use super::{ super::{vek::*, Animation}, QuadrupedMediumSkeleton, SkeletonAttr, }; pub struct JumpAnimation; impl Animation for JumpAnimation { type Dependency<'a> = (f32, Vec3, Vec3); type Skeleton = QuadrupedMediumSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"quadruped_medium_jump\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_jump")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (_global_time, velocity, avg_vel): Self::Dependency<'_>, _anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); next.neck.scale = Vec3::one() * 1.02; next.jaw.scale = Vec3::one() * 1.02; next.leg_fl.scale = Vec3::one() * 1.02; next.leg_fr.scale = Vec3::one() * 1.02; next.leg_bl.scale = Vec3::one() * 1.02; next.leg_br.scale = Vec3::one() * 1.02; next.foot_fl.scale = Vec3::one() * 0.96; next.foot_fr.scale = Vec3::one() * 0.96; next.foot_bl.scale = Vec3::one() * 0.96; next.foot_br.scale = Vec3::one() * 0.96; next.ears.scale = Vec3::one() * 1.02; let speed = Vec2::::from(velocity).magnitude(); let velocityalt = speed.max(3.0); let normalize = velocityalt / 22.0; let x_tilt = (avg_vel.z.atan2(avg_vel.xy().magnitude()) * normalize).max(-0.28); let x_tilt = if velocityalt < 3.5 { x_tilt.abs() } else { x_tilt }; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(x_tilt * -0.5); next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1); next.neck.orientation = Quaternion::rotation_x(x_tilt * -1.0); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.jaw.orientation = Quaternion::rotation_x(0.0); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next.tail.orientation = Quaternion::rotation_x(-0.6 * normalize + x_tilt * 2.0); next.torso_front.position = Vec3::new(0.0, s_a.torso_front.0, s_a.torso_front.1); next.torso_front.orientation = Quaternion::rotation_x(x_tilt * 3.5); next.torso_back.position = Vec3::new(0.0, s_a.torso_back.0, s_a.torso_back.1); next.torso_back.orientation = Quaternion::rotation_x(x_tilt * -1.2); next.ears.position = Vec3::new(0.0, s_a.ears.0, s_a.ears.1); next.ears.orientation = Quaternion::rotation_x(x_tilt * 1.5); next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2); next.leg_fl.orientation = Quaternion::rotation_x(1.2 * normalize + x_tilt.abs() * 0.8); next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2); next.leg_fr.orientation = Quaternion::rotation_x(1.2 * normalize + x_tilt.abs() * 0.8); next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2); next.leg_bl.orientation = Quaternion::rotation_x(-0.8 * normalize + x_tilt * -0.8); next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2); next.leg_br.orientation = Quaternion::rotation_x(-0.8 * normalize + x_tilt * -0.8); next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2); next.foot_fl.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4); next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2); next.foot_fr.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4); next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2); next.foot_bl.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4); next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2); next.foot_br.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4); next } }