veloren_voxygen_anim/quadruped_small/
run.rs

1use super::{
2    super::{Animation, vek::*},
3    QuadrupedSmallSkeleton, 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>, f32);
11    type Skeleton = QuadrupedSmallSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"quadruped_small_run\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_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
26        let lab: f32 = 0.42;
27        let speed = (Vec2::<f32>::from(velocity).magnitude()).min(12.0);
28        let speednorm = (speed / 12.0).powf(0.4);
29
30        // acc_vel and anim_time mix to make sure phase lenght isn't starting at
31        // +infinite
32        let mixed_vel = acc_vel + anim_time * 12.0; //sets run frequency using speed, with anim_time setting a floor
33
34        let speedmult = s_a.tempo;
35        let short = (mixed_vel * lab * speedmult + PI * 1.0).sin() * speednorm;
36        let shortalt = (mixed_vel * lab * speedmult + PI * 0.5).sin() * speednorm;
37
38        let footvert = (mixed_vel * lab * speedmult + PI * 0.0).sin() * speednorm;
39        let footvertt = (mixed_vel * lab * speedmult + PI * 0.4).sin() * speednorm;
40
41        let footvertf = (mixed_vel * lab * speedmult + PI * 0.3).sin() * speednorm;
42        let footverttf = (mixed_vel * lab * speedmult + PI * 0.7).sin() * speednorm;
43
44        let ori: Vec2<f32> = Vec2::from(orientation);
45        let last_ori = Vec2::from(last_ori);
46        let tilt = if vek::Vec2::new(ori, last_ori)
47            .map(|o| o.magnitude_squared())
48            .map(|m| m > 0.001 && m.is_finite())
49            .reduce_and()
50            && ori.angle_between(last_ori).is_finite()
51        {
52            ori.angle_between(last_ori).min(0.2)
53                * last_ori.determine_side(Vec2::zero(), ori).signum()
54        } else {
55            0.0
56        } * 1.3;
57        let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm;
58        let vertcancel = 1.0 - s_a.lateral;
59        next.leg_fl.scale = Vec3::one() * 1.02;
60        next.leg_fr.scale = Vec3::one() * 1.02;
61        next.leg_bl.scale = Vec3::one() * 1.02;
62        next.leg_br.scale = Vec3::one() * 1.02;
63
64        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
65        next.head.orientation = Quaternion::rotation_x(x_tilt * -0.5 + vertcancel * short * -0.2)
66            * Quaternion::rotation_y(tilt * 0.8)
67            * Quaternion::rotation_z(s_a.lateral * -short * 0.2 + tilt * -1.2);
68
69        next.chest.position = Vec3::new(
70            0.0,
71            s_a.chest.0,
72            s_a.chest.1 + 2.0 * speednorm * s_a.spring + shortalt * 3.0 * s_a.spring,
73        );
74        next.chest.orientation =
75            Quaternion::rotation_x(vertcancel * short * 0.2 * s_a.spring + x_tilt)
76                * Quaternion::rotation_y(tilt * 0.8)
77                * Quaternion::rotation_z(s_a.lateral * short * 0.2 + tilt * -1.5);
78
79        next.leg_fl.position = Vec3::new(
80            -s_a.feet_f.0,
81            s_a.feet_f.1 + footverttf * 3.0 * s_a.minimize,
82            s_a.feet_f.2 + ((footvertf * -1.5).max(-1.0)),
83        );
84        next.leg_fl.orientation =
85            Quaternion::rotation_x(0.2 * speednorm + s_a.maximize * footverttf * 0.65)
86                * Quaternion::rotation_z(tilt * -0.5)
87                * Quaternion::rotation_y(tilt * 1.5);
88
89        next.leg_fr.position = Vec3::new(
90            s_a.feet_f.0,
91            s_a.feet_f.1 + footvertt * 3.0 * s_a.minimize,
92            s_a.feet_f.2 + ((footvert * -1.5).max(-1.0)),
93        );
94        next.leg_fr.orientation =
95            Quaternion::rotation_x(0.2 * speednorm + s_a.maximize * footvertt * 0.65)
96                * Quaternion::rotation_z(tilt * -0.5)
97                * Quaternion::rotation_y(tilt * 1.5);
98
99        next.leg_bl.position = Vec3::new(
100            -s_a.feet_b.0,
101            s_a.feet_b.1 + footvertt * -1.4,
102            s_a.feet_b.2 + ((footvert * 1.5).max(-1.0)),
103        );
104        next.leg_bl.orientation =
105            Quaternion::rotation_x(-0.25 * speednorm + s_a.maximize * footvertt * -0.8)
106                * Quaternion::rotation_y(tilt * 1.5)
107                * Quaternion::rotation_z(tilt * -1.5);
108
109        next.leg_br.position = Vec3::new(
110            s_a.feet_b.0,
111            s_a.feet_b.1 + footverttf * -1.4,
112            s_a.feet_b.2 + ((footvertf * 1.5).max(-1.0)),
113        );
114        next.leg_br.orientation =
115            Quaternion::rotation_x(-0.25 * speednorm + s_a.maximize * footverttf * -0.8)
116                * Quaternion::rotation_y(tilt * 1.5)
117                * Quaternion::rotation_z(tilt * -1.5);
118
119        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
120        next.tail.orientation = Quaternion::rotation_x(vertcancel * short * 0.2 + x_tilt)
121            * Quaternion::rotation_y(tilt * 0.8)
122            * Quaternion::rotation_z(s_a.lateral * -short * 0.2 + tilt * 1.5);
123        next
124    }
125}