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126 lines
5.1 KiB
Rust
126 lines
5.1 KiB
Rust
use super::{
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super::{vek::*, Animation},
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QuadrupedSmallSkeleton, 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> = (f32, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>, f32);
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type Skeleton = QuadrupedSmallSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"quadruped_small_run\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_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, _global_time, 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 lab: f32 = 0.42;
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let speed = (Vec2::<f32>::from(velocity).magnitude()).min(12.0);
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let speednorm = (speed / 12.0).powf(0.4);
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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 * 12.0; //sets run frequency using speed, with anim_time setting a floor
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let speedmult = s_a.tempo;
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let short = (mixed_vel * lab * speedmult + PI * 1.0).sin() * speednorm;
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let shortalt = (mixed_vel * lab * speedmult + PI * 0.5).sin() * speednorm;
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let footvert = (mixed_vel * lab * speedmult + PI * 0.0).sin() * speednorm;
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let footvertt = (mixed_vel * lab * speedmult + PI * 0.4).sin() * speednorm;
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let footvertf = (mixed_vel * lab * speedmult + PI * 0.3).sin() * speednorm;
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let footverttf = (mixed_vel * lab * speedmult + PI * 0.7).sin() * speednorm;
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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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let vertcancel = 1.0 - s_a.lateral;
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next.leg_fl.scale = Vec3::one() * 1.02;
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next.leg_fr.scale = Vec3::one() * 1.02;
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next.leg_bl.scale = Vec3::one() * 1.02;
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next.leg_br.scale = Vec3::one() * 1.02;
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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(x_tilt * -0.5 + vertcancel * short * -0.2)
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* Quaternion::rotation_y(tilt * 0.8)
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* Quaternion::rotation_z(s_a.lateral * -short * 0.2 + tilt * -1.2);
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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 + 2.0 * speednorm * s_a.spring + shortalt * 3.0 * s_a.spring,
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);
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next.chest.orientation =
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Quaternion::rotation_x(vertcancel * short * 0.2 * s_a.spring + x_tilt)
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* Quaternion::rotation_y(tilt * 0.8)
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* Quaternion::rotation_z(s_a.lateral * short * 0.2 + tilt * -1.5);
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next.leg_fl.position = Vec3::new(
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-s_a.feet_f.0,
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s_a.feet_f.1 + footverttf * 3.0 * s_a.minimize,
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s_a.feet_f.2 + ((footvertf * -1.5).max(-1.0)),
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);
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next.leg_fl.orientation =
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Quaternion::rotation_x(0.2 * speednorm + s_a.maximize * footverttf * 0.65)
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* Quaternion::rotation_z(tilt * -0.5)
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* Quaternion::rotation_y(tilt * 1.5);
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next.leg_fr.position = Vec3::new(
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s_a.feet_f.0,
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s_a.feet_f.1 + footvertt * 3.0 * s_a.minimize,
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s_a.feet_f.2 + ((footvert * -1.5).max(-1.0)),
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);
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next.leg_fr.orientation =
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Quaternion::rotation_x(0.2 * speednorm + s_a.maximize * footvertt * 0.65)
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* Quaternion::rotation_z(tilt * -0.5)
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* Quaternion::rotation_y(tilt * 1.5);
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next.leg_bl.position = Vec3::new(
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-s_a.feet_b.0,
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s_a.feet_b.1 + footvertt * -1.4,
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s_a.feet_b.2 + ((footvert * 1.5).max(-1.0)),
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);
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next.leg_bl.orientation =
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Quaternion::rotation_x(-0.25 * speednorm + s_a.maximize * footvertt * -0.8)
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* Quaternion::rotation_y(tilt * 1.5)
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* Quaternion::rotation_z(tilt * -1.5);
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next.leg_br.position = Vec3::new(
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s_a.feet_b.0,
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s_a.feet_b.1 + footverttf * -1.4,
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s_a.feet_b.2 + ((footvertf * 1.5).max(-1.0)),
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);
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next.leg_br.orientation =
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Quaternion::rotation_x(-0.25 * speednorm + s_a.maximize * footverttf * -0.8)
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* Quaternion::rotation_y(tilt * 1.5)
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* Quaternion::rotation_z(tilt * -1.5);
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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next.tail.orientation = Quaternion::rotation_x(vertcancel * short * 0.2 + x_tilt)
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* Quaternion::rotation_y(tilt * 0.8)
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* Quaternion::rotation_z(s_a.lateral * -short * 0.2 + tilt * 1.5);
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next
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}
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}
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