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https://gitlab.com/veloren/veloren.git
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Extract scaling from all the animations
This commit is contained in:
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6a15501b27
commit
32915f89a8
@ -173,7 +173,7 @@ impl Animation for AlphaAnimation {
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if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
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match spec.as_str() {
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"Wendigo Magic" => {
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next.torso.position = Vec3::new(0.0, 0.0, move1 * -0.3);
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next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
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next.upper_torso.orientation =
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Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
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next.lower_torso.orientation =
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@ -262,7 +262,7 @@ impl Animation for AlphaAnimation {
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next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
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};
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next.torso.position = Vec3::new(0.0, move2 * -2.2, move2 * -1.0);
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next.torso.position = Vec3::new(0.0, move2 * -10.35, move2 * -4.7);
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},
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"Minotaur" => {
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next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
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@ -170,7 +170,7 @@ impl Animation for BetaAnimation {
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if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
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match spec.as_str() {
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"Wendigo Magic" => {
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next.torso.position = Vec3::new(0.0, 0.0, move1 * -0.3);
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next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
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next.upper_torso.orientation =
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Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
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next.lower_torso.orientation =
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@ -198,7 +198,7 @@ impl Animation for BetaAnimation {
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next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
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},
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"Tidal Claws" => {
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next.torso.position = Vec3::new(0.0, 0.0, move1 * -0.3);
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next.torso.position = Vec3::new(0.0, 0.0, move1 * -1.4);
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next.upper_torso.orientation =
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Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
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next.lower_torso.orientation =
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@ -121,7 +121,7 @@ impl Animation for ChargeMeleeAnimation {
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-6.0 + move1 * 22.0 + move2 * 8.0,
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-18.0 + move1 * 14.0 + move2 * -19.0,
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);
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next.torso.position = Vec3::new(0.0, move2 * 1.5, 0.0);
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next.torso.position = Vec3::new(0.0, move2 * 7.06, 0.0);
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next.second.scale = Vec3::one() * 1.0;
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next.weapon_l.orientation =
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@ -62,7 +62,6 @@ impl Animation for IdleAnimation {
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next.hand_r.scale = Vec3::one() * 1.04;
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next.lower_torso.scale = Vec3::one() * 1.02;
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next.hold.scale = Vec3::one() * 0.0;
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next.torso.scale = Vec3::one();
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next.second.scale = Vec3::one() * 0.0;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + torso * 0.2);
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@ -137,7 +136,7 @@ impl Animation for IdleAnimation {
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0 * s_a.scaler;
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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if s_a.float {
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next.upper_torso.position = Vec3::new(
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@ -116,7 +116,7 @@ impl Animation for JumpAnimation {
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next.foot_r.position = Vec3::new(s_a.foot.0, 5.0 + s_a.foot.1, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.4);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0 * s_a.scaler;
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next
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@ -81,11 +81,10 @@ impl Skeleton for BipedLargeSkeleton {
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buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
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body: Self::Body,
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) -> Offsets {
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let upper_torso = Mat4::<f32>::from(self.upper_torso)
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* Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 8.0);
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let base_mat = base_mat * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 8.0);
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let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
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let upper_torso_mat = torso_mat * upper_torso;
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let upper_torso_mat = torso_mat * Mat4::<f32>::from(self.upper_torso);
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let control_mat = Mat4::<f32>::from(self.control);
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let control_l_mat = Mat4::<f32>::from(self.control_l);
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let control_r_mat = Mat4::<f32>::from(self.control_r);
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@ -138,7 +138,6 @@ impl Animation for RunAnimation {
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.scale = Vec3::one() * 1.04;
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next.hold.scale = Vec3::one() * 0.0;
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next.torso.scale = Vec3::one();
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next.second.scale = Vec3::one() * 0.0;
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if s_a.beast {
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@ -256,10 +255,9 @@ impl Animation for RunAnimation {
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next.torso.position = Vec3::new(
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0.0,
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0.0 + (short * 0.75).max(-2.0),
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speedavg * 0.15 + (short * 0.75).max(-2.0),
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) / 8.0
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* s_a.scaler;
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0.0 + (short * 6.0).max(-16.0),
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speedavg * 1.2 + (short * 6.0).max(-16.0),
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);
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next.torso.orientation =
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Quaternion::rotation_x(x_tilt + amplitude * short * 0.1 + speedavg * -0.045);
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} else {
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@ -410,7 +408,7 @@ impl Animation for RunAnimation {
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tilt * 1.0 + side * 0.3 + side * (foothorir * 0.3),
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) * Quaternion::rotation_z(side * 0.2);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next.torso.orientation = Quaternion::rotation_x(-0.25 * speednorm);
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}
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@ -113,7 +113,7 @@ impl Animation for SpinMeleeAnimation {
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next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.5);
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next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.8);
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next.torso.position = Vec3::new(0.0, 0.0, move1 * 0.8);
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next.torso.position = Vec3::new(0.0, 0.0, move1 * 6.4);
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},
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_ => {},
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@ -133,7 +133,7 @@ impl Animation for SummonAnimation {
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let pullback = 1.0 - move3;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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next.torso.position = Vec3::new(0.0, 0.0 + move1 * 1.0, move1 * -4.0);
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next.torso.position = Vec3::new(0.0, 0.0 + move1 * 4.7, move1 * -18.8);
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next.upper_torso.position =
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Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
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@ -74,7 +74,7 @@ impl Animation for AlphaAnimation {
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next.head.orientation = Quaternion::rotation_x(move1abs * 0.2 + move2abs * 0.3)
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* Quaternion::rotation_z(move1abs * -0.2 + move2abs * 0.6)
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* Quaternion::rotation_y(move1abs * 0.3 + move2abs * -0.5);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 11.0;
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation = Quaternion::rotation_x(move1abs * -0.2 + move2abs * 0.3)
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* Quaternion::rotation_z(move1abs * 0.5 + move2abs * -0.6);
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@ -27,14 +27,9 @@ impl Animation for IdleAnimation {
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let mut next = (*skeleton).clone();
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let slow = (anim_time * 4.0).sin();
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next.foot_l.scale = Vec3::one() * s_a.scaler / 11.0;
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next.foot_r.scale = Vec3::one() * s_a.scaler / 11.0;
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next.chest.scale = Vec3::one() * s_a.scaler / 11.0;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * -0.1);
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3) * s_a.scaler / 11.0;
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3);
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next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
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next.main.position = Vec3::new(2.0, -3.0, -3.0);
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next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
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@ -42,8 +37,8 @@ impl Animation for IdleAnimation {
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + slow * -0.1);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + slow * -0.1);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2) * s_a.scaler / 11.0;
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2) * s_a.scaler / 11.0;
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next
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}
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@ -49,8 +49,9 @@ impl Skeleton for BipedSmallSkeleton {
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buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
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body: Self::Body,
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) -> Offsets {
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let base_mat = base_mat * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
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let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
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//TODO: * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
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let pants_mat = chest_mat * Mat4::<f32>::from(self.pants);
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let control_mat = chest_mat * Mat4::<f32>::from(self.control);
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let control_l_mat = Mat4::<f32>::from(self.control_l);
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@ -78,9 +78,6 @@ impl Animation for RunAnimation {
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(global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
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(global_time + anim_time / 18.0).floor().mul(1137.0).sin() * 0.1,
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);
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next.chest.scale = Vec3::one() * s_a.scaler / 11.0;
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next.foot_l.scale = Vec3::one() * s_a.scaler / 11.0;
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next.foot_r.scale = Vec3::one() * s_a.scaler / 11.0;
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next.head.position = Vec3::new(0.0, -1.0 + s_a.head.0, s_a.head.1 + short * 0.1);
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next.head.orientation =
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Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.02)
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@ -90,8 +87,7 @@ impl Animation for RunAnimation {
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0.0,
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s_a.chest.0,
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s_a.chest.1 + 1.0 * speednorm + shortalt * -0.8,
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) * s_a.scaler
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/ 11.0;
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);
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next.chest.orientation = Quaternion::rotation_z(short * 0.06 + tilt * -0.6)
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* Quaternion::rotation_y(tilt * 1.6)
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* Quaternion::rotation_x(shortalter * 0.035 + speednorm * -0.4 + (tilt.abs()));
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@ -121,7 +117,6 @@ impl Animation for RunAnimation {
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Quaternion::rotation_x(0.4 * speednorm + (footrotl * -1.2) * speednorm)
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* Quaternion::rotation_y(footrotl * -0.4 * speednorm);
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//
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next.foot_l.position = Vec3::new(
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-s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0,
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s_a.foot.1
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@ -130,8 +125,7 @@ impl Animation for RunAnimation {
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s_a.foot.2
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+ (1.0 - sideabs) * (2.0 * speednorm + ((footvertl * -1.1 * speednorm).max(-1.0)))
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+ side * ((footvertsl * 1.5).max(-1.0)),
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) * s_a.scaler
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/ 11.0;
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);
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next.foot_l.orientation = Quaternion::rotation_x(
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(1.0 - sideabs) * (-0.2 * speednorm + foothoril * -0.9 * speednorm) + sideabs * -0.5,
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) * Quaternion::rotation_y(
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@ -146,8 +140,7 @@ impl Animation for RunAnimation {
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s_a.foot.2
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+ (1.0 - sideabs) * (2.0 * speednorm + ((footvertr * -1.1 * speednorm).max(-1.0)))
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+ side * ((footvertsr * -1.5).max(-1.0)),
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) * s_a.scaler
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/ 11.0;
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);
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next.foot_r.orientation = Quaternion::rotation_x(
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(1.0 - sideabs) * (-0.2 * speednorm + foothorir * -0.9 * speednorm) + sideabs * -0.5,
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) * Quaternion::rotation_y(
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@ -61,8 +61,7 @@ impl Animation for ShootAnimation {
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0.0,
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s_a.chest.0,
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s_a.chest.1 + fastalt * 0.4 * speednormcancel + speednormcancel * -0.5,
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) * s_a.scaler
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/ 11.0;
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);
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next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
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@ -66,8 +66,7 @@ impl Animation for StunnedAnimation {
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
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Quaternion::rotation_x(movement1 * 0.2) * Quaternion::rotation_z(movement1 * -0.3);
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs - 3.0) * s_a.scaler / 11.0;
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs - 3.0);
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next.chest.orientation = Quaternion::rotation_z(movement1 * 1.2);
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next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
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@ -162,13 +161,9 @@ impl Animation for StunnedAnimation {
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_ => {},
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}
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} else {
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next.foot_l.scale = Vec3::one() * s_a.scaler / 11.0;
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next.foot_r.scale = Vec3::one() * s_a.scaler / 11.0;
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next.chest.scale = Vec3::one() * s_a.scaler / 11.0;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0;
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
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next.main.position = Vec3::new(2.0, -3.0, -3.0);
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next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
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@ -176,11 +171,10 @@ impl Animation for StunnedAnimation {
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next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.foot_l.position =
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Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2) * s_a.scaler / 11.0;
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next.foot_r.position =
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Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2) * s_a.scaler / 11.0;
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};
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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}
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next
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}
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}
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@ -51,8 +51,7 @@ impl Animation for WieldAnimation {
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0.0,
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s_a.chest.0,
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s_a.chest.1 + fastalt * 0.4 * speednormcancel + speednormcancel * -0.5,
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) * s_a.scaler
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/ 11.0;
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);
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next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
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@ -53,13 +53,12 @@ impl Animation for AlphaAnimation {
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next.head.scale = Vec3::one() * 0.98;
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next.neck.scale = Vec3::one() * 1.02;
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next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
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next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
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next.leg_l.scale = Vec3::one() * 0.98;
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next.leg_r.scale = Vec3::one() * 0.98;
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next.foot_l.scale = Vec3::one() * 1.02;
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next.foot_r.scale = Vec3::one() * 1.02;
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06) * s_a.scaler / 8.0;
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06);
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next.chest.orientation = Quaternion::rotation_x(move1 * 0.5 - move2 * 0.8);
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next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
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||||
|
@ -53,8 +53,8 @@ impl Animation for BreatheAnimation {
|
||||
|
||||
next.head.scale = Vec3::one() * 0.98;
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
next.foot_l.scale = Vec3::one() * 1.02;
|
||||
next.foot_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
@ -62,8 +62,7 @@ impl Animation for BreatheAnimation {
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1,
|
||||
) * s_a.scaler
|
||||
/ 8.0;
|
||||
);
|
||||
|
||||
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
|
||||
next.neck.orientation = Quaternion::rotation_x(movement1abs * 0.5 - movement2abs * 0.5);
|
||||
|
@ -89,8 +89,8 @@ impl Animation for DashAnimation {
|
||||
|
||||
next.head.scale = Vec3::one() * 0.98;
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
next.foot_l.scale = Vec3::one() * 1.02;
|
||||
next.foot_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
@ -113,8 +113,7 @@ impl Animation for DashAnimation {
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + short * 0.5 + 0.5 * speednorm,
|
||||
) * s_a.scaler
|
||||
/ 8.0;
|
||||
);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(short * 0.07 + movement1abs * 0.8 + movement2abs * -1.2)
|
||||
* Quaternion::rotation_y(tilt * 0.8)
|
||||
|
@ -41,14 +41,12 @@ impl Animation for FeedAnimation {
|
||||
|
||||
next.head.scale = Vec3::one() * 0.98;
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
next.foot_l.scale = Vec3::one() * 1.02;
|
||||
next.foot_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 - 1.8)
|
||||
* s_a.scaler
|
||||
/ 8.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 - 1.8);
|
||||
next.chest.orientation = Quaternion::rotation_x(s_a.feed);
|
||||
|
||||
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
|
||||
@ -84,9 +82,9 @@ impl Animation for FeedAnimation {
|
||||
next.wing_out_l.orientation = Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
|
||||
next.wing_out_r.orientation = Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
next.leg_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
|
@ -60,8 +60,8 @@ impl Animation for FlyAnimation {
|
||||
|
||||
next.head.scale = Vec3::one() * 0.98;
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
next.foot_l.scale = Vec3::one() * 1.02;
|
||||
next.foot_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
@ -78,8 +78,7 @@ impl Animation for FlyAnimation {
|
||||
next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
|
||||
|
||||
if velocity.z > 2.0 || velocity.xy().magnitude() < 12.0 {
|
||||
next.chest.position =
|
||||
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 - flap4 * 1.5) * s_a.scaler / 8.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 - flap4 * 1.5);
|
||||
next.chest.orientation = Quaternion::rotation_x(
|
||||
(0.8 - 0.8 * velocity.xy().magnitude() / 5.0).max(-0.2) - flap1 * 0.2,
|
||||
) * Quaternion::rotation_y(tilt * 1.8 + fast * 0.01);
|
||||
@ -109,11 +108,11 @@ impl Animation for FlyAnimation {
|
||||
next.tail_rear.orientation =
|
||||
Quaternion::rotation_x(-flap3 * 0.3 + 0.15) * Quaternion::rotation_z(-tilt * 0.8);
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 - flap4 * 1.5) / 8.0;
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 - flap4 * 1.5);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(
|
||||
(-1.0 * velocity.xy().magnitude() / 5.0).max(-1.2) + flap1 * -0.1,
|
||||
) * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 - flap4 * 1.5) / 8.0;
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 - flap4 * 1.5);
|
||||
next.leg_r.orientation = Quaternion::rotation_x(
|
||||
(-1.0 * velocity.xy().magnitude() / 5.0).max(-1.2) + flap1 * -0.1,
|
||||
) * Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
|
||||
@ -123,8 +122,7 @@ impl Animation for FlyAnimation {
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(flap1 * -0.1);
|
||||
} else {
|
||||
next.chest.position =
|
||||
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.05) * s_a.scaler / 8.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.05);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(-0.2 + slow * 0.05 + (0.8 * velocity.z / 80.0).min(0.8))
|
||||
* Quaternion::rotation_y(tilt * 1.8 + fast * 0.01);
|
||||
@ -158,10 +156,10 @@ impl Animation for FlyAnimation {
|
||||
next.tail_rear.orientation =
|
||||
Quaternion::rotation_x(slow * 0.08) * Quaternion::rotation_z(-tilt * 0.8);
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + slow * 0.05) / 8.0;
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + slow * 0.05);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(-1.2 + slow * -0.05)
|
||||
* Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + slow * 0.05) / 8.0;
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + slow * 0.05);
|
||||
next.leg_r.orientation = Quaternion::rotation_x(-1.2 + slow * -0.05)
|
||||
* Quaternion::rotation_y(tilt * 1.6 + fast * 0.01);
|
||||
|
||||
|
@ -39,14 +39,12 @@ impl Animation for IdleAnimation {
|
||||
|
||||
next.head.scale = Vec3::one() * 0.98;
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
next.foot_l.scale = Vec3::one() * 1.02;
|
||||
next.foot_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + 1.5)
|
||||
* s_a.scaler
|
||||
/ 8.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + 1.5);
|
||||
next.chest.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
|
||||
@ -82,9 +80,9 @@ impl Animation for IdleAnimation {
|
||||
next.wing_out_l.orientation = Quaternion::rotation_y(-0.4) * Quaternion::rotation_z(0.2);
|
||||
next.wing_out_r.orientation = Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
next.leg_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
|
@ -59,11 +59,9 @@ impl Skeleton for BirdLargeSkeleton {
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
) -> Offsets {
|
||||
let chest_mat = base_mat
|
||||
* Mat4::<f32>::from(self.chest)
|
||||
// TODO: refactor animations so that we can apply this after the chest transform
|
||||
// (note: this todo applies to all the other skeletons as well)
|
||||
* Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 8.0);
|
||||
let base_mat = base_mat * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 8.0);
|
||||
|
||||
let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
|
||||
let neck_mat = chest_mat * Mat4::<f32>::from(self.neck);
|
||||
let head_mat = neck_mat * Mat4::<f32>::from(self.head);
|
||||
let beak_mat = head_mat * Mat4::<f32>::from(self.beak);
|
||||
|
@ -67,8 +67,8 @@ impl Animation for RunAnimation {
|
||||
|
||||
next.head.scale = Vec3::one() * 0.98;
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
next.foot_l.scale = Vec3::one() * 1.02;
|
||||
next.foot_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
@ -89,8 +89,7 @@ impl Animation for RunAnimation {
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + short * 0.5 + 0.5 * speednorm,
|
||||
) * s_a.scaler
|
||||
/ 8.0;
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_x(short * 0.07)
|
||||
* Quaternion::rotation_y(tilt * 0.8)
|
||||
* Quaternion::rotation_z(shortalt * 0.10);
|
||||
@ -123,7 +122,7 @@ impl Animation for RunAnimation {
|
||||
-s_a.leg.0 + speednorm * 1.5,
|
||||
s_a.leg.1 + foot1b * -2.3,
|
||||
s_a.leg.2,
|
||||
) / 8.0;
|
||||
);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot1a * 0.15)
|
||||
* Quaternion::rotation_y(tilt * 0.5);
|
||||
|
||||
@ -131,7 +130,7 @@ impl Animation for RunAnimation {
|
||||
s_a.leg.0 + speednorm * -1.5,
|
||||
s_a.leg.1 + foot2b * -2.3,
|
||||
s_a.leg.2,
|
||||
) / 8.0;
|
||||
);
|
||||
next.leg_r.orientation = Quaternion::rotation_x(-0.2 * speednorm + foot2a * 0.15)
|
||||
* Quaternion::rotation_y(tilt * 0.5);
|
||||
|
||||
|
@ -40,13 +40,12 @@ impl Animation for ShockwaveAnimation {
|
||||
|
||||
next.head.scale = Vec3::one() * 0.98;
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
next.foot_l.scale = Vec3::one() * 1.02;
|
||||
next.foot_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.chest.position =
|
||||
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * 1.5) * s_a.scaler / 8.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * 1.5);
|
||||
next.chest.orientation = Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * -1.0);
|
||||
|
||||
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
|
||||
@ -88,9 +87,9 @@ impl Animation for ShockwaveAnimation {
|
||||
next.wing_out_r.orientation =
|
||||
Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
next.leg_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
|
@ -45,8 +45,8 @@ impl Animation for ShootAnimation {
|
||||
|
||||
next.head.scale = Vec3::one() * 0.98;
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
next.foot_l.scale = Vec3::one() * 1.02;
|
||||
next.foot_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
@ -54,8 +54,7 @@ impl Animation for ShootAnimation {
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1,
|
||||
) * s_a.scaler
|
||||
/ 8.0;
|
||||
);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
|
@ -39,13 +39,12 @@ impl Animation for StunnedAnimation {
|
||||
|
||||
next.head.scale = Vec3::one() * 0.98;
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
next.foot_l.scale = Vec3::one() * 1.02;
|
||||
next.foot_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.chest.position =
|
||||
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06) * s_a.scaler / 8.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06);
|
||||
next.chest.orientation = Quaternion::rotation_x(movement1base * 0.5);
|
||||
|
||||
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
|
||||
@ -78,9 +77,9 @@ impl Animation for StunnedAnimation {
|
||||
next.wing_out_l.orientation = Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
|
||||
next.wing_out_r.orientation = Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(movement1abs * 0.8);
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
|
@ -46,8 +46,8 @@ impl Animation for SummonAnimation {
|
||||
|
||||
next.head.scale = Vec3::one() * 0.98;
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
next.foot_l.scale = Vec3::one() * 1.02;
|
||||
next.foot_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
@ -55,8 +55,7 @@ impl Animation for SummonAnimation {
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1,
|
||||
) * s_a.scaler
|
||||
/ 8.0;
|
||||
);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
|
@ -43,14 +43,12 @@ impl Animation for SwimAnimation {
|
||||
|
||||
next.head.scale = Vec3::one() * 0.98;
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
next.leg_l.scale = Vec3::one() * 0.98;
|
||||
next.leg_r.scale = Vec3::one() * 0.98;
|
||||
next.foot_l.scale = Vec3::one() * 1.02;
|
||||
next.foot_r.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + 1.5)
|
||||
* s_a.scaler
|
||||
/ 8.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + wave_slow_cos * 0.06 + 1.5);
|
||||
next.chest.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
|
||||
@ -86,9 +84,9 @@ impl Animation for SwimAnimation {
|
||||
next.wing_out_l.orientation = Quaternion::rotation_y(-0.4) * Quaternion::rotation_z(0.2);
|
||||
next.wing_out_r.orientation = Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(-0.8 + wave_fast * 0.5);
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2);
|
||||
next.leg_r.orientation = Quaternion::rotation_x(-0.8 + wave_fast_cos * 0.5);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
|
@ -50,7 +50,7 @@ impl Animation for FeedAnimation {
|
||||
0.0,
|
||||
s_a.chest.0 + s_a.feed,
|
||||
-1.0 - 5.0 * (s_a.feed - 1.0) + wave_slow * 0.3 + s_a.chest.1,
|
||||
) / 11.0;
|
||||
);
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_x(-0.5 * s_a.feed) * Quaternion::rotation_y(wave_slow * 0.03);
|
||||
|
||||
@ -63,9 +63,9 @@ impl Animation for FeedAnimation {
|
||||
next.wing_r.position = Vec3::new(s_a.wing.0, s_a.wing.1, s_a.wing.2);
|
||||
next.wing_r.orientation = Quaternion::rotation_y(-0.4 + wave_slow * 0.1);
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2) / 11.0;
|
||||
next.leg_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
|
||||
next.leg_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2) / 11.0;
|
||||
next.leg_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -30,11 +30,8 @@ impl Animation for FlyAnimation {
|
||||
let center = (anim_time * lab + PI / 2.0).sin();
|
||||
let centeroffset = (anim_time * lab + PI * 1.5).sin();
|
||||
|
||||
next.torso.scale = Vec3::one() / 11.0;
|
||||
next.wing_l.scale = Vec3::one() * 1.05;
|
||||
next.wing_r.scale = Vec3::one() * 1.05;
|
||||
next.leg_l.scale = Vec3::one() / 11.0;
|
||||
next.leg_r.scale = Vec3::one() / 11.0;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0 + 0.5, s_a.head.1 + center * 0.5 - 1.0);
|
||||
next.head.orientation =
|
||||
@ -44,7 +41,7 @@ impl Animation for FlyAnimation {
|
||||
0.0,
|
||||
s_a.chest.0 + centeroffset * 0.6,
|
||||
center * 0.6 + s_a.chest.1,
|
||||
) / 11.0;
|
||||
);
|
||||
next.torso.orientation = Quaternion::rotation_y(center * 0.05);
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1 + centeroffset * 0.6);
|
||||
@ -56,10 +53,10 @@ impl Animation for FlyAnimation {
|
||||
next.wing_r.position = Vec3::new(s_a.wing.0, s_a.wing.1, s_a.wing.2);
|
||||
next.wing_r.orientation = Quaternion::rotation_y((-0.57 + footr * 1.2).min(0.0));
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2) / 11.0;
|
||||
next.leg_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(-1.3 + footl * 0.06);
|
||||
|
||||
next.leg_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2) / 11.0;
|
||||
next.leg_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next.leg_r.orientation = Quaternion::rotation_x(-1.3 + footr * 0.06);
|
||||
next
|
||||
}
|
||||
|
@ -40,17 +40,14 @@ impl Animation for IdleAnimation {
|
||||
* 0.25,
|
||||
);
|
||||
|
||||
next.torso.scale = Vec3::one() / 11.0;
|
||||
next.wing_l.scale = Vec3::one() * 1.02;
|
||||
next.wing_r.scale = Vec3::one() * 1.02;
|
||||
next.leg_l.scale = Vec3::one() / 11.0;
|
||||
next.leg_r.scale = Vec3::one() / 11.0;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(duck_head_look.x)
|
||||
* Quaternion::rotation_x(-duck_head_look.y.abs() + wave_slow_cos * 0.03);
|
||||
|
||||
next.torso.position = Vec3::new(0.0, s_a.chest.0, wave_slow * 0.3 + s_a.chest.1) / 11.0;
|
||||
next.torso.position = Vec3::new(0.0, s_a.chest.0, wave_slow * 0.3 + s_a.chest.1);
|
||||
next.torso.orientation = Quaternion::rotation_y(wave_slow * 0.03);
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
|
||||
@ -60,9 +57,9 @@ impl Animation for IdleAnimation {
|
||||
|
||||
next.wing_r.position = Vec3::new(s_a.wing.0, s_a.wing.1, s_a.wing.2);
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2) / 11.0;
|
||||
next.leg_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
|
||||
next.leg_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2) / 11.0;
|
||||
next.leg_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -36,10 +36,10 @@ impl Skeleton for BirdMediumSkeleton {
|
||||
&self,
|
||||
base_mat: Mat4<f32>,
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
_body: Self::Body,
|
||||
) -> Offsets {
|
||||
let base_mat = base_mat * Mat4::scaling_3d(1.0 / 11.0);
|
||||
let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
|
||||
//TODO: * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
|
||||
|
||||
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
|
||||
make_bone(torso_mat * Mat4::<f32>::from(self.head)),
|
||||
|
@ -30,11 +30,8 @@ impl Animation for RunAnimation {
|
||||
let center = (anim_time * lab + PI / 2.0).sin();
|
||||
let centeroffset = (anim_time * lab + PI * 1.5).sin();
|
||||
|
||||
next.torso.scale = Vec3::one() / 11.0;
|
||||
next.wing_l.scale = Vec3::one() * 1.05;
|
||||
next.wing_r.scale = Vec3::one() * 1.05;
|
||||
next.leg_l.scale = Vec3::one() / 11.0;
|
||||
next.leg_r.scale = Vec3::one() / 11.0;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + center * 0.5);
|
||||
next.head.orientation =
|
||||
@ -44,9 +41,8 @@ impl Animation for RunAnimation {
|
||||
0.0,
|
||||
s_a.chest.0 + centeroffset * 0.6,
|
||||
center * 0.6 + s_a.chest.1,
|
||||
) / 11.0;
|
||||
);
|
||||
next.torso.orientation = Quaternion::rotation_y(center * 0.05);
|
||||
next.torso.scale = Vec3::one() / 11.0;
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1 + centeroffset * 0.6);
|
||||
next.tail.orientation = Quaternion::rotation_x(center * 0.03);
|
||||
@ -57,10 +53,10 @@ impl Animation for RunAnimation {
|
||||
next.wing_r.position = Vec3::new(s_a.wing.0, s_a.wing.1, s_a.wing.2);
|
||||
next.wing_r.orientation = Quaternion::rotation_y((footr * 0.35).min(0.0));
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + footl * 1.0, s_a.foot.2) / 11.0;
|
||||
next.leg_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + footl * 1.0, s_a.foot.2);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(footl * 0.5);
|
||||
|
||||
next.leg_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + footr * 1.0, s_a.foot.2) / 11.0;
|
||||
next.leg_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + footr * 1.0, s_a.foot.2);
|
||||
next.leg_r.orientation = Quaternion::rotation_x(footr * 0.5);
|
||||
next
|
||||
}
|
||||
|
@ -44,7 +44,7 @@ impl Animation for AlphaAnimation {
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 1.1);
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
|
@ -106,7 +106,7 @@ impl Animation for ClimbAnimation {
|
||||
next.lantern.orientation =
|
||||
Quaternion::rotation_x(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3);
|
||||
|
||||
next.torso.position = Vec3::new(0.0, -0.2 + smooth * -0.08, 0.4) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, -2.2 + smooth * -0.88, 4.4);
|
||||
} else {
|
||||
next.head.position = Vec3::new(0.0, -1.0 - stagnant + s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_x(
|
||||
@ -158,7 +158,7 @@ impl Animation for ClimbAnimation {
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(0.2 + smooth * 0.15 * (1.0 - stagnant));
|
||||
|
||||
next.torso.position = Vec3::new(0.0, -0.2, 0.4) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, -2.2, 4.4);
|
||||
};
|
||||
|
||||
next
|
||||
|
@ -104,7 +104,7 @@ impl Animation for DanceAnimation {
|
||||
next.lantern.orientation =
|
||||
Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
|
||||
|
||||
next.torso.position = Vec3::new(0.0, -0.3, 0.0) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, -3.3, 0.0);
|
||||
next.torso.orientation = Quaternion::rotation_z(short * -0.2);
|
||||
|
||||
next
|
||||
|
@ -135,7 +135,7 @@ impl Animation for IdleAnimation {
|
||||
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
|
||||
next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
|
||||
next.second.scale = match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
|
@ -205,7 +205,7 @@ impl Animation for JumpAnimation {
|
||||
* Quaternion::rotation_y(tilt * 4.0 * slow + tilt * 3.0);
|
||||
}
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.torso.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
match hands {
|
||||
|
@ -51,7 +51,7 @@ impl Animation for LeapAnimation {
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(0.0);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 1.1);
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
|
@ -100,9 +100,12 @@ impl Skeleton for CharacterSkeleton {
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
) -> Offsets {
|
||||
let torso_mat = base_mat
|
||||
* Mat4::<f32>::from(self.torso)
|
||||
* Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
|
||||
// TODO: extract scaler from body to it's own method so we can call that
|
||||
// directly instead of going through SkeletonAttr? (note todo also
|
||||
// appiles to other body variant animations)
|
||||
let base_mat = base_mat * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
|
||||
|
||||
let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
|
||||
let chest_mat = torso_mat * Mat4::<f32>::from(self.chest);
|
||||
let head_mat = chest_mat * Mat4::<f32>::from(self.head);
|
||||
let shorts_mat = chest_mat * Mat4::<f32>::from(self.shorts);
|
||||
|
@ -132,7 +132,7 @@ impl Animation for MountAnimation {
|
||||
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, stop * -0.16) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, stop * -1.76);
|
||||
|
||||
if skeleton.holding_lantern {
|
||||
next.hand_r.position = Vec3::new(
|
||||
|
@ -109,7 +109,7 @@ impl Animation for RollAnimation {
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1);
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 8.0 * movement1) / 11.0 * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 8.0 * movement1);
|
||||
next.torso.orientation = Quaternion::rotation_x(movement1 * -0.4 + movement2 * -2.0 * PI)
|
||||
* Quaternion::rotation_z(tilt * -10.0);
|
||||
|
||||
|
@ -275,7 +275,7 @@ impl Animation for RunAnimation {
|
||||
* Quaternion::rotation_y(tilt * 4.0 * fast + tilt * 3.0 + fast2 * speednorm * 0.25);
|
||||
}
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match active_tool_kind {
|
||||
|
@ -85,7 +85,7 @@ impl Animation for SitAnimation {
|
||||
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.torso.position = Vec3::new(0.0, -0.2, stop * -0.16) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, -2.2, stop * -1.76);
|
||||
|
||||
if skeleton.holding_lantern {
|
||||
next.hand_r.position = Vec3::new(
|
||||
|
@ -96,8 +96,9 @@ impl Animation for SpinAnimation {
|
||||
next.torso.position = Vec3::new(
|
||||
0.0,
|
||||
0.0,
|
||||
-1.0 + 1.0 * (movement1 * 0.5 * PI).sin()
|
||||
+ 1.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
|
||||
-11.0
|
||||
+ 11.0 * (movement1 * 0.5 * PI).sin()
|
||||
+ 11.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
|
||||
);
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_z(movement1.powi(2) * -6.0 + movement2 * -1.7);
|
||||
|
@ -253,7 +253,7 @@ impl Animation for StaggeredAnimation {
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_z(movement1 * 0.6);
|
||||
};
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
|
@ -177,7 +177,7 @@ impl Animation for StandAnimation {
|
||||
* Quaternion::rotation_y(fast2 * 0.1 + tilt * 3.0);
|
||||
}
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.scale = Vec3::one();
|
||||
next.second.scale = match hands {
|
||||
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
|
||||
|
@ -213,7 +213,7 @@ impl Animation for StunnedAnimation {
|
||||
next.hand_l.orientation = Quaternion::rotation_x(movement1abs * 1.2)
|
||||
* Quaternion::rotation_y(movement1 * 1.2);
|
||||
};
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
|
@ -232,7 +232,7 @@ impl Animation for SwimAnimation {
|
||||
} else {
|
||||
avgtotal
|
||||
};
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 1.0 - avgspeed * 0.05) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 11.0 - avgspeed * 0.55);
|
||||
next.torso.orientation = Quaternion::rotation_x(
|
||||
(((1.0 / switch) * PI / 2.0 + avg_vel.z * 0.12).min(PI / 2.0) - PI / 2.0)
|
||||
+ avgspeed * avg_vel.z * -0.003,
|
||||
|
@ -75,7 +75,7 @@ impl Animation for SwimWieldAnimation {
|
||||
next.hold.scale = Vec3::one() * 0.0;
|
||||
|
||||
if velocity > 0.01 {
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 1.0) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 11.0);
|
||||
next.torso.orientation = Quaternion::rotation_x(velocity * -0.05);
|
||||
|
||||
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
|
||||
@ -91,7 +91,7 @@ impl Animation for SwimWieldAnimation {
|
||||
|
||||
next.chest.position =
|
||||
Vec3::new(0.0 + slowalt * 0.5, s_a.chest.0, s_a.chest.1 + u_slow * 0.5);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, -2.0 + s_a.foot.1, s_a.foot.2);
|
||||
|
||||
|
@ -43,10 +43,10 @@ impl Skeleton for DragonSkeleton {
|
||||
&self,
|
||||
base_mat: Mat4<f32>,
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
_body: Self::Body,
|
||||
) -> Offsets {
|
||||
let base_mat = base_mat * Mat4::scaling_3d(1.0);
|
||||
let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front);
|
||||
//* Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 1.0);
|
||||
let chest_rear_mat = chest_front_mat * Mat4::<f32>::from(self.chest_rear);
|
||||
let head_lower_mat = chest_front_mat * Mat4::<f32>::from(self.head_lower);
|
||||
let wing_in_l_mat = chest_front_mat * Mat4::<f32>::from(self.wing_in_l);
|
||||
|
@ -36,7 +36,7 @@ impl Animation for IdleAnimation {
|
||||
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
|
||||
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / 11.0;
|
||||
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1);
|
||||
next.chest_front.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
|
||||
|
@ -33,10 +33,11 @@ impl Skeleton for FishMediumSkeleton {
|
||||
&self,
|
||||
base_mat: Mat4<f32>,
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
_body: Self::Body,
|
||||
) -> Offsets {
|
||||
let chest_front_mat =
|
||||
base_mat * Mat4::<f32>::from(self.chest_front) * Mat4::scaling_3d(1.0 / 11.0);
|
||||
let base_mat = base_mat * Mat4::scaling_3d(1.0 / 11.0);
|
||||
|
||||
let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front);
|
||||
let chest_back_mat = Mat4::<f32>::from(self.chest_back);
|
||||
let head_mat = Mat4::<f32>::from(self.head);
|
||||
|
||||
|
@ -52,7 +52,7 @@ impl Animation for SwimAnimation {
|
||||
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
|
||||
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / 11.0;
|
||||
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1);
|
||||
next.chest_front.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + x_tilt)
|
||||
* Quaternion::rotation_z(fast * vel * -0.02);
|
||||
|
||||
|
@ -28,7 +28,7 @@ impl Animation for IdleAnimation {
|
||||
|
||||
let slow = (anim_time * 3.5 + PI).sin();
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
|
||||
next.tail.orientation = Quaternion::rotation_z(slow * 0.1);
|
||||
|
@ -30,9 +30,10 @@ impl Skeleton for FishSmallSkeleton {
|
||||
&self,
|
||||
base_mat: Mat4<f32>,
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
_body: Self::Body,
|
||||
) -> Offsets {
|
||||
let chest_mat = base_mat * Mat4::<f32>::from(self.chest) * Mat4::scaling_3d(1.0 / 13.0);
|
||||
let base_mat = base_mat * Mat4::scaling_3d(1.0 / 13.0);
|
||||
let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
|
||||
|
||||
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
|
||||
make_bone(chest_mat),
|
||||
|
@ -45,7 +45,7 @@ impl Animation for SwimAnimation {
|
||||
let vel = (velocity.magnitude()).min(s_a.amplitude);
|
||||
let slowvel = vel * 0.1;
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 13.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
next.chest.orientation = Quaternion::rotation_x(velocity.z.abs() * -0.005 + x_tilt)
|
||||
* Quaternion::rotation_z(fast * -0.1);
|
||||
|
||||
|
@ -79,7 +79,7 @@ impl Animation for AlphaAnimation {
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
|
||||
};
|
||||
next.torso.position = Vec3::new(0.0, move1 * 0.7, move1 * -0.3);
|
||||
next.torso.position = Vec3::new(0.0, move1 * 3.7, move1 * -1.6);
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -55,7 +55,7 @@ impl Animation for IdleAnimation {
|
||||
next.jaw.orientation = Quaternion::rotation_x(-0.1 + breathe * 0.1);
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + breathe * 0.5) * s_a.scaler / 8.0;
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + breathe * 0.5);
|
||||
|
||||
next.lower_torso.position =
|
||||
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + breathe * -0.2);
|
||||
|
@ -49,9 +49,9 @@ impl Skeleton for GolemSkeleton {
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
) -> Offsets {
|
||||
let torso_mat = base_mat
|
||||
* Mat4::<f32>::from(self.torso)
|
||||
* Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 8.0);
|
||||
let base_mat = base_mat * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 8.0);
|
||||
|
||||
let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
|
||||
let upper_torso_mat = torso_mat * Mat4::<f32>::from(self.upper_torso);
|
||||
let lower_torso_mat = upper_torso_mat * Mat4::<f32>::from(self.lower_torso);
|
||||
let leg_l_mat = lower_torso_mat * Mat4::<f32>::from(self.leg_l);
|
||||
|
@ -79,7 +79,7 @@ impl Animation for RunAnimation {
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1) * 1.02;
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + short * 1.0) * s_a.scaler / 8.0;
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + short * 1.0);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(tilt * -4.0 + short * 0.40);
|
||||
|
||||
next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
|
||||
|
@ -40,7 +40,7 @@ impl Animation for ShockwaveAnimation {
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -PI);
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + move2 * -5.0) * s_a.scaler / 8.0;
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + move2 * -5.0);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(move1 * -PI);
|
||||
|
||||
next.lower_torso.position =
|
||||
|
@ -37,8 +37,7 @@ impl Animation for SpinMeleeAnimation {
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(movement2 * -2.0 * PI) * Quaternion::rotation_x(-0.2);
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1) * s_a.scaler / 8.0;
|
||||
next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(movement2 * 2.0 * PI);
|
||||
|
||||
next.lower_torso.position =
|
||||
|
@ -33,10 +33,10 @@ impl Animation for BeamAnimation {
|
||||
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2) / 11.0;
|
||||
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
|
||||
next.bone0.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2) / 11.0;
|
||||
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
|
||||
next.bone1.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next
|
||||
|
@ -23,9 +23,9 @@ impl Animation for IdleAnimation {
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2) / 11.0;
|
||||
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
|
||||
|
||||
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2) / 11.0;
|
||||
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -29,13 +29,15 @@ impl Skeleton for ObjectSkeleton {
|
||||
&self,
|
||||
base_mat: Mat4<f32>,
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
_body: Self::Body,
|
||||
) -> Offsets {
|
||||
let bone0_mat = base_mat * Mat4::<f32>::from(self.bone0);
|
||||
let scale_mat = Mat4::scaling_3d(1.0 / 11.0);
|
||||
|
||||
let bone0_mat = base_mat * scale_mat * Mat4::<f32>::from(self.bone0);
|
||||
|
||||
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
|
||||
make_bone(bone0_mat * Mat4::scaling_3d(1.0 / 11.0)),
|
||||
make_bone(Mat4::<f32>::from(self.bone1) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */
|
||||
make_bone(bone0_mat),
|
||||
make_bone(scale_mat * Mat4::<f32>::from(self.bone1)), /* Decorellated from ori */
|
||||
];
|
||||
Offsets {
|
||||
lantern: Vec3::default(),
|
||||
|
@ -40,17 +40,17 @@ impl Animation for ShootAnimation {
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2) / 11.0;
|
||||
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2) / 11.0;
|
||||
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
|
||||
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
|
||||
|
||||
#[allow(clippy::single_match)]
|
||||
match body {
|
||||
Body::Crossbow => {
|
||||
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2) / 11.0;
|
||||
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
|
||||
next.bone0.orientation =
|
||||
Quaternion::rotation_x(movement1 * 0.05 + movement2 * 0.1) * (1.0 - movement3);
|
||||
|
||||
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2) / 11.0;
|
||||
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
|
||||
next.bone1.orientation = Quaternion::rotation_z(0.0);
|
||||
},
|
||||
_ => {},
|
||||
|
@ -56,7 +56,7 @@ impl Animation for IdleAnimation {
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05 - 0.05);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
next.chest.orientation = Quaternion::rotation_y(slow * 0.03);
|
||||
|
||||
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
|
||||
|
@ -32,7 +32,7 @@ impl Animation for JumpAnimation {
|
||||
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
|
||||
|
||||
|
@ -50,9 +50,9 @@ impl Skeleton for QuadrupedLowSkeleton {
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
) -> Offsets {
|
||||
let chest_mat = base_mat
|
||||
* Mat4::<f32>::from(self.chest)
|
||||
* Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
|
||||
let base_mat = base_mat * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
|
||||
|
||||
let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
|
||||
let tail_front = chest_mat * Mat4::<f32>::from(self.tail_front);
|
||||
let head_lower_mat = chest_mat * Mat4::<f32>::from(self.head_lower);
|
||||
let head_upper_mat = head_lower_mat * Mat4::<f32>::from(self.head_upper);
|
||||
|
@ -106,7 +106,7 @@ impl Animation for RunAnimation {
|
||||
* Quaternion::rotation_y(shortalt * 0.08)
|
||||
* Quaternion::rotation_x(-0.04 + x_tilt * 0.5);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
next.chest.orientation = Quaternion::rotation_z(short * 0.13 + tilt * -1.9)
|
||||
* Quaternion::rotation_y(short * 0.12 + tilt * 0.7)
|
||||
* Quaternion::rotation_x(x_tilt + s_a.lean.0);
|
||||
|
@ -44,7 +44,7 @@ impl Animation for ShootAnimation {
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
next.jaw.orientation = Quaternion::rotation_x(movement1 * -0.5);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
next.chest.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
|
||||
|
@ -59,8 +59,7 @@ impl Animation for AlphaAnimation {
|
||||
0.0,
|
||||
s_a.torso_front.0 + movement1abs * -4.0,
|
||||
s_a.torso_front.1,
|
||||
) * s_a.scaler
|
||||
/ 11.0;
|
||||
);
|
||||
next.torso_front.orientation = Quaternion::rotation_y(movement1 * -0.25 * movement2 * 0.25)
|
||||
* Quaternion::rotation_z(movement1 * 0.35 + movement2 * -0.45);
|
||||
|
||||
|
@ -59,8 +59,7 @@ impl Animation for BetaAnimation {
|
||||
0.0,
|
||||
s_a.torso_front.0 + movement1abs * -4.0,
|
||||
s_a.torso_front.1,
|
||||
) * s_a.scaler
|
||||
/ 11.0;
|
||||
);
|
||||
next.torso_front.orientation = Quaternion::rotation_y(movement1 * -0.25 * movement2 * 0.25)
|
||||
* Quaternion::rotation_z(movement1 * 0.35 + movement2 * -0.45);
|
||||
|
||||
|
@ -79,8 +79,7 @@ impl Animation for FeedAnimation {
|
||||
0.0,
|
||||
s_a.torso_front.0,
|
||||
s_a.torso_front.1 + slower * 0.3 + transition * -6.0,
|
||||
) * s_a.scaler
|
||||
/ 11.0;
|
||||
);
|
||||
next.torso_front.orientation =
|
||||
Quaternion::rotation_x(transition * -0.7) * Quaternion::rotation_y(slow * 0.02);
|
||||
|
||||
|
@ -57,8 +57,7 @@ impl Animation for HoofAnimation {
|
||||
0.0,
|
||||
s_a.torso_front.0 + movement1abs * -6.0,
|
||||
s_a.torso_front.1 + movement1abs * 9.0,
|
||||
) * s_a.scaler
|
||||
/ 11.0;
|
||||
);
|
||||
next.torso_front.orientation = Quaternion::rotation_x(movement1abs * 1.2);
|
||||
|
||||
next.torso_back.orientation = Quaternion::rotation_x(movement1abs * -0.8);
|
||||
|
@ -53,7 +53,6 @@ impl Animation for IdleAnimation {
|
||||
|
||||
next.neck.scale = Vec3::one() * 1.02;
|
||||
next.jaw.scale = Vec3::one() * 1.02;
|
||||
next.torso_front.scale = Vec3::one() * s_a.scaler / 11.0;
|
||||
next.leg_fl.scale = Vec3::one() * 1.02;
|
||||
next.leg_fr.scale = Vec3::one() * 1.02;
|
||||
next.leg_bl.scale = Vec3::one() * 1.02;
|
||||
@ -79,7 +78,7 @@ impl Animation for IdleAnimation {
|
||||
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
|
||||
|
||||
next.torso_front.position =
|
||||
Vec3::new(0.0, s_a.torso_front.0, s_a.torso_front.1 + slower * 0.3) * s_a.scaler / 11.0;
|
||||
Vec3::new(0.0, s_a.torso_front.0, s_a.torso_front.1 + slower * 0.3);
|
||||
next.torso_front.orientation = Quaternion::rotation_y(slow * 0.02);
|
||||
|
||||
next.torso_back.position =
|
||||
|
@ -43,8 +43,7 @@ impl Animation for JumpAnimation {
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
|
||||
|
||||
next.torso_front.position =
|
||||
Vec3::new(0.0, s_a.torso_front.0, s_a.torso_front.1) * s_a.scaler / 11.0;
|
||||
next.torso_front.position = Vec3::new(0.0, s_a.torso_front.0, s_a.torso_front.1);
|
||||
next.torso_front.orientation = Quaternion::rotation_y(0.0);
|
||||
|
||||
next.torso_back.position = Vec3::new(0.0, s_a.torso_back.0, s_a.torso_back.1);
|
||||
|
@ -56,8 +56,7 @@ impl Animation for LeapMeleeAnimation {
|
||||
0.0,
|
||||
s_a.torso_front.0 + movement1abs * -4.0,
|
||||
s_a.torso_front.1,
|
||||
) * s_a.scaler
|
||||
/ 11.0;
|
||||
);
|
||||
next.torso_front.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.3 + movement2abs * -0.3 + movement3abs * 0.3)
|
||||
* Quaternion::rotation_y(twitch1abs * -0.1);
|
||||
|
@ -56,9 +56,9 @@ impl Skeleton for QuadrupedMediumSkeleton {
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
) -> Offsets {
|
||||
let torso_front_mat = base_mat
|
||||
* Mat4::<f32>::from(self.torso_front)
|
||||
* Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
|
||||
let base_mat = base_mat * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
|
||||
|
||||
let torso_front_mat = base_mat * Mat4::<f32>::from(self.torso_front);
|
||||
let torso_back_mat = torso_front_mat * Mat4::<f32>::from(self.torso_back);
|
||||
let neck_mat = torso_front_mat * Mat4::<f32>::from(self.neck);
|
||||
let leg_fl_mat = torso_front_mat * Mat4::<f32>::from(self.leg_fl);
|
||||
|
@ -128,8 +128,7 @@ impl Animation for RunAnimation {
|
||||
+ canceler * 1.0
|
||||
+ canceler * shortalt * 2.5 * s_a.spring
|
||||
+ x_tilt * 10.0 * canceler,
|
||||
) * s_a.scaler
|
||||
/ 11.0;
|
||||
);
|
||||
next.torso_front.orientation = Quaternion::rotation_x(
|
||||
((amplitude * (short * -0.13).max(-0.2)) * s_a.spring).min(0.1)
|
||||
+ x_tilt * (canceler * 6.0).min(1.0),
|
||||
|
@ -52,8 +52,7 @@ impl Animation for StunnedAnimation {
|
||||
0.0,
|
||||
s_a.torso_front.0 + movement1abs * -4.0,
|
||||
s_a.torso_front.1,
|
||||
) * s_a.scaler
|
||||
/ 11.0;
|
||||
);
|
||||
next.torso_front.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(movement1 * 0.15);
|
||||
|
||||
|
@ -45,7 +45,7 @@ impl Animation for FeedAnimation {
|
||||
next.head.orientation = Quaternion::rotation_z(head_look.y)
|
||||
* Quaternion::rotation_x(slow * 0.05 + quick * 0.08 - 0.4 * s_a.feed);
|
||||
|
||||
next.chest.position = Vec3::new(slow * 0.02, s_a.chest.0, s_a.chest.1) / 11.0 * s_a.scaler;
|
||||
next.chest.position = Vec3::new(slow * 0.02, s_a.chest.0, s_a.chest.1);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(-0.35 * s_a.feed) * Quaternion::rotation_y(head_look.y * 0.1);
|
||||
|
||||
|
@ -44,7 +44,7 @@ impl Animation for IdleAnimation {
|
||||
next.head.orientation = Quaternion::rotation_z(head_look.x)
|
||||
* Quaternion::rotation_x(head_look.y + slow_alt * 0.03);
|
||||
|
||||
next.chest.position = Vec3::new(slow * 0.05, s_a.chest.0, s_a.chest.1) / 11.0 * s_a.scaler;
|
||||
next.chest.position = Vec3::new(slow * 0.05, s_a.chest.0, s_a.chest.1);
|
||||
next.chest.orientation = Quaternion::rotation_y(slow * 0.05);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2 + slow * -0.2);
|
||||
|
@ -24,7 +24,7 @@ impl Animation for JumpAnimation {
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
next.chest.orientation = Quaternion::rotation_y(0.0);
|
||||
|
||||
next.leg_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
|
||||
|
@ -43,8 +43,8 @@ impl Skeleton for QuadrupedSmallSkeleton {
|
||||
body: Self::Body,
|
||||
) -> Offsets {
|
||||
let chest_mat = base_mat
|
||||
* Mat4::<f32>::from(self.chest)
|
||||
* Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
|
||||
* Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0)
|
||||
* Mat4::<f32>::from(self.chest);
|
||||
|
||||
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
|
||||
make_bone(chest_mat * Mat4::<f32>::from(self.head)),
|
||||
|
@ -70,8 +70,7 @@ impl Animation for RunAnimation {
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + 2.0 * speednorm * s_a.spring + shortalt * 3.0 * s_a.spring,
|
||||
) / 11.0
|
||||
* s_a.scaler;
|
||||
);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(vertcancel * short * 0.2 * s_a.spring + x_tilt)
|
||||
* Quaternion::rotation_y(tilt * 0.8)
|
||||
|
@ -39,8 +39,7 @@ impl Animation for StunnedAnimation {
|
||||
let movement1abs = movement1base * pullback;
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
next.chest.position =
|
||||
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -1.5) / 11.0 * s_a.scaler;
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -1.5);
|
||||
next.head.orientation = Quaternion::rotation_x(movement1abs * -0.2)
|
||||
* Quaternion::rotation_y(movement1 * -0.6)
|
||||
* Quaternion::rotation_z(movement1 * 0.4 + twitch * 0.2 * mirror);
|
||||
|
@ -42,15 +42,15 @@ impl Animation for IdleAnimation {
|
||||
} else {
|
||||
0.0
|
||||
} * 1.3;
|
||||
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2) / 11.0;
|
||||
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
|
||||
|
||||
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2) / 11.0;
|
||||
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
|
||||
next.bone1.orientation = Quaternion::rotation_y(acc_vel * 0.8);
|
||||
|
||||
next.bone2.position = Vec3::new(s_a.bone2.0, s_a.bone2.1, s_a.bone2.2) / 11.0;
|
||||
next.bone2.position = Vec3::new(s_a.bone2.0, s_a.bone2.1, s_a.bone2.2);
|
||||
next.bone2.orientation = Quaternion::rotation_y(-acc_vel * 0.8);
|
||||
|
||||
next.bone3.position = Vec3::new(s_a.bone3.0, s_a.bone3.1, s_a.bone3.2) / 11.0;
|
||||
next.bone3.position = Vec3::new(s_a.bone3.0, s_a.bone3.1, s_a.bone3.2);
|
||||
next.bone3.orientation = Quaternion::rotation_z(tilt * 25.0);
|
||||
next
|
||||
}
|
||||
|
@ -29,15 +29,15 @@ impl Skeleton for ShipSkeleton {
|
||||
&self,
|
||||
base_mat: Mat4<f32>,
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
_body: Self::Body,
|
||||
) -> Offsets {
|
||||
let bone0_mat = base_mat * Mat4::<f32>::from(self.bone0);
|
||||
let bone0_mat = base_mat * Mat4::scaling_3d(1.0 / 11.0) * Mat4::<f32>::from(self.bone0);
|
||||
|
||||
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
|
||||
make_bone(bone0_mat * Mat4::scaling_3d(1.0 / 11.0)),
|
||||
make_bone(bone0_mat * Mat4::<f32>::from(self.bone1) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */
|
||||
make_bone(bone0_mat * Mat4::<f32>::from(self.bone2) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */
|
||||
make_bone(bone0_mat * Mat4::<f32>::from(self.bone3) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */
|
||||
make_bone(bone0_mat),
|
||||
make_bone(bone0_mat * Mat4::<f32>::from(self.bone1)),
|
||||
make_bone(bone0_mat * Mat4::<f32>::from(self.bone2)),
|
||||
make_bone(bone0_mat * Mat4::<f32>::from(self.bone3)),
|
||||
];
|
||||
Offsets {
|
||||
lantern: Vec3::default(),
|
||||
|
@ -59,7 +59,7 @@ impl Animation for IdleAnimation {
|
||||
next.neck.orientation = Quaternion::rotation_x(-0.1);
|
||||
|
||||
next.chest_front.position =
|
||||
Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1 + breathe * 0.3) / s_a.scaler;
|
||||
Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1 + breathe * 0.3);
|
||||
next.chest_front.orientation = Quaternion::rotation_x(breathe * 0.04);
|
||||
|
||||
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
|
||||
|
@ -35,8 +35,7 @@ impl Animation for JumpAnimation {
|
||||
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
|
||||
next.neck.orientation = Quaternion::rotation_x(-0.1);
|
||||
|
||||
next.chest_front.position =
|
||||
Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1) / s_a.scaler;
|
||||
next.chest_front.position = Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1);
|
||||
|
||||
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
|
||||
|
||||
|
@ -49,9 +49,9 @@ impl Skeleton for TheropodSkeleton {
|
||||
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
|
||||
body: Self::Body,
|
||||
) -> Offsets {
|
||||
let chest_front_mat = base_mat
|
||||
* Mat4::<f32>::from(self.chest_front)
|
||||
* Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 1.0);
|
||||
let base_mat = base_mat * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
|
||||
|
||||
let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front);
|
||||
let neck_mat = chest_front_mat * Mat4::<f32>::from(self.neck);
|
||||
let head_mat = neck_mat * Mat4::<f32>::from(self.head);
|
||||
let chest_back_mat = chest_front_mat * Mat4::<f32>::from(self.chest_back);
|
||||
@ -229,14 +229,14 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Ntouka, _) => (1.5, -1.0, -2.5),
|
||||
},
|
||||
scaler: match (body.species, body.body_type) {
|
||||
(Archaeos, _) => (3.75),
|
||||
(Odonto, _) => (3.75),
|
||||
(Sandraptor, _) => (10.0),
|
||||
(Snowraptor, _) => (10.0),
|
||||
(Woodraptor, _) => (10.0),
|
||||
(Sunlizard, _) => (10.0),
|
||||
(Yale, _) => (8.75),
|
||||
(Ntouka, _) => (3.75),
|
||||
(Archaeos, _) => (2.93),
|
||||
(Odonto, _) => (2.93),
|
||||
(Sandraptor, _) => (1.1),
|
||||
(Snowraptor, _) => (1.1),
|
||||
(Woodraptor, _) => (1.1),
|
||||
(Sunlizard, _) => (1.1),
|
||||
(Yale, _) => (1.26),
|
||||
(Ntouka, _) => (2.93),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
@ -86,7 +86,7 @@ impl Animation for RunAnimation {
|
||||
0.0,
|
||||
s_a.chest_front.0,
|
||||
s_a.chest_front.1 + short * 0.5 + x_tilt * 10.0 + 0.5 * speednorm,
|
||||
) / s_a.scaler;
|
||||
);
|
||||
next.chest_front.orientation = Quaternion::rotation_x(short * 0.07 + x_tilt)
|
||||
* Quaternion::rotation_y(tilt * 0.8)
|
||||
* Quaternion::rotation_z(shortalt * 0.15 + tilt * -1.5);
|
||||
|
Loading…
Reference in New Issue
Block a user