use super::{ super::{vek::*, Animation}, GolemSkeleton, SkeletonAttr, }; use std::f32::consts::PI; pub struct RunAnimation; impl Animation for RunAnimation { type Dependency = (Vec3, Vec3, Vec3, f64, f32); type Skeleton = GolemSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"golem_run\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "golem_run")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (velocity, orientation, last_ori, _global_time, acc_vel): Self::Dependency, _anim_time: f64, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); let lab = 0.45 * s_a.tempo; //.65 let speednorm = (speed / 7.0).powf(0.6); //.powf(0.4) let foothoril = (((1.0) / (0.4 + (0.6) * ((acc_vel * 2.0 * lab as f32 + PI * 1.4).sin()).powi(2))) .sqrt()) * ((acc_vel * 2.0 * lab as f32 + PI * 1.4).sin()) * speednorm; let foothorir = (((1.0) / (0.4 + (0.6) * ((acc_vel * 2.0 * lab as f32 + PI * 0.4).sin()).powi(2))) .sqrt()) * ((acc_vel * 2.0 * lab as f32 + PI * 0.4).sin()) * speednorm; let footvertl = (acc_vel * 2.0 * lab as f32).sin() * speednorm; let footvertr = (acc_vel * 2.0 * lab as f32 + PI).sin() * speednorm; let footrotl = (((1.0) / (0.5 + (0.5) * ((acc_vel * 2.0 * lab as f32 + PI * 1.4).sin()).powi(2))) .sqrt()) * ((acc_vel * 2.0 * lab as f32 + PI * 1.4).sin()) * speednorm; let footrotr = (((1.0) / (0.2 + (0.8) * ((acc_vel * 2.0 * lab as f32 + PI * 0.4).sin()).powi(2))) .sqrt()) * ((acc_vel * 2.0 * lab as f32 + PI * 0.4).sin()) * speednorm; let short = (acc_vel * lab as f32 * 2.0).sin() * speednorm; let shortalt = (acc_vel * lab as f32 * 2.0 + PI / 2.0).sin() * speednorm; let ori: Vec2 = 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; next.head.scale = Vec3::one() * 1.02; next.jaw.scale = Vec3::one() * 1.02; next.upper_torso.scale = Vec3::one() * s_a.scaler / 8.0; next.hand_l.scale = Vec3::one() * 1.04; next.hand_r.scale = Vec3::one() * 1.04; next.leg_l.scale = Vec3::one() * 1.02; next.leg_r.scale = Vec3::one() * 1.02; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02; next.head.orientation = Quaternion::rotation_z(short * -0.3) * Quaternion::rotation_x(-0.2 * speednorm); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1) * 1.02; next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + short * 1.0) * s_a.scaler / 8.0; next.upper_torso.orientation = Quaternion::rotation_z(tilt * -4.0 + short * 0.40); next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1); next.lower_torso.orientation = Quaternion::rotation_z(tilt * 4.0 + shortalt * 0.2); next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_l.orientation = Quaternion::rotation_z(footrotl * 0.07) * Quaternion::rotation_y(0.15) * Quaternion::rotation_x(-0.2 + footrotl * -0.25); next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_r.orientation = Quaternion::rotation_z(footrotr * -0.07) * Quaternion::rotation_y(-0.15 * speednorm) * Quaternion::rotation_x(-0.2 + footrotr * -0.25); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_l.orientation = Quaternion::rotation_x(0.3 + footrotl * -0.06) * Quaternion::rotation_y(0.1 * speednorm) * Quaternion::rotation_z(-0.35 * speednorm + footrotl * -0.1); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_r.orientation = Quaternion::rotation_x(0.3 + footrotr * -0.06) * Quaternion::rotation_y(-0.1 * speednorm) * Quaternion::rotation_z(0.35 * speednorm + footrotr * 0.1); next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) * 1.02; next.leg_l.orientation = Quaternion::rotation_x(footrotl * 0.3) * Quaternion::rotation_y(0.1 * speednorm) * Quaternion::rotation_z(footrotl * -0.2); next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) * 1.02; next.leg_r.orientation = Quaternion::rotation_x(footrotr * 0.3) * Quaternion::rotation_y(-0.1 * speednorm) * Quaternion::rotation_z(footrotr * 0.2); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + foothoril * 2.0, s_a.foot.2 + (footvertl * 3.0).max(0.0), ); next.foot_l.orientation = Quaternion::rotation_x(footrotl * 0.2) * Quaternion::rotation_y(-0.08 * speednorm); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + foothorir * 2.0, s_a.foot.2 + (footvertr * 3.0).max(0.0), ); next.foot_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(footrotr * 0.2) * Quaternion::rotation_y(0.08 * speednorm); next.torso.position = Vec3::new(0.0, 0.0, 0.0); next.torso.orientation = Quaternion::rotation_x(-0.2 * speednorm); next } }