tweaks to run, sword position

Former-commit-id: 05d91424eaec9c44d960efbee57574653e6b22da
This commit is contained in:
jshipsey 2019-05-22 22:18:37 -04:00
parent d8cc5bbcf0
commit 358dda5e44
5 changed files with 27 additions and 14 deletions

View File

@ -92,15 +92,15 @@ impl Animation for AttackAnimation {
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.04;
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04;
next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
next.draw.offset = Vec3::new(5.5, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;

View File

@ -95,11 +95,11 @@ impl Animation for GlidingAnimation {
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.04;
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04;

View File

@ -92,7 +92,7 @@ impl Animation for IdleAnimation {
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04;
next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
next.draw.offset = Vec3::new(5.5, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;

View File

@ -67,15 +67,15 @@ impl Animation for JumpAnimation {
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.04;
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04;
next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
next.draw.offset = Vec3::new(5.5, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;

View File

@ -1,5 +1,5 @@
// Standard
use std::f32::consts::PI;
use std::{f32::consts::PI, ops::Mul};
// Library
use vek::*;
@ -29,8 +29,21 @@ impl Animation for RunAnimation {
let wave_slow_cos = (anim_time as f32 * 8.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 2.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wave_cos * 1.3);
next.head.ori = Quaternion::rotation_x(0.15);
next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wave_cos * 1.1);
@ -65,11 +78,11 @@ impl Animation for RunAnimation {
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.04;
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04;
@ -81,7 +94,7 @@ impl Animation for RunAnimation {
next.left_equip.ori = Quaternion::rotation_x(0.0);;
next.left_equip.scale = Vec3::one() * 0.0;
next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
next.draw.offset = Vec3::new(5.5, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;