rotation simplification

Former-commit-id: abc9b03ddb014946309dd566b443f7d57cb0a71d
This commit is contained in:
jshipsey 2019-05-19 18:01:19 -04:00
parent c6d2079235
commit 726e6c1d06
3 changed files with 19 additions and 19 deletions

View File

@ -43,19 +43,19 @@ impl Animation for AttackAnimation {
.sin() .sin()
* 0.25, * 0.25,
); );
next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wave_ultra_slow * 0.3); next.head.offset = Vec3::new(5.5, 2.0, 11.0);
next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y); next.head.ori = Quaternion::rotation_z(0.0);
next.head.scale = Vec3::one(); next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wave_ultra_slow * 0.3); next.chest.offset = Vec3::new(5.5, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_x(0.0); next.chest.ori = Quaternion::rotation_x(0.0);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + wave_ultra_slow * 0.3); next.belt.offset = Vec3::new(5.5, 0.0, 5.0);
next.belt.ori = Quaternion::rotation_x(0.0); next.belt.ori = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + wave_ultra_slow * 0.3); next.shorts.offset = Vec3::new(5.5, 0.0, 2.0);
next.shorts.ori = Quaternion::rotation_x(0.0); next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
@ -65,15 +65,15 @@ impl Animation for AttackAnimation {
11.5 + wave_ultra_slow * 0.5, 11.5 + wave_ultra_slow * 0.5,
); );
next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06); next.l_hand.ori = Quaternion::rotation_x(0.0);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new( next.r_hand.offset = Vec3::new(
9.0, 9.0,
-2.0 + wave_ultra_slow_cos * 0.15, -2.0,
11.5 + wave_ultra_slow * 0.5, 11.5,
); );
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06); next.r_hand.ori = Quaternion::rotation_x(0.0);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0); next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0);
@ -84,8 +84,8 @@ impl Animation for AttackAnimation {
next.r_foot.ori = Quaternion::identity(); next.r_foot.ori = Quaternion::identity();
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, -6.0, 18.0); next.weapon.offset = Vec3::new(0.0, 0.0, 0.0);
next.weapon.ori = Quaternion::rotation_z(wave * 1.0); next.weapon.ori = Quaternion::identity();
next.weapon.scale = Vec3::one(); next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5); next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
@ -100,11 +100,11 @@ impl Animation for AttackAnimation {
next.draw.ori = Quaternion::rotation_y(0.0); next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0; next.draw.scale = Vec3::one() * 0.0;
next.l_hold.offset = Vec3::new(0.0, 0.0, 5.0); next.l_hold.offset = Vec3::new(0.0, 0.0, 25.0);
next.l_hold.ori = Quaternion::rotation_x(0.0); next.l_hold.ori = Quaternion::rotation_z(wave * 10.0);
next.l_hold.scale = Vec3::one(); next.l_hold.scale = Vec3::one();
next.r_hold.offset = Vec3::new(-2.0, -2.5, 0.0); next.r_hold.offset = Vec3::new(2.0, 2.5, 0.0);
next.r_hold.ori = Quaternion::rotation_x(0.0); next.r_hold.ori = Quaternion::rotation_x(0.0);
next.r_hold.scale = Vec3::one(); next.r_hold.scale = Vec3::one();

View File

@ -75,12 +75,12 @@ impl Skeleton for CharacterSkeleton {
FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * weapon_mat), FigureBoneData::new(torso_mat * chest_mat * self.l_hold.compute_base_matrix() * weapon_mat),
FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat * l_hand_mat * self.draw.compute_base_matrix()), FigureBoneData::new(torso_mat * l_hand_mat * self.draw.compute_base_matrix()),
FigureBoneData::new(torso_mat * weapon_mat * self.l_hold.compute_base_matrix()), FigureBoneData::new(torso_mat * self.l_hold.compute_base_matrix()),
FigureBoneData::new(torso_mat * weapon_mat * self.r_hold.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_hold.compute_base_matrix()),
FigureBoneData::new(torso_mat), FigureBoneData::new(torso_mat),
FigureBoneData::default(), FigureBoneData::default(),
] ]

View File

@ -257,7 +257,7 @@ impl FigureModelCache {
match hand { match hand {
Hand::Default => "figure/body/hand.vox", Hand::Default => "figure/body/hand.vox",
}, },
Vec3::new(0.0, -2.5, 0.0), Vec3::new(-2.0, -2.5, 0.0),
) )
} }
@ -266,7 +266,7 @@ impl FigureModelCache {
match hand { match hand {
Hand::Default => "figure/body/hand.vox", Hand::Default => "figure/body/hand.vox",
}, },
Vec3::new(-2.0, -2.5, 0.0), Vec3::new(-2.0, 2.5, 0.0),
) )
} }