veloren_voxygen_anim/fish_medium/
swim.rs

1use super::{
2    super::{Animation, vek::*},
3    FishMediumSkeleton, SkeletonAttr,
4};
5use std::f32::consts::PI;
6
7pub struct SwimAnimation;
8
9type SwimAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>, f32);
10
11impl Animation for SwimAnimation {
12    type Dependency<'a> = SwimAnimationDependency;
13    type Skeleton = FishMediumSkeleton;
14
15    #[cfg(feature = "use-dyn-lib")]
16    const UPDATE_FN: &'static [u8] = b"fish_medium_swim\0";
17
18    #[cfg_attr(feature = "be-dyn-lib", export_name = "fish_medium_swim")]
19
20    fn update_skeleton_inner(
21        skeleton: &Self::Skeleton,
22        (velocity, orientation, last_ori, _global_time, avg_vel, acc_vel): Self::Dependency<'_>,
23        _anim_time: f32,
24        _rate: &mut f32,
25        s_a: &SkeletonAttr,
26    ) -> Self::Skeleton {
27        let mut next = (*skeleton).clone();
28
29        let slowalt = (acc_vel * s_a.tempo / 1.5 + PI + 0.2).sin();
30        let fast = (acc_vel * s_a.tempo + PI).sin();
31        let fastalt = (acc_vel * s_a.tempo + PI + 0.2).sin();
32
33        let ori: Vec2<f32> = Vec2::from(orientation);
34        let last_ori = Vec2::from(last_ori);
35        let tilt = if vek::Vec2::new(ori, last_ori)
36            .map(|o| o.magnitude_squared())
37            .map(|m| m > 0.001 && m.is_finite())
38            .reduce_and()
39            && ori.angle_between(last_ori).is_finite()
40        {
41            ori.angle_between(last_ori).min(0.8)
42                * last_ori.determine_side(Vec2::zero(), ori).signum()
43        } else {
44            0.0
45        } * 1.3;
46        let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
47        let vel = (velocity.magnitude()).min(s_a.amplitude);
48        let slowvel = vel * 0.1;
49
50        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
51        next.head.orientation = Quaternion::rotation_z(slowalt * -0.1 + tilt * -2.0);
52
53        next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
54
55        next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1);
56        next.chest_front.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + x_tilt)
57            * Quaternion::rotation_z(fast * vel * -0.02);
58
59        next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
60        next.chest_back.orientation = Quaternion::rotation_z(fastalt * slowvel + tilt * 2.0);
61
62        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
63        next.tail.orientation = Quaternion::rotation_z(fast * slowvel + tilt * 2.0);
64
65        next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
66        next.fin_l.orientation = Quaternion::rotation_z(fast * slowvel - 0.1 + tilt * -0.5);
67
68        next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
69        next.fin_r.orientation = Quaternion::rotation_z(fast * -slowvel + 0.1 + tilt * -0.5);
70        next
71    }
72}