fixed in-hand arrow bug

This commit is contained in:
jshipsey 2020-08-06 20:47:27 -04:00
parent b44e442325
commit 5929cfa5c7
20 changed files with 23 additions and 3 deletions

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@ -117,6 +117,7 @@ impl Animation for AlphaAnimation {
next.lantern.orientation = next.lantern.orientation =
Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4); Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_z(0.0) next.torso.orientation = Quaternion::rotation_z(0.0)

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@ -132,6 +132,7 @@ impl Animation for BetaAnimation {
next.lantern.orientation = next.lantern.orientation =
Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4); Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();

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@ -205,6 +205,7 @@ impl Animation for BlockAnimation {
); );
next.lantern.orientation = Quaternion::rotation_x(0.0); next.lantern.orientation = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0; next.lantern.scale = Vec3::one() * 0.0;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_x(0.0); next.torso.orientation = Quaternion::rotation_x(0.0);

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@ -333,6 +333,7 @@ impl Animation for BlockIdleAnimation {
); );
next.lantern.orientation = Quaternion::rotation_x(0.0); next.lantern.orientation = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one(); next.lantern.scale = Vec3::one();
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_x(0.0); next.torso.orientation = Quaternion::rotation_x(0.0);

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@ -179,6 +179,7 @@ impl Animation for ClimbAnimation {
next.lantern.orientation = next.lantern.orientation =
Quaternion::rotation_x(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3); Quaternion::rotation_x(smooth * -0.3) * Quaternion::rotation_y(smooth * -0.3);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, -0.2 + smooth * -0.08, 0.4) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, -0.2 + smooth * -0.08, 0.4) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.torso.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);

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@ -184,6 +184,7 @@ impl Animation for DanceAnimation {
next.lantern.orientation = next.lantern.orientation =
Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4); Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, -0.3, 0.0) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, -0.3, 0.0) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_z(short * -0.2); next.torso.orientation = Quaternion::rotation_z(short * -0.2);

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@ -188,6 +188,7 @@ impl Animation for DashAnimation {
); );
next.lantern.orientation = next.lantern.orientation =
Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4); Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.orientation = next.torso.orientation =

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@ -203,6 +203,7 @@ impl Animation for EquipAnimation {
.sin() .sin()
* 0.1, * 0.1,
); );
next.hold.scale = Vec3::one() * 0.0;
if velocity > 0.5 { if velocity > 0.5 {
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;

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@ -251,6 +251,7 @@ impl Animation for GlideWieldAnimation {
next.lantern.orientation = next.lantern.orientation =
Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4); Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_y(0.0); next.torso.orientation = Quaternion::rotation_y(0.0);

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@ -161,6 +161,7 @@ impl Animation for GlidingAnimation {
skeleton_attr.lantern.2, skeleton_attr.lantern.2,
); );
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, -4.0, 10.0) / 11.0 * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, -4.0, 10.0) / 11.0 * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_x(-0.06 * speed.max(12.0) + slow * 0.04) next.torso.orientation = Quaternion::rotation_x(-0.06 * speed.max(12.0) + slow * 0.04)

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@ -153,8 +153,9 @@ impl Animation for IdleAnimation {
skeleton_attr.lantern.1, skeleton_attr.lantern.1,
skeleton_attr.lantern.2, skeleton_attr.lantern.2,
); );
next.lantern.orientation = Quaternion::rotation_x(0.0); next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
next.lantern.scale = Vec3::one() * 0.0; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_x(0.0); next.torso.orientation = Quaternion::rotation_x(0.0);

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@ -198,6 +198,7 @@ impl Animation for JumpAnimation {
next.lantern.orientation = Quaternion::rotation_x(1.0 * switch + slow * 0.3 * switch) next.lantern.orientation = Quaternion::rotation_x(1.0 * switch + slow * 0.3 * switch)
* Quaternion::rotation_y(0.6 * switch + slow * 0.3 * switch); * Quaternion::rotation_y(0.6 * switch + slow * 0.3 * switch);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_x(-0.2); next.torso.orientation = Quaternion::rotation_x(-0.2);

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@ -70,6 +70,7 @@ impl Animation for LeapAnimation {
next.lantern.orientation = next.lantern.orientation =
Quaternion::rotation_x(slower * -0.7 + 0.4) * Quaternion::rotation_y(slower * 0.4); 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( next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0, -skeleton_attr.foot.0,

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@ -167,6 +167,7 @@ impl Animation for RollAnimation {
); );
next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1); next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, 0.0, 8.0) / 11.0 * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, 0.0, 8.0) / 11.0 * skeleton_attr.scaler;
next.torso.orientation = next.torso.orientation =

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@ -249,6 +249,7 @@ impl Animation for RunAnimation {
next.lantern.orientation = next.lantern.orientation =
Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4); Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, -0.3, 0.0) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, -0.3, 0.0) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_y(0.0); next.torso.orientation = Quaternion::rotation_y(0.0);

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@ -168,6 +168,7 @@ impl Animation for SitAnimation {
skeleton_attr.lantern.2, skeleton_attr.lantern.2,
); );
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, -0.2, stop * -0.16) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, -0.2, stop * -0.16) * skeleton_attr.scaler;
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;

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@ -123,6 +123,7 @@ impl Animation for SpinAnimation {
next.lantern.orientation = next.lantern.orientation =
Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4); Quaternion::rotation_x(spin * -0.7 + 0.4) * Quaternion::rotation_y(spin * 0.4);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.l_control.position = Vec3::new(0.0, 0.0, 0.0); next.l_control.position = Vec3::new(0.0, 0.0, 0.0);
next.l_control.orientation = Quaternion::rotation_x(0.0); next.l_control.orientation = Quaternion::rotation_x(0.0);

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@ -155,6 +155,7 @@ impl Animation for SpinMeleeAnimation {
next.lantern.orientation = Quaternion::rotation_z(0.0) next.lantern.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.7) * Quaternion::rotation_x(0.7)
* Quaternion::rotation_y(-0.8); * Quaternion::rotation_y(-0.8);
next.hold.scale = Vec3::one() * 0.0;
next.glider.position = Vec3::new(0.0, 0.0, 10.0); next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.l_control.scale = Vec3::one(); next.l_control.scale = Vec3::one();

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@ -127,7 +127,8 @@ impl Animation for StandAnimation {
next.glider.position = Vec3::new(0.0, 0.0, 10.0); next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0; next.glider.scale = Vec3::one() * 0.0;
next.hold.position = Vec3::new(0.4, -0.3, -5.8);
next.hold.scale = Vec3::one() * 0.0;
match active_tool_kind { match active_tool_kind {
Some(ToolKind::Dagger(_)) => { Some(ToolKind::Dagger(_)) => {
next.main.position = Vec3::new(-4.0, -5.0, 7.0); next.main.position = Vec3::new(-4.0, -5.0, 7.0);

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@ -198,6 +198,7 @@ impl Animation for SwimAnimation {
); );
next.lantern.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.lantern.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, -1.2 + shortalt * -0.065, 0.4) * skeleton_attr.scaler; next.torso.position = Vec3::new(0.0, -1.2 + shortalt * -0.065, 0.4) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05) next.torso.orientation = Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05)