 * (1.0 - sideabs)) * -1.5 * speednorm
195 + sideabs * -0.5,
196 ) * Quaternion::rotation_y(
197 tilt * -0.5 + side * (foothoril * 0.3) + footstrafer * side * 0.5,
198 ) * Quaternion::rotation_z(
199 side * 1.3 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
200 );
201
202 next.foot_r.position = Vec3::new(
203 s_a.foot.0 + footstrafer * sideabs * 7.0 + tilt * -10.0,
204 s_a.foot.1 + (1.0 - sideabs) * (-1.5 * speednorm + foothorir * -10.0 * speednorm),
205 s_a.foot.2
206 + (1.0 - sideabs) * (1.25 + (footvertr * -5.0).max(-1.0)) * speednorm
207 + side * ((footvertsr * -1.5).max(-1.0)),
208 );
209 next.foot_r.orientation = Quaternion::rotation_x(
210 (1.0 - sideabs) * (foothorir + 0.3 * (1.0 - sideabs)) * -1.5 * speednorm
211 + sideabs * -0.5,
212 ) * Quaternion::rotation_y(
213 tilt * -0.5 + side * (foothorir * 0.3) - footstrafer * side * 0.5,
214 ) * Quaternion::rotation_z(
215 side * 1.3 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
216 );
217
218 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
219 next.shoulder_l.orientation =
220 Quaternion::rotation_x(short * 0.15 * speednorm + (footrotl * 0.5 + 0.5) * speednorm);
221 next.shoulder_l.scale = Vec3::one() * 1.1;
222
223 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
224 next.shoulder_r.orientation =
225 Quaternion::rotation_x(short * -0.15 * speednorm + (footrotr * 0.5 + 0.5) * speednorm);
226 next.shoulder_r.scale = Vec3::one() * 1.1;
227
228 next.glider.position = Vec3::new(0.0, 0.0, 10.0);
229 next.glider.scale = Vec3::one() * 0.0;
230
231 next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
232
233 next.do_hold_lantern(s_a, anim_time, acc_vel, speednorm, impact, tilt);
234
235 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
236
237 if wall.is_some_and(|e| e.y > 0.5) {
238 let push = (1.0 - orientation.x.abs()).powi(2);
239 let right_sub = -(orientation.x).min(0.0);
240 let left_sub = (orientation.x).max(0.0);
241 next.hand_l.position = Vec3::new(
242 -s_a.hand.0,
243 s_a.hand.1,
244 s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
245 );
246 next.hand_r.position = Vec3::new(
247 s_a.hand.0,
248 s_a.hand.1,
249 s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
250 );
251 next.hand_l.orientation =
252 Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
253 * Quaternion::rotation_y(1.0 * left_sub)
254 * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
255 next.hand_r.orientation =
256 Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
257 * Quaternion::rotation_y(-1.0 * right_sub)
258 * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
259 } else if wall.is_some_and(|e| e.y < -0.5) {
260 let push = (1.0 - orientation.x.abs()).powi(2);
261 let right_sub = (orientation.x).max(0.0);
262 let left_sub = -(orientation.x).min(0.0);
263 next.hand_l.position = Vec3::new(
264 -s_a.hand.0,
265 s_a.hand.1,
266 s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
267 );
268 next.hand_r.position = Vec3::new(
269 s_a.hand.0,
270 s_a.hand.1,
271 s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
272 );
273 next.hand_l.orientation =
274 Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
275 * Quaternion::rotation_y(1.0 * left_sub)
276 * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
277 next.hand_r.orientation =
278 Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
279 * Quaternion::rotation_y(-1.0 * right_sub)
280 * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
281 } else if wall.is_some_and(|e| e.x < -0.5) {
282 let push = (1.0 - orientation.y.abs()).powi(2);
283 let right_sub = -(orientation.y).min(0.0);
284 let left_sub = (orientation.y).max(0.0);
285 next.hand_l.position = Vec3::new(
286 -s_a.hand.0,
287 s_a.hand.1,
288 s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
289 );
290 next.hand_r.position = Vec3::new(
291 s_a.hand.0,
292 s_a.hand.1,
293 s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
294 );
295 next.hand_l.orientation =
296 Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
297 * Quaternion::rotation_y(1.0 * left_sub)
298 * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
299 next.hand_r.orientation =
300 Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
301 * Quaternion::rotation_y(-1.0 * right_sub)
302 * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
303 } else if wall.is_some_and(|e| e.x > 0.5) {
304 let push = (1.0 - orientation.y.abs()).powi(2);
305 let right_sub = (orientation.y).max(0.0);
306 let left_sub = -(orientation.y).min(0.0);
307 next.hand_l.position = Vec3::new(
308 -s_a.hand.0,
309 s_a.hand.1,
310 s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
311 );
312 next.hand_r.position = Vec3::new(
313 s_a.hand.0,
314 s_a.hand.1,
315 s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
316 );
317 next.hand_l.orientation =
318 Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
319 * Quaternion::rotation_y(1.0 * left_sub)
320 * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
321 next.hand_r.orientation =
322 Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
323 * Quaternion::rotation_y(-1.0 * right_sub)
324 * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
325 };
326
327 next
328 }
329}