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skeletal tweaks
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cd452cc715
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5b518b137c
@ -90,7 +90,7 @@ impl Animation for IdleAnimation {
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skeleton_attr.wing_in.1,
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skeleton_attr.wing_in.2,
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);
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next.wing_in_l.ori = Quaternion::rotation_z(0.0);
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next.wing_in_l.ori = Quaternion::rotation_y(wave_ultra_slow * -0.5);
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next.wing_in_l.scale = Vec3::one() * 1.05;
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next.wing_in_r.offset = Vec3::new(
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@ -98,7 +98,7 @@ impl Animation for IdleAnimation {
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skeleton_attr.wing_in.1,
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skeleton_attr.wing_in.2,
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);
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next.wing_in_r.ori = Quaternion::rotation_y(0.0);
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next.wing_in_r.ori = Quaternion::rotation_y(wave_ultra_slow * 0.5);
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next.wing_in_r.scale = Vec3::one() * 1.05;
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next.wing_out_l.offset = Vec3::new(
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@ -106,7 +106,7 @@ impl Animation for IdleAnimation {
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skeleton_attr.wing_out.1,
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skeleton_attr.wing_out.2,
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);
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next.wing_out_l.ori = Quaternion::rotation_z(0.0);
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next.wing_out_l.ori = Quaternion::rotation_y(wave_ultra_slow * -0.5);
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next.wing_out_l.scale = Vec3::one() * 1.05;
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next.wing_out_r.offset = Vec3::new(
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@ -114,7 +114,7 @@ impl Animation for IdleAnimation {
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skeleton_attr.wing_out.1,
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skeleton_attr.wing_out.2,
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);
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next.wing_out_r.ori = Quaternion::rotation_y(0.0);
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next.wing_out_r.ori = Quaternion::rotation_y(wave_ultra_slow * 0.5);
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next.wing_out_r.scale = Vec3::one() * 1.05;
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next.foot_fl.offset = Vec3::new(
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@ -11,13 +11,13 @@ use common::comp::{self};
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use vek::Vec3;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const HEAD_UPPER_X: f32 = 11.5;
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const HEAD_UPPER_X: f32 = 2.5;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const HEAD_UPPER_Z: f32 = 18.0;
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const HEAD_UPPER_Z: f32 = 4.5;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const HEAD_LOWER_X: f32 = -4.0;
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const HEAD_LOWER_X: f32 = 8.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const HEAD_LOWER_Z: f32 = -2.0;
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const HEAD_LOWER_Z: f32 = 3.5;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const JAW_X: f32 = 7.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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@ -31,25 +31,25 @@ const CHEST_R_X: f32 = -13.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const CHEST_R_Z: f32 = 0.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const TAIL_F_X: f32 = -13.5;
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const TAIL_F_X: f32 = -12.5;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const TAIL_F_Z: f32 = 16.5;
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const TAIL_F_Z: f32 = 1.5;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const TAIL_R_X: f32 = -28.0;
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const TAIL_R_X: f32 = -30.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const TAIL_R_Z: f32 = 0.0;
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const TAIL_R_Z: f32 = 14.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const WING_IN_X: f32 = 10.0;
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const WING_IN_X: f32 = 2.5;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const WING_IN_Y: f32 = -28.5;
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const WING_IN_Y: f32 = -16.5;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const WING_IN_Z: f32 = 6.0;
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const WING_IN_Z: f32 = 3.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const WING_OUT_X: f32 = 1.0;
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const WING_OUT_X: f32 = 23.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const WING_OUT_Y: f32 = 2.0;
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const WING_OUT_Y: f32 = 0.5;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const WING_OUT_Z: f32 = 12.0;
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const WING_OUT_Z: f32 = 4.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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const FEET_F_X: f32 = 4.0;
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#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
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@ -89,7 +89,7 @@ impl DragonSkeleton {
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impl Skeleton for DragonSkeleton {
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type Attr = SkeletonAttr;
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fn bone_count(&self) -> usize { 13 }
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fn bone_count(&self) -> usize { 15 }
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<<<<<<< HEAD
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fn compute_matrices(&self) -> ([FigureBoneData; 16], Vec3<f32>) {
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@ -128,17 +128,17 @@ impl Skeleton for DragonSkeleton {
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)
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=======
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[
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FigureBoneData::new(head_upper_mat),
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FigureBoneData::new(head_upper_mat * head_lower_mat),
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FigureBoneData::new(head_upper_mat * self.jaw.compute_base_matrix()),
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FigureBoneData::new(chest_front_mat * head_lower_mat*head_upper_mat),
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FigureBoneData::new(chest_front_mat * head_lower_mat),
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FigureBoneData::new(chest_front_mat * head_lower_mat*head_upper_mat * self.jaw.compute_base_matrix()),
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FigureBoneData::new(chest_front_mat),
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FigureBoneData::new(self.chest_rear.compute_base_matrix() * chest_front_mat),
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FigureBoneData::new(chest_rear_mat * self.tail_front.compute_base_matrix()),
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FigureBoneData::new(chest_front_mat * self.chest_rear.compute_base_matrix() ),
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FigureBoneData::new(chest_front_mat*chest_rear_mat * tail_front_mat),
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FigureBoneData::new(self.tail_rear.compute_base_matrix() * tail_front_mat),
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FigureBoneData::new(chest_front_mat * self.wing_in_l.compute_base_matrix()),
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FigureBoneData::new(chest_front_mat * self.wing_in_r.compute_base_matrix()),
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FigureBoneData::new(self.wing_out_l.compute_base_matrix() * wing_in_l_mat),
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FigureBoneData::new(self.wing_out_r.compute_base_matrix() * wing_in_r_mat),
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FigureBoneData::new(chest_front_mat*wing_in_l_mat*self.wing_out_l.compute_base_matrix()),
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FigureBoneData::new(chest_front_mat*wing_in_r_mat*self.wing_out_r.compute_base_matrix()),
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FigureBoneData::new(self.foot_fl.compute_base_matrix()),
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FigureBoneData::new(self.foot_fr.compute_base_matrix()),
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FigureBoneData::new(self.foot_bl.compute_base_matrix()),
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@ -244,10 +244,10 @@ impl<'a> From<&'a comp::dragon::Body> for SkeletonAttr {
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(Reddragon, _) => (*WING_OUT_X, *WING_OUT_Y, *WING_OUT_Z),
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},
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feet_f: match (body.species, body.body_type) {
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(Reddragon, _) => (*FEET_F_X, *FEET_F_Y, *FEET_F_Z),
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(Reddragon, _) => (4.0, 0.0, 1.5),
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},
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feet_b: match (body.species, body.body_type) {
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(Reddragon, _) => (*FEET_B_X, *FEET_B_Y, *FEET_B_Z),
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(Reddragon, _) => (4.0, -15.0, 3.0),
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},
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height: match (body.species, body.body_type) {
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(Reddragon, _) => (1.0),
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