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attack state
Former-commit-id: 6d8a6b68aff7ae2439eb42b2cee017cec99d96df
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BIN
assets/voxygen/voxel/figure/headfemale.vox
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BIN
assets/voxygen/voxel/figure/headfemale.vox
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -47,19 +47,19 @@ 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);
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next.head.offset = Vec3::new(0.0, 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);
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next.chest.offset = Vec3::new(0.0, 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);
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next.belt.offset = Vec3::new(0.0, 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);
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next.shorts.offset = Vec3::new(0.0, 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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@ -68,8 +68,7 @@ impl Animation for AttackAnimation {
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4.0,
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9.0,
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) / 11.0;
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.5);
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave * 2.0 )* Quaternion::rotation_z(wave * 2.0);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.r_hand.offset = Vec3::new(
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@ -88,29 +87,31 @@ 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(-12.0, -2.0, 11.0);
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next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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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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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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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.left_equip.offset = Vec3::new(-8.0, 4.0, 10.0) / 13.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.5) * Quaternion::rotation_z(1.57);
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next.left_equip.offset = Vec3::new(-8.0, 4.0, 9.0) / 11.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0 + wave * 2.0)* Quaternion::rotation_z(1.57 + wave * 2.0);
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next.left_equip.scale = Vec3::one() / 11.0;
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next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.right_equip.ori = Quaternion::rotation_x(0.0);;
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next.right_equip.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
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next.torso.offset = Vec3::new(0.0, -0.2, 0.1);
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0;
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next
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@ -46,20 +46,20 @@ impl Animation for GlidingAnimation {
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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, 12.0);
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next.head.offset = Vec3::new(0.0, 2.0, 12.0);
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next.head.ori = Quaternion::rotation_x(0.35 - wave_very_slow * 0.10 + head_look.y)
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* Quaternion::rotation_z(head_look.x + wave_very_slow_cos * 0.15);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(5.5, 0.0, 8.0);
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next.chest.offset = Vec3::new(0.0, 0.0, 8.0);
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next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.15);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(5.5, 0.0, 6.0);
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next.belt.offset = Vec3::new(0.0, 0.0, 6.0);
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next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.20);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(5.5, 0.0, 3.0);
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next.shorts.offset = Vec3::new(0.0, 0.0, 3.0);
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next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25);
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next.shorts.scale = Vec3::one();
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@ -67,6 +67,7 @@ impl Animation for GlidingAnimation {
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-10.0,
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6.0 - wave_very_slow * 1.50,
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15.0 + wave_very_slow * 0.50,
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) / 11.0;
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next.l_hand.ori = Quaternion::rotation_x(0.2 + wave_very_slow_cos * 0.05);
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next.l_hand.scale = Vec3::one() / 11.0;
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@ -91,24 +92,32 @@ impl Animation for GlidingAnimation {
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);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -5.0, 12.0);
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next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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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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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.draw.offset = Vec3::new(5.5, -9.0 + wave_very_slow * 0.10, 18.0);
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next.draw.offset = Vec3::new(0.0, -9.0 + wave_very_slow * 0.10, 18.0);
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next.draw.ori = Quaternion::rotation_x(0.95 - wave_very_slow * 0.15) * Quaternion::rotation_y(wave_very_slow_cos * 0.04);
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next.draw.scale = Vec3::one();
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next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0);;
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next.left_equip.scale = Vec3::one() *0.0;
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
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next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.right_equip.ori = Quaternion::rotation_x(0.0);;
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next.right_equip.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.0);
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next.torso.ori = Quaternion::rotation_x(-0.8 + wave_very_slow * 0.10);
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next.torso.scale = Vec3::one() / 11.0;
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@ -23,13 +23,9 @@ impl Animation for IdleAnimation {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 12.0).sin();
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let wave_cos = (anim_time as f32 * 12.0).cos();
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let wave_slow = (anim_time as f32 * 6.0 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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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 * 1.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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@ -43,65 +39,73 @@ impl Animation for IdleAnimation {
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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.offset = Vec3::new(0.0, 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.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(0.0, 0.0, 7.0 + wave_ultra_slow * 0.3);
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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(0.0, 0.0, 5.0 + wave_ultra_slow * 0.3);
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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(0.0, 0.0, 2.0 + wave_ultra_slow * 0.3);
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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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next.l_hand.offset = Vec3::new(
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-6.0,
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-7.5,
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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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) / 11.;
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8.0 + wave_ultra_slow * 0.5,
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) / 11.0;
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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.scale = Vec3::one() / 11.;
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next.l_hand.scale = Vec3::one() / 11.0;
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next.r_hand.offset = Vec3::new(
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9.0,
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7.5,
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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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) / 11.;
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8.0 + wave_ultra_slow * 0.5,
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) / 11.0;
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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.scale = Vec3::one() / 11.;
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next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0);
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
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next.l_foot.ori = Quaternion::identity();
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(4.1, -0.1, 8.0);
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next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
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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, -5.0, 12.0);
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next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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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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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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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.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0);;
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next.left_equip.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
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next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.right_equip.ori = Quaternion::rotation_x(0.0);;
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next.right_equip.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.1);
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0;
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@ -21,37 +21,31 @@ impl Animation for JumpAnimation {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 14.0).sin();
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let wave_slow = (anim_time as f32 * 7.0).sin();
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let arc_wave = (1.0f32.ln_1p() - 1.5).abs();
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let wave_test = (wave.cbrt());
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let fuzz_wave = (anim_time as f32 * 12.0).sin();
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let wave_cos = (anim_time as f32 * 14.0).cos();
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let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin();
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let wave_stop_alt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
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let wave_slow_test = (anim_time as f32).min(PI / 2.0).sin();
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let wave_slow_cos = (anim_time as f32 * 8.0 + PI).cos();
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next.head.offset = Vec3::new(5.5, 2.0, 12.0);
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next.head.ori = Quaternion::rotation_x(0.25);
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next.head.offset = Vec3::new(0.0, 3.0, 13.0);
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next.head.ori = Quaternion::rotation_x(0.25 + wave_stop * 0.1 + wave_slow * 0.04);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(5.5, 0.0, 8.0);
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next.chest.offset = Vec3::new(0.0, 0.0, 8.0);
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next.chest.ori = Quaternion::rotation_z(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(5.5, 0.0, 6.0);
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next.belt.offset = Vec3::new(0.0, 0.0, 6.0);
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next.belt.ori = Quaternion::rotation_z(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(5.5, 0.0, 3.0);
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next.shorts.offset = Vec3::new(0.0, 0.0, 3.0);
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next.shorts.ori = Quaternion::rotation_z(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-8.0, 0.0 + wave_stop * 3.2, 7.0 + wave_stop * 3.2 -wave * 0.3) / 11.0;
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next.l_hand.offset = Vec3::new(-8.0, 0.0 + wave_stop * 3.8, 7.0 + wave_stop * 3.2 -wave * 0.4) / 11.0;
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next.l_hand.ori = Quaternion::rotation_x(wave_stop_alt * 0.6);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.r_hand.offset = Vec3::new(8.0, 0.0 + wave_stop * -3.2, 7.0 + wave_stop * 3.2 - wave * 0.3) / 11.0;
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next.r_hand.offset = Vec3::new(8.0, 0.0 + wave_stop * -3.8, 7.0 + wave_stop * 3.2 - wave * 0.4) / 11.0;
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next.r_hand.ori = Quaternion::rotation_x(-wave_stop_alt * 0.6);
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next.r_hand.scale = Vec3::one() / 11.0;
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@ -63,25 +57,31 @@ impl Animation for JumpAnimation {
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next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -5.0, 12.0);
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next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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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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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one();
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next.l_shoulder.scale = Vec3::one() * 1.04;
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|
||||
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
|
||||
next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_shoulder.scale = Vec3::one();
|
||||
next.r_shoulder.scale = Vec3::one() * 1.04;
|
||||
|
||||
next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
|
||||
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
|
||||
next.draw.ori = Quaternion::rotation_y(0.0);
|
||||
next.draw.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
|
||||
next.left_equip.ori = Quaternion::rotation_x(0.0);;
|
||||
next.left_equip.scale = Vec3::one() *0.0;
|
||||
|
||||
next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
|
||||
next.right_equip.ori = Quaternion::rotation_x(0.0);;
|
||||
next.right_equip.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
|
||||
next.torso.offset = Vec3::new(0.0, -0.2, 0.0);
|
||||
next.torso.ori = Quaternion::rotation_x(-0.2);
|
||||
next.torso.scale = Vec3::one() / 11.0;
|
||||
|
||||
|
@ -34,6 +34,7 @@ pub struct CharacterSkeleton {
|
||||
r_shoulder: Bone,
|
||||
draw: Bone,
|
||||
left_equip: Bone,
|
||||
right_equip: Bone,
|
||||
torso: Bone,
|
||||
}
|
||||
|
||||
@ -53,6 +54,7 @@ impl CharacterSkeleton {
|
||||
r_shoulder: Bone::default(),
|
||||
draw: Bone::default(),
|
||||
left_equip: Bone::default(),
|
||||
right_equip: Bone::default(),
|
||||
torso: Bone::default(),
|
||||
}
|
||||
}
|
||||
@ -78,9 +80,9 @@ impl Skeleton for CharacterSkeleton {
|
||||
FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
|
||||
FigureBoneData::new(torso_mat * self.draw.compute_base_matrix()),
|
||||
FigureBoneData::new(self.left_equip.compute_base_matrix()),
|
||||
FigureBoneData::new(self.right_equip.compute_base_matrix()),
|
||||
FigureBoneData::new(torso_mat),
|
||||
FigureBoneData::default(),
|
||||
FigureBoneData::default(),
|
||||
|
||||
|
||||
]
|
||||
@ -100,6 +102,7 @@ impl Skeleton for CharacterSkeleton {
|
||||
self.r_shoulder.interpolate(&target.r_shoulder);
|
||||
self.draw.interpolate(&target.draw);
|
||||
self.left_equip.interpolate(&target.left_equip);
|
||||
self.right_equip.interpolate(&target.right_equip);
|
||||
self.torso.interpolate(&target.torso);
|
||||
}
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
// Standard
|
||||
use std::f32::consts::PI;
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
|
||||
// Library
|
||||
use vek::*;
|
||||
@ -21,36 +21,43 @@ impl Animation for RunAnimation {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let wave = (anim_time as f32 * 14.0).sin();
|
||||
let wave_test = (wave.cbrt());
|
||||
let fuzz_wave = (anim_time as f32 * 12.0).sin();
|
||||
let wave_cos = (anim_time as f32 * 14.0).cos();
|
||||
let wave_cosdouble = (anim_time as f32 * 28.0).cos();
|
||||
let wave_slow = (anim_time as f32 * 7.0 + PI).sin();
|
||||
let wave_slow_cos = (anim_time as f32 * 8.0 + PI).cos();
|
||||
let wave_dip = (wave_slow.abs() - 0.5).abs();
|
||||
|
||||
next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wave_cos * 1.3);
|
||||
next.head.ori = Quaternion::rotation_x(0.15);
|
||||
let head_look = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.2,
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.1,
|
||||
);
|
||||
|
||||
next.head.offset = Vec3::new(0.0, 3.0, 12.0 + wave_cos * 1.3);
|
||||
next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y + 0.35);
|
||||
next.head.scale = Vec3::one();
|
||||
|
||||
next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wave_cos * 1.1);
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
|
||||
next.chest.ori = Quaternion::rotation_z(wave * 0.1);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + wave_cos * 1.1);
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
|
||||
next.belt.ori = Quaternion::rotation_z(wave * 0.25);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + wave_cos * 1.1);
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
|
||||
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(-8.0, 3.0 + wave_cos * 5.0, 9.0 - wave * 2.0) / 11.0;
|
||||
next.l_hand.ori = Quaternion::rotation_x(wave_cos * 0.9);
|
||||
next.l_hand.ori = Quaternion::rotation_x(wave_cos * 1.1);
|
||||
next.l_hand.scale = Vec3::one() / 11.0;
|
||||
|
||||
next.r_hand.offset = Vec3::new(8.0, 3.0 - wave_cos * 5.0, 9.0 + wave * 2.0) / 11.0;
|
||||
next.r_hand.ori = Quaternion::rotation_x(wave_cos * -0.9);
|
||||
next.r_hand.ori = Quaternion::rotation_x(wave_cos * -1.1);
|
||||
next.r_hand.scale = Vec3::one() / 11.0;
|
||||
|
||||
next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave * 1.0, 6.0);
|
||||
@ -61,26 +68,35 @@ impl Animation for RunAnimation {
|
||||
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave * 1.5);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.weapon.offset = Vec3::new(-5.0, -5.0, 12.0);
|
||||
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.weapon.ori = Quaternion::rotation_y(2.5);
|
||||
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, -3.2, 2.5);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.scale = Vec3::one();
|
||||
next.l_shoulder.scale = Vec3::one() * 1.04;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
|
||||
next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_shoulder.scale = Vec3::one();
|
||||
next.r_shoulder.scale = Vec3::one() * 1.04;
|
||||
|
||||
next.torso.offset = Vec3::new(-0.5, -0.2, 0.4);
|
||||
next.torso.ori = Quaternion::rotation_x(-velocity * 0.05 - wave_cos * 0.1);
|
||||
next.torso.scale = Vec3::one() / 11.0;
|
||||
|
||||
next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
|
||||
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
|
||||
next.draw.ori = Quaternion::rotation_y(0.0);
|
||||
next.draw.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
|
||||
next.left_equip.ori = Quaternion::rotation_x(0.0);;
|
||||
next.left_equip.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
|
||||
next.right_equip.ori = Quaternion::rotation_x(0.0);;
|
||||
next.right_equip.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, -0.2, 0.4);
|
||||
next.torso.ori = Quaternion::rotation_x(-velocity * 0.04 - wave_cos * 0.10);
|
||||
next.torso.scale = Vec3::one() / 11.0;
|
||||
|
||||
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -69,8 +69,13 @@ impl FigureModelCache {
|
||||
Some(Self::load_left_shoulder(body.shoulder)),
|
||||
Some(Self::load_right_shoulder(body.shoulder)),
|
||||
Some(Self::load_draw(body.draw)),
|
||||
<<<<<<< HEAD
|
||||
Some(Self::load_left_equip(body.weapon)),
|
||||
None,
|
||||
=======
|
||||
Some(Self::load_left_hold(body.hand)),
|
||||
Some(Self::load_right_hold(body.hand)),
|
||||
>>>>>>> attack state
|
||||
None,
|
||||
None,
|
||||
],
|
||||
@ -263,6 +268,14 @@ impl FigureModelCache {
|
||||
)
|
||||
}
|
||||
|
||||
fn load_right_equip(hand: Hand) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(
|
||||
match hand {
|
||||
Hand::Default => "figure/body/hand.vox",
|
||||
},
|
||||
Vec3::new(-2.0, -2.5, -2.0),
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
fn load_pig_head(pig_head: PigHead) -> Mesh<FigurePipeline> {
|
||||
|
Loading…
Reference in New Issue
Block a user