use super::{ super::{vek::*, Animation}, BirdLargeSkeleton, SkeletonAttr, }; pub struct IdleAnimation; impl Animation for IdleAnimation { type Dependency = f32; type Skeleton = BirdLargeSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"bird_large_idle\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_idle")] fn update_skeleton_inner( skeleton: &Self::Skeleton, _global_time: Self::Dependency, anim_time: f32, _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); let fast = anim_time * 4.0; let freq = 8.0; let off2 = -1.7; let off3 = -2.0; let off4 = -2.4; let flap1 = 7.0 / 16.0 * (freq * anim_time).sin() + 7.0 / 64.0 * (freq * 2.0 * anim_time).sin() + 1.0 / 48.0 * (freq * 3.0 * anim_time).sin(); let flap2 = 7.0 / 16.0 * (freq * anim_time + off2).sin() + 7.0 / 64.0 * (freq * 2.0 * anim_time + off2).sin() + 1.0 / 48.0 * (freq * 3.0 * anim_time + off2).sin(); let flap3 = 7.0 / 16.0 * (freq * anim_time + off3).sin() + 7.0 / 64.0 * (freq * 2.0 * anim_time + off3).sin() + 1.0 / 48.0 * (freq * 3.0 * anim_time + off3).sin(); let flap4 = 7.0 / 16.0 * (freq * anim_time + off4).sin() + 7.0 / 64.0 * (freq * 2.0 * anim_time + off4).sin() + 1.0 / 48.0 * (freq * 3.0 * anim_time + off4).sin(); next.chest.scale = Vec3::one() * s_a.scaler / 4.0; next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 4.0; next.chest.orientation = Quaternion::rotation_x(0.0); next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1); next.neck.orientation = Quaternion::rotation_x(0.0); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_x(0.0); next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.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(0.0); next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1); next.tail_rear.orientation = Quaternion::rotation_x(0.0); next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2); next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2); next.wing_in_l.orientation = Quaternion::rotation_y(0.0); next.wing_in_r.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_x(0.0); next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2); next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2); next.wing_mid_l.orientation = Quaternion::rotation_y(0.0); next.wing_mid_r.orientation = Quaternion::rotation_y(0.0); next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2); next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2); next.wing_out_l.orientation = Quaternion::rotation_y(0.0); next.wing_out_r.orientation = Quaternion::rotation_y(0.0); next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + 3.0); next.leg_l.orientation = Quaternion::rotation_x(0.0); next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + 3.0); next.leg_r.orientation = Quaternion::rotation_x(0.0); next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(0.0); next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2); next.foot_r.orientation = Quaternion::rotation_x(0.0); next } }