veloren_voxygen_anim/golem/
run.rs1use super::{
2 super::{Animation, vek::*},
3 GolemSkeleton, SkeletonAttr,
4};
5use std::f32::consts::PI;
6
7pub struct RunAnimation;
8
9impl Animation for RunAnimation {
10 type Dependency<'a> = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, f32);
11 type Skeleton = GolemSkeleton;
12
13 #[cfg(feature = "use-dyn-lib")]
14 const UPDATE_FN: &'static [u8] = b"golem_run\0";
15
16 #[cfg_attr(feature = "be-dyn-lib", export_name = "golem_run")]
17
18 fn update_skeleton_inner(
19 skeleton: &Self::Skeleton,
20 (velocity, orientation, last_ori, _global_time, acc_vel): Self::Dependency<'_>,
21 anim_time: f32,
22 _rate: &mut f32,
23 s_a: &SkeletonAttr,
24 ) -> Self::Skeleton {
25 let mut next = (*skeleton).clone();
26 let speed = Vec2::<f32>::from(velocity).magnitude();
27 let mixed_vel = acc_vel + anim_time * 2.0; let lab: f32 = 0.45 * s_a.tempo;
30 let speednorm = (speed / 7.0).powf(0.6);
31 let foothoril =
32 ((1.0 / (0.4 + (0.6) * ((mixed_vel * 2.0 * lab + PI * 1.4).sin()).powi(2))).sqrt())
33 * ((mixed_vel * 2.0 * lab + PI * 1.4).sin())
34 * speednorm;
35 let foothorir =
36 ((1.0 / (0.4 + (0.6) * ((mixed_vel * 2.0 * lab + PI * 0.4).sin()).powi(2))).sqrt())
37 * ((mixed_vel * 2.0 * lab + PI * 0.4).sin())
38 * speednorm;
39 let footvertl = (mixed_vel * 2.0 * lab).sin() * speednorm;
40 let footvertr = (mixed_vel * 2.0 * lab + PI).sin() * speednorm;
41
42 let footrotl = ((1.0 / (0.5 + (0.5) * ((mixed_vel * 2.0 * lab + PI * 1.4).sin()).powi(2)))
43 .sqrt())
44 * ((mixed_vel * 2.0 * lab + PI * 1.4).sin())
45 * speednorm;
46
47 let footrotr = ((1.0 / (0.2 + (0.8) * ((mixed_vel * 2.0 * lab + PI * 0.4).sin()).powi(2)))
48 .sqrt())
49 * ((mixed_vel * 2.0 * lab + PI * 0.4).sin())
50 * speednorm;
51
52 let short = (mixed_vel * lab * 2.0).sin() * speednorm;
53 let shortalt = (mixed_vel * lab * 2.0 + PI / 2.0).sin() * speednorm;
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
68 next.head.scale = Vec3::one() * 1.02;
69 next.jaw.scale = Vec3::one() * 1.02;
70 next.hand_l.scale = Vec3::one() * 1.04;
71 next.hand_r.scale = Vec3::one() * 1.04;
72 next.leg_l.scale = Vec3::one() * 1.02;
73 next.leg_r.scale = Vec3::one() * 1.02;
74
75 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
76 next.head.orientation =
77 Quaternion::rotation_z(short * -0.3) * Quaternion::rotation_x(-0.2 * speednorm);
78
79 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1) * 1.02;
80
81 next.upper_torso.position =
82 Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + short * 1.0);
83 next.upper_torso.orientation = Quaternion::rotation_z(tilt * -4.0 + short * 0.40);
84
85 next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
86 next.lower_torso.orientation = Quaternion::rotation_z(tilt * 4.0 + shortalt * 0.2);
87
88 next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
89 next.shoulder_l.orientation = Quaternion::rotation_z(footrotl * 0.07)
90 * Quaternion::rotation_y(0.15)
91 * Quaternion::rotation_x(-0.2 + footrotl * -0.25);
92
93 next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
94 next.shoulder_r.orientation = Quaternion::rotation_z(footrotr * -0.07)
95 * Quaternion::rotation_y(-0.15 * speednorm)
96 * Quaternion::rotation_x(-0.2 + footrotr * -0.25);
97
98 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
99 next.hand_l.orientation = Quaternion::rotation_x(0.3 + footrotl * -0.06)
100 * Quaternion::rotation_y(0.1 * speednorm)
101 * Quaternion::rotation_z(-0.35 * speednorm + footrotl * -0.1);
102
103 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
104 next.hand_r.orientation = Quaternion::rotation_x(0.3 + footrotr * -0.06)
105 * Quaternion::rotation_y(-0.1 * speednorm)
106 * Quaternion::rotation_z(0.35 * speednorm + footrotr * 0.1);
107
108 next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) * 1.02;
109 next.leg_l.orientation = Quaternion::rotation_x(footrotl * 0.3)
110 * Quaternion::rotation_y(0.1 * speednorm)
111 * Quaternion::rotation_z(footrotl * -0.2);
112
113 next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) * 1.02;
114
115 next.leg_r.orientation = Quaternion::rotation_x(footrotr * 0.3)
116 * Quaternion::rotation_y(-0.1 * speednorm)
117 * Quaternion::rotation_z(footrotr * 0.2);
118
119 next.foot_l.position = Vec3::new(
120 -s_a.foot.0,
121 s_a.foot.1 + foothoril * 2.0,
122 s_a.foot.2 + (footvertl * 3.0).max(0.0),
123 );
124 next.foot_l.orientation =
125 Quaternion::rotation_x(footrotl * 0.2) * Quaternion::rotation_y(-0.08 * speednorm);
126
127 next.foot_r.position = Vec3::new(
128 s_a.foot.0,
129 s_a.foot.1 + foothorir * 2.0,
130 s_a.foot.2 + (footvertr * 3.0).max(0.0),
131 );
132 next.foot_r.orientation = Quaternion::rotation_z(0.0)
133 * Quaternion::rotation_x(footrotr * 0.2)
134 * Quaternion::rotation_y(0.08 * speednorm);
135
136 next.torso.position = Vec3::new(0.0, 0.0, 0.0);
137 next.torso.orientation = Quaternion::rotation_x(-0.2 * speednorm);
138 next
139 }
140}