use super::{super::Animation, DragonSkeleton, SkeletonAttr}; //use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct IdleAnimation; impl Animation for IdleAnimation { type Dependency = f64; type Skeleton = DragonSkeleton; fn update_skeleton( skeleton: &Self::Skeleton, _global_time: Self::Dependency, _anim_time: f64, _rate: &mut f32, _skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); next.head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.head.scale = Vec3::one() / 10.88; next.chest_front.offset = Vec3::new(0.0, 4.5, 2.0); next.chest_front.ori = Quaternion::rotation_x(0.0); next.chest_front.scale = Vec3::one() * 1.01; next.chest_rear.offset = Vec3::new(0.0, 4.5, 2.0); next.chest_rear.ori = Quaternion::rotation_x(0.0); next.chest_rear.scale = Vec3::one() * 1.01; next.tail_front.offset = Vec3::new(0.0, 4.5, 2.0); next.tail_front.ori = Quaternion::rotation_x(0.0); next.tail_front.scale = Vec3::one() * 1.01; next.tail_rear.offset = Vec3::new(0.0, 4.5, 2.0); next.tail_rear.ori = Quaternion::rotation_x(0.0); next.tail_rear.scale = Vec3::one() * 1.01; next.wing_in_l.offset = Vec3::new(0.0, 4.5, 2.0); next.wing_in_l.ori = Quaternion::rotation_x(0.0); next.wing_in_l.scale = Vec3::one() * 1.01; next.wing_in_r.offset = Vec3::new(0.0, 4.5, 2.0); next.wing_in_r.ori = Quaternion::rotation_x(0.0); next.wing_in_r.scale = Vec3::one() * 1.01; next.wing_out_l.offset = Vec3::new(0.0, 4.5, 2.0); next.wing_out_l.ori = Quaternion::rotation_x(0.0); next.wing_out_l.scale = Vec3::one() * 1.01; next.wing_out_r.offset = Vec3::new(0.0, 4.5, 2.0); next.wing_out_r.ori = Quaternion::rotation_x(0.0); next.wing_out_r.scale = Vec3::one() * 1.01; next.foot_fl.offset = Vec3::new(0.0, 4.5, 2.0); next.foot_fl.ori = Quaternion::rotation_x(0.0); next.foot_fl.scale = Vec3::one() * 1.01; next.foot_fr.offset = Vec3::new(0.0, 4.5, 2.0); next.foot_fr.ori = Quaternion::rotation_x(0.0); next.foot_fr.scale = Vec3::one() * 1.01; next.foot_bl.offset = Vec3::new(0.0, 4.5, 2.0); next.foot_bl.ori = Quaternion::rotation_x(0.0); next.foot_bl.scale = Vec3::one() * 1.01; next.foot_br.offset = Vec3::new(0.0, 4.5, 2.0); next.foot_br.ori = Quaternion::rotation_x(0.0); next.foot_br.scale = Vec3::one() * 1.01; next } }