use super::{ super::{vek::*, Animation}, FishMediumSkeleton, SkeletonAttr, }; use std::f32::consts::PI; pub struct SwimAnimation; type SwimAnimationDependency = (Vec3, Vec3, Vec3, f64, Vec3, f32); impl Animation for SwimAnimation { type Dependency = SwimAnimationDependency; type Skeleton = FishMediumSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"fish_medium_swim\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "fish_medium_swim")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (velocity, orientation, last_ori, _global_time, avg_vel, acc_vel): Self::Dependency, _anim_time: f64, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let slowalt = (acc_vel as f32 * s_a.tempo / 1.5 + PI + 0.2).sin(); let fast = (acc_vel * s_a.tempo + PI).sin(); let fastalt = (acc_vel * s_a.tempo + PI + 0.2).sin(); let ori: Vec2 = 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(0.8) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()); let vel = (velocity.magnitude()).min(s_a.amplitude); let slowvel = vel * 0.1; next.chest_front.scale = Vec3::one() / 11.0; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z(slowalt * -0.1 + tilt * -2.0); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / 11.0; next.chest_front.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + x_tilt) * Quaternion::rotation_z(fast * vel * -0.02); next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1); next.chest_back.orientation = Quaternion::rotation_z(fastalt * slowvel + tilt * 2.0); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next.tail.orientation = Quaternion::rotation_z(fast * slowvel + tilt * 2.0); next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2); next.fin_l.orientation = Quaternion::rotation_z(fast * slowvel - 0.1 + tilt * -0.5); next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2); next.fin_r.orientation = Quaternion::rotation_z(fast * -slowvel + 0.1 + tilt * -0.5); next } }