use super::{ super::{vek::*, Animation}, QuadrupedSmallSkeleton, SkeletonAttr, }; pub struct JumpAnimation; impl Animation for JumpAnimation { type Dependency<'a> = (f32, f32); type Skeleton = QuadrupedSmallSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"quadruped_small_jump\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_jump")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (_velocity, _global_time): Self::Dependency<'a>, _anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0; next.chest.orientation = Quaternion::rotation_y(0.0); next.leg_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2); next.leg_fl.orientation = Quaternion::rotation_x(0.0); next.leg_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2); next.leg_fr.orientation = Quaternion::rotation_x(0.0); next.leg_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2); next.leg_bl.orientation = Quaternion::rotation_x(0.0); next.leg_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2); next.leg_br.orientation = Quaternion::rotation_x(0.0); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next } }