diff --git a/voxygen/anim/src/golem/spinmelee.rs b/voxygen/anim/src/golem/spinmelee.rs index 69d08e3246..7cda164165 100644 --- a/voxygen/anim/src/golem/spinmelee.rs +++ b/voxygen/anim/src/golem/spinmelee.rs @@ -20,17 +20,19 @@ impl Animation for SpinMeleeAnimation { skeleton: &Self::Skeleton, stage_section: Self::Dependency, anim_time: f64, - rate: &mut f32, + _rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { - *rate = 1.0; + let mut next = (*skeleton).clone(); + let (movement1, movement2, movement3) = match stage_section { Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)), _ => (0.0, 0.0, 0.0), }; - let mut next = (*skeleton).clone(); + + let pullback = 1.0 - movement3; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02; next.head.orientation = @@ -44,18 +46,18 @@ impl Animation for SpinMeleeAnimation { next.lower_torso.orientation = Quaternion::rotation_z(movement2 * -2.0 * PI); next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); - next.shoulder_l.orientation = Quaternion::rotation_y(movement1 * 0.0) - * Quaternion::rotation_x(movement1 * 1.2 * (1.0 - movement3)); + next.shoulder_l.orientation = + Quaternion::rotation_x(0.0) * Quaternion::rotation_x(movement1 * 1.2 * pullback); next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2); - next.shoulder_r.orientation = Quaternion::rotation_y(movement1 * 0.0) - * Quaternion::rotation_x(movement1 * -1.2 * (1.0 - movement3)); + next.shoulder_r.orientation = + Quaternion::rotation_x(0.0) * Quaternion::rotation_x(movement1 * -1.2 * pullback); next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2); - next.hand_l.orientation = Quaternion::rotation_x(movement1 * -0.2 * (1.0 - movement3)); + next.hand_l.orientation = Quaternion::rotation_x(movement1 * -0.2 * pullback); - next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + movement1 * 5.0); - next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * (1.0 - movement3)); + next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2); + next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * pullback); next.leg_l.position = Vec3::new( -s_a.leg.0 + movement1 * 3.0,