veloren_voxygen_anim/quadruped_small/
run.rs1use 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 let mixed_vel = acc_vel + anim_time * 12.0; 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}