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

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use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
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use std::{f32::consts::PI, ops::Mul};
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pub struct RunAnimation;
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type RunAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>, f32);
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impl Animation for RunAnimation {
type Dependency = RunAnimationDependency;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_run\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_run")]
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fn update_skeleton_inner(
skeleton: &Self::Skeleton,
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(velocity, orientation, last_ori, global_time, _avg_vel, acc_vel): Self::Dependency,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
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let speednorm = (speed / 9.4).powf(0.4);
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let lab: f32 = 1.0;
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let footrotl = ((5.0 / (0.5 + (5.5) * ((acc_vel * 1.4 * lab + PI * 1.4).sin()).powi(2)))
.sqrt())
* ((acc_vel * 1.4 * lab + PI * 1.4).sin());
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let footrotr = ((5.0 / (0.5 + (5.5) * ((acc_vel * 1.4 * lab + PI * 0.4).sin()).powi(2)))
.sqrt())
* ((acc_vel * 1.4 * lab + PI * 0.4).sin());
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let shortalter = (acc_vel * lab * 1.4 + PI / -2.0).sin();
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let foothoril = (acc_vel * 1.4 * lab + PI * 1.45).sin();
let foothorir = (acc_vel * 1.4 * lab + PI * (0.45)).sin();
let footstrafel = (acc_vel * 1.4 * lab + PI * 1.45).sin();
let footstrafer = (acc_vel * 1.4 * lab + PI * (0.95)).sin();
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let footvertl = (acc_vel * 1.4 * lab).sin();
let footvertr = (acc_vel * 1.4 * lab + PI).sin();
let footvertsl = (acc_vel * 1.4 * lab).sin();
let footvertsr = (acc_vel * 1.4 * lab + PI * 0.5).sin();
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let shortalt = (acc_vel * lab * 1.4 + PI / 2.0).sin();
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let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.4).sin()).powi(2))).sqrt())
* ((acc_vel * lab * 1.4).sin());
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let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
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let side =
(velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0;
let sideabs = side.abs();
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if ::vek::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()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
let head_look = Vec2::new(
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(global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
(global_time + anim_time / 18.0).floor().mul(1137.0).sin() * 0.1,
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);
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next.chest.scale = Vec3::one() * s_a.scaler / 11.0;
next.foot_l.scale = Vec3::one() * s_a.scaler / 11.0;
next.foot_r.scale = Vec3::one() * s_a.scaler / 11.0;
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next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0, s_a.head.1 + short * 0.1);
next.head.orientation =
Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.02)
* Quaternion::rotation_x(head_look.y + 0.45 * speednorm);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + 1.0 * speednorm + shortalt * -0.8,
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) * s_a.scaler
/ 11.0;
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next.chest.orientation = Quaternion::rotation_z(short * 0.06 + tilt * -0.6)
* Quaternion::rotation_y(tilt * 1.6)
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* Quaternion::rotation_x(shortalter * 0.035 + speednorm * -0.4 + (tilt.abs()));
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next.main.position = Vec3::new(2.0, -3.0, -3.0);
next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
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next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
next.pants.orientation = Quaternion::rotation_x(0.1 * speednorm)
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* Quaternion::rotation_z(short * 0.25 + tilt * -1.5)
* Quaternion::rotation_y(tilt * 0.7);
next.hand_l.position = Vec3::new(
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-s_a.hand.0 + footrotr * -1.3 * speednorm,
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1.0 * speednorm + s_a.hand.1 + footrotr * -2.5 * speednorm,
s_a.hand.2 - footrotr * 1.5 * speednorm,
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);
next.hand_l.orientation =
Quaternion::rotation_x(0.4 * speednorm + (footrotr * -1.2) * speednorm)
* Quaternion::rotation_y(footrotr * 0.4 * speednorm);
next.hand_r.position = Vec3::new(
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s_a.hand.0 + footrotl * 1.3 * speednorm,
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1.0 * speednorm + s_a.hand.1 + footrotl * -2.5 * speednorm,
s_a.hand.2 - footrotl * 1.5 * speednorm,
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);
next.hand_r.orientation =
Quaternion::rotation_x(0.4 * speednorm + (footrotl * -1.2) * speednorm)
* Quaternion::rotation_y(footrotl * -0.4 * speednorm);
//
next.foot_l.position = Vec3::new(
-s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0,
s_a.foot.1
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+ (1.0 - sideabs) * (-1.0 * speednorm + footrotl * -2.5 * speednorm)
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+ (direction * 5.0).max(0.0),
s_a.foot.2
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+ (1.0 - sideabs) * (2.0 * speednorm + ((footvertl * -1.1 * speednorm).max(-1.0)))
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+ side * ((footvertsl * 1.5).max(-1.0)),
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) * s_a.scaler
/ 11.0;
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next.foot_l.orientation = Quaternion::rotation_x(
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(1.0 - sideabs) * (-0.2 * speednorm + foothoril * -0.9 * speednorm) + sideabs * -0.5,
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) * Quaternion::rotation_y(
tilt * 2.0 + side * 0.3 + side * (foothoril * 0.3),
) * Quaternion::rotation_z(side * 0.2);
next.foot_r.position = Vec3::new(
s_a.foot.0 + footstrafer * sideabs * 3.0 + tilt * -2.0,
s_a.foot.1
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+ (1.0 - sideabs) * (-1.0 * speednorm + footrotr * -2.5 * speednorm)
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+ (direction * 5.0).max(0.0),
s_a.foot.2
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+ (1.0 - sideabs) * (2.0 * speednorm + ((footvertr * -1.1 * speednorm).max(-1.0)))
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+ side * ((footvertsr * -1.5).max(-1.0)),
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) * s_a.scaler
/ 11.0;
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next.foot_r.orientation = Quaternion::rotation_x(
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(1.0 - sideabs) * (-0.2 * speednorm + foothorir * -0.9 * speednorm) + sideabs * -0.5,
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) * Quaternion::rotation_y(
tilt * 2.0 + side * 0.3 + side * (foothorir * 0.3),
) * Quaternion::rotation_z(side * 0.2);
next.head.scale = Vec3::one();
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next
}
}