use super::{ super::{vek::*, Animation}, BirdLargeSkeleton, SkeletonAttr, }; pub struct FlyAnimation; impl Animation for FlyAnimation { type Dependency<'a> = (Vec3, Vec3, Vec3); type Skeleton = BirdLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"bird_large_fly\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_fly")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (velocity, orientation, last_ori): Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let slow = (anim_time * 2.0).sin(); let fast = (anim_time * 4.0).sin(); // Harmonic series hack to get a sine/saw mix let freq = 8.0; let off1 = 0.0; let off2 = -1.7; let off3 = -2.0; let off4 = -2.4; let flap1 = 7.0 / 16.0 * (freq * anim_time + off1).sin() + 7.0 / 64.0 * (freq * 2.0 * anim_time + off1).sin() + 1.0 / 48.0 * (freq * 3.0 * anim_time + off1).sin(); let flap2 = 7.0 / 16.0 * (freq * anim_time + off2).sin() + 7.0 / 64.0 * (freq * 2.0 * anim_time + off2).sin() + 1.0 / 48.0 * (freq * 3.0 * anim_time + off2).sin(); let flap3 = 7.0 / 16.0 * (freq * anim_time + off3).sin() + 7.0 / 64.0 * (freq * 2.0 * anim_time + off3).sin() + 1.0 / 48.0 * (freq * 3.0 * anim_time + off3).sin(); let flap4 = 7.0 / 16.0 * (freq * anim_time + off4).sin() + 7.0 / 64.0 * (freq * 2.0 * anim_time + off4).sin() + 1.0 / 48.0 * (freq * 3.0 * anim_time + off4).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(0.2) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.3; next.head.scale = Vec3::one() * 0.98; next.neck.scale = Vec3::one() * 1.02; next.leg_l.scale = Vec3::one() * 0.98; next.leg_r.scale = Vec3::one() * 0.98; next.foot_l.scale = Vec3::one() * 1.02; next.foot_r.scale = Vec3::one() * 1.02; next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1); next.neck.orientation = Quaternion::rotation_x((-0.4 + 0.2 * velocity.xy().magnitude() / 5.0).min(0.15)); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x( (-0.5 + 0.2 * velocity.xy().magnitude() / 5.0).min(-0.3) + fast * 0.05, ); next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1); if velocity.z > 2.0 || velocity.xy().magnitude() < 12.0 { next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 - flap4 * 1.5); next.chest.orientation = Quaternion::rotation_x( (0.8 - 0.8 * velocity.xy().magnitude() / 5.0).max(-0.2) - flap1 * 0.2, ) * Quaternion::rotation_y(tilt * 1.8 + fast * 0.01); next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2); next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2); next.wing_in_l.orientation = Quaternion::rotation_y(-flap1 * 1.9 + 0.2) * Quaternion::rotation_x(0.4); next.wing_in_r.orientation = Quaternion::rotation_y(flap1 * 1.9 - 0.2) * Quaternion::rotation_x(0.4); next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2); next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2); next.wing_mid_l.orientation = Quaternion::rotation_y(-flap2 * 1.4 - 0.2); next.wing_mid_r.orientation = Quaternion::rotation_y(flap2 * 1.4 + 0.2); next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2); next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2); next.wing_out_l.orientation = Quaternion::rotation_y(-flap3 * 0.6 - 0.3) * Quaternion::rotation_x(-flap2 * 1.4); next.wing_out_r.orientation = Quaternion::rotation_y(flap3 * 0.6 + 0.3) * Quaternion::rotation_x(-flap2 * 1.4); next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1); next.tail_front.orientation = Quaternion::rotation_x(-flap2 * 0.2 + 0.1) * Quaternion::rotation_z(-tilt * 1.0); next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1); next.tail_rear.orientation = Quaternion::rotation_x(-flap3 * 0.3 + 0.15) * Quaternion::rotation_z(-tilt * 0.8); next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 - flap4 * 1.5); next.leg_l.orientation = Quaternion::rotation_x( (-1.0 * velocity.xy().magnitude() / 5.0).max(-1.2) + flap1 * -0.1, ) * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01); next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 - flap4 * 1.5); next.leg_r.orientation = Quaternion::rotation_x( (-1.0 * velocity.xy().magnitude() / 5.0).max(-1.2) + flap1 * -0.1, ) * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(flap1 * -0.1); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(flap1 * -0.1); } else { next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.05); next.chest.orientation = Quaternion::rotation_x(-0.2 + slow * 0.05 + (0.8 * velocity.z / 80.0).min(0.8)) * Quaternion::rotation_y(tilt * 1.8 + fast * 0.01); next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2); next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2); next.wing_in_l.orientation = Quaternion::rotation_y(0.1 + slow * 0.04 + (0.8 * velocity.z / 80.0).min(0.8)) * Quaternion::rotation_x(0.4); next.wing_in_r.orientation = Quaternion::rotation_y(-0.1 + slow * -0.04 - (0.8 * velocity.z / 80.0).min(0.8)) * Quaternion::rotation_x(0.4); next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2); next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2); next.wing_mid_l.orientation = Quaternion::rotation_y(0.1 + slow * 0.04); next.wing_mid_r.orientation = Quaternion::rotation_y(-0.1 + slow * -0.04); next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2); next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2); next.wing_out_l.orientation = Quaternion::rotation_y(0.1 + slow * 0.04 + (0.4 * velocity.z / 80.0).min(0.2)); next.wing_out_r.orientation = Quaternion::rotation_y(-0.1 + slow * -0.04 - (0.4 * velocity.z / 80.0).min(0.2)); next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1); next.tail_front.orientation = Quaternion::rotation_x(0.04 - slow * 0.04) * Quaternion::rotation_z(-tilt * 1.0); next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1); next.tail_rear.orientation = Quaternion::rotation_x(slow * 0.08) * Quaternion::rotation_z(-tilt * 0.8); next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + slow * 0.05); next.leg_l.orientation = Quaternion::rotation_x(-1.2 + slow * -0.05) * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01); next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + slow * 0.05); next.leg_r.orientation = Quaternion::rotation_x(-1.2 + slow * -0.05) * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(slow * -0.05); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(slow * -0.05); } next } }