use super::{ super::{vek::*, Animation}, BipedSmallSkeleton, SkeletonAttr, }; use std::{f32::consts::PI, ops::Mul}; pub struct RunAnimation; type RunAnimationDependency = (Vec3, Vec3, Vec3, f32, Vec3, f32); impl Animation for RunAnimation { type Dependency = RunAnimationDependency; type Skeleton = BipedSmallSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_small_run\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_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(); *rate = 1.0; let speednorm = (speed / 9.4).powf(0.4); let lab: f32 = 1.0; let footrotl = ((5.0 / (0.5 + (5.5) * ((acc_vel * 1.4 * lab + PI * 1.4).sin()).powi(2))) .sqrt()) * ((acc_vel * 1.4 * lab + PI * 1.4).sin()); let footrotr = ((5.0 / (0.5 + (5.5) * ((acc_vel * 1.4 * lab + PI * 0.4).sin()).powi(2))) .sqrt()) * ((acc_vel * 1.4 * lab + PI * 0.4).sin()); let shortalter = (acc_vel * lab * 1.4 + PI / -2.0).sin(); let foothoril = (acc_vel * 1.4 * lab + PI * 1.45).sin(); let foothorir = (acc_vel * 1.4 * lab + PI * (0.45)).sin(); let footstrafel = (acc_vel * 1.4 * lab + PI * 1.45).sin(); let footstrafer = (acc_vel * 1.4 * lab + PI * (0.95)).sin(); let footvertl = (acc_vel * 1.4 * lab).sin(); let footvertr = (acc_vel * 1.4 * lab + PI).sin(); let footvertsl = (acc_vel * 1.4 * lab).sin(); let footvertsr = (acc_vel * 1.4 * lab + PI * 0.5).sin(); let shortalt = (acc_vel * lab * 1.4 + PI / 2.0).sin(); let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.4).sin()).powi(2))).sqrt()) * ((acc_vel * lab * 1.4).sin()); let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x; 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(1137.0).sin() * 0.1, ); next.chest.scale = Vec3::one() * s_a.scaler / 11.0; next.foot_l.scale = Vec3::one() * s_a.scaler / 11.0; next.foot_r.scale = Vec3::one() * s_a.scaler / 11.0; next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0, s_a.head.1 + short * 0.1); next.head.orientation = Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.02) * Quaternion::rotation_x(head_look.y + 0.45 * speednorm); next.chest.position = Vec3::new( 0.0, s_a.chest.0, s_a.chest.1 + 1.0 * speednorm + shortalt * -0.8, ) * s_a.scaler / 11.0; next.chest.orientation = Quaternion::rotation_z(short * 0.06 + tilt * -0.6) * Quaternion::rotation_y(tilt * 1.6) * Quaternion::rotation_x(shortalter * 0.035 + speednorm * -0.4 + (tilt.abs())); next.main.position = Vec3::new(2.0, -3.0, -3.0); next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57); next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1); next.pants.orientation = Quaternion::rotation_x(0.1 * speednorm) * Quaternion::rotation_z(short * 0.25 + tilt * -1.5) * Quaternion::rotation_y(tilt * 0.7); next.hand_l.position = Vec3::new( -s_a.hand.0 + footrotr * -1.3 * speednorm, 1.0 * speednorm + s_a.hand.1 + footrotr * -2.5 * speednorm, s_a.hand.2 - footrotr * 1.5 * speednorm, ); next.hand_l.orientation = Quaternion::rotation_x(0.4 * speednorm + (footrotr * -1.2) * speednorm) * Quaternion::rotation_y(footrotr * 0.4 * speednorm); next.hand_r.position = Vec3::new( s_a.hand.0 + footrotl * 1.3 * speednorm, 1.0 * speednorm + s_a.hand.1 + footrotl * -2.5 * speednorm, s_a.hand.2 - footrotl * 1.5 * speednorm, ); next.hand_r.orientation = Quaternion::rotation_x(0.4 * speednorm + (footrotl * -1.2) * speednorm) * Quaternion::rotation_y(footrotl * -0.4 * speednorm); // next.foot_l.position = Vec3::new( -s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0, s_a.foot.1 + (1.0 - sideabs) * (-1.0 * speednorm + footrotl * -2.5 * speednorm) + (direction * 5.0).max(0.0), s_a.foot.2 + (1.0 - sideabs) * (2.0 * speednorm + ((footvertl * -1.1 * speednorm).max(-1.0))) + side * ((footvertsl * 1.5).max(-1.0)), ) * s_a.scaler / 11.0; next.foot_l.orientation = Quaternion::rotation_x( (1.0 - sideabs) * (-0.2 * speednorm + foothoril * -0.9 * speednorm) + sideabs * -0.5, ) * Quaternion::rotation_y( tilt * 2.0 + side * 0.3 + side * (foothoril * 0.3), ) * Quaternion::rotation_z(side * 0.2); next.foot_r.position = Vec3::new( s_a.foot.0 + footstrafer * sideabs * 3.0 + tilt * -2.0, s_a.foot.1 + (1.0 - sideabs) * (-1.0 * speednorm + footrotr * -2.5 * speednorm) + (direction * 5.0).max(0.0), s_a.foot.2 + (1.0 - sideabs) * (2.0 * speednorm + ((footvertr * -1.1 * speednorm).max(-1.0))) + side * ((footvertsr * -1.5).max(-1.0)), ) * s_a.scaler / 11.0; next.foot_r.orientation = Quaternion::rotation_x( (1.0 - sideabs) * (-0.2 * speednorm + foothorir * -0.9 * speednorm) + sideabs * -0.5, ) * Quaternion::rotation_y( tilt * 2.0 + side * 0.3 + side * (foothorir * 0.3), ) * Quaternion::rotation_z(side * 0.2); next.head.scale = Vec3::one(); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next } }