use super::{
super::{vek::*, Animation},
QuadrupedSmallSkeleton, SkeletonAttr,
};
pub struct JumpAnimation;
impl Animation for JumpAnimation {
type Dependency<'a> = (f32, f32);
type Skeleton = QuadrupedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_small_jump\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_jump")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, _global_time): Self::Dependency<'_>,
_anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_y(0.0);
next.leg_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.leg_fl.orientation = Quaternion::rotation_x(0.0);
next.leg_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.leg_fr.orientation = Quaternion::rotation_x(0.0);
next.leg_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
next.leg_bl.orientation = Quaternion::rotation_x(0.0);
next.leg_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
next.leg_br.orientation = Quaternion::rotation_x(0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next
}
}