use super::{
super::{vek::*, Animation},
QuadrupedMediumSkeleton, SkeletonAttr,
};
use std::{f32::consts::PI, ops::Mul};
pub struct FeedAnimation;
impl Animation for FeedAnimation {
type Dependency<'a> = f32;
type Skeleton = QuadrupedMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_medium_feed\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_feed")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
global_time: Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slower = (anim_time * 1.0 + PI).sin();
let slow = (anim_time * 3.5 + PI).sin();
let fast = (anim_time * 5.0).sin();
let faster = (anim_time * 14.0).sin();
let transition = ((anim_time.powf(2.0)).min(1.0)) * s_a.feed.1;
let look = Vec2::new(
(global_time / 2.0 + anim_time / 8.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
(global_time / 2.0 + anim_time / 8.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
);
if s_a.feed.0 {
next.head.position = Vec3::new(
0.0,
s_a.head.0,
s_a.head.1 + slower * 0.2 + transition * 1.5,
);
next.head.orientation = Quaternion::rotation_z(0.3 * look.x)
* Quaternion::rotation_x(fast * 0.05 + faster * 0.08 + transition * -0.5);
next.neck.position = Vec3::new(
0.0,
s_a.neck.0 + transition * 1.0,
s_a.neck.1 + slower * 0.1 + transition * 1.5,
);
next.neck.orientation = Quaternion::rotation_x(transition * -0.5);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
next.jaw.orientation = Quaternion::rotation_x((fast * 0.18 + faster * 0.26).min(0.0));
} else {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slower * 0.2);
next.head.orientation =
Quaternion::rotation_z(0.3 * look.x) * Quaternion::rotation_x(0.3 * look.y);
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1 + slower * 0.1);
next.jaw.position =
Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2 + 0.5);
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05 * anim_time.min(1.0) - 0.08);
}
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(0.0 + slow * 0.2 + look.x);
next.torso_front.position = Vec3::new(
0.0,
s_a.torso_front.0,
s_a.torso_front.1 + slower * 0.3 + transition * -6.0,
);
next.torso_front.orientation =
Quaternion::rotation_x(transition * -0.7) * Quaternion::rotation_y(slow * 0.02);
next.torso_back.position =
Vec3::new(0.0, s_a.torso_back.0, s_a.torso_back.1 + slower * 0.2);
next.torso_back.orientation =
Quaternion::rotation_x(transition * 0.5) * Quaternion::rotation_y(-slow * 0.005);
next.ears.position = Vec3::new(0.0, s_a.ears.0, s_a.ears.1);
next.ears.orientation = Quaternion::rotation_x(0.0 + slower * 0.03);
next.leg_fl.position = Vec3::new(
-s_a.leg_f.0,
s_a.leg_f.1 + transition * -2.2,
s_a.leg_f.2 + slow * -0.15 + slower * -0.15 + transition * 2.4,
);
next.leg_fl.orientation =
Quaternion::rotation_x(transition * 1.0) * Quaternion::rotation_y(slow * -0.02);
next.leg_fr.position = Vec3::new(
s_a.leg_f.0,
s_a.leg_f.1 + transition * -2.2,
s_a.leg_f.2 + slow * 0.15 + slower * -0.15 + transition * 2.4,
);
next.leg_fr.orientation =
Quaternion::rotation_x(transition * 1.0) * Quaternion::rotation_y(slow * -0.02);
next.leg_bl.position = Vec3::new(
-s_a.leg_b.0,
s_a.leg_b.1,
s_a.leg_b.2 + slower * -0.3 + transition * -1.3,
);
next.leg_bl.orientation =
Quaternion::rotation_x(transition * 0.2) * Quaternion::rotation_y(slow * -0.02);
next.leg_br.position = Vec3::new(
s_a.leg_b.0,
s_a.leg_b.1,
s_a.leg_b.2 + slower * -0.3 + transition * -1.3,
);
next.leg_br.orientation =
Quaternion::rotation_x(transition * 0.2) * Quaternion::rotation_y(slow * -0.02);
next.foot_fl.position =
Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + slower * -0.2);
next.foot_fl.orientation = Quaternion::rotation_x(transition * -0.3);
next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + slower * -0.2);
next.foot_fr.orientation = Quaternion::rotation_x(transition * -0.3);
next.foot_bl.position =
Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2 + slower * -0.2);
next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2 + slower * -0.2);
next
}
}