use super::{ super::{vek::*, Animation}, QuadrupedMediumSkeleton, SkeletonAttr, }; use std::{f32::consts::PI, ops::Mul}; pub struct RunAnimation; impl Animation for RunAnimation { type Dependency = (f32, Vec3, Vec3, f32, Vec3, f32); type Skeleton = QuadrupedMediumSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"quadruped_medium_run\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_run")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (velocity, orientation, last_ori, global_time, avg_vel, acc_vel): Self::Dependency, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = (Vec2::::from(velocity).magnitude()).min(24.0); *rate = 1.0; let lab: f32 = 0.72; let amplitude = (speed / 24.0).powf(0.6); let amplitude2 = (speed / 24.0).powf(0.6); let amplitude3 = (speed / 24.0).powf(0.6); let speedmult = s_a.tempo; let canceler = (speed / 24.0).powf(0.6); let mixed_vel = acc_vel + anim_time * 2.5; let short = ((1.0 / (0.72 + 0.28 * ((mixed_vel * (1.0) * lab * speedmult + PI * -0.15 - 0.5).sin()).powi(2))) .sqrt()) * ((mixed_vel * (1.0) * lab * speedmult + PI * -0.15 - 0.5).sin()); // let shortalt = (mixed_vel * (1.0) * lab * speedmult + PI * 3.0 / 8.0 - 0.5).sin(); let look = Vec2::new( (global_time / 2.0 + anim_time / 2.0) .floor() .mul(7331.0) .sin() * 0.5, (global_time / 2.0 + anim_time / 2.0) .floor() .mul(1337.0) .sin() * 0.25, ); let speedadjust = if speed < 5.0 { 0.0 } else { speed / 24.0 }; let shift1 = speedadjust - PI / 2.0 - speedadjust * PI * 3.0 / 4.0; let shift2 = speedadjust + PI / 2.0 + speedadjust * PI / 2.0; let shift3 = speedadjust + PI / 4.0 - speedadjust * PI / 4.0; let shift4 = speedadjust - PI * 3.0 / 4.0 + speedadjust * PI / 2.0; //FL let foot1a = (mixed_vel * (1.0) * lab * speedmult + 0.0 + canceler * 0.05 + shift1).sin(); //1.5 let foot1b = (mixed_vel * (1.0) * lab * speedmult + 1.1 + canceler * 0.05 + shift1).sin(); //1.9 //FR let foot2a = (mixed_vel * (1.0) * lab * speedmult + shift2).sin(); //1.0 let foot2b = (mixed_vel * (1.0) * lab * speedmult + 1.1 + shift2).sin(); //1.0 //BL let foot3a = (mixed_vel * (1.0) * lab * speedmult + shift3).sin(); //0.0 let foot3b = (mixed_vel * (1.0) * lab * speedmult + 1.57 + shift3).sin(); //0.4 //BR let foot4a = (mixed_vel * (1.0) * lab * speedmult + 0.0 + canceler * 0.05 + shift4).sin(); //0.3 let foot4b = (mixed_vel * (1.0) * lab * speedmult + 1.57 + canceler * 0.05 + shift4).sin(); //0.7 // 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; let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * canceler; next.neck.scale = Vec3::one() * 1.02; next.jaw.scale = Vec3::one() * 1.02; next.torso_front.scale = Vec3::one() * s_a.scaler / 11.0; next.leg_fl.scale = Vec3::one() * 1.02; next.leg_fr.scale = Vec3::one() * 1.02; next.leg_bl.scale = Vec3::one() * 1.02; next.leg_br.scale = Vec3::one() * 1.02; next.foot_fl.scale = Vec3::one() * 0.96; next.foot_fr.scale = Vec3::one() * 0.96; next.foot_bl.scale = Vec3::one() * 0.96; next.foot_br.scale = Vec3::one() * 0.96; next.ears.scale = Vec3::one() * 1.02; //Gallop next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + shortalt * -0.2); next.head.orientation = Quaternion::rotation_x( look.y * 0.3 / ((canceler).max(0.5)) + amplitude * short * 0.05 - 0.1, ) * Quaternion::rotation_z( look.x * 0.3 / ((canceler).max(0.5)) + tilt * -1.2, ) * Quaternion::rotation_y(tilt * 0.8); next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1 + shortalt * -0.8); next.neck.orientation = Quaternion::rotation_z(tilt * -0.8) * Quaternion::rotation_x(amplitude * short * 0.05) * Quaternion::rotation_y(tilt * 0.3); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(0.0); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next.tail.orientation = Quaternion::rotation_x(amplitude * shortalt * -0.3) * Quaternion::rotation_z(tilt * 1.5); next.torso_front.position = Vec3::new( 0.0, s_a.torso_front.0, s_a.torso_front.1 + canceler * 1.0 + canceler * shortalt * 2.5 * s_a.spring + x_tilt * 10.0 * canceler, ) * s_a.scaler / 11.0; next.torso_front.orientation = Quaternion::rotation_x( ((amplitude * (short * -0.13).max(-0.2)) * s_a.spring).min(0.1) + x_tilt * (canceler * 6.0).min(1.0), ) * Quaternion::rotation_y(tilt * 0.8) * Quaternion::rotation_z(tilt * -1.5); next.torso_back.position = Vec3::new( 0.0, s_a.torso_back.0, s_a.torso_back.1 + amplitude * shortalt * 0.2 - 0.2, ); next.torso_back.orientation = Quaternion::rotation_x(amplitude * short * -0.07) * Quaternion::rotation_z(tilt * 1.8) * Quaternion::rotation_y(tilt * 0.6); next.ears.position = Vec3::new(0.0, s_a.ears.0, s_a.ears.1); next.ears.orientation = Quaternion::rotation_x(amplitude * shortalt * 0.2 + 0.2); next.leg_fl.position = Vec3::new( -s_a.leg_f.0, s_a.leg_f.1 + amplitude3 * foot1b * -1.6, s_a.leg_f.2 + amplitude3 * foot1a * 2.3, ); next.leg_fl.orientation = Quaternion::rotation_x(0.2 * canceler + amplitude3 * foot1a) * Quaternion::rotation_z(tilt * -0.5) * Quaternion::rotation_y(tilt * 1.5); next.leg_fr.position = Vec3::new( s_a.leg_f.0, s_a.leg_f.1 + amplitude3 * foot2b * -1.6, s_a.leg_f.2 + amplitude3 * foot2a * 2.3, ); next.leg_fr.orientation = Quaternion::rotation_x(0.2 * canceler + amplitude3 * foot2a) * Quaternion::rotation_z(tilt * -0.5) * Quaternion::rotation_y(tilt * 1.5); next.leg_bl.position = Vec3::new( -s_a.leg_b.0, s_a.leg_b.1 + amplitude3 * foot3b * -1.1, s_a.leg_b.2 + amplitude3 * foot3a * 1.1, ); next.leg_bl.orientation = Quaternion::rotation_x(canceler * -0.2 + amplitude3 * foot3b * -0.55) * Quaternion::rotation_y(tilt * 1.5) * Quaternion::rotation_z(tilt * -1.5); next.leg_br.position = Vec3::new( s_a.leg_b.0, s_a.leg_b.1 + amplitude3 * foot4b * -1.1, s_a.leg_b.2 + amplitude3 * foot4a * 1.1, ); next.leg_br.orientation = Quaternion::rotation_x(canceler * -0.2 + amplitude3 * foot4b * -0.55) * Quaternion::rotation_y(tilt * 1.5) * Quaternion::rotation_z(tilt * -1.5); next.foot_fl.position = Vec3::new( -s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + (foot1a * 2.0).max(-1.0) * amplitude2 + 1.0 * canceler, ); next.foot_fl.orientation = Quaternion::rotation_x(s_a.startangle * canceler + amplitude2 * foot1b * -0.85) * Quaternion::rotation_y(tilt * -1.0); next.foot_fr.position = Vec3::new( s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + (foot2a * 2.0).max(-1.0) * amplitude2 + 1.0 * canceler, ); next.foot_fr.orientation = Quaternion::rotation_x(s_a.startangle * canceler + amplitude2 * foot2b * -0.85) * Quaternion::rotation_y(tilt * -1.0); next.foot_bl.position = Vec3::new( -s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2 + (foot3a * 0.8).max(0.0) * amplitude2 + 1.0 * canceler, ); next.foot_bl.orientation = Quaternion::rotation_x(amplitude2 * foot3b * -0.7 - 0.2 * canceler) * Quaternion::rotation_y(tilt * -1.0); next.foot_br.position = Vec3::new( s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2 + (foot4a * 0.8).max(0.0) * amplitude2 + 1.0 * canceler, ); next.foot_br.orientation = Quaternion::rotation_x(amplitude2 * foot4b * -0.7 - 0.2 * canceler) * Quaternion::rotation_y(tilt * -1.0); next } }