use super::{ super::{Animation, SkeletonAttr}, BipedLargeSkeleton, }; //use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct IdleAnimation; impl Animation for IdleAnimation { type Skeleton = BipedLargeSkeleton; type Dependency = (f64); 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.upper_torso.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.upper_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.upper_torso.scale = Vec3::one() / 10.88; next.lower_torso.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.lower_torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.lower_torso.scale = Vec3::one() / 10.88; next.shoulder_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.shoulder_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.shoulder_l.scale = Vec3::one() / 10.88; next.shoulder_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.shoulder_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.shoulder_r.scale = Vec3::one() / 10.88; next.hand_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.hand_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.hand_l.scale = Vec3::one() / 10.88; next.hand_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.hand_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.hand_r.scale = Vec3::one() / 10.88; next.leg_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.leg_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.leg_l.scale = Vec3::one() / 10.88; next.leg_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.leg_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.leg_r.scale = Vec3::one() / 10.88; next.foot_l.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.foot_l.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.foot_l.scale = Vec3::one() / 10.88; next.foot_r.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0; next.foot_r.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0); next.foot_r.scale = Vec3::one() / 10.88; next } }