veloren/voxygen/anim/src/object/shoot.rs

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2021-01-19 19:38:32 +00:00
use super::{
super::{vek::*, Animation},
ObjectSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
pub struct ShootAnimation;
type ShootAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
f32,
Vec3<f32>,
Vec3<f32>,
f64,
Option<StageSection>,
);
impl Animation for ShootAnimation {
type Dependency = ShootAnimationDependency;
type Skeleton = ObjectSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"object_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "object_shoot")]
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
_active_tool_kind,
_second_tool_kind,
_velocity,
orientation,
last_ori,
_global_time,
_stage_section,
): Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let ori: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let _tilt = if ::vek::Vec2::new(ori, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
next.bone0.orientation = Quaternion::rotation_z(anim_time as f32 * 1.0);
next
}
}