veloren/voxygen/anim/src/biped_small/idle.rs

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use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use core::f32::consts::PI;
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pub struct IdleAnimation;
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type IdleAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>);
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impl Animation for IdleAnimation {
type Dependency<'a> = IdleAnimationDependency;
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type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_idle\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_idle")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
(_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency<'a>,
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anim_time: f32,
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_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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let slow = (anim_time * 4.0).sin();
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * -0.1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3);
next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
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next.main.position = Vec3::new(2.0, -3.0, -3.0);
next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + slow * -0.1);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + slow * -0.1);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next
}
}