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62 lines
1.9 KiB
Rust
62 lines
1.9 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 ShootAnimation;
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type ShootAnimationDependency = (
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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 ShootAnimation {
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type Dependency<'a> = ShootAnimationDependency;
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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_shoot\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "object_shoot")]
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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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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2) / 11.0;
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next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2) / 11.0;
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#[allow(clippy::single_match)]
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match body {
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Body::Crossbow => {
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next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2) / 11.0;
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next.bone0.orientation =
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Quaternion::rotation_x(movement1 * 0.05 + movement2 * 0.1) * (1.0 - movement3);
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next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2) / 11.0;
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next.bone1.orientation = Quaternion::rotation_z(0.0);
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},
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_ => {},
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}
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next
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}
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}
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