use super::{ super::{vek::*, Animation}, ArthropodSkeleton, SkeletonAttr, }; use std::f32::consts::PI; pub struct RunAnimation; impl Animation for RunAnimation { type Dependency<'a> = (Vec3, Vec3, Vec3, f32, Vec3, f32); type Skeleton = ArthropodSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"arthropod_run\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_run")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (velocity, _orientation, _last_ori, _global_time, avg_vel, acc_vel): Self::Dependency<'a>, anim_time: f32, 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 speednorm = speed / 13.0; let mixed_vel = (acc_vel + anim_time * 6.0) * 0.8; //sets run frequency using speed, with anim_time setting a floor //create a mix between a sine and a square wave //(controllable with ratio variable) let ratio = 0.1; let wave1 = (mixed_vel).sin(); let wave2 = (mixed_vel - PI / 2.0).sin(); let wave3 = (mixed_vel + PI / 2.0).sin(); let wave4 = (mixed_vel + PI).sin(); let foot1 = wave1.abs().powf(ratio) * wave1.signum(); let foot2 = wave2.abs().powf(ratio) * wave2.signum(); let foot3 = wave3.abs().powf(ratio) * wave3.signum(); let foot4 = wave4.abs().powf(ratio) * wave4.signum(); let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm; next.chest.scale = Vec3::one() / s_a.scaler; next.wing_bl.scale = Vec3::one() * 0.98; next.wing_br.scale = Vec3::one() * 0.98; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x((mixed_vel).sin() * 0.1) * Quaternion::rotation_y((mixed_vel).sin().min(0.0) * 0.08) * Quaternion::rotation_z((mixed_vel + PI * 1.5).sin() * 0.08); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + x_tilt); next.chest.orientation = Quaternion::rotation_x((mixed_vel).sin().max(0.0) * 0.06 + x_tilt) * Quaternion::rotation_z((mixed_vel + PI / 2.0).sin() * 0.06); next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2); next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2); next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2); next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2); next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2); next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2); next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2); next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2); next.leg_fl.orientation = Quaternion::rotation_x(foot4.max(0.0) * 0.7) * Quaternion::rotation_z(s_a.leg_ori.0 + foot2 * 0.4); next.leg_fr.orientation = Quaternion::rotation_x(foot1.max(0.0) * 0.7) * Quaternion::rotation_z(-s_a.leg_ori.0 - foot3 * 0.4); next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2); next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2); next.leg_fcl.orientation = Quaternion::rotation_x(foot4 * 0.2) * Quaternion::rotation_y(foot1.max(0.0) * 0.7) * Quaternion::rotation_z(s_a.leg_ori.1 + foot3 * 0.2); next.leg_fcr.orientation = Quaternion::rotation_x(foot1 * 0.2) * Quaternion::rotation_y(foot1.min(0.0) * 0.7) * Quaternion::rotation_z(-s_a.leg_ori.1 - foot2 * 0.2); next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2); next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2); next.leg_bcl.orientation = Quaternion::rotation_x(foot4 * 0.2) * Quaternion::rotation_y(foot4.max(0.0) * 0.7) * Quaternion::rotation_z(s_a.leg_ori.2 + foot2 * 0.3); next.leg_bcr.orientation = Quaternion::rotation_x(foot1 * 0.2) * Quaternion::rotation_y(foot4.min(0.0) * 0.7) * Quaternion::rotation_z(-s_a.leg_ori.2 - foot3 * 0.3); next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2); next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2); next.leg_bl.orientation = Quaternion::rotation_x(foot4 * 0.2) * Quaternion::rotation_y(foot1.max(0.0) * 0.7) * Quaternion::rotation_z(s_a.leg_ori.3 + foot3 * 0.2); next.leg_br.orientation = Quaternion::rotation_x(foot1 * 0.2) * Quaternion::rotation_y(foot1.min(0.0) * 0.7) * Quaternion::rotation_z(-s_a.leg_ori.3 - foot2 * 0.2); next } }