Double Slash, Heavy Sweep and Pommel Strike

This commit is contained in:
uniior 2024-02-28 16:34:00 -03:00
parent 9c424b98d4
commit 67f7f24285

View File

@ -92,13 +92,16 @@ impl Animation for MultiAction {
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
* Quaternion::rotation_y(s_a.shl.4); * Quaternion::rotation_y(s_a.shl.4);
next.chest.orientation = next.chest.orientation =
Quaternion::rotation_z(move1 * 0.3 + move2alt * -1.0); Quaternion::rotation_y(move1 * 0.1 + move2alt * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2alt * -2.0);
next.head.orientation = next.head.orientation =
Quaternion::rotation_z(move1 * -0.15 + move2alt * 0.5); Quaternion::rotation_x(move1 * 0.15 + move2alt * -0.15)
* Quaternion::rotation_y(move1 * 0.15 + move2alt * -0.15)
* Quaternion::rotation_z(move1 * -0.6 + move2alt * 1.0);
next.belt.orientation = next.belt.orientation =
Quaternion::rotation_z(move1 * -0.2 + move2alt * 0.5); Quaternion::rotation_z(move1 * -0.8 + move2alt * 1.0);
next.shorts.orientation = next.shorts.orientation =
Quaternion::rotation_z(move1 * -0.25 + move2alt * 0.7); Quaternion::rotation_z(move1 * -1.0 + move2alt * 1.4);
next.hand_r.position = Vec3::new( next.hand_r.position = Vec3::new(
-s_a.sc.0 + 6.0 + move1 * -12.0, -s_a.sc.0 + 6.0 + move1 * -12.0,
-4.0 + move1 * 3.0, -4.0 + move1 * 3.0,
@ -112,7 +115,7 @@ impl Animation for MultiAction {
); );
next.control.orientation = next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2) Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2)
* Quaternion::rotation_y(move1 * -0.9 + move2 * 2.3) * Quaternion::rotation_y(move1 * -1.2 + move2 * 2.3)
* Quaternion::rotation_z(move2alt * -1.5); * Quaternion::rotation_z(move2alt * -1.5);
}, },
1 => { 1 => {
@ -123,7 +126,7 @@ impl Animation for MultiAction {
next.head.orientation.rotate_z(move2 * -0.6); next.head.orientation.rotate_z(move2 * -0.6);
next.shorts.orientation.rotate_z(move2 * -0.8); next.shorts.orientation.rotate_z(move2 * -0.8);
next.belt.orientation.rotate_z(move2 * -0.3); next.belt.orientation.rotate_z(move2 * -0.3);
next.control.orientation.rotate_z(move2 * 1.5); next.control.orientation.rotate_z(move2 * 2.7);
next.control.position += Vec3::new(move2 * -27.0, 0.0, move2 * 5.0); next.control.position += Vec3::new(move2 * -27.0, 0.0, move2 * 5.0);
}, },
_ => {}, _ => {},
@ -139,13 +142,19 @@ impl Animation for MultiAction {
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.2); next.chest.orientation =
next.control.orientation.rotate_x(move1 * 1.3); Quaternion::rotation_y(move1 * 0.2 + move2 * -0.2)
* Quaternion::rotation_z(move1 * 0.6 + move2 * -1.0);
next.head.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.2)
* Quaternion::rotation_y(move1 * 0.2 + move2 * -0.2)
* Quaternion::rotation_z(move1 * -0.6 + move2 * 1.0);
next.control.orientation.rotate_x(move1 * 1.2);
next.control.position += Vec3::new(move1 * -4.0, 0.0, move1 * 6.0); next.control.position += Vec3::new(move1 * -4.0, 0.0, move1 * 6.0);
next.control.orientation.rotate_y(move1 * -1.6); next.control.orientation.rotate_y(move1 * -1.6);
next.chest.orientation.rotate_z(move2 * -0.3); next.chest.orientation.rotate_z(move2 * -0.6);
next.control.orientation.rotate_z(move2 * -3.5); next.control.orientation.rotate_z(move2 * -3.8);
next.control.position += Vec3::new(move2 * 24.0, 0.0, 0.0); next.control.position += Vec3::new(move2 * 24.0, 0.0, 0.0);
}, },
Some("common.abilities.sword.heavy_pommel_strike") => { Some("common.abilities.sword.heavy_pommel_strike") => {
@ -158,23 +167,37 @@ impl Animation for MultiAction {
next.hand_r.position = next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0); Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3); next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.3); next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.head.orientation = Quaternion::rotation_z(move1 * -0.1); next.chest.orientation =
Quaternion::rotation_x(move1 * 0.15)
* Quaternion::rotation_y(move1 * 0.2)
* Quaternion::rotation_z(move1 * 0.3);
next.head.orientation =
Quaternion::rotation_y(move1 * -0.15)
* Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1); next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
next.control.orientation.rotate_x(move1 * 2.1); next.control.orientation.rotate_x(move1 * 2.1);
next.control.position += Vec3::new(0.0, 0.0, move1 * 11.0); next.control.position += Vec3::new(move1 * -2.0, move1 * -10.0, move1 * 7.0);
next.control.orientation.rotate_z(move1 * -0.3); next.control.orientation.rotate_z(move1 * -0.3);
next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
next.chest.orientation.rotate_x(move2 * -0.2);
next.chest.orientation.rotate_y(move2 * -0.1);
next.chest.orientation.rotate_z(move2 * -0.7); next.chest.orientation.rotate_z(move2 * -0.7);
next.foot_l.position += Vec3::new(0.0, move2 * 8.0, 0.0);
next.foot_r.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.head.orientation.rotate_x(move2 * -0.3);
next.head.orientation.rotate_z(move2 * 0.4); next.head.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 0.5); next.shorts.orientation.rotate_z(move2 * 0.5);
next.belt.orientation.rotate_z(move2 * 0.2); next.belt.orientation.rotate_z(move2 * 0.2);
next.control.position += Vec3::new(move2 * -1.0, move2 * 6.0, move2 * -2.0); next.control.position += Vec3::new(move2 * -8.0, move2 * 25.0, move2 * -2.0);
next.control.orientation.rotate_z(move2 * 0.4); next.control.orientation.rotate_z(move2 * 0.6);
}, },
Some("common.abilities.sword.agile_quick_draw") => { Some("common.abilities.sword.agile_quick_draw") => {
let move1 = move1base.powf(0.25) * multi_action_pullback; let move1 = move1base.powf(0.25) * multi_action_pullback;