use super::{ super::{vek::*, Animation}, ObjectSkeleton, SkeletonAttr, }; use common::comp::item::ToolKind; pub struct IdleAnimation; impl Animation for IdleAnimation { type Dependency<'a> = (Option, Option, f32); type Skeleton = ObjectSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"object_idle\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "object_idle")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (_active_tool_kind, _second_tool_kind, _global_time): Self::Dependency<'a>, _anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2); next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2); next } }