use super::{ super::{vek::*, Animation}, DragonSkeleton, SkeletonAttr, }; use std::f32::consts::PI; pub struct FlyAnimation; impl Animation for FlyAnimation { type Dependency<'a> = (f32, f32); type Skeleton = DragonSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"dragon_fly\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "dragon_fly")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, _global_time: Self::Dependency<'a>, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let lab: f32 = 12.0; let wave_ultra_slow = (anim_time * 1.0 + PI).sin(); let wave_ultra_slow_cos = (anim_time * 3.0 + PI).cos(); let wave_slow = (anim_time * 3.5 + PI).sin(); let wingl = (anim_time * 2.0 + PI).sin(); let wingr = (anim_time * 2.0).sin(); let footl = (anim_time * lab + PI).sin(); let footr = (anim_time * lab).sin(); let center = (anim_time * lab + PI / 2.0).sin(); let centeroffset = (anim_time * lab + PI * 1.5).sin(); next.head_upper.scale = Vec3::one() * 1.05; next.head_lower.scale = Vec3::one() * 1.05; next.jaw.scale = Vec3::one() * 1.05; next.tail_front.scale = Vec3::one() * 0.98; next.tail_rear.scale = Vec3::one() * 0.98; next.head_upper.position = Vec3::new( 0.0, s_a.head_upper.0, s_a.head_upper.1 + wave_ultra_slow * 0.20, ); next.head_upper.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(wave_ultra_slow * -0.10); next.head_lower.position = Vec3::new( 0.0, s_a.head_lower.0, s_a.head_lower.1 + wave_ultra_slow * 0.20, ); next.head_lower.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(wave_ultra_slow * -0.10); next.jaw.position = Vec3::new( 0.0, s_a.jaw.0 - wave_ultra_slow_cos * 0.12, s_a.jaw.1 + wave_slow * 0.2, ); next.jaw.orientation = Quaternion::rotation_x(wave_slow * 0.03); next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1 + centeroffset * 0.6); next.tail_front.orientation = Quaternion::rotation_x(center * 0.03); next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1 + centeroffset * 0.6); next.tail_rear.orientation = Quaternion::rotation_x(center * 0.03); next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1); next.chest_front.orientation = Quaternion::rotation_y(center * 0.05); next.chest_rear.position = Vec3::new(0.0, s_a.chest_rear.0, s_a.chest_rear.1); next.chest_rear.orientation = Quaternion::rotation_y(center * 0.05); 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(-1.3 + footl * 0.06); 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(-1.3 + footr * 0.06); 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(-1.3 + footl * 0.06); 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(-1.3 + footr * 0.06); 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_l.orientation = Quaternion::rotation_y(0.4 + wingl * 0.6); 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_r.orientation = Quaternion::rotation_y(-0.4 + wingr * 0.6); 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_l.orientation = Quaternion::rotation_y((0.35 + wingl * 0.6).max(0.2)); 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_r.orientation = Quaternion::rotation_y((-0.35 + wingr * 0.6).min(-0.2)); next } }