theropod run

This commit is contained in:
jshipsey 2020-08-30 03:40:40 -04:00
parent 2589c0cfc6
commit b781a1765b
3 changed files with 76 additions and 62 deletions

View File

@ -41,7 +41,7 @@ impl Body {
Body::BipedLarge(_) => 75.0,
Body::Object(_) => 40.0,
Body::Golem(_) => 60.0,
Body::Theropod(_) => 85.0,
Body::Theropod(_) => 135.0,
Body::QuadrupedLow(_) => 120.0,
}
}

View File

@ -169,7 +169,7 @@ impl Animation for RunAnimation {
next.leg_fr.position = Vec3::new(
skeleton_attr.leg_f.0,
skeleton_attr.leg_f.1 + amplitude3 * foot2b * -2.2,
skeleton_attr.leg_f.1 + amplitude3 * foot2b * -2.2,////////////fix
skeleton_attr.leg_f.2 + amplitude3 * foot2a * 2.8,
);
next.leg_fr.orientation =

View File

@ -15,85 +15,92 @@ impl Animation for RunAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_run")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, _global_time): Self::Dependency,
(velocity, _global_time): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
//let wave = (anim_time as f32 * 8.0).sin();
//let wavealt = (anim_time as f32 * 8.0 + PI / 2.0).sin();
//let wave_slow = (anim_time as f32 * 6.5 + PI).sin();
let breathe = (anim_time as f32 * 0.8).sin();
let topspeed = 18.0;
let lab = 0.55; //.65
let foothoril = (((1.0)
/ (0.4
+ (0.6)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
let canceler = speed / topspeed;
let lab = 0.5; //6
let amplitude = (speed / topspeed).max(0.25);
let amplitude2 = (speed * 1.4 / topspeed).max(0.6);
let amplitude3 = (speed / topspeed).max(0.35);
let speedmult = if speed > 0.0 {
1.2 * (1.0 * 1.0)
} else {
0.9 * (1.0 * 1.0)
};
let speedadjust = if speed < 5.0 { 0.0 } else { speed / 25.0 };
let short = (((1.0)
/ (0.72
+ 0.28
* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15 - 0.5)
.sin())
.powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
let foothorir = (((1.0)
/ (0.4
+ (0.6)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
let footrotl = (((5.0)
/ (2.5
+ (2.5)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
let footrotr = (((5.0)
/ (1.0
+ (4.0)
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
let short = (anim_time as f32 * lab as f32 * 16.0).sin();
* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15 - 0.5).sin());
//
let shortalt =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * 3.0 / 8.0 - 0.5).sin();
//FL
let foot1a =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + 0.0+PI )
.sin(); //1.5
let foot1b =
(anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57+PI )
.sin(); //1.9
//FR
let foot2a = (anim_time as f32 * (16.0) * lab as f32 * speedmult ).sin(); //1.2
let foot2b = (anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57 ).sin(); //1.6
//BL
//BR
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1+breathe * 0.3);
next.head.orientation = Quaternion::rotation_x(breathe * 0.1-0.1);
next.head.orientation = Quaternion::rotation_x(-0.1+short*-0.05)*Quaternion::rotation_z(shortalt*-0.2);
next.head.scale = Vec3::one()*1.02;
next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(breathe * 0.05);
next.jaw.orientation = Quaternion::rotation_x(short*-0.03);
next.jaw.scale = Vec3::one()*0.98;
next.neck.position = Vec3::new(0.0, skeleton_attr.neck.0, skeleton_attr.neck.1+breathe * 0.2);
next.neck.orientation = Quaternion::rotation_x(-0.1);
next.neck.position = Vec3::new(0.0, skeleton_attr.neck.0, skeleton_attr.neck.1);
next.neck.orientation = Quaternion::rotation_x(-0.1+short*-0.04)*Quaternion::rotation_z(shortalt*-0.1);
next.neck.scale = Vec3::one()*0.98;
next.chest_front.position = Vec3::new(
0.0,
skeleton_attr.chest_front.0,
skeleton_attr.chest_front.1+breathe * 0.3,
skeleton_attr.chest_front.1+short * 0.5,
)/3.0;
next.chest_front.orientation = Quaternion::rotation_x(breathe * 0.04);
next.chest_front.orientation = Quaternion::rotation_x(short * 0.07)*Quaternion::rotation_z(shortalt * 0.15);
next.chest_front.scale = Vec3::one()/3.0;
next.chest_back.position =
Vec3::new(0.0, skeleton_attr.chest_back.0, skeleton_attr.chest_back.1);
next.chest_back.orientation = Quaternion::rotation_x(breathe * -0.04);
next.chest_back.orientation = Quaternion::rotation_x(short * -0.04)*Quaternion::rotation_z(shortalt * -0.15);;
next.chest_back.scale = Vec3::one();
next.tail_front.position =
Vec3::new(0.0, skeleton_attr.tail_front.0, skeleton_attr.tail_front.1);
next.tail_front.orientation = Quaternion::rotation_x(0.1);
next.tail_front.orientation = Quaternion::rotation_x(0.1+short * -0.02)*Quaternion::rotation_z(shortalt*-0.1);
next.tail_front.scale = Vec3::one();
next.tail_back.position =
Vec3::new(0.0, skeleton_attr.tail_back.0, skeleton_attr.tail_back.1);
next.tail_back.orientation = Quaternion::rotation_x(0.1);
next.tail_back.orientation = Quaternion::rotation_x(0.2+short * -0.2)*Quaternion::rotation_z(shortalt*-0.2);
next.tail_back.scale = Vec3::one();
next.hand_l.position = Vec3::new(
@ -101,7 +108,7 @@ impl Animation for RunAnimation {
skeleton_attr.hand.1,
skeleton_attr.hand.2,
);
next.hand_l.orientation = Quaternion::rotation_x(breathe * 0.2);
next.hand_l.orientation = Quaternion::rotation_x( -0.2+amplitude3 * foot2a * 0.3);
next.hand_l.scale = Vec3::one();
next.hand_r.position = Vec3::new(
@ -109,43 +116,50 @@ impl Animation for RunAnimation {
skeleton_attr.hand.1,
skeleton_attr.hand.2,
);
next.hand_r.orientation = Quaternion::rotation_x(breathe * 0.2);
next.hand_r.orientation = Quaternion::rotation_x( -0.2+amplitude3 * foot1a * 0.3);
next.hand_r.scale = Vec3::one();
next.leg_l.position = Vec3::new(
-skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2+breathe * 0.05,
skeleton_attr.leg.1 + amplitude3 * foot1b * -1.3,
skeleton_attr.leg.2 + amplitude3 * foot1a * 1.4,
);
next.leg_l.orientation =
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3); next.leg_l.scale = Vec3::one();
Quaternion::rotation_x( -0.2+amplitude3 * foot1a * 0.2)
* Quaternion::rotation_z(foot1a*-0.3)
* Quaternion::rotation_y(0.0);
next.leg_l.scale = Vec3::one() * 1.0;
next.leg_r.position = Vec3::new(
skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2+breathe * 0.05,
skeleton_attr.leg.1 + amplitude3 * foot2b * -1.3,
skeleton_attr.leg.2 + amplitude3 * foot2a * 1.4,
);
next.leg_r.orientation =
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
next.leg_r.scale = Vec3::one();
Quaternion::rotation_x( -0.2+amplitude3 * foot2a * 0.2)
* Quaternion::rotation_z(foot2a*0.3)
* Quaternion::rotation_y(0.0);
next.leg_r.scale = Vec3::one() * 1.0;
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2+breathe * -0.35,
skeleton_attr.foot.1+canceler*-2.0+ amplitude3 * foot1b * -2.0,
skeleton_attr.foot.2 +canceler*2.0+ (foot1a * 2.0).max(0.0) * amplitude2 ,
);
next.foot_l.orientation =
Quaternion::rotation_x(-0.1 + footrotl * 0.25);
next.foot_l.scale = Vec3::one()*1.02;
next.foot_l.orientation = Quaternion::rotation_x(-0.3+
amplitude2 * foot1b * -0.35,
) * Quaternion::rotation_y(0.0);
next.foot_l.scale = Vec3::one() * 0.96;
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2+breathe * -0.45,
skeleton_attr.foot.1+canceler*-2.0+ amplitude3 * foot2b * -2.0,
skeleton_attr.foot.2 +canceler*2.0+ (foot2a * 2.0).max(0.0) * amplitude2 ,
);
next.foot_r.orientation =
Quaternion::rotation_x(-0.1 + footrotr * 0.25);
next.foot_r.scale = Vec3::one()*1.02;
next.foot_r.orientation = Quaternion::rotation_x(-0.3+
amplitude2 * foot2b * -0.35,
) * Quaternion::rotation_y(0.0);
next.foot_r.scale = Vec3::one() * 0.96;
next
}