veloren/voxygen/src/anim/src/character/run.rs

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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::{Hands, ToolKind};
use std::{f32::consts::PI, ops::Mul};
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use vek::*;
pub struct RunAnimation;
type RunAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f64,
Vec3<f32>,
);
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impl Animation for RunAnimation {
type Dependency = RunAnimationDependency;
type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_run\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_run")]
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fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, velocity, orientation, last_ori, global_time, avg_vel): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
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let impact = (avg_vel.z).max(-8.0);
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let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
let walk = if speed > 5.0 { 1.0 } else { 0.5 };
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let lower = if speed > 5.0 { 0.0 } else { 1.0 };
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let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
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let lab = 1.0;
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let foothoril = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.45).sin();
let foothorir = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * (0.45)).sin();
let footvertl = (anim_time as f32 * 16.0 * walk * lab as f32).sin();
let footvertr = (anim_time as f32 * 16.0 * walk * lab as f32 + PI).sin();
let footrotl = (((5.0)
/ (2.5
+ (2.5)
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin())
.powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin());
let footrotr = (((5.0)
/ (1.0
+ (4.0)
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin())
.powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin());
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let short = (((5.0)
/ (1.5
+ 3.5 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
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.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
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let noisea = (anim_time as f32 * 11.0 + PI / 6.0).sin();
let noiseb = (anim_time as f32 * 19.0 + PI / 4.0).sin();
let shorte = (((5.0)
/ (4.0
+ 1.0 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
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.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
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let shortalt = (anim_time as f32 * lab as f32 * 16.0 * walk + PI / 2.0).sin();
let shortalter = (anim_time as f32 * lab as f32 * 16.0 * walk + PI / -2.0).sin();
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let wave_stop = (anim_time as f32 * 26.0).min(PI / 2.0 / 2.0).sin();
let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 18.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
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((global_time + anim_time) as f32 / 18.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
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ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
next.head.offset = Vec3::new(
0.0,
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-3.0 + skeleton_attr.head.0,
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skeleton_attr.head.1 + short * 0.1,
);
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next.head.ori = Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.1)
* Quaternion::rotation_x(head_look.y + 0.45 - lower * 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0,
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skeleton_attr.chest.1 + 2.0 + shortalt * -1.5 - lower,
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);
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next.chest.ori = Quaternion::rotation_z(short * 0.18 * walkintensity + tilt * -0.6)
* Quaternion::rotation_y(tilt * 1.6)
* Quaternion::rotation_x(
impact * 0.06 + shortalter * 0.035 + wave_stop * speed * -0.07 + (tilt.abs()),
);
next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.ori =
Quaternion::rotation_z(short * 0.1 + tilt * -1.1) * Quaternion::rotation_y(tilt * 0.5);
next.belt.scale = Vec3::one();
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next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
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next.back.ori = Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
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next.back.scale = Vec3::one() * 1.02;
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next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.ori =
Quaternion::rotation_z(short * 0.25 + tilt * -1.5) * Quaternion::rotation_y(tilt * 0.7);
next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-skeleton_attr.hand.0 + foothorir * -1.3,
3.0 + skeleton_attr.hand.1 + foothorir * -7.0 * walkintensity,
1.5 + skeleton_attr.hand.2 - foothorir * 5.5 * walkintensity,
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);
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next.l_hand.ori = Quaternion::rotation_x(0.6 + footrotr * -1.2 * walkintensity)
* Quaternion::rotation_y(footrotr * 0.4 * walkintensity);
next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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skeleton_attr.hand.0 + foothoril * 1.3,
3.0 + skeleton_attr.hand.1 + foothoril * -6.5 * walkintensity,
1.5 + skeleton_attr.hand.2 - foothoril * 7.0 * walkintensity,
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);
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next.r_hand.ori = Quaternion::rotation_x(0.6 + footrotl * -1.2 * walkintensity)
* Quaternion::rotation_y(footrotl * -0.4 * walkintensity);
next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
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-1.5 + skeleton_attr.foot.1 + foothoril * -8.5 * walkintensity - lower * 1.0,
2.0 + skeleton_attr.foot.2 + ((footvertl * -2.7).max(-1.0)) * walkintensity,
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);
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next.l_foot.ori = Quaternion::rotation_x(-0.2 + footrotl * -1.2 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
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-1.5 + skeleton_attr.foot.1 + foothorir * -8.5 * walkintensity - lower * 1.0,
2.0 + skeleton_attr.foot.2 + ((footvertr * -2.7).max(-1.0)) * walkintensity,
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);
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next.r_foot.ori = Quaternion::rotation_x(-0.2 + footrotr * -1.2 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15 * walkintensity);
next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15 * walkintensity);
next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
match active_tool_kind {
Some(ToolKind::Dagger(_)) => {
next.main.offset = Vec3::new(-4.0, -5.0, 7.0);
next.main.ori =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
Some(ToolKind::Shield(_)) => {
next.main.offset = Vec3::new(-0.0, -5.0, 3.0);
next.main.ori =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
_ => {
next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
},
}
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next.main.scale = Vec3::one();
match second_tool_kind {
Some(ToolKind::Dagger(_)) => {
next.second.offset = Vec3::new(4.0, -6.0, 7.0);
next.second.ori =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
Some(ToolKind::Shield(_)) => {
next.second.offset = Vec3::new(0.0, -4.0, 3.0);
next.second.ori =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
_ => {
next.second.offset = Vec3::new(-7.0, -5.0, 15.0);
next.second.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
},
}
next.second.scale = Vec3::one();
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next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
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next.lantern.ori =
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Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
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next.lantern.scale = Vec3::one() * 0.65;
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next.torso.offset = Vec3::new(0.0, -0.3, 0.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one();
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
next.second.scale = match (
active_tool_kind.map(|tk| tk.into_hands()),
second_tool_kind.map(|tk| tk.into_hands()),
) {
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
next
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}
}