use super::{
super::{vek::*, Animation},
QuadrupedMediumSkeleton, SkeletonAttr,
};
pub struct JumpAnimation;
impl Animation for JumpAnimation {
type Dependency<'a> = (f32, Vec3<f32>, Vec3<f32>);
type Skeleton = QuadrupedMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_medium_jump\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_jump")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_global_time, velocity, avg_vel): Self::Dependency<'_>,
_anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.neck.scale = Vec3::one() * 1.02;
next.jaw.scale = Vec3::one() * 1.02;
next.leg_fl.scale = Vec3::one() * 1.02;
next.leg_fr.scale = Vec3::one() * 1.02;
next.leg_bl.scale = Vec3::one() * 1.02;
next.leg_br.scale = Vec3::one() * 1.02;
next.foot_fl.scale = Vec3::one() * 0.96;
next.foot_fr.scale = Vec3::one() * 0.96;
next.foot_bl.scale = Vec3::one() * 0.96;
next.foot_br.scale = Vec3::one() * 0.96;
next.ears.scale = Vec3::one() * 1.02;
let speed = Vec2::<f32>::from(velocity).magnitude();
let velocityalt = speed.max(3.0);
let normalize = velocityalt / 22.0;
let x_tilt = (avg_vel.z.atan2(avg_vel.xy().magnitude()) * normalize).max(-0.28);
let x_tilt = if velocityalt < 3.5 {
x_tilt.abs()
} else {
x_tilt
};
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_x(x_tilt * -0.5);
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
next.neck.orientation = Quaternion::rotation_x(x_tilt * -1.0);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_x(-0.6 * normalize + x_tilt * 2.0);
next.torso_front.position = Vec3::new(0.0, s_a.torso_front.0, s_a.torso_front.1);
next.torso_front.orientation = Quaternion::rotation_x(x_tilt * 3.5);
next.torso_back.position = Vec3::new(0.0, s_a.torso_back.0, s_a.torso_back.1);
next.torso_back.orientation = Quaternion::rotation_x(x_tilt * -1.2);
next.ears.position = Vec3::new(0.0, s_a.ears.0, s_a.ears.1);
next.ears.orientation = Quaternion::rotation_x(x_tilt * 1.5);
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation = Quaternion::rotation_x(1.2 * normalize + x_tilt.abs() * 0.8);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.orientation = Quaternion::rotation_x(1.2 * normalize + x_tilt.abs() * 0.8);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_bl.orientation = Quaternion::rotation_x(-0.8 * normalize + x_tilt * -0.8);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.orientation = Quaternion::rotation_x(-0.8 * normalize + x_tilt * -0.8);
next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_fl.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_fr.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
next.foot_bl.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
next.foot_br.orientation = Quaternion::rotation_x(-0.4 * normalize + x_tilt * -0.4);
next
}
}