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https://gitlab.com/veloren/veloren.git
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Merge branch 'slipped/attributes' into 'master'
skel attribute transfer See merge request veloren/veloren!949
This commit is contained in:
commit
303967a6f7
@ -53,27 +53,24 @@ impl Animation for AlphaAnimation {
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 14.0,
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);
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next.head.offset =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.ori = Quaternion::rotation_z(slow * -0.25)
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* Quaternion::rotation_x(0.0 + slow * 0.15)
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* Quaternion::rotation_y(slow * -0.15);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
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next.chest.ori = Quaternion::rotation_z(slow * 0.4)
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* Quaternion::rotation_x(0.0 + slow * -0.2)
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* Quaternion::rotation_y(slow * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.ori = next.chest.ori * -0.3;
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.ori = next.chest.ori * -0.45;
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next.shorts.scale = Vec3::one();
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@ -116,9 +113,9 @@ impl Animation for AlphaAnimation {
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},
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Some(ToolKind::Axe(_)) => {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right + slowax * 2.0,
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0.0 + skeleton_attr.neck_forward + slowax * -2.0,
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skeleton_attr.neck_height + 13.0,
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0.0 + slowax * 2.0,
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0.0 + skeleton_attr.head.0 + slowax * -2.0,
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skeleton_attr.head.1,
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);
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next.head.ori = Quaternion::rotation_z(slowax * 0.25)
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* Quaternion::rotation_x(0.0 + slowax * 0.2)
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@ -181,11 +178,8 @@ impl Animation for AlphaAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 12.0,
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);
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next.head.offset =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.ori = Quaternion::rotation_z(slower * 0.05)
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* Quaternion::rotation_x(0.0 + slower * 0.05)
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* Quaternion::rotation_y(slower * 0.05);
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@ -258,29 +252,24 @@ impl Animation for AlphaAnimation {
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},
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Some(ToolKind::Staff(_)) => {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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0.0 + skeleton_attr.neck_forward + decel * 0.8,
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skeleton_attr.neck_height + 14.0,
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0.0,
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0.0 + skeleton_attr.head.0 + decel * 0.8,
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skeleton_attr.head.1,
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);
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next.head.ori = Quaternion::rotation_z(decel * 0.25)
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* Quaternion::rotation_x(0.0 + decel * 0.1)
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* Quaternion::rotation_y(decel * -0.1);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_z(decel * -0.2)
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* Quaternion::rotation_x(0.0 + decel * -0.2)
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* Quaternion::rotation_y(decel * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.1)
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* Quaternion::rotation_x(0.0 + decel * -0.1)
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* Quaternion::rotation_y(decel * 0.1);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.08)
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next.shorts.ori = Quaternion::rotation_z(decel * -0.08)
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* Quaternion::rotation_x(0.0 + decel * -0.08)
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* Quaternion::rotation_y(decel * 0.08);
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next.shorts.scale = Vec3::one();
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@ -291,9 +280,7 @@ impl Animation for AlphaAnimation {
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next.r_hand.ori = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(0.0, 6.0, -4.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.main.ori = Quaternion::rotation_x(-0.3);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
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@ -302,16 +289,13 @@ impl Animation for AlphaAnimation {
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* Quaternion::rotation_z(1.4 + slow * 0.5);
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next.control.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Shield(_)) => {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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0.0 + skeleton_attr.neck_forward + decel * 0.8,
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skeleton_attr.neck_height + 21.0,
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0.0,
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0.0 + skeleton_attr.head.0 + decel * 0.8,
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skeleton_attr.head.1,
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);
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next.head.ori = Quaternion::rotation_z(decel * 0.25)
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* Quaternion::rotation_x(0.0 + decel * 0.1)
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@ -349,138 +333,19 @@ impl Animation for AlphaAnimation {
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
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8.0 + accel_fast * 3.0,
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0.0,
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);
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next.main.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.main.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Bow(_)) => {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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0.0 + skeleton_attr.neck_forward + decel * 0.8,
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skeleton_attr.neck_height + 21.0,
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);
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next.head.ori = Quaternion::rotation_z(decel * -0.25)
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* Quaternion::rotation_x(0.0 + decel * -0.1)
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* Quaternion::rotation_y(decel * -0.1);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_z(decel * -0.2)
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* Quaternion::rotation_x(0.0 + decel * -0.2)
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* Quaternion::rotation_y(decel * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.1)
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* Quaternion::rotation_x(0.0 + decel * -0.1)
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* Quaternion::rotation_y(decel * 0.1);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.08)
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* Quaternion::rotation_x(0.0 + decel * -0.08)
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* Quaternion::rotation_y(decel * 0.08);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(3.0, -1.0, -6.0);
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next.r_hand.ori = Quaternion::rotation_x(1.27)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(3.0, 2.0, -13.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.3)
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* Quaternion::rotation_z(-0.6);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Dagger(_)) => {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward + decel * 0.8,
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skeleton_attr.neck_height + 21.0,
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);
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next.head.ori = Quaternion::rotation_z(decel * 0.25)
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* Quaternion::rotation_x(0.0 + decel * 0.1)
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* Quaternion::rotation_y(decel * -0.1);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_z(decel * -0.2)
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* Quaternion::rotation_x(0.0 + decel * -0.2)
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* Quaternion::rotation_y(decel * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.1)
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* Quaternion::rotation_x(0.0 + decel * -0.1)
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* Quaternion::rotation_y(decel * 0.1);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.08)
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* Quaternion::rotation_x(0.0 + decel * -0.08)
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* Quaternion::rotation_y(decel * 0.08);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
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8.0 + accel_fast * 3.0,
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0.0,
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);
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next.main.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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Some(ToolKind::Debug(_)) => {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward + decel * 0.8,
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skeleton_attr.neck_height + 14.0,
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0.0,
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-2.0 + skeleton_attr.head.0 + decel * 0.8,
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skeleton_attr.head.1,
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);
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next.head.ori = Quaternion::rotation_x(0.0);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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@ -489,15 +354,6 @@ impl Animation for AlphaAnimation {
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next.chest.ori = Quaternion::rotation_z(decel * -0.2)
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* Quaternion::rotation_x(0.0 + decel * -0.2)
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* Quaternion::rotation_y(decel * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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@ -513,44 +369,34 @@ impl Animation for AlphaAnimation {
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
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8.0 + accel_fast * 3.0,
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0.0,
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);
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next.main.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.main.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.main.scale = Vec3::one();
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.ori = Quaternion::rotation_x(0.0);
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||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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},
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_ => {},
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}
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next.lantern.offset = Vec3::new(-5.0, 2.5, 5.5);
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next.lantern.offset = Vec3::new(
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skeleton_attr.lantern.0,
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skeleton_attr.lantern.1,
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skeleton_attr.lantern.2,
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);
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next.lantern.scale = Vec3::one() * 0.65;
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
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next.glider.ori = Quaternion::rotation_y(0.0);
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next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_control.ori = Quaternion::rotation_x(0.0);
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next.l_control.scale = Vec3::one();
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||||
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next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_control.ori = Quaternion::rotation_x(0.0);
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next.r_control.scale = Vec3::one();
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||||
next
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||||
}
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||||
|
@ -41,11 +41,8 @@ impl Animation for BetaAnimation {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Axe(_)) | Some(ToolKind::Hammer(_)) | Some(ToolKind::Sword(_)) => {
|
||||
//INTENTION: SWORD
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 14.0,
|
||||
);
|
||||
next.head.offset =
|
||||
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.ori = Quaternion::rotation_z(slow * -0.18)
|
||||
* Quaternion::rotation_x(-0.1 + slow * -0.28)
|
||||
* 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.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);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||
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);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||
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);
|
||||
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.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
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);
|
||||
next.r_foot.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.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.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.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.offset = Vec3::new(0.0, 0.0, 10.0);
|
||||
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(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
|
||||
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.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
|
||||
}
|
||||
|
@ -39,9 +39,9 @@ impl Animation for BlockAnimation {
|
||||
* 0.15,
|
||||
);
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.2,
|
||||
-1.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 19.5 + wave_ultra_slow * 0.2,
|
||||
0.0 + wave_slow_cos * 0.2,
|
||||
-1.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + 19.5 + wave_ultra_slow * 0.2,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_x(-0.25);
|
||||
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.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
-6.0 + skeleton_attr.weapon_x,
|
||||
4.5 + skeleton_attr.weapon_y,
|
||||
0.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(-6.0, 4.5, 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);
|
||||
@ -117,11 +113,7 @@ impl Animation for BlockAnimation {
|
||||
* 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.offset = Vec3::new(5.0, 8.75, 5.5);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.35)
|
||||
* 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.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,
|
||||
-6.0 + wave_ultra_slow_cos * 1.0,
|
||||
4.5 + wave_ultra_slow_cos * 0.5,
|
||||
0.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
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.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,
|
||||
-6.0 + wave_ultra_slow_cos * 1.0,
|
||||
4.5 + wave_ultra_slow_cos * 0.5,
|
||||
0.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
@ -177,96 +169,32 @@ impl Animation for BlockAnimation {
|
||||
* 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,
|
||||
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.r_foot.ori = Quaternion::rotation_x(0.3);
|
||||
//next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_shoulder.offset = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
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(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.scale = Vec3::one() * 0.0;
|
||||
|
||||
@ -274,12 +202,8 @@ impl Animation for BlockAnimation {
|
||||
next.torso.ori = Quaternion::rotation_x(0.0);
|
||||
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.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
|
||||
}
|
||||
|
@ -38,9 +38,9 @@ impl Animation for BlockIdleAnimation {
|
||||
* 0.15,
|
||||
);
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.2,
|
||||
-1.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 19.5 + wave_ultra_slow * 0.2,
|
||||
0.0 + wave_slow_cos * 0.2,
|
||||
-1.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + 19.5 + wave_ultra_slow * 0.2,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_x(-0.25);
|
||||
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.scale = Vec3::one() * 1.01;
|
||||
next.main.offset = Vec3::new(
|
||||
-6.0 + skeleton_attr.weapon_x,
|
||||
4.5 + skeleton_attr.weapon_y,
|
||||
0.0 + wave_ultra_slow * 1.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(-6.0, 4.5, 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);
|
||||
@ -116,41 +112,12 @@ impl Animation for BlockIdleAnimation {
|
||||
* 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 + wave_ultra_slow * 2.0 + skeleton_attr.weapon_y,
|
||||
5.5,
|
||||
);
|
||||
next.main.offset = Vec3::new(5.0, 8.75 + wave_ultra_slow * 2.0, 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();
|
||||
},
|
||||
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(_)) => {
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-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.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::Bow(_)) => {
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-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,
|
||||
);
|
||||
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);
|
||||
@ -233,11 +154,7 @@ impl Animation for BlockIdleAnimation {
|
||||
* 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 + wave_ultra_slow * 2.0 + skeleton_attr.weapon_y,
|
||||
5.5,
|
||||
);
|
||||
next.main.offset = Vec3::new(5.0, 8.75 + wave_ultra_slow * 2.0, 5.5);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.35)
|
||||
* 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.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 5.0);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_shoulder.offset = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
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.offset = Vec3::new(0.0, 0.0, 10.0);
|
||||
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.scale = Vec3::one() * 0.0;
|
||||
|
||||
@ -273,12 +199,8 @@ impl Animation for BlockIdleAnimation {
|
||||
next.torso.ori = Quaternion::rotation_x(0.0);
|
||||
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.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
|
||||
}
|
||||
|
@ -48,26 +48,26 @@ impl Animation for ChargeAnimation {
|
||||
let stopa = ((anim_time as f32).powf(0.9 as f32)).min(5.0);
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + stop * -2.0 + skeleton_attr.neck_right,
|
||||
-2.0 + stop * 2.5 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 14.0,
|
||||
0.0 + stop * -2.0,
|
||||
-2.0 + stop * 2.5 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(stop * -1.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(stop * -0.3);
|
||||
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)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(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(stop * -0.5);
|
||||
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.scale = Vec3::one();
|
||||
|
||||
@ -93,9 +93,8 @@ impl Animation for ChargeAnimation {
|
||||
6.0 + quicka * 3.5 * (1.0 / (stopa + 0.1)),
|
||||
6.0 - stop * 3.0,
|
||||
);
|
||||
next.control.ori = Quaternion::rotation_x(stop * -0.2)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(stop * 0.2);
|
||||
next.control.ori =
|
||||
Quaternion::rotation_x(stop * -0.2) * Quaternion::rotation_z(stop * 0.2);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
@ -159,32 +158,37 @@ impl Animation for ChargeAnimation {
|
||||
* Quaternion::rotation_y(0.0);
|
||||
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.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
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.offset = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
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.offset = Vec3::new(0.0, 0.0, 10.0);
|
||||
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.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.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
|
||||
}
|
||||
|
@ -39,79 +39,102 @@ impl Animation for ClimbAnimation {
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
-4.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 13.50 + smootha * 0.2,
|
||||
-4.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + smootha * 0.2,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(smooth * 0.1)
|
||||
* Quaternion::rotation_x(0.6)
|
||||
* Quaternion::rotation_y(quick * 0.1);
|
||||
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)
|
||||
* Quaternion::rotation_x(-0.15)
|
||||
* Quaternion::rotation_y(quick * -0.12);
|
||||
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.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.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)
|
||||
* Quaternion::rotation_x(0.1)
|
||||
* Quaternion::rotation_y(quick * 0.10);
|
||||
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.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.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.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.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.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.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.offset = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-5.0 + skeleton_attr.weapon_y,
|
||||
18.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(-7.0, -5.0, 18.0);
|
||||
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + smootha * 0.25);
|
||||
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.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.ori = Quaternion::rotation_y(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(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3);
|
||||
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.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.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.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
|
||||
}
|
||||
|
@ -36,9 +36,9 @@ impl Animation for DashAnimation {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 12.0,
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
-2.0 + skeleton_attr.head.1,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(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.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.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.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.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.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
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)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(1.1 + slow * 0.2);
|
||||
next.control.ori =
|
||||
Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(1.1 + slow * 0.2);
|
||||
next.control.scale = Vec3::one();
|
||||
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.scale = Vec3::one();
|
||||
|
||||
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.scale = Vec3::one();
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 12.0,
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + 12.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_x(0.5);
|
||||
|
||||
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.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.offset = Vec3::new(
|
||||
skeleton_attr.lantern.0,
|
||||
skeleton_attr.lantern.1,
|
||||
skeleton_attr.lantern.2,
|
||||
);
|
||||
next.lantern.ori =
|
||||
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.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.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.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
|
||||
}
|
||||
|
@ -51,9 +51,7 @@ impl Animation for EquipAnimation {
|
||||
|
||||
next.control.offset =
|
||||
Vec3::new(-3.0 + equip_slowa * -1.5, -5.0, 12.0 + equip_slow * 1.5);
|
||||
next.control.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(2.5)
|
||||
* Quaternion::rotation_z(1.57);
|
||||
next.control.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Axe(_)) => {
|
||||
@ -74,9 +72,7 @@ impl Animation for EquipAnimation {
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.2)
|
||||
* Quaternion::rotation_y(-0.3)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_y(-0.3);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
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.scale = Vec3::one() * 1.06;
|
||||
next.main.offset = Vec3::new(6.0, 7.0, 0.0);
|
||||
next.main.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.35)
|
||||
* Quaternion::rotation_z(1.57);
|
||||
next.main.ori = Quaternion::rotation_y(-1.35) * Quaternion::rotation_z(1.57);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset =
|
||||
Vec3::new(-3.0 + equip_slowa * -1.5, -12.0, 12.0 + equip_slow * 1.5);
|
||||
next.control.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(1.35 + 2.5)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(1.35 + 2.5);
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
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.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.offset = Vec3::new(-6.0, 4.5, 0.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
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.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.offset = Vec3::new(-6.0, 4.5, 0.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3);
|
||||
next.main.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Debug(_)) => {
|
||||
@ -184,15 +164,10 @@ impl Animation for EquipAnimation {
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.ori =
|
||||
Quaternion::rotation_x(1.27 + wave * 0.25) * Quaternion::rotation_z(-0.3);
|
||||
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,
|
||||
-2.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(5.0, 8.75, -2.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.27)
|
||||
* Quaternion::rotation_z(wave * -0.25);
|
||||
@ -216,38 +191,36 @@ impl Animation for EquipAnimation {
|
||||
if velocity > 0.5 {
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(-0.2);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
} else {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 13.0 + short * 0.2,
|
||||
-3.0 + skeleton_attr.head.0,
|
||||
-1.0 + skeleton_attr.head.1 + short * 0.2,
|
||||
);
|
||||
next.head.ori =
|
||||
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.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.scale = Vec3::one();
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||
next.chest.ori = Quaternion::rotation_z(0.0);
|
||||
next.chest.scale = Vec3::one();
|
||||
next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(0.0);
|
||||
next.belt.scale = Vec3::one();
|
||||
next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
|
||||
|
||||
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.ori = Quaternion::rotation_x(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
}
|
||||
next
|
||||
}
|
||||
|
@ -56,94 +56,88 @@ impl Animation for GlidingAnimation {
|
||||
} * 0.8;
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 12.0,
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
-2.0 + skeleton_attr.head.1,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_x(0.35 - slow * 0.10 + head_look.y)
|
||||
* 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.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.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.scale = Vec3::one();
|
||||
|
||||
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.scale = Vec3::one();
|
||||
|
||||
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.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(
|
||||
(wave_stop * -0.7 - quicka * -0.21 + slow * 0.19) * speed * 0.04,
|
||||
);
|
||||
|
||||
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(
|
||||
(wave_stop * -0.8 + quick * -0.25 + slowb * 0.13) * speed * 0.04,
|
||||
);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
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.offset = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.r_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
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.scale = Vec3::one();
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-5.0 + skeleton_attr.weapon_y,
|
||||
15.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
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.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.lantern.ori = Quaternion::rotation_x(0.0);
|
||||
next.lantern.scale = Vec3::one() * 0.0;
|
||||
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.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)
|
||||
* Quaternion::rotation_y(tilt * 16.0);
|
||||
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.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.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
|
||||
}
|
||||
|
@ -22,79 +22,97 @@ impl Animation for IdleAnimation {
|
||||
let head_abs = ((anim_time as f32 * 0.5 + PI).sin()) + 1.0;
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1 + head_abs * -0.5,
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
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.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_ultra_slow * 0.1);
|
||||
next.chest.ori = Quaternion::rotation_x(0.0);
|
||||
next.chest.offset = Vec3::new(
|
||||
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.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.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.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-7.0,
|
||||
-0.25 + wave_ultra_slow_cos * 0.15,
|
||||
5.0 + wave_ultra_slow * 0.5,
|
||||
-skeleton_attr.hand.0,
|
||||
skeleton_attr.hand.1 + wave_ultra_slow_cos * 0.15,
|
||||
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.scale = Vec3::one();
|
||||
|
||||
next.r_hand.offset = Vec3::new(
|
||||
7.0,
|
||||
-0.25 + wave_ultra_slow_cos * 0.15,
|
||||
5.0 + wave_ultra_slow * 0.5 + head_abs * -0.05,
|
||||
skeleton_attr.hand.0,
|
||||
skeleton_attr.hand.1 + wave_ultra_slow_cos * 0.15,
|
||||
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.scale = Vec3::one() + head_abs * -0.05;
|
||||
|
||||
next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
|
||||
next.l_foot.ori = Quaternion::identity();
|
||||
next.l_foot.offset = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
|
||||
next.r_foot.ori = Quaternion::identity();
|
||||
next.r_foot.offset = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
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.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.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.main.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-5.0 + skeleton_attr.weapon_y,
|
||||
18.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(-7.0, -5.0, 18.0);
|
||||
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
next.main.scale = Vec3::one() + head_abs * -0.05;
|
||||
|
||||
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.offset = Vec3::new(0.0, 0.0, 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.scale = Vec3::one() * 0.0;
|
||||
|
||||
|
@ -21,84 +21,95 @@ impl Animation for JumpAnimation {
|
||||
let stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin();
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-3.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 13.0,
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.head.0,
|
||||
-1.0 + skeleton_attr.head.1,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_x(0.25 + stop * 0.1 + slow * 0.04);
|
||||
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.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.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.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.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-6.0 + stop * -1.8,
|
||||
-0.25 + stop * 2.0,
|
||||
2.0 + stop * 3.2 - quick * 0.4,
|
||||
-skeleton_attr.hand.0 + stop * -1.8,
|
||||
skeleton_attr.hand.1 + stop * 2.0,
|
||||
-2.0 + skeleton_attr.hand.2 + stop * 3.2 - quick * 0.4,
|
||||
);
|
||||
next.l_hand.ori =
|
||||
Quaternion::rotation_x(stop * 1.2 + slow * 0.3) * Quaternion::rotation_y(stop * 0.2);
|
||||
next.l_hand.scale = Vec3::one();
|
||||
|
||||
next.r_hand.offset = Vec3::new(
|
||||
6.0 + stop * 1.8,
|
||||
-0.25 + stop * -2.0,
|
||||
2.0 + stop * 3.2 - quick * 0.4,
|
||||
skeleton_attr.hand.0 + stop * 1.8,
|
||||
skeleton_attr.hand.1 + stop * -2.0,
|
||||
-2.0 + skeleton_attr.hand.2 + stop * 3.2 - quick * 0.4,
|
||||
);
|
||||
next.r_hand.ori =
|
||||
Quaternion::rotation_x(-stop * 1.2 + slow * -0.3) * Quaternion::rotation_y(stop * -0.2);
|
||||
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.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.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.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.scale = Vec3::one() * 1.1;
|
||||
|
||||
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.main.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-5.0 + skeleton_attr.weapon_y,
|
||||
15.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
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.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.ori = Quaternion::rotation_y(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)
|
||||
* Quaternion::rotation_y(stop * 0.4 + slow * 0.3);
|
||||
next.lantern.scale = Vec3::one() * 0.65;
|
||||
|
@ -30,7 +30,7 @@ pub use self::{
|
||||
|
||||
use super::{Bone, Skeleton};
|
||||
use crate::render::FigureBoneData;
|
||||
use common::comp::{self, item::ToolKind};
|
||||
use common::comp;
|
||||
|
||||
#[derive(Clone, Default)]
|
||||
pub struct CharacterSkeleton {
|
||||
@ -124,12 +124,46 @@ impl Skeleton for CharacterSkeleton {
|
||||
pub struct SkeletonAttr {
|
||||
scaler: f32,
|
||||
head_scale: f32,
|
||||
neck_height: f32,
|
||||
neck_forward: f32,
|
||||
neck_right: f32,
|
||||
weapon_x: f32,
|
||||
weapon_y: f32,
|
||||
head: (f32, f32),
|
||||
chest: (f32, f32),
|
||||
belt: (f32, f32),
|
||||
back: (f32, 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 {
|
||||
pub fn calculate_scale(body: &comp::humanoid::Body) -> f32 {
|
||||
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 {
|
||||
fn from(body: &'a comp::humanoid::Body) -> Self {
|
||||
use comp::humanoid::{BodyType::*, Race::*};
|
||||
@ -194,69 +203,43 @@ impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr {
|
||||
(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,
|
||||
head: match (body.race, body.body_type) {
|
||||
(Orc, Male) => (0.0, 14.0),
|
||||
(Orc, Female) => (0.0, 14.0),
|
||||
(Human, Male) => (0.0, 14.5),
|
||||
(Human, Female) => (0.0, 14.0),
|
||||
(Elf, Male) => (0.0, 14.5),
|
||||
(Elf, Female) => (0.0, 14.5),
|
||||
(Dwarf, Male) => (0.0, 14.5),
|
||||
(Dwarf, Female) => (0.0, 14.0),
|
||||
(Undead, Male) => (0.5, 14.5),
|
||||
(Undead, Female) => (0.5, 14.5),
|
||||
(Danari, Male) => (0.5, 14.0),
|
||||
(Danari, Female) => (0.5, 14.0),
|
||||
},
|
||||
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,
|
||||
chest: match (body.race, body.body_type) {
|
||||
(_, _) => (0.0, 7.0),
|
||||
},
|
||||
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,
|
||||
belt: match (body.race, body.body_type) {
|
||||
(_, _) => (0.0, -2.0),
|
||||
},
|
||||
weapon_x: match ToolKind::Empty {
|
||||
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,
|
||||
back: match (body.race, body.body_type) {
|
||||
(_, _) => (-3.1, 7.25),
|
||||
},
|
||||
weapon_y: match ToolKind::Empty {
|
||||
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,
|
||||
shorts: match (body.race, body.body_type) {
|
||||
(_, _) => (0.0, -5.0),
|
||||
},
|
||||
hand: match (body.race, body.body_type) {
|
||||
(_, _) => (7.0, -0.25, 5.0),
|
||||
},
|
||||
foot: match (body.race, body.body_type) {
|
||||
(_, _) => (3.4, -0.1, 8.0),
|
||||
},
|
||||
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),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
@ -40,29 +40,41 @@ impl Animation for RollAnimation {
|
||||
} * 1.3;
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 12.0 + wave_dub * -8.0,
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + wave_dub * -8.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_x(wave_dub * 0.4);
|
||||
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.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.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.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-5.5 + wave * -0.5,
|
||||
-2.0 + wave_quick_cos * -5.5,
|
||||
1.0 + wave_quick * 0.5,
|
||||
-skeleton_attr.chest.0 + wave * -0.5,
|
||||
skeleton_attr.hand.1 + wave_quick_cos * -5.5,
|
||||
skeleton_attr.hand.2 + wave_quick * 0.5,
|
||||
);
|
||||
|
||||
next.l_hand.ori =
|
||||
@ -70,53 +82,61 @@ impl Animation for RollAnimation {
|
||||
next.l_hand.scale = Vec3::one();
|
||||
|
||||
next.r_hand.offset = Vec3::new(
|
||||
5.5 + wave * 0.5,
|
||||
-2.0 + wave_quick_cos * 2.5,
|
||||
1.0 + wave_quick * 3.0,
|
||||
skeleton_attr.hand.0 + wave * 0.5,
|
||||
skeleton_attr.hand.1 + wave_quick_cos * 2.5,
|
||||
skeleton_attr.hand.2 + wave_quick * 3.0,
|
||||
);
|
||||
next.r_hand.ori =
|
||||
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
|
||||
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.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.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.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.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.offset = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-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)
|
||||
* Quaternion::rotation_x(0.0);
|
||||
next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
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.offset = Vec3::new(0.0, 0.0, 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.scale = Vec3::one() * 0.65;
|
||||
|
||||
|
@ -91,84 +91,97 @@ impl Animation for RunAnimation {
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 13.0 + short * 0.3,
|
||||
-3.0 + skeleton_attr.head.0,
|
||||
-1.0 + skeleton_attr.head.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);
|
||||
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.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.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.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.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-6.0 + wave_stop * -1.0 * walkintensity,
|
||||
-0.25 + short * 3.0 * walkintensity,
|
||||
5.0 + short * -1.5 * walkintensity,
|
||||
-skeleton_attr.hand.0 + wave_stop * 1.0 * walkintensity,
|
||||
skeleton_attr.hand.1 + short * 3.0 * walkintensity,
|
||||
1.0 + skeleton_attr.hand.2 + short * -1.5 * walkintensity,
|
||||
);
|
||||
next.l_hand.ori = Quaternion::rotation_x(0.8 + short * 1.2 * walk)
|
||||
* Quaternion::rotation_y(wave_stop * 0.1);
|
||||
next.l_hand.ori = Quaternion::rotation_x(0.2 + short * 1.2 * walk)
|
||||
* Quaternion::rotation_y(wave_stop * -0.1);
|
||||
next.l_hand.scale = Vec3::one();
|
||||
|
||||
next.r_hand.offset = Vec3::new(
|
||||
6.0 + wave_stop * 1.0 * walkintensity,
|
||||
-0.25 + short * -3.0 * walkintensity,
|
||||
5.0 + short * 1.5 * walkintensity,
|
||||
skeleton_attr.hand.0 + wave_stop * -1.0 * walkintensity,
|
||||
skeleton_attr.hand.1 + short * -3.0 * walkintensity,
|
||||
1.0 + skeleton_attr.hand.2 + short * 1.5 * walkintensity,
|
||||
);
|
||||
next.r_hand.ori = Quaternion::rotation_x(0.8 + short * -1.2 * walk)
|
||||
* Quaternion::rotation_y(wave_stop * -0.1);
|
||||
next.r_hand.ori = Quaternion::rotation_x(0.2 + short * -1.2 * walk)
|
||||
* Quaternion::rotation_y(wave_stop * 0.1);
|
||||
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.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.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.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.scale = Vec3::one() * 1.1;
|
||||
|
||||
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.main.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-6.5 + skeleton_attr.weapon_y,
|
||||
15.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(-7.0, -6.5, 15.0);
|
||||
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25);
|
||||
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.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(shorte * -0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
|
||||
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.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.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
|
||||
|
@ -32,27 +32,31 @@ impl Animation for ShootAnimation {
|
||||
|
||||
let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 14.0,
|
||||
);
|
||||
next.head.offset = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.ori = Quaternion::rotation_z(exp * -0.4)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(exp * 0.1);
|
||||
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)
|
||||
* Quaternion::rotation_x(0.0 + exp * 0.2)
|
||||
* Quaternion::rotation_y(exp * -0.08);
|
||||
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.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.scale = Vec3::one();
|
||||
|
||||
@ -154,7 +158,11 @@ impl Animation for ShootAnimation {
|
||||
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.offset = Vec3::new(
|
||||
skeleton_attr.lantern.0,
|
||||
skeleton_attr.lantern.1,
|
||||
skeleton_attr.lantern.2,
|
||||
);
|
||||
next.lantern.ori =
|
||||
Quaternion::rotation_x(exp * -0.7 + 0.4) * Quaternion::rotation_y(exp * 0.4);
|
||||
next.lantern.scale = Vec3::one() * 0.65;
|
||||
|
@ -36,93 +36,110 @@ impl Animation for SitAnimation {
|
||||
* 0.125,
|
||||
);
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-3.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 14.0 + slow * 0.1 + stop * -0.8,
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.head.0,
|
||||
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)
|
||||
* Quaternion::rotation_x((slowa * -0.1 + slow * 0.1 + head_look.y).abs());
|
||||
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.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.scale = (Vec3::one() + slow_abs * 0.05) * 1.02;
|
||||
|
||||
next.back.offset = Vec3::new(0.0, -2.8, 7.25);
|
||||
next.back.ori = Quaternion::rotation_z(0.0);
|
||||
next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
|
||||
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.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.ori = Quaternion::rotation_x(0.0 + slowa * -0.1 + slow * 0.1);
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-skeleton_attr.hand.0,
|
||||
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.r_hand.offset = Vec3::new(6.0, -0.25 + slowa * 0.15, 6.0 + slow * 0.7 + stop * -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(0.0 + slow * -0.1 + slowa * 0.1);
|
||||
next.r_hand.offset = Vec3::new(
|
||||
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.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.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.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.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.scale = (Vec3::one() + slow_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.offset = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-5.0 + skeleton_attr.weapon_y,
|
||||
15.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
next.main.scale = Vec3::one() + slow_abs * -0.05;
|
||||
|
||||
next.second.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.weapon_x,
|
||||
0.0 + skeleton_attr.weapon_y,
|
||||
0.0,
|
||||
);
|
||||
next.second.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.ori = Quaternion::rotation_y(0.0);
|
||||
next.second.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.lantern.ori = Quaternion::rotation_x(0.0);
|
||||
next.lantern.scale = Vec3::one() * 0.0;
|
||||
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.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.control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.0);
|
||||
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.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
|
||||
}
|
||||
|
@ -56,15 +56,14 @@ impl Animation for SpinAnimation {
|
||||
* Quaternion::rotation_z(1.4 + spin * 0.1);
|
||||
next.control.scale = Vec3::one();
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward + spin * -0.8,
|
||||
skeleton_attr.neck_height + 14.0,
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0 + spin * -0.8,
|
||||
skeleton_attr.head.1,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(spin * -0.25)
|
||||
* Quaternion::rotation_x(0.0 + spin * -0.1)
|
||||
* Quaternion::rotation_y(spin * -0.2);
|
||||
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(spin * 0.1)
|
||||
* Quaternion::rotation_x(0.0 + spin * 0.1)
|
||||
* Quaternion::rotation_y(decel * -0.2);
|
||||
@ -106,7 +105,11 @@ impl Animation for SpinAnimation {
|
||||
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.offset = Vec3::new(
|
||||
skeleton_attr.lantern.0,
|
||||
skeleton_attr.lantern.1,
|
||||
skeleton_attr.lantern.2,
|
||||
);
|
||||
next.lantern.ori =
|
||||
Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4);
|
||||
next.lantern.scale = Vec3::one() * 0.65;
|
||||
|
@ -34,76 +34,93 @@ impl Animation for StandAnimation {
|
||||
* 0.15,
|
||||
);
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-3.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 14.0 + slow * 0.3 + breathe * -0.05,
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + slow * 0.3 + breathe * -0.05,
|
||||
);
|
||||
next.head.ori =
|
||||
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.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.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.scale = Vec3::one() + breathe * -0.03;
|
||||
|
||||
next.back.offset = Vec3::new(0.0, -2.8, 7.25);
|
||||
next.back.ori = Quaternion::rotation_z(0.0);
|
||||
next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
|
||||
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.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.r_hand.offset = Vec3::new(7.0, -0.25 + slow * 0.15, 5.0 + slow * 0.5);
|
||||
next.r_hand.ori = Quaternion::rotation_x(0.0 + slow * -0.06);
|
||||
next.r_hand.offset = Vec3::new(
|
||||
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.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
|
||||
next.l_foot.ori = Quaternion::identity();
|
||||
next.l_foot.offset = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
|
||||
next.r_foot.ori = Quaternion::identity();
|
||||
next.r_foot.offset = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 5.0);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
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.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_shoulder.offset = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.r_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
|
||||
|
||||
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.main.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-5.0 + skeleton_attr.weapon_y,
|
||||
15.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
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.offset = Vec3::new(0.0, 0.0, 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.scale = Vec3::one() * 0.65;
|
||||
|
||||
@ -111,16 +128,10 @@ impl Animation for StandAnimation {
|
||||
next.torso.ori = Quaternion::rotation_x(0.0);
|
||||
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.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.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
|
||||
}
|
||||
|
@ -46,74 +46,95 @@ impl Animation for SwimAnimation {
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 13.0 + short * 0.3,
|
||||
-3.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 - 1.0 + short * 0.3,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.4)
|
||||
* Quaternion::rotation_x(head_look.y + 0.35 + speed * 0.045);
|
||||
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.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.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.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.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.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.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.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.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.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.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.offset = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.main.offset = Vec3::new(
|
||||
-7.0 + skeleton_attr.weapon_x,
|
||||
-5.0 + skeleton_attr.weapon_y,
|
||||
15.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25);
|
||||
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.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.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);
|
||||
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.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.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
|
||||
|
@ -102,7 +102,7 @@ impl Animation for WieldAnimation {
|
||||
* Quaternion::rotation_y(0.5)
|
||||
* Quaternion::rotation_z(-0.27);
|
||||
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)
|
||||
* Quaternion::rotation_y(3.14 + 0.3)
|
||||
* 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.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.offset = Vec3::new(-6.0, 4.5, 0.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(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.ori = Quaternion::rotation_x(ultra_slow * 0.2)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(ultra_slow_cos * 0.1);
|
||||
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(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
|
||||
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_z(-0.3);
|
||||
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,
|
||||
-2.0,
|
||||
);
|
||||
next.main.offset = Vec3::new(5.0, 8.75, -2.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(-1.27)
|
||||
* Quaternion::rotation_z(wave * -0.25);
|
||||
@ -227,29 +201,33 @@ impl Animation for WieldAnimation {
|
||||
* 0.1,
|
||||
);
|
||||
next.head.offset = Vec3::new(
|
||||
0.0 + skeleton_attr.neck_right,
|
||||
-2.0 + skeleton_attr.neck_forward,
|
||||
skeleton_attr.neck_height + 14.0 + ultra_slow * 0.1,
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + ultra_slow * 0.1,
|
||||
);
|
||||
next.head.ori =
|
||||
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
|
||||
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 =
|
||||
Quaternion::rotation_y(ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
|
||||
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_y(ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
|
||||
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.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.scale = Vec3::one();
|
||||
|
||||
@ -262,15 +240,10 @@ impl Animation for WieldAnimation {
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
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.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.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();
|
||||
}
|
||||
|
||||
|
@ -13,7 +13,6 @@ pub mod quadruped_medium;
|
||||
pub mod quadruped_small;
|
||||
|
||||
use crate::render::FigureBoneData;
|
||||
use common::comp::{self, item::tool::ToolKind};
|
||||
use vek::*;
|
||||
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
@ -63,139 +62,6 @@ pub trait Skeleton: Send + Sync + 'static {
|
||||
|
||||
// rustc complains that `SkeletonAttr` fields are never read.
|
||||
// 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 {
|
||||
type Skeleton: Skeleton;
|
||||
|
@ -2645,7 +2645,10 @@ pub fn mesh_object(
|
||||
use object::Body;
|
||||
|
||||
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::Scarecrow => ("object.scarecrow", Vec3::new(-9.5, -4.0, 0.0)),
|
||||
Body::Cauldron => ("object.cauldron", Vec3::new(-10.0, -10.0, 0.0)),
|
||||
|
Loading…
Reference in New Issue
Block a user