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use super::{
    super::{vek::*, Animation},
    FishSmallSkeleton, 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 = FishSmallSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"fish_small_swim\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "fish_small_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 fast = (acc_vel * s_a.tempo + PI).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.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
        next.chest.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + x_tilt)
            * Quaternion::rotation_z(fast * -0.1);

        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
        next.tail.orientation = Quaternion::rotation_z(fast * -1.0 * 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 * 0.6 * slowvel - 0.3 + 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 * -0.6 * slowvel + 0.3 + tilt * -0.5);
        next
    }
}