veloren_voxygen_anim/theropod/
run.rs

1use super::{
2    super::{Animation, vek::*},
3    SkeletonAttr, TheropodSkeleton,
4};
5use core::f32::consts::PI;
6
7pub struct RunAnimation;
8
9impl Animation for RunAnimation {
10    type Dependency<'a> = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>, f32);
11    type Skeleton = TheropodSkeleton;
12
13    #[cfg(feature = "use-dyn-lib")]
14    const UPDATE_FN: &'static [u8] = b"theropod_run\0";
15
16    #[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_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(22.0);
26        *rate = 1.0;
27
28        //let speednorm = speed / 13.0;
29        let speednorm = (speed / 13.0).powf(0.25);
30        let mixed_vel = acc_vel + anim_time * 6.0; //sets run frequency using speed, with anim_time setting a floor
31
32        let speedmult = 1.0;
33        let lab: f32 = 0.45; //6
34
35        let short = ((1.0
36            / (0.72
37                + 0.28 * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin()).powi(2)))
38        .sqrt())
39            * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin())
40            * speednorm;
41
42        //
43        let shortalt = (mixed_vel * 1.0 * lab * speedmult + PI * 3.0 / 8.0 - 0.5).sin() * speednorm;
44
45        //FL
46        let foot1a = (mixed_vel * 1.0 * lab * speedmult + 0.0 + PI).sin() * speednorm; //1.5
47        let foot1b = (mixed_vel * 1.0 * lab * speedmult + PI / 2.0 + PI).sin() * speednorm; //1.9
48        //FR
49        let foot2a = (mixed_vel * 1.0 * lab * speedmult).sin() * speednorm; //1.2
50        let foot2b = (mixed_vel * 1.0 * lab * speedmult + PI / 2.0).sin() * speednorm; //1.6
51        let ori: Vec2<f32> = Vec2::from(orientation);
52        let last_ori = Vec2::from(last_ori);
53        let tilt = if vek::Vec2::new(ori, last_ori)
54            .map(|o| o.magnitude_squared())
55            .map(|m| m > 0.001 && m.is_finite())
56            .reduce_and()
57            && ori.angle_between(last_ori).is_finite()
58        {
59            ori.angle_between(last_ori).min(0.2)
60                * last_ori.determine_side(Vec2::zero(), ori).signum()
61        } else {
62            0.0
63        } * 1.3;
64        let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm;
65
66        next.head.scale = Vec3::one() * 1.02;
67        next.neck.scale = Vec3::one() * 0.98;
68        next.jaw.scale = Vec3::one() * 0.98;
69        next.foot_l.scale = Vec3::one() * 0.96;
70        next.foot_r.scale = Vec3::one() * 0.96;
71
72        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
73        next.head.orientation = Quaternion::rotation_x(-0.1 * speednorm + short * -0.05)
74            * Quaternion::rotation_y(tilt * 0.8)
75            * Quaternion::rotation_z(shortalt * -0.2 - tilt * 2.5);
76
77        next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
78        next.jaw.orientation = Quaternion::rotation_x(short * -0.03);
79
80        next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
81        next.neck.orientation = Quaternion::rotation_x(-0.1 * speednorm + short * -0.04)
82            * Quaternion::rotation_y(tilt * 0.3)
83            * Quaternion::rotation_z(shortalt * -0.1 - tilt * 3.2);
84
85        next.chest_front.position = Vec3::new(
86            0.0,
87            s_a.chest_front.0,
88            s_a.chest_front.1 + short * 0.5 + x_tilt * 10.0 + 0.5 * speednorm,
89        );
90        next.chest_front.orientation = Quaternion::rotation_x(short * 0.07 + x_tilt)
91            * Quaternion::rotation_y(tilt * 0.8)
92            * Quaternion::rotation_z(shortalt * 0.15 + tilt * -1.5);
93
94        next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
95        next.chest_back.orientation = Quaternion::rotation_x(short * -0.04)
96            * Quaternion::rotation_y(tilt * 0.6)
97            * Quaternion::rotation_z(shortalt * -0.15 + tilt * 0.6);
98
99        next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
100        next.tail_front.orientation = Quaternion::rotation_x(0.1 + short * -0.02)
101            * Quaternion::rotation_z(shortalt * -0.1 + tilt * 1.0);
102
103        next.tail_back.position = Vec3::new(0.0, s_a.tail_back.0, s_a.tail_back.1);
104        next.tail_back.orientation = Quaternion::rotation_x(0.2 + short * -0.1)
105            * Quaternion::rotation_z(shortalt * -0.2 + tilt * 1.4);
106        if s_a.steady_wings {
107            next.hand_l.position = Vec3::new(-s_a.hand.0 - 8.0, s_a.hand.1, s_a.hand.2);
108            next.hand_l.orientation =
109                Quaternion::rotation_x(-0.2 * speednorm) * Quaternion::rotation_z(-0.6);
110
111            next.hand_r.position = Vec3::new(s_a.hand.0 + 8.0, s_a.hand.1, s_a.hand.2);
112            next.hand_r.orientation =
113                Quaternion::rotation_x(-0.2 * speednorm) * Quaternion::rotation_z(0.6);
114        } else {
115            next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
116            next.hand_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2a * 0.3);
117
118            next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
119            next.hand_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1a * 0.3);
120        };
121        next.leg_l.position = Vec3::new(
122            -s_a.leg.0 + speednorm * 1.5,
123            s_a.leg.1 + foot1b * -2.3,
124            s_a.leg.2 * 1.5 + foot1a.max(0.0) * 3.0,
125        );
126        next.leg_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1a * 0.15)
127            * Quaternion::rotation_y(tilt * 0.5)
128            * Quaternion::rotation_z(foot1a * -0.3 + tilt * -0.5);
129
130        next.leg_r.position = Vec3::new(
131            s_a.leg.0 + speednorm * -1.5,
132            s_a.leg.1 + foot2b * -2.3,
133            s_a.leg.2 * 1.5 + foot2a.max(0.0) * 3.0,
134        );
135        next.leg_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2a * 0.15)
136            * Quaternion::rotation_y(tilt * 0.5)
137            * Quaternion::rotation_z(foot2a * 0.3 + tilt * -0.5);
138
139        next.foot_l.position = Vec3::new(
140            -s_a.foot.0,
141            s_a.foot.1 + foot1b * -2.0,
142            s_a.foot.2 + speednorm * 0.5 + (foot1a * 1.5).max(0.0),
143        );
144        next.foot_l.orientation =
145            Quaternion::rotation_x(0.2 + foot2b * 0.6) * Quaternion::rotation_y(tilt * -1.0);
146
147        next.foot_r.position = Vec3::new(
148            s_a.foot.0,
149            s_a.foot.1 + foot2b * -2.0,
150            s_a.foot.2 + speednorm * 0.5 + (foot2a * 1.5).max(0.0),
151        );
152        next.foot_r.orientation =
153            Quaternion::rotation_x(0.2 + foot1b * 0.6) * Quaternion::rotation_y(tilt * -1.0);
154
155        next
156    }
157}