pub mod attack; pub mod gliding; pub mod idle; pub mod jump; pub mod run; pub mod roll; pub mod crun; pub mod cidle; // Reexports pub use self::attack::AttackAnimation; pub use self::gliding::GlidingAnimation; pub use self::idle::IdleAnimation; pub use self::jump::JumpAnimation; pub use self::run::RunAnimation; pub use self::roll::RollAnimation; pub use self::crun::CrunAnimation; pub use self::cidle::CidleAnimation; use super::{Bone, Skeleton}; use crate::render::FigureBoneData; const SCALE: f32 = 11.0; #[derive(Clone)] pub struct CharacterSkeleton { head: Bone, chest: Bone, belt: Bone, shorts: Bone, l_hand: Bone, r_hand: Bone, l_foot: Bone, r_foot: Bone, weapon: Bone, l_shoulder: Bone, r_shoulder: Bone, draw: Bone, left_equip: Bone, right_equip: Bone, torso: Bone, } impl CharacterSkeleton { pub fn new() -> Self { Self { head: Bone::default(), chest: Bone::default(), belt: Bone::default(), shorts: Bone::default(), l_hand: Bone::default(), r_hand: Bone::default(), l_foot: Bone::default(), r_foot: Bone::default(), weapon: Bone::default(), l_shoulder: Bone::default(), r_shoulder: Bone::default(), draw: Bone::default(), left_equip: Bone::default(), right_equip: Bone::default(), torso: Bone::default(), } } } impl Skeleton for CharacterSkeleton { fn compute_matrices(&self) -> [FigureBoneData; 16] { let chest_mat = self.chest.compute_base_matrix(); let torso_mat = self.torso.compute_base_matrix(); let l_hand_mat = self.l_hand.compute_base_matrix(); let weapon_mat = self.weapon.compute_base_matrix(); [ FigureBoneData::new(torso_mat * self.head.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat), FigureBoneData::new(torso_mat * self.belt.compute_base_matrix()), FigureBoneData::new(torso_mat * self.shorts.compute_base_matrix()), FigureBoneData::new(l_hand_mat), FigureBoneData::new(self.r_hand.compute_base_matrix()), FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * weapon_mat), FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * self.draw.compute_base_matrix()), FigureBoneData::new(self.left_equip.compute_base_matrix()), FigureBoneData::new(self.right_equip.compute_base_matrix()), FigureBoneData::new(torso_mat), FigureBoneData::default(), ] } fn interpolate(&mut self, target: &Self) { self.head.interpolate(&target.head); self.chest.interpolate(&target.chest); self.belt.interpolate(&target.belt); self.shorts.interpolate(&target.shorts); self.l_hand.interpolate(&target.l_hand); self.r_hand.interpolate(&target.r_hand); self.l_foot.interpolate(&target.l_foot); self.r_foot.interpolate(&target.r_foot); self.weapon.interpolate(&target.weapon); self.l_shoulder.interpolate(&target.l_shoulder); self.r_shoulder.interpolate(&target.r_shoulder); self.draw.interpolate(&target.draw); self.left_equip.interpolate(&target.left_equip); self.right_equip.interpolate(&target.right_equip); self.torso.interpolate(&target.torso); } }