Merge branch 'slipped/attributes' into 'master'

skel attribute transfer

See merge request veloren/veloren!949
This commit is contained in:
Justin Shipsey 2020-04-27 05:11:34 +00:00
commit 303967a6f7
22 changed files with 706 additions and 1111 deletions

View File

@ -53,27 +53,24 @@ impl Animation for AlphaAnimation {
match active_tool_kind { match active_tool_kind {
//TODO: Inventory //TODO: Inventory
Some(ToolKind::Sword(_)) => { Some(ToolKind::Sword(_)) => {
next.head.offset = Vec3::new( next.head.offset =
0.0 + skeleton_attr.neck_right, Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0,
);
next.head.ori = Quaternion::rotation_z(slow * -0.25) next.head.ori = Quaternion::rotation_z(slow * -0.25)
* Quaternion::rotation_x(0.0 + slow * 0.15) * Quaternion::rotation_x(0.0 + slow * 0.15)
* Quaternion::rotation_y(slow * -0.15); * Quaternion::rotation_y(slow * -0.15);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0); next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
next.chest.ori = Quaternion::rotation_z(slow * 0.4) next.chest.ori = Quaternion::rotation_z(slow * 0.4)
* Quaternion::rotation_x(0.0 + slow * -0.2) * Quaternion::rotation_x(0.0 + slow * -0.2)
* Quaternion::rotation_y(slow * 0.2); * Quaternion::rotation_y(slow * 0.2);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = next.chest.ori * -0.3; next.belt.ori = next.chest.ori * -0.3;
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = next.chest.ori * -0.45; next.shorts.ori = next.chest.ori * -0.45;
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
@ -116,9 +113,9 @@ impl Animation for AlphaAnimation {
}, },
Some(ToolKind::Axe(_)) => { Some(ToolKind::Axe(_)) => {
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right + slowax * 2.0, 0.0 + slowax * 2.0,
0.0 + skeleton_attr.neck_forward + slowax * -2.0, 0.0 + skeleton_attr.head.0 + slowax * -2.0,
skeleton_attr.neck_height + 13.0, skeleton_attr.head.1,
); );
next.head.ori = Quaternion::rotation_z(slowax * 0.25) next.head.ori = Quaternion::rotation_z(slowax * 0.25)
* Quaternion::rotation_x(0.0 + slowax * 0.2) * Quaternion::rotation_x(0.0 + slowax * 0.2)
@ -181,11 +178,8 @@ impl Animation for AlphaAnimation {
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.head.offset = Vec3::new( next.head.offset =
0.0 + skeleton_attr.neck_right, Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 12.0,
);
next.head.ori = Quaternion::rotation_z(slower * 0.05) next.head.ori = Quaternion::rotation_z(slower * 0.05)
* Quaternion::rotation_x(0.0 + slower * 0.05) * Quaternion::rotation_x(0.0 + slower * 0.05)
* Quaternion::rotation_y(slower * 0.05); * Quaternion::rotation_y(slower * 0.05);
@ -258,29 +252,24 @@ impl Animation for AlphaAnimation {
}, },
Some(ToolKind::Staff(_)) => { Some(ToolKind::Staff(_)) => {
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
0.0 + skeleton_attr.neck_forward + decel * 0.8, 0.0 + skeleton_attr.head.0 + decel * 0.8,
skeleton_attr.neck_height + 14.0, skeleton_attr.head.1,
); );
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_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 * -0.2) next.chest.ori = Quaternion::rotation_z(decel * -0.2)
* Quaternion::rotation_x(0.0 + decel * -0.2) * Quaternion::rotation_x(0.0 + decel * -0.2)
* Quaternion::rotation_y(decel * 0.2); * Quaternion::rotation_y(decel * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(decel * -0.1) next.belt.ori = Quaternion::rotation_z(decel * -0.1)
* Quaternion::rotation_x(0.0 + decel * -0.1) * Quaternion::rotation_x(0.0 + decel * -0.1)
* Quaternion::rotation_y(decel * 0.1); * Quaternion::rotation_y(decel * 0.1);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.belt.ori = Quaternion::rotation_z(decel * -0.08) next.shorts.ori = Quaternion::rotation_z(decel * -0.08)
* Quaternion::rotation_x(0.0 + decel * -0.08) * Quaternion::rotation_x(0.0 + decel * -0.08)
* Quaternion::rotation_y(decel * 0.08); * Quaternion::rotation_y(decel * 0.08);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
@ -291,9 +280,7 @@ impl Animation for AlphaAnimation {
next.r_hand.ori = Quaternion::rotation_x(1.27); next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05; next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -4.0); next.main.offset = Vec3::new(0.0, 6.0, -4.0);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3);
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0); next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
@ -302,16 +289,13 @@ impl Animation for AlphaAnimation {
* Quaternion::rotation_z(1.4 + slow * 0.5); * Quaternion::rotation_z(1.4 + slow * 0.5);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; 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.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
}, },
Some(ToolKind::Shield(_)) => { Some(ToolKind::Shield(_)) => {
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
0.0 + skeleton_attr.neck_forward + decel * 0.8, 0.0 + skeleton_attr.head.0 + decel * 0.8,
skeleton_attr.neck_height + 21.0, skeleton_attr.head.1,
); );
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_x(0.0 + decel * 0.1)
@ -349,138 +333,19 @@ impl Animation for AlphaAnimation {
* Quaternion::rotation_y(0.0 + accel_med * -0.4); * Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
8.0 + accel_fast * 3.0,
0.0,
);
next.main.ori = Quaternion::rotation_z(-0.8) next.main.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4); * Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; 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.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
},
Some(ToolKind::Bow(_)) => {
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
0.0 + 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)
* Quaternion::rotation_z(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(3.0, -1.0, -6.0);
next.r_hand.ori = Quaternion::rotation_x(1.27)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(-0.6);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
next.control.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* 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.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
},
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)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
8.0 + accel_fast * 3.0,
0.0,
);
next.main.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
* 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.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
}, },
Some(ToolKind::Debug(_)) => { Some(ToolKind::Debug(_)) => {
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
-2.0 + skeleton_attr.neck_forward + decel * 0.8, -2.0 + skeleton_attr.head.0 + decel * 0.8,
skeleton_attr.neck_height + 14.0, skeleton_attr.head.1,
); );
next.head.ori = Quaternion::rotation_x(0.0); next.head.ori = Quaternion::rotation_x(0.0);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
@ -489,15 +354,6 @@ impl Animation for AlphaAnimation {
next.chest.ori = Quaternion::rotation_z(decel * -0.2) next.chest.ori = Quaternion::rotation_z(decel * -0.2)
* Quaternion::rotation_x(0.0 + decel * -0.2) * Quaternion::rotation_x(0.0 + decel * -0.2)
* Quaternion::rotation_y(decel * 0.2); * Quaternion::rotation_y(decel * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.belt.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = next.l_hand.offset =
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0); Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
@ -513,44 +369,34 @@ impl Animation for AlphaAnimation {
* Quaternion::rotation_y(0.0 + accel_med * -0.4); * Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
8.0 + accel_fast * 3.0,
0.0,
);
next.main.ori = Quaternion::rotation_z(-0.8) next.main.ori = Quaternion::rotation_z(-0.8)
* Quaternion::rotation_x(0.0 + accel_med * -0.8) * Quaternion::rotation_x(0.0 + accel_med * -0.8)
* Quaternion::rotation_y(0.0 + accel_med * -0.4); * Quaternion::rotation_y(0.0 + accel_med * -0.4);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(0.0) next.torso.ori = Quaternion::rotation_x(0.0);
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
}, },
_ => {}, _ => {},
} }
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next
} }

View File

@ -41,11 +41,8 @@ impl Animation for BetaAnimation {
//TODO: Inventory //TODO: Inventory
Some(ToolKind::Axe(_)) | Some(ToolKind::Hammer(_)) | Some(ToolKind::Sword(_)) => { Some(ToolKind::Axe(_)) | Some(ToolKind::Hammer(_)) | Some(ToolKind::Sword(_)) => {
//INTENTION: SWORD //INTENTION: SWORD
next.head.offset = Vec3::new( next.head.offset =
0.0 + skeleton_attr.neck_right, Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0,
);
next.head.ori = Quaternion::rotation_z(slow * -0.18) next.head.ori = Quaternion::rotation_z(slow * -0.18)
* Quaternion::rotation_x(-0.1 + slow * -0.28) * Quaternion::rotation_x(-0.1 + slow * -0.28)
* Quaternion::rotation_y(0.2 + slow * 0.18); * Quaternion::rotation_y(0.2 + slow * 0.18);
@ -53,19 +50,19 @@ impl Animation for BetaAnimation {
next.chest.offset = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0); next.chest.offset = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_z(slow * 0.2) next.chest.ori = Quaternion::rotation_z(slow * 0.2)
* Quaternion::rotation_x(0.0 + slow * 0.2) * Quaternion::rotation_x(slow * 0.2)
* Quaternion::rotation_y(slow * -0.1); * Quaternion::rotation_y(slow * -0.1);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(slow * 0.1) next.belt.ori = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(0.0 + slow * 0.1) * Quaternion::rotation_x(slow * 0.1)
* Quaternion::rotation_y(slow * -0.04); * Quaternion::rotation_y(slow * -0.04);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = Quaternion::rotation_z(slow * 0.1) next.shorts.ori = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(0.0 + slow * 0.1) * Quaternion::rotation_x(slow * 0.1)
* Quaternion::rotation_y(slow * -0.05); * Quaternion::rotation_y(slow * -0.05);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
@ -76,9 +73,7 @@ impl Animation for BetaAnimation {
next.r_hand.ori = Quaternion::rotation_x(1.27); next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05; next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -1.0); next.main.offset = Vec3::new(0.0, 6.0, -1.0);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3);
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0); next.control.offset = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
@ -96,37 +91,41 @@ impl Animation for BetaAnimation {
* Quaternion::rotation_y(footquick * 0.2); * Quaternion::rotation_y(footquick * 0.2);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; 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.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
}, },
_ => {}, _ => {},
} }
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = next.lantern.ori =
Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4); Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next
} }

View File

@ -39,9 +39,9 @@ impl Animation for BlockAnimation {
* 0.15, * 0.15,
); );
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.2, 0.0 + wave_slow_cos * 0.2,
-1.0 + skeleton_attr.neck_forward, -1.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 19.5 + wave_ultra_slow * 0.2, skeleton_attr.head.1 + 19.5 + wave_ultra_slow * 0.2,
); );
next.head.ori = Quaternion::rotation_x(-0.25); next.head.ori = Quaternion::rotation_x(-0.25);
next.head.scale = Vec3::one() * 1.01 * skeleton_attr.head_scale; next.head.scale = Vec3::one() * 1.01 * skeleton_attr.head_scale;
@ -96,11 +96,7 @@ impl Animation for BlockAnimation {
); );
next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-6.0, 4.5, 0.0 + wave_ultra_slow * 1.0);
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0);
@ -117,11 +113,7 @@ impl Animation for BlockAnimation {
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.2); * Quaternion::rotation_z(-0.2);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(5.0, 8.75, 5.5);
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
5.5,
);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.35) * Quaternion::rotation_y(-1.35)
* Quaternion::rotation_z(-0.85); * Quaternion::rotation_z(-0.85);
@ -143,8 +135,8 @@ impl Animation for BlockAnimation {
next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0, -6.0 + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5, 4.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0, 0.0 + wave_ultra_slow * 1.0,
); );
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
@ -168,8 +160,8 @@ impl Animation for BlockAnimation {
next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0, -6.0 + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5, 4.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0, 0.0 + wave_ultra_slow * 1.0,
); );
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
@ -177,96 +169,32 @@ impl Animation for BlockAnimation {
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
}, },
Some(ToolKind::Bow(_)) => {
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Dagger(_)) => {
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Debug(_)) => {
next.l_hand.offset = Vec3::new(-7.0, 3.5, 6.5);
next.l_hand.ori = Quaternion::rotation_x(2.07)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.2);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 2.5, 3.75);
next.r_hand.ori = Quaternion::rotation_x(2.07)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.2);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
5.5,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.35)
* Quaternion::rotation_z(-0.85);
next.main.scale = Vec3::one();
},
_ => {}, _ => {},
} }
//next.l_foot.offset = Vec3::new(-3.4, 0.3, 8.0 + wave_ultra_slow_cos * 0.1);
//next.l_foot.ori = Quaternion::rotation_x(-0.3);
//next.l_foot.scale = Vec3::one();
//next.r_foot.offset = Vec3::new(3.4, 1.2, 8.0 + wave_ultra_slow * 0.1); next.l_shoulder.offset = Vec3::new(
//next.r_foot.ori = Quaternion::rotation_x(0.3); -skeleton_attr.shoulder.0,
//next.r_foot.scale = Vec3::one(); skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0); );
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0); next.r_shoulder.offset = Vec3::new(
next.r_shoulder.ori = Quaternion::rotation_x(0.0); skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0); next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = Quaternion::rotation_x(0.0); next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0; next.lantern.scale = Vec3::one() * 0.0;
@ -274,12 +202,8 @@ impl Animation for BlockAnimation {
next.torso.ori = Quaternion::rotation_x(0.0); next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next
} }

View File

@ -38,9 +38,9 @@ impl Animation for BlockIdleAnimation {
* 0.15, * 0.15,
); );
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.2, 0.0 + wave_slow_cos * 0.2,
-1.0 + skeleton_attr.neck_forward, -1.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 19.5 + wave_ultra_slow * 0.2, skeleton_attr.head.1 + 19.5 + wave_ultra_slow * 0.2,
); );
next.head.ori = Quaternion::rotation_x(-0.25); next.head.ori = Quaternion::rotation_x(-0.25);
next.head.scale = Vec3::one() * 1.01 * skeleton_attr.head_scale; next.head.scale = Vec3::one() * 1.01 * skeleton_attr.head_scale;
@ -95,11 +95,7 @@ impl Animation for BlockIdleAnimation {
); );
next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-6.0, 4.5, 0.0 + wave_ultra_slow * 1.0);
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0);
@ -116,41 +112,12 @@ impl Animation for BlockIdleAnimation {
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.2); * Quaternion::rotation_z(-0.2);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(5.0, 8.75 + wave_ultra_slow * 2.0, 5.5);
5.0 + skeleton_attr.weapon_x,
8.75 + wave_ultra_slow * 2.0 + skeleton_attr.weapon_y,
5.5,
);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.35) * Quaternion::rotation_y(-1.35)
* Quaternion::rotation_z(-0.85); * Quaternion::rotation_z(-0.85);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
}, },
Some(ToolKind::Staff(_)) => {
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Shield(_)) => { Some(ToolKind::Shield(_)) => {
next.l_hand.offset = Vec3::new( next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0, -6.0 + wave_ultra_slow_cos * 1.0,
@ -167,56 +134,10 @@ impl Animation for BlockIdleAnimation {
next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0, -6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5, 4.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0, 0.0 + wave_ultra_slow * 1.0,
); );
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Dagger(_)) => {
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0);
@ -233,11 +154,7 @@ impl Animation for BlockIdleAnimation {
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.2); * Quaternion::rotation_z(-0.2);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(5.0, 8.75 + wave_ultra_slow * 2.0, 5.5);
5.0 + skeleton_attr.weapon_x,
8.75 + wave_ultra_slow * 2.0 + skeleton_attr.weapon_y,
5.5,
);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.35) * Quaternion::rotation_y(-1.35)
* Quaternion::rotation_z(-0.85); * Quaternion::rotation_z(-0.85);
@ -253,19 +170,28 @@ impl Animation for BlockIdleAnimation {
next.r_foot.ori = Quaternion::rotation_x(0.3); next.r_foot.ori = Quaternion::rotation_x(0.3);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0); next.l_shoulder.offset = Vec3::new(
next.l_shoulder.ori = Quaternion::rotation_x(0.0); -skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0); next.r_shoulder.offset = Vec3::new(
next.r_shoulder.ori = Quaternion::rotation_x(0.0); skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = Quaternion::rotation_x(0.0); next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0; next.lantern.scale = Vec3::one() * 0.0;
@ -273,12 +199,8 @@ impl Animation for BlockIdleAnimation {
next.torso.ori = Quaternion::rotation_x(0.0); next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next
} }

View File

@ -48,26 +48,26 @@ impl Animation for ChargeAnimation {
let stopa = ((anim_time as f32).powf(0.9 as f32)).min(5.0); let stopa = ((anim_time as f32).powf(0.9 as f32)).min(5.0);
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + stop * -2.0 + skeleton_attr.neck_right, 0.0 + stop * -2.0,
-2.0 + stop * 2.5 + skeleton_attr.neck_forward, -2.0 + stop * 2.5 + skeleton_attr.head.0,
skeleton_attr.neck_height + 14.0, skeleton_attr.head.1,
); );
next.head.ori = Quaternion::rotation_z(stop * -1.0) next.head.ori = Quaternion::rotation_z(stop * -1.0)
* Quaternion::rotation_x(0.0) * Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(stop * -0.3); * Quaternion::rotation_y(stop * -0.3);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0); next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
next.chest.ori = Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02) next.chest.ori = Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02)
* Quaternion::rotation_x(0.0) * Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0); * Quaternion::rotation_y(0.0);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_z(stop * -0.5); next.belt.ori = Quaternion::rotation_z(stop * -0.5);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(stop * -0.7); next.shorts.ori = Quaternion::rotation_z(stop * -0.7);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
@ -93,9 +93,8 @@ impl Animation for ChargeAnimation {
6.0 + quicka * 3.5 * (1.0 / (stopa + 0.1)), 6.0 + quicka * 3.5 * (1.0 / (stopa + 0.1)),
6.0 - stop * 3.0, 6.0 - stop * 3.0,
); );
next.control.ori = Quaternion::rotation_x(stop * -0.2) next.control.ori =
* Quaternion::rotation_y(0.0) Quaternion::rotation_x(stop * -0.2) * Quaternion::rotation_z(stop * 0.2);
* Quaternion::rotation_z(stop * 0.2);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
}, },
Some(ToolKind::Bow(_)) => { Some(ToolKind::Bow(_)) => {
@ -159,32 +158,37 @@ impl Animation for ChargeAnimation {
* Quaternion::rotation_y(0.0); * Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
} }
next.back.offset = Vec3::new(0.0, -2.8, 7.25); next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
next.back.ori = Quaternion::rotation_x(-0.3); next.back.ori = Quaternion::rotation_x(-0.3);
next.back.scale = Vec3::one() * 1.02; next.back.scale = Vec3::one() * 1.02;
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.offset = Vec3::new(
next.l_shoulder.ori = Quaternion::rotation_x(0.0); -skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.offset = Vec3::new(
next.r_shoulder.ori = Quaternion::rotation_x(0.0); skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1); next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next
} }

View File

@ -39,79 +39,102 @@ impl Animation for ClimbAnimation {
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0, 0.0,
-4.0 + skeleton_attr.neck_forward, -4.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 13.50 + smootha * 0.2, skeleton_attr.head.1 + smootha * 0.2,
); );
next.head.ori = Quaternion::rotation_z(smooth * 0.1) next.head.ori = Quaternion::rotation_z(smooth * 0.1)
* Quaternion::rotation_x(0.6) * Quaternion::rotation_x(0.6)
* Quaternion::rotation_y(quick * 0.1); * Quaternion::rotation_y(quick * 0.1);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 1.0, 5.0 + smootha * 1.1); next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0 + 1.0,
skeleton_attr.chest.1 + smootha * 1.1,
);
next.chest.ori = Quaternion::rotation_z(quick * 0.25) next.chest.ori = Quaternion::rotation_z(quick * 0.25)
* Quaternion::rotation_x(-0.15) * Quaternion::rotation_x(-0.15)
* Quaternion::rotation_y(quick * -0.12); * Quaternion::rotation_y(quick * -0.12);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 1.0, -2.0); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + 1.0, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_z(quick * 0.0) * Quaternion::rotation_x(0.0); next.belt.ori = Quaternion::rotation_z(quick * 0.0) * Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.back.offset = Vec3::new(0.0, -2.8, 7.25); next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
next.back.ori = Quaternion::rotation_x(-0.2); next.back.ori = Quaternion::rotation_x(-0.2);
next.back.scale = Vec3::one() * 1.02; next.back.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, 1.0, -5.0); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0 + 1.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(quick * 0.0) next.shorts.ori = Quaternion::rotation_z(quick * 0.0)
* Quaternion::rotation_x(0.1) * Quaternion::rotation_x(0.1)
* Quaternion::rotation_y(quick * 0.10); * Quaternion::rotation_y(quick * 0.10);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-6.0, -0.25 + quicka * 1.5, 6.0 - quick * 4.0); next.l_hand.offset = Vec3::new(
skeleton_attr.hand.0,
skeleton_attr.hand.1 + quicka * 1.5,
skeleton_attr.hand.2 - quick * 4.0,
);
next.l_hand.ori = Quaternion::rotation_x(2.2 + quicka * 0.5); next.l_hand.ori = Quaternion::rotation_x(2.2 + quicka * 0.5);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(6.0, -0.25 - quicka * 1.5, 6.0 + quick * 4.0); next.r_hand.offset = Vec3::new(
skeleton_attr.hand.0,
skeleton_attr.hand.1 - quicka * 1.5,
skeleton_attr.hand.2 + quick * 4.0,
);
next.r_hand.ori = Quaternion::rotation_x(2.2 - quicka * 0.5); next.r_hand.ori = Quaternion::rotation_x(2.2 - quicka * 0.5);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0 + quick * 2.5); next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
1.0 + skeleton_attr.foot.1,
skeleton_attr.foot.2 + quick * 2.5,
);
next.l_foot.ori = Quaternion::rotation_x(0.2 - quicka * 0.5); next.l_foot.ori = Quaternion::rotation_x(0.2 - quicka * 0.5);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 1.0, 6.0 - quick * 2.5); next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
1.0 + skeleton_attr.foot.1,
skeleton_attr.foot.2 - quick * 2.5,
);
next.r_foot.ori = Quaternion::rotation_x(0.2 + quicka * 0.5); next.r_foot.ori = Quaternion::rotation_x(0.2 + quicka * 0.5);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.ori = Quaternion::rotation_x(smootha * 0.15); next.l_shoulder.ori = Quaternion::rotation_x(smootha * 0.15);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.ori = Quaternion::rotation_x(smooth * 0.15); next.r_shoulder.ori = Quaternion::rotation_x(smooth * 0.15);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-7.0, -5.0, 18.0);
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
18.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + smootha * 0.25); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + smootha * 0.25);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.second.offset = Vec3::new( next.second.offset = Vec3::new(0.0, 0.0, 0.0);
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0); next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0; next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = next.lantern.ori =
Quaternion::rotation_x(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3); Quaternion::rotation_x(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
@ -120,16 +143,10 @@ impl Animation for ClimbAnimation {
next.torso.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.torso.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next
} }

View File

@ -36,9 +36,9 @@ impl Animation for DashAnimation {
//TODO: Inventory //TODO: Inventory
Some(ToolKind::Sword(_)) => { Some(ToolKind::Sword(_)) => {
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
-2.0 + skeleton_attr.neck_forward, -2.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 12.0, -2.0 + skeleton_attr.head.1,
); );
next.head.ori = Quaternion::rotation_z(0.0) next.head.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0) * Quaternion::rotation_x(0.0)
@ -47,15 +47,12 @@ impl Animation for DashAnimation {
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0); next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0);
next.chest.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7); next.chest.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 1.0, -1.0); next.belt.offset = Vec3::new(0.0, 1.0, -1.0);
next.belt.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.2); next.belt.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.2);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 3.0, -3.0); next.shorts.offset = Vec3::new(0.0, 3.0, -3.0);
next.shorts.ori = Quaternion::rotation_x(0.4) * Quaternion::rotation_z(0.3); next.shorts.ori = Quaternion::rotation_x(0.4) * Quaternion::rotation_z(0.3);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0); next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(1.27); next.l_hand.ori = Quaternion::rotation_x(1.27);
@ -64,61 +61,43 @@ impl Animation for DashAnimation {
next.r_hand.ori = Quaternion::rotation_x(1.27); next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05; next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -1.0); next.main.offset = Vec3::new(0.0, 6.0, -1.0);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3);
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-8.0 - slow * 0.5, 3.0 - foot * 0.6, 3.0); next.control.offset = Vec3::new(-8.0 - slow * 0.5, 3.0 - foot * 0.6, 3.0);
next.control.ori = Quaternion::rotation_x(-0.3) next.control.ori =
* Quaternion::rotation_y(0.0) Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(1.1 + slow * 0.2);
* Quaternion::rotation_z(1.1 + slow * 0.2);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-1.4, foot * 3.0 + 2.0, 8.0); next.l_foot.offset = Vec3::new(-1.4, foot * 3.0 + 2.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -0.4 - 0.8); next.l_foot.ori = Quaternion::rotation_x(foot * -0.4 - 0.8);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(5.4, foot * -3.0 - 1.0, 8.0); next.r_foot.offset = Vec3::new(5.4, foot * -3.0 - 1.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 0.4 - 0.8); next.r_foot.ori = Quaternion::rotation_x(foot * 0.4 - 0.8);
next.r_foot.scale = Vec3::one();
}, },
_ => {}, _ => {},
} }
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
-2.0 + skeleton_attr.neck_forward, -2.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 12.0, skeleton_attr.head.1 + 12.0,
); );
next.head.ori = Quaternion::rotation_x(0.5); next.head.ori = Quaternion::rotation_x(0.5);
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.lantern.offset = Vec3::new(
next.l_shoulder.ori = Quaternion::rotation_x(0.0); skeleton_attr.lantern.0,
next.l_shoulder.scale = Vec3::one() * 1.1; skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); );
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5);
next.lantern.ori = next.lantern.ori =
Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4); Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
next.lantern.scale = Vec3::one() * 0.65;
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = next.torso.ori =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); 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; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next
} }

View File

@ -51,9 +51,7 @@ impl Animation for EquipAnimation {
next.control.offset = next.control.offset =
Vec3::new(-3.0 + equip_slowa * -1.5, -5.0, 12.0 + equip_slow * 1.5); Vec3::new(-3.0 + equip_slowa * -1.5, -5.0, 12.0 + equip_slow * 1.5);
next.control.ori = Quaternion::rotation_x(0.0) next.control.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
* Quaternion::rotation_y(2.5)
* Quaternion::rotation_z(1.57);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
}, },
Some(ToolKind::Axe(_)) => { Some(ToolKind::Axe(_)) => {
@ -74,9 +72,7 @@ impl Animation for EquipAnimation {
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.control.offset = Vec3::new(0.0, 0.0, 0.0); next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.2) next.control.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_y(-0.3);
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
}, },
Some(ToolKind::Hammer(_)) => { Some(ToolKind::Hammer(_)) => {
@ -87,16 +83,12 @@ impl Animation for EquipAnimation {
next.r_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.22); next.r_hand.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.22);
next.r_hand.scale = Vec3::one() * 1.06; next.r_hand.scale = Vec3::one() * 1.06;
next.main.offset = Vec3::new(6.0, 7.0, 0.0); next.main.offset = Vec3::new(6.0, 7.0, 0.0);
next.main.ori = Quaternion::rotation_x(0.0) next.main.ori = Quaternion::rotation_y(-1.35) * Quaternion::rotation_z(1.57);
* Quaternion::rotation_y(-1.35)
* Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.control.offset = next.control.offset =
Vec3::new(-3.0 + equip_slowa * -1.5, -12.0, 12.0 + equip_slow * 1.5); Vec3::new(-3.0 + equip_slowa * -1.5, -12.0, 12.0 + equip_slow * 1.5);
next.control.ori = Quaternion::rotation_x(0.0) next.control.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(1.35 + 2.5);
* Quaternion::rotation_y(1.35 + 2.5)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
}, },
Some(ToolKind::Staff(_)) => { Some(ToolKind::Staff(_)) => {
@ -127,14 +119,8 @@ impl Animation for EquipAnimation {
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-6.0, 4.5, 0.0);
-6.0 + skeleton_attr.weapon_x, next.main.ori = Quaternion::rotation_x(-0.3);
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
}, },
Some(ToolKind::Bow(_)) => { Some(ToolKind::Bow(_)) => {
@ -167,14 +153,8 @@ impl Animation for EquipAnimation {
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-6.0, 4.5, 0.0);
-6.0 + skeleton_attr.weapon_x, next.main.ori = Quaternion::rotation_x(-0.3);
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
}, },
Some(ToolKind::Debug(_)) => { Some(ToolKind::Debug(_)) => {
@ -184,15 +164,10 @@ impl Animation for EquipAnimation {
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0);
next.l_hand.scale = Vec3::one() * 1.01; next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25); next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25) next.r_hand.ori =
* Quaternion::rotation_y(0.0) Quaternion::rotation_x(1.27 + wave * 0.25) * Quaternion::rotation_z(-0.3);
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(5.0, 8.75, -2.0);
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.0,
);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.27) * Quaternion::rotation_y(-1.27)
* Quaternion::rotation_z(wave * -0.25); * Quaternion::rotation_z(wave * -0.25);
@ -216,38 +191,36 @@ impl Animation for EquipAnimation {
if velocity > 0.5 { if velocity > 0.5 {
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(-0.2); next.torso.ori = Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
} else { } else {
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0, 0.0,
-3.0 + skeleton_attr.neck_forward, -3.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 13.0 + short * 0.2, -1.0 + skeleton_attr.head.1 + short * 0.2,
); );
next.head.ori = next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y); Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0); next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.035 - 0.2); next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.035 - 0.2);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 3.5, 8.0); next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.035); next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.035);
next.r_foot.scale = Vec3::one();
next.chest.offset = Vec3::new(0.0, 0.0, 7.0); next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
next.chest.ori = Quaternion::rotation_z(0.0);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_z(0.0);
next.belt.scale = Vec3::one(); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = Quaternion::rotation_z(0.0);
next.shorts.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
} }
next next
} }

View File

@ -56,94 +56,88 @@ impl Animation for GlidingAnimation {
} * 0.8; } * 0.8;
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
-2.0 + skeleton_attr.neck_forward, -2.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 12.0, -2.0 + skeleton_attr.head.1,
); );
next.head.ori = Quaternion::rotation_x(0.35 - slow * 0.10 + head_look.y) next.head.ori = Quaternion::rotation_x(0.35 - slow * 0.10 + head_look.y)
* Quaternion::rotation_z(head_look.x + slowa * 0.15); * Quaternion::rotation_z(head_look.x + slowa * 0.15);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, -2.0); next.chest.offset = Vec3::new(0.0, 0.0, -2.0);
next.chest.ori = Quaternion::rotation_z(slowa * 0.2); next.chest.ori = Quaternion::rotation_z(slowa * 0.2);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(slowa * 0.25); next.belt.ori = Quaternion::rotation_z(slowa * 0.25);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(slowa * 0.35); next.shorts.ori = Quaternion::rotation_z(slowa * 0.35);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-9.5 + slowa * -1.5, -3.0 + slowa * 1.5, 6.0); next.l_hand.offset = Vec3::new(-9.5 + slowa * -1.5, -3.0 + slowa * 1.5, 6.0);
next.l_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.1); next.l_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.1);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(9.5 + slowa * -1.5, -3.0 + slowa * -1.5, 6.0); next.r_hand.offset = Vec3::new(9.5 + slowa * -1.5, -3.0 + slowa * -1.5, 6.0);
next.r_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.10); next.r_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.10);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, -2.0); next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
2.0 + skeleton_attr.foot.1,
-9.0 + skeleton_attr.foot.2,
);
next.l_foot.ori = Quaternion::rotation_x( next.l_foot.ori = Quaternion::rotation_x(
(wave_stop * -0.7 - quicka * -0.21 + slow * 0.19) * speed * 0.04, (wave_stop * -0.7 - quicka * -0.21 + slow * 0.19) * speed * 0.04,
); );
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 1.0, -2.0); next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
2.0 + skeleton_attr.foot.1,
-9.0 + skeleton_attr.foot.2,
);
next.r_foot.ori = Quaternion::rotation_x( next.r_foot.ori = Quaternion::rotation_x(
(wave_stop * -0.8 + quick * -0.25 + slowb * 0.13) * speed * 0.04, (wave_stop * -0.8 + quick * -0.25 + slowb * 0.13) * speed * 0.04,
); );
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.offset = Vec3::new(
next.l_shoulder.ori = Quaternion::rotation_x(0.0); -skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.offset = Vec3::new(
next.r_shoulder.ori = Quaternion::rotation_x(0.0); skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, -13.0 + slow * 0.10, 6.0); next.glider.offset = Vec3::new(0.0, -13.0 + slow * 0.10, 6.0);
next.glider.ori = Quaternion::rotation_x(1.0) * Quaternion::rotation_y(slowa * 0.04); next.glider.ori = Quaternion::rotation_x(1.0) * Quaternion::rotation_y(slowa * 0.04);
next.glider.scale = Vec3::one(); next.glider.scale = Vec3::one();
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.second.offset = Vec3::new(
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0; next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0); next.lantern.offset = Vec3::new(
next.lantern.ori = Quaternion::rotation_x(0.0); skeleton_attr.lantern.0,
next.lantern.scale = Vec3::one() * 0.0; skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.scale = Vec3::one() * 0.65;
next.torso.offset = Vec3::new(0.0, 6.0, 15.0) / 11.0 * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, 6.0, 15.0) / 11.0 * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(-0.05 * speed.max(12.0) + slow * 0.10) next.torso.ori = Quaternion::rotation_x(-0.05 * speed.max(12.0) + slow * 0.10)
* Quaternion::rotation_y(tilt * 16.0); * Quaternion::rotation_y(tilt * 16.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next
} }

View File

@ -22,79 +22,97 @@ impl Animation for IdleAnimation {
let head_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0; let head_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0;
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
-2.0 + skeleton_attr.neck_forward, -2.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1 + head_abs * -0.5, skeleton_attr.head.1 + wave_ultra_slow * 0.1 + head_abs * -0.5,
); );
next.head.scale = Vec3::one() * skeleton_attr.head_scale - head_abs * 0.05; next.head.scale = Vec3::one() * skeleton_attr.head_scale - head_abs * 0.05;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_ultra_slow * 0.1); next.chest.offset = Vec3::new(
next.chest.ori = Quaternion::rotation_x(0.0); 0.0,
skeleton_attr.chest.0,
skeleton_attr.chest.1 + wave_ultra_slow * 0.1,
);
next.chest.scale = Vec3::one() + head_abs * 0.05; next.chest.scale = Vec3::one() + head_abs * 0.05;
next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_ultra_slow * 0.1); next.belt.offset = Vec3::new(
0.0,
skeleton_attr.belt.0,
skeleton_attr.belt.1 + wave_ultra_slow * 0.1,
);
next.belt.ori = Quaternion::rotation_x(0.0); next.belt.ori = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one() - head_abs * 0.05; next.belt.scale = Vec3::one() - head_abs * 0.05;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_ultra_slow * 0.1); next.shorts.offset = Vec3::new(
0.0,
skeleton_attr.shorts.0,
skeleton_attr.shorts.1 + wave_ultra_slow * 0.1,
);
next.shorts.ori = Quaternion::rotation_x(0.0); next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new( next.l_hand.offset = Vec3::new(
-7.0, -skeleton_attr.hand.0,
-0.25 + wave_ultra_slow_cos * 0.15, skeleton_attr.hand.1 + wave_ultra_slow_cos * 0.15,
5.0 + wave_ultra_slow * 0.5, skeleton_attr.hand.2 + wave_ultra_slow * 0.5,
); );
next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06); next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new( next.r_hand.offset = Vec3::new(
7.0, skeleton_attr.hand.0,
-0.25 + wave_ultra_slow_cos * 0.15, skeleton_attr.hand.1 + wave_ultra_slow_cos * 0.15,
5.0 + wave_ultra_slow * 0.5 + head_abs * -0.05, skeleton_attr.hand.2 + wave_ultra_slow * 0.5 + head_abs * -0.05,
); );
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06); next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * -0.06);
next.r_hand.scale = Vec3::one() + head_abs * -0.05; next.r_hand.scale = Vec3::one() + head_abs * -0.05;
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0); next.l_foot.offset = Vec3::new(
next.l_foot.ori = Quaternion::identity(); -skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0); next.r_foot.offset = Vec3::new(
next.r_foot.ori = Quaternion::identity(); skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0); next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.2,
);
next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = (Vec3::one() + head_abs * -0.05) * 1.15; next.l_shoulder.scale = (Vec3::one() + head_abs * -0.05) * 1.15;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0); next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.2,
);
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = (Vec3::one() + head_abs * -0.05) * 1.15; next.r_shoulder.scale = (Vec3::one() + head_abs * -0.05) * 1.15;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-7.0, -5.0, 18.0);
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
18.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one() + head_abs * -0.05; next.main.scale = Vec3::one() + head_abs * -0.05;
next.second.offset = Vec3::new( next.second.offset = Vec3::new(0.0, 0.0, 0.0);
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0; next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = Quaternion::rotation_x(0.0); next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0; next.lantern.scale = Vec3::one() * 0.0;

View File

@ -21,84 +21,95 @@ impl Animation for JumpAnimation {
let stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin(); let stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin();
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
-3.0 + skeleton_attr.neck_forward, -3.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 13.0, -1.0 + skeleton_attr.head.1,
); );
next.head.ori = Quaternion::rotation_x(0.25 + stop * 0.1 + slow * 0.04); next.head.ori = Quaternion::rotation_x(0.25 + stop * 0.1 + slow * 0.04);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 8.0); next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 + 1.0);
next.chest.ori = Quaternion::rotation_z(0.0); next.chest.ori = Quaternion::rotation_z(0.0);
next.chest.scale = Vec3::one() * 1.01; next.chest.scale = Vec3::one() * 1.01;
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_z(0.0); next.belt.ori = Quaternion::rotation_z(0.0);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.back.offset = Vec3::new(0.0, -2.8, 7.25); next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
next.back.ori = Quaternion::rotation_z(0.0); next.back.ori = Quaternion::rotation_z(0.0);
next.back.scale = Vec3::one() * 1.02; next.back.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(0.0); next.shorts.ori = Quaternion::rotation_z(0.0);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new( next.l_hand.offset = Vec3::new(
-6.0 + stop * -1.8, -skeleton_attr.hand.0 + stop * -1.8,
-0.25 + stop * 2.0, skeleton_attr.hand.1 + stop * 2.0,
2.0 + stop * 3.2 - quick * 0.4, -2.0 + skeleton_attr.hand.2 + stop * 3.2 - quick * 0.4,
); );
next.l_hand.ori = next.l_hand.ori =
Quaternion::rotation_x(stop * 1.2 + slow * 0.3) * Quaternion::rotation_y(stop * 0.2); Quaternion::rotation_x(stop * 1.2 + slow * 0.3) * Quaternion::rotation_y(stop * 0.2);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new( next.r_hand.offset = Vec3::new(
6.0 + stop * 1.8, skeleton_attr.hand.0 + stop * 1.8,
-0.25 + stop * -2.0, skeleton_attr.hand.1 + stop * -2.0,
2.0 + stop * 3.2 - quick * 0.4, -2.0 + skeleton_attr.hand.2 + stop * 3.2 - quick * 0.4,
); );
next.r_hand.ori = next.r_hand.ori =
Quaternion::rotation_x(-stop * 1.2 + slow * -0.3) * Quaternion::rotation_y(stop * -0.2); Quaternion::rotation_x(-stop * 1.2 + slow * -0.3) * Quaternion::rotation_y(stop * -0.2);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0); next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.l_foot.ori = Quaternion::rotation_x(stop * -1.2 + slow * -0.3); next.l_foot.ori = Quaternion::rotation_x(stop * -1.2 + slow * -0.3);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0); next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.r_foot.ori = Quaternion::rotation_x(stop * 1.2 + slow * 0.3); next.r_foot.ori = Quaternion::rotation_x(stop * 1.2 + slow * 0.3);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.ori = Quaternion::rotation_x(stop * 0.3); next.l_shoulder.ori = Quaternion::rotation_x(stop * 0.3);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.ori = Quaternion::rotation_x(-stop * 0.3); next.r_shoulder.ori = Quaternion::rotation_x(-stop * 0.3);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 0.0, 10.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.second.offset = Vec3::new( next.second.offset = Vec3::new(0.0, 0.0, 0.0);
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0); next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0; next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = Quaternion::rotation_x(stop * 1.2 + slow * 0.3) next.lantern.ori = Quaternion::rotation_x(stop * 1.2 + slow * 0.3)
* Quaternion::rotation_y(stop * 0.4 + slow * 0.3); * Quaternion::rotation_y(stop * 0.4 + slow * 0.3);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;

View File

@ -30,7 +30,7 @@ pub use self::{
use super::{Bone, Skeleton}; use super::{Bone, Skeleton};
use crate::render::FigureBoneData; use crate::render::FigureBoneData;
use common::comp::{self, item::ToolKind}; use common::comp;
#[derive(Clone, Default)] #[derive(Clone, Default)]
pub struct CharacterSkeleton { pub struct CharacterSkeleton {
@ -124,12 +124,46 @@ impl Skeleton for CharacterSkeleton {
pub struct SkeletonAttr { pub struct SkeletonAttr {
scaler: f32, scaler: f32,
head_scale: f32, head_scale: f32,
neck_height: f32, head: (f32, f32),
neck_forward: f32, chest: (f32, f32),
neck_right: f32, belt: (f32, f32),
weapon_x: f32, back: (f32, f32),
weapon_y: f32, shorts: (f32, f32),
hand: (f32, f32, f32),
foot: (f32, f32, f32),
shoulder: (f32, f32, f32),
lantern: (f32, f32, f32),
} }
impl Default for SkeletonAttr {
fn default() -> Self {
Self {
scaler: 0.0,
head_scale: 0.0,
head: (0.0, 0.0),
chest: (0.0, 0.0),
belt: (0.0, 0.0),
back: (0.0, 0.0),
shorts: (0.0, 0.0),
hand: (0.0, 0.0, 0.0),
foot: (0.0, 0.0, 0.0),
shoulder: (0.0, 0.0, 0.0),
lantern: (0.0, 0.0, 0.0),
}
}
}
impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
type Error = ();
fn try_from(body: &'a comp::Body) -> Result<Self, Self::Error> {
match body {
comp::Body::Humanoid(body) => Ok(SkeletonAttr::from(body)),
_ => Err(()),
}
}
}
impl SkeletonAttr { impl SkeletonAttr {
pub fn calculate_scale(body: &comp::humanoid::Body) -> f32 { pub fn calculate_scale(body: &comp::humanoid::Body) -> f32 {
use comp::humanoid::{BodyType::*, Race::*}; use comp::humanoid::{BodyType::*, Race::*};
@ -150,31 +184,6 @@ impl SkeletonAttr {
} }
} }
impl Default for SkeletonAttr {
fn default() -> Self {
Self {
scaler: 1.0,
head_scale: 1.0,
neck_height: 1.0,
neck_forward: 1.0,
neck_right: 1.0,
weapon_x: 1.0,
weapon_y: 1.0,
}
}
}
impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
type Error = ();
fn try_from(body: &'a comp::Body) -> Result<Self, Self::Error> {
match body {
comp::Body::Humanoid(body) => Ok(SkeletonAttr::from(body)),
_ => Err(()),
}
}
}
impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr { impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr {
fn from(body: &'a comp::humanoid::Body) -> Self { fn from(body: &'a comp::humanoid::Body) -> Self {
use comp::humanoid::{BodyType::*, Race::*}; use comp::humanoid::{BodyType::*, Race::*};
@ -194,69 +203,43 @@ impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr {
(Danari, Male) => 1.15, (Danari, Male) => 1.15,
(Danari, Female) => 1.15, (Danari, Female) => 1.15,
}, },
neck_height: match (body.race, body.body_type) { head: match (body.race, body.body_type) {
(Orc, Male) => 0.0, (Orc, Male) => (0.0, 14.0),
(Orc, Female) => 0.0, (Orc, Female) => (0.0, 14.0),
(Human, Male) => 0.0, (Human, Male) => (0.0, 14.5),
(Human, Female) => 0.0, (Human, Female) => (0.0, 14.0),
(Elf, Male) => 0.0, (Elf, Male) => (0.0, 14.5),
(Elf, Female) => 0.0, (Elf, Female) => (0.0, 14.5),
(Dwarf, Male) => 0.0, (Dwarf, Male) => (0.0, 14.5),
(Dwarf, Female) => 0.0, (Dwarf, Female) => (0.0, 14.0),
(Undead, Male) => 0.5, (Undead, Male) => (0.5, 14.5),
(Undead, Female) => 0.5, (Undead, Female) => (0.5, 14.5),
(Danari, Male) => 0.5, (Danari, Male) => (0.5, 14.0),
(Danari, Female) => 0.5, (Danari, Female) => (0.5, 14.0),
}, },
neck_forward: match (body.race, body.body_type) { chest: match (body.race, body.body_type) {
(Orc, Male) => 0.0, (_, _) => (0.0, 7.0),
(Orc, Female) => 0.0,
(Human, Male) => 0.5,
(Human, Female) => 0.0,
(Elf, Male) => 0.5,
(Elf, Female) => 0.5,
(Dwarf, Male) => 0.5,
(Dwarf, Female) => 0.0,
(Undead, Male) => 0.5,
(Undead, Female) => 0.5,
(Danari, Male) => 0.0,
(Danari, Female) => 0.0,
}, },
neck_right: match (body.race, body.body_type) { belt: match (body.race, body.body_type) {
(Orc, Male) => 0.0, (_, _) => (0.0, -2.0),
(Orc, Female) => 0.0,
(Human, Male) => 0.0,
(Human, Female) => 0.0,
(Elf, Male) => 0.0,
(Elf, Female) => 0.0,
(Dwarf, Male) => 0.0,
(Dwarf, Female) => 0.0,
(Undead, Male) => 0.0,
(Undead, Female) => 0.0,
(Danari, Male) => 0.0,
(Danari, Female) => 0.0,
}, },
weapon_x: match ToolKind::Empty { back: match (body.race, body.body_type) {
ToolKind::Sword(_) => 0.0, (_, _) => (-3.1, 7.25),
ToolKind::Axe(_) => 3.0,
ToolKind::Hammer(_) => 0.0,
ToolKind::Shield(_) => 3.0,
ToolKind::Staff(_) => 3.0,
ToolKind::Bow(_) => 0.0,
ToolKind::Dagger(_) => 0.0,
ToolKind::Debug(_) => 0.0,
ToolKind::Empty => 0.0,
}, },
weapon_y: match ToolKind::Empty { shorts: match (body.race, body.body_type) {
ToolKind::Sword(_) => -1.25, (_, _) => (0.0, -5.0),
ToolKind::Axe(_) => 0.0, },
ToolKind::Hammer(_) => -2.0, hand: match (body.race, body.body_type) {
ToolKind::Shield(_) => 0.0, (_, _) => (7.0, -0.25, 5.0),
ToolKind::Staff(_) => 0.0, },
ToolKind::Bow(_) => -2.0, foot: match (body.race, body.body_type) {
ToolKind::Dagger(_) => -2.0, (_, _) => (3.4, -0.1, 8.0),
ToolKind::Debug(_) => 0.0, },
ToolKind::Empty => 0.0, shoulder: match (body.race, body.body_type) {
(_, _) => (5.0, 0.0, 5.0),
},
lantern: match (body.race, body.body_type) {
(_, _) => (5.0, 2.5, 5.5),
}, },
} }
} }

View File

@ -40,29 +40,41 @@ impl Animation for RollAnimation {
} * 1.3; } * 1.3;
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
-2.0 + skeleton_attr.neck_forward, -2.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 12.0 + wave_dub * -8.0, skeleton_attr.head.1 + wave_dub * -8.0,
); );
next.head.ori = Quaternion::rotation_x(wave_dub * 0.4); next.head.ori = Quaternion::rotation_x(wave_dub * 0.4);
next.head.scale = Vec3::one(); next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_dub * -5.0); next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0,
skeleton_attr.chest.1 + wave_dub * -5.0,
);
next.chest.ori = Quaternion::rotation_x(wave_dub * 0.4); next.chest.ori = Quaternion::rotation_x(wave_dub * 0.4);
next.chest.scale = Vec3::one() * 1.01; next.chest.scale = Vec3::one() * 1.01;
next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_dub * -3.0); next.belt.offset = Vec3::new(
0.0,
skeleton_attr.belt.0,
skeleton_attr.belt.0 + wave_dub * -3.0,
);
next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4); next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_dub * -2.0); next.shorts.offset = Vec3::new(
0.0,
skeleton_attr.shorts.0,
skeleton_attr.shorts.0 + wave_dub * -2.0,
);
next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4); next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new( next.l_hand.offset = Vec3::new(
-5.5 + wave * -0.5, -skeleton_attr.chest.0 + wave * -0.5,
-2.0 + wave_quick_cos * -5.5, skeleton_attr.hand.1 + wave_quick_cos * -5.5,
1.0 + wave_quick * 0.5, skeleton_attr.hand.2 + wave_quick * 0.5,
); );
next.l_hand.ori = next.l_hand.ori =
@ -70,53 +82,61 @@ impl Animation for RollAnimation {
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new( next.r_hand.offset = Vec3::new(
5.5 + wave * 0.5, skeleton_attr.hand.0 + wave * 0.5,
-2.0 + wave_quick_cos * 2.5, skeleton_attr.hand.1 + wave_quick_cos * 2.5,
1.0 + wave_quick * 3.0, skeleton_attr.hand.2 + wave_quick * 3.0,
); );
next.r_hand.ori = next.r_hand.ori =
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3); Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, -0.1, 10.0 - 0.0 + wave_dub * -1.2 + wave_slow * 4.0); next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2 + wave_dub * -1.2 + wave_slow * 4.0,
);
next.l_foot.ori = Quaternion::rotation_x(wave * 0.6); next.l_foot.ori = Quaternion::rotation_x(wave * 0.6);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 10.0 - 0.0 + wave_dub * -1.0 + wave_slow * 4.0); next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2 + wave_dub * -1.0 + wave_slow * 4.0,
);
next.r_foot.ori = Quaternion::rotation_x(wave * -0.4); next.r_foot.ori = Quaternion::rotation_x(wave * -0.4);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.2,
);
next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.2,
);
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
-7.0 + skeleton_attr.weapon_x, next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.main.ori = Quaternion::rotation_y(2.5)
* Quaternion::rotation_z(1.57)
* Quaternion::rotation_x(0.0);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.second.offset = Vec3::new( next.second.offset = Vec3::new(0.0, 0.0, 0.0);
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0; next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1); next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;

View File

@ -91,84 +91,97 @@ impl Animation for RunAnimation {
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0, 0.0,
-3.0 + skeleton_attr.neck_forward, -3.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 13.0 + short * 0.3, -1.0 + skeleton_attr.head.1 + short * 0.3,
); );
next.head.ori = Quaternion::rotation_z(head_look.x + long * -0.1 - short * 0.3) next.head.ori = Quaternion::rotation_z(head_look.x + long * -0.1 - short * 0.3)
* Quaternion::rotation_x(head_look.y + 0.35); * Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 10.5 + short * 1.1 - lower); next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0,
skeleton_attr.chest.1 + 1.0 + short * 1.1 - lower,
);
next.chest.ori = Quaternion::rotation_z(short * 0.3 * walkintensity); next.chest.ori = Quaternion::rotation_z(short * 0.3 * walkintensity);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_z(short * 0.25); next.belt.ori = Quaternion::rotation_z(short * 0.25);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.back.offset = Vec3::new(0.0, -2.8, 7.25); next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
next.back.ori = Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1); next.back.ori = Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
next.back.scale = Vec3::one() * 1.02; next.back.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(short * 0.4); next.shorts.ori = Quaternion::rotation_z(short * 0.4);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new( next.l_hand.offset = Vec3::new(
-6.0 + wave_stop * -1.0 * walkintensity, -skeleton_attr.hand.0 + wave_stop * 1.0 * walkintensity,
-0.25 + short * 3.0 * walkintensity, skeleton_attr.hand.1 + short * 3.0 * walkintensity,
5.0 + short * -1.5 * walkintensity, 1.0 + skeleton_attr.hand.2 + short * -1.5 * walkintensity,
); );
next.l_hand.ori = Quaternion::rotation_x(0.8 + short * 1.2 * walk) next.l_hand.ori = Quaternion::rotation_x(0.2 + short * 1.2 * walk)
* Quaternion::rotation_y(wave_stop * 0.1); * Quaternion::rotation_y(wave_stop * -0.1);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new( next.r_hand.offset = Vec3::new(
6.0 + wave_stop * 1.0 * walkintensity, skeleton_attr.hand.0 + wave_stop * -1.0 * walkintensity,
-0.25 + short * -3.0 * walkintensity, skeleton_attr.hand.1 + short * -3.0 * walkintensity,
5.0 + short * 1.5 * walkintensity, 1.0 + skeleton_attr.hand.2 + short * 1.5 * walkintensity,
); );
next.r_hand.ori = Quaternion::rotation_x(0.8 + short * -1.2 * walk) next.r_hand.ori = Quaternion::rotation_x(0.2 + short * -1.2 * walk)
* Quaternion::rotation_y(wave_stop * -0.1); * Quaternion::rotation_y(wave_stop * 0.1);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.5); next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
-skeleton_attr.foot.1 + foot * 1.0,
skeleton_attr.foot.2 + 1.0,
);
next.l_foot.ori = Quaternion::rotation_x(foot * -1.2 * walkintensity); next.l_foot.ori = Quaternion::rotation_x(foot * -1.2 * walkintensity);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, foot * -1.0, 9.5); next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
-skeleton_attr.foot.1 + foot * -1.0,
skeleton_attr.foot.2 + 1.0,
);
next.r_foot.ori = Quaternion::rotation_x(foot * 1.2 * walkintensity); next.r_foot.ori = Quaternion::rotation_x(foot * 1.2 * walkintensity);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, -1.0, 4.7); next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15 * walkintensity); next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15 * walkintensity);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, -1.0, 4.7); next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15 * walkintensity); next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15 * walkintensity);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 0.0, 10.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-7.0, -6.5, 15.0);
-7.0 + skeleton_attr.weapon_x,
-6.5 + skeleton_attr.weapon_y,
15.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.second.offset = Vec3::new(
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0; next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = next.lantern.ori =
Quaternion::rotation_x(shorte * -0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4); Quaternion::rotation_x(shorte * -0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
@ -183,12 +196,8 @@ impl Animation for RunAnimation {
next.control.ori = Quaternion::rotation_x(0.0); next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next

View File

@ -32,27 +32,31 @@ impl Animation for ShootAnimation {
let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2); let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
next.head.offset = Vec3::new( next.head.offset = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0,
);
next.head.ori = Quaternion::rotation_z(exp * -0.4) next.head.ori = Quaternion::rotation_z(exp * -0.4)
* Quaternion::rotation_x(0.0) * Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(exp * 0.1); * Quaternion::rotation_y(exp * 0.1);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0 - exp * 1.5, 7.0); next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0 - exp * 1.5,
skeleton_attr.chest.1,
);
next.chest.ori = Quaternion::rotation_z(0.4 + exp * 1.0) next.chest.ori = Quaternion::rotation_z(0.4 + exp * 1.0)
* Quaternion::rotation_x(0.0 + exp * 0.2) * Quaternion::rotation_x(0.0 + exp * 0.2)
* Quaternion::rotation_y(exp * -0.08); * Quaternion::rotation_y(exp * -0.08);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0 + exp * 1.0, -2.0); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + exp * 1.0, skeleton_attr.belt.1);
next.belt.ori = next.chest.ori * -0.1; next.belt.ori = next.chest.ori * -0.1;
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, exp * 1.0, -5.0); next.shorts.offset = Vec3::new(
0.0,
skeleton_attr.shorts.0 + exp * 1.0,
skeleton_attr.shorts.1,
);
next.shorts.ori = next.chest.ori * -0.08; next.shorts.ori = next.chest.ori * -0.08;
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
@ -154,7 +158,11 @@ impl Animation for ShootAnimation {
next.glider.ori = Quaternion::rotation_y(0.0); next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = next.lantern.ori =
Quaternion::rotation_x(exp * -0.7 + 0.4) * Quaternion::rotation_y(exp * 0.4); Quaternion::rotation_x(exp * -0.7 + 0.4) * Quaternion::rotation_y(exp * 0.4);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;

View File

@ -36,93 +36,110 @@ impl Animation for SitAnimation {
* 0.125, * 0.125,
); );
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
-3.0 + skeleton_attr.neck_forward, -3.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 14.0 + slow * 0.1 + stop * -0.8, skeleton_attr.head.1 + slow * 0.1 + stop * -0.8,
); );
next.head.ori = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1) next.head.ori = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1)
* Quaternion::rotation_x((slowa * -0.1 + slow * 0.1 + head_look.y).abs()); * Quaternion::rotation_x((slowa * -0.1 + slow * 0.1 + head_look.y).abs());
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, stop * -0.4, 7.0 + slow * 0.1 + stop * -0.8); next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0 + stop * -0.4,
skeleton_attr.chest.1 + slow * 0.1 + stop * -0.8,
);
next.chest.ori = Quaternion::rotation_x(stop * 0.15); next.chest.ori = Quaternion::rotation_x(stop * 0.15);
next.chest.scale = Vec3::one() + slow_abs * 0.05; next.chest.scale = Vec3::one() + slow_abs * 0.05;
next.belt.offset = Vec3::new(0.0, stop * 1.2, -2.0); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + stop * 1.2, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_x(stop * 0.3); next.belt.ori = Quaternion::rotation_x(stop * 0.3);
next.belt.scale = (Vec3::one() + slow_abs * 0.05) * 1.02; next.belt.scale = (Vec3::one() + slow_abs * 0.05) * 1.02;
next.back.offset = Vec3::new(0.0, -2.8, 7.25); next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
next.back.ori = Quaternion::rotation_z(0.0);
next.back.scale = Vec3::one() * 1.02; next.back.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, stop * 2.5, -5.0 + stop * 0.6); next.shorts.offset = Vec3::new(
0.0,
skeleton_attr.shorts.0 + stop * 2.5,
skeleton_attr.shorts.1 + stop * 0.6,
);
next.shorts.ori = Quaternion::rotation_x(stop * 0.6); next.shorts.ori = Quaternion::rotation_x(stop * 0.6);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-6.0, -0.25 + slowa * 0.15, 6.0 + slow * 0.7 + stop * -2.0); next.l_hand.offset = Vec3::new(
-skeleton_attr.hand.0,
next.l_hand.ori = Quaternion::rotation_x(0.0 + slowa * -0.1 + slow * 0.1); skeleton_attr.hand.1 + slowa * 0.15,
skeleton_attr.hand.2 + slow * 0.7 + stop * -2.0,
);
next.l_hand.ori = Quaternion::rotation_x(slowa * -0.1 + slow * 0.1);
next.l_hand.scale = Vec3::one() + slow_abs * -0.05; next.l_hand.scale = Vec3::one() + slow_abs * -0.05;
next.r_hand.offset = Vec3::new(6.0, -0.25 + slowa * 0.15, 6.0 + slow * 0.7 + stop * -2.0); next.r_hand.offset = Vec3::new(
next.r_hand.ori = Quaternion::rotation_x(0.0 + slow * -0.1 + slowa * 0.1); skeleton_attr.hand.0,
skeleton_attr.hand.1 + slowa * 0.15,
skeleton_attr.hand.2 + slow * 0.7 + stop * -2.0,
);
next.r_hand.ori = Quaternion::rotation_x(slow * -0.1 + slowa * 0.1);
next.r_hand.scale = Vec3::one() + slow_abs * -0.05; next.r_hand.scale = Vec3::one() + slow_abs * -0.05;
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0); next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.l_foot.ori = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1); next.l_foot.ori = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0); next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.r_foot.ori = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1); next.r_foot.ori = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7); next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = (Vec3::one() + slow_abs * -0.05) * 1.15; next.l_shoulder.scale = (Vec3::one() + slow_abs * -0.05) * 1.15;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7); next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = (Vec3::one() + slow_abs * -0.05) * 1.15; next.r_shoulder.scale = (Vec3::one() + slow_abs * -0.05) * 1.15;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one() + slow_abs * -0.05; next.main.scale = Vec3::one() + slow_abs * -0.05;
next.second.offset = Vec3::new( next.second.offset = Vec3::new(0.0, 0.0, 0.0);
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0); next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0; next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0); next.lantern.offset = Vec3::new(
next.lantern.ori = Quaternion::rotation_x(0.0); skeleton_attr.lantern.0,
next.lantern.scale = Vec3::one() * 0.0; skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.scale = Vec3::one() * 0.65;
next.torso.offset = Vec3::new(0.0, -0.2, stop * -0.16) * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, -0.2, stop * -0.16) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next
} }

View File

@ -56,15 +56,14 @@ impl Animation for SpinAnimation {
* Quaternion::rotation_z(1.4 + spin * 0.1); * Quaternion::rotation_z(1.4 + spin * 0.1);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
-2.0 + skeleton_attr.neck_forward + spin * -0.8, -2.0 + skeleton_attr.head.0 + spin * -0.8,
skeleton_attr.neck_height + 14.0, skeleton_attr.head.1,
); );
next.head.ori = Quaternion::rotation_z(spin * -0.25) next.head.ori = Quaternion::rotation_z(spin * -0.25)
* Quaternion::rotation_x(0.0 + spin * -0.1) * Quaternion::rotation_x(0.0 + spin * -0.1)
* Quaternion::rotation_y(spin * -0.2); * Quaternion::rotation_y(spin * -0.2);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_z(spin * 0.1) next.chest.ori = Quaternion::rotation_z(spin * 0.1)
* Quaternion::rotation_x(0.0 + spin * 0.1) * Quaternion::rotation_x(0.0 + spin * 0.1)
* Quaternion::rotation_y(decel * -0.2); * Quaternion::rotation_y(decel * -0.2);
@ -106,7 +105,11 @@ impl Animation for SpinAnimation {
next.glider.ori = Quaternion::rotation_y(0.0); next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = next.lantern.ori =
Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4); Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;

View File

@ -34,76 +34,93 @@ impl Animation for StandAnimation {
* 0.15, * 0.15,
); );
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
-3.0 + skeleton_attr.neck_forward, -3.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 14.0 + slow * 0.3 + breathe * -0.05, skeleton_attr.head.1 + slow * 0.3 + breathe * -0.05,
); );
next.head.ori = next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs()); Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.head.scale = Vec3::one() * skeleton_attr.head_scale + breathe * -0.05; next.head.scale = Vec3::one() * skeleton_attr.head_scale + breathe * -0.05;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + slow * 0.3); next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0,
skeleton_attr.chest.1 + slow * 0.3,
);
next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6); next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6);
next.chest.scale = Vec3::one() * 1.01 + breathe * 0.03; next.chest.scale = Vec3::one() * 1.01 + breathe * 0.03;
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_z(head_look.x * -0.1); next.belt.ori = Quaternion::rotation_z(head_look.x * -0.1);
next.belt.scale = Vec3::one() + breathe * -0.03; next.belt.scale = Vec3::one() + breathe * -0.03;
next.back.offset = Vec3::new(0.0, -2.8, 7.25); next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
next.back.ori = Quaternion::rotation_z(0.0);
next.back.scale = Vec3::one() * 1.02; next.back.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(head_look.x * -0.2); next.shorts.ori = Quaternion::rotation_z(head_look.x * -0.2);
next.shorts.scale = Vec3::one() + breathe * -0.03; next.shorts.scale = Vec3::one() + breathe * -0.03;
next.l_hand.offset = Vec3::new(-7.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5); next.l_hand.offset = Vec3::new(
-skeleton_attr.hand.0,
skeleton_attr.hand.1 + slow * 0.15,
skeleton_attr.hand.2 + slow * 0.5,
);
next.l_hand.ori = Quaternion::rotation_x(0.0 + slow * -0.06); next.l_hand.ori = Quaternion::rotation_x(slow * -0.06);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(7.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5); next.r_hand.offset = Vec3::new(
next.r_hand.ori = Quaternion::rotation_x(0.0 + slow * -0.06); skeleton_attr.hand.0,
skeleton_attr.hand.1 + slow * 0.15,
skeleton_attr.hand.2 + slow * 0.5,
);
next.r_hand.ori = Quaternion::rotation_x(slow * -0.06);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0); next.l_foot.offset = Vec3::new(
next.l_foot.ori = Quaternion::identity(); -skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0); next.r_foot.offset = Vec3::new(
next.r_foot.ori = Quaternion::identity(); skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0); next.l_shoulder.offset = Vec3::new(
next.l_shoulder.ori = Quaternion::rotation_x(0.0); -skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15; next.l_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0); next.r_shoulder.offset = Vec3::new(
next.r_shoulder.ori = Quaternion::rotation_x(0.0); skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15; next.r_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
next.glider.offset = Vec3::new(0.0, 0.0, 10.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.second.offset = Vec3::new( next.second.offset = Vec3::new(0.0, 0.0, 0.0);
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0; next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1); next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
@ -111,16 +128,10 @@ impl Animation for StandAnimation {
next.torso.ori = Quaternion::rotation_x(0.0); next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next
} }

View File

@ -46,74 +46,95 @@ impl Animation for SwimAnimation {
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0, 0.0,
-3.0 + skeleton_attr.neck_forward, -3.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 13.0 + short * 0.3, skeleton_attr.head.1 - 1.0 + short * 0.3,
); );
next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.4) next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.4)
* Quaternion::rotation_x(head_look.y + 0.35 + speed * 0.045); * Quaternion::rotation_x(head_look.y + 0.35 + speed * 0.045);
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + short * 1.3); next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0,
skeleton_attr.chest.1 + short * 1.3,
);
next.chest.ori = Quaternion::rotation_z(short * 0.4); next.chest.ori = Quaternion::rotation_z(short * 0.4);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_z(short * 0.30); next.belt.ori = Quaternion::rotation_z(short * 0.30);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.back.offset = Vec3::new(0.0, -2.8, 7.25); next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
next.back.ori = Quaternion::rotation_z(0.0); next.back.ori = Quaternion::rotation_z(0.0);
next.back.scale = Vec3::one() * 1.02; next.back.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(short * 0.5); next.shorts.ori = Quaternion::rotation_z(short * 0.5);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-6.0, -0.25 - foot * 1.2, 5.0 + foot * -3.0); next.l_hand.offset = Vec3::new(
-skeleton_attr.hand.0,
skeleton_attr.hand.1 - foot * 1.2,
skeleton_attr.hand.2 + foot * -3.0,
);
next.l_hand.ori = Quaternion::rotation_x(0.8 + foot * -0.6) * Quaternion::rotation_y(0.2); next.l_hand.ori = Quaternion::rotation_x(0.8 + foot * -0.6) * Quaternion::rotation_y(0.2);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(6.0, -0.25 + foot * 1.2, 5.0 + foot * 3.0); next.r_hand.offset = Vec3::new(
skeleton_attr.hand.0,
skeleton_attr.hand.1 + foot * 1.2,
skeleton_attr.hand.2 + foot * 3.0,
);
next.r_hand.ori = Quaternion::rotation_x(0.8 + foot * 0.6) * Quaternion::rotation_y(-0.2); next.r_hand.ori = Quaternion::rotation_x(0.8 + foot * 0.6) * Quaternion::rotation_y(-0.2);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 6.0 + foot * 1.2, 0.0 + foot * 6.5); next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
4.0 + skeleton_attr.foot.1 + foot * 1.2,
-5.0 + skeleton_attr.foot.2 + foot * 6.5,
);
next.l_foot.ori = Quaternion::rotation_x(-1.40 + foot * 0.6); next.l_foot.ori = Quaternion::rotation_x(-1.40 + foot * 0.6);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 6.0 - foot * 1.2, 0.0 + foot * -6.5); next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
4.0 + skeleton_attr.foot.1 - foot * 1.2,
-5.0 + skeleton_attr.foot.2 + foot * -6.5,
);
next.r_foot.ori = Quaternion::rotation_x(-1.40 + foot * -0.6); next.r_foot.ori = Quaternion::rotation_x(-1.40 + foot * -0.6);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-5.0, -1.0, 4.7); next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.2,
);
next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15); next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15);
next.l_shoulder.scale = Vec3::one() * 1.1; next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, -1.0, 4.7); next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.2,
);
next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15); next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15);
next.r_shoulder.scale = Vec3::one() * 1.1; next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0); next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
-7.0 + skeleton_attr.weapon_x,
-5.0 + skeleton_attr.weapon_y,
15.0,
);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25); next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25);
next.main.scale = Vec3::one(); next.main.scale = Vec3::one();
next.second.offset = Vec3::new(
0.0 + skeleton_attr.weapon_x,
0.0 + skeleton_attr.weapon_y,
0.0,
);
next.second.ori = Quaternion::rotation_y(0.0);
next.second.scale = Vec3::one() * 0.0; next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5); next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
@ -122,16 +143,10 @@ impl Animation for SwimAnimation {
Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05) * Quaternion::rotation_y(0.0); Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05) * Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
next next

View File

@ -102,7 +102,7 @@ impl Animation for WieldAnimation {
* Quaternion::rotation_y(0.5) * Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(-0.27); * Quaternion::rotation_z(-0.27);
next.r_hand.scale = Vec3::one() * 1.05; next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(9.2, 8.4, 13.2); next.main.offset = Vec3::new(12.0, 8.4, 13.2);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(3.14 + 0.3) * Quaternion::rotation_y(3.14 + 0.3)
* Quaternion::rotation_z(0.9); * Quaternion::rotation_z(0.9);
@ -121,11 +121,7 @@ impl Animation for WieldAnimation {
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0); next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3); next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(-6.0, 4.5, 0.0);
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0);
@ -150,27 +146,9 @@ impl Animation for WieldAnimation {
next.control.offset = Vec3::new(-7.0, 6.0, 6.0); next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
next.control.ori = Quaternion::rotation_x(ultra_slow * 0.2) next.control.ori = Quaternion::rotation_x(ultra_slow * 0.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(ultra_slow_cos * 0.1); * Quaternion::rotation_z(ultra_slow_cos * 0.1);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
}, },
Some(ToolKind::Dagger(_)) => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
},
Some(ToolKind::Debug(_)) => { Some(ToolKind::Debug(_)) => {
next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0); next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25) next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
@ -182,11 +160,7 @@ impl Animation for WieldAnimation {
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.3); * Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.01; next.r_hand.scale = Vec3::one() * 1.01;
next.main.offset = Vec3::new( next.main.offset = Vec3::new(5.0, 8.75, -2.0);
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.0,
);
next.main.ori = Quaternion::rotation_x(-0.3) next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.27) * Quaternion::rotation_y(-1.27)
* Quaternion::rotation_z(wave * -0.25); * Quaternion::rotation_z(wave * -0.25);
@ -227,29 +201,33 @@ impl Animation for WieldAnimation {
* 0.1, * 0.1,
); );
next.head.offset = Vec3::new( next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right, 0.0,
-2.0 + skeleton_attr.neck_forward, -2.0 + skeleton_attr.head.0,
skeleton_attr.neck_height + 14.0 + ultra_slow * 0.1, skeleton_attr.head.1 + ultra_slow * 0.1,
); );
next.head.ori = next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs()); Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.head.scale = Vec3::one() * skeleton_attr.head_scale; next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0 + slow_cos * 0.5, 0.0, 7.0 + ultra_slow * 0.5); next.chest.offset = Vec3::new(
0.0 + slow_cos * 0.5,
skeleton_attr.chest.0,
skeleton_attr.chest.1 + ultra_slow * 0.5,
);
next.chest.ori = next.chest.ori =
Quaternion::rotation_y(ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15); Quaternion::rotation_y(ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = next.belt.ori =
Quaternion::rotation_y(ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22); Quaternion::rotation_y(ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
next.belt.scale = Vec3::one() * 1.02; next.belt.scale = Vec3::one() * 1.02;
next.back.offset = Vec3::new(0.0, -2.8, 7.25); next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
next.back.ori = Quaternion::rotation_x(-0.2); next.back.ori = Quaternion::rotation_x(-0.2);
next.back.scale = Vec3::one() * 1.02; next.back.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(0.3); next.shorts.ori = Quaternion::rotation_z(0.3);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
@ -262,15 +240,10 @@ impl Animation for WieldAnimation {
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one(); next.r_control.scale = Vec3::one();
} }

View File

@ -13,7 +13,6 @@ pub mod quadruped_medium;
pub mod quadruped_small; pub mod quadruped_small;
use crate::render::FigureBoneData; use crate::render::FigureBoneData;
use common::comp::{self, item::tool::ToolKind};
use vek::*; use vek::*;
#[derive(Copy, Clone, Debug)] #[derive(Copy, Clone, Debug)]
@ -63,139 +62,6 @@ pub trait Skeleton: Send + Sync + 'static {
// rustc complains that `SkeletonAttr` fields are never read. // rustc complains that `SkeletonAttr` fields are never read.
// Pls remove when they are. // Pls remove when they are.
#[allow(dead_code)]
pub struct SkeletonAttr {
scaler: f32,
head_scale: f32,
neck_height: f32,
neck_forward: f32,
neck_right: f32,
weapon_x: f32,
weapon_y: f32,
}
impl SkeletonAttr {
pub fn calculate_scale(body: &comp::humanoid::Body) -> f32 {
use comp::humanoid::{BodyType::*, Race::*};
match (body.race, body.body_type) {
(Orc, Male) => 0.95,
(Orc, Female) => 0.8,
(Human, Male) => 0.8,
(Human, Female) => 0.75,
(Elf, Male) => 0.85,
(Elf, Female) => 0.8,
(Dwarf, Male) => 0.1,
(Dwarf, Female) => 0.65,
(Undead, Male) => 0.8,
(Undead, Female) => 0.75,
(Danari, Male) => 0.58,
(Danari, Female) => 0.58,
}
}
}
impl Default for SkeletonAttr {
fn default() -> Self {
Self {
scaler: 1.0,
head_scale: 1.0,
neck_height: 1.0,
neck_forward: 1.0,
neck_right: 1.0,
weapon_x: 1.0,
weapon_y: 1.0,
}
}
}
impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr {
fn from(body: &'a comp::humanoid::Body) -> Self {
use comp::humanoid::{BodyType::*, Race::*};
Self {
scaler: SkeletonAttr::calculate_scale(body),
head_scale: match (body.race, body.body_type) {
(Orc, Male) => 0.9,
(Orc, Female) => 1.0,
(Human, Male) => 1.0,
(Human, Female) => 1.0,
(Elf, Male) => 0.95,
(Elf, Female) => 1.0,
(Dwarf, Male) => 1.0,
(Dwarf, Female) => 1.0,
(Undead, Male) => 1.0,
(Undead, Female) => 1.0,
(Danari, Male) => 1.15,
(Danari, Female) => 1.15,
},
neck_height: match (body.race, body.body_type) {
(Orc, Male) => 0.0,
(Orc, Female) => 0.0,
(Human, Male) => 0.0,
(Human, Female) => 0.0,
(Elf, Male) => 0.0,
(Elf, Female) => 0.0,
(Dwarf, Male) => 0.0,
(Dwarf, Female) => 0.0,
(Undead, Male) => 0.5,
(Undead, Female) => 0.5,
(Danari, Male) => 0.5,
(Danari, Female) => 0.5,
},
neck_forward: match (body.race, body.body_type) {
(Orc, Male) => 0.0,
(Orc, Female) => 0.0,
(Human, Male) => 0.5,
(Human, Female) => 0.0,
(Elf, Male) => 0.5,
(Elf, Female) => 0.5,
(Dwarf, Male) => 0.5,
(Dwarf, Female) => 0.0,
(Undead, Male) => 0.5,
(Undead, Female) => 0.5,
(Danari, Male) => 0.0,
(Danari, Female) => 0.0,
},
neck_right: match (body.race, body.body_type) {
(Orc, Male) => 0.0,
(Orc, Female) => 0.0,
(Human, Male) => 0.0,
(Human, Female) => 0.0,
(Elf, Male) => 0.0,
(Elf, Female) => 0.0,
(Dwarf, Male) => 0.0,
(Dwarf, Female) => 0.0,
(Undead, Male) => 0.0,
(Undead, Female) => 0.0,
(Danari, Male) => 0.0,
(Danari, Female) => 0.0,
},
weapon_x: match ToolKind::Empty {
// TODO: Inventory
ToolKind::Sword(_) => 0.0,
ToolKind::Axe(_) => 3.0,
ToolKind::Hammer(_) => 0.0,
ToolKind::Shield(_) => 3.0,
ToolKind::Staff(_) => 3.0,
ToolKind::Bow(_) => 0.0,
ToolKind::Dagger(_) => 0.0,
ToolKind::Debug(_) => 0.0,
ToolKind::Empty => 0.0,
},
weapon_y: match ToolKind::Empty {
// TODO: Inventory
ToolKind::Sword(_) => -1.25,
ToolKind::Axe(_) => 0.0,
ToolKind::Hammer(_) => -2.0,
ToolKind::Shield(_) => 0.0,
ToolKind::Staff(_) => 0.0,
ToolKind::Bow(_) => -2.0,
ToolKind::Dagger(_) => -2.0,
ToolKind::Debug(_) => 0.0,
ToolKind::Empty => 0.0,
},
}
}
}
pub trait Animation { pub trait Animation {
type Skeleton: Skeleton; type Skeleton: Skeleton;

View File

@ -2645,7 +2645,10 @@ pub fn mesh_object(
use object::Body; use object::Body;
let (name, offset) = match obj { let (name, offset) = match obj {
Body::Arrow => ("weapon.projectile.simple-arrow", Vec3::new(-5.5, -5.5, 0.0)), Body::Arrow => (
"weapon.projectile.simple-arrow",
Vec3::new(-0.5, -6.0, -1.5),
),
Body::Bomb => ("object.bomb", Vec3::new(-5.5, -5.5, 0.0)), Body::Bomb => ("object.bomb", Vec3::new(-5.5, -5.5, 0.0)),
Body::Scarecrow => ("object.scarecrow", Vec3::new(-9.5, -4.0, 0.0)), Body::Scarecrow => ("object.scarecrow", Vec3::new(-9.5, -4.0, 0.0)),
Body::Cauldron => ("object.cauldron", Vec3::new(-10.0, -10.0, 0.0)), Body::Cauldron => ("object.cauldron", Vec3::new(-10.0, -10.0, 0.0)),