use super::{super::Animation, SkeletonAttr, TheropodSkeleton};
use super::super::vek::*;
use std::ops::Mul;
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Dependency<'a> = f32;
type Skeleton = TheropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"theropod_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_idle")]
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 breathe = (anim_time * 0.8).sin();
let head_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,
);
next.head.scale = Vec3::one() * 1.02;
next.neck.scale = Vec3::one() * 0.98;
next.jaw.scale = Vec3::one() * 0.98;
next.foot_l.scale = Vec3::one() * 0.96;
next.foot_r.scale = Vec3::one() * 0.96;
next.leg_l.scale = Vec3::one() * 1.02;
next.leg_r.scale = Vec3::one() * 1.02;
next.hand_l.scale = Vec3::one() * 0.98;
next.hand_r.scale = Vec3::one() * 0.98;
next.tail_front.scale = Vec3::one() * 1.02;
next.tail_back.scale = Vec3::one() * 0.98;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.3);
next.head.orientation = Quaternion::rotation_x(head_look.y + breathe * 0.1 - 0.1)
* Quaternion::rotation_z(head_look.x);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(breathe * 0.05 - 0.05);
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1 + breathe * 0.2);
next.neck.orientation = Quaternion::rotation_x(-0.1);
next.chest_front.position =
Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1 + breathe * 0.3);
next.chest_front.orientation = Quaternion::rotation_x(breathe * 0.04);
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
next.chest_back.orientation = Quaternion::rotation_x(breathe * -0.04);
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
next.tail_front.orientation = Quaternion::rotation_x(0.1);
next.tail_back.position = Vec3::new(0.0, s_a.tail_back.0, s_a.tail_back.1);
next.tail_back.orientation = Quaternion::rotation_x(0.1);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(breathe * 0.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(breathe * 0.2);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.05);
next.leg_l.orientation = Quaternion::rotation_z(0.0);
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.05);
next.leg_r.orientation = Quaternion::rotation_z(0.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.15);
next.foot_l.orientation = Quaternion::rotation_z(0.0);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.15);
next.foot_r.orientation = Quaternion::rotation_z(0.0);
next
}
}