use super::{
super::{vek::*, Animation},
BirdLargeSkeleton, SkeletonAttr,
};
use std::ops::Mul;
pub struct SwimAnimation;
impl Animation for SwimAnimation {
type Dependency<'a> = f32;
type Skeleton = BirdLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"bird_large_swim\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_swim")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
global_time: Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let duck_head_look = Vec2::new(
(global_time / 2.0 + anim_time / 8.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
(global_time / 2.0 + anim_time / 8.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
);
let wave_slow_cos = (anim_time * 4.5).cos();
let wave_fast = (anim_time * 6.0).sin();
let wave_fast_cos = (anim_time * 6.0).cos();
next.head.scale = Vec3::one() * 0.99;
next.neck.scale = Vec3::one() * 1.01;
next.leg_l.scale = Vec3::one();
next.leg_r.scale = Vec3::one();
next.foot_l.scale = Vec3::one() * 1.01;
next.foot_r.scale = Vec3::one() * 1.01;
next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
next.tail_front.scale = Vec3::one() * 1.01;
next.tail_rear.scale = Vec3::one() * 0.99;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + 1.5);
next.chest.orientation = Quaternion::rotation_x(0.0);
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
next.neck.orientation = Quaternion::rotation_x(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(duck_head_look.x)
* Quaternion::rotation_x(-duck_head_look.y.abs() + wave_slow_cos * 0.01);
next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
next.beak.orientation = Quaternion::rotation_x(wave_slow_cos * -0.02 - 0.02);
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(0.6);
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(-0.2);
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(-0.8 + wave_slow_cos * 0.06) * Quaternion::rotation_z(0.2);
next.wing_in_r.orientation =
Quaternion::rotation_y(0.8 - wave_slow_cos * 0.06) * Quaternion::rotation_z(-0.2);
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) * Quaternion::rotation_z(0.7);
next.wing_mid_r.orientation = Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
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(-0.4) * Quaternion::rotation_z(0.2);
next.wing_out_r.orientation = Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
next.leg_l.orientation = Quaternion::rotation_x(-0.8 + wave_fast * 0.5);
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
next.leg_r.orientation = Quaternion::rotation_x(-0.8 + wave_fast_cos * 0.5);
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(0.0);
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(0.0);
next
}
}