use super::{
super::{vek::*, Animation},
ShipSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Dependency<'a> = (
Option<ToolKind>,
Option<ToolKind>,
f32,
f32,
Vec3<f32>,
Vec3<f32>,
);
type Skeleton = ShipSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"ship_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "ship_idle")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, _global_time, acc_vel, orientation, last_ori): Self::Dependency<'_>,
_anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
next.bone1.orientation = Quaternion::rotation_z(s_a.bone1_ori)
* Quaternion::rotation_y(acc_vel * s_a.bone_rotation_rate);
next.bone2.position = Vec3::new(s_a.bone2.0, s_a.bone2.1, s_a.bone2.2);
next.bone2.orientation = Quaternion::rotation_z(s_a.bone2_ori)
* Quaternion::rotation_y(-acc_vel * s_a.bone_rotation_rate);
next.bone3.position = Vec3::new(s_a.bone3.0, s_a.bone3.1, s_a.bone3.2);
next.bone3.orientation = Quaternion::rotation_z(tilt * 25.0);
next
}
}