veloren/voxygen/src/anim/src/theropod/jump.rs

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use super::{super::Animation, SkeletonAttr, TheropodSkeleton};
//use std::f32::consts::PI;
use super::super::vek::*;
pub struct JumpAnimation;
impl Animation for JumpAnimation {
type Dependency = (f32, f64);
type Skeleton = TheropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"theropod_jump\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_jump")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
_global_time: Self::Dependency,
_anim_time: f64,
_rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (_anim_time as f32 * 1.0).sin();
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(0.0);
next.head.scale = Vec3::one();
next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1);
next.jaw.orientation = Quaternion::rotation_z(0.0);
next.jaw.scale = Vec3::one();
next.neck.position = Vec3::new(0.0, skeleton_attr.neck.0, skeleton_attr.neck.1);
next.neck.orientation = Quaternion::rotation_z(0.0);
next.neck.scale = Vec3::one();
next.chest_front.position = Vec3::new(
0.0,
skeleton_attr.chest_front.0,
skeleton_attr.chest_front.1,
);
next.chest_front.orientation = Quaternion::rotation_z(0.0);
next.chest_front.scale = Vec3::one();
next.chest_back.position =
Vec3::new(0.0, skeleton_attr.chest_back.0, skeleton_attr.chest_back.1);
next.chest_back.orientation = Quaternion::rotation_z(0.0);
next.chest_back.scale = Vec3::one();
next.tail_front.position =
Vec3::new(0.0, skeleton_attr.tail_front.0, skeleton_attr.tail_front.1);
next.tail_front.orientation = Quaternion::rotation_z(0.0);
next.tail_front.scale = Vec3::one();
next.tail_back.position =
Vec3::new(0.0, skeleton_attr.tail_back.0, skeleton_attr.tail_back.1);
next.tail_back.orientation = Quaternion::rotation_z(0.0);
next.tail_back.scale = Vec3::one();
next.hand_l.position = Vec3::new(
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-skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2,
);
next.hand_l.orientation = Quaternion::rotation_z(0.0);
next.hand_l.scale = Vec3::one();
next.hand_r.position = Vec3::new(
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skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2,
);
next.hand_r.orientation = Quaternion::rotation_z(0.0);
next.hand_l.scale = Vec3::one();
next.leg_l.position = Vec3::new(
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-skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
);
next.leg_l.orientation = Quaternion::rotation_z(0.0);
next.leg_l.scale = Vec3::one();
next.leg_r.position = Vec3::new(
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skeleton_attr.leg.0,
skeleton_attr.leg.1,
skeleton_attr.leg.2,
);
next.leg_r.orientation = Quaternion::rotation_z(0.0);
next.leg_r.scale = Vec3::one();
next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.foot_l.orientation = Quaternion::rotation_z(0.0);
next.foot_l.scale = Vec3::one();
next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_z(0.0);
next.foot_r.scale = Vec3::one();
next
}
}