use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use std::ops::Mul;
pub struct GlidingAnimation;
type GlidingAnimationDependency = (Vec3<f32>, Quaternion<f32>, Quaternion<f32>, f32, f32);
impl Animation for GlidingAnimation {
type Dependency<'a> = GlidingAnimationDependency;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_gliding\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_gliding")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(velocity, orientation, glider_orientation, global_time, acc_vel): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.glider_trails = true;
let speednorm = velocity.magnitude().min(50.0) / 50.0;
let slow = (acc_vel * 0.1).sin();
let head_look = Vec2::new(
((global_time + anim_time) / 4.0).floor().mul(7331.0).sin() * 0.5,
((global_time + anim_time) / 4.0).floor().mul(1337.0).sin() * 0.25,
);
let speedlog = speednorm.powi(2);
let chest_ori = Quaternion::rotation_z(slow * 0.01);
let chest_global_inv = (orientation * chest_ori).inverse();
let glider_ori = chest_global_inv * glider_orientation;
let glider_pos = Vec3::new(0.0, -5.0 + speedlog * 2.0, 13.0);
next.head.orientation = Quaternion::rotation_x(0.5 + head_look.y * speednorm)
* Quaternion::rotation_z(head_look.x);
next.glider.position = glider_pos;
next.glider.orientation = glider_ori;
next.glider.scale = Vec3::one();
next.chest.orientation = chest_ori;
next.belt.orientation = Quaternion::rotation_z(0.0);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(slow * 0.15);
next.shoulder_r.orientation = glider_ori * Quaternion::rotation_x(2.0);
next.shoulder_l.orientation = next.shoulder_r.orientation;
next.hand_l.position =
glider_pos + glider_ori * Vec3::new(-s_a.hand.0 + -2.0, s_a.hand.1 + 8.0, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(0.2);
next.hand_r.position =
glider_pos + glider_ori * Vec3::new(s_a.hand.0 + 2.0, s_a.hand.1 + 8.0, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(-0.2);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + speedlog * -1.0 - slow * 2.3,
s_a.foot.2,
);
next.foot_l.orientation = Quaternion::rotation_x(-speedlog + slow * -1.3 * speedlog);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + speedlog * -1.0 + slow * 2.3,
s_a.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_x(-speedlog + slow * 1.3 * speedlog);
next
}
}