veloren_voxygen_anim/quadruped_medium/
run.rs

1use super::{
2    super::{Animation, vek::*},
3    QuadrupedMediumSkeleton, SkeletonAttr,
4};
5use core::{f32::consts::PI, ops::Mul};
6
7pub struct RunAnimation;
8
9impl Animation for RunAnimation {
10    type Dependency<'a> = (f32, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>, f32);
11    type Skeleton = QuadrupedMediumSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"quadruped_medium_run\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_run")]
17    fn update_skeleton_inner(
18        skeleton: &Self::Skeleton,
19        (velocity, orientation, last_ori, global_time, avg_vel, acc_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        let speed = (Vec2::<f32>::from(velocity).magnitude()).min(24.0);
26        *rate = 1.0;
27        let lab: f32 = 0.72;
28        let amplitude = (speed / 24.0).powf(0.6);
29        let amplitude2 = (speed / 24.0).powf(0.6);
30        let amplitude3 = (speed / 24.0).powf(0.6);
31        let speedmult = s_a.tempo;
32        let canceler = (speed / 24.0).powf(0.6);
33        let mixed_vel = acc_vel + anim_time * 2.5; //sets run frequency using speed, with anim_time setting a floor
34
35        let short = ((1.0
36            / (0.72
37                + 0.28
38                    * ((mixed_vel * (1.0) * lab * speedmult + PI * -0.15 - 0.5).sin()).powi(2)))
39        .sqrt())
40            * ((mixed_vel * (1.0) * lab * speedmult + PI * -0.15 - 0.5).sin());
41
42        //
43        let shortalt = (mixed_vel * (1.0) * lab * speedmult + PI * 3.0 / 8.0 - 0.5).sin();
44        let look = Vec2::new(
45            (global_time / 2.0 + anim_time / 2.0)
46                .floor()
47                .mul(7331.0)
48                .sin()
49                * 0.5,
50            (global_time / 2.0 + anim_time / 2.0)
51                .floor()
52                .mul(1337.0)
53                .sin()
54                * 0.25,
55        );
56
57        let speedadjust = if speed < 5.0 { 0.0 } else { speed / 24.0 };
58        let shift1 = speedadjust - PI / 2.0 - speedadjust * PI * 3.0 / 4.0;
59        let shift2 = speedadjust + PI / 2.0 + speedadjust * PI / 2.0;
60        let shift3 = speedadjust + PI / 4.0 - speedadjust * PI / 4.0;
61        let shift4 = speedadjust - PI * 3.0 / 4.0 + speedadjust * PI / 2.0;
62
63        //FL
64        let foot1a = (mixed_vel * (1.0) * lab * speedmult + 0.0 + canceler * 0.05 + shift1).sin(); //1.5
65        let foot1b = (mixed_vel * (1.0) * lab * speedmult + 1.1 + canceler * 0.05 + shift1).sin(); //1.9
66        //FR
67        let foot2a = (mixed_vel * (1.0) * lab * speedmult + shift2).sin(); //1.0
68        let foot2b = (mixed_vel * (1.0) * lab * speedmult + 1.1 + shift2).sin(); //1.0
69        //BL
70        let foot3a = (mixed_vel * (1.0) * lab * speedmult + shift3).sin(); //0.0
71        let foot3b = (mixed_vel * (1.0) * lab * speedmult + PI / 2.0 + shift3).sin(); //0.4
72        //BR
73        let foot4a = (mixed_vel * (1.0) * lab * speedmult + 0.0 + canceler * 0.05 + shift4).sin(); //0.3
74        let foot4b =
75            (mixed_vel * (1.0) * lab * speedmult + PI / 2.0 + canceler * 0.05 + shift4).sin(); //0.7
76        //
77        let ori: Vec2<f32> = Vec2::from(orientation);
78        let last_ori = Vec2::from(last_ori);
79        let tilt = if vek::Vec2::new(ori, last_ori)
80            .map(|o| o.magnitude_squared())
81            .map(|m| m > 0.001 && m.is_finite())
82            .reduce_and()
83            && ori.angle_between(last_ori).is_finite()
84        {
85            ori.angle_between(last_ori).min(0.2)
86                * last_ori.determine_side(Vec2::zero(), ori).signum()
87        } else {
88            0.0
89        } * 1.3;
90        let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * canceler;
91
92        next.neck.scale = Vec3::one() * 1.02;
93        next.jaw.scale = Vec3::one() * 1.02;
94        next.leg_fl.scale = Vec3::one() * 1.02;
95        next.leg_fr.scale = Vec3::one() * 1.02;
96        next.leg_bl.scale = Vec3::one() * 1.02;
97        next.leg_br.scale = Vec3::one() * 1.02;
98        next.foot_fl.scale = Vec3::one() * 0.96;
99        next.foot_fr.scale = Vec3::one() * 0.96;
100        next.foot_bl.scale = Vec3::one() * 0.96;
101        next.foot_br.scale = Vec3::one() * 0.96;
102        next.ears.scale = Vec3::one() * 1.02;
103
104        //Gallop
105        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + shortalt * -0.2);
106        next.head.orientation = Quaternion::rotation_x(
107            look.y * 0.3 / ((canceler).max(0.5)) + amplitude * short * 0.2 - 0.1,
108        ) * Quaternion::rotation_z(
109            look.x * 0.3 / ((canceler).max(0.5)) + tilt * -2.0,
110        ) * Quaternion::rotation_y(tilt * 0.8);
111
112        next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1 + shortalt * -0.8);
113        next.neck.orientation = Quaternion::rotation_z(tilt * -0.8)
114            * Quaternion::rotation_x(amplitude * short * 0.05)
115            * Quaternion::rotation_y(tilt * 0.3);
116
117        next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
118        next.jaw.orientation = Quaternion::rotation_x(0.0);
119
120        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
121        next.tail.orientation = Quaternion::rotation_x(amplitude * shortalt * -0.3)
122            * Quaternion::rotation_z(tilt * 1.5);
123
124        next.torso_front.position = Vec3::new(
125            0.0,
126            s_a.torso_front.0,
127            s_a.torso_front.1
128                + canceler * 1.0
129                + canceler * shortalt * 2.5 * s_a.spring
130                + x_tilt * 10.0 * canceler,
131        );
132        next.torso_front.orientation = Quaternion::rotation_x(
133            ((amplitude * (short * -0.13).max(-0.2)) * s_a.spring).min(0.1)
134                + x_tilt * (canceler * 6.0).min(1.0),
135        ) * Quaternion::rotation_y(tilt * 0.8)
136            * Quaternion::rotation_z(tilt * -1.5);
137
138        next.torso_back.position = Vec3::new(
139            0.0,
140            s_a.torso_back.0,
141            s_a.torso_back.1 + amplitude * shortalt * 0.2 - 0.2,
142        );
143        next.torso_back.orientation = Quaternion::rotation_x(amplitude * short * -0.07)
144            * Quaternion::rotation_z(tilt * 1.8)
145            * Quaternion::rotation_y(tilt * 0.6);
146
147        next.ears.position = Vec3::new(0.0, s_a.ears.0, s_a.ears.1);
148        next.ears.orientation = Quaternion::rotation_x(amplitude * shortalt * 0.2 + 0.2);
149
150        next.leg_fl.position = Vec3::new(
151            -s_a.leg_f.0,
152            s_a.leg_f.1 + amplitude3 * foot1b * -1.6,
153            s_a.leg_f.2 + amplitude3 * foot1a * 2.3,
154        );
155        next.leg_fl.orientation = Quaternion::rotation_x(0.2 * canceler + amplitude3 * foot1a)
156            * Quaternion::rotation_z(tilt * -0.5)
157            * Quaternion::rotation_y(tilt * 1.5);
158
159        next.leg_fr.position = Vec3::new(
160            s_a.leg_f.0,
161            s_a.leg_f.1 + amplitude3 * foot2b * -1.6,
162            s_a.leg_f.2 + amplitude3 * foot2a * 2.3,
163        );
164        next.leg_fr.orientation = Quaternion::rotation_x(0.2 * canceler + amplitude3 * foot2a)
165            * Quaternion::rotation_z(tilt * -0.5)
166            * Quaternion::rotation_y(tilt * 1.5);
167
168        next.leg_bl.position = Vec3::new(
169            -s_a.leg_b.0,
170            s_a.leg_b.1 + amplitude3 * foot3a * -4.5,
171            s_a.leg_b.2 + amplitude3 * foot3b * -2.2,
172        );
173        next.leg_bl.orientation =
174            Quaternion::rotation_x(canceler * -0.1 + amplitude3 * foot3a * -1.2)
175                * Quaternion::rotation_y(tilt * 1.5)
176                * Quaternion::rotation_z(tilt * -1.5);
177
178        next.leg_br.position = Vec3::new(
179            s_a.leg_b.0,
180            s_a.leg_b.1 + amplitude3 * foot4a * -4.5,
181            s_a.leg_b.2 + amplitude3 * foot4b * -2.2,
182        );
183        next.leg_br.orientation =
184            Quaternion::rotation_x(canceler * -0.1 + amplitude3 * foot4a * -1.2)
185                * Quaternion::rotation_y(tilt * 1.5)
186                * Quaternion::rotation_z(tilt * -1.5);
187
188        next.foot_fl.position = Vec3::new(
189            -s_a.feet_f.0,
190            s_a.feet_f.1,
191            s_a.feet_f.2 + (foot1a * 2.0).max(-1.0) * amplitude2 + 1.0 * canceler,
192        );
193        next.foot_fl.orientation =
194            Quaternion::rotation_x(s_a.startangle * canceler + amplitude2 * foot1b * -0.85)
195                * Quaternion::rotation_y(tilt * -1.0);
196
197        next.foot_fr.position = Vec3::new(
198            s_a.feet_f.0,
199            s_a.feet_f.1,
200            s_a.feet_f.2 + (foot2a * 2.0).max(-1.0) * amplitude2 + 1.0 * canceler,
201        );
202        next.foot_fr.orientation =
203            Quaternion::rotation_x(s_a.startangle * canceler + amplitude2 * foot2b * -0.85)
204                * Quaternion::rotation_y(tilt * -1.0);
205
206        next.foot_bl.position = Vec3::new(
207            -s_a.feet_b.0,
208            s_a.feet_b.1,
209            s_a.feet_b.2 + (foot3a * 0.8).max(0.0) * amplitude2 + 1.0 * canceler,
210        );
211        next.foot_bl.orientation =
212            Quaternion::rotation_x(amplitude2 * foot3b * -0.7 - 0.2 * canceler)
213                * Quaternion::rotation_y(tilt * -1.0);
214
215        next.foot_br.position = Vec3::new(
216            s_a.feet_b.0,
217            s_a.feet_b.1,
218            s_a.feet_b.2 + (foot4a * 0.8).max(0.0) * amplitude2 + 1.0 * canceler,
219        );
220        next.foot_br.orientation =
221            Quaternion::rotation_x(amplitude2 * foot4b * -0.7 - 0.2 * canceler)
222                * Quaternion::rotation_y(tilt * -1.0);
223        next
224    }
225}