use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use core::f32::consts::PI;
pub struct IdleAnimation;
type IdleAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>);
impl Animation for IdleAnimation {
type Dependency<'a> = 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: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slow = (anim_time * 4.0).sin();
let medium = (anim_time * 10.0).sin();
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);
next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
next.main.position = Vec3::new(2.0, -3.0, -3.0);
next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
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);
if s_a.wing_for_foot {
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(-0.6 - medium * 0.6) * Quaternion::rotation_z(medium * 0.4);
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(-0.6 - medium * 0.6) * Quaternion::rotation_z(medium * -0.4);
} else {
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
}
next
}
}