pub mod idle;
pub use self::idle::IdleAnimation;
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self, item_drop::ItemDropArmorKind};
use core::convert::TryFrom;
pub type Body = comp::item_drop::Body;
skeleton_impls!(struct ItemDropSkeleton {
+ bone0,
});
impl Skeleton for ItemDropSkeleton {
type Attr = SkeletonAttr;
type Body = Body;
const BONE_COUNT: usize = 1;
#[cfg(feature = "use-dyn-lib")]
const COMPUTE_FN: &'static [u8] = b"item_drop_compute_mats\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "item_drop_compute_mats")]
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
body: Self::Body,
) -> Offsets {
let scale_mat = Mat4::scaling_3d(1.0 / 11.0 * Self::scale(&body));
let bone0_mat = base_mat * scale_mat * Mat4::<f32>::from(self.bone0);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) =
[make_bone(bone0_mat)];
Offsets {
lantern: Some((bone0_mat * Vec4::new(0.0, 0.0, 3.5, 1.0)).xyz()),
mount_bone: Transform {
position: comp::Body::ItemDrop(body)
.mount_offset()
.into_tuple()
.into(),
..Default::default()
},
..Default::default()
}
}
}
impl ItemDropSkeleton {
pub fn scale(body: &Body) -> f32 {
match body {
Body::Tool(_) => 0.8,
Body::Glider => 0.45,
Body::Coins => 0.3,
Body::Armor(kind) => match kind {
ItemDropArmorKind::Neck | ItemDropArmorKind::Ring => 0.5,
ItemDropArmorKind::Back => 0.7,
_ => 0.8,
},
_ => 1.0,
}
}
}
pub struct SkeletonAttr {
bone0: (f32, f32, 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::ItemDrop(body) => Ok(SkeletonAttr::from(body)),
_ => Err(()),
}
}
}
impl Default for SkeletonAttr {
fn default() -> Self {
Self {
bone0: (0.0, 0.0, 0.0),
}
}
}
impl<'a> From<&'a Body> for SkeletonAttr {
fn from(_body: &'a Body) -> Self {
Self {
bone0: (0.0, 0.0, 0.0),
}
}
}