use super::{
super::{vek::*, Animation},
FishMediumSkeleton, SkeletonAttr,
};
use std::f32::consts::PI;
pub struct SwimAnimation;
type SwimAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>, f32);
impl Animation for SwimAnimation {
type Dependency<'a> = SwimAnimationDependency;
type Skeleton = FishMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"fish_medium_swim\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_medium_swim")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(velocity, orientation, last_ori, _global_time, avg_vel, acc_vel): Self::Dependency<'_>,
_anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slowalt = (acc_vel * s_a.tempo / 1.5 + PI + 0.2).sin();
let fast = (acc_vel * s_a.tempo + PI).sin();
let fastalt = (acc_vel * s_a.tempo + PI + 0.2).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(0.8)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
let vel = (velocity.magnitude()).min(s_a.amplitude);
let slowvel = vel * 0.1;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(slowalt * -0.1 + tilt * -2.0);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1);
next.chest_front.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + x_tilt)
* Quaternion::rotation_z(fast * vel * -0.02);
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
next.chest_back.orientation = Quaternion::rotation_z(fastalt * slowvel + tilt * 2.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(fast * slowvel + tilt * 2.0);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_z(fast * slowvel - 0.1 + tilt * -0.5);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_z(fast * -slowvel + 0.1 + tilt * -0.5);
next
}
}