veloren_voxygen_anim/ship/
idle.rs

1use super::{
2    super::{Animation, vek::*},
3    ShipSkeleton, SkeletonAttr,
4};
5use common::comp::item::ToolKind;
6
7pub struct IdleAnimation;
8
9impl Animation for IdleAnimation {
10    type Dependency<'a> = (
11        Option<ToolKind>,
12        Option<ToolKind>,
13        f32,
14        f32,
15        Vec3<f32>,
16        Vec3<f32>,
17    );
18    type Skeleton = ShipSkeleton;
19
20    #[cfg(feature = "use-dyn-lib")]
21    const UPDATE_FN: &'static [u8] = b"ship_idle\0";
22
23    #[cfg_attr(feature = "be-dyn-lib", export_name = "ship_idle")]
24    fn update_skeleton_inner(
25        skeleton: &Self::Skeleton,
26        (_active_tool_kind, _second_tool_kind, _global_time, acc_vel, orientation, last_ori): Self::Dependency<'_>,
27        _anim_time: f32,
28        _rate: &mut f32,
29        s_a: &SkeletonAttr,
30    ) -> Self::Skeleton {
31        let mut next = (*skeleton).clone();
32        let ori: Vec2<f32> = Vec2::from(orientation);
33        let last_ori = Vec2::from(last_ori);
34        let tilt = if vek::Vec2::new(ori, last_ori)
35            .map(|o| o.magnitude_squared())
36            .map(|m| m > 0.001 && m.is_finite())
37            .reduce_and()
38            && ori.angle_between(last_ori).is_finite()
39        {
40            ori.angle_between(last_ori).min(0.2)
41                * last_ori.determine_side(Vec2::zero(), ori).signum()
42        } else {
43            0.0
44        } * 1.3;
45        next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
46
47        next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
48        next.bone1.orientation = Quaternion::rotation_z(s_a.bone1_ori)
49            * Quaternion::rotation_y(acc_vel * s_a.bone_rotation_rate);
50
51        next.bone2.position = Vec3::new(s_a.bone2.0, s_a.bone2.1, s_a.bone2.2);
52        next.bone2.orientation = Quaternion::rotation_z(s_a.bone2_ori)
53            * Quaternion::rotation_y(-acc_vel * s_a.bone_rotation_rate);
54
55        next.bone3.position = Vec3::new(s_a.bone3.0, s_a.bone3.1, s_a.bone3.2);
56        next.bone3.orientation = Quaternion::rotation_z(tilt * 25.0);
57        next
58    }
59}