use common::comp::body::parts::HeadState;
use super::{
super::{vek::*, Animation},
QuadrupedLowSkeleton, SkeletonAttr,
};
pub struct JumpAnimation;
impl Animation for JumpAnimation {
type Dependency<'a> = (f32, f32, &'a [HeadState]);
type Skeleton = QuadrupedLowSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_low_jump\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_jump")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_global_time, _, head_states): Self::Dependency<'_>,
_anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.tail_front.scale = Vec3::one() * 0.98;
next.tail_rear.scale = Vec3::one() * 0.98;
next.head_c_upper.position = Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1);
next.head_c_lower.position = Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1);
next.head_c_lower.scale = Vec3::one() * (head_states[1].is_attached() as i32 as f32);
next.jaw_c.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw_l.scale = Vec3::one() * 0.98;
next.head_l_upper.position = Vec3::new(
-s_a.side_head_upper.0,
s_a.side_head_upper.1,
s_a.side_head_upper.2,
);
next.head_l_lower.position = Vec3::new(
-s_a.side_head_lower.0,
s_a.side_head_lower.1,
s_a.side_head_lower.2,
);
next.head_l_lower.scale = Vec3::one() * (head_states[0].is_attached() as i32 as f32);
next.jaw_l.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw_r.scale = Vec3::one() * 0.98;
next.head_r_upper.position = Vec3::new(
s_a.side_head_upper.0,
s_a.side_head_upper.1,
s_a.side_head_upper.2,
);
next.head_r_lower.position = Vec3::new(
s_a.side_head_lower.0,
s_a.side_head_lower.1,
s_a.side_head_lower.2,
);
next.head_r_lower.scale = Vec3::one() * (head_states[2].is_attached() as i32 as f32);
next.jaw_r.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
if s_a.tongue_for_tail {
next.tail_front.scale = Vec3::one() * 0.1;
next.tail_rear.scale = Vec3::one() * 0.1;
} else {
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
}
next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
next
}
}