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hammer go smash
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93bea033d9
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@ -23,6 +23,8 @@ impl Animation for AttackAnimation {
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let test = (anim_time as f32 * 16.0 * lab as f32).cos();
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let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
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let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
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let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
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@ -32,6 +34,10 @@ impl Animation for AttackAnimation {
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 12.4).sin());
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let slower = (((5.0)
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/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0).sin());
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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@ -61,7 +67,6 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_y(decel * 0.08);
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next.shorts.scale = Vec3::one();
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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@ -109,29 +114,23 @@ impl Animation for AttackAnimation {
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next.main.scale = Vec3::one();
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},
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Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset =
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Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
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8.0 + accel_fast * 3.0,
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0.0,
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);
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next.main.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + accel_med * -0.8)
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* Quaternion::rotation_y(0.0 + accel_med * -0.4);
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next.l_hand.offset = Vec3::new(0.0, 1.0, 5.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
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next.r_hand.ori = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(0.0, 6.0, -1.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-6.0, 3.0, 5.0 + slower * 5.0);
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next.control.ori = Quaternion::rotation_x(-0.2 + slower * 2.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.4 + 1.57);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Staff(_)) => {
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next.l_hand.offset =
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@ -120,7 +120,6 @@ pub struct SkeletonAttr {
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neck_right: f32,
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weapon_x: f32,
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weapon_y: f32,
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}
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impl SkeletonAttr {
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pub fn calculate_scale(body: &comp::humanoid::Body) -> f32 {
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@ -152,7 +151,6 @@ impl Default for SkeletonAttr {
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neck_right: 1.0,
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weapon_x: 1.0,
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weapon_y: 1.0,
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}
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}
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}
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@ -46,10 +46,14 @@ impl Animation for WieldAnimation {
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},
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Some(ToolKind::Axe(_)) => {
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next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(3.14 - 0.3) * Quaternion::rotation_y(-0.8);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_z(3.14 - 0.3)
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* Quaternion::rotation_y(-0.8);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(3.14 - 0.3)* Quaternion::rotation_y(-0.8);
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next.r_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_z(3.14 - 0.3)
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* Quaternion::rotation_y(-0.8);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.offset = Vec3::new(-6.0, 10.0, -1.0);
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next.main.ori = Quaternion::rotation_x(1.27)
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@ -58,9 +62,9 @@ impl Animation for WieldAnimation {
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.control.ori = Quaternion::rotation_x( wave_ultra_slow_cos * 0.1)
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z( wave_ultra_slow * 0.1);
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* Quaternion::rotation_z(wave_ultra_slow * 0.1);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Hammer(_)) => {
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