cargo fmt

This commit is contained in:
uniior
2024-07-08 18:40:38 -04:00
parent fc6b87d5ca
commit 38e403eab2

View File

@ -153,11 +153,9 @@ impl Animation for MultiAction {
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0); * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.head.orientation = next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36) * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72); * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
next.control.orientation.rotate_x(move1 * 1.2); next.control.orientation.rotate_x(move1 * 1.2);
@ -188,12 +186,10 @@ impl Animation for MultiAction {
next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0); next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.chest.orientation = next.chest.orientation = Quaternion::rotation_x(move1 * 0.15)
Quaternion::rotation_x(move1 * 0.15)
* Quaternion::rotation_y(move1 * 0.15) * Quaternion::rotation_y(move1 * 0.15)
* Quaternion::rotation_z(move1 * 0.3); * Quaternion::rotation_z(move1 * 0.3);
next.head.orientation = next.head.orientation = Quaternion::rotation_y(move1 * -0.15)
Quaternion::rotation_y(move1 * -0.15)
* Quaternion::rotation_z(move1 * -0.3); * Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1); next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
@ -233,8 +229,7 @@ impl Animation for MultiAction {
next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.2); next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.2);
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0); next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.0); next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
next.head.orientation = next.head.orientation = Quaternion::rotation_y(move1 * 0.2 + move2 * -0.24)
Quaternion::rotation_y(move1 * 0.2 + move2 * -0.24)
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.36) * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72); * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2); next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
@ -271,15 +266,13 @@ impl Animation for MultiAction {
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15) Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0); * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0); next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.head.orientation = next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36) * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72); * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4); next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.2); next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
next.control.position += Vec3::new(move1 * 12.0, 6.0, 0.0); next.control.position += Vec3::new(move1 * 12.0, 6.0, 0.0);
next.control.orientation = next.control.orientation = Quaternion::rotation_x(move1 * 0.2)
Quaternion::rotation_x(move1 * 0.2)
* Quaternion::rotation_y(move1 * -1.7) * Quaternion::rotation_y(move1 * -1.7)
* Quaternion::rotation_z(move1 * 0.7); * Quaternion::rotation_z(move1 * 0.7);
@ -292,15 +285,13 @@ impl Animation for MultiAction {
Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15) Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
* Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0); * Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0); next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.head.orientation = next.head.orientation = Quaternion::rotation_y(move1 * -0.2 + move2 * 0.24)
Quaternion::rotation_y(move1 * -0.2 + move2 * 0.24)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.36) * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.36)
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.72); * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.72);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2); next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.control.position += Vec3::new(move1 * -6.0, 6.0, 0.0); next.control.position += Vec3::new(move1 * -6.0, 6.0, 0.0);
next.control.orientation = next.control.orientation = Quaternion::rotation_x(move1 * 0.2)
Quaternion::rotation_x(move1 * 0.2)
* Quaternion::rotation_y(move1 * 1.7) * Quaternion::rotation_y(move1 * 1.7)
* Quaternion::rotation_z(move1 * -0.7); * Quaternion::rotation_z(move1 * -0.7);
@ -323,13 +314,11 @@ impl Animation for MultiAction {
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0); * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.5); next.belt.orientation = Quaternion::rotation_z(move1 * -0.5);
next.head.orientation = next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36) * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 1.2); * Quaternion::rotation_z(move1 * -0.3 + move2 * 1.2);
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0); next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
@ -357,19 +346,18 @@ impl Animation for MultiAction {
next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0); next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.chest.orientation = next.chest.orientation = Quaternion::rotation_x(move1 * 0.05)
Quaternion::rotation_x(move1 * 0.05)
* Quaternion::rotation_y(move1 * 0.05) * Quaternion::rotation_y(move1 * 0.05)
* Quaternion::rotation_z(move1 * -1.0); * Quaternion::rotation_z(move1 * -1.0);
next.head.orientation = next.head.orientation = Quaternion::rotation_x(move1 * 0.05)
Quaternion::rotation_x(move1 * 0.05)
* Quaternion::rotation_y(move1 * 0.05) * Quaternion::rotation_y(move1 * 0.05)
* Quaternion::rotation_z(move1 * 0.8); * Quaternion::rotation_z(move1 * 0.8);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.4); next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0); next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
next.control.orientation.rotate_y(move1 * -1.7); next.control.orientation.rotate_y(move1 * -1.7);
next.control.orientation.rotate_z(move1 * 0.5); next.control.orientation.rotate_z(move1 * 0.5);
next.control.position += Vec3::new(4.0 + move1 * 10.0, 8.0 + move1 * -8.0, move1 * 9.0); next.control.position +=
Vec3::new(4.0 + move1 * 10.0, 8.0 + move1 * -8.0, move1 * 9.0);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2); next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0); next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
@ -402,8 +390,7 @@ impl Animation for MultiAction {
next.chest.orientation = Quaternion::rotation_z(move1 * 1.3) next.chest.orientation = Quaternion::rotation_z(move1 * 1.3)
* Quaternion::rotation_x(move2alt * -0.3); * Quaternion::rotation_x(move2alt * -0.3);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0); next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.head.orientation = next.head.orientation = Quaternion::rotation_x(move1 * 0.18 + move2alt * -0.18)
Quaternion::rotation_x(move1 * 0.18 + move2alt * -0.18)
* Quaternion::rotation_y(move1 * 0.18 + move2alt * -0.18) * Quaternion::rotation_y(move1 * 0.18 + move2alt * -0.18)
* Quaternion::rotation_z(move1 * -0.36 + move2alt * -0.24); * Quaternion::rotation_z(move1 * -0.36 + move2alt * -0.24);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4) next.belt.orientation = Quaternion::rotation_z(move1 * -0.4)
@ -532,12 +519,10 @@ impl Animation for MultiAction {
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0); * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0); next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.head.orientation = next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36) * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72); * Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
@ -581,12 +566,10 @@ impl Animation for MultiAction {
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.4 + move2 * -1.4); * Quaternion::rotation_z(move1 * 1.4 + move2 * -1.4);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0); next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.head.orientation = next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36) * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72); * Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2); next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
@ -628,12 +611,10 @@ impl Animation for MultiAction {
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2); * Quaternion::rotation_z(move1 * 1.2);
next.chest.position += Vec3::new(0.0, move1 * 3.0, 0.0); next.chest.position += Vec3::new(0.0, move1 * 3.0, 0.0);
next.head.orientation = next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36) * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72); * Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
@ -673,12 +654,10 @@ impl Animation for MultiAction {
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.5); * Quaternion::rotation_z(move1 * 0.4 + move2 * -0.5);
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0); next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
next.head.orientation = next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.24)
Quaternion::rotation_x(move1 * 0.1 + move2 * -0.24)
* Quaternion::rotation_y(move1 * -0.2 + move2 * 0.36) * Quaternion::rotation_y(move1 * -0.2 + move2 * 0.36)
* Quaternion::rotation_z(move1 * -0.1 + move2 * -0.96); * Quaternion::rotation_z(move1 * -0.1 + move2 * -0.96);
next.control.orientation.rotate_x(move1 * 1.7); next.control.orientation.rotate_x(move1 * 1.7);