veloren_voxygen_anim/arthropod/
idle.rs

1use super::{
2    super::{Animation, vek::*},
3    ArthropodSkeleton, SkeletonAttr,
4};
5
6pub struct IdleAnimation;
7
8impl Animation for IdleAnimation {
9    type Dependency<'a> = f32;
10    type Skeleton = ArthropodSkeleton;
11
12    #[cfg(feature = "use-dyn-lib")]
13    const UPDATE_FN: &'static [u8] = b"arthropod_idle\0";
14
15    #[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_idle")]
16    fn update_skeleton_inner(
17        skeleton: &Self::Skeleton,
18        _global_time: Self::Dependency<'_>,
19        _anim_time: f32,
20        _rate: &mut f32,
21        s_a: &SkeletonAttr,
22    ) -> Self::Skeleton {
23        let mut next = (*skeleton).clone();
24
25        next.chest.scale = Vec3::one() * s_a.scaler;
26        next.wing_bl.scale = Vec3::one() * 0.98;
27        next.wing_br.scale = Vec3::one() * 0.98;
28
29        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
30
31        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
32
33        next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
34        next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
35
36        next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
37        next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
38
39        next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
40        next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
41
42        next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
43        next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
44        next.leg_fl.orientation = Quaternion::rotation_z(s_a.leg_ori.0);
45        next.leg_fr.orientation = Quaternion::rotation_z(-s_a.leg_ori.0);
46
47        next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
48        next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
49        next.leg_fcl.orientation = Quaternion::rotation_z(s_a.leg_ori.1);
50        next.leg_fcr.orientation = Quaternion::rotation_z(-s_a.leg_ori.1);
51
52        next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
53        next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
54        next.leg_bcl.orientation = Quaternion::rotation_z(s_a.leg_ori.2);
55        next.leg_bcr.orientation = Quaternion::rotation_z(-s_a.leg_ori.2);
56
57        next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
58        next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
59        next.leg_bl.orientation = Quaternion::rotation_z(s_a.leg_ori.3);
60        next.leg_br.orientation = Quaternion::rotation_z(-s_a.leg_ori.3);
61
62        next
63    }
64}