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 Vec3<f32>,
18 f32,
19 Vec3<f32>,
20 f32,
21 Option<Vec3<f32>>,
22);
23
24impl Animation for RunAnimation {
25 type Dependency<'a> = RunAnimationDependency;
26 type Skeleton = CharacterSkeleton;
27
28 #[cfg(feature = "use-dyn-lib")]
29 const UPDATE_FN: &'static [u8] = b"character_run\0";
30
31 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_run"))]
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 look_dir,
42 global_time,
43 avg_vel,
44 acc_vel,
45 wall,
46 ): Self::Dependency<'_>,
47 anim_time: f32,
48 rate: &mut f32,
49 s_a: &SkeletonAttr,
50 ) -> Self::Skeleton {
51 let mut next = (*skeleton).clone();
52
53 let speed = Vec2::<f32>::from(velocity).magnitude();
54 *rate = 1.0;
55 let impact = (avg_vel.z).max(-8.0);
56 let speednorm = (speed / 9.4).powf(0.65);
57
58 let lab: f32 = 0.6 / s_a.scaler.powf(0.75);
59
60 let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2)))
61 .sqrt())
62 * ((acc_vel * 1.6 * lab + PI * 1.4).sin());
63
64 let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()).powi(2)))
65 .sqrt())
66 * ((acc_vel * 1.6 * lab + PI * 0.4).sin());
67
68 let noisea = (acc_vel * 11.0 + PI / 6.0).sin();
69 let noiseb = (acc_vel * 19.0 + PI / 4.0).sin();
70
71 let back_speed = 2.6;
72
73 let dirside = orientation.xy().dot(velocity.xy()).signum();
74 let foothoril = if dirside > 0.0 {
75 (acc_vel * 1.6 * lab + PI * 1.45).sin() * dirside
76 } else {
77 (acc_vel * back_speed * lab + PI * 1.45).sin() * dirside
78 };
79 let foothorir = if dirside > 0.0 {
80 (acc_vel * 1.6 * lab + PI * (0.45)).sin() * dirside
81 } else {
82 (acc_vel * back_speed * lab + PI * (0.45)).sin() * dirside
83 };
84 let strafeside = orientation
85 .xy()
86 .dot(velocity.xy().rotated_z(PI * -0.5))
87 .signum();
88 let footstrafel = (acc_vel * 1.6 * lab + PI * 1.5).sin() * strafeside;
89 let footstrafer = (acc_vel * 1.6 * lab + PI).sin() * -strafeside;
90
91 let footvertl = if dirside > 0.0 {
92 (acc_vel * 1.6 * lab).sin()
93 } else {
94 (acc_vel * back_speed * lab).sin()
95 };
96 let footvertr = if dirside > 0.0 {
97 (acc_vel * 1.6 * lab + PI).sin()
98 } else {
99 (acc_vel * back_speed * lab + PI).sin()
100 };
101 let footvertsl = (acc_vel * 1.6 * lab).sin();
102 let footvertsr = (acc_vel * 1.6 * lab + PI * 0.5).sin();
103
104 let shortalt = (acc_vel * lab * 3.2 + PI / 1.0).sin();
105 let shortalt2 = (acc_vel * lab * 3.2).sin();
106
107 let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6 + PI * 0.5).sin()).powi(2))).sqrt())
108 * ((acc_vel * lab * 1.6 + PI * 0.5).sin());
109
110 let side =
111 (velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0;
112 let sideabs = side.abs();
113 let ori: Vec2<f32> = Vec2::from(orientation);
114 let tilt = if vek::Vec2::new(ori, last_ori.xy())
115 .map(|o| o.magnitude_squared())
116 .map(|m| m > 0.001 && m.is_finite())
117 .reduce_and()
118 && ori.angle_between(last_ori.xy()).is_finite()
119 {
120 ori.angle_between(last_ori.xy()).min(0.2)
121 * last_ori.xy().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.hold.scale = Vec3::one() * 0.0;
132
133 next.head.position = Vec3::new(0.0, s_a.head.0 * 1.5, s_a.head.1 + short * 0.1);
134 next.head.orientation =
135 Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 + short * -0.3 * speednorm)
136 * Quaternion::rotation_x(head_look.y + 0.45 * speednorm + shortalt2 * -0.05);
137 next.head.scale = Vec3::one() * s_a.head_scale;
138
139 next.chest.position = Vec3::new(
140 0.0,
141 s_a.chest.0,
142 s_a.chest.1 + 1.0 * speednorm + shortalt * 1.1,
143 );
144 next.chest.orientation = Quaternion::rotation_x(impact * 0.07)
145 * Quaternion::rotation_z(short * 0.4 * speednorm + tilt * -0.6)
146 * Quaternion::rotation_y(tilt * 2.0 + short * 0.2 * speednorm)
147 * Quaternion::rotation_x(shortalt2 * 0.03 + speednorm * -0.5 + tilt.abs());
148
149 next.belt.position = Vec3::new(0.0, 0.25 + s_a.belt.0, 0.25 + s_a.belt.1);
150 next.belt.orientation = Quaternion::rotation_x(0.1 * speednorm)
151 * Quaternion::rotation_z(short * -0.2 + tilt * -1.1)
152 * Quaternion::rotation_y(tilt * 0.5);
153
154 next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
155 next.back.orientation =
156 Quaternion::rotation_x(-0.05 + short * 0.02 + noisea * 0.02 + noiseb * 0.02)
157 * Quaternion::rotation_y(foothorir * 0.35 * speednorm.powi(2));
158
159 next.shorts.position = Vec3::new(0.0, 0.65 + s_a.shorts.0, 0.65 * speednorm + s_a.shorts.1);
160 next.shorts.orientation = Quaternion::rotation_x(0.2 * speednorm)
161 * Quaternion::rotation_z(short * -0.9 * speednorm + tilt * -1.5)
162 * Quaternion::rotation_y(tilt * 0.7 + short * 0.08);
163
164 next.hand_l.position = Vec3::new(
165 -s_a.hand.0 * 1.2 - foothorir * 1.3 * speednorm
166 + (foothoril.abs().powi(2) - 0.5) * speednorm * 4.0,
167 s_a.hand.1 * 1.3 + foothorir * -7.0 * speednorm.powi(2) * (1.0 - sideabs),
168 s_a.hand.2 - foothorir * 2.75 * speednorm
169 + foothoril.abs().powi(3) * speednorm.powi(2) * 8.0,
170 );
171 next.hand_l.orientation =
172 Quaternion::rotation_x(
173 0.6 * speednorm + (footrotr * -1.5 + 0.5) * speednorm.powi(2) * (1.0 - sideabs),
174 ) * Quaternion::rotation_y(footrotr * 0.4 * speednorm + PI * 0.07);
175
176 next.hand_r.position = Vec3::new(
177 s_a.hand.0 * 1.2 + foothoril * 1.3 * speednorm
178 - (foothorir.abs().powi(2) - 0.5) * speednorm * 4.0,
179 s_a.hand.1 * 1.3 + foothoril * -7.0 * speednorm.powi(2) * (1.0 - sideabs),
180 s_a.hand.2 - foothoril * 2.75 * speednorm
181 + foothorir.abs().powi(3) * speednorm.powi(2) * 8.0,
182 );
183 next.hand_r.orientation =
184 Quaternion::rotation_x(
185 0.6 * speednorm + (footrotl * -1.5 + 0.5) * speednorm.powi(2) * (1.0 - sideabs),
186 ) * Quaternion::rotation_y(footrotl * -0.4 * speednorm - PI * 0.07);
187
188 next.foot_l.position = Vec3::new(
189 -s_a.foot.0 + footstrafel * sideabs * 7.0 + tilt * -10.0,
190 s_a.foot.1 + (1.0 - sideabs) * (-1.5 * speednorm + foothoril * -10.0 * speednorm),
191 s_a.foot.2
192 + (1.0 - sideabs) * (1.25 + (footvertl * -5.0).max(-1.0)) * speednorm
193 + side * ((footvertsl * 1.5).max(-1.0)),
194 );
195 next.foot_l.orientation = Quaternion::rotation_x(
196 (1.0 - sideabs) * (foothoril + 0.3 * (1.0 - sideabs)) * -1.5 * speednorm
197 + sideabs * -0.5,
198 ) * Quaternion::rotation_y(
199 tilt * -0.5 + side * (foothoril * 0.3) + footstrafer * side * 0.5,
200 ) * Quaternion::rotation_z(
201 side * 1.3 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
202 );
203
204 next.foot_r.position = Vec3::new(
205 s_a.foot.0 + footstrafer * sideabs * 7.0 + tilt * -10.0,
206 s_a.foot.1 + (1.0 - sideabs) * (-1.5 * speednorm + foothorir * -10.0 * speednorm),
207 s_a.foot.2
208 + (1.0 - sideabs) * (1.25 + (footvertr * -5.0).max(-1.0)) * speednorm
209 + side * ((footvertsr * -1.5).max(-1.0)),
210 );
211 next.foot_r.orientation = Quaternion::rotation_x(
212 (1.0 - sideabs) * (foothorir + 0.3 * (1.0 - sideabs)) * -1.5 * speednorm
213 + sideabs * -0.5,
214 ) * Quaternion::rotation_y(
215 tilt * -0.5 + side * (foothorir * 0.3) - footstrafer * side * 0.5,
216 ) * Quaternion::rotation_z(
217 side * 1.3 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
218 );
219
220 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
221 next.shoulder_l.orientation =
222 Quaternion::rotation_x(short * 0.15 * speednorm + (footrotl * 0.5 + 0.5) * speednorm);
223 next.shoulder_l.scale = Vec3::one() * 1.1;
224
225 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
226 next.shoulder_r.orientation =
227 Quaternion::rotation_x(short * -0.15 * speednorm + (footrotr * 0.5 + 0.5) * speednorm);
228 next.shoulder_r.scale = Vec3::one() * 1.1;
229
230 next.glider.position = Vec3::new(0.0, 0.0, 10.0);
231 next.glider.scale = Vec3::one() * 0.0;
232
233 next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
234
235 next.do_hold_lantern(
236 s_a,
237 anim_time,
238 acc_vel,
239 speednorm,
240 impact,
241 tilt,
242 Some(last_ori),
243 Some(look_dir),
244 );
245
246 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
247
248 if wall.is_some_and(|e| e.y > 0.5) {
249 let push = (1.0 - orientation.x.abs()).powi(2);
250 let right_sub = -(orientation.x).min(0.0);
251 let left_sub = (orientation.x).max(0.0);
252 next.hand_l.position = Vec3::new(
253 -s_a.hand.0,
254 s_a.hand.1,
255 s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
256 );
257 next.hand_r.position = Vec3::new(
258 s_a.hand.0,
259 s_a.hand.1,
260 s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
261 );
262 next.hand_l.orientation =
263 Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
264 * Quaternion::rotation_y(1.0 * left_sub)
265 * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
266 next.hand_r.orientation =
267 Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
268 * Quaternion::rotation_y(-1.0 * right_sub)
269 * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
270 } else if wall.is_some_and(|e| e.y < -0.5) {
271 let push = (1.0 - orientation.x.abs()).powi(2);
272 let right_sub = (orientation.x).max(0.0);
273 let left_sub = -(orientation.x).min(0.0);
274 next.hand_l.position = Vec3::new(
275 -s_a.hand.0,
276 s_a.hand.1,
277 s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
278 );
279 next.hand_r.position = Vec3::new(
280 s_a.hand.0,
281 s_a.hand.1,
282 s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
283 );
284 next.hand_l.orientation =
285 Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
286 * Quaternion::rotation_y(1.0 * left_sub)
287 * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
288 next.hand_r.orientation =
289 Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
290 * Quaternion::rotation_y(-1.0 * right_sub)
291 * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
292 } else if wall.is_some_and(|e| e.x < -0.5) {
293 let push = (1.0 - orientation.y.abs()).powi(2);
294 let right_sub = -(orientation.y).min(0.0);
295 let left_sub = (orientation.y).max(0.0);
296 next.hand_l.position = Vec3::new(
297 -s_a.hand.0,
298 s_a.hand.1,
299 s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
300 );
301 next.hand_r.position = Vec3::new(
302 s_a.hand.0,
303 s_a.hand.1,
304 s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
305 );
306 next.hand_l.orientation =
307 Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
308 * Quaternion::rotation_y(1.0 * left_sub)
309 * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
310 next.hand_r.orientation =
311 Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
312 * Quaternion::rotation_y(-1.0 * right_sub)
313 * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
314 } else if wall.is_some_and(|e| e.x > 0.5) {
315 let push = (1.0 - orientation.y.abs()).powi(2);
316 let right_sub = (orientation.y).max(0.0);
317 let left_sub = -(orientation.y).min(0.0);
318 next.hand_l.position = Vec3::new(
319 -s_a.hand.0,
320 s_a.hand.1,
321 s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
322 );
323 next.hand_r.position = Vec3::new(
324 s_a.hand.0,
325 s_a.hand.1,
326 s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
327 );
328 next.hand_l.orientation =
329 Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
330 * Quaternion::rotation_y(1.0 * left_sub)
331 * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
332 next.hand_r.orientation =
333 Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
334 * Quaternion::rotation_y(-1.0 * right_sub)
335 * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
336 };
337
338 next
339 }
340}