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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
rewrote the whole stupid skeleton to work much smarter
This commit is contained in:
parent
68e3e36c6a
commit
9cbbe0311f
@ -52,31 +52,28 @@ impl Animation for AttackAnimation {
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Some(ToolKind::Sword(_)) => {
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Some(ToolKind::Sword(_)) => {
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next.head.offset = Vec3::new(
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward + decel * 0.8,
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-2.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 21.0,
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skeleton_attr.neck_height + 14.0,
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);
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);
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next.head.ori = Quaternion::rotation_z(decel * 0.25)
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next.head.ori = Quaternion::rotation_z(slow * 0.08)
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* Quaternion::rotation_x(0.0 + decel * 0.1)
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* Quaternion::rotation_x(0.0 + slow * 0.08)
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* Quaternion::rotation_y(decel * -0.1);
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* Quaternion::rotation_y(slow * -0.08);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 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_z(decel * -0.2)
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next.chest.ori = Quaternion::rotation_z(slow * -0.2)
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* Quaternion::rotation_x(0.0 + decel * -0.2)
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* Quaternion::rotation_x(0.0 + slow * -0.2)
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* Quaternion::rotation_y(decel * 0.2);
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* Quaternion::rotation_y(slow * 0.2);
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next.chest.scale = Vec3::one();
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.1)
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next.belt.ori = next.chest.ori * -0.2;
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* Quaternion::rotation_x(0.0 + decel * -0.1)
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* Quaternion::rotation_y(decel * 0.1);
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next.belt.scale = Vec3::one();
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.08)
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next.shorts.ori = next.chest.ori * -0.15;
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* Quaternion::rotation_x(0.0 + decel * -0.08)
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* Quaternion::rotation_y(decel * 0.08);
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next.shorts.scale = Vec3::one();
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
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next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.l_hand.scale = Vec3::one() * 1.04;
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@ -106,7 +103,7 @@ impl Animation for AttackAnimation {
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next.head.offset = Vec3::new(
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right + slowax * 2.0,
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0.0 + skeleton_attr.neck_right + slowax * 2.0,
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-2.0 + skeleton_attr.neck_forward + slowax * -2.0,
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-2.0 + skeleton_attr.neck_forward + slowax * -2.0,
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skeleton_attr.neck_height + 20.0,
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skeleton_attr.neck_height + 13.0,
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);
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);
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next.head.ori = Quaternion::rotation_z(slowax * 0.25)
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next.head.ori = Quaternion::rotation_z(slowax * 0.25)
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* Quaternion::rotation_x(0.0 + slowax * 0.2)
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* Quaternion::rotation_x(0.0 + slowax * 0.2)
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@ -119,16 +116,12 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_y(slowax * 0.2);
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* Quaternion::rotation_y(slowax * 0.2);
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next.chest.scale = Vec3::one();
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(slowax * 0.1)
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next.belt.ori = next.chest.ori * -0.2;
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* Quaternion::rotation_x(0.0 + slowax * 0.1)
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* Quaternion::rotation_y(slowax * 0.1);
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next.belt.scale = Vec3::one();
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.belt.ori = Quaternion::rotation_z(slowax * 0.08)
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next.shorts.ori = next.chest.ori * -0.15;
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* Quaternion::rotation_x(0.0 + slowax * 0.08)
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* Quaternion::rotation_y(slowax * 0.08);
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next.shorts.scale = Vec3::one();
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-4.0, 3.0, 2.0);
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next.l_hand.offset = Vec3::new(-4.0, 3.0, 2.0);
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@ -155,8 +148,6 @@ impl Animation for AttackAnimation {
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},
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},
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Some(ToolKind::Hammer(_)) => {
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Some(ToolKind::Hammer(_)) => {
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next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0);
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next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0);
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//0,1,5
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
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next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
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@ -170,7 +161,7 @@ impl Animation for AttackAnimation {
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next.head.offset = Vec3::new(
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right + slower * 3.0,
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0.0 + skeleton_attr.neck_right + slower * 3.0,
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-2.0 + skeleton_attr.neck_forward + slower * -3.0,
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-2.0 + skeleton_attr.neck_forward + slower * -3.0,
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skeleton_attr.neck_height + 19.0,
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skeleton_attr.neck_height + 12.0,
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);
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);
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next.head.ori = Quaternion::rotation_z(slower * 0.25)
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next.head.ori = Quaternion::rotation_z(slower * 0.25)
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* Quaternion::rotation_x(0.0 + slower * 0.2)
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* Quaternion::rotation_x(0.0 + slower * 0.2)
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@ -183,16 +174,12 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_y(slower * 0.2);
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* Quaternion::rotation_y(slower * 0.2);
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next.chest.scale = Vec3::one();
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(slower * 0.1)
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next.belt.ori = next.chest.ori * -0.2;
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* Quaternion::rotation_x(0.0 + slower * 0.1)
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* Quaternion::rotation_y(slower * 0.1);
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next.belt.scale = Vec3::one();
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.belt.ori = Quaternion::rotation_z(slower * 0.08)
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next.shorts.ori = next.chest.ori * -0.15;
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* Quaternion::rotation_x(0.0 + slower * 0.08)
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* Quaternion::rotation_y(slower * 0.08);
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next.shorts.scale = Vec3::one();
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next.shorts.scale = Vec3::one();
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next.control.offset = Vec3::new(-6.0, 3.0, 8.0 + slower * 5.0);
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next.control.offset = Vec3::new(-6.0, 3.0, 8.0 + slower * 5.0);
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@ -205,7 +192,7 @@ impl Animation for AttackAnimation {
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next.head.offset = Vec3::new(
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward + decel * 0.8,
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-2.0 + skeleton_attr.neck_forward + decel * 0.8,
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skeleton_attr.neck_height + 21.0,
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skeleton_attr.neck_height + 14.0,
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);
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);
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next.head.ori = Quaternion::rotation_z(decel * 0.25)
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next.head.ori = Quaternion::rotation_z(decel * 0.25)
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* Quaternion::rotation_x(0.0 + decel * 0.1)
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* Quaternion::rotation_x(0.0 + decel * 0.1)
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@ -218,13 +205,13 @@ impl Animation for AttackAnimation {
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* Quaternion::rotation_y(decel * 0.2);
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* Quaternion::rotation_y(decel * 0.2);
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next.chest.scale = Vec3::one();
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.1)
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next.belt.ori = Quaternion::rotation_z(decel * -0.1)
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* Quaternion::rotation_x(0.0 + decel * -0.1)
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* Quaternion::rotation_x(0.0 + decel * -0.1)
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* Quaternion::rotation_y(decel * 0.1);
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* Quaternion::rotation_y(decel * 0.1);
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next.belt.scale = Vec3::one();
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.belt.ori = Quaternion::rotation_z(decel * -0.08)
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next.belt.ori = Quaternion::rotation_z(decel * -0.08)
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* Quaternion::rotation_x(0.0 + decel * -0.08)
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* Quaternion::rotation_x(0.0 + decel * -0.08)
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* Quaternion::rotation_y(decel * 0.08);
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* Quaternion::rotation_y(decel * 0.08);
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@ -305,8 +292,8 @@ impl Animation for AttackAnimation {
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-2.0 + skeleton_attr.neck_forward + decel * 0.8,
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-2.0 + skeleton_attr.neck_forward + decel * 0.8,
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skeleton_attr.neck_height + 21.0,
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skeleton_attr.neck_height + 21.0,
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);
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);
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next.head.ori = Quaternion::rotation_z(decel * 0.25)
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next.head.ori = Quaternion::rotation_z(decel * -0.25)
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* Quaternion::rotation_x(0.0 + decel * 0.1)
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* Quaternion::rotation_x(0.0 + decel * -0.1)
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* Quaternion::rotation_y(decel * -0.1);
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* Quaternion::rotation_y(decel * -0.1);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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@ -14,75 +14,455 @@ impl Animation for ChargeAnimation {
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fn update_skeleton(
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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skeleton: &Self::Skeleton,
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(_active_tool_kind, _global_time): Self::Dependency,
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(active_tool_kind, _global_time): Self::Dependency,
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anim_time: f64,
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anim_time: f64,
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_rate: &mut f32,
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rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let mut next = (*skeleton).clone();
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let wave_stop_quick = (anim_time as f32 * 8.0).min(PI / 2.0).sin();
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let lab = 1.0;
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 15.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 15.0).sin());
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let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
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let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
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let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
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let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
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let slow = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 12.4).sin());
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let slower = (((5.0)
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/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0).sin());
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let slowax = (((5.0)
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/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0 + 1.9).cos());
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let constant = 8.0;
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let constant = 8.0;
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let wave_cos = (((5.0)
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let wave_cos = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32)))
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/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32)))
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.sqrt())
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.sqrt())
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* ((anim_time as f32 * constant as f32 * 1.5).sin());
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* ((anim_time as f32 * constant as f32 * 1.5).sin());
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let wave_cos_dub = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 4.8).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * constant as f32 * 1.5).sin());
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next.head.offset = Vec3::new(
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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0.0 + skeleton_attr.neck_right,
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5.0 + skeleton_attr.neck_forward,
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5.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 19.0 + wave_cos * 2.0,
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skeleton_attr.neck_height + 19.0 + wave_cos * 2.0,
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);
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);
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next.head.ori =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 2.0);
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match active_tool_kind {
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next.chest.ori = Quaternion::rotation_x(-0.7) * Quaternion::rotation_z(-0.9);
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//TODO: Inventory
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next.chest.scale = Vec3::one();
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Some(ToolKind::Sword(_)) => {
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right,
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-2.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 12.0,
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);
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next.head.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 2.0);
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 2.0);
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next.belt.ori = Quaternion::rotation_x(-0.6) * Quaternion::rotation_z(-0.9);
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next.chest.ori = Quaternion::rotation_x(-0.7) * Quaternion::rotation_z(-0.9);
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next.belt.scale = Vec3::one();
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next.chest.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 2.0);
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next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
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next.shorts.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.9);
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next.belt.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_z(0.0);
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next.shorts.scale = Vec3::one();
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next.belt.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-8.0, -7.5, 5.0);
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next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
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next.l_hand.ori = Quaternion::rotation_z(0.5)
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next.shorts.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.0);
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* Quaternion::rotation_x(wave_stop_quick * -1.5 + 0.5 + 1.57)
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next.shorts.scale = Vec3::one();
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* Quaternion::rotation_y(-0.6);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-8.0, -8.0, 3.0);
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next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
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next.r_hand.ori = Quaternion::rotation_z(0.5)
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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* Quaternion::rotation_x(wave_stop_quick * -1.5 + 0.5 + 1.57)
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next.l_hand.scale = Vec3::one() * 1.04;
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* Quaternion::rotation_y(-0.6);
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next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
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next.r_hand.scale = Vec3::one() * 1.01;
|
next.r_hand.ori = Quaternion::rotation_x(1.27);
|
||||||
|
next.r_hand.scale = Vec3::one() * 1.05;
|
||||||
|
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
|
||||||
|
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||||
|
* Quaternion::rotation_y(0.0)
|
||||||
|
* Quaternion::rotation_z(0.0);
|
||||||
|
next.main.scale = Vec3::one();
|
||||||
|
|
||||||
next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
|
next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 3.0);
|
||||||
next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 0.8);
|
next.control.ori = Quaternion::rotation_x(-1.2)
|
||||||
next.l_foot.scale = Vec3::one();
|
* Quaternion::rotation_y(slow * 1.5)
|
||||||
|
* Quaternion::rotation_z(1.4 + slow * 0.5);
|
||||||
|
next.control.scale = Vec3::one();
|
||||||
|
next.l_foot.offset = Vec3::new(-3.4, foot * 3.0, 8.0);
|
||||||
|
next.l_foot.ori = Quaternion::rotation_x(foot * -0.6);
|
||||||
|
next.l_foot.scale = Vec3::one();
|
||||||
|
|
||||||
next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0 - wave_cos_dub * 0.7);
|
next.r_foot.offset = Vec3::new(3.4, foot * -3.0, 8.0);
|
||||||
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 0.8);
|
next.r_foot.ori = Quaternion::rotation_x(foot * 0.6);
|
||||||
next.r_foot.scale = Vec3::one();
|
next.r_foot.scale = Vec3::one();
|
||||||
|
},
|
||||||
|
Some(ToolKind::Axe(_)) => {
|
||||||
|
next.head.offset = Vec3::new(
|
||||||
|
0.0 + skeleton_attr.neck_right + slowax * 2.0,
|
||||||
|
-2.0 + skeleton_attr.neck_forward + slowax * -2.0,
|
||||||
|
skeleton_attr.neck_height + 20.0,
|
||||||
|
);
|
||||||
|
next.head.ori = Quaternion::rotation_z(slowax * 0.25)
|
||||||
|
* Quaternion::rotation_x(0.0 + slowax * 0.2)
|
||||||
|
* Quaternion::rotation_y(slowax * 0.2);
|
||||||
|
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||||
|
|
||||||
next.main.offset = Vec3::new(
|
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||||
-8.0 + skeleton_attr.weapon_x,
|
next.chest.ori = Quaternion::rotation_z(slowax * 0.2)
|
||||||
0.0 + skeleton_attr.weapon_y,
|
* Quaternion::rotation_x(0.0 + slowax * 0.2)
|
||||||
5.0,
|
* Quaternion::rotation_y(slowax * 0.2);
|
||||||
);
|
next.chest.scale = Vec3::one();
|
||||||
next.main.ori = Quaternion::rotation_z(-0.0)
|
|
||||||
* Quaternion::rotation_x(wave_stop_quick * -1.5 + 0.7)
|
|
||||||
* Quaternion::rotation_y(-0.5);
|
|
||||||
next.main.scale = Vec3::one();
|
|
||||||
|
|
||||||
|
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(slowax * 0.1)
|
||||||
|
* Quaternion::rotation_x(0.0 + slowax * 0.1)
|
||||||
|
* Quaternion::rotation_y(slowax * 0.1);
|
||||||
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(slowax * 0.08)
|
||||||
|
* Quaternion::rotation_x(0.0 + slowax * 0.08)
|
||||||
|
* Quaternion::rotation_y(slowax * 0.08);
|
||||||
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.l_hand.offset = Vec3::new(-4.0, 3.0, 2.0);
|
||||||
|
next.l_hand.ori = Quaternion::rotation_x(-0.3)
|
||||||
|
* Quaternion::rotation_z(3.14 - 0.3)
|
||||||
|
* Quaternion::rotation_y(-0.8);
|
||||||
|
next.l_hand.scale = Vec3::one() * 1.08;
|
||||||
|
next.r_hand.offset = Vec3::new(-2.5, 9.0, 0.0);
|
||||||
|
next.r_hand.ori = Quaternion::rotation_x(-0.3)
|
||||||
|
* Quaternion::rotation_z(3.14 - 0.3)
|
||||||
|
* Quaternion::rotation_y(-0.8);
|
||||||
|
next.r_hand.scale = Vec3::one() * 1.06;
|
||||||
|
next.main.offset = Vec3::new(-6.0, 10.0, -5.0);
|
||||||
|
next.main.ori = Quaternion::rotation_x(1.27)
|
||||||
|
* Quaternion::rotation_y(-0.3)
|
||||||
|
* Quaternion::rotation_z(-0.8);
|
||||||
|
next.main.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.control.offset = Vec3::new(0.0, 0.0 + slowax * 8.2, 6.0);
|
||||||
|
next.control.ori = Quaternion::rotation_x(0.8)
|
||||||
|
* Quaternion::rotation_y(-0.3)
|
||||||
|
* Quaternion::rotation_z(-0.7 + slowax * -1.9);
|
||||||
|
next.control.scale = Vec3::one();
|
||||||
|
},
|
||||||
|
Some(ToolKind::Hammer(_)) => {
|
||||||
|
next.l_hand.offset = Vec3::new(0.0, 3.0, 8.0);
|
||||||
|
|
||||||
|
//0,1,5
|
||||||
|
next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||||
|
next.l_hand.scale = Vec3::one() * 1.05;
|
||||||
|
next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
|
||||||
|
next.r_hand.ori = Quaternion::rotation_x(1.27);
|
||||||
|
next.r_hand.scale = Vec3::one() * 1.05;
|
||||||
|
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
|
||||||
|
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||||
|
* Quaternion::rotation_y(0.0)
|
||||||
|
* Quaternion::rotation_z(0.0);
|
||||||
|
next.main.scale = Vec3::one();
|
||||||
|
next.head.offset = Vec3::new(
|
||||||
|
0.0 + skeleton_attr.neck_right + slower * 3.0,
|
||||||
|
-2.0 + skeleton_attr.neck_forward + slower * -3.0,
|
||||||
|
skeleton_attr.neck_height + 19.0,
|
||||||
|
);
|
||||||
|
next.head.ori = Quaternion::rotation_z(slower * 0.25)
|
||||||
|
* Quaternion::rotation_x(0.0 + slower * 0.2)
|
||||||
|
* Quaternion::rotation_y(slower * 0.2);
|
||||||
|
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||||
|
|
||||||
|
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||||
|
next.chest.ori = Quaternion::rotation_z(slower * 0.2)
|
||||||
|
* Quaternion::rotation_x(0.0 + slower * 0.2)
|
||||||
|
* Quaternion::rotation_y(slower * 0.2);
|
||||||
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(slower * 0.1)
|
||||||
|
* Quaternion::rotation_x(0.0 + slower * 0.1)
|
||||||
|
* Quaternion::rotation_y(slower * 0.1);
|
||||||
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(slower * 0.08)
|
||||||
|
* Quaternion::rotation_x(0.0 + slower * 0.08)
|
||||||
|
* Quaternion::rotation_y(slower * 0.08);
|
||||||
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.control.offset = Vec3::new(-6.0, 3.0, 8.0 + slower * 5.0);
|
||||||
|
next.control.ori = Quaternion::rotation_x(-0.2 + slower * 2.0)
|
||||||
|
* Quaternion::rotation_y(0.0)
|
||||||
|
* Quaternion::rotation_z(1.4 + 1.57);
|
||||||
|
next.control.scale = Vec3::one();
|
||||||
|
},
|
||||||
|
Some(ToolKind::Staff(_)) => {
|
||||||
|
next.head.offset = Vec3::new(
|
||||||
|
0.0 + skeleton_attr.neck_right,
|
||||||
|
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
|
||||||
|
skeleton_attr.neck_height + 21.0,
|
||||||
|
);
|
||||||
|
next.head.ori = Quaternion::rotation_z(decel * 0.25)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * 0.1)
|
||||||
|
* Quaternion::rotation_y(decel * -0.1);
|
||||||
|
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||||
|
|
||||||
|
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||||
|
next.chest.ori = Quaternion::rotation_z(decel * -0.2)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.2)
|
||||||
|
* Quaternion::rotation_y(decel * 0.2);
|
||||||
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(decel * -0.1)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||||
|
* Quaternion::rotation_y(decel * 0.1);
|
||||||
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(decel * -0.08)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||||
|
* Quaternion::rotation_y(decel * 0.08);
|
||||||
|
next.shorts.scale = Vec3::one();
|
||||||
|
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
|
||||||
|
next.l_hand.ori = Quaternion::rotation_x(1.27);
|
||||||
|
next.l_hand.scale = Vec3::one() * 1.05;
|
||||||
|
next.r_hand.offset = Vec3::new(0.0, 0.0, 10.0);
|
||||||
|
next.r_hand.ori = Quaternion::rotation_x(1.27);
|
||||||
|
next.r_hand.scale = Vec3::one() * 1.05;
|
||||||
|
next.main.offset = Vec3::new(0.0, 6.0, -4.0);
|
||||||
|
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||||
|
* Quaternion::rotation_y(0.0)
|
||||||
|
* Quaternion::rotation_z(0.0);
|
||||||
|
next.main.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.control.offset = Vec3::new(-8.0 - slow * 1.0, 3.0 - slow * 5.0, 0.0);
|
||||||
|
next.control.ori = Quaternion::rotation_x(-1.2)
|
||||||
|
* Quaternion::rotation_y(slow * 1.5)
|
||||||
|
* Quaternion::rotation_z(1.4 + slow * 0.5);
|
||||||
|
next.control.scale = Vec3::one();
|
||||||
|
},
|
||||||
|
Some(ToolKind::Shield(_)) => {
|
||||||
|
next.head.offset = Vec3::new(
|
||||||
|
0.0 + skeleton_attr.neck_right,
|
||||||
|
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
|
||||||
|
skeleton_attr.neck_height + 21.0,
|
||||||
|
);
|
||||||
|
next.head.ori = Quaternion::rotation_z(decel * 0.25)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * 0.1)
|
||||||
|
* Quaternion::rotation_y(decel * -0.1);
|
||||||
|
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||||
|
|
||||||
|
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||||
|
next.chest.ori = Quaternion::rotation_z(decel * -0.2)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.2)
|
||||||
|
* Quaternion::rotation_y(decel * 0.2);
|
||||||
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(decel * -0.1)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||||
|
* Quaternion::rotation_y(decel * 0.1);
|
||||||
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(decel * -0.08)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||||
|
* Quaternion::rotation_y(decel * 0.08);
|
||||||
|
next.shorts.scale = Vec3::one();
|
||||||
|
next.l_hand.offset =
|
||||||
|
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||||
|
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||||
|
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||||
|
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||||
|
next.l_hand.scale = Vec3::one() * 1.01;
|
||||||
|
|
||||||
|
next.r_hand.offset =
|
||||||
|
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||||
|
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||||
|
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||||
|
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||||
|
next.r_hand.scale = Vec3::one() * 1.01;
|
||||||
|
|
||||||
|
next.main.offset = Vec3::new(
|
||||||
|
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||||
|
8.0 + accel_fast * 3.0,
|
||||||
|
0.0,
|
||||||
|
);
|
||||||
|
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||||
|
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||||
|
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||||
|
next.main.scale = Vec3::one();
|
||||||
|
},
|
||||||
|
Some(ToolKind::Bow(_)) => {
|
||||||
|
next.head.offset = Vec3::new(
|
||||||
|
0.0 + skeleton_attr.neck_right,
|
||||||
|
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
|
||||||
|
skeleton_attr.neck_height + 21.0,
|
||||||
|
);
|
||||||
|
next.head.ori = Quaternion::rotation_z(decel * 0.25)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * 0.1)
|
||||||
|
* Quaternion::rotation_y(decel * -0.1);
|
||||||
|
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||||
|
|
||||||
|
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||||
|
next.chest.ori = Quaternion::rotation_z(decel * -0.2)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.2)
|
||||||
|
* Quaternion::rotation_y(decel * 0.2);
|
||||||
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(decel * -0.1)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||||
|
* Quaternion::rotation_y(decel * 0.1);
|
||||||
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(decel * -0.08)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||||
|
* Quaternion::rotation_y(decel * 0.08);
|
||||||
|
next.shorts.scale = Vec3::one();
|
||||||
|
next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
|
||||||
|
next.l_hand.ori = Quaternion::rotation_x(1.27)
|
||||||
|
* Quaternion::rotation_y(-0.6)
|
||||||
|
* Quaternion::rotation_z(-0.3);
|
||||||
|
next.l_hand.scale = Vec3::one() * 1.05;
|
||||||
|
next.r_hand.offset = Vec3::new(3.0, -1.0, -6.0);
|
||||||
|
next.r_hand.ori = Quaternion::rotation_x(1.27)
|
||||||
|
* Quaternion::rotation_y(-0.6)
|
||||||
|
* Quaternion::rotation_z(-0.3);
|
||||||
|
next.r_hand.scale = Vec3::one() * 1.05;
|
||||||
|
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
|
||||||
|
next.main.ori = Quaternion::rotation_x(-0.3)
|
||||||
|
* Quaternion::rotation_y(0.3)
|
||||||
|
* Quaternion::rotation_z(-0.6);
|
||||||
|
next.main.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
|
||||||
|
next.control.ori = Quaternion::rotation_x(0.0)
|
||||||
|
* Quaternion::rotation_y(0.0)
|
||||||
|
* Quaternion::rotation_z(0.0);
|
||||||
|
next.control.scale = Vec3::one();
|
||||||
|
},
|
||||||
|
Some(ToolKind::Dagger(_)) => {
|
||||||
|
next.head.offset = Vec3::new(
|
||||||
|
0.0 + skeleton_attr.neck_right,
|
||||||
|
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
|
||||||
|
skeleton_attr.neck_height + 21.0,
|
||||||
|
);
|
||||||
|
next.head.ori = Quaternion::rotation_z(decel * 0.25)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * 0.1)
|
||||||
|
* Quaternion::rotation_y(decel * -0.1);
|
||||||
|
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||||
|
|
||||||
|
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||||
|
next.chest.ori = Quaternion::rotation_z(decel * -0.2)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.2)
|
||||||
|
* Quaternion::rotation_y(decel * 0.2);
|
||||||
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(decel * -0.1)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||||
|
* Quaternion::rotation_y(decel * 0.1);
|
||||||
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(decel * -0.08)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||||
|
* Quaternion::rotation_y(decel * 0.08);
|
||||||
|
next.shorts.scale = Vec3::one();
|
||||||
|
next.l_hand.offset =
|
||||||
|
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||||
|
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||||
|
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||||
|
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||||
|
next.l_hand.scale = Vec3::one() * 1.01;
|
||||||
|
|
||||||
|
next.r_hand.offset =
|
||||||
|
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||||
|
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||||
|
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||||
|
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||||
|
next.r_hand.scale = Vec3::one() * 1.01;
|
||||||
|
|
||||||
|
next.main.offset = Vec3::new(
|
||||||
|
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||||
|
8.0 + accel_fast * 3.0,
|
||||||
|
0.0,
|
||||||
|
);
|
||||||
|
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||||
|
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||||
|
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||||
|
next.main.scale = Vec3::one();
|
||||||
|
},
|
||||||
|
Some(ToolKind::Debug(_)) => {
|
||||||
|
next.head.offset = Vec3::new(
|
||||||
|
0.0 + skeleton_attr.neck_right,
|
||||||
|
-2.0 + skeleton_attr.neck_forward + decel * 0.8,
|
||||||
|
skeleton_attr.neck_height + 21.0,
|
||||||
|
);
|
||||||
|
next.head.ori = Quaternion::rotation_z(decel * 0.25)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * 0.1)
|
||||||
|
* Quaternion::rotation_y(decel * -0.1);
|
||||||
|
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||||
|
|
||||||
|
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
|
||||||
|
next.chest.ori = Quaternion::rotation_z(decel * -0.2)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.2)
|
||||||
|
* Quaternion::rotation_y(decel * 0.2);
|
||||||
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(decel * -0.1)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||||
|
* Quaternion::rotation_y(decel * 0.1);
|
||||||
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||||
|
next.belt.ori = Quaternion::rotation_z(decel * -0.08)
|
||||||
|
* Quaternion::rotation_x(0.0 + decel * -0.08)
|
||||||
|
* Quaternion::rotation_y(decel * 0.08);
|
||||||
|
next.shorts.scale = Vec3::one();
|
||||||
|
next.l_hand.offset =
|
||||||
|
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, 0.0);
|
||||||
|
next.l_hand.ori = Quaternion::rotation_z(-0.8)
|
||||||
|
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||||
|
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||||
|
next.l_hand.scale = Vec3::one() * 1.01;
|
||||||
|
|
||||||
|
next.r_hand.offset =
|
||||||
|
Vec3::new(-8.0 + accel_slow * 10.0, 8.0 + accel_fast * 3.0, -2.0);
|
||||||
|
next.r_hand.ori = Quaternion::rotation_z(-0.8)
|
||||||
|
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||||
|
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||||
|
next.r_hand.scale = Vec3::one() * 1.01;
|
||||||
|
|
||||||
|
next.main.offset = Vec3::new(
|
||||||
|
-8.0 + accel_slow * 10.0 + skeleton_attr.weapon_x,
|
||||||
|
8.0 + accel_fast * 3.0,
|
||||||
|
0.0,
|
||||||
|
);
|
||||||
|
next.main.ori = Quaternion::rotation_z(-0.8)
|
||||||
|
* Quaternion::rotation_x(0.0 + accel_med * -0.8)
|
||||||
|
* Quaternion::rotation_y(0.0 + accel_med * -0.4);
|
||||||
|
next.main.scale = Vec3::one();
|
||||||
|
},
|
||||||
|
_ => {},
|
||||||
|
}
|
||||||
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
|
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
|
||||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||||
@ -104,10 +484,13 @@ impl Animation for ChargeAnimation {
|
|||||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||||
|
|
||||||
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
|
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||||
next.control.ori = Quaternion::rotation_x(0.0);
|
next.l_control.ori = Quaternion::rotation_x(0.0);
|
||||||
next.control.scale = Vec3::one();
|
next.l_control.scale = Vec3::one();
|
||||||
|
|
||||||
|
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||||
|
next.r_control.ori = Quaternion::rotation_x(0.0);
|
||||||
|
next.r_control.scale = Vec3::one();
|
||||||
next
|
next
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -36,7 +36,7 @@ impl Animation for ClimbAnimation {
|
|||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0,
|
0.0,
|
||||||
-1.0 + skeleton_attr.neck_forward,
|
-1.0 + skeleton_attr.neck_forward,
|
||||||
skeleton_attr.neck_height + 18.5 + wave_cos * 1.3,
|
skeleton_attr.neck_height + 11.5 + wave_cos * 1.3,
|
||||||
);
|
);
|
||||||
next.head.ori = Quaternion::rotation_z(wave * 0.1)
|
next.head.ori = Quaternion::rotation_z(wave * 0.1)
|
||||||
* Quaternion::rotation_x(0.6)
|
* Quaternion::rotation_x(0.6)
|
||||||
@ -49,11 +49,11 @@ impl Animation for ClimbAnimation {
|
|||||||
* Quaternion::rotation_y(wave_test * -0.12);
|
* Quaternion::rotation_y(wave_test * -0.12);
|
||||||
next.chest.scale = Vec3::one();
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, 1.0, 3.5 + wave_cos * 1.1);
|
next.belt.offset = Vec3::new(0.0, 1.0, -3.5 + wave_cos * 1.1);
|
||||||
next.belt.ori = Quaternion::rotation_z(wave_test * 0.25) * Quaternion::rotation_x(0.0);
|
next.belt.ori = Quaternion::rotation_z(wave_test * 0.25) * Quaternion::rotation_x(0.0);
|
||||||
next.belt.scale = Vec3::one();
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, 1.0, 1.0 + wave_cos * 1.1);
|
next.shorts.offset = Vec3::new(0.0, 1.0, -6.0 + wave_cos * 1.1);
|
||||||
next.shorts.ori = Quaternion::rotation_z(wave_test * 0.25)
|
next.shorts.ori = Quaternion::rotation_z(wave_test * 0.25)
|
||||||
* Quaternion::rotation_x(0.1)
|
* Quaternion::rotation_x(0.1)
|
||||||
* Quaternion::rotation_y(wave_test * 0.10);
|
* Quaternion::rotation_y(wave_test * 0.10);
|
||||||
|
@ -68,12 +68,12 @@ impl Animation for GlidingAnimation {
|
|||||||
next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.2);
|
next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.2);
|
||||||
next.chest.scale = Vec3::one();
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, 0.0, -4.0);
|
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||||
next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25);
|
next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25);
|
||||||
next.belt.scale = Vec3::one();
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, 0.0, -7.0);
|
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||||
next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25);
|
next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.35);
|
||||||
next.shorts.scale = Vec3::one();
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
next.l_hand.offset = Vec3::new(
|
next.l_hand.offset = Vec3::new(
|
||||||
|
@ -36,7 +36,7 @@ impl Animation for IdleAnimation {
|
|||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0 + skeleton_attr.neck_right,
|
0.0 + skeleton_attr.neck_right,
|
||||||
-2.0 + skeleton_attr.neck_forward,
|
-2.0 + skeleton_attr.neck_forward,
|
||||||
skeleton_attr.neck_height + 21.0 + wave_ultra_slow * 0.1,
|
skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1,
|
||||||
);
|
);
|
||||||
/*next.head.ori =
|
/*next.head.ori =
|
||||||
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());*/
|
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());*/
|
||||||
@ -47,11 +47,11 @@ impl Animation for IdleAnimation {
|
|||||||
next.chest.ori = Quaternion::rotation_x(0.0);
|
next.chest.ori = Quaternion::rotation_x(0.0);
|
||||||
next.chest.scale = Vec3::one() + wave_ultra_slow_abs * 0.05;
|
next.chest.scale = Vec3::one() + wave_ultra_slow_abs * 0.05;
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_ultra_slow * 0.1);
|
next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_ultra_slow * 0.1);
|
||||||
next.belt.ori = Quaternion::rotation_x(0.0);
|
next.belt.ori = Quaternion::rotation_x(0.0);
|
||||||
next.belt.scale = Vec3::one() + wave_ultra_slow_abs * 0.05;
|
next.belt.scale = Vec3::one() + wave_ultra_slow_abs * 0.05;
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_ultra_slow * 0.1);
|
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_ultra_slow * 0.1);
|
||||||
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();
|
||||||
|
|
||||||
|
@ -201,9 +201,9 @@ impl Animation for IdleWieldAnimation {
|
|||||||
* 0.1,
|
* 0.1,
|
||||||
);
|
);
|
||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.5,
|
0.0 + skeleton_attr.neck_right,
|
||||||
-2.0 + skeleton_attr.neck_forward,
|
-2.0 + skeleton_attr.neck_forward,
|
||||||
skeleton_attr.neck_height + 21.0 + wave_ultra_slow * 0.6,
|
skeleton_attr.neck_height + 14.0 + wave_ultra_slow * 0.1,
|
||||||
);
|
);
|
||||||
next.head.ori =
|
next.head.ori =
|
||||||
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
|
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
|
||||||
@ -214,12 +214,12 @@ impl Animation for IdleWieldAnimation {
|
|||||||
Quaternion::rotation_y(wave_ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
|
Quaternion::rotation_y(wave_ultra_slow_cos * 0.04) * Quaternion::rotation_z(0.15);
|
||||||
next.chest.scale = Vec3::one();
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 5.0 + wave_ultra_slow * 0.5);
|
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||||
next.belt.ori =
|
next.belt.ori =
|
||||||
Quaternion::rotation_y(wave_ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
|
Quaternion::rotation_y(wave_ultra_slow_cos * 0.03) * Quaternion::rotation_z(0.22);
|
||||||
next.belt.scale = Vec3::one() * 1.02;
|
next.belt.scale = Vec3::one() * 1.02;
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0 + wave_slow_cos * 0.5, 0.0, 2.0 + wave_ultra_slow * 0.5);
|
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||||
next.shorts.ori = Quaternion::rotation_z(0.3);
|
next.shorts.ori = Quaternion::rotation_z(0.3);
|
||||||
next.shorts.scale = Vec3::one();
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
|
@ -25,7 +25,7 @@ impl Animation for JumpAnimation {
|
|||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0 + skeleton_attr.neck_right,
|
0.0 + skeleton_attr.neck_right,
|
||||||
-3.0 + skeleton_attr.neck_forward,
|
-3.0 + skeleton_attr.neck_forward,
|
||||||
skeleton_attr.neck_height + 21.0,
|
skeleton_attr.neck_height + 14.0,
|
||||||
);
|
);
|
||||||
next.head.ori = Quaternion::rotation_x(0.25 + wave_stop * 0.1 + wave_slow * 0.04);
|
next.head.ori = Quaternion::rotation_x(0.25 + wave_stop * 0.1 + wave_slow * 0.04);
|
||||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||||
@ -34,11 +34,11 @@ impl Animation for JumpAnimation {
|
|||||||
next.chest.ori = Quaternion::rotation_z(0.0);
|
next.chest.ori = Quaternion::rotation_z(0.0);
|
||||||
next.chest.scale = Vec3::one() * 1.01;
|
next.chest.scale = Vec3::one() * 1.01;
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, 0.0, 6.0);
|
next.belt.offset = Vec3::new(0.0, 0.0, -1.0);
|
||||||
next.belt.ori = Quaternion::rotation_z(0.0);
|
next.belt.ori = Quaternion::rotation_z(0.0);
|
||||||
next.belt.scale = Vec3::one();
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, 0.0, 3.0);
|
next.shorts.offset = Vec3::new(0.0, 0.0, -4.0);
|
||||||
next.shorts.ori = Quaternion::rotation_z(0.0);
|
next.shorts.ori = Quaternion::rotation_z(0.0);
|
||||||
next.shorts.scale = Vec3::one();
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
|
@ -73,10 +73,10 @@ impl Skeleton for CharacterSkeleton {
|
|||||||
|
|
||||||
let head_mat = self.head.compute_base_matrix();
|
let head_mat = self.head.compute_base_matrix();
|
||||||
[
|
[
|
||||||
FigureBoneData::new(torso_mat * head_mat),
|
FigureBoneData::new(torso_mat * chest_mat * head_mat),
|
||||||
FigureBoneData::new(torso_mat * chest_mat),
|
FigureBoneData::new(torso_mat * chest_mat),
|
||||||
FigureBoneData::new(torso_mat * self.belt.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * chest_mat * self.belt.compute_base_matrix()),
|
||||||
FigureBoneData::new(torso_mat * self.shorts.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * chest_mat * self.shorts.compute_base_matrix()),
|
||||||
FigureBoneData::new(torso_mat * chest_mat * control_mat * l_control_mat * l_hand_mat),
|
FigureBoneData::new(torso_mat * chest_mat * control_mat * l_control_mat * l_hand_mat),
|
||||||
FigureBoneData::new(torso_mat * chest_mat * control_mat * r_control_mat * r_hand_mat),
|
FigureBoneData::new(torso_mat * chest_mat * control_mat * r_control_mat * r_hand_mat),
|
||||||
FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
|
FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
|
||||||
|
@ -42,7 +42,7 @@ impl Animation for RollAnimation {
|
|||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0 + skeleton_attr.neck_right,
|
0.0 + skeleton_attr.neck_right,
|
||||||
-2.0 + skeleton_attr.neck_forward,
|
-2.0 + skeleton_attr.neck_forward,
|
||||||
skeleton_attr.neck_height + 17.0 + wave_dub * -8.0,
|
skeleton_attr.neck_height + 12.0 + wave_dub * -8.0,
|
||||||
);
|
);
|
||||||
next.head.ori = Quaternion::rotation_x(wave_dub * 0.4);
|
next.head.ori = Quaternion::rotation_x(wave_dub * 0.4);
|
||||||
next.head.scale = Vec3::one();
|
next.head.scale = Vec3::one();
|
||||||
@ -51,11 +51,11 @@ impl Animation for RollAnimation {
|
|||||||
next.chest.ori = Quaternion::rotation_x(wave_dub * 0.4);
|
next.chest.ori = Quaternion::rotation_x(wave_dub * 0.4);
|
||||||
next.chest.scale = Vec3::one() * 1.01;
|
next.chest.scale = Vec3::one() * 1.01;
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_dub * -3.0);
|
next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_dub * -3.0);
|
||||||
next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
|
next.belt.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
|
||||||
next.belt.scale = Vec3::one();
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_dub * -2.0);
|
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_dub * -2.0);
|
||||||
next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
|
next.shorts.ori = Quaternion::rotation_x(0.0 + wave_dub * 0.4);
|
||||||
next.shorts.scale = Vec3::one();
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
|
@ -76,7 +76,7 @@ impl Animation for RunAnimation {
|
|||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0,
|
0.0,
|
||||||
-3.0 + skeleton_attr.neck_forward,
|
-3.0 + skeleton_attr.neck_forward,
|
||||||
skeleton_attr.neck_height + 20.0 + short * 1.3,
|
skeleton_attr.neck_height + 13.0 + short * 0.3,
|
||||||
);
|
);
|
||||||
next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1)
|
next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1)
|
||||||
* Quaternion::rotation_x(head_look.y + 0.35);
|
* Quaternion::rotation_x(head_look.y + 0.35);
|
||||||
@ -86,11 +86,11 @@ impl Animation for RunAnimation {
|
|||||||
next.chest.ori = Quaternion::rotation_z(short * 0.2);
|
next.chest.ori = Quaternion::rotation_z(short * 0.2);
|
||||||
next.chest.scale = Vec3::one();
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + short * 1.1);
|
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||||
next.belt.ori = Quaternion::rotation_z(short * 0.35);
|
next.belt.ori = Quaternion::rotation_z(short * 0.35);
|
||||||
next.belt.scale = Vec3::one();
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + short * 1.1);
|
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||||
next.shorts.ori = Quaternion::rotation_z(short * 0.6);
|
next.shorts.ori = Quaternion::rotation_z(short * 0.6);
|
||||||
next.shorts.scale = Vec3::one();
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
|
@ -46,8 +46,8 @@ impl Animation for ShootAnimation {
|
|||||||
|
|
||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0 + skeleton_attr.neck_right,
|
0.0 + skeleton_attr.neck_right,
|
||||||
-2.0 + skeleton_attr.neck_forward - quick * 3.5,
|
-2.0 + skeleton_attr.neck_forward - quick * 1.5,
|
||||||
skeleton_attr.neck_height + 21.0,
|
skeleton_attr.neck_height + 14.0,
|
||||||
);
|
);
|
||||||
next.head.ori = Quaternion::rotation_z(quick * 0.15)
|
next.head.ori = Quaternion::rotation_z(quick * 0.15)
|
||||||
* Quaternion::rotation_x(quick * 0.09)
|
* Quaternion::rotation_x(quick * 0.09)
|
||||||
@ -55,21 +55,17 @@ impl Animation for ShootAnimation {
|
|||||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||||
|
|
||||||
next.chest.offset = Vec3::new(0.0, 0.0 - quick * 1.5, 7.0);
|
next.chest.offset = Vec3::new(0.0, 0.0 - quick * 1.5, 7.0);
|
||||||
next.chest.ori = Quaternion::rotation_z(quick * 0.15)
|
next.chest.ori = Quaternion::rotation_z(quick * 0.35)
|
||||||
* Quaternion::rotation_x(quick * 0.09)
|
* Quaternion::rotation_x(quick * 0.09)
|
||||||
* Quaternion::rotation_y(0.0);
|
* Quaternion::rotation_y(0.0);
|
||||||
next.chest.scale = Vec3::one();
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, 0.0 - quick * 1.0, 5.0);
|
next.belt.offset = Vec3::new(0.0, 0.0 + quick * 1.0, -2.0);
|
||||||
next.belt.ori = Quaternion::rotation_z(quick * 0.2)
|
next.belt.ori = next.chest.ori;
|
||||||
* Quaternion::rotation_x(quick * 0.12)
|
|
||||||
* Quaternion::rotation_y(0.0);
|
|
||||||
next.belt.scale = Vec3::one();
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, -quick * 0.5, 2.0);
|
next.shorts.offset = Vec3::new(0.0, quick * 1.0, -5.0);
|
||||||
next.shorts.ori = Quaternion::rotation_z(quick * 0.08)
|
next.shorts.ori = next.chest.ori;
|
||||||
* Quaternion::rotation_x(quick * 0.05)
|
|
||||||
* Quaternion::rotation_y(0.0);
|
|
||||||
next.shorts.scale = Vec3::one();
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
match active_tool_kind {
|
match active_tool_kind {
|
||||||
|
@ -40,7 +40,7 @@ impl Animation for SitAnimation {
|
|||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0 + skeleton_attr.neck_right,
|
0.0 + skeleton_attr.neck_right,
|
||||||
wave_stop * -3.6 + skeleton_attr.neck_forward,
|
wave_stop * -3.6 + skeleton_attr.neck_forward,
|
||||||
skeleton_attr.neck_height + 21.0 + wave_slow * 0.1 + wave_stop * -0.8,
|
skeleton_attr.neck_height + 14.0 + wave_slow * 0.1 + wave_stop * -0.8,
|
||||||
);
|
);
|
||||||
next.head.ori =
|
next.head.ori =
|
||||||
Quaternion::rotation_z(head_look.x + wave_ultra_slow * 0.2 - wave_slow * 0.1)
|
Quaternion::rotation_z(head_look.x + wave_ultra_slow * 0.2 - wave_slow * 0.1)
|
||||||
@ -57,11 +57,11 @@ impl Animation for SitAnimation {
|
|||||||
next.chest.ori = Quaternion::rotation_x(wave_stop * 0.15);
|
next.chest.ori = Quaternion::rotation_x(wave_stop * 0.15);
|
||||||
next.chest.scale = Vec3::one() + wave_slow_abs * 0.05;
|
next.chest.scale = Vec3::one() + wave_slow_abs * 0.05;
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, wave_stop * 1.2, 5.0);
|
next.belt.offset = Vec3::new(0.0, wave_stop * 1.2, -2.0);
|
||||||
next.belt.ori = Quaternion::rotation_x(wave_stop * 0.3);
|
next.belt.ori = Quaternion::rotation_x(wave_stop * 0.3);
|
||||||
next.belt.scale = (Vec3::one() + wave_slow_abs * 0.05) * 1.02;
|
next.belt.scale = (Vec3::one() + wave_slow_abs * 0.05) * 1.02;
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, wave_stop * 2.5, 2.0 + wave_stop * 0.6);
|
next.shorts.offset = Vec3::new(0.0, wave_stop * 2.5, -5.0 + wave_stop * 0.6);
|
||||||
next.shorts.ori = Quaternion::rotation_x(wave_stop * 0.6);
|
next.shorts.ori = Quaternion::rotation_x(wave_stop * 0.6);
|
||||||
next.shorts.scale = Vec3::one();
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
|
@ -69,7 +69,7 @@ impl Animation for SpinAnimation {
|
|||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0 + skeleton_attr.neck_right,
|
0.0 + skeleton_attr.neck_right,
|
||||||
-2.0 + skeleton_attr.neck_forward + decel * -0.8,
|
-2.0 + skeleton_attr.neck_forward + decel * -0.8,
|
||||||
skeleton_attr.neck_height + 21.0,
|
skeleton_attr.neck_height + 14.0,
|
||||||
);
|
);
|
||||||
next.head.ori = Quaternion::rotation_z(decel * -0.25)
|
next.head.ori = Quaternion::rotation_z(decel * -0.25)
|
||||||
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
* Quaternion::rotation_x(0.0 + decel * -0.1)
|
||||||
@ -81,16 +81,12 @@ impl Animation for SpinAnimation {
|
|||||||
* Quaternion::rotation_y(decel * -0.2);
|
* Quaternion::rotation_y(decel * -0.2);
|
||||||
next.chest.scale = Vec3::one();
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||||
next.belt.ori = Quaternion::rotation_z(decel * 0.1)
|
next.belt.ori = next.chest.ori * -0.1;
|
||||||
* Quaternion::rotation_x(0.0 + decel * 0.1)
|
|
||||||
* Quaternion::rotation_y(decel * -0.1);
|
|
||||||
next.belt.scale = Vec3::one();
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||||
next.belt.ori = Quaternion::rotation_z(decel * 0.08)
|
next.belt.ori = next.chest.ori * -0.08;
|
||||||
* Quaternion::rotation_x(0.0 + decel * 0.08)
|
|
||||||
* Quaternion::rotation_y(decel * -0.08);
|
|
||||||
next.shorts.scale = Vec3::one();
|
next.shorts.scale = Vec3::one();
|
||||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||||
next.torso.ori = Quaternion::rotation_z((spin * 7.0).max(0.3))
|
next.torso.ori = Quaternion::rotation_z((spin * 7.0).max(0.3))
|
||||||
|
@ -36,7 +36,7 @@ impl Animation for StandAnimation {
|
|||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0 + skeleton_attr.neck_right,
|
0.0 + skeleton_attr.neck_right,
|
||||||
-3.0 + skeleton_attr.neck_forward,
|
-3.0 + skeleton_attr.neck_forward,
|
||||||
skeleton_attr.neck_height + 21.0 + slow * 0.3,
|
skeleton_attr.neck_height + 14.0 + slow * 0.3, //21
|
||||||
);
|
);
|
||||||
next.head.ori =
|
next.head.ori =
|
||||||
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
|
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
|
||||||
@ -46,11 +46,11 @@ impl Animation for StandAnimation {
|
|||||||
next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6);
|
next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6);
|
||||||
next.chest.scale = Vec3::one() * 1.01;
|
next.chest.scale = Vec3::one() * 1.01;
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + slow * 0.3);
|
next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + slow * 0.3); //5
|
||||||
next.belt.ori = Quaternion::rotation_z(head_look.x * 0.4);
|
next.belt.ori = Quaternion::rotation_z(head_look.x * 0.4);
|
||||||
next.belt.scale = Vec3::one() + breathe * 0.05;
|
next.belt.scale = Vec3::one() + breathe * 0.05;
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + slow * 0.3);
|
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + slow * 0.3); //2
|
||||||
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();
|
||||||
|
|
||||||
|
@ -53,7 +53,7 @@ impl Animation for SwimAnimation {
|
|||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0,
|
0.0,
|
||||||
-3.0 + skeleton_attr.neck_forward,
|
-3.0 + skeleton_attr.neck_forward,
|
||||||
skeleton_attr.neck_height + 21.0 + wave_cos * 1.3,
|
skeleton_attr.neck_height + 14.0 + wave_cos * 1.3,
|
||||||
);
|
);
|
||||||
next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
|
next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
|
||||||
* Quaternion::rotation_x(head_look.y + 0.35);
|
* Quaternion::rotation_x(head_look.y + 0.35);
|
||||||
@ -63,11 +63,11 @@ impl Animation for SwimAnimation {
|
|||||||
next.chest.ori = Quaternion::rotation_z(wave * 0.2);
|
next.chest.ori = Quaternion::rotation_z(wave * 0.2);
|
||||||
next.chest.scale = Vec3::one();
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
|
next.belt.offset = Vec3::new(0.0, 0.0, -2.0 + wave_cos * 1.1);
|
||||||
next.belt.ori = Quaternion::rotation_z(wave * 0.35);
|
next.belt.ori = Quaternion::rotation_z(wave * 0.35);
|
||||||
next.belt.scale = Vec3::one();
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
|
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0 + wave_cos * 1.1);
|
||||||
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
|
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
|
||||||
next.shorts.scale = Vec3::one();
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
|
@ -214,7 +214,7 @@ impl Animation for WieldAnimation {
|
|||||||
next.head.offset = Vec3::new(
|
next.head.offset = Vec3::new(
|
||||||
0.0,
|
0.0,
|
||||||
-3.0 + skeleton_attr.neck_forward,
|
-3.0 + skeleton_attr.neck_forward,
|
||||||
skeleton_attr.neck_height + 22.0 + short * 1.3,
|
skeleton_attr.neck_height + 13.0 + short * 0.2,
|
||||||
);
|
);
|
||||||
next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1)
|
next.head.ori = Quaternion::rotation_z(head_look.x + long * 0.1)
|
||||||
* Quaternion::rotation_x(head_look.y + 0.35);
|
* Quaternion::rotation_x(head_look.y + 0.35);
|
||||||
@ -224,12 +224,12 @@ impl Animation for WieldAnimation {
|
|||||||
next.chest.ori = Quaternion::rotation_z(short * 0.2);
|
next.chest.ori = Quaternion::rotation_z(short * 0.2);
|
||||||
next.chest.scale = Vec3::one();
|
next.chest.scale = Vec3::one();
|
||||||
|
|
||||||
next.belt.offset = Vec3::new(0.0, 0.0, 7.0 + short * 1.1);
|
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||||
next.belt.ori = Quaternion::rotation_z(short * 0.35);
|
next.belt.ori = Quaternion::rotation_z(short * 0.15);
|
||||||
next.belt.scale = Vec3::one();
|
next.belt.scale = Vec3::one();
|
||||||
|
|
||||||
next.shorts.offset = Vec3::new(0.0, 0.0, 4.0 + short * 1.1);
|
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
|
||||||
next.shorts.ori = Quaternion::rotation_z(short * 0.6);
|
next.shorts.ori = Quaternion::rotation_z(short * 0.4);
|
||||||
next.shorts.scale = Vec3::one();
|
next.shorts.scale = Vec3::one();
|
||||||
|
|
||||||
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0);
|
next.l_foot.offset = Vec3::new(-3.4, foot * 1.0, 9.0);
|
||||||
|
@ -498,7 +498,7 @@ impl FigureMgr {
|
|||||||
)
|
)
|
||||||
},
|
},
|
||||||
CharacterState::DashMelee(_) => {
|
CharacterState::DashMelee(_) => {
|
||||||
anim::character::AttackAnimation::update_skeleton(
|
anim::character::ChargeAnimation::update_skeleton(
|
||||||
&target_base,
|
&target_base,
|
||||||
(active_tool_kind, time),
|
(active_tool_kind, time),
|
||||||
state.state_time,
|
state.state_time,
|
||||||
@ -507,7 +507,7 @@ impl FigureMgr {
|
|||||||
)
|
)
|
||||||
},
|
},
|
||||||
CharacterState::TripleStrike(s) => match s.stage {
|
CharacterState::TripleStrike(s) => match s.stage {
|
||||||
0 => anim::character::ChargeAnimation::update_skeleton(
|
0 => anim::character::AttackAnimation::update_skeleton(
|
||||||
&target_base,
|
&target_base,
|
||||||
(active_tool_kind, time),
|
(active_tool_kind, time),
|
||||||
state.state_time,
|
state.state_time,
|
||||||
@ -565,13 +565,23 @@ impl FigureMgr {
|
|||||||
)
|
)
|
||||||
}*/
|
}*/
|
||||||
CharacterState::Equipping { .. } => {
|
CharacterState::Equipping { .. } => {
|
||||||
anim::character::WieldAnimation::update_skeleton(
|
if vel.0.magnitude_squared() > 0.5 {
|
||||||
&target_base,
|
anim::character::WieldAnimation::update_skeleton(
|
||||||
(active_tool_kind, vel.0.magnitude(), time),
|
&target_base,
|
||||||
state.state_time,
|
(active_tool_kind, vel.0.magnitude(), time),
|
||||||
&mut state_animation_rate,
|
state.state_time,
|
||||||
skeleton_attr,
|
&mut state_animation_rate,
|
||||||
)
|
skeleton_attr,
|
||||||
|
)
|
||||||
|
} else {
|
||||||
|
anim::character::IdleWieldAnimation::update_skeleton(
|
||||||
|
&target_base,
|
||||||
|
(active_tool_kind, vel.0.magnitude(), time),
|
||||||
|
state.state_time,
|
||||||
|
&mut state_animation_rate,
|
||||||
|
skeleton_attr,
|
||||||
|
)
|
||||||
|
}
|
||||||
},
|
},
|
||||||
CharacterState::Wielding { .. } => {
|
CharacterState::Wielding { .. } => {
|
||||||
if vel.0.magnitude_squared() > 0.5 {
|
if vel.0.magnitude_squared() > 0.5 {
|
||||||
|
Loading…
Reference in New Issue
Block a user