2021-03-11 16:48:59 +00:00
|
|
|
use super::{
|
|
|
|
super::{vek::*, Animation},
|
|
|
|
ShipSkeleton, SkeletonAttr,
|
|
|
|
};
|
|
|
|
use common::comp::item::ToolKind;
|
|
|
|
|
|
|
|
pub struct IdleAnimation;
|
|
|
|
|
|
|
|
impl Animation for IdleAnimation {
|
2021-04-30 20:06:03 +00:00
|
|
|
type Dependency<'a> = (
|
2021-03-22 01:43:49 +00:00
|
|
|
Option<ToolKind>,
|
|
|
|
Option<ToolKind>,
|
|
|
|
f32,
|
|
|
|
f32,
|
|
|
|
Vec3<f32>,
|
|
|
|
Vec3<f32>,
|
|
|
|
);
|
2021-03-11 16:48:59 +00:00
|
|
|
type Skeleton = ShipSkeleton;
|
|
|
|
|
|
|
|
#[cfg(feature = "use-dyn-lib")]
|
|
|
|
const UPDATE_FN: &'static [u8] = b"ship_idle\0";
|
|
|
|
|
|
|
|
#[cfg_attr(feature = "be-dyn-lib", export_name = "ship_idle")]
|
2021-04-30 20:06:03 +00:00
|
|
|
fn update_skeleton_inner<'a>(
|
2021-03-11 16:48:59 +00:00
|
|
|
skeleton: &Self::Skeleton,
|
2021-04-30 20:06:03 +00:00
|
|
|
(_active_tool_kind, _second_tool_kind, _global_time, acc_vel, orientation, last_ori): Self::Dependency<'a>,
|
2021-03-11 16:48:59 +00:00
|
|
|
_anim_time: f32,
|
|
|
|
_rate: &mut f32,
|
|
|
|
s_a: &SkeletonAttr,
|
|
|
|
) -> Self::Skeleton {
|
|
|
|
let mut next = (*skeleton).clone();
|
2021-03-22 01:43:49 +00:00
|
|
|
let ori: Vec2<f32> = Vec2::from(orientation);
|
|
|
|
let last_ori = Vec2::from(last_ori);
|
|
|
|
let tilt = if ::vek::Vec2::new(ori, last_ori)
|
|
|
|
.map(|o| o.magnitude_squared())
|
|
|
|
.map(|m| m > 0.001 && m.is_finite())
|
|
|
|
.reduce_and()
|
|
|
|
&& ori.angle_between(last_ori).is_finite()
|
|
|
|
{
|
|
|
|
ori.angle_between(last_ori).min(0.2)
|
|
|
|
* last_ori.determine_side(Vec2::zero(), ori).signum()
|
|
|
|
} else {
|
|
|
|
0.0
|
|
|
|
} * 1.3;
|
2021-03-11 16:48:59 +00:00
|
|
|
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2) / 11.0;
|
|
|
|
|
|
|
|
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2) / 11.0;
|
2021-03-22 01:43:49 +00:00
|
|
|
next.bone1.orientation = Quaternion::rotation_y(acc_vel * 0.8);
|
|
|
|
|
|
|
|
next.bone2.position = Vec3::new(s_a.bone2.0, s_a.bone2.1, s_a.bone2.2) / 11.0;
|
|
|
|
next.bone2.orientation = Quaternion::rotation_y(-acc_vel * 0.8);
|
2021-03-11 16:48:59 +00:00
|
|
|
|
2021-03-22 01:43:49 +00:00
|
|
|
next.bone3.position = Vec3::new(s_a.bone3.0, s_a.bone3.1, s_a.bone3.2) / 11.0;
|
|
|
|
next.bone3.orientation = Quaternion::rotation_z(tilt * 25.0);
|
2021-03-11 16:48:59 +00:00
|
|
|
next
|
|
|
|
}
|
|
|
|
}
|