veloren_voxygen_anim/dragon/
run.rs

1use super::{
2    super::{Animation, vek::*},
3    DragonSkeleton, SkeletonAttr,
4};
5use std::f32::consts::PI;
6
7pub struct RunAnimation;
8
9impl Animation for RunAnimation {
10    type Dependency<'a> = (f32, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>);
11    type Skeleton = DragonSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"dragon_run\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "dragon_run")]
17    fn update_skeleton_inner(
18        skeleton: &Self::Skeleton,
19        (_velocity, orientation, last_ori, _global_time, avg_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
26        let lab: f32 = 0.6; //6
27
28        let short = ((1.0 / (0.72 + 0.28 * ((anim_time * 16.0 * lab + PI * 1.0).sin()).powi(2)))
29            .sqrt())
30            * ((anim_time * 16.0 * lab + PI * 1.0).sin());
31
32        //
33
34        let shortalt = (anim_time * 16.0 * lab + PI * 0.5).sin();
35
36        //
37        let ori: Vec2<f32> = Vec2::from(orientation);
38        let last_ori = Vec2::from(last_ori);
39        let tilt = if vek::Vec2::new(ori, last_ori)
40            .map(|o| o.magnitude_squared())
41            .map(|m| m > 0.001 && m.is_finite())
42            .reduce_and()
43            && ori.angle_between(last_ori).is_finite()
44        {
45            ori.angle_between(last_ori).min(0.2)
46                * last_ori.determine_side(Vec2::zero(), ori).signum()
47        } else {
48            0.0
49        } * 1.3;
50        let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
51
52        let lab: f32 = 14.0;
53
54        let wave_ultra_slow_cos = (anim_time * 3.0 + PI).cos();
55        let wave_slow = (anim_time * 4.5).sin();
56
57        let vertlf = (anim_time * lab + PI * 1.8).sin().max(0.15);
58        let vertrfoffset = (anim_time * lab + PI * 0.80).sin().max(0.15);
59        let vertlboffset = (anim_time * lab).sin().max(0.15);
60        let vertrb = (anim_time * lab + PI).sin().max(0.15);
61
62        let horilf = (anim_time * lab + PI * 1.2).sin();
63        let horirfoffset = (anim_time * lab + PI * 0.20).sin();
64        let horilboffset = (anim_time * lab + PI * 1.4).sin();
65        let horirb = (anim_time * lab + PI * 0.4).sin();
66
67        let center = (anim_time * lab + PI / 2.0).sin();
68        let centeroffset = (anim_time * lab + PI * 1.5).sin();
69
70        next.head_lower.scale = Vec3::one() * 1.02;
71        next.jaw.scale = Vec3::one() * 1.05;
72        next.tail_front.scale = Vec3::one() * 0.98;
73        next.tail_rear.scale = Vec3::one() * 0.98;
74
75        next.head_upper.position = Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1);
76        next.head_upper.orientation = Quaternion::rotation_x(short * -0.03 - 0.1)
77            * Quaternion::rotation_z(tilt * -1.2)
78            * Quaternion::rotation_y(tilt * 0.8);
79
80        next.head_lower.position = Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1);
81        next.head_lower.orientation = Quaternion::rotation_z(tilt * -0.8)
82            * Quaternion::rotation_x(short * -0.05)
83            * Quaternion::rotation_y(tilt * 0.3);
84
85        next.jaw.position = Vec3::new(
86            0.0,
87            s_a.jaw.0 - wave_ultra_slow_cos * 0.12,
88            s_a.jaw.1 + wave_slow * 0.2,
89        );
90        next.jaw.orientation = Quaternion::rotation_x(wave_slow * 0.03);
91
92        next.tail_front.position =
93            Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1 + centeroffset * 0.6);
94        next.tail_front.orientation =
95            Quaternion::rotation_x(center * 0.03) * Quaternion::rotation_z(tilt * 1.5);
96
97        next.tail_rear.position =
98            Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1 + centeroffset * 0.6);
99        next.tail_rear.orientation =
100            Quaternion::rotation_x(center * 0.03) * Quaternion::rotation_z(tilt * 1.5);
101
102        next.chest_front.position = Vec3::new(
103            0.0,
104            s_a.chest_front.0,
105            s_a.chest_front.1 + shortalt * 2.5 + x_tilt * 10.0,
106        );
107        next.chest_front.orientation = Quaternion::rotation_x(short * 0.13 + x_tilt)
108            * Quaternion::rotation_y(0.0)
109            * Quaternion::rotation_z(tilt * -1.5);
110
111        next.chest_rear.position =
112            Vec3::new(0.0, s_a.chest_rear.0, s_a.chest_rear.1 + shortalt * 0.2);
113        next.chest_rear.orientation = Quaternion::rotation_x(short * 0.1)
114            * Quaternion::rotation_y(0.0)
115            * Quaternion::rotation_z(tilt * 1.8);
116
117        next.foot_fl.position = Vec3::new(
118            -s_a.feet_f.0,
119            s_a.feet_f.1 + horilf * 2.5,
120            s_a.feet_f.2 + vertlf * 5.0 * s_a.height - 0.5,
121        );
122        next.foot_fl.orientation = Quaternion::rotation_x(horilf * 0.6);
123
124        next.foot_fr.position = Vec3::new(
125            s_a.feet_f.0,
126            s_a.feet_f.1 + horirfoffset * 2.5,
127            s_a.feet_f.2 + vertrfoffset * 5.0 * s_a.height - 0.5,
128        );
129        next.foot_fr.orientation = Quaternion::rotation_x(horirb * 0.6);
130
131        next.foot_bl.position = Vec3::new(
132            -s_a.feet_b.0,
133            s_a.feet_b.1 + horilboffset * 3.0,
134            s_a.feet_b.2 + vertlboffset * 5.0 * s_a.height - 0.5,
135        );
136        next.foot_bl.orientation = Quaternion::rotation_x(horilf * 0.55);
137
138        next.foot_br.position = Vec3::new(
139            s_a.feet_b.0,
140            s_a.feet_b.1 + horirb * 3.0,
141            s_a.feet_b.2 + vertrb * 5.0 * s_a.height - 0.5,
142        );
143        next.foot_br.orientation = Quaternion::rotation_x(horirb * 0.55);
144
145        next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
146        next.wing_in_l.orientation = Quaternion::rotation_y(0.8 + tilt * 1.0);
147
148        next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
149        next.wing_in_r.orientation = Quaternion::rotation_y(-0.8 + tilt * 1.0);
150
151        next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
152        next.wing_out_l.orientation = Quaternion::rotation_y(-2.0 + tilt * 1.0);
153
154        next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
155        next.wing_out_r.orientation = Quaternion::rotation_y(2.0 + tilt * 1.0);
156
157        next
158    }
159}