use super::{ super::{vek::*, Animation}, BirdLargeSkeleton, SkeletonAttr, }; use std::f32::consts::PI; pub struct RunAnimation; impl Animation for RunAnimation { type Dependency = (Vec3, Vec3, Vec3, f32, Vec3, f32); type Skeleton = BirdLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"bird_large_run\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_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(22.0); *rate = 1.0; //let speednorm = speed / 13.0; let speednorm = (speed / 13.0).powf(0.25); let speedmult = 1.0; let lab: f32 = 0.6; //6 let short = ((1.0 / (0.72 + 0.28 * ((acc_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin()).powi(2))) .sqrt()) * ((acc_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin()) * speednorm; // let shortalt = (acc_vel * 1.0 * lab * speedmult + PI * 3.0 / 8.0 - 0.5).sin() * speednorm; //FL let foot1a = (acc_vel * 1.0 * lab * speedmult + 0.0 + PI).sin() * speednorm; //1.5 let foot1b = (acc_vel * 1.0 * lab * speedmult + 1.57 + PI).sin() * speednorm; //1.9 //FR let foot2a = (acc_vel * 1.0 * lab * speedmult).sin() * speednorm; //1.2 let foot2b = (acc_vel * 1.0 * lab * speedmult + 1.57).sin() * speednorm; //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()) * speednorm; next.head.scale = Vec3::one() * 1.02; next.neck.scale = Vec3::one() * 0.98; next.beak.scale = Vec3::one() * 0.98; next.foot_l.scale = Vec3::one() * 0.96; next.foot_r.scale = Vec3::one() * 0.96; next.chest.scale = Vec3::one() * s_a.scaler / 4.0; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(-0.1 * speednorm + short * -0.05) * Quaternion::rotation_y(tilt * 0.8) * Quaternion::rotation_z(shortalt * -0.2 - tilt * 2.5); next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1); next.beak.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 * speednorm + short * -0.04) * Quaternion::rotation_y(tilt * 0.3) * Quaternion::rotation_z(shortalt * -0.1 - tilt * 3.2); next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + short * 0.5 + x_tilt * 10.0 + 0.5 * speednorm, ) * s_a.scaler / 4.0; next.chest.orientation = Quaternion::rotation_x(short * 0.07 + x_tilt) * Quaternion::rotation_y(tilt * 0.8) * Quaternion::rotation_z(shortalt * 0.15 + tilt * -1.5); 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_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1); next.tail_rear.orientation = Quaternion::rotation_x(0.2 + short * -0.1) * Quaternion::rotation_z(shortalt * -0.2 + tilt * 1.4); next.leg_l.position = Vec3::new( -s_a.leg.0 + speednorm * 1.5, s_a.leg.1 + foot1b * -1.3, s_a.leg.2 + foot1a * 1.0, ); next.leg_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + 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 + speednorm * -1.5, s_a.leg.1 + foot2b * -1.3, s_a.leg.2 + foot2a * 1.0, ); next.leg_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + 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 + foot1b * -2.0, s_a.foot.2 + speednorm * 0.5 + (foot1a * 1.5).max(0.0), ); next.foot_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + 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 + foot2b * -2.0, s_a.foot.2 + speednorm * 0.5 + (foot2a * 1.5).max(0.0), ); next.foot_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2b * -0.35) * Quaternion::rotation_y(tilt * -1.0); next } }