use super::{
super::{vek::*, Animation},
ArthropodSkeleton, SkeletonAttr,
};
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Dependency<'a> = f32;
type Skeleton = ArthropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"arthropod_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_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();
next.chest.scale = Vec3::one() * s_a.scaler;
next.wing_bl.scale = Vec3::one() * 0.98;
next.wing_br.scale = Vec3::one() * 0.98;
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);
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation = Quaternion::rotation_z(s_a.leg_ori.0);
next.leg_fr.orientation = Quaternion::rotation_z(-s_a.leg_ori.0);
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcl.orientation = Quaternion::rotation_z(s_a.leg_ori.1);
next.leg_fcr.orientation = Quaternion::rotation_z(-s_a.leg_ori.1);
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcl.orientation = Quaternion::rotation_z(s_a.leg_ori.2);
next.leg_bcr.orientation = Quaternion::rotation_z(-s_a.leg_ori.2);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_bl.orientation = Quaternion::rotation_z(s_a.leg_ori.3);
next.leg_br.orientation = Quaternion::rotation_z(-s_a.leg_ori.3);
next
}
}