2021-01-19 19:38:32 +00:00
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use super::{
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super::{vek::*, Animation},
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ObjectSkeleton, SkeletonAttr,
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};
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use common::comp::item::ToolKind;
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pub struct IdleAnimation;
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impl Animation for IdleAnimation {
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type Dependency = (Option<ToolKind>, Option<ToolKind>, f64);
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type Skeleton = ObjectSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"object_idle\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "object_idle")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(_active_tool_kind, _second_tool_kind, _global_time): Self::Dependency,
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_anim_time: f64,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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2021-01-30 14:14:25 +00:00
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next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2) / 11.0;
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next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2) / 11.0;
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2021-01-19 19:38:32 +00:00
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next
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}
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}
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