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45 lines
1.2 KiB
Rust
45 lines
1.2 KiB
Rust
use super::{
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super::{vek::*, Animation},
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ObjectSkeleton, SkeletonAttr,
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};
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use common::{
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comp::{item::ToolKind, object::Body},
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states::utils::StageSection,
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};
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pub struct BeamAnimation;
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type BeamAnimationDependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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Option<StageSection>,
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Body,
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);
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impl Animation for BeamAnimation {
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type Dependency<'a> = BeamAnimationDependency;
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type Skeleton = ObjectSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"object_beam\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "object_beam")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(_active_tool_kind, _second_tool_kind, _stage_section, _body): Self::Dependency<'a>,
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_anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
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next.bone0.orientation = Quaternion::rotation_z(0.0);
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next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
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next.bone1.orientation = Quaternion::rotation_z(0.0);
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next
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}
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}
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