Convert some animations to new style keyframes

This commit is contained in:
Snowram 2020-10-18 01:29:20 +02:00 committed by Robin Gilh
parent 0ec3cf2cd3
commit a8dd44325f
6 changed files with 313 additions and 678 deletions

View File

@ -38,9 +38,18 @@ impl Animation for BeamAnimation {
*rate = 1.0;
let mut next = (*skeleton).clone();
let movement = (anim_time as f32 * 1.0).min(1.0);
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => {
(anim_time as f32, 0.0, 0.0)
},
Some(StageSection::Cast) => {
(1.0, anim_time as f32, 0.0)
},
Some(StageSection::Recover) => {
(1.0, 1.0, anim_time as f32)
},
_ => (0.0, 0.0, 0.0),
};
next.hand_l.position = Vec3::new(0.0, 0.0, -4.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
@ -56,151 +65,59 @@ impl Animation for BeamAnimation {
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
let slow = (anim_time as f32 * 8.0).sin();
let slowalt = (anim_time as f32 * 8.0 + PI / 2.0).sin();
let slowmid = (anim_time as f32 * 8.0 + PI / 4.0).sin();
let fast = (anim_time as f32 * 16.0).sin();
//println!("{:?}", anim_time);
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
next.control.position = Vec3::new(
-4.0 + movement * 16.0,
7.0 + movement,
4.0 + movement * 4.0,
);
next.control.orientation =
Quaternion::rotation_x(-0.3 + movement * -1.2)
* Quaternion::rotation_y(0.15 + movement * -1.4)
* Quaternion::rotation_z(0.0 + movement * -1.7);
next.head.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(
-4.0 + movement1 * 16.0 + movement3 * -16.0,
7.0 + movement1 + (movement2 * 8.0).sin() * 2.0 + movement3 * -1.0,
4.0 + movement1 * 4.0 + movement3 * -4.0,
);
next.control.orientation =
Quaternion::rotation_x(-0.3 + movement1 * -1.2 + movement3 * 1.2)
* Quaternion::rotation_y(0.15 + movement1 * -1.4 + (movement2 * 16.0).sin() * 0.07 + movement3 * 1.4)
* Quaternion::rotation_z(movement1 * -1.7 + (movement2 * 8.0 + PI / 4.0).sin() * 0.3 + movement3 * 1.7);
next.head.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.hand_l.position = Vec3::new(
0.0 + movement * -1.0,
0.0 + movement * -5.0,
-4.0 + movement * 19.0,
);
next.hand_l.position = Vec3::new(
0.0 + movement1 * -1.0 + (movement2 * 8.0).sin() * 3.5 + movement3,
0.0 + movement1 * -5.0 + (movement2 * 8.0).sin() * -2.0 + (movement2 * 16.0).sin() * -1.5 + movement3 * 5.0,
-4.0 + movement1 * 19.0 + (movement2 * 8.0 + PI / 2.0).sin() * 3.5 + movement3 * -19.0,
);
next.hand_l.orientation =
Quaternion::rotation_x(1.57 + movement3 * -0.3)
* Quaternion::rotation_y(movement1 *-1.1 + (movement2 * 8.0 + PI / 2.0).sin() * -0.3 + movement3 * 1.1)
* Quaternion::rotation_z(movement1 * -2.8 + movement3 * 2.8);
if velocity < 0.5 {
next.head.orientation = Quaternion::rotation_z(movement * -0.5);
if velocity < 0.5 {
next.head.orientation = Quaternion::rotation_z(movement1 * -0.5 + (movement2 * 16.0).sin() * 0.05);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * -3.0,
skeleton_attr.foot.2,
);
next.foot_l.orientation = Quaternion::rotation_x(movement * -0.5)
* Quaternion::rotation_z(movement * 0.5);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement1 * -3.0,
skeleton_attr.foot.2,
);
next.foot_l.orientation =
Quaternion::rotation_x(movement1 * -0.5)
* Quaternion::rotation_z(movement1 * 0.5);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * 4.0,
skeleton_attr.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_z(movement * 0.5);
next.upper_torso.orientation =
Quaternion::rotation_x(movement * -0.2)
* Quaternion::rotation_z(movement * 0.5);
next.lower_torso.orientation =
Quaternion::rotation_x(movement * 0.2)
* Quaternion::rotation_z(movement * -0.2);
} else {
};
},
StageSection::Cast => {
next.control.position = Vec3::new(12.0, 8.0 + slow * 2.0, 8.0);
next.control.orientation = Quaternion::rotation_x(-1.5)
* Quaternion::rotation_y(-1.25 + fast * 0.07)
* Quaternion::rotation_z(-1.7 + slowmid * 0.3);
next.hand_l.position = Vec3::new(
-1.0 + slow * 3.5,
-5.0 + slow * -2.0 + fast * -1.5,
15.0 + slowalt * 3.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
* Quaternion::rotation_y(-1.1 + slowmid * -0.3)
* Quaternion::rotation_z(-2.8);
if velocity < 0.5 {
next.head.orientation = Quaternion::rotation_z(-0.5 + fast * 0.05);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 - 3.0,
skeleton_attr.foot.2,
);
next.foot_l.orientation =
Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(0.5);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + 4.0,
skeleton_attr.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_z(0.5);
next.upper_torso.orientation =
Quaternion::rotation_x(-0.2 + slow * 0.05)
* Quaternion::rotation_z(0.5);
next.lower_torso.orientation =
Quaternion::rotation_x(0.2) * Quaternion::rotation_z(-0.2);
} else {
};
},
StageSection::Recover => {
next.control.position = Vec3::new(
12.0 + movement * -16.0,
8.0 + movement * -1.0,
8.0 + movement * -4.0,
);
next.control.orientation =
Quaternion::rotation_x(-1.5 + movement * 1.2)
* Quaternion::rotation_y(-1.25 + movement * 1.4)
* Quaternion::rotation_z(-1.7 + movement * 1.7);
next.hand_l.position = Vec3::new(
-1.0 + movement,
-5.0 + movement * 5.0,
15.0 + movement * -19.0,
);
next.hand_l.orientation =
Quaternion::rotation_x(1.57 + movement * -0.3)
* Quaternion::rotation_y(-1.1 + movement * 1.1)
* Quaternion::rotation_z(-2.8 + movement * 2.8);
if velocity < 0.5 {
next.head.orientation = Quaternion::rotation_z(movement * 0.5);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 - 3.0 + movement * 3.0,
skeleton_attr.foot.2,
);
next.foot_l.orientation =
Quaternion::rotation_x(-0.5 + movement * 0.5)
* Quaternion::rotation_z(0.5 + movement * -0.5);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + 4.0 + movement * -4.0,
skeleton_attr.foot.2,
);
next.foot_r.orientation =
Quaternion::rotation_z(0.5 + movement * -0.5);
next.upper_torso.orientation =
Quaternion::rotation_x(-0.2 + movement * 0.2)
* Quaternion::rotation_z(0.5 + movement * -0.5);
next.lower_torso.orientation =
Quaternion::rotation_x(0.2 + movement * -0.2)
* Quaternion::rotation_z(-0.2 + movement * 0.2);
} else {
};
},
_ => {},
}
}
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement1 * 4.0,
skeleton_attr.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_z(movement1 * 0.5);
next.upper_torso.orientation =
Quaternion::rotation_x(movement1 * -0.2 + (movement2 * 8.0).sin() * 0.05)
* Quaternion::rotation_z(movement1 * 0.5);
next.lower_torso.orientation =
Quaternion::rotation_x(movement1 * 0.2)
* Quaternion::rotation_z(movement1 * -0.2);
} else {
};
},
_ => {},
}
@ -214,4 +131,4 @@ impl Animation for BeamAnimation {
next
}
}
}

View File

@ -37,6 +37,19 @@ impl Animation for AlphaAnimation {
let lab = 1.0;
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => {
(anim_time as f32, 0.0, 0.0)
},
Some(StageSection::Swing) => {
(1.0, anim_time as f32, 0.0)
},
Some(StageSection::Recover) => {
(1.0, 1.0, anim_time as f32)
},
_ => (0.0, 0.0, 0.0),
};
let foot = (((1.0)
/ (0.2
+ 0.8
@ -70,9 +83,6 @@ impl Animation for AlphaAnimation {
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0).sin());
let movement = anim_time as f32 * 1.0;
let test = (anim_time as f32 * 1.75).sin();
if let Some(ToolKind::Sword(_)) = active_tool_kind {
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
@ -85,48 +95,24 @@ impl Animation for AlphaAnimation {
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.position =
Vec3::new(
-7.0,
7.0 + movement1 * -4.0 + movement2 * 16.0 + movement3 * -4.0,
2.0 + movement1 * 1.0
);
next.control.orientation =
Quaternion::rotation_x(movement1 * -0.5)
* Quaternion::rotation_y(movement1 * -1.0 + movement2 * -0.6 + movement3 * 1.0)
* Quaternion::rotation_z(movement1 * -1.2 + movement2 * 1.3);
next.chest.orientation = Quaternion::rotation_z(movement1 * 1.5 + (movement2 * 1.75).sin() * -3.0 + movement3 * 0.5);
next.head.position = Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
next.control.position =
Vec3::new(-7.0, 7.0 + movement * -4.0, 2.0 + movement * 1.0);
next.control.orientation = Quaternion::rotation_x(movement * -0.5)
* Quaternion::rotation_y(movement * -1.0)
* Quaternion::rotation_z(movement * -1.2);
next.chest.orientation = Quaternion::rotation_z(movement * 1.5);
next.head.orientation = Quaternion::rotation_z(movement * -0.9);
},
StageSection::Swing => {
next.control.position = Vec3::new(-7.0, 3.0 + movement * 16.0, 3.0);
next.control.orientation =
Quaternion::rotation_x(-0.5 + movement * -1.0 * 0.0)
* Quaternion::rotation_y(-1.0 + movement * -0.6)
* Quaternion::rotation_z(-1.2 + movement * 1.3);
next.chest.orientation = Quaternion::rotation_z(1.5 + test * -3.0);
next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5);
},
StageSection::Recover => {
next.control.position = Vec3::new(-7.0, 15.0, 2.0);
next.control.orientation = Quaternion::rotation_x(-0.5)
* Quaternion::rotation_y(-1.57 + movement * 1.0)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
next.chest.orientation = Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-1.57 + movement * 0.5);
next.head.orientation = Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.57 + movement * -0.5);
},
_ => {},
}
}
next.head.orientation = Quaternion::rotation_z(movement1 * -0.9 + (movement2 * 1.75).sin() * 2.5 + movement3 * -0.5);
}
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Dagger(_)) => {
next.head.position =
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
@ -148,6 +134,7 @@ impl Animation for AlphaAnimation {
Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.orientation = next.chest.orientation * -0.45;
// TODO: Fix animation
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_l.scale = Vec3::one() * 1.12;
@ -172,6 +159,23 @@ impl Animation for AlphaAnimation {
next.control_r.orientation = Quaternion::rotation_x(0.0);
next.control_r.scale = Vec3::one();
// next.control_r.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0,
// 2.0); next.control_r.orientation =
// Quaternion::rotation_x(-1.4 + slow * 0.4)
// * Quaternion::rotation_y(slow * -1.3)
// * Quaternion::rotation_z(1.4 + slow * -0.5);
// next.control_r.scale = Vec3::one();
// next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
// next.hand_r.orientation = Quaternion::rotation_x(1.27);
// next.hand_r.scale = Vec3::one() * 1.05;
// next.control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0);
// next.control.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4)
// * Quaternion::rotation_y(slow * -1.3)
// * Quaternion::rotation_z(1.4 + slow * -0.5);
// next.control.scale = Vec3::one();
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
slow * -3.0 + quick * 3.0 - 4.0,

View File

@ -38,9 +38,18 @@ impl Animation for BeamAnimation {
*rate = 1.0;
let mut next = (*skeleton).clone();
let movement = (anim_time as f32 * 1.0).min(1.0);
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => {
(anim_time as f32, 0.0, 0.0)
},
Some(StageSection::Cast) => {
(1.0, anim_time as f32, 0.0)
},
Some(StageSection::Recover) => {
(1.0, 1.0, anim_time as f32)
},
_ => (0.0, 0.0, 0.0),
};
next.hand_l.position = Vec3::new(0.0, 0.0, -4.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
@ -56,157 +65,62 @@ impl Animation for BeamAnimation {
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
let slow = (anim_time as f32 * 8.0).sin();
let slowalt = (anim_time as f32 * 8.0 + PI / 2.0).sin();
let slowmid = (anim_time as f32 * 8.0 + PI / 4.0).sin();
let fast = (anim_time as f32 * 16.0).sin();
//println!("{:?}", anim_time);
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
next.control.position = Vec3::new(
-4.0 + movement * 16.0,
7.0 + movement,
4.0 + movement * 4.0,
);
next.control.orientation =
Quaternion::rotation_x(-0.3 + movement * -1.2)
* Quaternion::rotation_y(0.15 + movement * -1.4)
* Quaternion::rotation_z(0.0 + movement * -1.7);
next.head.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(
-4.0 + movement1 * 16.0 + movement3 * -16.0,
7.0 + movement1 + (movement2 * 8.0).sin() * 2.0 + movement3 * -1.0,
4.0 + movement1 * 4.0 + movement3 * -4.0,
);
next.control.orientation =
Quaternion::rotation_x(-0.3 + movement1 * -1.2 + movement3 * 1.2)
* Quaternion::rotation_y(0.15 + movement1 * -1.4 + (movement2 * 16.0).sin() * 0.07 + movement3 * 1.4)
* Quaternion::rotation_z(movement1 * -1.7 + (movement2 * 8.0 + PI / 4.0).sin() * 0.3 + movement3 * 1.7);
next.head.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.hand_l.position = Vec3::new(
0.0 + movement * -1.0,
0.0 + movement * -5.0,
-4.0 + movement * 19.0,
);
next.hand_l.position = Vec3::new(
0.0 + movement1 * -1.0 + (movement2 * 8.0).sin() * 3.5 + movement3,
0.0 + movement1 * -5.0 + (movement2 * 8.0).sin() * -2.0 + (movement2 * 16.0).sin() * -1.5 + movement3 * 5.0,
-4.0 + movement1 * 19.0 + (movement2 * 8.0 + PI / 2.0).sin() * 3.5 + movement3 * -19.0,
);
next.hand_l.orientation =
Quaternion::rotation_x(1.57 + movement3 * -0.3)
* Quaternion::rotation_y(movement1 *-1.1 + (movement2 * 8.0 + PI / 2.0).sin() * -0.3 + movement3 * 1.1)
* Quaternion::rotation_z(movement1 * -2.8 + movement3 * 2.8);
if velocity < 0.5 {
next.head.orientation = Quaternion::rotation_z(movement * -0.5);
if velocity < 0.5 {
next.head.orientation = Quaternion::rotation_z(movement1 * -0.5 + (movement2 * 16.0).sin() * 0.05);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * -3.0,
skeleton_attr.foot.2,
);
next.foot_l.orientation = Quaternion::rotation_x(movement * -0.5)
* Quaternion::rotation_z(movement * 0.5);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement1 * -3.0,
skeleton_attr.foot.2,
);
next.foot_l.orientation =
Quaternion::rotation_x(movement1 * -0.5)
* Quaternion::rotation_z(movement1 * 0.5);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * 4.0,
skeleton_attr.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_z(movement * 0.5);
next.chest.orientation = Quaternion::rotation_x(movement * -0.2)
* Quaternion::rotation_z(movement * 0.5);
next.belt.orientation = Quaternion::rotation_x(movement * 0.1)
* Quaternion::rotation_z(movement * -0.1);
next.shorts.orientation = Quaternion::rotation_x(movement * 0.2)
* Quaternion::rotation_z(movement * -0.2);
} else {
};
},
StageSection::Cast => {
next.control.position = Vec3::new(12.0, 8.0 + slow * 2.0, 8.0);
next.control.orientation = Quaternion::rotation_x(-1.5)
* Quaternion::rotation_y(-1.25 + fast * 0.07)
* Quaternion::rotation_z(-1.7 + slowmid * 0.3);
next.hand_l.position = Vec3::new(
-1.0 + slow * 3.5,
-5.0 + slow * -2.0 + fast * -1.5,
15.0 + slowalt * 3.5,
);
next.hand_l.orientation = Quaternion::rotation_x(1.57)
* Quaternion::rotation_y(-1.1 + slowmid * -0.3)
* Quaternion::rotation_z(-2.8);
if velocity < 0.5 {
next.head.orientation = Quaternion::rotation_z(-0.5 + fast * 0.05);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 - 3.0,
skeleton_attr.foot.2,
);
next.foot_l.orientation =
Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(0.5);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + 4.0,
skeleton_attr.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_z(0.5);
next.chest.orientation = Quaternion::rotation_x(-0.2 + slow * 0.05)
* Quaternion::rotation_z(0.5);
next.belt.orientation =
Quaternion::rotation_x(0.1) * Quaternion::rotation_z(-0.1);
next.shorts.orientation =
Quaternion::rotation_x(0.2) * Quaternion::rotation_z(-0.2);
} else {
};
},
StageSection::Recover => {
next.control.position = Vec3::new(
12.0 + movement * -16.0,
8.0 + movement * -1.0,
8.0 + movement * -4.0,
);
next.control.orientation =
Quaternion::rotation_x(-1.5 + movement * 1.2)
* Quaternion::rotation_y(-1.25 + movement * 1.4)
* Quaternion::rotation_z(-1.7 + movement * 1.7);
next.hand_l.position = Vec3::new(
-1.0 + movement,
-5.0 + movement * 5.0,
15.0 + movement * -19.0,
);
next.hand_l.orientation =
Quaternion::rotation_x(1.57 + movement * -0.3)
* Quaternion::rotation_y(-1.1 + movement * 1.1)
* Quaternion::rotation_z(-2.8 + movement * 2.8);
if velocity < 0.5 {
next.head.orientation = Quaternion::rotation_z(movement * 0.5);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 - 3.0 + movement * 3.0,
skeleton_attr.foot.2,
);
next.foot_l.orientation =
Quaternion::rotation_x(-0.5 + movement * 0.5)
* Quaternion::rotation_z(0.5 + movement * -0.5);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + 4.0 + movement * -4.0,
skeleton_attr.foot.2,
);
next.foot_r.orientation =
Quaternion::rotation_z(0.5 + movement * -0.5);
next.chest.orientation =
Quaternion::rotation_x(-0.2 + movement * 0.2)
* Quaternion::rotation_z(0.5 + movement * -0.5);
next.belt.orientation =
Quaternion::rotation_x(0.1 + movement * -0.1)
* Quaternion::rotation_z(-0.1 + movement * 0.1);
next.shorts.orientation =
Quaternion::rotation_x(0.2 + movement * -0.2)
* Quaternion::rotation_z(-0.2 + movement * 0.2);
} else {
};
},
_ => {},
}
}
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement1 * 4.0,
skeleton_attr.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_z(movement1 * 0.5);
next.chest.orientation =
Quaternion::rotation_x(movement1 * -0.2 + (movement2 * 8.0).sin() * 0.05)
* Quaternion::rotation_z(movement1 * 0.5);
next.belt.orientation =
Quaternion::rotation_x(movement1 * 0.1)
* Quaternion::rotation_z(movement1 * -0.1);
next.shorts.orientation =
Quaternion::rotation_x(movement1 * 0.2)
* Quaternion::rotation_z(movement1 * -0.2);
} else {
};
},
_ => {},
}

View File

@ -35,6 +35,19 @@ impl Animation for BetaAnimation {
let lab = 1.0;
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => {
(anim_time as f32, 0.0, 0.0)
},
Some(StageSection::Cast) => {
(1.0, anim_time as f32, 0.0)
},
Some(StageSection::Recover) => {
(1.0, 1.0, anim_time as f32)
},
_ => (0.0, 0.0, 0.0),
};
let fast = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 28.0).sin()).powf(2.0 as f32)))
.sqrt())
@ -52,11 +65,6 @@ impl Animation for BetaAnimation {
.sqrt())
* ((anim_time as f32 * lab as f32 * 14.0).sin());
let recover = (anim_time as f32 * 8.0).sin();
let movement = anim_time as f32 * 1.0;
let stab = (anim_time as f32 * 2.5).sin();
if let Some(ToolKind::Sword(_)) = active_tool_kind {
next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
@ -71,48 +79,18 @@ impl Animation for BetaAnimation {
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
//println!("{:.3} recover", anim_time);
next.control.position = Vec3::new(
-8.0 + movement * -5.0,
1.0 - recover * 0.8 + movement * 2.0,
2.0 - recover * 0.4,
);
next.control.orientation = Quaternion::rotation_x(-1.57)
* Quaternion::rotation_y(0.0 + movement * 1.5)
* Quaternion::rotation_z(1.0);
next.chest.orientation = Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(0.4 + movement * 1.5);
next.head.orientation = Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(-0.1 + movement * -1.1);
},
StageSection::Swing => {
//println!("{:.3} swing", anim_time);
next.control.position =
Vec3::new(-8.0 + stab * 30.0, 6.0 + movement * 2.0, 6.0);
next.control.orientation = Quaternion::rotation_x(-1.57)
* Quaternion::rotation_y(1.5 + stab * 0.5)
* Quaternion::rotation_z(1.0 + stab * 1.0);
next.chest.orientation = Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(1.9 + stab * -0.5);
next.head.orientation = Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(-1.2 + stab * -0.5);
},
StageSection::Recover => {
next.control.position = Vec3::new(10.0 + movement * -5.0, 8.0, 6.0);
next.control.orientation = Quaternion::rotation_x(-1.57)
* Quaternion::rotation_y(2.0)
* Quaternion::rotation_z(2.0);
next.chest.orientation = Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(1.4 + movement * 1.0);
next.head.orientation =
Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-1.5);
},
_ => {},
}
}
next.control.position = Vec3::new(
-8.0 + movement1 * -5.0 + (movement2 as f32 * 2.5).sin() * 30.0 + movement3 * -5.0,
1.0 - (movement1 as f32 * 8.0).sin() * 0.8 + movement1 * 2.0 + movement3 * 2.0,
2.0 - (movement1 as f32 * 8.0).sin() * 0.4,
);
next.control.orientation = Quaternion::rotation_x(-1.57)
* Quaternion::rotation_y(0.0 + movement1 * 1.5 + (movement2 as f32 * 2.5).sin() * 0.5)
* Quaternion::rotation_z(1.0 + (movement2 as f32 * 2.5).sin() * 1.0);
next.chest.orientation = Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(0.4 + movement1 * 1.5 + (movement2 as f32 * 2.5).sin() * -0.5 + movement3 * 1.0);
next.head.orientation = Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(-0.1 + movement1 * -1.1 + (movement2 as f32 * 2.5).sin() * -0.5);
}
match active_tool_kind {

View File

@ -34,7 +34,21 @@ impl Animation for LeapAnimation {
*rate = 1.0;
let mut next = (*skeleton).clone();
let movement = (anim_time as f32 * 1.0).min(1.0);
let (movement1, movement2, movement3, movement4) = match stage_section {
Some(StageSection::Buildup) => {
(anim_time as f32, 0.0, 0.0, 0.0)
},
Some(StageSection::Movement) => {
(1.0, anim_time as f32, 0.0, 0.0)
},
Some(StageSection::Swing) => {
(1.0, 1.0, anim_time as f32, 0.0)
},
Some(StageSection::Recover) => {
(1.0, 1.0, 1.0, anim_time as f32)
},
_ => (0.0, 0.0, 0.0, 0.0),
};
if let Some(ToolKind::Hammer(_)) = active_tool_kind {
next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
@ -46,106 +60,42 @@ impl Animation for LeapAnimation {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57);
next.control.position = Vec3::new(6.0, 7.0, 1.0);
next.control.orientation = Quaternion::rotation_x(0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
next.control.position = Vec3::new(6.0, 7.0, 1.0);
next.control.orientation = Quaternion::rotation_x(0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement * 0.5);
next.chest.orientation = Quaternion::rotation_x(movement * 0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement * 0.5);
next.control.position = Vec3::new(
6.0 + movement1 * -10.0,
7.0 + movement2 * 5.0 + movement3 * 5.0,
1.0 + movement2 * 5.0 + movement3 * -7.0
);
next.control.orientation =
Quaternion::rotation_x(0.3 + movement3 * -3.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.5 + movement3 * 0.5);
next.chest.orientation =
Quaternion::rotation_x(movement1 * 0.3 + movement2 * 0.3 + movement3 * -0.9 + movement4 * 0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement1 * 0.5 + movement2 * 0.2 + movement3 * -0.7);
next.head.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement * -0.4);
},
next.head.orientation =
Quaternion::rotation_x(movement3 * 0.2)
* Quaternion::rotation_y(0.0 + movement2 * -0.1)
* Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2 + movement3 * 0.6);
StageSection::Movement => {
next.control.position = Vec3::new(
6.0 + movement * -10.0,
7.0 + movement * 5.0,
1.0 + movement * 5.0,
);
next.control.orientation = Quaternion::rotation_x(0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5 + movement * 0.5);
next.chest.orientation = Quaternion::rotation_x(0.3 + movement * 0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5 + movement * 0.2);
next.head.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(movement * -0.1)
* Quaternion::rotation_z(-0.4 + movement * -0.2);
next.hand_l.position = Vec3::new(-12.0 + movement3 * 10.0, 0.0, 0.0);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 - 5.0,
skeleton_attr.foot.2,
);
next.foot_l.orientation = Quaternion::rotation_x(-0.8);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 - 5.0 + movement3 * 13.0,
skeleton_attr.foot.2 + movement3 * -5.0,
);
next.foot_l.orientation = Quaternion::rotation_x(-0.8 + movement3 * 1.7);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + 8.0,
skeleton_attr.foot.2 + 5.0,
);
next.foot_r.orientation = Quaternion::rotation_x(0.9);
},
StageSection::Swing => {
next.control.position =
Vec3::new(-4.0, 12.0 + movement * 5.0, 6.0 + movement * -7.0);
next.control.orientation = Quaternion::rotation_x(0.3 + movement * -3.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.0 + movement * 0.5);
next.chest.orientation = Quaternion::rotation_x(0.6 + movement * -0.9)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.7 + movement * -0.7);
next.head.orientation = Quaternion::rotation_x(movement * 0.2)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(-0.6 + movement * 0.6);
next.hand_l.position = Vec3::new(-12.0 + movement * 10.0, 0.0, 0.0);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + 8.0,
skeleton_attr.foot.2 - 5.0,
);
next.foot_l.orientation = Quaternion::rotation_x(0.9);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 - 5.0,
skeleton_attr.foot.2,
);
next.foot_r.orientation = Quaternion::rotation_x(-0.8);
},
StageSection::Recover => {
next.control.position = Vec3::new(-4.0, 17.0, -1.0);
next.control.orientation = Quaternion::rotation_x(-2.7)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.5);
next.chest.orientation = Quaternion::rotation_x(-0.3 + movement * 0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.head.orientation = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(0.0);
next.hand_l.position = Vec3::new(-2.0, 0.0, 0.0);
},
_ => {},
}
}
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + 8.0 + movement3 * -13.0,
skeleton_attr.foot.2 + 5.0 + movement3 * -5.0,
);
next.foot_r.orientation = Quaternion::rotation_x(0.9 + movement3 * -1.7);
} else if let Some(ToolKind::Axe(_)) = active_tool_kind {
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
@ -170,160 +120,46 @@ impl Animation for LeapAnimation {
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
next.control.position = Vec3::new(
-3.0 + movement * 3.0,
11.0 + movement * 1.0,
3.0 + movement * 12.0,
);
next.control.orientation = Quaternion::rotation_x(1.8 + movement * -1.0)
* Quaternion::rotation_y(-0.5 + movement * 0.5)
* Quaternion::rotation_z(PI + 0.2 - movement * 0.2);
next.chest.orientation = Quaternion::rotation_x(movement * -0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement * 0.5);
next.control.position = Vec3::new(
-3.0 + movement1 * 3.0,
11.0 + movement1 * 1.0 + movement3 * 3.0,
3.0 + movement1 * 12.0 + movement3 * -15.0,
);
next.control.orientation =
Quaternion::rotation_x(1.8 + movement1 * -1.0 + movement2 * -0.5 + movement3 * -1.0)
* Quaternion::rotation_y(-0.5 + movement1 * 0.5)
* Quaternion::rotation_z(PI + 0.2 - movement1 * 0.2);
next.head.orientation = Quaternion::rotation_x(0.0 + movement * -0.4);
next.torso.orientation =
Quaternion::rotation_x(-0.3 + movement2 * -1.8 * PI + movement3 * -0.2 * PI + movement4 * -0.1 * PI)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.foot_l.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2 - 8.0,
);
next.head.orientation = Quaternion::rotation_x(0.0 + movement1 * -0.4 + movement2 * 0.4 + movement3 * 0.2);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2 - 8.0,
);
next.foot_l.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement2 * 4.0 + movement3 * -8.0,
skeleton_attr.foot.2 - 8.0 + movement2 * 3.0 + movement3 * -3.0,
);
next.foot_l.orientation = Quaternion::rotation_x(movement * 0.9);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement2 * 4.0 + movement3 * -8.0,
skeleton_attr.foot.2 - 8.0 + movement2 * 3.0 + movement3 * -3.0,
);
next.foot_r.orientation = Quaternion::rotation_x(movement * 0.9);
next.foot_l.orientation = Quaternion::rotation_x(movement1 * 0.9 - movement3 * 1.8);
next.belt.orientation = Quaternion::rotation_x(movement * 0.22);
next.shorts.orientation = Quaternion::rotation_x(movement * 0.3);
next.foot_r.orientation = Quaternion::rotation_x(movement1 * 0.9 - movement3 * 1.8);
next.chest.position =
Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
next.torso.position =
Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler / 11.0;
},
next.belt.orientation = Quaternion::rotation_x(movement1 * 0.22 + movement2 * 0.1);
next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.3 + movement2 * 0.1);
StageSection::Movement => {
next.control.position = Vec3::new(
0.0, 12.0, //11
15.0,
);
next.chest.position =
Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
next.torso.position = Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler;
next.control.orientation = Quaternion::rotation_x(0.8 + movement * -0.5)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(PI);
next.torso.orientation = Quaternion::rotation_x(-0.3 + movement * 6.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.head.orientation = Quaternion::rotation_x(-0.4 + movement * 0.4);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * 4.0,
skeleton_attr.foot.2 - 8.0 + movement * 3.0,
);
next.foot_l.orientation = Quaternion::rotation_x(0.9);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * 4.0,
skeleton_attr.foot.2 - 8.0 + movement * 3.0,
);
next.foot_r.orientation = Quaternion::rotation_x(0.9);
next.chest.position =
Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
next.torso.position =
Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler / 11.0;
next.torso.orientation = Quaternion::rotation_x(movement * -1.8 * PI);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.belt.orientation = Quaternion::rotation_x(0.22 + movement * 0.1);
next.shorts.orientation = Quaternion::rotation_x(0.3 + movement * 0.1);
next.chest.position =
Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
next.torso.position =
Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler / 11.0;
},
StageSection::Swing => {
next.control.position =
Vec3::new(0.0, 12.0 + movement * 3.0, 15.0 + movement * -15.0);
next.control.orientation = Quaternion::rotation_x(0.3 + movement * -1.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(PI);
next.head.orientation = Quaternion::rotation_x(movement * 0.2);
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + 4.0 + movement * -8.0,
skeleton_attr.foot.2 - 5.0 + movement * -3.0,
);
next.foot_l.orientation = Quaternion::rotation_x(0.9 - movement * 1.8);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + 4.0 + movement * -8.0,
skeleton_attr.foot.2 - 5.0 + movement * -3.0,
);
next.foot_r.orientation = Quaternion::rotation_x(0.9 - movement * 1.8);
next.torso.orientation =
Quaternion::rotation_x(-1.9 * PI - movement * 0.2 * PI);
next.chest.position =
Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
next.torso.position =
Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler / 11.0;
},
StageSection::Recover => {
next.control.position = Vec3::new(0.0, 15.0, 0.0);
next.control.orientation = Quaternion::rotation_x(-0.7)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(PI);
next.head.orientation = Quaternion::rotation_x(0.2);
next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
next.chest.position =
Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
next.torso.position =
Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler / 11.0;
next.torso.orientation =
Quaternion::rotation_x(-6.7 + movement * -0.1 * PI);
next.foot_l.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 - 4.0,
skeleton_attr.foot.2 - 8.0,
);
next.foot_l.orientation = Quaternion::rotation_x(-0.9);
next.foot_r.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 - 4.0,
skeleton_attr.foot.2 - 8.0,
);
next.foot_r.orientation = Quaternion::rotation_x(-0.9);
},
_ => {},
}
}
}
next.chest.position =
Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
next.torso.position =
Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler / 11.0;
//next.lantern.position = Vec3::new(
// skeleton_attr.lantern.0,
@ -332,8 +168,9 @@ impl Animation for LeapAnimation {
//);
//next.glider.position = Vec3::new(0.0, 0.0, 10.0);
//next.glider.scale = Vec3::one() * 0.0;
//next.l_control.scale = Vec3::one();
//next.r_control.scale = Vec3::one();
//next.control_l.scale = Vec3::one();
//next.control_r.scale = Vec3::one();
}
next.second.scale = match (
active_tool_kind.map(|tk| tk.hands()),

View File

@ -38,6 +38,19 @@ impl Animation for SpinAnimation {
let lab = 1.0;
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => {
(anim_time as f32, 0.0, 0.0)
},
Some(StageSection::Swing) => {
(1.0, anim_time as f32, 0.0)
},
Some(StageSection::Recover) => {
(1.0, 1.0, anim_time as f32)
},
_ => (0.0, 0.0, 0.0),
};
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 10.32).sin()).powf(2.0 as f32)))
.sqrt())
@ -48,12 +61,7 @@ impl Animation for SpinAnimation {
let spin = (anim_time as f32 * 2.8 * lab as f32).sin();
let spinhalf = (anim_time as f32 * 1.4 * lab as f32).sin();
let build = (anim_time as f32 * 8.0).sin();
let recover = (anim_time as f32 * 8.0).sin();
let movement = anim_time as f32 * 1.0;
let stab = (anim_time as f32 * 8.0).sin();
let rotate = (anim_time as f32 * 1.0).sin();
fn slow(x: f32) -> f32 {(x * 8.0).sin()}
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
@ -69,61 +77,38 @@ impl Animation for SpinAnimation {
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
//println!("{:.3} build", anim_time);
next.control.position =
Vec3::new(5.0, 11.0 + build * 0.6, 2.0 + build * 0.6);
next.control.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-0.57 + movement * 2.0)
* Quaternion::rotation_z(0.0);
next.chest.orientation = Quaternion::rotation_y(movement * -0.1)
* Quaternion::rotation_z(-1.07 + movement * -0.6);
next.belt.orientation = Quaternion::rotation_x(movement * 0.1);
next.shorts.orientation = Quaternion::rotation_x(movement * 0.1);
next.control.position =
Vec3::new(
5.0 + movement1 * 2.0 + movement2 * -8.0 + movement3 * -7.0,
11.0 + slow(movement1) * 0.6 + slow(movement2) * 3.0 + slow(movement3) * -0.8 + movement3 * -10.0,
2.0 + slow(movement1) * 0.6 + slow(movement2) * 3.5 + movement2 * 3.0 + slow(movement3) * -0.4 + movement3 * -4.0
);
next.control.orientation =
Quaternion::rotation_x(movement1 * -1.57 + movement2 * -0.6 + slow(movement2) * -0.25)
* Quaternion::rotation_y(-0.57 + movement1 * 2.0 + movement2 * -2.0)
* Quaternion::rotation_z(movement1 + movement2);
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
* Quaternion::rotation_z(1.07 + movement * 0.4);
},
StageSection::Swing => {
//println!("{:.3} swing", anim_time);
next.control.position = Vec3::new(
7.0 + movement * -8.0,
11.0 + stab * 3.0,
2.0 + stab * 3.5 + movement * 3.0,
);
next.control.orientation =
Quaternion::rotation_x(-1.57 + movement * -0.6 + stab * -0.25)
* Quaternion::rotation_y(2.8 + movement * -2.0)
* Quaternion::rotation_z(1.0 + movement * 1.0);
next.head.orientation = Quaternion::rotation_z(-stab * 0.8);
next.chest.orientation = Quaternion::rotation_x(stab * 0.15)
* Quaternion::rotation_y(movement * 0.3)
* Quaternion::rotation_z(movement * 1.5);
next.belt.orientation = Quaternion::rotation_z(rotate * 0.5);
next.shorts.orientation = Quaternion::rotation_z(rotate * 1.5);
next.torso.orientation = Quaternion::rotation_z(rotate * 7.2);
},
StageSection::Recover => {
//println!("{:.3} recover", anim_time);
next.control.position = Vec3::new(
-8.0,
11.0 - recover * 0.8 + movement * -10.0,
6.0 - recover * 0.4 + movement * -4.0,
);
next.control.orientation = Quaternion::rotation_x(-1.57)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.0);
next.chest.orientation = Quaternion::rotation_y(movement * -0.1)
* Quaternion::rotation_z(movement * 0.4);
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
* Quaternion::rotation_z(movement * -0.1);
},
_ => {},
}
}
next.head.orientation = Quaternion::rotation_z(slow(movement2) * -0.8);
next.chest.orientation =
Quaternion::rotation_x(slow(movement2) * 0.15)
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.3 + movement3 * -0.1)
* Quaternion::rotation_z(-1.0 + movement1 * -0.6 + movement2 * 1.5 + movement3 * 0.5);
next.belt.orientation =
Quaternion::rotation_x(movement1 * 0.1)
* Quaternion::rotation_z(movement2.sin() * 0.5);
next.shorts.orientation =
Quaternion::rotation_x(movement1 * 0.1)
* Quaternion::rotation_z(movement2.sin() * 1.5);
next.head.orientation =
Quaternion::rotation_y(movement1 * 0.1 - movement2 * -0.1)
* Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.5);
next.torso.orientation = Quaternion::rotation_z((movement2).sin() * 7.2);
}
// println!("{:?}", stage_progress),