use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
pub struct GlideWieldAnimation;
type GlideWieldAnimationDependency = (Quaternion<f32>, Quaternion<f32>);
impl Animation for GlideWieldAnimation {
type Dependency<'a> = GlideWieldAnimationDependency;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_glidewield\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_glidewield")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(orientation, glider_orientation): Self::Dependency<'_>,
_anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let glider_ori = orientation.inverse() * glider_orientation;
let glider_pos = Vec3::new(0.0, -5.0, 13.0);
*rate = 1.0;
next.hand_l.position =
glider_pos + glider_ori * Vec3::new(-s_a.hand.0 + -2.0, s_a.hand.1 + 8.0, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(0.2);
next.shoulder_r.orientation = glider_ori * Quaternion::rotation_x(2.0);
next.shoulder_l.orientation = next.shoulder_r.orientation;
next.hand_r.position =
glider_pos + glider_ori * Vec3::new(s_a.hand.0 + 2.0, s_a.hand.1 + 8.0, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(-0.2);
next.glider.scale = Vec3::one() * 1.0;
next.glider.orientation = glider_ori;
next.glider.position = Vec3::new(0.0, -5.0, 13.0);
next
}
}