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224 lines
10 KiB
Rust
224 lines
10 KiB
Rust
use super::{
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super::{vek::*, Animation},
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BirdLargeSkeleton, SkeletonAttr,
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};
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use core::f32::consts::PI;
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pub struct RunAnimation;
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impl Animation for RunAnimation {
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type Dependency<'a> = (Vec3<f32>, Vec3<f32>, Vec3<f32>, Vec3<f32>, f32);
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type Skeleton = BirdLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"bird_large_run\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_run")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(velocity, orientation, last_ori, avg_vel, acc_vel): Self::Dependency<'a>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let speed = (Vec2::<f32>::from(velocity).magnitude()).min(22.0);
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*rate = 1.0;
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//let speednorm = speed / 13.0;
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let speednorm = (speed / 13.0).powf(0.25);
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let speedmult = 0.8;
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let lab: f32 = 0.6; //6
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// acc_vel and anim_time mix to make sure phase lenght isn't starting at
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// +infinite
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let mixed_vel = acc_vel + anim_time * 5.0; //sets run frequency using speed, with anim_time setting a floor
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let short = ((1.0
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/ (0.72
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+ 0.28 * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin()).powi(2)))
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.sqrt())
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* ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin())
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* speednorm;
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//
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let shortalt = (mixed_vel * 1.0 * lab * speedmult + PI * 3.0 / 8.0 - 0.5).sin() * speednorm;
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//FL
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let foot1a = (mixed_vel * 1.0 * lab * speedmult + 0.0 + PI).sin() * speednorm; //1.5
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let foot1b = (mixed_vel * 1.0 * lab * speedmult + PI / 2.0 + PI).sin() * speednorm; //1.9
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//FR
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let foot2a = (mixed_vel * 1.0 * lab * speedmult).sin() * speednorm; //1.2
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let foot2b = (mixed_vel * 1.0 * lab * speedmult + PI / 2.0).sin() * speednorm; //1.6
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let ori: Vec2<f32> = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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let tilt = if ::vek::Vec2::new(ori, last_ori)
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.map(|o| o.magnitude_squared())
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.map(|m| m > 0.001 && m.is_finite())
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.reduce_and()
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&& ori.angle_between(last_ori).is_finite()
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{
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ori.angle_between(last_ori).min(0.2)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
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} else {
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0.0
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} * 1.3;
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let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm;
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next.head.scale = Vec3::one() * 0.99;
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next.neck.scale = Vec3::one() * 1.01;
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next.leg_l.scale = Vec3::one();
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next.leg_r.scale = Vec3::one();
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next.foot_l.scale = Vec3::one() * 1.01;
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next.foot_r.scale = Vec3::one() * 1.01;
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next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
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next.tail_front.scale = Vec3::one() * 1.01;
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next.tail_rear.scale = Vec3::one() * 0.99;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_x(-0.1 * speednorm + short * -0.05)
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* Quaternion::rotation_y(tilt * 0.2)
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* Quaternion::rotation_z(shortalt * -0.05 - tilt * 1.5);
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next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
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next.beak.orientation = Quaternion::rotation_x(short * -0.02 - 0.02);
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next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
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next.neck.orientation = Quaternion::rotation_x(-0.1 * speednorm + short * -0.04)
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* Quaternion::rotation_y(tilt * 0.1)
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* Quaternion::rotation_z(shortalt * -0.1 - tilt * 0.5);
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1 + foot1b * -1.0,
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s_a.foot.2 + (foot1a * 1.5).max(0.0),
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);
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next.foot_l.orientation = Quaternion::rotation_x(0.2 * speednorm + foot1b * -0.8 + 0.1)
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* Quaternion::rotation_y(tilt * -1.0)
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* Quaternion::rotation_z(tilt * -0.5);
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next.foot_r.position = Vec3::new(
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s_a.foot.0,
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s_a.foot.1 + foot2b * -1.0,
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s_a.foot.2 + (foot2a * 1.5).max(0.0),
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);
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next.foot_r.orientation = Quaternion::rotation_x(0.2 * speednorm + foot2b * -0.8 + 0.1)
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* Quaternion::rotation_y(tilt * -1.0)
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* Quaternion::rotation_z(tilt * -0.5);
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if s_a.wyvern {
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next.chest.position = Vec3::new(
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0.0,
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s_a.chest.0,
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s_a.chest.1 + short * 0.5 + x_tilt * 10.0 + speednorm * -2.0,
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) * s_a.scaler;
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next.chest.orientation = Quaternion::rotation_x(-0.1 + short * 0.07 + x_tilt)
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* Quaternion::rotation_y(tilt * 0.8)
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* Quaternion::rotation_z(shortalt * 0.10);
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next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
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next.tail_front.orientation =
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Quaternion::rotation_x(0.3 + short * -0.02) * Quaternion::rotation_z(tilt * 2.0);
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next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
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next.tail_rear.orientation =
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Quaternion::rotation_x(-0.1 + short * -0.1) * Quaternion::rotation_z(tilt * 0.8);
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next.wing_in_l.position = Vec3::new(
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-s_a.wing_in.0,
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s_a.wing_in.1 + foot1a * 2.0,
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s_a.wing_in.2 + speednorm * 1.0 + foot1b * 1.0,
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);
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next.wing_in_r.position = Vec3::new(
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s_a.wing_in.0,
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s_a.wing_in.1 + foot2a * 2.0,
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s_a.wing_in.2 + speednorm * 1.0 + foot2b * 1.0,
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);
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next.wing_in_l.orientation = Quaternion::rotation_x(foot2a * -0.05 + speednorm * -0.3)
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* Quaternion::rotation_y(-0.8 + speednorm * 0.55 + foot2b * -0.2)
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* Quaternion::rotation_z(0.2 + foot2a * 0.6);
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next.wing_in_r.orientation = Quaternion::rotation_x(foot1a * -0.05 + speednorm * -0.3)
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* Quaternion::rotation_y(0.8 + speednorm * -0.55 + foot1b * 0.2)
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* Quaternion::rotation_z(-0.2 + foot1a * -0.6);
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next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
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next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
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next.wing_mid_l.orientation = Quaternion::rotation_x(0.1)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(0.7);
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next.wing_mid_r.orientation = Quaternion::rotation_x(0.1)
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* Quaternion::rotation_y(0.1)
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* Quaternion::rotation_z(-0.7);
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next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
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next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
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next.wing_out_l.orientation = Quaternion::rotation_y(0.2 + short * 0.05)
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* Quaternion::rotation_z(0.3 + foot2a * 0.3);
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next.wing_out_r.orientation = Quaternion::rotation_y(-0.2 + short * -0.05)
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* Quaternion::rotation_z(-0.3 + foot1a * 0.3);
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next.leg_l.position = Vec3::new(
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-s_a.leg.0,
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s_a.leg.1 + foot1b * -2.3,
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s_a.leg.2 + foot2b * -1.5,
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);
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next.leg_l.orientation = Quaternion::rotation_x(-1.0 * speednorm + foot1a * 0.15)
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* Quaternion::rotation_y(tilt * 0.5);
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next.leg_r.position = Vec3::new(
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s_a.leg.0,
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s_a.leg.1 + foot2b * -2.3,
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s_a.leg.2 + foot1b * -1.5,
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);
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next.leg_r.orientation = Quaternion::rotation_x(-1.0 * speednorm + foot2a * 0.15)
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* Quaternion::rotation_y(tilt * 0.5);
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} else {
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next.chest.position = Vec3::new(
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0.0,
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s_a.chest.0,
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s_a.chest.1 + short * 0.5 + x_tilt * 10.0 + 0.5 * speednorm,
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) * s_a.scaler;
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next.chest.orientation = Quaternion::rotation_x(short * 0.07 + x_tilt)
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* Quaternion::rotation_y(tilt * 0.8)
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* Quaternion::rotation_z(shortalt * 0.10);
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next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
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next.tail_front.orientation = Quaternion::rotation_x(0.6 + short * -0.02);
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next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
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next.tail_rear.orientation = Quaternion::rotation_x(-0.2 + short * -0.1);
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next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
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next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
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next.wing_in_l.orientation = Quaternion::rotation_y(-0.8) * Quaternion::rotation_z(0.2);
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next.wing_in_r.orientation = Quaternion::rotation_y(0.8) * Quaternion::rotation_z(-0.2);
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next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
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next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
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next.wing_mid_l.orientation =
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Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
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next.wing_mid_r.orientation =
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Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
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next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
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next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
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next.wing_out_l.orientation =
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Quaternion::rotation_y(-0.2 + short * 0.05) * Quaternion::rotation_z(0.2);
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next.wing_out_r.orientation =
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Quaternion::rotation_y(0.2 + short * -0.05) * Quaternion::rotation_z(-0.2);
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next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1 + foot1b * -2.3, s_a.leg.2);
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next.leg_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1a * 0.15)
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* Quaternion::rotation_y(tilt * 0.5);
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next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1 + foot2b * -2.3, s_a.leg.2);
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next.leg_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2a * 0.15)
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* Quaternion::rotation_y(tilt * 0.5);
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}
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next
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}
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}
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