pub mod idle;
pub mod swim;
pub use self::{idle::IdleAnimation, swim::SwimAnimation};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self};
use core::convert::TryFrom;
pub type Body = comp::fish_medium::Body;
skeleton_impls!(struct FishMediumSkeleton {
+ head,
+ jaw,
+ chest_front,
+ chest_back,
+ tail,
+ fin_l,
+ fin_r,
});
impl Skeleton for FishMediumSkeleton {
type Attr = SkeletonAttr;
type Body = Body;
const BONE_COUNT: usize = 7;
#[cfg(feature = "use-dyn-lib")]
const COMPUTE_FN: &'static [u8] = b"fish_medium_compute_mats\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "fish_medium_compute_mats")]
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
body: Self::Body,
) -> Offsets {
let base_mat = base_mat * Mat4::scaling_3d(1.0 / 11.0);
let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front);
let chest_back_mat = Mat4::<f32>::from(self.chest_back);
let head_mat = chest_front_mat * Mat4::<f32>::from(self.head);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
make_bone(head_mat),
make_bone(head_mat * Mat4::<f32>::from(self.jaw)),
make_bone(chest_front_mat),
make_bone(chest_front_mat * chest_back_mat),
make_bone(chest_front_mat * chest_back_mat * Mat4::<f32>::from(self.tail)),
make_bone(chest_front_mat * Mat4::<f32>::from(self.fin_l)),
make_bone(chest_front_mat * Mat4::<f32>::from(self.fin_r)),
];
Offsets {
viewpoint: Some((head_mat * Vec4::new(0.0, 5.0, 0.0, 1.0)).xyz()),
mount_bone: Transform {
position: comp::Body::FishMedium(body)
.mount_offset()
.into_tuple()
.into(),
..Default::default()
},
..Default::default()
}
}
}
pub struct SkeletonAttr {
head: (f32, f32),
jaw: (f32, f32),
chest_front: (f32, f32),
chest_back: (f32, f32),
tail: (f32, f32),
fin: (f32, f32, f32),
tempo: f32,
amplitude: f32,
}
impl<'a> TryFrom<&'a comp::Body> for SkeletonAttr {
type Error = ();
fn try_from(body: &'a comp::Body) -> Result<Self, Self::Error> {
match body {
comp::Body::FishMedium(body) => Ok(SkeletonAttr::from(body)),
_ => Err(()),
}
}
}
impl Default for SkeletonAttr {
fn default() -> Self {
Self {
head: (0.0, 0.0),
jaw: (0.0, 0.0),
chest_front: (0.0, 0.0),
chest_back: (0.0, 0.0),
tail: (0.0, 0.0),
fin: (0.0, 0.0, 0.0),
tempo: 0.0,
amplitude: 0.0,
}
}
}
impl<'a> From<&'a Body> for SkeletonAttr {
fn from(body: &'a Body) -> Self {
use comp::fish_medium::Species::*;
Self {
head: match (body.species, body.body_type) {
(Marlin, _) => (2.0, 1.5),
(Icepike, _) => (3.0, 1.0),
},
jaw: match (body.species, body.body_type) {
(Marlin, _) => (2.5, -3.0),
(Icepike, _) => (0.0, 0.0),
},
chest_front: match (body.species, body.body_type) {
(Marlin, _) => (0.0, 2.5),
(Icepike, _) => (0.0, 2.5),
},
chest_back: match (body.species, body.body_type) {
(Marlin, _) => (-1.0, 1.0),
(Icepike, _) => (-4.5, 0.0),
},
tail: match (body.species, body.body_type) {
(Marlin, _) => (-7.0, 0.0),
(Icepike, _) => (-0.5, 1.5),
},
fin: match (body.species, body.body_type) {
(Marlin, _) => (2.5, 1.0, 3.5),
(Icepike, _) => (3.5, 3.0, 0.0),
},
tempo: match (body.species, body.body_type) {
(Marlin, _) => 4.0,
(Icepike, _) => 4.0,
},
amplitude: match (body.species, body.body_type) {
(Marlin, _) => 4.0,
(Icepike, _) => 4.0,
},
}
}
}