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101 lines
4.6 KiB
Rust
101 lines
4.6 KiB
Rust
use super::{
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super::{vek::*, Animation},
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CrustaceanSkeleton, SkeletonAttr,
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};
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use std::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>, f32, Vec3<f32>, f32);
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type Skeleton = CrustaceanSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"crustacean_run\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "crustacean_run")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(velocity, orientation, _last_ori, _global_time, avg_vel, acc_vel): Self::Dependency<'_>,
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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 direction = velocity.y * 0.098 * orientation.y + velocity.x * 0.098 * orientation.x;
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let side =
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(velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0;
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let sideabs = side.abs();
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let mixed_vel = (acc_vel + anim_time * 6.0) * 0.8; //sets run frequency using speed, with anim_time setting a floor
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//create a mix between a sine and a square wave
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//(controllable with ratio variable)
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let ratio = 0.1;
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let wave1 = (mixed_vel).sin();
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let wave2 = (mixed_vel - PI / 2.0).sin();
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let wave3 = (mixed_vel + PI / 2.0).sin();
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let wave4 = (mixed_vel + PI).sin();
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let slow_wave = (mixed_vel / 20.0).sin();
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let foot1 = wave1.abs().powf(ratio) * wave1.signum();
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let foot2 = wave2.abs().powf(ratio) * wave2.signum();
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let foot3 = wave3.abs().powf(ratio) * wave3.signum();
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let foot4 = wave4.abs().powf(ratio) * wave4.signum();
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let turn = slow_wave.abs().powf(ratio) * slow_wave.signum();
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let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm;
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next.chest.scale = Vec3::one() * s_a.scaler;
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let up_rot = 0.3;
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let sideways = (PI / 2.0) * turn;
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + x_tilt);
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next.chest.orientation = Quaternion::rotation_x((mixed_vel).sin().max(0.0) * 0.06 + x_tilt)
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* Quaternion::rotation_z(sideways + ((mixed_vel + PI / 2.0).sin() * 0.06));
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next.arm_l.orientation = Quaternion::rotation_x(1.0)
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* Quaternion::rotation_y(foot4.max(sideabs * -0.5) * up_rot)
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* Quaternion::rotation_z(0.3 - foot2 * 0.1 * direction);
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next.arm_r.orientation = Quaternion::rotation_x(1.0)
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* Quaternion::rotation_y(-foot1.max(sideabs * -0.5) * up_rot)
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* Quaternion::rotation_z(-0.2 - foot3 * 0.1 * direction);
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next.arm_l.position = Vec3::new(0.0, 5.0, 0.0);
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next.arm_r.position = Vec3::new(0.0, 5.0, 0.0);
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next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fl.orientation = Quaternion::rotation_y(foot4.max(sideabs * -0.5) * up_rot)
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* Quaternion::rotation_z(s_a.leg_ori.0 + foot2 * 0.1 * direction);
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next.leg_fr.orientation = Quaternion::rotation_y(-foot1.max(sideabs * -0.5) * up_rot)
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* Quaternion::rotation_z(-s_a.leg_ori.0 - foot3 * 0.1 * direction);
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next.leg_cl.position = Vec3::new(-s_a.leg_c.0, s_a.leg_c.1, s_a.leg_c.2);
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next.leg_cr.position = Vec3::new(s_a.leg_c.0, s_a.leg_c.1, s_a.leg_c.2);
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next.leg_cl.orientation = Quaternion::rotation_x(foot4 * 0.1 * direction)
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* Quaternion::rotation_y(foot1.max(sideabs * -0.5) * up_rot)
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* Quaternion::rotation_z(s_a.leg_ori.1 + foot3 * 0.2 * direction);
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next.leg_cr.orientation = Quaternion::rotation_x(foot1 * 0.1 * direction)
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* Quaternion::rotation_y(foot1.min(sideabs * -0.5) * up_rot)
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* Quaternion::rotation_z(-s_a.leg_ori.1 - foot2 * 0.2 * direction);
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next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_bl.orientation = Quaternion::rotation_x(foot4 * 0.2)
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* Quaternion::rotation_y(foot4.max(sideabs * -0.5) * up_rot)
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* Quaternion::rotation_z(s_a.leg_ori.2 + foot3 * 0.2 * -direction);
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next.leg_br.orientation = Quaternion::rotation_x(foot1 * 0.2 * direction)
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* Quaternion::rotation_y(foot4.min(sideabs * -0.5) * up_rot)
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* Quaternion::rotation_z(-s_a.leg_ori.2 - foot2 * 0.2 * -direction);
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next
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}
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}
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