use super::{
super::{vek::*, Animation},
BirdMediumSkeleton, SkeletonAttr,
};
pub struct FlyAnimation;
impl Animation for FlyAnimation {
type Dependency<'a> = (Vec3<f32>, Vec3<f32>, Vec3<f32>);
type Skeleton = BirdMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"bird_medium_fly\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_medium_fly")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(velocity, orientation, last_ori): Self::Dependency<'_>,
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();
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<f32> = 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() * 0.99;
next.leg_l.scale = Vec3::one() * s_a.scaler * 0.99;
next.leg_r.scale = Vec3::one() * s_a.scaler * 0.99;
next.chest.scale = Vec3::one() * s_a.scaler * 0.99;
next.tail.scale = Vec3::one() * 1.01;
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,
);
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(
(0.2 - 0.2 * 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_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 * 1.2 - 0.3);
next.wing_out_r.orientation = Quaternion::rotation_y(flap3 * 1.2 + 0.3);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation =
Quaternion::rotation_x(-flap2 * 0.2 + 0.1) * Quaternion::rotation_z(tilt * 1.0);
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);
} 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_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.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation =
Quaternion::rotation_x(0.04 - slow * 0.04) * Quaternion::rotation_z(tilt * 1.0);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + 1.0 + 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 + 1.0 + 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
}
}