mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
alpha attacks
This commit is contained in:
parent
0b10ffc715
commit
9a26024acb
@ -165,15 +165,15 @@
|
||||
),
|
||||
// 1h Swords
|
||||
"common.items.weapons.sword_1h.bloodsteel-0": (
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-0", (-2.0, -4.5, -3.0)),
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-0", (-2.5, -3.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.bloodsteel-1": (
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-1", (-2.0, -4.5, -3.0)),
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-1", (-1.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.bloodsteel-2": (
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-2", (-2.0, -4.5, -3.0)),
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-2", (-1.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.bronze-0": (
|
||||
@ -391,11 +391,11 @@
|
||||
),
|
||||
// 1h Axes
|
||||
"common.items.weapons.axe_1h.bloodsteel-0": (
|
||||
vox_spec: ("weapon.axe_1h.bloodsteel-0", (-1.5, -7.5, -3.0)),
|
||||
vox_spec: ("weapon.axe_1h.bloodsteel-0", (-1.5, -2.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.bloodsteel-1": (
|
||||
vox_spec: ("weapon.axe_1h.bloodsteel-1", (-1.5, -5.0, -3.0)),
|
||||
vox_spec: ("weapon.axe_1h.bloodsteel-1", (-1.5, -2.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.bronze-0": (
|
||||
@ -609,7 +609,7 @@
|
||||
),*/
|
||||
// 1h Hammers
|
||||
"common.items.weapons.hammer_1h.bloodsteel-0": (
|
||||
vox_spec: ("weapon.hammer_1h.bloodsteel-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.bloodsteel-0", (-2.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.bloodsteel-1": (
|
||||
|
BIN
assets/voxygen/voxel/weapon/axe_1h/bloodsteel-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/bloodsteel-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/bloodsteel-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/bloodsteel-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/bronze-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/bronze-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/bronze-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/bronze-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/cobalt-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/cobalt-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-2.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-2.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-3.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-3.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-2.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-2.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/stone-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/stone-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/stone-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/stone-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/wood-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/wood-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/wood-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/wood-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/hammer_1h/bloodsteel-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/hammer_1h/bloodsteel-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/hammer_1h/iron-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/hammer_1h/iron-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/hammer_1h/steel-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/hammer_1h/steel-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/hammer_1h/stone-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/hammer_1h/stone-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/hammer_1h/stone-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/hammer_1h/stone-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/hammer_1h/wood-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/hammer_1h/wood-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/sword_1h/bloodsteel-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/sword_1h/bloodsteel-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/sword_1h/bronze-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/sword_1h/bronze-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/sword_1h/bronze-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/sword_1h/bronze-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/sword_1h/iron-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/sword_1h/iron-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/sword_1h/iron-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/sword_1h/iron-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/sword_1h/iron-3.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/sword_1h/iron-3.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/sword_1h/steel-2.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/sword_1h/steel-2.vox
(Stored with Git LFS)
Binary file not shown.
@ -2,7 +2,10 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::StageSection,
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct AlphaAnimation;
|
||||
@ -11,6 +14,7 @@ impl Animation for AlphaAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
f32,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
@ -24,7 +28,7 @@ impl Animation for AlphaAnimation {
|
||||
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
(active_tool_kind, _second_tool_kind, hands, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -38,30 +42,16 @@ impl Animation for AlphaAnimation {
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0,
|
||||
s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0,
|
||||
s_a.sc.2 + move1 * 1.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.5)
|
||||
* Quaternion::rotation_y(s_a.sc.4 + move1 * -1.0 + move2 * -0.6 + move3 * 1.0)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + move1 * -1.2 + move2 * 1.3);
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(move1 * 1.5 + (move2 * 1.75).sin() * -3.0 + move3 * 0.5);
|
||||
|
||||
@ -75,15 +65,10 @@ impl Animation for AlphaAnimation {
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-1.4) * Quaternion::rotation_z(1.4);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
|
||||
next.head.position =
|
||||
Vec3::new(0. + move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
|
||||
@ -94,20 +79,6 @@ impl Animation for AlphaAnimation {
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * -1.0 + move2 * -2.0 + move3 * 0.0,
|
||||
s_a.ac.1 + move1 * -3.0 + move2 * 3.0 + move3 * -3.5,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * -15.0 + move3 * -2.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0 + move3 * 0.4)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.ac.4 + move1 * -0.0 + move2 * -0.6 + move3 * 0.8,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.ac.5 + move1 * -2.0 + move2 * -1.0 + move3 * 2.5,
|
||||
);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(0.0 + move1 * 0.6 + move2 * -0.6 + move3 * 0.4)
|
||||
@ -116,6 +87,7 @@ impl Animation for AlphaAnimation {
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(0.0 + move1 * -1.5 + move2 * 2.5 + move3 * -1.0);
|
||||
},
|
||||
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
@ -125,24 +97,7 @@ impl Animation for AlphaAnimation {
|
||||
};
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + move2 * -7.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + (move1 * -13.0) * (1.0 - move3),
|
||||
s_a.hc.1 + (move2 * 5.0) * (1.0 - move3),
|
||||
s_a.hc.2,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + (move1 * 1.5 + move2 * -2.5))
|
||||
* (1.0 - move3)
|
||||
* Quaternion::rotation_y(s_a.hc.4 + (move1 * 1.57))
|
||||
* (1.0 - move3)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + (move2 * -0.5) * (1.0 - move3));
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x((move1 * 0.1 + move2 * 0.3) * (1.0 - move3))
|
||||
@ -162,6 +117,183 @@ impl Animation for AlphaAnimation {
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0,
|
||||
s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0,
|
||||
s_a.sc.2 + move1 * 1.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.5)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.sc.4 + move1 * -1.0 + move2 * -0.6 + move3 * 1.0,
|
||||
)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + move1 * -1.2 + move2 * 1.3);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * -1.0 + move2 * -2.0 + move3 * 0.0,
|
||||
s_a.ac.1 + move1 * -3.0 + move2 * 3.0 + move3 * -3.5,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * -15.0 + move3 * -2.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0 + move3 * 0.4)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.ac.4 + move1 * -0.0 + move2 * -0.6 + move3 * 0.8,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.ac.5 + move1 * -2.0 + move2 * -1.0 + move3 * 2.5,
|
||||
)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + move2 * -7.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + (move1 * -13.0) * (1.0 - move3),
|
||||
s_a.hc.1 + (move2 * 5.0) * (1.0 - move3),
|
||||
s_a.hc.2,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + (move1 * 1.5 + move2 * -2.5))
|
||||
* (1.0 - move3)
|
||||
* Quaternion::rotation_y(s_a.hc.4 + (move1 * 1.57))
|
||||
* (1.0 - move3)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + (move2 * -0.5) * (1.0 - move3));
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0 + move2 * 5.0,
|
||||
8.0 + move1 * 3.0 + move2 * 7.0,
|
||||
2.0 + move1 * -6.0 + move2 * 10.0,
|
||||
);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Hammer)
|
||||
| Some(ToolKind::HammerSimple)
|
||||
| Some(ToolKind::Pick) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
8.0 + move1 * -4.0 + move2 * 4.0,
|
||||
2.0 + move1 * 16.0 + move2 * -19.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move1 * 1.3 + move2 * -2.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move2 * 5.0,
|
||||
8.0 + move1 * 3.0 + move2 * 7.0,
|
||||
2.0 + move1 * -6.0 + move2 * 8.0,
|
||||
);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Hammer)
|
||||
| Some(ToolKind::HammerSimple)
|
||||
| Some(ToolKind::Pick) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0,
|
||||
8.0 + move1 * -4.0 + move2 * 4.0,
|
||||
2.0 + move1 * 16.0 + move2 * -21.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move1 * 1.3 + move2 * -2.3)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -144,7 +144,7 @@ impl Animation for StandAnimation {
|
||||
next.second.scale = Vec3::one();
|
||||
|
||||
next.second.scale = match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
(None, Some(Hands::One)) | (Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
|
@ -97,7 +97,10 @@ impl Animation for WieldAnimation {
|
||||
// (Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
// (_, _) => Vec3::zero(),
|
||||
// };
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(0.0);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
if speed > 0.2 && velocity.z == 0.0 {
|
||||
next.chest.orientation = Quaternion::rotation_z(short * 0.1 + strafe * 0.7)
|
||||
* Quaternion::rotation_y(strafe * 0.2)
|
||||
@ -342,44 +345,34 @@ impl Animation for WieldAnimation {
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(PI);
|
||||
next.second.orientation = Quaternion::rotation_z(PI);
|
||||
|
||||
next.control_l.position = Vec3::new(-8.0, 9.0, 4.0);
|
||||
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_l.position = Vec3::new(0.0, 0.5, -4.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(_, Some(Hands::One)) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(PI);
|
||||
next.second.orientation = Quaternion::rotation_z(PI);
|
||||
|
||||
next.control_r.position = Vec3::new(8.0, 9.0, 4.0);
|
||||
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3);
|
||||
|
||||
next.hand_r.position = Vec3::new(0.0, 0.5, -4.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, _) => {
|
||||
next.hand_l.position = Vec3::new(0.0, 0.0, 20.0);
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(_, None) => {
|
||||
next.hand_r.position = Vec3::new(0.0, 0.0, 20.0);
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
@ -899,6 +899,7 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
@ -1057,6 +1058,7 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
None,
|
||||
@ -1361,6 +1363,7 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
|
Loading…
Reference in New Issue
Block a user