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