veloren_voxygen_anim/fish_small/
swim.rs

1use super::{
2    super::{Animation, vek::*},
3    FishSmallSkeleton, 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 = FishSmallSkeleton;
14
15    #[cfg(feature = "use-dyn-lib")]
16    const UPDATE_FN: &'static [u8] = b"fish_small_swim\0";
17
18    #[cfg_attr(feature = "be-dyn-lib", export_name = "fish_small_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 fast = (acc_vel * s_a.tempo + PI).sin();
30
31        let ori: Vec2<f32> = Vec2::from(orientation);
32        let last_ori = Vec2::from(last_ori);
33        let tilt = if vek::Vec2::new(ori, last_ori)
34            .map(|o| o.magnitude_squared())
35            .map(|m| m > 0.001 && m.is_finite())
36            .reduce_and()
37            && ori.angle_between(last_ori).is_finite()
38        {
39            ori.angle_between(last_ori).min(0.8)
40                * last_ori.determine_side(Vec2::zero(), ori).signum()
41        } else {
42            0.0
43        } * 1.3;
44        let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
45        let vel = (velocity.magnitude()).min(s_a.amplitude);
46        let slowvel = vel * 0.1;
47
48        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
49        next.chest.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + x_tilt)
50            * Quaternion::rotation_z(fast * -0.1);
51
52        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
53        next.tail.orientation = Quaternion::rotation_z(fast * -1.0 * slowvel + tilt * 2.0);
54
55        next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
56        next.fin_l.orientation = Quaternion::rotation_z(fast * 0.6 * slowvel - 0.3 + tilt * -0.5);
57
58        next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
59        next.fin_r.orientation = Quaternion::rotation_z(fast * -0.6 * slowvel + 0.3 + tilt * -0.5);
60        next
61    }
62}