use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use std::f32::consts::PI;
pub struct PetAnimation;
impl Animation for PetAnimation {
type Dependency<'a> = (Vec3<f32>, Option<vek::Vec3<f32>>, f32);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_pet\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_pet")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(pos, target_pos, _global_time): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let fast = (anim_time * 3.0).sin();
let fast_offset = (anim_time * 3.0 + PI * 0.5).sin();
let z_diff = target_pos.map_or(0., |target_pos| target_pos.z - pos.z);
next.head.orientation = Quaternion::rotation_x(-1. * PI / 2. / 9.);
next.hand_r.position = Vec3::new(
s_a.hand.0 + -2. * fast_offset,
s_a.hand.1 + 8.0,
s_a.hand.2 + 4.0 + 1. * fast + z_diff,
);
next.hand_r.orientation =
Quaternion::rotation_x(PI / 2. + fast * 0.15).rotated_z(fast_offset * 0.5);
next
}
}