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Use improved pullback on golem anim
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b5a3b3442c
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@ -20,17 +20,19 @@ impl Animation for SpinMeleeAnimation {
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skeleton: &Self::Skeleton,
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stage_section: Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)),
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_ => (0.0, 0.0, 0.0),
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};
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let mut next = (*skeleton).clone();
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let pullback = 1.0 - movement3;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
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next.head.orientation =
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@ -44,18 +46,18 @@ impl Animation for SpinMeleeAnimation {
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next.lower_torso.orientation = Quaternion::rotation_z(movement2 * -2.0 * PI);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_y(movement1 * 0.0)
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* Quaternion::rotation_x(movement1 * 1.2 * (1.0 - movement3));
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next.shoulder_l.orientation =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_x(movement1 * 1.2 * pullback);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_y(movement1 * 0.0)
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* Quaternion::rotation_x(movement1 * -1.2 * (1.0 - movement3));
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next.shoulder_r.orientation =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_x(movement1 * -1.2 * pullback);
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(movement1 * -0.2 * (1.0 - movement3));
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next.hand_l.orientation = Quaternion::rotation_x(movement1 * -0.2 * pullback);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + movement1 * 5.0);
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next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * (1.0 - movement3));
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * pullback);
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next.leg_l.position = Vec3::new(
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-s_a.leg.0 + movement1 * 3.0,
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