use super::{super::Animation, SkeletonAttr, TheropodSkeleton}; //use std::{f32::consts::PI, ops::Mul}; use super::super::vek::*; use std::f32::consts::PI; pub struct RunAnimation; impl Animation for RunAnimation { type Dependency = (f32, Vec3, Vec3, f64, Vec3); type Skeleton = TheropodSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"theropod_run\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_run")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (velocity, orientation, last_ori, _global_time, avg_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()).min(22.0); *rate = 1.0; let breathe = (anim_time as f32 * 0.8).sin(); let topspeed = 18.0; let canceler = speed / topspeed; let lab = 0.5; //6 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 short = (((1.0) / (0.72 + 0.28 * ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15 - 0.5) .sin()) .powi(2))) .sqrt()) * ((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 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()); next.head.scale = Vec3::one() * 1.02; next.neck.scale = Vec3::one() * 0.98; next.jaw.scale = Vec3::one() * 0.98; next.foot_l.scale = Vec3::one() * 0.96; next.foot_r.scale = Vec3::one() * 0.96; next.chest_front.scale = Vec3::one() / s_a.scaler; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.3); next.head.orientation = Quaternion::rotation_x(-0.1 + short * -0.05) * Quaternion::rotation_y(tilt * 0.8) * Quaternion::rotation_z(shortalt * -0.2 - tilt * 4.5); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(short * -0.03); next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1); next.neck.orientation = Quaternion::rotation_x(-0.1 + short * -0.04) * Quaternion::rotation_y(tilt * 0.3) * Quaternion::rotation_z(shortalt * -0.1 - tilt * 4.2); next.chest_front.position = Vec3::new( 0.0, s_a.chest_front.0, s_a.chest_front.1 + short * 0.5 + x_tilt * 10.0 * canceler, ) / s_a.scaler; next.chest_front.orientation = Quaternion::rotation_x(short * 0.07 + x_tilt * (canceler * 6.0).min(1.0)) * Quaternion::rotation_y(tilt * 0.8) * Quaternion::rotation_z(shortalt * 0.15 + tilt * -1.5); next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1); next.chest_back.orientation = Quaternion::rotation_x(short * -0.04) * Quaternion::rotation_y(tilt * 0.6) * Quaternion::rotation_z(shortalt * -0.15 + tilt * 0.6); next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1); next.tail_front.orientation = Quaternion::rotation_x(0.1 + short * -0.02) * Quaternion::rotation_z(shortalt * -0.1 + tilt * 1.0); next.tail_back.position = Vec3::new(0.0, s_a.tail_back.0, s_a.tail_back.1); next.tail_back.orientation = Quaternion::rotation_x(0.2 + short * -0.1) * Quaternion::rotation_z(shortalt * -0.2 + tilt * 1.4); 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(-0.2 + amplitude3 * foot2a * 0.3); 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(-0.2 + amplitude3 * foot1a * 0.3); next.leg_l.position = Vec3::new( -s_a.leg.0, s_a.leg.1 + amplitude3 * foot1b * -1.3, s_a.leg.2 + amplitude3 * foot1a * 1.0, ); next.leg_l.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot1a * 0.15) * Quaternion::rotation_y(tilt * 0.5) * Quaternion::rotation_z(foot1a * -0.3 + tilt * -0.5); next.leg_r.position = Vec3::new( s_a.leg.0, s_a.leg.1 + amplitude3 * foot2b * -1.3, s_a.leg.2 + amplitude3 * foot2a * 1.0, ); next.leg_r.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot2a * 0.15) * Quaternion::rotation_y(tilt * 0.5) * Quaternion::rotation_z(foot2a * 0.3 + tilt * -0.5); next.foot_l.position = Vec3::new( -s_a.foot.0, s_a.foot.1 + canceler * -1.0 + amplitude3 * foot1b * -2.0, s_a.foot.2 + canceler * 2.0 + (foot1a * 1.5).max(0.0) * amplitude2, ); next.foot_l.orientation = Quaternion::rotation_x(-0.3 + amplitude2 * foot1b * -0.35) * Quaternion::rotation_y(tilt * -1.0) * Quaternion::rotation_z(tilt * -0.5); next.foot_r.position = Vec3::new( s_a.foot.0, s_a.foot.1 + canceler * -1.0 + amplitude3 * foot2b * -2.0, s_a.foot.2 + canceler * 2.0 + (foot2a * 1.5).max(0.0) * amplitude2, ); next.foot_r.orientation = Quaternion::rotation_x(-0.3 + amplitude2 * foot2b * -0.35) * Quaternion::rotation_y(tilt * -1.0); next } }