veloren_voxygen_anim/object/
shoot.rs1use super::{
2 super::{Animation, vek::*},
3 ObjectSkeleton, SkeletonAttr,
4};
5use common::{
6 comp::{item::ToolKind, object::Body},
7 states::utils::StageSection,
8};
9pub struct ShootAnimation;
10
11type ShootAnimationDependency = (
12 Option<ToolKind>,
13 Option<ToolKind>,
14 Option<StageSection>,
15 Body,
16);
17impl Animation for ShootAnimation {
18 type Dependency<'a> = ShootAnimationDependency;
19 type Skeleton = ObjectSkeleton;
20
21 #[cfg(feature = "use-dyn-lib")]
22 const UPDATE_FN: &'static [u8] = b"object_shoot\0";
23
24 #[cfg_attr(feature = "be-dyn-lib", export_name = "object_shoot")]
25 fn update_skeleton_inner(
26 skeleton: &Self::Skeleton,
27 (_active_tool_kind, _second_tool_kind, stage_section, body): Self::Dependency<'_>,
28 anim_time: f32,
29 rate: &mut f32,
30 s_a: &SkeletonAttr,
31 ) -> Self::Skeleton {
32 *rate = 1.0;
33
34 let mut next = (*skeleton).clone();
35
36 let (movement1, movement2, movement3) = match stage_section {
37 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
38 Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
39 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
40 _ => (0.0, 0.0, 0.0),
41 };
42
43 next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
44 next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
45
46 #[expect(clippy::single_match)]
47 match body {
48 Body::Crossbow => {
49 next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
50 next.bone0.orientation =
51 Quaternion::rotation_x(movement1 * 0.05 + movement2 * 0.1) * (1.0 - movement3);
52
53 next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
54 next.bone1.orientation = Quaternion::rotation_z(0.0);
55 },
56 _ => {},
57 }
58
59 next
60 }
61}