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Quick Draw + tweaks
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67f7f24285
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0ca6109769
@ -91,13 +91,16 @@ impl Animation for MultiAction {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
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next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
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* Quaternion::rotation_y(s_a.shl.4);
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* Quaternion::rotation_y(s_a.shl.4);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.chest.orientation =
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2alt * -0.15)
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Quaternion::rotation_y(move1 * 0.1 + move2alt * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2alt * -2.0);
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* Quaternion::rotation_z(move1 * 1.2 + move2alt * -2.0);
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next.head.orientation =
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.15 + move2alt * -0.15)
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Quaternion::rotation_x(move1 * 0.2 + move2alt * -0.24)
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* Quaternion::rotation_y(move1 * 0.15 + move2alt * -0.15)
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* Quaternion::rotation_y(move1 * 0.3 + move2alt * -0.36)
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* Quaternion::rotation_z(move1 * -0.6 + move2alt * 1.0);
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* Quaternion::rotation_z(move1 * -0.6 + move2alt * 0.72);
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next.belt.orientation =
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next.belt.orientation =
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Quaternion::rotation_z(move1 * -0.8 + move2alt * 1.0);
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Quaternion::rotation_z(move1 * -0.8 + move2alt * 1.0);
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next.shorts.orientation =
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next.shorts.orientation =
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@ -117,13 +120,17 @@ impl Animation for MultiAction {
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Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2)
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Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2)
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* Quaternion::rotation_y(move1 * -1.2 + move2 * 2.3)
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* Quaternion::rotation_y(move1 * -1.2 + move2 * 2.3)
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* Quaternion::rotation_z(move2alt * -1.5);
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* Quaternion::rotation_z(move2alt * -1.5);
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next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
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next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
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next.foot_r.position += Vec3::new(0.0, move2 * 0.5, 0.0);
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},
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},
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1 => {
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1 => {
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next.control.orientation.rotate_x(move1 * 3.2);
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next.control.orientation.rotate_x(move1 * 3.2);
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next.control.orientation.rotate_z(move1 * 1.0);
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next.control.orientation.rotate_z(move1 * 1.0);
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next.chest.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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next.chest.orientation.rotate_z(move2 * 1.4);
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next.chest.orientation.rotate_z(move2 * 1.4);
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next.head.orientation.rotate_z(move2 * -0.6);
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next.head.orientation.rotate_z(move2 * -0.4);
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next.shorts.orientation.rotate_z(move2 * -0.8);
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next.shorts.orientation.rotate_z(move2 * -0.8);
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next.belt.orientation.rotate_z(move2 * -0.3);
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next.belt.orientation.rotate_z(move2 * -0.3);
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next.control.orientation.rotate_z(move2 * 2.7);
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next.control.orientation.rotate_z(move2 * 2.7);
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@ -138,6 +145,9 @@ impl Animation for MultiAction {
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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@ -146,13 +156,16 @@ impl Animation for MultiAction {
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Quaternion::rotation_y(move1 * 0.2 + move2 * -0.2)
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Quaternion::rotation_y(move1 * 0.2 + move2 * -0.2)
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* Quaternion::rotation_z(move1 * 0.6 + move2 * -1.0);
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* Quaternion::rotation_z(move1 * 0.6 + move2 * -1.0);
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next.head.orientation =
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.2)
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * 0.2 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.6 + move2 * 1.0);
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* Quaternion::rotation_z(move1 * -0.6 + move2 * 0.72);
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next.control.orientation.rotate_x(move1 * 1.2);
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next.control.orientation.rotate_x(move1 * 1.2);
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next.control.position += Vec3::new(move1 * -4.0, 0.0, move1 * 6.0);
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next.control.position += Vec3::new(move1 * -4.0, 0.0, move1 * 6.0);
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next.control.orientation.rotate_y(move1 * -1.6);
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next.control.orientation.rotate_y(move1 * -1.6);
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next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
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next.foot_r.position += Vec3::new(0.0, move2 * 0.5, 0.0);
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next.chest.position += Vec3::new(0.0, move2 * 3.0, 0.0);
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next.chest.orientation.rotate_z(move2 * -0.6);
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next.chest.orientation.rotate_z(move2 * -0.6);
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next.control.orientation.rotate_z(move2 * -3.8);
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next.control.orientation.rotate_z(move2 * -3.8);
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next.control.position += Vec3::new(move2 * 24.0, 0.0, 0.0);
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next.control.position += Vec3::new(move2 * 24.0, 0.0, 0.0);
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@ -175,28 +188,29 @@ impl Animation for MultiAction {
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.chest.orientation =
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next.chest.orientation =
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Quaternion::rotation_x(move1 * 0.15)
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Quaternion::rotation_x(move1 * 0.15)
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* Quaternion::rotation_y(move1 * 0.2)
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* Quaternion::rotation_y(move1 * 0.15)
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* Quaternion::rotation_z(move1 * 0.3);
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* Quaternion::rotation_z(move1 * 0.3);
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next.head.orientation =
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next.head.orientation =
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Quaternion::rotation_y(move1 * -0.15)
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Quaternion::rotation_y(move1 * -0.15)
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* Quaternion::rotation_z(move1 * -0.3);
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* Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.control.orientation.rotate_x(move1 * 2.1);
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next.control.orientation.rotate_x(move1 * 2.2);
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next.control.position += Vec3::new(move1 * -2.0, move1 * -10.0, move1 * 7.0);
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next.control.position += Vec3::new(move1 * -2.0, move1 * -8.0, move1 * 10.0);
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next.control.orientation.rotate_z(move1 * -0.3);
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next.control.orientation.rotate_z(move1 * -0.3);
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next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
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next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
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next.chest.orientation.rotate_x(move2 * -0.2);
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next.chest.orientation.rotate_x(move2 * -0.2);
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next.chest.orientation.rotate_y(move2 * -0.1);
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next.chest.orientation.rotate_y(move2 * -0.1);
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next.chest.orientation.rotate_z(move2 * -0.7);
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next.chest.orientation.rotate_z(move2 * -0.6);
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next.foot_l.position += Vec3::new(0.0, move2 * 8.0, 0.0);
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next.foot_l.position += Vec3::new(0.0, move2 * 5.0, 0.0);
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next.foot_r.position += Vec3::new(0.0, move2 * 4.0, 0.0);
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next.foot_r.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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next.head.orientation.rotate_x(move2 * -0.3);
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next.head.orientation.rotate_x(move2 * -0.3);
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next.head.orientation.rotate_z(move2 * 0.4);
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next.head.orientation.rotate_z(move2 * 0.4);
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next.shorts.orientation.rotate_z(move2 * 0.5);
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next.shorts.orientation.rotate_z(move2 * 0.5);
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next.belt.orientation.rotate_z(move2 * 0.2);
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next.belt.orientation.rotate_z(move2 * 0.2);
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next.control.position += Vec3::new(move2 * -8.0, move2 * 25.0, move2 * -2.0);
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next.control.position += Vec3::new(move2 * -8.0, move2 * 24.0, move2 * -1.5);
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next.control.orientation.rotate_x(move2 * -0.2);
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next.control.orientation.rotate_z(move2 * 0.6);
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next.control.orientation.rotate_z(move2 * 0.6);
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},
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},
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Some("common.abilities.sword.agile_quick_draw") => {
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Some("common.abilities.sword.agile_quick_draw") => {
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@ -207,23 +221,28 @@ impl Animation for MultiAction {
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next.hand_l.orientation =
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -1.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
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* Quaternion::rotation_z(move2.signum() * -PI / 2.0);
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* Quaternion::rotation_z(move2.signum() * -PI / 2.0);
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next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.5);
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next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.2);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.head.orientation =
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Quaternion::rotation_y(move1 * -0.4)
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* Quaternion::rotation_z(move1 * -0.7);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
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next.control.position += Vec3::new(move1 * -8.0, 0.0, move1 * 5.0);
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next.chest.orientation.rotate_z(move2 * -1.9);
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next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
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next.chest.orientation.rotate_z(move2 * -2.4);
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next.head.orientation.rotate_y(move2 * 0.6);
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next.head.orientation.rotate_z(move2 * 1.4);
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next.head.orientation.rotate_z(move2 * 1.4);
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next.belt.orientation.rotate_z(move2 * 0.6);
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next.belt.orientation.rotate_z(move2 * 0.8);
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next.shorts.orientation.rotate_z(move2 * 1.2);
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next.shorts.orientation.rotate_z(move2 * 1.5);
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next.control.orientation.rotate_z(move2 * -3.5);
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next.control.orientation.rotate_z(move2 * -3.5);
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next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
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next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
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},
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},
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