use super::{
super::{vek::*, Animation},
QuadrupedLowSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use std::f32::consts::PI;
pub struct BreatheAnimation;
impl Animation for BreatheAnimation {
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
type Skeleton = QuadrupedLowSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_low_breathe\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_breathe")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(velocity, global_time, stage_section, timer): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = (Vec2::<f32>::from(velocity).magnitude()).min(24.0);
let (movement1base, _movement2base, movement3, twitch) = match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.min(1.0), 0.0, anim_time),
Some(StageSection::Recover) => (1.0, 1.0, anim_time, 1.0),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
let twitch2alt = mirror * (twitch * 20.0 + PI / 2.0).sin() * pullback;
let movement1abs = movement1base * pullback;
next.head_c_upper.orientation =
Quaternion::rotation_x(movement1abs * 0.3 + twitch2alt * 0.02);
next.head_c_lower.orientation =
Quaternion::rotation_x(movement1abs * -0.3) * Quaternion::rotation_y(twitch2 * 0.02);
next.jaw_c.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
next.head_l_upper.orientation =
Quaternion::rotation_x(movement1abs * 0.3 + twitch2alt * 0.02);
next.head_l_lower.orientation =
Quaternion::rotation_x(movement1abs * -0.3) * Quaternion::rotation_y(twitch2 * 0.02);
next.jaw_l.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
next.head_r_upper.orientation =
Quaternion::rotation_x(movement1abs * 0.3 + twitch2alt * 0.02);
next.head_r_lower.orientation =
Quaternion::rotation_x(movement1abs * -0.3) * Quaternion::rotation_y(twitch2 * 0.02);
next.jaw_r.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
next.chest.orientation =
Quaternion::rotation_y(twitch2 * -0.02) * Quaternion::rotation_z(0.0);
if s_a.tongue_for_tail {
next.tail_front.scale = Vec3::one() * 0.1;
next.tail_rear.scale = Vec3::one() * 0.1;
} else {
next.tail_front.orientation =
Quaternion::rotation_x(0.15 + movement1abs * -0.15 + twitch2alt * 0.02)
* Quaternion::rotation_z(0.0);
next.tail_rear.orientation =
Quaternion::rotation_x(-0.12 + movement1abs * -0.2 + twitch2alt * 0.08)
* Quaternion::rotation_z(0.0);
}
if speed < 0.5 {
next.foot_fl.orientation = Quaternion::rotation_y(twitch2 * 0.02);
next.foot_fr.orientation = Quaternion::rotation_y(twitch2 * 0.02);
next.foot_bl.orientation = Quaternion::rotation_y(twitch2 * 0.02);
next.foot_br.orientation = Quaternion::rotation_y(twitch2 * 0.02);
};
next
}
}