2020-11-26 21:57:38 +00:00
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use super::{
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super::{vek::*, Animation},
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FishMediumSkeleton, SkeletonAttr,
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};
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use std::f32::consts::PI;
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pub struct SwimAnimation;
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2020-12-05 13:44:43 +00:00
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type SwimAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>, f32);
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2020-11-26 21:57:38 +00:00
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impl Animation for SwimAnimation {
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type Dependency = SwimAnimationDependency;
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type Skeleton = FishMediumSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"fish_medium_swim\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_medium_swim")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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2020-12-05 13:44:43 +00:00
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(velocity, orientation, last_ori, _global_time, avg_vel, acc_vel): Self::Dependency,
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2020-11-26 21:57:38 +00:00
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anim_time: f64,
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2020-11-29 16:22:13 +00:00
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_rate: &mut f32,
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2020-11-26 21:57:38 +00:00
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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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2020-12-05 13:44:43 +00:00
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let slowalt = (anim_time as f32 * 2.5 + PI + 0.2).sin();
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let fast = (acc_vel * 4.0 + PI).sin();
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let fastalt = (acc_vel * 4.0 + PI + 0.2).sin();
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2020-11-26 21:57:38 +00:00
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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(0.8)
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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 abstilt = tilt.abs();
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let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
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2020-12-05 13:44:43 +00:00
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println!("{}", acc_vel);
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2020-11-26 21:57:38 +00:00
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next.chest_front.scale = Vec3::one() / 11.0;
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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_z(slowalt * -0.1 + tilt * -2.0);
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
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next.jaw.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / 11.0;
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next.chest_front.orientation =
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2020-12-05 13:44:43 +00:00
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Quaternion::rotation_x(velocity.z.abs() * -0.005 + abstilt * 1.0 + x_tilt)
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* Quaternion::rotation_z(fast * velocity.magnitude() * -0.02);
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2020-11-26 21:57:38 +00:00
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next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
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2020-12-05 13:44:43 +00:00
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next.chest_back.orientation =
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Quaternion::rotation_z(fastalt * velocity.magnitude() * 0.1 + tilt * 2.0);
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2020-11-26 21:57:38 +00:00
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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2020-12-05 13:44:43 +00:00
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next.tail.orientation =
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Quaternion::rotation_z(fast * velocity.magnitude() * 0.1 + tilt * 2.0);
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2020-11-26 21:57:38 +00:00
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next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
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2020-12-05 13:44:43 +00:00
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next.fin_l.orientation =
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Quaternion::rotation_z(fast * velocity.magnitude() * 0.1 - 0.1 + tilt * -0.5);
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2020-11-26 21:57:38 +00:00
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next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
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2020-12-05 13:44:43 +00:00
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next.fin_r.orientation =
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Quaternion::rotation_z(fast * velocity.magnitude() * -0.1 + 0.1 + tilt * -0.5);
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2020-11-26 21:57:38 +00:00
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next
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}
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}
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