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
}
}