use super::{
super::{vek::*, Animation},
FishSmallSkeleton, SkeletonAttr,
};
use std::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 = FishSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"fish_small_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_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 * 3.5 + PI).sin();
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_z(slow * 0.1);
next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_l.orientation = Quaternion::rotation_z(slow * 0.1 - 0.1);
next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
next.fin_r.orientation = Quaternion::rotation_z(-slow * 0.1 + 0.1);
next
}
}