veloren_voxygen_anim/theropod/
jump.rs

1use super::{super::Animation, SkeletonAttr, TheropodSkeleton};
2//use std::f32::consts::PI;
3use super::super::vek::*;
4
5pub struct JumpAnimation;
6
7impl Animation for JumpAnimation {
8    type Dependency<'a> = (f32, Vec3<f32>, Vec3<f32>, f32, Vec3<f32>);
9    type Skeleton = TheropodSkeleton;
10
11    #[cfg(feature = "use-dyn-lib")]
12    const UPDATE_FN: &'static [u8] = b"theropod_jump\0";
13
14    #[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_jump")]
15    fn update_skeleton_inner(
16        skeleton: &Self::Skeleton,
17        (_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency<'_>,
18        _anim_time: f32,
19        _rate: &mut f32,
20        s_a: &SkeletonAttr,
21    ) -> Self::Skeleton {
22        let mut next = (*skeleton).clone();
23
24        next.head.scale = Vec3::one() * 1.02;
25        next.neck.scale = Vec3::one() * 0.98;
26        next.jaw.scale = Vec3::one() * 0.98;
27        next.foot_l.scale = Vec3::one() * 0.96;
28        next.foot_r.scale = Vec3::one() * 0.96;
29
30        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
31        next.head.orientation = Quaternion::rotation_x(-0.1);
32
33        next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
34
35        next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
36        next.neck.orientation = Quaternion::rotation_x(-0.1);
37
38        next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1);
39
40        next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
41
42        next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
43        next.tail_front.orientation = Quaternion::rotation_x(0.1);
44
45        next.tail_back.position = Vec3::new(0.0, s_a.tail_back.0, s_a.tail_back.1);
46        next.tail_back.orientation = Quaternion::rotation_x(0.1);
47
48        next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
49
50        next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
51
52        next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
53
54        next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
55
56        next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
57
58        next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
59
60        next
61    }
62}