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Merge branch 'uniior/sword-anims' into 'master'
Sword animations #1 See merge request veloren/veloren!4520
This commit is contained in:
commit
0dc194bb6b
@ -91,19 +91,26 @@ 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_z(move1 * 0.3 + move2alt * -1.0);
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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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next.head.orientation =
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next.head.orientation =
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Quaternion::rotation_z(move1 * -0.15 + move2alt * 0.5);
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Quaternion::rotation_x(move1 * 0.2 + move2alt * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2alt * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + 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 * -0.2 + move2alt * 0.5);
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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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Quaternion::rotation_z(move1 * -0.25 + move2alt * 0.7);
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Quaternion::rotation_z(move1 * -1.0 + move2alt * 1.4);
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next.hand_r.position = Vec3::new(
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next.hand_r.position = Vec3::new(
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-s_a.sc.0 + 6.0 + move1 * -12.0,
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-s_a.sc.0 + 6.0 + move1 * -12.0,
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-4.0 + move1 * 3.0,
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-4.0 + move1 * 3.0,
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-2.0,
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-2.0,
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);
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);
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next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
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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(
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next.control.position = Vec3::new(
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s_a.sc.0 + move1 * -3.0 + move2 * 20.0,
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s_a.sc.0 + move1 * -3.0 + move2 * 20.0,
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@ -112,18 +119,22 @@ impl Animation for MultiAction {
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);
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);
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next.control.orientation =
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next.control.orientation =
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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 * -0.9 + 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 * 1.5);
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next.control.orientation.rotate_z(move2 * 2.7);
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next.control.position += Vec3::new(move2 * -27.0, 0.0, move2 * 5.0);
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next.control.position += Vec3::new(move2 * -27.0, 0.0, move2 * 5.0);
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},
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},
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_ => {},
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_ => {},
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@ -135,17 +146,28 @@ 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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next.chest.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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next.control.orientation.rotate_x(move1 * 1.3);
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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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.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.chest.orientation.rotate_z(move2 * -0.3);
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next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
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next.control.orientation.rotate_z(move2 * -3.5);
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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.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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},
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},
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Some("common.abilities.sword.heavy_pommel_strike") => {
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Some("common.abilities.sword.heavy_pommel_strike") => {
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@ -158,23 +180,37 @@ impl Animation for MultiAction {
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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.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.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.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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next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.chest.orientation = Quaternion::rotation_x(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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next.head.orientation = Quaternion::rotation_y(move1 * -0.15)
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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(0.0, 0.0, move1 * 11.0);
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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.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.chest.orientation.rotate_z(move2 * -0.7);
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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_y(move2 * -0.1);
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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 * 5.0, 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_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 * -1.0, move2 * 6.0, 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_z(move2 * 0.4);
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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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},
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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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let move1 = move1base.powf(0.25) * multi_action_pullback;
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let move1 = move1base.powf(0.25) * multi_action_pullback;
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@ -184,24 +220,27 @@ 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 = Quaternion::rotation_y(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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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.head.orientation.rotate_z(move2 * 1.4);
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next.chest.orientation.rotate_z(move2 * -2.4);
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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 * -3.8);
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next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
|
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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Some("common.abilities.sword.agile_feint") => {
|
Some("common.abilities.sword.agile_feint") => {
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@ -216,34 +255,49 @@ impl Animation for MultiAction {
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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);
|
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);
|
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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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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|
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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|
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// Right feint if x < 0, else left
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// Right feint if x < 0, else left
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if d.move_dir.x < 0.0 {
|
if d.move_dir.x < 0.0 {
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.5);
|
next.chest.orientation =
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next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
|
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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|
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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|
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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|
next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
|
next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
|
next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
|
next.control.position += Vec3::new(move1 * 12.0, 6.0, 0.0);
|
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next.control.orientation.rotate_y(move1 * 1.5);
|
next.control.orientation = Quaternion::rotation_x(move1 * 0.2)
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||||||
|
* Quaternion::rotation_y(move1 * -1.7)
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* Quaternion::rotation_z(move1 * 0.7);
|
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|
|
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next.chest.orientation.rotate_z(move2 * -0.4);
|
next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
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next.head.orientation.rotate_z(move2 * 0.2);
|
|
||||||
next.belt.orientation.rotate_z(move2 * 0.1);
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next.belt.orientation.rotate_z(move2 * 0.1);
|
||||||
next.control.orientation.rotate_z(move2 * -0.4);
|
next.control.orientation.rotate_z(move2 * -1.9);
|
||||||
next.control.position += Vec3::new(move2 * 5.0, move2 * 2.0, 0.0);
|
next.control.position += Vec3::new(move2 * 5.0, move2 * 2.0, 0.0);
|
||||||
} else {
|
} else {
|
||||||
next.chest.orientation = Quaternion::rotation_z(move1 * 0.5);
|
next.chest.orientation =
|
||||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
|
Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
|
||||||
|
* Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
|
||||||
|
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
|
||||||
|
next.head.orientation = Quaternion::rotation_y(move1 * -0.2 + move2 * 0.24)
|
||||||
|
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.36)
|
||||||
|
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.72);
|
||||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
|
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
|
||||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
|
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
|
||||||
next.control.orientation.rotate_y(move1 * -1.5);
|
next.control.position += Vec3::new(move1 * -6.0, 6.0, 0.0);
|
||||||
|
next.control.orientation = Quaternion::rotation_x(move1 * 0.2)
|
||||||
|
* Quaternion::rotation_y(move1 * 1.7)
|
||||||
|
* Quaternion::rotation_z(move1 * -0.7);
|
||||||
|
|
||||||
next.chest.orientation.rotate_z(move2 * 0.4);
|
next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
|
||||||
next.head.orientation.rotate_z(move2 * -0.2);
|
|
||||||
next.belt.orientation.rotate_z(move2 * -0.1);
|
next.belt.orientation.rotate_z(move2 * -0.1);
|
||||||
next.control.orientation.rotate_z(move2 * 0.4);
|
next.control.orientation.rotate_z(move2 * 1.9);
|
||||||
next.control.position += Vec3::new(move2 * -5.0, move2 * 2.0, 0.0);
|
next.control.position += Vec3::new(move2 * -5.0, move2 * 2.0, 0.0);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
@ -260,21 +314,21 @@ impl Animation for MultiAction {
|
|||||||
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
|
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);
|
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
|
||||||
|
|
||||||
next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
|
next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
|
||||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3);
|
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
|
||||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
|
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
|
||||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
|
next.belt.orientation = Quaternion::rotation_z(move1 * -0.5);
|
||||||
|
next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
|
||||||
|
* Quaternion::rotation_z(move1 * -0.3 + move2 * 1.2);
|
||||||
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
|
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
|
||||||
|
|
||||||
next.chest.orientation.rotate_z(move2 * -1.5);
|
next.chest.orientation.rotate_z(move2 * -1.4);
|
||||||
next.head.orientation.rotate_z(move2 * 0.9);
|
|
||||||
next.belt.orientation.rotate_z(move2 * 0.4);
|
next.belt.orientation.rotate_z(move2 * 0.4);
|
||||||
next.shorts.orientation.rotate_z(move2 * 1.0);
|
next.shorts.orientation.rotate_z(move2 * 0.8);
|
||||||
next.control.orientation.rotate_y(move2 * -1.6);
|
next.control.orientation.rotate_y(move2 * -1.6);
|
||||||
next.control
|
next.control.orientation.rotate_z(move2 * -1.9);
|
||||||
.orientation
|
next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
|
||||||
.rotate_z(move1 * 0.3 + move2 * -1.5);
|
|
||||||
next.control.position += Vec3::new(move2 * 12.0, 0.0, 0.0);
|
|
||||||
},
|
},
|
||||||
Some("common.abilities.sword.crippling_gouge") => {
|
Some("common.abilities.sword.crippling_gouge") => {
|
||||||
let move1 = move1base.powf(0.25) * multi_action_pullback;
|
let move1 = move1base.powf(0.25) * multi_action_pullback;
|
||||||
@ -285,24 +339,38 @@ impl Animation for MultiAction {
|
|||||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||||
next.hand_r.position =
|
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, -2.0);
|
||||||
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
|
next.hand_r.orientation = Quaternion::rotation_x(move1 * 0.5);
|
||||||
|
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.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
|
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);
|
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
|
||||||
|
|
||||||
next.chest.orientation = Quaternion::rotation_z(move1 * -1.5);
|
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
|
||||||
next.head.orientation = Quaternion::rotation_z(move1 * 1.1);
|
next.chest.orientation = Quaternion::rotation_x(move1 * 0.05)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.05)
|
||||||
|
* Quaternion::rotation_z(move1 * -1.0);
|
||||||
|
next.head.orientation = Quaternion::rotation_x(move1 * 0.05)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.05)
|
||||||
|
* Quaternion::rotation_z(move1 * 0.8);
|
||||||
next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
|
next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
|
||||||
next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
|
next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
|
||||||
next.control.orientation.rotate_y(move1 * -1.9);
|
next.control.orientation.rotate_y(move1 * -1.7);
|
||||||
next.control.orientation.rotate_z(move1 * 0.7);
|
next.control.orientation.rotate_z(move1 * 0.5);
|
||||||
next.control.position += Vec3::new(move1 * 10.0, 0.0, move1 * 9.0);
|
next.control.position +=
|
||||||
|
Vec3::new(4.0 + move1 * 10.0, 8.0 + move1 * -8.0, move1 * 9.0);
|
||||||
|
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
|
||||||
|
|
||||||
next.chest.orientation.rotate_z(move2 * 1.4);
|
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
|
||||||
next.head.orientation.rotate_z(move2 * -0.9);
|
next.chest.orientation.rotate_z(move2 * 0.9);
|
||||||
|
next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
|
||||||
|
next.head.position += Vec3::new(0.0, move2 * 2.0, 0.0);
|
||||||
|
next.head.orientation.rotate_x(move2 * -0.15);
|
||||||
|
next.head.orientation.rotate_y(move2 * -0.25);
|
||||||
|
next.head.orientation.rotate_z(move2 * -0.8);
|
||||||
next.belt.orientation.rotate_z(move2 * -0.4);
|
next.belt.orientation.rotate_z(move2 * -0.4);
|
||||||
next.shorts.orientation.rotate_z(move2 * -0.9);
|
next.shorts.orientation.rotate_z(move2 * -0.8);
|
||||||
next.control.orientation.rotate_z(move2 * -1.4);
|
next.control.orientation.rotate_z(move2 * -1.5);
|
||||||
next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0);
|
next.control.position += Vec3::new(move2 * -6.0, move2 * 15.0, 0.0);
|
||||||
},
|
},
|
||||||
Some("common.abilities.sword.crippling_hamstring") => {
|
Some("common.abilities.sword.crippling_hamstring") => {
|
||||||
let move1 = move1base.powf(0.25) * multi_action_pullback;
|
let move1 = move1base.powf(0.25) * multi_action_pullback;
|
||||||
@ -321,24 +389,27 @@ impl Animation for MultiAction {
|
|||||||
|
|
||||||
next.chest.orientation = Quaternion::rotation_z(move1 * 1.3)
|
next.chest.orientation = Quaternion::rotation_z(move1 * 1.3)
|
||||||
* Quaternion::rotation_x(move2alt * -0.3);
|
* Quaternion::rotation_x(move2alt * -0.3);
|
||||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 1.0)
|
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
|
||||||
* Quaternion::rotation_x(move2alt * 0.1);
|
next.head.orientation = Quaternion::rotation_x(move1 * 0.18 + move2alt * -0.18)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.18 + move2alt * -0.18)
|
||||||
|
* Quaternion::rotation_z(move1 * -0.36 + move2alt * -0.24);
|
||||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4)
|
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4)
|
||||||
* Quaternion::rotation_x(move2alt * 0.3);
|
* Quaternion::rotation_x(move2alt * 0.3);
|
||||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0)
|
next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0)
|
||||||
* Quaternion::rotation_x(move2alt * 0.5);
|
* Quaternion::rotation_x(move2alt * 0.5);
|
||||||
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.8);
|
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.8);
|
||||||
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
|
next.foot_l.position += Vec3::new(0.0, move1 * -2.0, 0.0);
|
||||||
next.control.orientation.rotate_x(move1 * 0.4);
|
next.control.orientation.rotate_x(move1 * 0.4);
|
||||||
|
|
||||||
next.foot_r.position += Vec3::new(0.0, move2alt * 4.0, 0.0);
|
next.foot_r.position += Vec3::new(0.0, move2alt * 3.0, 0.0);
|
||||||
next.shorts.position +=
|
next.shorts.position +=
|
||||||
Vec3::new(move2alt * 1.0, move2alt * 2.0, move2alt * 0.0);
|
Vec3::new(move2alt * 1.0, move2alt * 2.0, move2alt * 0.0);
|
||||||
next.control
|
next.control
|
||||||
.orientation
|
.orientation
|
||||||
.rotate_x(move2alt * -0.8 + move2 * -0.6);
|
.rotate_x(move2alt * -0.8 + move2 * -0.6);
|
||||||
next.chest.orientation.rotate_z(move2 * -1.7);
|
next.chest.orientation.rotate_z(move2 * -1.7);
|
||||||
next.control.orientation.rotate_z(move2 * -1.1);
|
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
|
||||||
|
next.control.orientation.rotate_z(move2 * -1.6);
|
||||||
next.control.position += Vec3::new(move2 * 14.0, move2 * 3.0, move2 * 6.0);
|
next.control.position += Vec3::new(move2 * 14.0, move2 * 3.0, move2 * 6.0);
|
||||||
},
|
},
|
||||||
Some("common.abilities.sword.offensive_combo") => {
|
Some("common.abilities.sword.offensive_combo") => {
|
||||||
@ -448,21 +519,31 @@ impl Animation for MultiAction {
|
|||||||
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
|
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);
|
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
|
||||||
|
|
||||||
next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
|
next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
|
||||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
|
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
|
||||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
|
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
|
||||||
|
next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
|
||||||
|
* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
|
||||||
|
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
|
||||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
|
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
|
||||||
next.control
|
next.control
|
||||||
.orientation
|
.orientation
|
||||||
.rotate_y(move1 * -1.5 + move2 * -0.7);
|
.rotate_y(move1 * -1.5 + move2 * -0.7);
|
||||||
|
next.control.position += Vec3::new(0.0, move1 * -2.0, move1 * -2.0);
|
||||||
|
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
|
||||||
|
|
||||||
|
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.orientation.rotate_z(move2 * -1.4);
|
next.chest.orientation.rotate_z(move2 * -1.4);
|
||||||
next.head.orientation.rotate_z(move2 * 0.9);
|
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
|
||||||
|
next.head.orientation.rotate_y(move2 * -0.1);
|
||||||
|
next.head.orientation.rotate_z(move2 * 1.4);
|
||||||
next.shorts.orientation.rotate_z(move2 * 0.8);
|
next.shorts.orientation.rotate_z(move2 * 0.8);
|
||||||
next.belt.orientation.rotate_z(move2 * 0.3);
|
next.belt.orientation.rotate_z(move2 * 0.4);
|
||||||
next.control.orientation.rotate_x(move2 * 0.3);
|
next.control.orientation.rotate_x(move2 * 0.3);
|
||||||
next.control.orientation.rotate_z(move2 * -1.7);
|
next.control.orientation.rotate_z(move2 * -1.5);
|
||||||
next.control.position += Vec3::new(move2 * 12.0, move2 * 4.0, move2 * 4.0);
|
next.control.position += Vec3::new(move2 * 12.0, move2 * 12.0, move2 * 18.0);
|
||||||
next.control.orientation.rotate_x(move2 * 0.7);
|
next.control.orientation.rotate_x(move2 * 0.7);
|
||||||
},
|
},
|
||||||
Some(
|
Some(
|
||||||
@ -485,19 +566,27 @@ impl Animation for MultiAction {
|
|||||||
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
|
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);
|
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
|
||||||
|
|
||||||
next.chest.orientation = Quaternion::rotation_z(move1 * 0.8);
|
next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
|
||||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
|
* Quaternion::rotation_z(move1 * 1.4 + move2 * -1.4);
|
||||||
|
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
|
||||||
|
next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
|
||||||
|
* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
|
||||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
|
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
|
||||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
|
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(0.0, 0.0, move1 * 5.0);
|
||||||
|
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
|
||||||
|
|
||||||
next.chest.orientation.rotate_z(move2 * -1.9);
|
next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
|
||||||
next.head.orientation.rotate_z(move2 * 1.3);
|
next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0);
|
||||||
next.belt.orientation.rotate_z(move2 * 0.7);
|
next.chest.orientation.rotate_z(move2 * -1.4);
|
||||||
next.shorts.orientation.rotate_z(move2 * 1.5);
|
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
|
||||||
|
next.head.orientation.rotate_z(move2 * 1.4);
|
||||||
|
next.belt.orientation.rotate_z(move2 * 0.4);
|
||||||
|
next.shorts.orientation.rotate_z(move2 * 0.8);
|
||||||
next.control.orientation.rotate_y(move2 * -1.6);
|
next.control.orientation.rotate_y(move2 * -1.6);
|
||||||
next.control.orientation.rotate_z(move2 * -1.1);
|
next.control.orientation.rotate_z(move2 * -1.1);
|
||||||
next.control.position += Vec3::new(move2 * 12.0, move2 * 5.0, move2 * -1.0);
|
next.control.position += Vec3::new(move2 * 12.0, move2 * 8.0, move2 * -1.0);
|
||||||
},
|
},
|
||||||
Some(
|
Some(
|
||||||
"common.abilities.sword.basic_skewer"
|
"common.abilities.sword.basic_skewer"
|
||||||
@ -522,20 +611,25 @@ impl Animation for MultiAction {
|
|||||||
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
|
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);
|
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
|
||||||
|
|
||||||
next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
|
next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
|
||||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
|
* Quaternion::rotation_z(move1 * 1.2);
|
||||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
|
next.chest.position += Vec3::new(0.0, move1 * 3.0, 0.0);
|
||||||
|
next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
|
||||||
|
* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
|
||||||
|
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
|
||||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
|
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
|
||||||
next.control.orientation.rotate_x(move1 * -1.0);
|
next.control.orientation.rotate_x(move1 * -1.0);
|
||||||
next.control.orientation.rotate_z(move1 * -1.2);
|
next.control.orientation.rotate_z(move1 * -1.2);
|
||||||
|
next.control.position += Vec3::new(0.0, move1 * -6.0, 2.0);
|
||||||
next.foot_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, 0.0);
|
next.foot_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, 0.0);
|
||||||
|
|
||||||
next.chest.orientation.rotate_z(move2 * -1.4);
|
next.chest.orientation.rotate_z(move2 * -1.4);
|
||||||
next.head.orientation.rotate_z(move2 * 0.9);
|
next.head.orientation.rotate_z(move2 * 1.1);
|
||||||
next.shorts.orientation.rotate_z(move2 * 0.8);
|
next.shorts.orientation.rotate_z(move2 * 0.8);
|
||||||
next.belt.orientation.rotate_z(move2 * 0.3);
|
next.belt.orientation.rotate_z(move2 * 0.4);
|
||||||
next.control.orientation.rotate_z(move2 * 1.4);
|
next.control.orientation.rotate_z(move2 * 1.4);
|
||||||
next.control.position += Vec3::new(0.0, move2 * 10.0, 0.0);
|
next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0);
|
||||||
},
|
},
|
||||||
Some(
|
Some(
|
||||||
"common.abilities.sword.basic_cascade"
|
"common.abilities.sword.basic_cascade"
|
||||||
@ -560,14 +654,24 @@ impl Animation for MultiAction {
|
|||||||
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
|
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);
|
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
|
||||||
|
|
||||||
next.chest.orientation = Quaternion::rotation_z(move1 * 0.2);
|
next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
|
||||||
next.control.orientation.rotate_x(move1 * 1.5);
|
* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.5);
|
||||||
next.control.position += Vec3::new(move1 * 1.0, move1 * 4.0, move1 * 11.0);
|
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
|
||||||
|
next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.24)
|
||||||
|
* Quaternion::rotation_y(move1 * -0.2 + move2 * 0.36)
|
||||||
|
* Quaternion::rotation_z(move1 * -0.1 + move2 * -0.96);
|
||||||
|
next.control.orientation.rotate_x(move1 * 1.7);
|
||||||
|
next.control.position += Vec3::new(0.0, move1 * 6.0, move1 * 16.0);
|
||||||
|
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
|
||||||
|
|
||||||
|
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.orientation.rotate_z(move2 * -0.5);
|
next.chest.orientation.rotate_z(move2 * -0.5);
|
||||||
|
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
|
||||||
|
next.head.orientation.rotate_z(move2 * 1.4);
|
||||||
next.control.orientation.rotate_z(move2 * -0.3);
|
next.control.orientation.rotate_z(move2 * -0.3);
|
||||||
next.control.orientation.rotate_x(move2 * -2.9);
|
next.control.orientation.rotate_x(move2 * -3.4);
|
||||||
next.control.position += Vec3::new(move2 * 7.0, move2 * -3.0, move2 * -15.0);
|
next.control.position += Vec3::new(move2 * 6.0, move2 * -7.0, move2 * -18.0);
|
||||||
},
|
},
|
||||||
Some(
|
Some(
|
||||||
"common.abilities.sword.basic_cross_cut"
|
"common.abilities.sword.basic_cross_cut"
|
||||||
@ -597,38 +701,48 @@ impl Animation for MultiAction {
|
|||||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
|
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
|
||||||
|
|
||||||
next.control.position +=
|
next.control.position +=
|
||||||
Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0);
|
Vec3::new(move1 * 5.0, move1 * 4.0, move1 * 10.0);
|
||||||
next.control.orientation.rotate_x(move1 * 1.0);
|
next.control.orientation.rotate_x(move1 * 1.0);
|
||||||
next.control.orientation.rotate_z(move1 * -0.5);
|
next.control.orientation.rotate_z(move1 * -0.5);
|
||||||
next.control.orientation.rotate_y(move1 * -0.3);
|
next.control.orientation.rotate_y(move1 * -0.3);
|
||||||
next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
|
next.chest.orientation =
|
||||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.25);
|
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
|
||||||
|
* Quaternion::rotation_z(move1 * 1.2 + move2 * -0.8);
|
||||||
|
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
|
||||||
|
next.head.orientation =
|
||||||
|
Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
|
||||||
|
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
|
||||||
|
* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
|
||||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
|
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
|
||||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
|
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
|
||||||
|
|
||||||
next.chest.orientation.rotate_z(move2 * -0.8);
|
next.foot_l.position += Vec3::new(0.0, move2 * 4.0, 0.0);
|
||||||
next.head.orientation.rotate_z(move2 * 0.5);
|
next.foot_r.position += Vec3::new(0.0, move2 * 1.5, 0.0);
|
||||||
next.shorts.orientation.rotate_z(move2 * 0.4);
|
next.chest.orientation.rotate_z(move2 * -0.6);
|
||||||
next.belt.orientation.rotate_z(move2 * 0.2);
|
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
|
||||||
next.control.orientation.rotate_x(move2 * -1.9);
|
next.head.orientation.rotate_z(move2 * 0.8);
|
||||||
next.control.orientation.rotate_z(move2 * -0.4);
|
next.shorts.orientation.rotate_z(move2 * 0.8);
|
||||||
|
next.belt.orientation.rotate_z(move2 * 0.4);
|
||||||
|
next.control.orientation.rotate_x(move2 * -2.0);
|
||||||
|
next.control.orientation.rotate_z(move2 * -0.5);
|
||||||
next.control.position +=
|
next.control.position +=
|
||||||
Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -9.0);
|
Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -12.0);
|
||||||
},
|
},
|
||||||
1 => {
|
1 => {
|
||||||
next.control.position +=
|
next.control.position +=
|
||||||
Vec3::new(move1 * 5.0, move1 * -2.0, move1 * 9.0);
|
Vec3::new(move1 * 5.0, move1 * -2.0, move1 * 10.0);
|
||||||
next.control.orientation.rotate_x(move1 * 1.6);
|
next.control.orientation.rotate_x(move1 * 1.6);
|
||||||
next.control.orientation.rotate_z(move1 * 1.1);
|
next.control.orientation.rotate_z(move1 * 1.1);
|
||||||
next.control.orientation.rotate_y(move1 * 0.6);
|
next.control.orientation.rotate_y(move1 * 0.6);
|
||||||
|
|
||||||
|
next.foot_r.position += Vec3::new(0.0, move2 * 1.0, 0.0);
|
||||||
next.chest.orientation.rotate_z(move2 * 1.1);
|
next.chest.orientation.rotate_z(move2 * 1.1);
|
||||||
next.head.orientation.rotate_z(move2 * -0.6);
|
next.head.orientation.rotate_z(move2 * -0.3);
|
||||||
next.shorts.orientation.rotate_z(move2 * -0.8);
|
next.shorts.orientation.rotate_z(move2 * -0.8);
|
||||||
next.belt.orientation.rotate_z(move2 * -0.2);
|
next.belt.orientation.rotate_z(move2 * -0.4);
|
||||||
next.control.position += Vec3::new(move2 * -9.0, 0.0, move2 * -7.0);
|
next.control.position += Vec3::new(move2 * -9.0, 0.0, move2 * -5.0);
|
||||||
next.control.orientation.rotate_x(move2 * -2.1);
|
next.control.orientation.rotate_x(move2 * -2.0);
|
||||||
next.control.orientation.rotate_z(move2 * 0.4);
|
next.control.orientation.rotate_z(move2 * 0.5);
|
||||||
},
|
},
|
||||||
_ => {},
|
_ => {},
|
||||||
}
|
}
|
||||||
@ -655,21 +769,27 @@ impl Animation for MultiAction {
|
|||||||
next.control_r.position = Vec3::new(-s_a.sc.0, s_a.sc.1, s_a.sc.2);
|
next.control_r.position = Vec3::new(-s_a.sc.0, s_a.sc.1, s_a.sc.2);
|
||||||
next.control_r.orientation = Quaternion::rotation_x(-s_a.sc.3);
|
next.control_r.orientation = Quaternion::rotation_x(-s_a.sc.3);
|
||||||
|
|
||||||
next.control_l.position += Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0);
|
next.control_l.position += Vec3::new(move1 * 1.0, move1 * 6.0, move1 * 13.0);
|
||||||
next.control_l.orientation.rotate_x(move1 * 1.0);
|
next.control_l.orientation.rotate_x(move1 * 1.0);
|
||||||
next.control_l.orientation.rotate_z(move1 * -0.5);
|
next.control_l.orientation.rotate_z(move1 * -0.5);
|
||||||
next.control_l.orientation.rotate_y(move1 * -0.3);
|
next.control_l.orientation.rotate_y(move1 * -0.3);
|
||||||
next.control_r.position += Vec3::new(move1 * -3.0, move1 * 4.0, move1 * 8.0);
|
next.control_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, move1 * 13.0);
|
||||||
next.control_r.orientation.rotate_x(move1 * -1.0);
|
next.control_r.orientation.rotate_x(move1 * -1.0);
|
||||||
next.control_r.orientation.rotate_z(move1 * 0.5);
|
next.control_r.orientation.rotate_z(move1 * 0.5);
|
||||||
next.control_r.orientation.rotate_y(move1 * 0.3);
|
next.control_r.orientation.rotate_y(move1 * 0.3);
|
||||||
|
next.head.orientation = Quaternion::rotation_x(move1 * 0.15 + move2 * -0.3);
|
||||||
|
next.foot_r.position += Vec3::new(0.0, move1 * -1.0, 0.0);
|
||||||
|
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
|
||||||
|
|
||||||
next.control_l.orientation.rotate_x(move2 * -1.9);
|
next.head.position += Vec3::new(0.0, move2 * 1.0, 0.0);
|
||||||
|
next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
|
||||||
|
next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
|
||||||
|
next.control_l.orientation.rotate_x(move2 * -2.3);
|
||||||
next.control_l.orientation.rotate_z(move2 * -0.4);
|
next.control_l.orientation.rotate_z(move2 * -0.4);
|
||||||
next.control_l.position += Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -9.0);
|
next.control_l.position += Vec3::new(move2 * 11.0, move2 * 2.0, move2 * -14.0);
|
||||||
next.control_r.orientation.rotate_x(move2 * -1.5);
|
next.control_r.orientation.rotate_x(move2 * -1.6);
|
||||||
next.control_r.orientation.rotate_z(move2 * 0.4);
|
next.control_r.orientation.rotate_z(move2 * 0.4);
|
||||||
next.control_r.position += Vec3::new(move2 * -8.0, move2 * 2.0, move2 * -9.0);
|
next.control_r.position += Vec3::new(move2 * -11.0, move2 * 2.0, move2 * -14.0);
|
||||||
},
|
},
|
||||||
Some("common.abilities.sword.crippling_bloody_gash") => {
|
Some("common.abilities.sword.crippling_bloody_gash") => {
|
||||||
let move1 = move1base.powf(0.25) * multi_action_pullback;
|
let move1 = move1base.powf(0.25) * multi_action_pullback;
|
||||||
|
Loading…
Reference in New Issue
Block a user