2021-04-02 00:04:32 +00:00
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use super::{
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super::{vek::*, Animation},
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BirdLargeSkeleton, SkeletonAttr,
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};
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pub struct FlyAnimation;
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impl Animation for FlyAnimation {
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type Dependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, 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_fly\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_fly")]
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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 slow = (anim_time * 2.0).sin();
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let fast = (anim_time * 4.0).sin();
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let freq = 8.0;
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let off1 = 0.0;
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let off2 = -1.7;
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let off3 = -2.0;
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let off4 = -2.4;
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let flap1 = 7.0 / 16.0 * (freq * anim_time + off1).sin()
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+ 7.0 / 64.0 * (freq * 2.0 * anim_time + off1).sin()
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+ 1.0 / 48.0 * (freq * 3.0 * anim_time + off1).sin();
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let flap2 = 7.0 / 16.0 * (freq * anim_time + off2).sin()
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+ 7.0 / 64.0 * (freq * 2.0 * anim_time + off2).sin()
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+ 1.0 / 48.0 * (freq * 3.0 * anim_time + off2).sin();
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let flap3 = 7.0 / 16.0 * (freq * anim_time + off3).sin()
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+ 7.0 / 64.0 * (freq * 2.0 * anim_time + off3).sin()
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+ 1.0 / 48.0 * (freq * 3.0 * anim_time + off3).sin();
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let flap4 = 7.0 / 16.0 * (freq * anim_time + off4).sin()
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+ 7.0 / 64.0 * (freq * 2.0 * anim_time + off4).sin()
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+ 1.0 / 48.0 * (freq * 3.0 * anim_time + off4).sin();
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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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next.chest.scale = Vec3::one() * s_a.scaler / 4.0;
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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(0.2);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 - 3.0);
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next.head.orientation = Quaternion::rotation_x(0.2 + fast * 0.05);
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next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
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dbg!(velocity);
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if velocity.z > 2.0 {
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 - flap4 * 1.5) * s_a.scaler / 4.0;
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next.chest.orientation =
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Quaternion::rotation_x(-0.5 - flap1 * 0.2) * Quaternion::rotation_y(tilt * 1.8);
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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 =
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Quaternion::rotation_y(-flap1 * 1.9 + 0.2) * Quaternion::rotation_x(0.4);
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next.wing_in_r.orientation =
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Quaternion::rotation_y(flap1 * 1.9 - 0.2) * Quaternion::rotation_x(0.4);
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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_y(-flap2 * 1.4 - 0.2);
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next.wing_mid_r.orientation = Quaternion::rotation_y(flap2 * 1.4 + 0.2);
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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(-flap3 * 1.2 - 0.3);
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next.wing_out_r.orientation = Quaternion::rotation_y(flap3 * 1.2 + 0.3);
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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(-flap2 * 0.2) * Quaternion::rotation_z(-tilt * 1.0);
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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(-flap3 * 0.3) * Quaternion::rotation_z(-tilt * 1.0);
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} else {
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.05) * s_a.scaler / 4.0;
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next.chest.orientation =
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2021-04-07 23:38:03 +00:00
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Quaternion::rotation_x(-0.5 + slow * 0.05 + (0.8 * velocity.z / 80.0).min(0.8))
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* Quaternion::rotation_y(tilt * 1.8);
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2021-04-02 00:04:32 +00:00
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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 =
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2021-04-07 23:38:03 +00:00
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Quaternion::rotation_y(0.1 + slow * 0.04 + (0.8 * velocity.z / 80.0).min(0.8))
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* Quaternion::rotation_x(0.6);
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2021-04-02 00:04:32 +00:00
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next.wing_in_r.orientation =
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2021-04-07 23:38:03 +00:00
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Quaternion::rotation_y(-0.1 + slow * -0.04 - (0.8 * velocity.z / 80.0).min(0.8))
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* Quaternion::rotation_x(0.6);
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2021-04-02 00:04:32 +00:00
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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_y(0.1 + slow * 0.04);
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next.wing_mid_r.orientation = Quaternion::rotation_y(-0.1 + slow * -0.04);
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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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2021-04-07 23:38:03 +00:00
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next.wing_out_l.orientation =
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Quaternion::rotation_y(0.1 + slow * 0.04 + (0.4 * velocity.z / 80.0).min(0.2));
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next.wing_out_r.orientation =
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Quaternion::rotation_y(-0.1 + slow * -0.04 - (0.4 * velocity.z / 80.0).min(0.2));
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2021-04-02 00:04:32 +00:00
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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(slow * 0.04) * Quaternion::rotation_z(-tilt * 1.0);
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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(-0.2 + slow * 0.08) * Quaternion::rotation_z(-tilt * 1.0);
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}
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2021-04-07 23:38:03 +00:00
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next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
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2021-04-02 00:04:32 +00:00
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next.leg_l.orientation = Quaternion::rotation_x(-1.0 - flap1 * 0.1);
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2021-04-07 23:38:03 +00:00
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next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
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2021-04-02 00:04:32 +00:00
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next.leg_r.orientation = Quaternion::rotation_x(-1.0 - flap1 * 0.1);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(-1.0 - flap1 * 0.1);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(-1.0 - flap1 * 0.1);
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next
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}
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}
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