pub mod beam;
pub mod idle;
pub mod shoot;
pub use self::{beam::BeamAnimation, idle::IdleAnimation, shoot::ShootAnimation};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self};
use core::convert::TryFrom;
pub type Body = comp::object::Body;
skeleton_impls!(struct ObjectSkeleton {
+ bone0,
+ bone1,
});
impl Skeleton for ObjectSkeleton {
type Attr = SkeletonAttr;
type Body = Body;
const BONE_COUNT: usize = 2;
#[cfg(feature = "use-dyn-lib")]
const COMPUTE_FN: &'static [u8] = b"object_compute_mats\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "object_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);
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),
make_bone(scale_mat * Mat4::<f32>::from(self.bone1)), ];
Offsets {
mount_bone: Transform {
position: comp::Body::Object(body).mount_offset().into_tuple().into(),
..Default::default()
},
..Default::default()
}
}
}
pub struct SkeletonAttr {
bone0: (f32, f32, f32),
bone1: (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::Object(body) => Ok(SkeletonAttr::from(body)),
_ => Err(()),
}
}
}
impl Default for SkeletonAttr {
fn default() -> Self {
Self {
bone0: (0.0, 0.0, 0.0),
bone1: (0.0, 0.0, 0.0),
}
}
}
impl<'a> From<&'a Body> for SkeletonAttr {
fn from(body: &'a Body) -> Self {
use comp::object::Body::*;
Self {
bone0: match body {
Crossbow => (0.0, 0.0, 11.0),
Flamethrower => (0.0, 0.0, 11.0),
HaniwaSentry => (0.0, 0.0, 10.5),
_ => (0.0, 0.0, 0.0),
},
bone1: match body {
Crossbow => (0.0, 0.0, 8.0),
Flamethrower => (0.0, 0.0, 8.0),
HaniwaSentry => (0.0, 0.0, 3.0),
_ => (0.0, 0.0, 0.0),
},
}
}
}