use super::{ super::{vek::*, Animation}, BipedSmallSkeleton, SkeletonAttr, }; pub struct IdleAnimation; type IdleAnimationDependency = (Vec3, Vec3, Vec3, f64, Vec3); impl Animation for IdleAnimation { type Dependency = IdleAnimationDependency; type Skeleton = BipedSmallSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_small_idle\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_idle")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency, anim_time: f64, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let slow = (anim_time as f32 * 4.0).sin(); next.foot_l.scale = Vec3::one() / 13.0; next.foot_r.scale = Vec3::one() / 13.0; next.chest.scale = Vec3::one() / 13.0; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * -0.1); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3) / 13.0; next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + slow * -0.1); next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + slow * -0.1); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2) / 13.0; next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2) / 13.0; next } }