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dragon and general animation cleanup
This commit is contained in:
parent
5b77c74497
commit
62bd79dba7
@ -25,11 +25,11 @@
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lateral: ("npc.ogre.male.leg_r"),
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),
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foot_l: (
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offset: (-3.0, -5.0, -3.0),
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offset: (-3.0, -5.0, -2.5),
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lateral: ("npc.ogre.male.foot_l"),
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),
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foot_r: (
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offset: (-3.0, -5.0, -3.0),
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offset: (-3.0, -5.0, -2.5),
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lateral: ("npc.ogre.male.foot_r"),
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)
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),
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@ -59,11 +59,11 @@
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lateral: ("npc.ogre.female.leg_r"),
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),
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foot_l: (
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offset: (-3.0, -5.0, -3.0),
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offset: (-3.0, -5.0, -2.5),
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lateral: ("npc.ogre.female.foot_l"),
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),
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foot_r: (
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offset: (-3.0, -5.0, -3.0),
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offset: (-3.0, -5.0, -2.5),
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lateral: ("npc.ogre.female.foot_r"),
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)
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),
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@ -21,11 +21,11 @@
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center: ("npc.reddragon.male.chest_rear"),
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),
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tail_front: (
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offset: (-2.5, -6.0, -3.5),
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offset: (-2.5, -12.0, -3.5),
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center: ("npc.reddragon.male.tail_front"),
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),
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tail_rear: (
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offset: (-3.5, -8.0, -3.0),
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offset: (-3.5, -16.0, -3.0),
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center: ("npc.reddragon.male.tail_rear"),
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)
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),
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@ -51,11 +51,11 @@
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center: ("npc.reddragon.female.chest_rear"),
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),
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tail_front: (
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offset: (-2.5, -6.0, -3.5),
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offset: (-2.5, -12.0, -3.5),
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center: ("npc.reddragon.female.tail_front"),
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),
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tail_rear: (
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offset: (-3.5, -8.0, -3.0),
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offset: (-3.5, -16.0, -3.0),
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center: ("npc.reddragon.female.tail_rear"),
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)
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),
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BIN
assets/voxygen/voxel/npc/ogre/female/foot_l.vox
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assets/voxygen/voxel/npc/ogre/female/foot_l.vox
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assets/voxygen/voxel/npc/ogre/female/foot_r.vox
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assets/voxygen/voxel/npc/ogre/male/foot_l.vox
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assets/voxygen/voxel/npc/ogre/male/foot_r.vox
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assets/voxygen/voxel/sprite/lianas/liana-0.vox
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@ -93,7 +93,7 @@ pub fn kind_to_body(kind: NpcKind) -> Body {
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NpcKind::Ogre => comp::biped_large::Body::random().into(),
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NpcKind::Rat => comp::critter::Body::random().into(),
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NpcKind::StoneGolem => comp::golem::Body::random().into(),
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NpcKind::Reddragon => comp::critter::Body::random().into(),
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NpcKind::Reddragon => comp::dragon::Body::random().into(),
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}
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}
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@ -1,114 +1,108 @@
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pub mod fly;
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pub mod idle;
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pub mod jump;
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pub mod run;
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// Reexports
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pub use self::{fly::FlyAnimation, idle::IdleAnimation, run::RunAnimation};
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pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
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use super::{Bone, Skeleton};
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use crate::render::FigureBoneData;
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use common::comp::{self};
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#[derive(Clone, Default)]
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pub struct DragonSkeleton {
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head_upper: Bone,
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head_lower: Bone,
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jaw: Bone,
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chest_front: Bone,
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chest_rear: Bone,
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tail_front: Bone,
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tail_rear: Bone,
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wing_in_l: Bone,
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wing_in_r: Bone,
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wing_out_l: Bone,
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wing_out_r: Bone,
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foot_fl: Bone,
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foot_fr: Bone,
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foot_bl: Bone,
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foot_br: Bone,
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#[derive(Clone)]
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pub struct BipedLargeSkeleton {
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head: Bone,
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upper_torso: Bone,
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lower_torso: Bone,
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shoulder_l: Bone,
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shoulder_r: Bone,
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hand_l: Bone,
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hand_r: Bone,
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leg_l: Bone,
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leg_r: Bone,
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foot_l: Bone,
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foot_r: Bone,
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torso: Bone,
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}
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impl DragonSkeleton {
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pub fn new() -> Self { Self::default() }
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impl BipedLargeSkeleton {
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pub fn new() -> Self {
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Self {
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head: Bone::default(),
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upper_torso: Bone::default(),
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lower_torso: Bone::default(),
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shoulder_l: Bone::default(),
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shoulder_r: Bone::default(),
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hand_l: Bone::default(),
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hand_r: Bone::default(),
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leg_l: Bone::default(),
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leg_r: Bone::default(),
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foot_l: Bone::default(),
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foot_r: Bone::default(),
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torso: Bone::default(),
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}
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}
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}
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impl Skeleton for DragonSkeleton {
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impl Skeleton for BipedLargeSkeleton {
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type Attr = SkeletonAttr;
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fn bone_count(&self) -> usize { 15 }
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fn bone_count(&self) -> usize { 11 }
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fn compute_matrices(&self) -> [FigureBoneData; 16] {
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let head_upper_mat = self.head_upper.compute_base_matrix();
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let head_lower_mat = self.head_lower.compute_base_matrix();
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let chest_front_mat = self.chest_front.compute_base_matrix();
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let chest_rear_mat = self.chest_rear.compute_base_matrix();
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let wing_in_l_mat = self.wing_in_l.compute_base_matrix();
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let wing_in_r_mat = self.wing_in_r.compute_base_matrix();
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let tail_front_mat = self.tail_front.compute_base_matrix();
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let upper_torso_mat = self.upper_torso.compute_base_matrix();
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let shoulder_l_mat = self.shoulder_l.compute_base_matrix();
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let shoulder_r_mat = self.shoulder_r.compute_base_matrix();
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let leg_l_mat = self.leg_l.compute_base_matrix();
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let leg_r_mat = self.leg_r.compute_base_matrix();
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let torso_mat = self.torso.compute_base_matrix();
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[
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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(torso_mat * upper_torso_mat * self.head.compute_base_matrix()),
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FigureBoneData::new(torso_mat * upper_torso_mat),
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FigureBoneData::new(
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chest_front_mat * head_lower_mat * head_upper_mat * self.jaw.compute_base_matrix(),
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torso_mat * upper_torso_mat * self.lower_torso.compute_base_matrix(),
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),
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FigureBoneData::new(chest_front_mat),
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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(
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chest_front_mat
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* chest_rear_mat
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* tail_front_mat
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* self.tail_rear.compute_base_matrix(),
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),
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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(
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chest_front_mat * wing_in_l_mat * self.wing_out_l.compute_base_matrix(),
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),
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FigureBoneData::new(
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chest_front_mat * wing_in_r_mat * self.wing_out_r.compute_base_matrix(),
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),
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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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FigureBoneData::new(self.foot_br.compute_base_matrix()),
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FigureBoneData::new(torso_mat * upper_torso_mat * shoulder_l_mat),
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FigureBoneData::new(torso_mat * upper_torso_mat * shoulder_r_mat),
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FigureBoneData::new(torso_mat * upper_torso_mat * self.hand_l.compute_base_matrix()),
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FigureBoneData::new(torso_mat * upper_torso_mat * self.hand_r.compute_base_matrix()),
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FigureBoneData::new(torso_mat * upper_torso_mat * leg_l_mat),
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FigureBoneData::new(torso_mat * upper_torso_mat * leg_r_mat),
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FigureBoneData::new(self.foot_l.compute_base_matrix()),
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FigureBoneData::new(self.foot_r.compute_base_matrix()),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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]
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}
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fn interpolate(&mut self, target: &Self, dt: f32) {
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self.head_upper.interpolate(&target.head_upper, dt);
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self.head_lower.interpolate(&target.head_lower, dt);
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self.jaw.interpolate(&target.jaw, dt);
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self.chest_front.interpolate(&target.chest_front, dt);
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self.chest_rear.interpolate(&target.chest_rear, dt);
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self.tail_front.interpolate(&target.tail_front, dt);
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self.tail_rear.interpolate(&target.tail_rear, dt);
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self.wing_in_l.interpolate(&target.wing_in_l, dt);
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self.wing_in_r.interpolate(&target.wing_in_r, dt);
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self.wing_out_l.interpolate(&target.wing_out_l, dt);
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self.wing_out_r.interpolate(&target.wing_out_r, dt);
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self.foot_fl.interpolate(&target.foot_fl, dt);
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self.foot_fr.interpolate(&target.foot_fr, dt);
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self.foot_bl.interpolate(&target.foot_bl, dt);
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self.foot_br.interpolate(&target.foot_br, dt);
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self.head.interpolate(&target.head, dt);
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self.upper_torso.interpolate(&target.upper_torso, dt);
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self.lower_torso.interpolate(&target.lower_torso, dt);
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self.shoulder_l.interpolate(&target.shoulder_l, dt);
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self.shoulder_r.interpolate(&target.shoulder_r, dt);
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self.hand_l.interpolate(&target.hand_l, dt);
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self.hand_r.interpolate(&target.hand_r, dt);
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self.leg_l.interpolate(&target.leg_l, dt);
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self.leg_r.interpolate(&target.leg_r, dt);
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self.foot_l.interpolate(&target.foot_l, dt);
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self.foot_r.interpolate(&target.foot_r, dt);
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self.torso.interpolate(&target.torso, dt);
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}
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}
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pub struct SkeletonAttr {
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head_upper: (f32, f32),
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head_lower: (f32, f32),
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jaw: (f32, f32),
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chest_front: (f32, f32),
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chest_rear: (f32, f32),
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tail_front: (f32, f32),
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tail_rear: (f32, f32),
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wing_in: (f32, f32, f32),
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wing_out: (f32, f32, f32),
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feet_f: (f32, f32, f32),
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feet_b: (f32, f32, f32),
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height: f32,
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head: (f32, f32),
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upper_torso: (f32, f32),
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lower_torso: (f32, f32),
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shoulder: (f32, f32, f32),
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hand: (f32, f32, f32),
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leg: (f32, f32, f32),
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foot: (f32, f32, f32),
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}
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impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
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@ -116,7 +110,7 @@ impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
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fn try_from(body: &'a comp::Body) -> Result<Self, Self::Error> {
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match body {
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comp::Body::Dragon(body) => Ok(SkeletonAttr::from(body)),
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comp::Body::BipedLarge(body) => Ok(SkeletonAttr::from(body)),
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_ => Err(()),
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}
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}
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@ -125,61 +119,41 @@ impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
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impl Default for SkeletonAttr {
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fn default() -> Self {
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Self {
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head_upper: (0.0, 0.0),
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head_lower: (0.0, 0.0),
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jaw: (0.0, 0.0),
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chest_front: (0.0, 0.0),
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chest_rear: (0.0, 0.0),
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tail_front: (0.0, 0.0),
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tail_rear: (0.0, 0.0),
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wing_in: (0.0, 0.0, 0.0),
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wing_out: (0.0, 0.0, 0.0),
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feet_f: (0.0, 0.0, 0.0),
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feet_b: (0.0, 0.0, 0.0),
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height: (0.0),
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head: (0.0, 0.0),
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upper_torso: (0.0, 0.0),
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lower_torso: (0.0, 0.0),
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shoulder: (0.0, 0.0, 0.0),
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hand: (0.0, 0.0, 0.0),
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leg: (0.0, 0.0, 0.0),
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foot: (0.0, 0.0, 0.0),
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}
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}
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}
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impl<'a> From<&'a comp::dragon::Body> for SkeletonAttr {
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fn from(body: &'a comp::dragon::Body) -> Self {
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use comp::dragon::Species::*;
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impl<'a> From<&'a comp::biped_large::Body> for SkeletonAttr {
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fn from(body: &'a comp::biped_large::Body) -> Self {
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use comp::biped_large::Species::*;
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Self {
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head_upper: match (body.species, body.body_type) {
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(Reddragon, _) => (2.5, 4.5),
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head: match (body.species, body.body_type) {
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(Ogre, _) => (3.0, 6.0),
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},
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head_lower: match (body.species, body.body_type) {
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(Reddragon, _) => (7.5, 3.5),
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upper_torso: match (body.species, body.body_type) {
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(Ogre, _) => (0.0, 19.0),
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},
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jaw: match (body.species, body.body_type) {
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(Reddragon, _) => (7.0, -5.0),
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lower_torso: match (body.species, body.body_type) {
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(Ogre, _) => (1.0, -9.5),
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},
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chest_front: match (body.species, body.body_type) {
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(Reddragon, _) => (0.0, 14.0),
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shoulder: match (body.species, body.body_type) {
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(Ogre, _) => (6.1, 0.5, 2.5),
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},
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chest_rear: match (body.species, body.body_type) {
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(Reddragon, _) => (-12.5, 0.0),
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hand: match (body.species, body.body_type) {
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(Ogre, _) => (10.5, -1.0, -0.5),
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},
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tail_front: match (body.species, body.body_type) {
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(Reddragon, _) => (-6.5, 1.5),
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leg: match (body.species, body.body_type) {
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(Ogre, _) => (0.0, 0.0, -6.0),
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},
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tail_rear: match (body.species, body.body_type) {
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(Reddragon, _) => (-11.5, -1.0),
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},
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wing_in: match (body.species, body.body_type) {
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(Reddragon, _) => (2.5, -16.5, 0.0),
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},
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wing_out: match (body.species, body.body_type) {
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(Reddragon, _) => (23.0, 0.5, 4.0),
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},
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feet_f: match (body.species, body.body_type) {
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(Reddragon, _) => (6.0, 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, _) => (6.0, -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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foot: match (body.species, body.body_type) {
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(Ogre, _) => (4.0, 0.5, 2.5),
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},
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}
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}
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@ -41,7 +41,7 @@ impl Animation for RunAnimation {
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* ((anim_time as f32 * lab as f32 + PI * 0.4).sin());
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next.head.offset = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
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next.head.ori = Quaternion::rotation_z(belt * -0.3) * Quaternion::rotation_x(0.3);
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next.head.ori = Quaternion::rotation_z(belt * -0.3) * Quaternion::rotation_x(0.1);
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next.head.scale = Vec3::one() * 1.02;
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next.upper_torso.offset = Vec3::new(
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@ -132,7 +132,7 @@ impl Animation for RunAnimation {
|
||||
next.foot_r.scale = Vec3::one() / 8.0 * 0.98;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, beltsnap * 0.25);
|
||||
next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.2);
|
||||
next.torso.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.13);
|
||||
next.torso.scale = Vec3::one();
|
||||
next
|
||||
}
|
||||
|
@ -68,11 +68,9 @@ impl Animation for AlphaAnimation {
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
|
||||
next.belt.ori = next.chest.ori * -0.3;
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
|
||||
next.shorts.ori = next.chest.ori * -0.45;
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(-0.25, -5.0, 1.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||
@ -84,7 +82,6 @@ impl Animation for AlphaAnimation {
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0);
|
||||
next.control.ori = Quaternion::rotation_x(-1.4 + slow * 0.4)
|
||||
@ -130,11 +127,9 @@ impl Animation for AlphaAnimation {
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.ori = next.chest.ori * -0.2;
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.shorts.ori = next.chest.ori * -0.15;
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(-4.0, 3.0, 2.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3)
|
||||
@ -150,7 +145,6 @@ impl Animation for AlphaAnimation {
|
||||
next.main.ori = Quaternion::rotation_x(1.27)
|
||||
* Quaternion::rotation_y(-0.3)
|
||||
* Quaternion::rotation_z(-0.8);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.lantern.ori = Quaternion::rotation_x(slowax * -0.7 + 0.4)
|
||||
* Quaternion::rotation_y(slowax * 0.4);
|
||||
@ -174,10 +168,7 @@ impl Animation for AlphaAnimation {
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
next.main.ori = Quaternion::rotation_x(-0.3);
|
||||
next.head.offset =
|
||||
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.ori = Quaternion::rotation_z(slower * 0.05)
|
||||
@ -189,23 +180,18 @@ impl Animation for AlphaAnimation {
|
||||
next.chest.ori = Quaternion::rotation_z(slower * 0.2)
|
||||
* Quaternion::rotation_x(0.0 + slower * 0.2)
|
||||
* Quaternion::rotation_y(slower * 0.2);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.ori = next.chest.ori * -0.2;
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.shorts.ori = next.chest.ori * -0.15;
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.lantern.ori = Quaternion::rotation_x(slower * -0.7 + 0.4)
|
||||
* Quaternion::rotation_y(slower * 0.4);
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.ori = Quaternion::rotation_z(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
if velocity > 0.5 {
|
||||
@ -232,9 +218,7 @@ impl Animation for AlphaAnimation {
|
||||
* Quaternion::rotation_z((slower * 0.5).max(0.0));
|
||||
next.r_foot.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.ori = Quaternion::rotation_z(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
}
|
||||
|
||||
@ -245,9 +229,7 @@ impl Animation for AlphaAnimation {
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.ori = Quaternion::rotation_z(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
Some(ToolKind::Staff(_)) => {
|
||||
@ -272,7 +254,6 @@ impl Animation for AlphaAnimation {
|
||||
next.shorts.ori = Quaternion::rotation_z(decel * -0.08)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||
* Quaternion::rotation_y(decel * 0.08);
|
||||
next.shorts.scale = Vec3::one();
|
||||
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
@ -281,7 +262,6 @@ impl Animation for AlphaAnimation {
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 6.0, -4.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
|
||||
next.control.ori = Quaternion::rotation_x(-1.2)
|
||||
@ -306,19 +286,16 @@ impl Animation for AlphaAnimation {
|
||||
next.chest.ori = Quaternion::rotation_z(decel * -0.2)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.2)
|
||||
* Quaternion::rotation_y(decel * 0.2);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.1)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||
* Quaternion::rotation_y(decel * 0.1);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(decel * -0.08)
|
||||
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||
* Quaternion::rotation_y(decel * 0.08);
|
||||
next.shorts.scale = Vec3::one();
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
@ -337,7 +314,6 @@ impl Animation for AlphaAnimation {
|
||||
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
next.main.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
@ -358,15 +334,15 @@ impl Animation for AlphaAnimation {
|
||||
next.l_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
* Quaternion::rotation_x(accel_med * -0.8)
|
||||
* Quaternion::rotation_y(accel_med * -0.4);
|
||||
next.l_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.r_hand.offset =
|
||||
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||
* Quaternion::rotation_x(accel_med * -0.8)
|
||||
* Quaternion::rotation_y(accel_med * -0.4);
|
||||
next.r_hand.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.main.offset = Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||
@ -386,17 +362,11 @@ impl Animation for AlphaAnimation {
|
||||
skeleton_attr.lantern.2,
|
||||
);
|
||||
next.lantern.scale = Vec3::one() * 0.65;
|
||||
|
||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.r_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.glider.offset = 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
|
||||
}
|
||||
|
@ -52,19 +52,16 @@ impl Animation for BetaAnimation {
|
||||
next.chest.ori = Quaternion::rotation_z(slow * 0.2)
|
||||
* Quaternion::rotation_x(slow * 0.2)
|
||||
* Quaternion::rotation_y(slow * -0.1);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(slow * 0.1)
|
||||
* Quaternion::rotation_x(slow * 0.1)
|
||||
* Quaternion::rotation_y(slow * -0.04);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.shorts.ori = Quaternion::rotation_z(slow * 0.1)
|
||||
* Quaternion::rotation_x(slow * 0.1)
|
||||
* Quaternion::rotation_y(slow * -0.05);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||
@ -74,7 +71,6 @@ impl Animation for BetaAnimation {
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.3);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
|
||||
next.control.ori = Quaternion::rotation_x(-1.4)
|
||||
@ -84,12 +80,10 @@ impl Animation for BetaAnimation {
|
||||
next.l_foot.offset = Vec3::new(-3.4, footquick * -9.5, 8.0);
|
||||
next.l_foot.ori = Quaternion::rotation_x(footquick * 0.3)
|
||||
* Quaternion::rotation_y(footquick * -0.6);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, footquick * 9.5, 8.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(footquick * -0.3)
|
||||
* Quaternion::rotation_y(footquick * 0.2);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
|
@ -58,18 +58,13 @@ impl Animation for ChargeAnimation {
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
|
||||
next.chest.ori = Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.chest.scale = Vec3::one();
|
||||
next.chest.ori = Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02);
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
|
||||
next.belt.ori = Quaternion::rotation_z(stop * -0.5);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
|
||||
next.shorts.ori = Quaternion::rotation_z(stop * -0.7);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
match active_tool_kind {
|
||||
//TODO: Inventory
|
||||
@ -86,7 +81,6 @@ impl Animation for ChargeAnimation {
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(3.14 + 0.3)
|
||||
* Quaternion::rotation_z(0.9);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(
|
||||
-7.0 + quick * 3.5 * (1.0 / (stopa + 0.1)),
|
||||
@ -112,7 +106,6 @@ impl Animation for ChargeAnimation {
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-9.0 + stop * 13.0, 6.0 + stop * 4.0, 8.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.0)
|
||||
@ -127,19 +120,15 @@ impl Animation for ChargeAnimation {
|
||||
next.l_foot.ori = Quaternion::rotation_x(foote * -0.1)
|
||||
* Quaternion::rotation_z(0.4)
|
||||
* Quaternion::rotation_y(0.15);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4 + foot * 1.5, foote * -1.5, 8.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_z(0.4)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.torso.offset =
|
||||
Vec3::new(0.0 + foot * 0.03, foote * 0.05, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.ori = Quaternion::rotation_z(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
} else {
|
||||
next.l_foot.offset = Vec3::new(-3.4, -2.5 + stop * -1.3, 8.0);
|
||||
@ -153,9 +142,7 @@ impl Animation for ChargeAnimation {
|
||||
Quaternion::rotation_x(stop * 0.1) * Quaternion::rotation_z(stop * 0.1);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.ori = Quaternion::rotation_z(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
}
|
||||
next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
|
||||
|
@ -41,10 +41,10 @@ impl Animation for RollAnimation {
|
||||
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + wave_dub * -8.0,
|
||||
-2.0 + skeleton_attr.head.0 + 3.0,
|
||||
skeleton_attr.head.1 - 2.0,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_x(wave_dub * 0.4);
|
||||
next.head.ori = Quaternion::rotation_x(wave_dub * -0.8);
|
||||
next.head.scale = Vec3::one();
|
||||
|
||||
next.chest.offset = Vec3::new(
|
||||
@ -57,19 +57,17 @@ impl Animation for RollAnimation {
|
||||
|
||||
next.belt.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.belt.0,
|
||||
skeleton_attr.belt.0 + wave_dub * -3.0,
|
||||
skeleton_attr.belt.0 + 2.0,
|
||||
skeleton_attr.belt.1 + 2.0,
|
||||
);
|
||||
next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
|
||||
next.belt.scale = Vec3::one();
|
||||
next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.8);
|
||||
|
||||
next.shorts.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.shorts.0,
|
||||
skeleton_attr.shorts.0 + wave_dub * -2.0,
|
||||
skeleton_attr.shorts.0 + 2.0,
|
||||
skeleton_attr.shorts.1 + 3.0,
|
||||
);
|
||||
next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
|
||||
next.shorts.scale = Vec3::one();
|
||||
next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.8);
|
||||
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-skeleton_attr.chest.0 + wave * -0.5,
|
||||
@ -88,23 +86,20 @@ impl Animation for RollAnimation {
|
||||
);
|
||||
next.r_hand.ori =
|
||||
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
|
||||
next.r_hand.scale = Vec3::one();
|
||||
|
||||
next.l_foot.offset = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2 + wave_dub * -1.2 + wave_slow * 4.0,
|
||||
skeleton_attr.foot.2 + wave_dub * -1.2,
|
||||
);
|
||||
next.l_foot.ori = Quaternion::rotation_x(wave * 0.6);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2 + wave_dub * -1.0 + wave_slow * 4.0,
|
||||
skeleton_attr.foot.2 + wave_dub * -1.0,
|
||||
);
|
||||
next.r_foot.ori = Quaternion::rotation_x(wave * -0.4);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
@ -141,7 +136,7 @@ impl Animation for RollAnimation {
|
||||
next.lantern.scale = Vec3::one() * 0.65;
|
||||
|
||||
next.torso.offset =
|
||||
Vec3::new(0.0, 0.0, 0.1 + wave_dub * 16.0) / 11.0 * skeleton_attr.scaler;
|
||||
Vec3::new(0.0, 0.0, 0.0 + wave_dub * 16.0) / 11.0 * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(tilt);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
|
@ -26,11 +26,6 @@ impl Animation for RunAnimation {
|
||||
let lower = if speed > 5.0 { 0.0 } else { 1.0 };
|
||||
let snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
|
||||
let lab = 1.0;
|
||||
let long = (((5.0)
|
||||
/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 8.0 * walk).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 8.0 * walk).sin());
|
||||
|
||||
let short = (((5.0)
|
||||
/ (1.5
|
||||
+ 3.5 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
|
||||
@ -94,7 +89,7 @@ impl Animation for RunAnimation {
|
||||
-3.0 + skeleton_attr.head.0,
|
||||
-1.0 + skeleton_attr.head.1 + short * 0.1,
|
||||
);
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x + long * -0.1 - short * 0.1)
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x - short * 0.1)
|
||||
* Quaternion::rotation_x(head_look.y + 0.35);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
|
@ -46,11 +46,9 @@ impl Animation for ShootAnimation {
|
||||
next.chest.ori = Quaternion::rotation_z(0.4 + exp * 1.0)
|
||||
* Quaternion::rotation_x(0.0 + exp * 0.2)
|
||||
* Quaternion::rotation_y(exp * -0.08);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0 + exp * 1.0, skeleton_attr.belt.1);
|
||||
next.belt.ori = next.chest.ori * -0.1;
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(
|
||||
0.0,
|
||||
@ -58,7 +56,6 @@ impl Animation for ShootAnimation {
|
||||
skeleton_attr.shorts.1,
|
||||
);
|
||||
next.shorts.ori = next.chest.ori * -0.08;
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
match active_tool_kind {
|
||||
//TODO: Inventory
|
||||
@ -75,7 +72,6 @@ impl Animation for ShootAnimation {
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(3.14 + 0.3)
|
||||
* Quaternion::rotation_z(0.9);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-7.0, 6.0, 6.0 - exp * 5.0);
|
||||
next.control.ori = Quaternion::rotation_x(exp * 1.3)
|
||||
@ -98,7 +94,6 @@ impl Animation for ShootAnimation {
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-9.0, 6.0, 8.0);
|
||||
next.control.ori = Quaternion::rotation_x(exp * 0.4)
|
||||
@ -123,23 +118,17 @@ impl Animation for ShootAnimation {
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(-0.15)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.ori = Quaternion::rotation_x(-0.15);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
} else {
|
||||
next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0 + exp * 2.5);
|
||||
next.l_foot.ori =
|
||||
Quaternion::rotation_x(exp * -0.2 - 0.2) * Quaternion::rotation_z(exp * 1.0);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, 3.5 - exp * 2.0, 8.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(exp * 0.1) * Quaternion::rotation_z(exp * 0.5);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.ori = Quaternion::rotation_z(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
}
|
||||
next.back.offset = Vec3::new(0.0, -2.8, 7.25);
|
||||
|
@ -89,7 +89,6 @@ impl Animation for SitAnimation {
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.ori = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
@ -97,7 +96,6 @@ impl Animation for SitAnimation {
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.r_foot.ori = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
|
@ -59,11 +59,9 @@ impl Animation for SwimAnimation {
|
||||
skeleton_attr.chest.1 + short * 1.3,
|
||||
);
|
||||
next.chest.ori = Quaternion::rotation_z(short * 0.4);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
|
||||
next.belt.ori = Quaternion::rotation_z(short * 0.30);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
|
||||
next.back.ori = Quaternion::rotation_z(0.0);
|
||||
@ -71,7 +69,6 @@ impl Animation for SwimAnimation {
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
|
||||
next.shorts.ori = Quaternion::rotation_z(short * 0.5);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-skeleton_attr.hand.0,
|
||||
@ -79,7 +76,6 @@ impl Animation for SwimAnimation {
|
||||
skeleton_attr.hand.2 + foot * -3.0,
|
||||
);
|
||||
next.l_hand.ori = Quaternion::rotation_x(0.8 + foot * -0.6) * Quaternion::rotation_y(0.2);
|
||||
next.l_hand.scale = Vec3::one();
|
||||
|
||||
next.r_hand.offset = Vec3::new(
|
||||
skeleton_attr.hand.0,
|
||||
@ -87,7 +83,6 @@ impl Animation for SwimAnimation {
|
||||
skeleton_attr.hand.2 + foot * 3.0,
|
||||
);
|
||||
next.r_hand.ori = Quaternion::rotation_x(0.8 + foot * 0.6) * Quaternion::rotation_y(-0.2);
|
||||
next.r_hand.scale = Vec3::one();
|
||||
|
||||
next.l_foot.offset = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
@ -95,7 +90,6 @@ impl Animation for SwimAnimation {
|
||||
-5.0 + skeleton_attr.foot.2 + foot * 6.5,
|
||||
);
|
||||
next.l_foot.ori = Quaternion::rotation_x(-1.40 + foot * 0.6);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
@ -103,7 +97,6 @@ impl Animation for SwimAnimation {
|
||||
-5.0 + skeleton_attr.foot.2 + foot * -6.5,
|
||||
);
|
||||
next.r_foot.ori = Quaternion::rotation_x(-1.40 + foot * -0.6);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
@ -140,7 +133,7 @@ impl Animation for SwimAnimation {
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * skeleton_attr.scaler;
|
||||
next.torso.ori =
|
||||
Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05) * Quaternion::rotation_y(0.0);
|
||||
Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next.control.scale = Vec3::one();
|
||||
|
@ -76,15 +76,12 @@ impl Animation for WieldAnimation {
|
||||
|
||||
next.l_foot.offset = Vec3::new(-3.4, -2.5, 9.0);
|
||||
next.l_foot.ori = Quaternion::rotation_x(ultra_slow_cos * 0.035 - 0.2);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, 3.5, 9.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(ultra_slow * 0.035);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.chest.ori =
|
||||
Quaternion::rotation_y(ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
|
||||
next.belt.ori =
|
||||
@ -96,22 +93,20 @@ impl Animation for WieldAnimation {
|
||||
next.back.scale = Vec3::one() * 1.02;
|
||||
next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
|
||||
next.shorts.ori = Quaternion::rotation_z(0.3);
|
||||
next.shorts.scale = Vec3::one();
|
||||
}
|
||||
match active_tool_kind {
|
||||
//TODO: Inventory
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0);
|
||||
next.l_hand.offset = Vec3::new(-0.25, -5.0, -2.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
|
||||
next.l_hand.scale = Vec3::one() * 1.04;
|
||||
next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0);
|
||||
next.r_hand.offset = Vec3::new(1.25, -5.5, -5.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.offset = Vec3::new(0.0, 0.0, -6.0);
|
||||
next.main.offset = Vec3::new(0.0, 0.0, -3.0);
|
||||
next.main.ori = Quaternion::rotation_x(-0.1)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
|
||||
next.control.ori = Quaternion::rotation_x(ultra_slow * 0.15)
|
||||
@ -134,7 +129,6 @@ impl Animation for WieldAnimation {
|
||||
next.main.ori = Quaternion::rotation_x(1.27)
|
||||
* Quaternion::rotation_y(-0.3)
|
||||
* Quaternion::rotation_z(-0.8);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.control.ori = Quaternion::rotation_x(ultra_slow_cos * 0.1 + 0.2)
|
||||
@ -153,7 +147,6 @@ impl Animation for WieldAnimation {
|
||||
next.main.ori = Quaternion::rotation_x(0.3)
|
||||
* Quaternion::rotation_y(-1.35)
|
||||
* Quaternion::rotation_z(1.57);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.control.ori = Quaternion::rotation_x(ultra_slow * 0.15)
|
||||
@ -174,7 +167,6 @@ impl Animation for WieldAnimation {
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(3.14 + 0.3)
|
||||
* Quaternion::rotation_z(0.9);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-14.0, 1.8, 3.0);
|
||||
next.control.ori = Quaternion::rotation_x(ultra_slow * 0.2)
|
||||
@ -210,7 +202,6 @@ impl Animation for WieldAnimation {
|
||||
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
|
||||
next.control.ori = Quaternion::rotation_x(ultra_slow * 0.2)
|
||||
@ -252,7 +243,6 @@ impl Animation for WieldAnimation {
|
||||
next.main.ori = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(3.14)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.control.offset = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0);
|
||||
next.control.ori = Quaternion::rotation_x(ultra_slow * 0.1)
|
||||
|
@ -21,7 +21,6 @@ impl Animation for FlyAnimation {
|
||||
|
||||
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
|
||||
let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
|
||||
//let wave_slow = (anim_time as f32 * 4.5).sin();
|
||||
let wave_slow = (anim_time as f32 * 3.5 + PI).sin();
|
||||
|
||||
let wingl = (anim_time as f32 * 2.0 + PI).sin();
|
||||
@ -37,19 +36,19 @@ impl Animation for FlyAnimation {
|
||||
0.0,
|
||||
skeleton_attr.head_upper.0,
|
||||
skeleton_attr.head_upper.1 + wave_ultra_slow * 0.20,
|
||||
) * 1.05;
|
||||
);
|
||||
next.head_upper.ori =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(wave_ultra_slow * -0.10);
|
||||
next.head_upper.scale = Vec3::one() * 1.05;
|
||||
next.head_upper.scale = Vec3::one();
|
||||
|
||||
next.head_lower.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.head_lower.0,
|
||||
skeleton_attr.head_lower.1 + wave_ultra_slow * 0.20,
|
||||
) * 1.05;
|
||||
);
|
||||
next.head_lower.ori =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(wave_ultra_slow * -0.10);
|
||||
next.head_lower.scale = Vec3::one() * 1.05;
|
||||
next.head_lower.scale = Vec3::one();
|
||||
|
||||
next.jaw.offset = Vec3::new(
|
||||
0.0,
|
||||
@ -65,7 +64,7 @@ impl Animation for FlyAnimation {
|
||||
skeleton_attr.tail_front.1 + centeroffset * 0.6,
|
||||
);
|
||||
next.tail_front.ori = Quaternion::rotation_x(center * 0.03);
|
||||
next.tail_front.scale = Vec3::one();
|
||||
next.tail_front.scale = Vec3::one()*0.98;
|
||||
|
||||
next.tail_rear.offset = Vec3::new(
|
||||
0.0,
|
||||
@ -73,55 +72,55 @@ impl Animation for FlyAnimation {
|
||||
skeleton_attr.tail_rear.1 + centeroffset * 0.6,
|
||||
);
|
||||
next.tail_rear.ori = Quaternion::rotation_x(center * 0.03);
|
||||
next.tail_rear.scale = Vec3::one();
|
||||
next.tail_rear.scale = Vec3::one()*0.98;
|
||||
|
||||
next.chest_front.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest_front.0,
|
||||
skeleton_attr.chest_front.1,
|
||||
) * 1.05;
|
||||
);
|
||||
next.chest_front.ori = Quaternion::rotation_y(center * 0.05);
|
||||
next.chest_front.scale = Vec3::one() * 1.05;
|
||||
next.chest_front.scale = Vec3::one();
|
||||
|
||||
next.chest_rear.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest_rear.0,
|
||||
skeleton_attr.chest_rear.1,
|
||||
) * 1.05;
|
||||
);
|
||||
next.chest_rear.ori = Quaternion::rotation_y(center * 0.05);
|
||||
next.chest_rear.scale = Vec3::one() * 1.05;
|
||||
next.chest_rear.scale = Vec3::one();
|
||||
|
||||
next.foot_fl.offset = Vec3::new(
|
||||
-skeleton_attr.feet_f.0,
|
||||
skeleton_attr.feet_f.1,
|
||||
skeleton_attr.feet_f.2,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_fl.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
|
||||
next.foot_fl.scale = Vec3::one() * 1.05;
|
||||
next.foot_fl.scale = Vec3::one();
|
||||
|
||||
next.foot_fr.offset = Vec3::new(
|
||||
skeleton_attr.feet_f.0,
|
||||
skeleton_attr.feet_f.1,
|
||||
skeleton_attr.feet_f.2,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_fr.ori = Quaternion::rotation_x(-1.3 + footr * 0.06);
|
||||
next.foot_fr.scale = Vec3::one() * 1.05;
|
||||
next.foot_fr.scale = Vec3::one();
|
||||
|
||||
next.foot_bl.offset = Vec3::new(
|
||||
-skeleton_attr.feet_b.0,
|
||||
skeleton_attr.feet_b.1,
|
||||
skeleton_attr.feet_b.2,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_bl.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
|
||||
next.foot_bl.scale = Vec3::one() * 1.05;
|
||||
next.foot_bl.scale = Vec3::one();
|
||||
|
||||
next.foot_br.offset = Vec3::new(
|
||||
skeleton_attr.feet_b.0,
|
||||
skeleton_attr.feet_b.1,
|
||||
skeleton_attr.feet_b.2,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_br.ori = Quaternion::rotation_x(-1.3 + footr * 0.06);
|
||||
next.foot_br.scale = Vec3::one() * 1.05;
|
||||
next.foot_br.scale = Vec3::one();
|
||||
|
||||
next.wing_in_l.offset = Vec3::new(
|
||||
-skeleton_attr.wing_in.0,
|
||||
@ -129,7 +128,7 @@ impl Animation for FlyAnimation {
|
||||
skeleton_attr.wing_in.2,
|
||||
);
|
||||
next.wing_in_l.ori = Quaternion::rotation_y(0.4 + wingl * 0.6);
|
||||
next.wing_in_l.scale = Vec3::one() * 1.05;
|
||||
next.wing_in_l.scale = Vec3::one();
|
||||
|
||||
next.wing_in_r.offset = Vec3::new(
|
||||
skeleton_attr.wing_in.0,
|
||||
@ -137,7 +136,7 @@ impl Animation for FlyAnimation {
|
||||
skeleton_attr.wing_in.2,
|
||||
);
|
||||
next.wing_in_r.ori = Quaternion::rotation_y(-0.4 + wingr * 0.6);
|
||||
next.wing_in_r.scale = Vec3::one() * 1.05;
|
||||
next.wing_in_r.scale = Vec3::one();
|
||||
|
||||
next.wing_out_l.offset = Vec3::new(
|
||||
-skeleton_attr.wing_out.0,
|
||||
@ -153,7 +152,7 @@ impl Animation for FlyAnimation {
|
||||
skeleton_attr.wing_out.2,
|
||||
);
|
||||
next.wing_out_r.ori = Quaternion::rotation_y((-0.35 + wingr * 0.6).min(-0.2));
|
||||
next.wing_out_r.scale = Vec3::one() * 1.05;
|
||||
next.wing_out_r.scale = Vec3::one();
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
use super::{super::Animation, DragonSkeleton, SkeletonAttr};
|
||||
use std::ops::Mul;
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
use vek::*;
|
||||
|
||||
pub struct IdleAnimation;
|
||||
@ -18,8 +18,8 @@ impl Animation for IdleAnimation {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let ultra_slow = (anim_time as f32 * 1.0).sin();
|
||||
let wave_slow = (anim_time as f32 * 2.5).sin();
|
||||
let wave_slow_cos = (anim_time as f32 * 4.5).cos();
|
||||
let slow = (anim_time as f32 * 2.5).sin();
|
||||
let slowalt = (anim_time as f32 * 2.5+PI/2.0).sin();
|
||||
|
||||
let dragon_look = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 8.0)
|
||||
@ -38,115 +38,115 @@ impl Animation for IdleAnimation {
|
||||
0.0,
|
||||
skeleton_attr.head_upper.0,
|
||||
skeleton_attr.head_upper.1 + ultra_slow * 0.20,
|
||||
) * 1.05;
|
||||
);
|
||||
next.head_upper.ori =
|
||||
Quaternion::rotation_z(0.8 * dragon_look.x) * Quaternion::rotation_x(0.8 * dragon_look.y);
|
||||
next.head_upper.scale = Vec3::one() * 1.05;
|
||||
next.head_upper.scale = Vec3::one();
|
||||
|
||||
next.head_lower.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.head_lower.0,
|
||||
skeleton_attr.head_lower.1 + ultra_slow * 0.20,
|
||||
) * 1.05;
|
||||
);
|
||||
next.head_lower.ori =
|
||||
Quaternion::rotation_z(0.8 * dragon_look.x) * Quaternion::rotation_x(0.8 * dragon_look.y);
|
||||
Quaternion::rotation_z(0.8 * dragon_look.x) * Quaternion::rotation_x(-0.2+0.8 * dragon_look.y);
|
||||
next.head_lower.scale = Vec3::one() * 1.05;
|
||||
|
||||
next.jaw.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.jaw.0,
|
||||
skeleton_attr.jaw.1,
|
||||
) * 1.05;
|
||||
next.jaw.ori = Quaternion::rotation_x(wave_slow * 0.05);
|
||||
);
|
||||
next.jaw.ori = Quaternion::rotation_x(slow * 0.05);
|
||||
next.jaw.scale = Vec3::one() * 0.98;
|
||||
|
||||
next.chest_front.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest_front.0,
|
||||
skeleton_attr.chest_front.1,
|
||||
) * 1.05;
|
||||
next.chest_front.ori = Quaternion::rotation_y(wave_slow * 0.03);
|
||||
);
|
||||
next.chest_front.ori = Quaternion::rotation_y(slow * 0.01);
|
||||
next.chest_front.scale = Vec3::one() * 1.05;
|
||||
|
||||
next.chest_rear.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest_rear.0,
|
||||
skeleton_attr.chest_rear.1,
|
||||
) * 1.05;
|
||||
next.chest_rear.ori = Quaternion::rotation_y(wave_slow * 0.03);
|
||||
);
|
||||
next.chest_rear.ori = Quaternion::rotation_y(slow * 0.01);
|
||||
next.chest_rear.scale = Vec3::one() * 1.05;
|
||||
|
||||
next.tail_front.offset = Vec3::new(0.0, skeleton_attr.tail_front.0, skeleton_attr.tail_front.1);
|
||||
next.tail_front.ori = Quaternion::rotation_x(wave_slow_cos * 0.03);
|
||||
next.tail_front.scale = Vec3::one();
|
||||
next.tail_front.ori = Quaternion::rotation_z(slowalt * 0.10)*Quaternion::rotation_x(0.1);
|
||||
next.tail_front.scale = Vec3::one()*0.98;
|
||||
|
||||
next.tail_rear.offset = Vec3::new(0.0, skeleton_attr.tail_rear.0, skeleton_attr.tail_rear.1);
|
||||
next.tail_rear.ori = Quaternion::rotation_x(wave_slow_cos * 0.03);
|
||||
next.tail_rear.scale = Vec3::one();
|
||||
next.tail_rear.ori = Quaternion::rotation_z(slowalt * 0.12)*Quaternion::rotation_x(0.05);
|
||||
next.tail_rear.scale = Vec3::one()*0.98;
|
||||
|
||||
next.wing_in_l.offset = Vec3::new(
|
||||
-skeleton_attr.wing_in.0,
|
||||
skeleton_attr.wing_in.1,
|
||||
skeleton_attr.wing_in.2,
|
||||
);
|
||||
next.wing_in_l.ori = Quaternion::rotation_y(0.2);
|
||||
next.wing_in_l.scale = Vec3::one() * 1.05;
|
||||
next.wing_in_l.ori = Quaternion::rotation_y(0.8);
|
||||
next.wing_in_l.scale = Vec3::one();
|
||||
|
||||
next.wing_in_r.offset = Vec3::new(
|
||||
skeleton_attr.wing_in.0,
|
||||
skeleton_attr.wing_in.1,
|
||||
skeleton_attr.wing_in.2,
|
||||
);
|
||||
next.wing_in_r.ori = Quaternion::rotation_y(-0.2);//.8
|
||||
next.wing_in_r.scale = Vec3::one() * 1.05;
|
||||
next.wing_in_r.ori = Quaternion::rotation_y(-0.8);
|
||||
next.wing_in_r.scale = Vec3::one();
|
||||
|
||||
next.wing_out_l.offset = Vec3::new(
|
||||
-skeleton_attr.wing_out.0,
|
||||
skeleton_attr.wing_out.1,
|
||||
skeleton_attr.wing_out.2 - 1.4,
|
||||
);
|
||||
next.wing_out_l.ori = Quaternion::rotation_y(-0.3);//2.0
|
||||
next.wing_out_l.scale = Vec3::one() * 1.05;
|
||||
next.wing_out_l.ori = Quaternion::rotation_y(-2.0);
|
||||
next.wing_out_l.scale = Vec3::one();
|
||||
|
||||
next.wing_out_r.offset = Vec3::new(
|
||||
skeleton_attr.wing_out.0,
|
||||
skeleton_attr.wing_out.1,
|
||||
skeleton_attr.wing_out.2 - 1.4,
|
||||
);
|
||||
next.wing_out_r.ori = Quaternion::rotation_y(0.3);
|
||||
next.wing_out_r.scale = Vec3::one() * 1.05;
|
||||
next.wing_out_r.ori = Quaternion::rotation_y(2.0);
|
||||
next.wing_out_r.scale = Vec3::one();
|
||||
|
||||
next.foot_fl.offset = Vec3::new(
|
||||
-skeleton_attr.feet_f.0,
|
||||
skeleton_attr.feet_f.1,
|
||||
skeleton_attr.feet_f.2,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_fl.ori = Quaternion::rotation_x(0.0);
|
||||
next.foot_fl.scale = Vec3::one() * 1.05;
|
||||
next.foot_fl.scale = Vec3::one();
|
||||
|
||||
next.foot_fr.offset = Vec3::new(
|
||||
skeleton_attr.feet_f.0,
|
||||
skeleton_attr.feet_f.1,
|
||||
skeleton_attr.feet_f.2,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_fr.ori = Quaternion::rotation_x(0.0);
|
||||
next.foot_fr.scale = Vec3::one() * 1.05;
|
||||
next.foot_fr.scale = Vec3::one();
|
||||
|
||||
next.foot_bl.offset = Vec3::new(
|
||||
-skeleton_attr.feet_b.0,
|
||||
skeleton_attr.feet_b.1,
|
||||
skeleton_attr.feet_b.2,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_bl.ori = Quaternion::rotation_x(0.0);
|
||||
next.foot_bl.scale = Vec3::one() * 1.05;
|
||||
next.foot_bl.scale = Vec3::one();
|
||||
|
||||
next.foot_br.offset = Vec3::new(
|
||||
skeleton_attr.feet_b.0,
|
||||
skeleton_attr.feet_b.1,
|
||||
skeleton_attr.feet_b.2,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_br.ori = Quaternion::rotation_x(0.0);
|
||||
next.foot_br.scale = Vec3::one() * 1.05;
|
||||
next.foot_br.scale = Vec3::one();
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -236,10 +236,10 @@ impl<'a> From<&'a comp::dragon::Body> for SkeletonAttr {
|
||||
(Reddragon, _) => (-12.5, 0.0),
|
||||
},
|
||||
tail_front: match (body.species, body.body_type) {
|
||||
(Reddragon, _) => (-12.5, 1.5),
|
||||
(Reddragon, _) => (-6.5, 1.5),
|
||||
},
|
||||
tail_rear: match (body.species, body.body_type) {
|
||||
(Reddragon, _) => (-14.0, 0.0),
|
||||
(Reddragon, _) => (-11.5, -1.0),
|
||||
},
|
||||
wing_in: match (body.species, body.body_type) {
|
||||
(Reddragon, _) => (2.5, -16.5, 0.0),
|
||||
|
@ -55,18 +55,18 @@ impl Animation for RunAnimation {
|
||||
0.0,
|
||||
skeleton_attr.head_upper.0,
|
||||
skeleton_attr.head_upper.1,
|
||||
) * 1.05;
|
||||
);
|
||||
next.head_upper.ori =
|
||||
Quaternion::rotation_x(dragon_look.y) * Quaternion::rotation_z(dragon_look.x);
|
||||
next.head_upper.scale = Vec3::one() * 1.05;
|
||||
next.head_upper.scale = Vec3::one();
|
||||
|
||||
next.head_lower.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.head_lower.0,
|
||||
skeleton_attr.head_lower.1,
|
||||
) * 1.05;
|
||||
);
|
||||
next.head_lower.ori = Quaternion::rotation_x(wave_slow * 0.05);
|
||||
next.head_lower.scale = Vec3::one() * 1.05;
|
||||
next.head_lower.scale = Vec3::one();
|
||||
|
||||
next.jaw.offset = Vec3::new(
|
||||
0.0,
|
||||
@ -74,7 +74,7 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.jaw.1 + wave_slow * 0.2,
|
||||
);
|
||||
next.jaw.ori = Quaternion::rotation_x(wave_slow * 0.05);
|
||||
next.jaw.scale = Vec3::one();
|
||||
next.jaw.scale = Vec3::one()*0.98;
|
||||
|
||||
next.tail_front.offset = Vec3::new(
|
||||
0.0,
|
||||
@ -82,7 +82,7 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.tail_front.1 + centeroffset * 0.6,
|
||||
);
|
||||
next.tail_front.ori = Quaternion::rotation_x(center * 0.03);
|
||||
next.tail_front.scale = Vec3::one();
|
||||
next.tail_front.scale = Vec3::one()*0.98;
|
||||
|
||||
next.tail_rear.offset = Vec3::new(
|
||||
0.0,
|
||||
@ -90,55 +90,55 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.tail_rear.1 + centeroffset * 0.6,
|
||||
);
|
||||
next.tail_rear.ori = Quaternion::rotation_x(center * 0.03);
|
||||
next.tail_rear.scale = Vec3::one();
|
||||
next.tail_rear.scale = Vec3::one()*0.98;
|
||||
|
||||
next.chest_front.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest_front.0 + horichest * 1.25,
|
||||
skeleton_attr.chest_front.1 + vertchest * -1.6 + 1.0,
|
||||
) * 1.05;
|
||||
);
|
||||
next.chest_front.ori = Quaternion::rotation_y(horichest * -0.09);
|
||||
next.chest_front.scale = Vec3::one() * 1.05;
|
||||
next.chest_front.scale = Vec3::one();
|
||||
|
||||
next.chest_rear.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest_rear.0,
|
||||
skeleton_attr.chest_rear.1,
|
||||
) * 1.05;
|
||||
);
|
||||
next.chest_rear.ori = Quaternion::rotation_y(horichest * -0.09);
|
||||
next.chest_rear.scale = Vec3::one() * 1.05;
|
||||
next.chest_rear.scale = Vec3::one();
|
||||
|
||||
next.foot_fl.offset = Vec3::new(
|
||||
-skeleton_attr.feet_f.0,
|
||||
skeleton_attr.feet_f.1 + horilf * 2.5,
|
||||
skeleton_attr.feet_f.2 + vertlf * 5.0 * skeleton_attr.height - 0.5,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_fl.ori = Quaternion::rotation_x(horilf * 0.4);
|
||||
next.foot_fl.scale = Vec3::one() * 1.05;
|
||||
next.foot_fl.scale = Vec3::one();
|
||||
|
||||
next.foot_fr.offset = Vec3::new(
|
||||
skeleton_attr.feet_f.0,
|
||||
skeleton_attr.feet_f.1 + horirfoffset * 2.5,
|
||||
skeleton_attr.feet_f.2 + vertrfoffset * 5.0 * skeleton_attr.height - 0.5,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_fr.ori = Quaternion::rotation_x(horirfoffset * 0.4);
|
||||
next.foot_fr.scale = Vec3::one() * 1.05;
|
||||
next.foot_fr.scale = Vec3::one();
|
||||
|
||||
next.foot_bl.offset = Vec3::new(
|
||||
-skeleton_attr.feet_b.0,
|
||||
skeleton_attr.feet_b.1 + horilboffset * 3.0,
|
||||
skeleton_attr.feet_b.2 + vertlboffset * 5.0 * skeleton_attr.height - 0.5,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_bl.ori = Quaternion::rotation_x(horilboffset * 0.35);
|
||||
next.foot_bl.scale = Vec3::one() * 1.05;
|
||||
next.foot_bl.scale = Vec3::one();
|
||||
|
||||
next.foot_br.offset = Vec3::new(
|
||||
skeleton_attr.feet_b.0,
|
||||
skeleton_attr.feet_b.1 + horirb * 3.0,
|
||||
skeleton_attr.feet_b.2 + vertrb * 5.0 * skeleton_attr.height - 0.5,
|
||||
) * 1.05;
|
||||
);
|
||||
next.foot_br.ori = Quaternion::rotation_x(horirb * 0.35);
|
||||
next.foot_br.scale = Vec3::one() * 1.05;
|
||||
next.foot_br.scale = Vec3::one();
|
||||
|
||||
next.wing_in_l.offset = Vec3::new(
|
||||
-skeleton_attr.wing_in.0,
|
||||
@ -154,7 +154,7 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.wing_in.2,
|
||||
);
|
||||
next.wing_in_r.ori = Quaternion::rotation_y(-0.8);
|
||||
next.wing_in_r.scale = Vec3::one() * 1.05;
|
||||
next.wing_in_r.scale = Vec3::one();
|
||||
|
||||
next.wing_out_l.offset = Vec3::new(
|
||||
-skeleton_attr.wing_out.0,
|
||||
@ -162,7 +162,7 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.wing_out.2 - 1.4,
|
||||
);
|
||||
next.wing_out_l.ori = Quaternion::rotation_y(-2.0);
|
||||
next.wing_out_l.scale = Vec3::one() * 1.05;
|
||||
next.wing_out_l.scale = Vec3::one();
|
||||
|
||||
next.wing_out_r.offset = Vec3::new(
|
||||
skeleton_attr.wing_out.0,
|
||||
@ -170,7 +170,7 @@ impl Animation for RunAnimation {
|
||||
skeleton_attr.wing_out.2 - 1.4,
|
||||
);
|
||||
next.wing_out_r.ori = Quaternion::rotation_y(2.0);
|
||||
next.wing_out_r.scale = Vec3::one() * 1.05;
|
||||
next.wing_out_r.scale = Vec3::one();
|
||||
|
||||
next
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user