veloren_voxygen_anim/fish_small/
idle.rs

1use super::{
2    super::{Animation, vek::*},
3    FishSmallSkeleton, SkeletonAttr,
4};
5use std::f32::consts::PI;
6
7pub struct IdleAnimation;
8
9type IdleAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>);
10
11impl Animation for IdleAnimation {
12    type Dependency<'a> = IdleAnimationDependency;
13    type Skeleton = FishSmallSkeleton;
14
15    #[cfg(feature = "use-dyn-lib")]
16    const UPDATE_FN: &'static [u8] = b"fish_small_idle\0";
17
18    #[cfg_attr(feature = "be-dyn-lib", export_name = "fish_small_idle")]
19
20    fn update_skeleton_inner(
21        skeleton: &Self::Skeleton,
22        (_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency<'_>,
23        anim_time: f32,
24        _rate: &mut f32,
25        s_a: &SkeletonAttr,
26    ) -> Self::Skeleton {
27        let mut next = (*skeleton).clone();
28
29        let slow = (anim_time * 3.5 + PI).sin();
30
31        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
32
33        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
34        next.tail.orientation = Quaternion::rotation_z(slow * 0.1);
35
36        next.fin_l.position = Vec3::new(-s_a.fin.0, s_a.fin.1, s_a.fin.2);
37        next.fin_l.orientation = Quaternion::rotation_z(slow * 0.1 - 0.1);
38
39        next.fin_r.position = Vec3::new(s_a.fin.0, s_a.fin.1, s_a.fin.2);
40        next.fin_r.orientation = Quaternion::rotation_z(-slow * 0.1 + 0.1);
41        next
42    }
43}