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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
cleanup
This commit is contained in:
parent
28eb58ddfa
commit
521ffd64ba
@ -107,7 +107,7 @@ pub fn forward_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32,
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pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) {
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// Set direction based on move direction
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let ori_dir = if update.character.is_block() {
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let ori_dir = if update.character.is_attack() | update.character.is_block() {
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data.inputs.look_dir.xy()
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} else if !data.inputs.move_dir.is_approx_zero() {
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data.inputs.move_dir
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@ -37,24 +37,13 @@ impl Animation for ChargeswingAnimation {
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let lab = 1.0;
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// Spin stuff here
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 10.32).sin());
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let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
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let spin = (anim_time as f32 * 2.8 * lab as f32).sin();
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let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin();
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let short = (((5.0)
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/ (1.5
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+ 3.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 8.0).sin());
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// end spin stuff
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let movement = (anim_time as f32 * 1.0);
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let movement = anim_time as f32 * 1.0;
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let fire = (anim_time as f32 * 18.0 * lab as f32).sin();
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let foothoril = (anim_time as f32 * 8.0 * lab as f32 + PI * 1.45).sin();
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@ -65,213 +54,131 @@ impl Animation for ChargeswingAnimation {
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let footrotl = (((1.0)
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/ (0.5
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+ (0.5)
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* ((anim_time as f32 * 8.0 * lab as f32 + PI * 1.4).sin())
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.powf(2.0 as f32)))
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* ((anim_time as f32 * 8.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 8.0 * lab as f32 + PI * 1.4).sin());
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let footrotr = (((1.0)
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/ (0.5
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+ (0.5)
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* ((anim_time as f32 * 8.0 * lab as f32 + PI * 0.4).sin())
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.powf(2.0 as f32)))
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* ((anim_time as f32 * 8.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 8.0* lab as f32 + PI * 0.4).sin());
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* ((anim_time as f32 * 8.0 * lab as f32 + PI * 0.4).sin());
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if let Some(ToolKind::Hammer(_)) = active_tool_kind {
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next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0);
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next.l_hand.orientation =
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Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.position = Vec3::new(2.0, 0.0, 0.0);
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next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation =
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Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57);
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next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0);
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next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.position = Vec3::new(2.0, 0.0, 0.0);
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next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57);
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next.control.position = Vec3::new(6.0, 7.0, 1.0);
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next.control.orientation = 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.control.scale = Vec3::one();
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next.control.position = Vec3::new(6.0, 7.0, 1.0);
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next.control.orientation = 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.control.scale = Vec3::one();
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Charge => {
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next.control.position = Vec3::new(6.0+(movement*-4.0).max(-8.0), 7.0+(movement*2.0).min(2.0), 1.0);
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next.control.orientation = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(0.0+(movement*0.7).min(0.7)+fire*0.1*(anim_time as f32).min(2.0))
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* Quaternion::rotation_z(0.0+(movement*0.2).min(0.5));
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next.control.position = Vec3::new(
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6.0 + (movement * -4.0).max(-8.0),
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7.0 + (movement * 2.0).min(2.0),
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1.0,
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);
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next.control.orientation = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(
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0.0 + (movement * 0.7).min(0.7)
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+ fire * 0.1 * (anim_time as f32).min(2.0),
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)
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* Quaternion::rotation_z(0.0 + (movement * 0.2).min(0.5));
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next.chest.position = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
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next.chest.orientation = Quaternion::rotation_z((movement*2.0).min(PI/2.0));
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next.shorts.orientation = Quaternion::rotation_z((short*0.25+movement*-1.0).max(-PI/4.0));
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next.chest.position =
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Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
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next.chest.orientation =
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Quaternion::rotation_z((movement * 2.0).min(PI / 2.0));
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next.belt.orientation =
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Quaternion::rotation_z((short * 0.08 + movement * -1.0).max(-PI / 5.0));
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next.shorts.orientation =
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Quaternion::rotation_z((short * 0.15 + movement * -1.0).max(-PI / 4.0));
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0-2.0+(movement*2.0).min(2.0), skeleton_attr.head.1);
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next.head.position = Vec3::new(
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0.0,
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skeleton_attr.head.0 - 2.0 + (movement * 2.0).min(2.0),
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skeleton_attr.head.1,
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);
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next.head.orientation = Quaternion::rotation_z((movement*-1.8).max(PI/-2.0));
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next.shorts.orientation =
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Quaternion::rotation_z(short * 0.25);
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//next.l_foot.orientation =
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//Quaternion::rotation_x((movement*-0.2).max(-0.5))*Quaternion::rotation_z((movement*0.7).min(0.7));
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//next.r_foot.orientation =
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//Quaternion::rotation_x((movement*-0.2).max(-0.5))*Quaternion::rotation_z((movement*0.7).min(0.7));
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if speed > 0.5{
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next.head.orientation =
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Quaternion::rotation_z((movement * -1.8).max(PI / -2.0));
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next.belt.orientation = Quaternion::rotation_z(short * 0.05);
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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-1.5 + skeleton_attr.foot.1 + foothoril * -3.5-2.0,
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2.0 + skeleton_attr.foot.2 + ((footvertl * -1.7).max(-1.0)),
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);
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next.shorts.orientation = Quaternion::rotation_z(short * 0.15);
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if speed > 0.5 {
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothoril * -2.5 - 3.5,
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2.0 + skeleton_attr.foot.2 + ((footvertl * -1.2).max(-1.0)),
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);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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-1.5 + skeleton_attr.foot.1 + foothorir * -3.5+5.0,
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2.0 + skeleton_attr.foot.2 + ((footvertr * -1.7).max(-1.0)),
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);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothorir * -2.5 + 6.0,
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2.0 + skeleton_attr.foot.2 + ((footvertr * -1.2).max(-1.0)),
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);
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next.l_foot.orientation = Quaternion::rotation_x(-0.4 + footrotl * -0.2)
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* Quaternion::rotation_z((movement*0.5).min(0.5));
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next.l_foot.scale = Vec3::one();
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next.l_foot.orientation =
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Quaternion::rotation_x(-0.4 + footrotl * -0.2)
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* Quaternion::rotation_z((movement * 0.5).min(0.5));
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next.l_foot.scale = Vec3::one();
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next.r_foot.orientation = Quaternion::rotation_x(-0.4 + footrotr * -0.2)
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* Quaternion::rotation_z((movement*0.5).min(0.5));
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}
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else{
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next.r_foot.orientation =
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Quaternion::rotation_x(-0.4 + footrotr * -0.2)
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* Quaternion::rotation_z((movement * 0.5).min(0.5));
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} else {
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 5.0,
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skeleton_attr.foot.2,
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);
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1-5.0,
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skeleton_attr.foot.2,
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);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 7.0,
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skeleton_attr.foot.2,
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);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1+7.0,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation = Quaternion::rotation_x(-0.2);
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next.r_foot.orientation = Quaternion::rotation_x(0.2);
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};
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next.l_foot.orientation =
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Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(0.5);
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next.r_foot.orientation =
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Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.5);
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};
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},
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StageSection::Swing => {
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next.chest.orientation = Quaternion::rotation_z(-0.5);
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next.control.position = Vec3::new(6.0, 7.0, 1.0+3.0);
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next.control.orientation = Quaternion::rotation_x(PI/2.0)
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* Quaternion::rotation_y(-1.6)
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* Quaternion::rotation_z(-0.1);
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next.head.orientation = Quaternion::rotation_z(0.4);
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next.chest.orientation = Quaternion::rotation_z(-0.5);
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next.control.position = Vec3::new(6.0, 7.0, 1.0 + 3.0);
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next.control.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_y(-1.6)
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* Quaternion::rotation_z(-0.1);
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next.head.orientation = Quaternion::rotation_z(0.8);
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next.l_hand.position = Vec3::new(-3.0, 0.0, 0.0);
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},
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StageSection::Recover => {
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next.chest.orientation = Quaternion::rotation_z(-0.5+movement*0.5);
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next.control.position = Vec3::new(6.0, 7.0, 1.0+3.0+movement*-3.0);
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next.control.orientation = Quaternion::rotation_x(PI/2.0)
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* Quaternion::rotation_y(-1.6+movement*1.6)
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* Quaternion::rotation_z(-0.1+movement*0.1);
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next.head.orientation = Quaternion::rotation_z(0.4+movement*-0.4);
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next.chest.orientation = Quaternion::rotation_z(-0.5 + movement * 0.5);
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next.control.position = Vec3::new(6.0, 7.0, 1.0 + 3.0 + movement * -3.0);
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next.control.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_y(-1.6 + movement * 1.6)
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* Quaternion::rotation_z(-0.1 + movement * 0.1);
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next.head.orientation = Quaternion::rotation_z(0.8 + movement * -0.8);
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next.l_hand.position = Vec3::new(-3.0 + movement * -9.0, 0.0, 0.0);
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},
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_ => {},
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}
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}
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}
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/* if let Some(ToolKind::Hammer(_)) = active_tool_kind {
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next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0);
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next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.position = Vec3::new(3.0, 0.0, 0.0);
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next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.57)
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* Quaternion::rotation_z(1.57);
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next.head.position = Vec3::new(
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0.0,
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-2.0 + skeleton_attr.head.0 + slower * -1.0,
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skeleton_attr.head.1,
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);
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next.head.orientation = Quaternion::rotation_z(slower * 0.05)
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* Quaternion::rotation_x((slowersmooth * -0.25 + slower * 0.55).max(-0.2))
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* Quaternion::rotation_y(slower * 0.05);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.position = Vec3::new(0.0, 0.0, 7.0);
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next.chest.orientation = Quaternion::rotation_z(slower * 0.08 + slowersmooth * 0.15)
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* Quaternion::rotation_x(-0.3 + slower * 0.45 + slowersmooth * 0.26)
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* Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15);
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next.belt.position = Vec3::new(0.0, 0.0, -2.0 + slower * -0.7);
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next.belt.orientation = Quaternion::rotation_z(slower * -0.16 + slowersmooth * -0.12)
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* Quaternion::rotation_x(0.0 + slower * -0.06)
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* Quaternion::rotation_y(slower * -0.05);
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next.shorts.position = Vec3::new(0.0, 0.0, -5.0 + slower * -0.7);
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next.shorts.orientation = Quaternion::rotation_z(slower * -0.08 + slowersmooth * -0.08)
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* Quaternion::rotation_x(0.0 + slower * -0.08 + slowersmooth * -0.08)
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* Quaternion::rotation_y(slower * -0.07);
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next.lantern.orientation =
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Quaternion::rotation_x(slower * -0.7 + 0.4) * Quaternion::rotation_y(slower * 0.4);
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next.hold.scale = Vec3::one() * 0.0;
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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slower * 3.0 + slowersmooth * -6.0 - 2.0,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation =
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Quaternion::rotation_x(slower * -0.2 + slowersmooth * -0.3 - 0.2);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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slower * 2.0 + slowersmooth * -4.0 - 1.0,
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-2.0 + skeleton_attr.foot.2,
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);
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next.r_foot.orientation =
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Quaternion::rotation_x(slower * -0.4 + slowersmooth * -0.6 - 1.0);
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next.control.scale = Vec3::one();
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next.control.position = Vec3::new(-7.0, 7.0, 1.0);
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next.control.orientation = Quaternion::rotation_x(-0.7 + slower * 1.5)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.4 + slowersmooth * -0.4 + slower * 0.2);
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next.control.scale = Vec3::one();
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next.lantern.position = Vec3::new(
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skeleton_attr.lantern.0,
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skeleton_attr.lantern.1,
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skeleton_attr.lantern.2,
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);
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next.glider.position = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.l_control.scale = Vec3::one();
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next.r_control.scale = Vec3::one();
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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next.torso.orientation = Quaternion::rotation_z(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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*/
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//next.lantern.position = Vec3::new(
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// skeleton_attr.lantern.0,
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// skeleton_attr.lantern.1,
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// skeleton_attr.lantern.2,
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//);
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//next.glider.position = Vec3::new(0.0, 0.0, 10.0);
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//next.glider.scale = Vec3::one() * 0.0;
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//next.l_control.scale = Vec3::one();
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//next.r_control.scale = Vec3::one();
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next.second.scale = match (
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active_tool_kind.map(|tk| tk.hands()),
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second_tool_kind.map(|tk| tk.hands()),
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@ -161,85 +161,6 @@ impl Animation for LeapAnimation {
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_ => {},
|
||||
}
|
||||
}
|
||||
|
||||
/* if let Some(ToolKind::Hammer(_)) = active_tool_kind {
|
||||
next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
|
||||
next.l_hand.scale = Vec3::one() * 1.08;
|
||||
next.r_hand.position = Vec3::new(3.0, 0.0, 0.0);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||
next.r_hand.scale = Vec3::one() * 1.06;
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.57)
|
||||
* Quaternion::rotation_z(1.57);
|
||||
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0 + slower * -1.0,
|
||||
skeleton_attr.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(slower * 0.05)
|
||||
* Quaternion::rotation_x((slowersmooth * -0.25 + slower * 0.55).max(-0.2))
|
||||
* Quaternion::rotation_y(slower * 0.05);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.position = Vec3::new(0.0, 0.0, 7.0);
|
||||
next.chest.orientation = Quaternion::rotation_z(slower * 0.08 + slowersmooth * 0.15)
|
||||
* Quaternion::rotation_x(-0.3 + slower * 0.45 + slowersmooth * 0.26)
|
||||
* Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 0.0, -2.0 + slower * -0.7);
|
||||
next.belt.orientation = Quaternion::rotation_z(slower * -0.16 + slowersmooth * -0.12)
|
||||
* Quaternion::rotation_x(0.0 + slower * -0.06)
|
||||
* Quaternion::rotation_y(slower * -0.05);
|
||||
|
||||
next.shorts.position = Vec3::new(0.0, 0.0, -5.0 + slower * -0.7);
|
||||
next.shorts.orientation = Quaternion::rotation_z(slower * -0.08 + slowersmooth * -0.08)
|
||||
* Quaternion::rotation_x(0.0 + slower * -0.08 + slowersmooth * -0.08)
|
||||
* Quaternion::rotation_y(slower * -0.07);
|
||||
|
||||
next.lantern.orientation =
|
||||
Quaternion::rotation_x(slower * -0.7 + 0.4) * Quaternion::rotation_y(slower * 0.4);
|
||||
next.hold.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
slower * 3.0 + slowersmooth * -6.0 - 2.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
Quaternion::rotation_x(slower * -0.2 + slowersmooth * -0.3 - 0.2);
|
||||
|
||||
next.r_foot.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
slower * 2.0 + slowersmooth * -4.0 - 1.0,
|
||||
-2.0 + skeleton_attr.foot.2,
|
||||
);
|
||||
next.r_foot.orientation =
|
||||
Quaternion::rotation_x(slower * -0.4 + slowersmooth * -0.6 - 1.0);
|
||||
|
||||
next.control.scale = Vec3::one();
|
||||
next.control.position = Vec3::new(-7.0, 7.0, 1.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-0.7 + slower * 1.5)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(1.4 + slowersmooth * -0.4 + slower * 0.2);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.lantern.position = Vec3::new(
|
||||
skeleton_attr.lantern.0,
|
||||
skeleton_attr.lantern.1,
|
||||
skeleton_attr.lantern.2,
|
||||
);
|
||||
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
next.l_control.scale = Vec3::one();
|
||||
next.r_control.scale = Vec3::one();
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
*/
|
||||
} else if let Some(ToolKind::Axe(_)) = active_tool_kind {
|
||||
//INTENTION: SWORD
|
||||
next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
|
||||
|
@ -29,13 +29,14 @@ pub mod wield;
|
||||
// Reexports
|
||||
pub use self::{
|
||||
alpha::AlphaAnimation, beta::BetaAnimation, block::BlockAnimation,
|
||||
blockidle::BlockIdleAnimation, charge::ChargeAnimation, chargeswing::ChargeswingAnimation, climb::ClimbAnimation,
|
||||
dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation,
|
||||
blockidle::BlockIdleAnimation, charge::ChargeAnimation, chargeswing::ChargeswingAnimation,
|
||||
climb::ClimbAnimation, dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation,
|
||||
glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
|
||||
jump::JumpAnimation, leapmelee::LeapAnimation, repeater::RepeaterAnimation, roll::RollAnimation, run::RunAnimation,
|
||||
shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation, spin::SpinAnimation,
|
||||
spinmelee::SpinMeleeAnimation, stand::StandAnimation, swim::SwimAnimation,
|
||||
swimwield::SwimWieldAnimation, wield::WieldAnimation,
|
||||
jump::JumpAnimation, leapmelee::LeapAnimation, repeater::RepeaterAnimation,
|
||||
roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation,
|
||||
sneak::SneakAnimation, spin::SpinAnimation, spinmelee::SpinMeleeAnimation,
|
||||
stand::StandAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
|
||||
wield::WieldAnimation,
|
||||
};
|
||||
|
||||
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
|
||||
|
@ -6,7 +6,6 @@ use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::StageSection,
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
pub struct RepeaterAnimation;
|
||||
|
||||
impl Animation for RepeaterAnimation {
|
||||
@ -36,272 +35,153 @@ impl Animation for RepeaterAnimation {
|
||||
|
||||
let lab = 1.0;
|
||||
|
||||
// Spin stuff here
|
||||
let foot = (((5.0)
|
||||
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 10.32).sin());
|
||||
|
||||
let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
|
||||
|
||||
let spin = (anim_time as f32 * 2.8 * lab as f32).sin();
|
||||
let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin();
|
||||
|
||||
// end spin stuff
|
||||
|
||||
let movement = (anim_time as f32 * 1.0).min(1.0);
|
||||
let fire = (anim_time as f32 * 18.0 * lab as f32).sin();
|
||||
|
||||
|
||||
if let Some(ToolKind::Bow(_)) = active_tool_kind {
|
||||
next.l_hand.position = Vec3::new(2.0, 1.5, 0.0);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.position = Vec3::new(5.9, 4.5, -5.0);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(3.0, 2.0, -13.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
next.l_hand.position = Vec3::new(2.0, 1.5, 0.0);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.position = Vec3::new(5.9, 4.5, -5.0);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(3.0, 2.0, -13.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
|
||||
next.hold.position = Vec3::new(1.2, -1.0, -5.2);
|
||||
next.hold.orientation = Quaternion::rotation_x(-1.7)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.1);
|
||||
next.hold.scale = Vec3::one() * 1.0;
|
||||
next.hold.position = Vec3::new(1.2, -1.0, -5.2);
|
||||
next.hold.orientation = Quaternion::rotation_x(-1.7)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.1);
|
||||
next.hold.scale = Vec3::one() * 1.0;
|
||||
|
||||
next.control.position = Vec3::new(-7.0, 6.0, 6.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
next.control.position = Vec3::new(-7.0, 6.0, 6.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
if let Some(stage_section) = stage_section {
|
||||
match stage_section {
|
||||
StageSection::Movement => {
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0+movement*-1.5-1.5,
|
||||
skeleton_attr.foot.1+movement*4.0+4.0,
|
||||
skeleton_attr.foot.2+movement*2.5+2.5,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
Quaternion::rotation_x(movement*0.75+0.75)*Quaternion::rotation_z(movement*0.3+0.3);
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0 + movement * -1.5 - 1.5,
|
||||
skeleton_attr.foot.1 + movement * 4.0 + 4.0,
|
||||
skeleton_attr.foot.2 + movement * 2.5 + 2.5,
|
||||
);
|
||||
next.l_foot.orientation = Quaternion::rotation_x(movement * 0.75 + 0.75)
|
||||
* Quaternion::rotation_z(movement * 0.3 + 0.3);
|
||||
|
||||
next.r_foot.position = Vec3::new(
|
||||
skeleton_attr.foot.0+movement*1.5+1.5,
|
||||
skeleton_attr.foot.1+movement*4.0+4.0,
|
||||
skeleton_attr.foot.2+movement*2.5+2.5,
|
||||
);
|
||||
next.r_foot.orientation =
|
||||
Quaternion::rotation_x(movement*0.75+0.75)*Quaternion::rotation_z(movement*-0.3-0.3);
|
||||
next.shorts.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.shorts.0+movement*4.0,
|
||||
skeleton_attr.shorts.1+movement*1.0,
|
||||
);
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(movement*0.6);
|
||||
next.belt.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.belt.0+movement*2.0,
|
||||
skeleton_attr.belt.1,
|
||||
);
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_x(movement*0.2);
|
||||
next.control.position = Vec3::new(-7.0+movement*5.0, 6.0+movement*3.0, 6.0+movement*1.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(movement*0.4)*Quaternion::rotation_y(movement*0.8);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(movement*0.15);
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_x(movement*0.1)
|
||||
next.r_foot.position = Vec3::new(
|
||||
skeleton_attr.foot.0 + movement * 1.5 + 1.5,
|
||||
skeleton_attr.foot.1 + movement * 4.0 + 4.0,
|
||||
skeleton_attr.foot.2 + movement * 2.5 + 2.5,
|
||||
);
|
||||
next.r_foot.orientation = Quaternion::rotation_x(movement * 0.75 + 0.75)
|
||||
* Quaternion::rotation_z(movement * -0.3 - 0.3);
|
||||
next.shorts.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.shorts.0 + movement * 4.0,
|
||||
skeleton_attr.shorts.1 + movement * 1.0,
|
||||
);
|
||||
next.shorts.orientation = Quaternion::rotation_x(movement * 0.6);
|
||||
next.belt.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.belt.0 + movement * 2.0,
|
||||
skeleton_attr.belt.1,
|
||||
);
|
||||
next.belt.orientation = Quaternion::rotation_x(movement * 0.2);
|
||||
next.control.position = Vec3::new(
|
||||
-7.0 + movement * 5.0,
|
||||
6.0 + movement * 3.0,
|
||||
6.0 + movement * 1.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(movement * 0.4)
|
||||
* Quaternion::rotation_y(movement * 0.8);
|
||||
next.head.orientation = Quaternion::rotation_y(movement * 0.15);
|
||||
next.torso.orientation = Quaternion::rotation_x(movement * 0.1)
|
||||
},
|
||||
|
||||
StageSection::Buildup => {
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0-3.0,
|
||||
skeleton_attr.foot.1+8.0,
|
||||
skeleton_attr.foot.2+5.0,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
Quaternion::rotation_x(1.5+movement*-0.2)*Quaternion::rotation_z(0.6);
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0 - 3.0,
|
||||
skeleton_attr.foot.1 + 8.0,
|
||||
skeleton_attr.foot.2 + 5.0,
|
||||
);
|
||||
next.l_foot.orientation = Quaternion::rotation_x(1.5 + movement * -0.2)
|
||||
* Quaternion::rotation_z(0.6);
|
||||
|
||||
next.r_foot.position = Vec3::new(
|
||||
skeleton_attr.foot.0+3.0,
|
||||
skeleton_attr.foot.1+8.0,
|
||||
skeleton_attr.foot.2+5.0,
|
||||
);
|
||||
next.r_foot.orientation =
|
||||
Quaternion::rotation_x(1.5+movement*-0.2)*Quaternion::rotation_z(-0.6);
|
||||
next.shorts.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.shorts.0+4.0,
|
||||
skeleton_attr.shorts.1+1.0,
|
||||
);
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(0.6);
|
||||
next.belt.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.belt.0+2.0,
|
||||
skeleton_attr.belt.1,
|
||||
);
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_x(0.2);
|
||||
next.control.position = Vec3::new(-2.0, 9.0, 7.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(0.4)*Quaternion::rotation_y(0.8);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(0.15+movement*0.05);
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_x(0.1+movement*0.1);
|
||||
next.r_foot.position = Vec3::new(
|
||||
skeleton_attr.foot.0 + 3.0,
|
||||
skeleton_attr.foot.1 + 8.0,
|
||||
skeleton_attr.foot.2 + 5.0,
|
||||
);
|
||||
next.r_foot.orientation = Quaternion::rotation_x(1.5 + movement * -0.2)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
next.shorts.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.shorts.0 + 4.0,
|
||||
skeleton_attr.shorts.1 + 1.0,
|
||||
);
|
||||
next.shorts.orientation = Quaternion::rotation_x(0.6);
|
||||
next.belt.position =
|
||||
Vec3::new(0.0, skeleton_attr.belt.0 + 2.0, skeleton_attr.belt.1);
|
||||
next.belt.orientation = Quaternion::rotation_x(0.2);
|
||||
next.control.position = Vec3::new(-2.0, 9.0, 7.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(0.4) * Quaternion::rotation_y(0.8);
|
||||
next.head.orientation = Quaternion::rotation_y(0.15 + movement * 0.05);
|
||||
next.torso.orientation = Quaternion::rotation_x(0.1 + movement * 0.1);
|
||||
},
|
||||
|
||||
StageSection::Shoot => {
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0-3.0,
|
||||
skeleton_attr.foot.1+8.0,
|
||||
skeleton_attr.foot.2+5.0,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
Quaternion::rotation_x(1.3)*Quaternion::rotation_z(0.6);
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0 - 3.0,
|
||||
skeleton_attr.foot.1 + 8.0,
|
||||
skeleton_attr.foot.2 + 5.0,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
Quaternion::rotation_x(1.3) * Quaternion::rotation_z(0.6);
|
||||
|
||||
next.r_foot.position = Vec3::new(
|
||||
skeleton_attr.foot.0+3.0,
|
||||
skeleton_attr.foot.1+8.0,
|
||||
skeleton_attr.foot.2+5.0,
|
||||
);
|
||||
next.r_foot.orientation =
|
||||
Quaternion::rotation_x(1.3)*Quaternion::rotation_z(-0.6);
|
||||
next.shorts.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.shorts.0+4.0,
|
||||
skeleton_attr.shorts.1+1.0,
|
||||
);
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(0.6);
|
||||
next.belt.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.belt.0+2.0,
|
||||
skeleton_attr.belt.1,
|
||||
);
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_x(0.2);
|
||||
next.control.position = Vec3::new(-2.0, 9.0, 7.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(0.4)*Quaternion::rotation_y(0.8);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(0.2);
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_x(0.2+movement*0.15);
|
||||
|
||||
|
||||
next.l_hand.position = Vec3::new(2.0+fire*-6.0-3.0, 1.5+fire*-6.0-3.0, 0.0);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.hold.scale = Vec3::one() * 0.0;
|
||||
next.r_foot.position = Vec3::new(
|
||||
skeleton_attr.foot.0 + 3.0,
|
||||
skeleton_attr.foot.1 + 8.0,
|
||||
skeleton_attr.foot.2 + 5.0,
|
||||
);
|
||||
next.r_foot.orientation =
|
||||
Quaternion::rotation_x(1.3) * Quaternion::rotation_z(-0.6);
|
||||
next.shorts.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.shorts.0 + 4.0,
|
||||
skeleton_attr.shorts.1 + 1.0,
|
||||
);
|
||||
next.shorts.orientation = Quaternion::rotation_x(0.6);
|
||||
next.belt.position =
|
||||
Vec3::new(0.0, skeleton_attr.belt.0 + 2.0, skeleton_attr.belt.1);
|
||||
next.belt.orientation = Quaternion::rotation_x(0.2);
|
||||
next.control.position = Vec3::new(-2.0, 9.0, 7.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(0.4) * Quaternion::rotation_y(0.8);
|
||||
next.head.orientation = Quaternion::rotation_y(0.2);
|
||||
next.torso.orientation = Quaternion::rotation_x(0.2 + movement * 0.15);
|
||||
|
||||
next.l_hand.position =
|
||||
Vec3::new(2.0 + fire * -6.0 - 3.0, 1.5 + fire * -6.0 - 3.0, 0.0);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.hold.scale = Vec3::one() * 0.0;
|
||||
},
|
||||
StageSection::Recover => {
|
||||
},
|
||||
StageSection::Recover => {},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* if let Some(ToolKind::Hammer(_)) = active_tool_kind {
|
||||
next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
|
||||
next.l_hand.scale = Vec3::one() * 1.08;
|
||||
next.r_hand.position = Vec3::new(3.0, 0.0, 0.0);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||
next.r_hand.scale = Vec3::one() * 1.06;
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-1.57)
|
||||
* Quaternion::rotation_z(1.57);
|
||||
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0 + slower * -1.0,
|
||||
skeleton_attr.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(slower * 0.05)
|
||||
* Quaternion::rotation_x((slowersmooth * -0.25 + slower * 0.55).max(-0.2))
|
||||
* Quaternion::rotation_y(slower * 0.05);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.position = Vec3::new(0.0, 0.0, 7.0);
|
||||
next.chest.orientation = Quaternion::rotation_z(slower * 0.08 + slowersmooth * 0.15)
|
||||
* Quaternion::rotation_x(-0.3 + slower * 0.45 + slowersmooth * 0.26)
|
||||
* Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 0.0, -2.0 + slower * -0.7);
|
||||
next.belt.orientation = Quaternion::rotation_z(slower * -0.16 + slowersmooth * -0.12)
|
||||
* Quaternion::rotation_x(0.0 + slower * -0.06)
|
||||
* Quaternion::rotation_y(slower * -0.05);
|
||||
|
||||
next.shorts.position = Vec3::new(0.0, 0.0, -5.0 + slower * -0.7);
|
||||
next.shorts.orientation = Quaternion::rotation_z(slower * -0.08 + slowersmooth * -0.08)
|
||||
* Quaternion::rotation_x(0.0 + slower * -0.08 + slowersmooth * -0.08)
|
||||
* Quaternion::rotation_y(slower * -0.07);
|
||||
|
||||
next.lantern.orientation =
|
||||
Quaternion::rotation_x(slower * -0.7 + 0.4) * Quaternion::rotation_y(slower * 0.4);
|
||||
next.hold.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
slower * 3.0 + slowersmooth * -6.0 - 2.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
Quaternion::rotation_x(slower * -0.2 + slowersmooth * -0.3 - 0.2);
|
||||
|
||||
next.r_foot.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
slower * 2.0 + slowersmooth * -4.0 - 1.0,
|
||||
-2.0 + skeleton_attr.foot.2,
|
||||
);
|
||||
next.r_foot.orientation =
|
||||
Quaternion::rotation_x(slower * -0.4 + slowersmooth * -0.6 - 1.0);
|
||||
|
||||
next.control.scale = Vec3::one();
|
||||
next.control.position = Vec3::new(-7.0, 7.0, 1.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-0.7 + slower * 1.5)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(1.4 + slowersmooth * -0.4 + slower * 0.2);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.lantern.position = Vec3::new(
|
||||
skeleton_attr.lantern.0,
|
||||
skeleton_attr.lantern.1,
|
||||
skeleton_attr.lantern.2,
|
||||
);
|
||||
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
next.l_control.scale = Vec3::one();
|
||||
next.r_control.scale = Vec3::one();
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
*/
|
||||
|
||||
|
||||
//next.lantern.position = Vec3::new(
|
||||
// skeleton_attr.lantern.0,
|
||||
// skeleton_attr.lantern.1,
|
||||
// skeleton_attr.lantern.2,
|
||||
//);
|
||||
//next.glider.position = Vec3::new(0.0, 0.0, 10.0);
|
||||
//next.glider.scale = Vec3::one() * 0.0;
|
||||
//next.l_control.scale = Vec3::one();
|
||||
//next.r_control.scale = Vec3::one();
|
||||
|
||||
next.second.scale = match (
|
||||
active_tool_kind.map(|tk| tk.hands()),
|
||||
second_tool_kind.map(|tk| tk.hands()),
|
||||
|
@ -852,19 +852,16 @@ impl FigureMgr {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Charge => {
|
||||
stage_time
|
||||
/ s.static_data.charge_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time
|
||||
/ s.static_data.swing_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
_ => 0.0,
|
||||
_ => state.state_time,
|
||||
StageSection::Charge => {
|
||||
stage_time / s.static_data.charge_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
|
||||
anim::character::ChargeswingAnimation::update_skeleton(
|
||||
@ -911,23 +908,19 @@ impl FigureMgr {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time
|
||||
/ s.static_data.buildup_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Movement => {
|
||||
stage_time
|
||||
/ s.static_data.movement_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Shoot => {
|
||||
stage_time / s.static_data.shoot_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time
|
||||
/ s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
_ => 0.0,
|
||||
_ => state.state_time,
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Movement => {
|
||||
stage_time / s.static_data.movement_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Shoot => {
|
||||
stage_time / s.static_data.shoot_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
|
||||
anim::character::RepeaterAnimation::update_skeleton(
|
||||
|
Loading…
Reference in New Issue
Block a user