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rotation simplification
Former-commit-id: abc9b03ddb014946309dd566b443f7d57cb0a71d
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c6d2079235
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726e6c1d06
@ -43,19 +43,19 @@ impl Animation for AttackAnimation {
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.sin()
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* 0.25,
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);
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next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wave_ultra_slow * 0.3);
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next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
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next.head.offset = Vec3::new(5.5, 2.0, 11.0);
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next.head.ori = Quaternion::rotation_z(0.0);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wave_ultra_slow * 0.3);
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next.chest.offset = Vec3::new(5.5, 0.0, 7.0);
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next.chest.ori = Quaternion::rotation_x(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + wave_ultra_slow * 0.3);
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next.belt.offset = Vec3::new(5.5, 0.0, 5.0);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + wave_ultra_slow * 0.3);
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next.shorts.offset = Vec3::new(5.5, 0.0, 2.0);
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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@ -65,15 +65,15 @@ impl Animation for AttackAnimation {
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11.5 + wave_ultra_slow * 0.5,
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);
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
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next.l_hand.ori = Quaternion::rotation_x(0.0);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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9.0,
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-2.0 + wave_ultra_slow_cos * 0.15,
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11.5 + wave_ultra_slow * 0.5,
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-2.0,
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11.5,
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);
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next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
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next.r_hand.ori = Quaternion::rotation_x(0.0);
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next.r_hand.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0);
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@ -84,8 +84,8 @@ impl Animation for AttackAnimation {
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next.r_foot.ori = Quaternion::identity();
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -6.0, 18.0);
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next.weapon.ori = Quaternion::rotation_z(wave * 1.0);
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next.weapon.offset = Vec3::new(0.0, 0.0, 0.0);
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next.weapon.ori = Quaternion::identity();
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
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@ -100,11 +100,11 @@ impl Animation for AttackAnimation {
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.l_hold.offset = Vec3::new(0.0, 0.0, 5.0);
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next.l_hold.ori = Quaternion::rotation_x(0.0);
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next.l_hold.offset = Vec3::new(0.0, 0.0, 25.0);
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next.l_hold.ori = Quaternion::rotation_z(wave * 10.0);
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next.l_hold.scale = Vec3::one();
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next.r_hold.offset = Vec3::new(-2.0, -2.5, 0.0);
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next.r_hold.offset = Vec3::new(2.0, 2.5, 0.0);
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next.r_hold.ori = Quaternion::rotation_x(0.0);
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next.r_hold.scale = Vec3::one();
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@ -75,12 +75,12 @@ impl Skeleton for CharacterSkeleton {
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FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()),
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FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
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FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat * weapon_mat),
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FigureBoneData::new(torso_mat * chest_mat * self.l_hold.compute_base_matrix() * weapon_mat),
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FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
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FigureBoneData::new(torso_mat * l_hand_mat * self.draw.compute_base_matrix()),
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FigureBoneData::new(torso_mat * weapon_mat * self.l_hold.compute_base_matrix()),
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FigureBoneData::new(torso_mat * weapon_mat * self.r_hold.compute_base_matrix()),
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FigureBoneData::new(torso_mat * self.l_hold.compute_base_matrix()),
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FigureBoneData::new(torso_mat * self.r_hold.compute_base_matrix()),
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FigureBoneData::new(torso_mat),
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FigureBoneData::default(),
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]
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@ -257,7 +257,7 @@ impl FigureModelCache {
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match hand {
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Hand::Default => "figure/body/hand.vox",
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},
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Vec3::new(0.0, -2.5, 0.0),
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Vec3::new(-2.0, -2.5, 0.0),
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)
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}
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@ -266,7 +266,7 @@ impl FigureModelCache {
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match hand {
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Hand::Default => "figure/body/hand.vox",
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},
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Vec3::new(-2.0, -2.5, 0.0),
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Vec3::new(-2.0, 2.5, 0.0),
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)
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}
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