From 14f560f21b19fc25690676faafb7d7b797057f08 Mon Sep 17 00:00:00 2001 From: jshipsey Date: Sat, 21 Mar 2020 15:47:16 -0400 Subject: [PATCH] proper hammer smash, small tweaks --- voxygen/src/anim/character/attack.rs | 262 +++++++++++++++++++++++---- voxygen/src/anim/character/mod.rs | 4 +- voxygen/src/anim/character/spin.rs | 66 +++---- 3 files changed, 256 insertions(+), 76 deletions(-) diff --git a/voxygen/src/anim/character/attack.rs b/voxygen/src/anim/character/attack.rs index e5067ae661..51e8641271 100644 --- a/voxygen/src/anim/character/attack.rs +++ b/voxygen/src/anim/character/attack.rs @@ -25,9 +25,9 @@ impl Animation for AttackAnimation { let lab = 1.0; let foot = (((5.0) - / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32))) + / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 15.0).sin()).powf(2.0 as f32))) .sqrt()) - * ((anim_time as f32 * lab as f32 * 10.32).sin()); + * ((anim_time as f32 * lab as f32 * 15.0).sin()); let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos(); let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos(); @@ -43,37 +43,36 @@ impl Animation for AttackAnimation { .sqrt()) * ((anim_time as f32 * lab as f32 * 4.0).sin()); - next.head.offset = Vec3::new( - 0.0 + skeleton_attr.neck_right, - -2.0 + skeleton_attr.neck_forward + decel * 0.8, - skeleton_attr.neck_height + 21.0, - ); - next.head.ori = Quaternion::rotation_z(decel * 0.25) - * Quaternion::rotation_x(0.0 + decel * 0.1) - * Quaternion::rotation_y(decel * -0.1); - next.head.scale = Vec3::one() * skeleton_attr.head_scale; - - next.chest.offset = Vec3::new(0.0, 0.0, 7.0); - next.chest.ori = Quaternion::rotation_z(decel * -0.2) - * Quaternion::rotation_x(0.0 + decel * -0.2) - * Quaternion::rotation_y(decel * 0.2); - next.chest.scale = Vec3::one(); - - next.belt.offset = Vec3::new(0.0, 0.0, 5.0); - next.belt.ori = Quaternion::rotation_z(decel * -0.1) - * Quaternion::rotation_x(0.0 + decel * -0.1) - * Quaternion::rotation_y(decel * 0.1); - next.belt.scale = Vec3::one(); - - next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); - next.belt.ori = Quaternion::rotation_z(decel * -0.08) - * Quaternion::rotation_x(0.0 + decel * -0.08) - * Quaternion::rotation_y(decel * 0.08); - next.shorts.scale = Vec3::one(); - match active_tool_kind { //TODO: Inventory Some(ToolKind::Sword(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward + decel * 0.8, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0); next.l_hand.ori = Quaternion::rotation_x(1.27); next.l_hand.scale = Vec3::one() * 1.04; @@ -91,15 +90,42 @@ impl Animation for AttackAnimation { * Quaternion::rotation_y(slow * 1.5) * Quaternion::rotation_z(1.4 + slow * 0.5); next.control.scale = Vec3::one(); - next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 8.0); - next.l_foot.ori = Quaternion::rotation_x(foot * -1.2); - next.l_foot.scale = Vec3::one(); + next.l_foot.offset = Vec3::new(-3.4, foot * 3.0, 8.0); + next.l_foot.ori = Quaternion::rotation_x(foot * -0.6); + next.l_foot.scale = Vec3::one(); - next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 8.0); - next.r_foot.ori = Quaternion::rotation_x(foot * 1.2); - next.r_foot.scale = Vec3::one(); + next.r_foot.offset = Vec3::new(3.4, foot * -3.0, 8.0); + next.r_foot.ori = Quaternion::rotation_x(foot * 0.6); + next.r_foot.scale = Vec3::one(); }, Some(ToolKind::Axe(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); next.l_hand.ori = Quaternion::rotation_z(-0.8) @@ -138,14 +164,68 @@ impl Animation for AttackAnimation { * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.main.scale = Vec3::one(); + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right + slower * 3.0, + -2.0 + skeleton_attr.neck_forward + slower * -3.0, + skeleton_attr.neck_height + 19.0, + ); + next.head.ori = Quaternion::rotation_z(slower * 0.25) + * Quaternion::rotation_x(0.0 + slower * 0.2) + * Quaternion::rotation_y(slower * 0.2); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; - next.control.offset = Vec3::new(-6.0, 3.0, 5.0 + slower * 5.0); + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(slower * 0.2) + * Quaternion::rotation_x(0.0 + slower * 0.2) + * Quaternion::rotation_y(slower * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(slower * 0.1) + * Quaternion::rotation_x(0.0 + slower * 0.1) + * Quaternion::rotation_y(slower * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(slower * 0.08) + * Quaternion::rotation_x(0.0 + slower * 0.08) + * Quaternion::rotation_y(slower * 0.08); + next.shorts.scale = Vec3::one(); + + next.control.offset = Vec3::new(-6.0, 3.0, 8.0 + slower * 5.0); next.control.ori = Quaternion::rotation_x(-0.2 + slower * 2.0) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(1.4 + 1.57); next.control.scale = Vec3::one(); }, Some(ToolKind::Staff(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward + decel * 0.8, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0); next.l_hand.ori = Quaternion::rotation_x(1.27); next.l_hand.scale = Vec3::one() * 1.05; @@ -165,6 +245,33 @@ impl Animation for AttackAnimation { next.control.scale = Vec3::one(); }, Some(ToolKind::Shield(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward + decel * 0.8, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); next.l_hand.ori = Quaternion::rotation_z(-0.8) @@ -190,6 +297,33 @@ impl Animation for AttackAnimation { next.main.scale = Vec3::one(); }, Some(ToolKind::Bow(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward + decel * 0.8, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0); next.l_hand.ori = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(-0.6) @@ -213,6 +347,33 @@ impl Animation for AttackAnimation { next.control.scale = Vec3::one(); }, Some(ToolKind::Dagger(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward + decel * 0.8, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); next.l_hand.ori = Quaternion::rotation_z(-0.8) @@ -238,6 +399,33 @@ impl Animation for AttackAnimation { next.main.scale = Vec3::one(); }, Some(ToolKind::Debug(_)) => { + next.head.offset = Vec3::new( + 0.0 + skeleton_attr.neck_right, + -2.0 + skeleton_attr.neck_forward + decel * 0.8, + skeleton_attr.neck_height + 21.0, + ); + next.head.ori = Quaternion::rotation_z(decel * 0.25) + * Quaternion::rotation_x(0.0 + decel * 0.1) + * Quaternion::rotation_y(decel * -0.1); + next.head.scale = Vec3::one() * skeleton_attr.head_scale; + + next.chest.offset = Vec3::new(0.0, 0.0, 7.0); + next.chest.ori = Quaternion::rotation_z(decel * -0.2) + * Quaternion::rotation_x(0.0 + decel * -0.2) + * Quaternion::rotation_y(decel * 0.2); + next.chest.scale = Vec3::one(); + + next.belt.offset = Vec3::new(0.0, 0.0, 5.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.1) + * Quaternion::rotation_x(0.0 + decel * -0.1) + * Quaternion::rotation_y(decel * 0.1); + next.belt.scale = Vec3::one(); + + next.shorts.offset = Vec3::new(0.0, 0.0, 2.0); + next.belt.ori = Quaternion::rotation_z(decel * -0.08) + * Quaternion::rotation_x(0.0 + decel * -0.08) + * Quaternion::rotation_y(decel * 0.08); + next.shorts.scale = Vec3::one(); next.l_hand.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); next.l_hand.ori = Quaternion::rotation_z(-0.8) diff --git a/voxygen/src/anim/character/mod.rs b/voxygen/src/anim/character/mod.rs index 6f62053a88..12eac67dda 100644 --- a/voxygen/src/anim/character/mod.rs +++ b/voxygen/src/anim/character/mod.rs @@ -21,8 +21,8 @@ pub use self::{ attack::AttackAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation, charge::ChargeAnimation, cidle::CidleAnimation, climb::ClimbAnimation, gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, roll::RollAnimation, - run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation,stand::StandAnimation, - swim::SwimAnimation, wield::WieldAnimation, + run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, + stand::StandAnimation, swim::SwimAnimation, wield::WieldAnimation, }; use super::{Bone, Skeleton}; diff --git a/voxygen/src/anim/character/spin.rs b/voxygen/src/anim/character/spin.rs index 1314f88ab9..2f655ae173 100644 --- a/voxygen/src/anim/character/spin.rs +++ b/voxygen/src/anim/character/spin.rs @@ -8,12 +8,6 @@ pub struct Input { } pub struct SpinAnimation; -#[const_tweaker::tweak(min = -5.0, max = 5.0, step = 0.5)] -const WEP_X: f64 = 0.0; -#[const_tweaker::tweak(min = -5.0, max = 5.0, step = 0.5)] -const WEP_Y: f64 = 0.0; -#[const_tweaker::tweak(min = -5.0, max = 5.0, step = 0.5)] -const WEP_Z: f64 = 0.0; impl Animation for SpinAnimation { type Dependency = (Option, f64); type Skeleton = CharacterSkeleton; @@ -43,13 +37,6 @@ impl Animation for SpinAnimation { let spin = (anim_time as f32 * 2.8 * lab as f32).sin(); let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin(); - - - let spinner = (((5.0) - / (4.0+ 1.0 * ((anim_time as f32 * lab as f32 * 2.7).sin()).powf(2.0 as f32))) - .sqrt()) - * ((anim_time as f32 * lab as f32 * 2.7).sin()); - let slow = (((5.0) / (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32))) .sqrt()) @@ -59,9 +46,6 @@ impl Animation for SpinAnimation { .sqrt()) * ((anim_time as f32 * lab as f32 * 4.0).sin()); - - - match active_tool_kind { //TODO: Inventory Some(ToolKind::Sword(_)) => { @@ -77,19 +61,19 @@ impl Animation for SpinAnimation { * Quaternion::rotation_z(0.0); next.main.scale = Vec3::one(); - next.control.offset = Vec3::new(-4.5+ spinhalf * *WEP_X as f32, 11.0 + spinhalf * *WEP_Y as f32, 8.0 + spinhalf * *WEP_Z as f32); + next.control.offset = Vec3::new(-4.5 + spinhalf * 4.0, 11.0, 8.0); next.control.ori = Quaternion::rotation_x(-1.7) - * Quaternion::rotation_y(0.2 + spin* -2.0) - * Quaternion::rotation_z(1.4 + spin* 0.1); + * Quaternion::rotation_y(0.2 + spin * -2.0) + * Quaternion::rotation_z(1.4 + spin * 0.1); next.control.scale = Vec3::one(); next.head.offset = Vec3::new( 0.0 + skeleton_attr.neck_right, -2.0 + skeleton_attr.neck_forward + decel * -0.8, skeleton_attr.neck_height + 21.0, ); - next.head.ori = Quaternion::rotation_z(decel * -0.25) + next.head.ori = Quaternion::rotation_z(decel * -0.25) * Quaternion::rotation_x(0.0 + decel * -0.1) - * Quaternion::rotation_y(decel * 0.1); + * Quaternion::rotation_y(decel * 0.1); next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, 0.0, 7.0); next.chest.ori = Quaternion::rotation_z(decel * 0.1) @@ -109,8 +93,9 @@ impl Animation for SpinAnimation { * Quaternion::rotation_y(decel * -0.08); next.shorts.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; - next.torso.ori = - Quaternion::rotation_z((spin * 7.0).max(0.3)) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.torso.ori = Quaternion::rotation_z((spin * 7.0).max(0.3)) + * Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; }, Some(ToolKind::Axe(_)) => { @@ -143,8 +128,9 @@ impl Animation for SpinAnimation { * Quaternion::rotation_y(decel * 0.2); next.chest.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; - next.torso.ori = - Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.torso.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; }, Some(ToolKind::Hammer(_)) => { @@ -173,8 +159,9 @@ impl Animation for SpinAnimation { * Quaternion::rotation_y(decel * 0.2); next.chest.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; - next.torso.ori = - Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.torso.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; }, Some(ToolKind::Staff(_)) => { @@ -196,8 +183,9 @@ impl Animation for SpinAnimation { * Quaternion::rotation_z(1.4 + slow * 0.5); next.control.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; - next.torso.ori = - Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.torso.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; }, Some(ToolKind::Shield(_)) => { @@ -225,8 +213,9 @@ impl Animation for SpinAnimation { * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.main.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; - next.torso.ori = - Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.torso.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; }, Some(ToolKind::Bow(_)) => { @@ -252,8 +241,9 @@ impl Animation for SpinAnimation { * Quaternion::rotation_z(0.0); next.control.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; - next.torso.ori = - Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.torso.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; }, Some(ToolKind::Dagger(_)) => { @@ -281,8 +271,9 @@ impl Animation for SpinAnimation { * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.main.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; - next.torso.ori = - Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.torso.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; }, Some(ToolKind::Debug(_)) => { @@ -310,8 +301,9 @@ impl Animation for SpinAnimation { * Quaternion::rotation_y(0.0 + accel_med * -0.4); next.main.scale = Vec3::one(); next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; - next.torso.ori = - Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + next.torso.ori = Quaternion::rotation_z(0.0) + * Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0); next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; }, _ => {},