Quick Draw + tweaks

This commit is contained in:
uniior 2024-02-28 19:05:38 -03:00
parent 67f7f24285
commit 0ca6109769

View File

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