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, Vec3, Vec3, f32, Vec3); 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, (_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency, _anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); next.head.scale = Vec3::one() * 1.02; next.neck.scale = Vec3::one() * 0.98; next.jaw.scale = Vec3::one() * 0.98; next.foot_l.scale = Vec3::one() * 0.96; next.foot_r.scale = Vec3::one() * 0.96; next.chest_front.scale = Vec3::one() / s_a.scaler; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(-0.1); next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1); next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1); next.neck.orientation = Quaternion::rotation_x(-0.1); next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / s_a.scaler; next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1); next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1); next.tail_front.orientation = Quaternion::rotation_x(0.1); next.tail_back.position = Vec3::new(0.0, s_a.tail_back.0, s_a.tail_back.1); next.tail_back.orientation = Quaternion::rotation_x(0.1); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2); next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2); next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2); next } }