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axe, hammer proper wields
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parent
6094e4b017
commit
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@ -61,6 +61,7 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_y(decel * 0.08);
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next.shorts.scale = Vec3::one();
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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@ -120,6 +120,7 @@ pub struct SkeletonAttr {
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neck_right: f32,
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weapon_x: f32,
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weapon_y: f32,
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}
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impl SkeletonAttr {
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pub fn calculate_scale(body: &comp::humanoid::Body) -> f32 {
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@ -151,6 +152,7 @@ impl Default for SkeletonAttr {
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neck_right: 1.0,
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weapon_x: 1.0,
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weapon_y: 1.0,
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}
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}
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}
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@ -86,7 +86,7 @@ impl Animation for StandAnimation {
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next.main.offset = Vec3::new(
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-7.0 + skeleton_attr.weapon_x,
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-5.0 + skeleton_attr.weapon_y,
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18.0,
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15.0,
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);
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next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one();
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@ -19,7 +19,7 @@ impl Animation for WieldAnimation {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave_ultra_slow = (anim_time as f32 * 3.0 + PI).sin();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
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let wave = (anim_time as f32 * 1.0).sin();
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@ -45,44 +45,42 @@ impl Animation for WieldAnimation {
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Axe(_)) => {
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next.l_hand.offset = Vec3::new(-6.5, -0.5, 6.0);
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next.l_hand.ori = Quaternion::rotation_x(0.13) * Quaternion::rotation_z(-0.25);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-3.0, 6.5, 6.0);
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next.r_hand.ori = Quaternion::rotation_x(0.13)
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* Quaternion::rotation_z(2.98)
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* Quaternion::rotation_y(-0.50);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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-5.0 + skeleton_attr.weapon_x,
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8.5 + skeleton_attr.weapon_y,
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-0.5,
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);
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next.main.ori = Quaternion::rotation_x(1.70)
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* Quaternion::rotation_y(-0.25)
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* Quaternion::rotation_z(0.0);
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next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(3.14 - 0.3) * Quaternion::rotation_y(-0.8);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(3.14 - 0.3)* Quaternion::rotation_y(-0.8);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.offset = Vec3::new(-6.0, 10.0, -1.0);
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next.main.ori = Quaternion::rotation_x(1.27)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.8);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.control.ori = Quaternion::rotation_x( wave_ultra_slow_cos * 0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z( wave_ultra_slow * 0.1);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset = Vec3::new(-7.0, 4.0, 3.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(7.0, 2.5, -1.25);
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next.r_hand.ori = Quaternion::rotation_x(1.27 + wave * 0.25)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.main.offset = Vec3::new(
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5.0 + skeleton_attr.weapon_x,
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8.75 + skeleton_attr.weapon_y,
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-2.0,
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);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.27)
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* Quaternion::rotation_z(wave * -0.25);
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next.l_hand.offset = Vec3::new(-7.0, 4.6, 7.5);
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next.l_hand.ori = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(0.32);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.offset = Vec3::new(8.0, 5.75, 4.0);
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next.r_hand.ori = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(0.22);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.offset = Vec3::new(6.0, 7.0, 0.0);
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next.main.ori = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(-1.35)
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* Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.control.ori = Quaternion::rotation_x(wave_ultra_slow * 0.15)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(wave_ultra_slow_cos * 0.08);
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Staff(_)) => {
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next.l_hand.offset = Vec3::new(
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@ -196,7 +194,7 @@ impl Animation for WieldAnimation {
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_ => {},
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}
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next.torso.offset = Vec3::new(0.0, 0.0 + wave * -0.08, 0.1) * skeleton_attr.scaler;
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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