use super::{ super::{vek::*, Animation}, QuadrupedSmallSkeleton, SkeletonAttr, }; use std::{f32::consts::PI, ops::Mul}; pub struct FeedAnimation; impl Animation for FeedAnimation { type Dependency<'a> = f32; type Skeleton = QuadrupedSmallSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"quadruped_small_feed\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_feed")] 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 slow = (anim_time * 5.0).sin(); let quick = (anim_time * 14.0).sin(); let slow_alt = (anim_time * 3.5 + PI).sin(); let head_look = Vec2::new( (global_time / 2.0 + anim_time / 2.0) .floor() .mul(7331.0) .sin() * 1.0, (global_time / 2.0 + anim_time / 2.0) .floor() .mul(1337.0) .sin() * 0.5, ); next.head.position = Vec3::new(0.0, s_a.head.0 + 1.5, s_a.head.1 + slow * 0.2); next.head.orientation = Quaternion::rotation_z(head_look.y) * Quaternion::rotation_x(slow * 0.05 + quick * 0.08 - 0.4 * s_a.feed); next.chest.position = Vec3::new(slow * 0.02, s_a.chest.0, s_a.chest.1); next.chest.orientation = Quaternion::rotation_x(-0.35 * s_a.feed) * Quaternion::rotation_y(head_look.y * 0.1); next.leg_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + 0.5); next.leg_fl.orientation = Quaternion::rotation_x(slow * 0.01 + 0.25 * s_a.feed) * Quaternion::rotation_y(slow * -0.02 - head_look.y * 0.1); next.leg_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + 0.5); next.leg_fr.orientation = Quaternion::rotation_x(slow_alt * 0.01 + 0.25 * s_a.feed) * Quaternion::rotation_y(slow * -0.02 - head_look.y * 0.1); next.leg_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1 + 1.0, s_a.feet_b.2 - 1.0); next.leg_bl.orientation = Quaternion::rotation_x(slow_alt * 0.01 + 0.15 * s_a.feed) * Quaternion::rotation_y(slow * -0.02 - head_look.y * 0.1); next.leg_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1 + 1.0, s_a.feet_b.2 - 1.0); next.leg_br.orientation = Quaternion::rotation_x(slow * 0.01 + 0.15 * s_a.feed) * Quaternion::rotation_y(slow * -0.02 - head_look.y * 0.1); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next.tail.orientation = Quaternion::rotation_z(slow * 0.3 + head_look.y * 0.3); next } }