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

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use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
pub struct IdleAnimation;
type IdleAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
impl Animation for IdleAnimation {
type Dependency = IdleAnimationDependency;
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(
skeleton: &Self::Skeleton,
(_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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let slow = (anim_time as f32 * 4.0).sin();
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next.foot_l.scale = Vec3::one() / 13.0;
next.foot_r.scale = Vec3::one() / 13.0;
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next.chest.scale = Vec3::one() / 13.0;
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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) / 13.0;
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
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) / 13.0;
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2) / 13.0;
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next
}
}