use super::{ super::{vek::*, Animation}, ShipSkeleton, SkeletonAttr, }; use common::comp::item::ToolKind; pub struct IdleAnimation; impl Animation for IdleAnimation { type Dependency<'a> = ( Option, Option, f32, f32, Vec3, Vec3, ); 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")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (_active_tool_kind, _second_tool_kind, _global_time, acc_vel, orientation, last_ori): Self::Dependency<'_>, _anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); 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(0.2) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2); next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2); next.bone1.orientation = Quaternion::rotation_z(s_a.bone1_ori) * Quaternion::rotation_y(acc_vel * s_a.bone_rotation_rate); next.bone2.position = Vec3::new(s_a.bone2.0, s_a.bone2.1, s_a.bone2.2); next.bone2.orientation = Quaternion::rotation_z(s_a.bone2_ori) * Quaternion::rotation_y(-acc_vel * s_a.bone_rotation_rate); next.bone3.position = Vec3::new(s_a.bone3.0, s_a.bone3.1, s_a.bone3.2); next.bone3.orientation = Quaternion::rotation_z(tilt * 25.0); next } }