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cargo fmt
This commit is contained in:
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fc6b87d5ca
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38e403eab2
@ -153,13 +153,11 @@ impl Animation for MultiAction {
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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next.control.orientation.rotate_x(move1 * 1.2);
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next.control.position += Vec3::new(move1 * -4.0, 0.0, move1 * 6.0);
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next.control.orientation.rotate_y(move1 * -1.6);
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@ -188,13 +186,11 @@ impl Animation for MultiAction {
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.chest.orientation =
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Quaternion::rotation_x(move1 * 0.15)
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* Quaternion::rotation_y(move1 * 0.15)
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* Quaternion::rotation_z(move1 * 0.3);
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next.head.orientation =
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Quaternion::rotation_y(move1 * -0.15)
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* Quaternion::rotation_z(move1 * -0.3);
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next.chest.orientation = Quaternion::rotation_x(move1 * 0.15)
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* Quaternion::rotation_y(move1 * 0.15)
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* Quaternion::rotation_z(move1 * 0.3);
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next.head.orientation = Quaternion::rotation_y(move1 * -0.15)
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* Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.control.orientation.rotate_x(move1 * 2.2);
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@ -233,10 +229,9 @@ impl Animation for MultiAction {
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next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.2);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.head.orientation =
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Quaternion::rotation_y(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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next.head.orientation = Quaternion::rotation_y(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.control.position += Vec3::new(move1 * -8.0, 0.0, move1 * 5.0);
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@ -267,19 +262,17 @@ impl Animation for MultiAction {
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// Right feint if x < 0, else left
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if d.move_dir.x < 0.0 {
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.control.position += Vec3::new(move1 * 12.0, 6.0, 0.0);
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next.control.orientation =
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Quaternion::rotation_x(move1 * 0.2)
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next.control.orientation = Quaternion::rotation_x(move1 * 0.2)
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* Quaternion::rotation_y(move1 * -1.7)
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* Quaternion::rotation_z(move1 * 0.7);
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@ -288,22 +281,20 @@ impl Animation for MultiAction {
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next.control.orientation.rotate_z(move2 * -1.9);
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next.control.position += Vec3::new(move2 * 5.0, move2 * 2.0, 0.0);
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} else {
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next.chest.orientation =
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Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
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* Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
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* Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.head.orientation =
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Quaternion::rotation_y(move1 * -0.2 + move2 * 0.24)
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next.head.orientation = Quaternion::rotation_y(move1 * -0.2 + move2 * 0.24)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.36)
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* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.72);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control.position += Vec3::new(move1 * -6.0, 6.0, 0.0);
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next.control.orientation =
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Quaternion::rotation_x(move1 * 0.2)
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next.control.orientation = Quaternion::rotation_x(move1 * 0.2)
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* Quaternion::rotation_y(move1 * 1.7)
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* Quaternion::rotation_z(move1 * -0.7);
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next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
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next.belt.orientation.rotate_z(move2 * -0.1);
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next.control.orientation.rotate_z(move2 * 1.9);
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@ -323,15 +314,13 @@ impl Animation for MultiAction {
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 1.2);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 1.2);
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next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
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next.chest.orientation.rotate_z(move2 * -1.4);
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@ -357,19 +346,18 @@ impl Animation for MultiAction {
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
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next.chest.orientation =
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Quaternion::rotation_x(move1 * 0.05)
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next.chest.orientation = Quaternion::rotation_x(move1 * 0.05)
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* Quaternion::rotation_y(move1 * 0.05)
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* Quaternion::rotation_z(move1 * -1.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.05)
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next.head.orientation = Quaternion::rotation_x(move1 * 0.05)
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* Quaternion::rotation_y(move1 * 0.05)
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* Quaternion::rotation_z(move1 * 0.8);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.control.orientation.rotate_y(move1 * -1.7);
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next.control.orientation.rotate_z(move1 * 0.5);
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next.control.position += Vec3::new(4.0 + move1 * 10.0, 8.0 + move1 * -8.0, move1 * 9.0);
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next.control.position +=
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Vec3::new(4.0 + move1 * 10.0, 8.0 + move1 * -8.0, move1 * 9.0);
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next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
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@ -402,10 +390,9 @@ impl Animation for MultiAction {
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.3)
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* Quaternion::rotation_x(move2alt * -0.3);
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next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.18 + move2alt * -0.18)
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* Quaternion::rotation_y(move1 * 0.18 + move2alt * -0.18)
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* Quaternion::rotation_z(move1 * -0.36 + move2alt * -0.24);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.18 + move2alt * -0.18)
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* Quaternion::rotation_y(move1 * 0.18 + move2alt * -0.18)
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* Quaternion::rotation_z(move1 * -0.36 + move2alt * -0.24);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.4)
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* Quaternion::rotation_x(move2alt * 0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0)
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@ -532,14 +519,12 @@ impl Animation for MultiAction {
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control
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@ -581,14 +566,12 @@ impl Animation for MultiAction {
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.4 + move2 * -1.4);
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next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.4 + move2 * -1.4);
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next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
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@ -628,14 +611,12 @@ impl Animation for MultiAction {
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2);
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next.chest.position += Vec3::new(0.0, move1 * 3.0, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control.orientation.rotate_x(move1 * -1.0);
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@ -673,12 +654,10 @@ impl Animation for MultiAction {
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.5);
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next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.5);
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next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.1 + move2 * -0.24)
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next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * -0.2 + move2 * 0.36)
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* Quaternion::rotation_z(move1 * -0.1 + move2 * -0.96);
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next.control.orientation.rotate_x(move1 * 1.7);
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@ -727,13 +706,13 @@ impl Animation for MultiAction {
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next.control.orientation.rotate_z(move1 * -0.5);
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next.control.orientation.rotate_y(move1 * -0.3);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -0.8);
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -0.8);
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next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
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Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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