use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::comp::item::{Hands, ToolKind}; use core::{f32::consts::PI, ops::Mul}; pub struct RunAnimation; type RunAnimationDependency = ( Option, Option, (Option, Option), Vec3, Vec3, Vec3, f32, Vec3, f32, Option>, ); impl Animation for RunAnimation { type Dependency<'a> = RunAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_run\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_run")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( active_tool_kind, second_tool_kind, hands, velocity, orientation, last_ori, global_time, avg_vel, acc_vel, wall, ): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let speed = Vec2::::from(velocity).magnitude(); *rate = 1.0; let impact = (avg_vel.z).max(-8.0); let speednorm = (speed / 9.4).powf(0.65); let lab: f32 = 0.6 / s_a.scaler.powf(0.75); let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2))) .sqrt()) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()); let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()).powi(2))) .sqrt()) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()); let noisea = (acc_vel * 11.0 + PI / 6.0).sin(); let noiseb = (acc_vel * 19.0 + PI / 4.0).sin(); let back_speed = 2.6; let dirside = orientation.xy().dot(velocity.xy()).signum(); let foothoril = if dirside > 0.0 { (acc_vel * 1.6 * lab + PI * 1.45).sin() * dirside } else { (acc_vel * back_speed * lab + PI * 1.45).sin() * dirside }; let foothorir = if dirside > 0.0 { (acc_vel * 1.6 * lab + PI * (0.45)).sin() * dirside } else { (acc_vel * back_speed * lab + PI * (0.45)).sin() * dirside }; let strafeside = orientation .xy() .dot(velocity.xy().rotated_z(PI * -0.5)) .signum(); let footstrafel = (acc_vel * 1.6 * lab + PI * 1.5).sin() * strafeside; let footstrafer = (acc_vel * 1.6 * lab + PI).sin() * -strafeside; let footvertl = if dirside > 0.0 { (acc_vel * 1.6 * lab).sin() } else { (acc_vel * back_speed * lab).sin() }; let footvertr = if dirside > 0.0 { (acc_vel * 1.6 * lab + PI).sin() } else { (acc_vel * back_speed * lab + PI).sin() }; let footvertsl = (acc_vel * 1.6 * lab).sin(); let footvertsr = (acc_vel * 1.6 * lab + PI * 0.5).sin(); let shortalt = (acc_vel * lab * 3.2 + PI / 1.0).sin(); let shortalt2 = (acc_vel * lab * 3.2).sin(); let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6 + PI * 0.5).sin()).powi(2))).sqrt()) * ((acc_vel * lab * 1.6 + PI * 0.5).sin()); let side = (velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0; let sideabs = side.abs(); 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 head_look = Vec2::new( (global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2, (global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1, ); next.head.position = Vec3::new(0.0, s_a.head.0 * 1.5, s_a.head.1 + short * 0.1); next.head.orientation = Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 + short * -0.3 * speednorm) * Quaternion::rotation_x(head_look.y + 0.45 * speednorm + shortalt2 * -0.05); next.head.scale = Vec3::one() * s_a.head_scale; next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + 1.0 * speednorm + shortalt * 1.1, ); next.chest.orientation = Quaternion::rotation_x(impact * 0.07) * Quaternion::rotation_z(short * 0.4 * speednorm + tilt * -0.6) * Quaternion::rotation_y(tilt * 2.0 + short * 0.2 * speednorm) * Quaternion::rotation_x(shortalt2 * 0.03 + speednorm * -0.5 + tilt.abs()); next.belt.position = Vec3::new(0.0, 0.25 + s_a.belt.0, 0.25 + s_a.belt.1); next.belt.orientation = Quaternion::rotation_x(0.1 * speednorm) * Quaternion::rotation_z(short * -0.2 + tilt * -1.1) * Quaternion::rotation_y(tilt * 0.5); next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1); next.back.orientation = Quaternion::rotation_x(-0.05 + short * 0.02 + noisea * 0.02 + noiseb * 0.02) * Quaternion::rotation_y(foothorir * 0.35 * speednorm.powi(2)); next.shorts.position = Vec3::new(0.0, 0.65 + s_a.shorts.0, 0.65 * speednorm + s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_x(0.2 * speednorm) * Quaternion::rotation_z(short * -0.9 * speednorm + tilt * -1.5) * Quaternion::rotation_y(tilt * 0.7 + short * 0.08); next.hand_l.position = Vec3::new( -s_a.hand.0 * 1.2 - foothorir * 1.3 * speednorm + (foothoril.abs().powi(2) - 0.5) * speednorm * 4.0, s_a.hand.1 * 1.3 + foothorir * -7.0 * speednorm.powi(2) * (1.0 - sideabs), s_a.hand.2 - foothorir * 2.75 * speednorm + foothoril.abs().powi(3) * speednorm.powi(2) * 8.0, ); next.hand_l.orientation = Quaternion::rotation_x( 0.6 * speednorm + (footrotr * -1.5 + 0.5) * speednorm.powi(2) * (1.0 - sideabs), ) * Quaternion::rotation_y(footrotr * 0.4 * speednorm + PI * 0.07); next.hand_r.position = Vec3::new( s_a.hand.0 * 1.2 + foothoril * 1.3 * speednorm - (foothorir.abs().powi(2) - 0.5) * speednorm * 4.0, s_a.hand.1 * 1.3 + foothoril * -7.0 * speednorm.powi(2) * (1.0 - sideabs), s_a.hand.2 - foothoril * 2.75 * speednorm + foothorir.abs().powi(3) * speednorm.powi(2) * 8.0, ); next.hand_r.orientation = Quaternion::rotation_x( 0.6 * speednorm + (footrotl * -1.5 + 0.5) * speednorm.powi(2) * (1.0 - sideabs), ) * Quaternion::rotation_y(footrotl * -0.4 * speednorm - PI * 0.07); next.foot_l.position = Vec3::new( -s_a.foot.0 + footstrafel * sideabs * 7.0 + tilt * -10.0, s_a.foot.1 + (1.0 - sideabs) * (-1.5 * speednorm + foothoril * -10.0 * speednorm), s_a.foot.2 + (1.0 - sideabs) * (1.25 + (footvertl * -5.0).max(-1.0)) * speednorm + side * ((footvertsl * 1.5).max(-1.0)), ); next.foot_l.orientation = Quaternion::rotation_x( (1.0 - sideabs) * (foothoril + 0.3 * (1.0 - sideabs)) * -1.5 * speednorm + sideabs * -0.5, ) * Quaternion::rotation_y( tilt * -0.5 + side * (foothoril * 0.3) + footstrafer * side * 0.5, ) * Quaternion::rotation_z( side * 1.3 * orientation.xy().dot(velocity.xy() / (speed + 0.01)), ); next.foot_r.position = Vec3::new( s_a.foot.0 + footstrafer * sideabs * 7.0 + tilt * -10.0, s_a.foot.1 + (1.0 - sideabs) * (-1.5 * speednorm + foothorir * -10.0 * speednorm), s_a.foot.2 + (1.0 - sideabs) * (1.25 + (footvertr * -5.0).max(-1.0)) * speednorm + side * ((footvertsr * -1.5).max(-1.0)), ); next.foot_r.orientation = Quaternion::rotation_x( (1.0 - sideabs) * (foothorir + 0.3 * (1.0 - sideabs)) * -1.5 * speednorm + sideabs * -0.5, ) * Quaternion::rotation_y( tilt * -0.5 + side * (foothorir * 0.3) - footstrafer * side * 0.5, ) * Quaternion::rotation_z( side * 1.3 * orientation.xy().dot(velocity.xy() / (speed + 0.01)), ); next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * speednorm + (footrotl * 0.5 + 0.5) * speednorm); next.shoulder_l.scale = Vec3::one() * 1.1; next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * speednorm + (footrotr * 0.5 + 0.5) * speednorm); next.shoulder_r.scale = Vec3::one() * 1.1; next.glider.position = Vec3::new(0.0, 0.0, 10.0); next.glider.scale = Vec3::one() * 0.0; next.do_tools_on_back(hands, active_tool_kind, second_tool_kind); next.do_hold_lantern(s_a, anim_time, acc_vel, speednorm, impact, tilt); next.torso.position = Vec3::new(0.0, 0.0, 0.0); if wall.map_or(false, |e| e.y > 0.5) { let push = (1.0 - orientation.x.abs()).powi(2); let right_sub = -(orientation.x).min(0.0); let left_sub = (orientation.x).max(0.0); next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * left_sub, ); next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * right_sub, ); next.hand_l.orientation = Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub) * Quaternion::rotation_y(1.0 * left_sub) * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub); next.hand_r.orientation = Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub) * Quaternion::rotation_y(-1.0 * right_sub) * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub); } else if wall.map_or(false, |e| e.y < -0.5) { let push = (1.0 - orientation.x.abs()).powi(2); let right_sub = (orientation.x).max(0.0); let left_sub = -(orientation.x).min(0.0); next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * left_sub, ); next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * right_sub, ); next.hand_l.orientation = Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub) * Quaternion::rotation_y(1.0 * left_sub) * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub); next.hand_r.orientation = Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub) * Quaternion::rotation_y(-1.0 * right_sub) * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub); } else if wall.map_or(false, |e| e.x < -0.5) { let push = (1.0 - orientation.y.abs()).powi(2); let right_sub = -(orientation.y).min(0.0); let left_sub = (orientation.y).max(0.0); next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * left_sub, ); next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * right_sub, ); next.hand_l.orientation = Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub) * Quaternion::rotation_y(1.0 * left_sub) * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub); next.hand_r.orientation = Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub) * Quaternion::rotation_y(-1.0 * right_sub) * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub); } else if wall.map_or(false, |e| e.x > 0.5) { let push = (1.0 - orientation.y.abs()).powi(2); let right_sub = (orientation.y).max(0.0); let left_sub = -(orientation.y).min(0.0); next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * left_sub, ); next.hand_r.position = Vec3::new( s_a.hand.0, s_a.hand.1, s_a.hand.2 + push * 5.0 + 2.0 * right_sub, ); next.hand_l.orientation = Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub) * Quaternion::rotation_y(1.0 * left_sub) * Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub); next.hand_r.orientation = Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub) * Quaternion::rotation_y(-1.0 * right_sub) * Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub); }; next } }