remove commented code

This commit is contained in:
jshipsey 2020-10-18 18:36:16 -04:00 committed by Robin Gilh
parent d5e60d93b4
commit c74133740e
9 changed files with 1 additions and 167 deletions

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@ -101,7 +101,6 @@ impl Animation for AlphaAnimation {
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
//println!("{:.3} build", anim_time);
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)
@ -112,7 +111,6 @@ impl Animation for AlphaAnimation {
next.head.orientation = Quaternion::rotation_z(movement * -0.9);
},
StageSection::Swing => {
//println!("{:.3} swing", anim_time);
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)
@ -121,19 +119,8 @@ impl Animation for AlphaAnimation {
next.upper_torso.orientation = Quaternion::rotation_z(1.5 + test * -3.0);
next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5);
//next.head.orientation = Quaternion::rotation_z(-test
// * 0.8); next.upper_torso.
// orientation = Quaternion::rotation_x(test * 0.15)
//* Quaternion::rotation_y(movement * 0.3)
//* Quaternion::rotation_z(movement * 1.5);
//next.belt.orientation = Quaternion::rotation_z(test2
// * 0.5); next.lower_torso.
// orientation = Quaternion::rotation_z(test2 * 1.5);
// next.torso.orientation = Quaternion::rotation_z(test2
// * 7.2);
},
StageSection::Recover => {
//println!("{:.3} recover", anim_time);
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)
@ -151,7 +138,6 @@ impl Animation for AlphaAnimation {
}
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);
@ -177,7 +163,6 @@ impl Animation for AlphaAnimation {
);
next.lower_torso.orientation = next.upper_torso.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;
@ -192,23 +177,6 @@ impl Animation for AlphaAnimation {
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_x(0.0);
// 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,
skeleton_attr.foot.1 + slow * -3.0 + quick * 3.0 - 4.0,

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@ -62,9 +62,7 @@ impl Animation for BeamAnimation {
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 {

View File

@ -74,7 +74,6 @@ impl Animation for BetaAnimation {
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,
@ -89,7 +88,6 @@ impl Animation for BetaAnimation {
* 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)

View File

@ -216,10 +216,7 @@ impl Animation for LeapAnimation {
},
StageSection::Movement => {
next.control.position = Vec3::new(
0.0, 12.0, //11
15.0,
);
next.control.position = Vec3::new(0.0, 12.0, 15.0);
next.upper_torso.position = Vec3::new(
0.0,
@ -338,16 +335,6 @@ impl Animation for LeapAnimation {
}
}
//next.lantern.position = Vec3::new(
// skeleton_attr.lantern.0,
// skeleton_attr.lantern.1,
// skeleton_attr.lantern.2,
//);
//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.second.scale = match (
active_tool_kind.map(|tk| tk.hands()),
second_tool_kind.map(|tk| tk.hands()),
@ -356,9 +343,6 @@ impl Animation for LeapAnimation {
(_, _) => Vec3::zero(),
};
//next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
//next.torso.orientation = Quaternion::rotation_z(0.0);
//next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next
}
}

View File

@ -72,7 +72,6 @@ impl Animation for SpinAnimation {
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)
@ -87,7 +86,6 @@ impl Animation for SpinAnimation {
* 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,
@ -105,7 +103,6 @@ impl Animation for SpinAnimation {
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,
@ -123,11 +120,9 @@ impl Animation for SpinAnimation {
}
}
}
// println!("{:?}", stage_progress),
if let Some(ToolKind::Axe(_) | ToolKind::Hammer(_) | ToolKind::Dagger(_)) = active_tool_kind
{
//INTENTION: SWORD
next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.hand_l.scale = Vec3::one() * 1.04;

View File

@ -90,7 +90,6 @@ impl Animation for AlphaAnimation {
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
//println!("{:.3} build", anim_time);
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)
@ -101,7 +100,6 @@ impl Animation for AlphaAnimation {
next.head.orientation = Quaternion::rotation_z(movement * -0.9);
},
StageSection::Swing => {
//println!("{:.3} swing", anim_time);
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)
@ -110,19 +108,8 @@ impl Animation for AlphaAnimation {
next.chest.orientation = Quaternion::rotation_z(1.5 + test * -3.0);
next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5);
//next.head.orientation = Quaternion::rotation_z(-test
// * 0.8); next.chest.
// orientation = Quaternion::rotation_x(test * 0.15)
//* Quaternion::rotation_y(movement * 0.3)
//* Quaternion::rotation_z(movement * 1.5);
//next.belt.orientation = Quaternion::rotation_z(test2
// * 0.5); next.shorts.
// orientation = Quaternion::rotation_z(test2 * 1.5);
// next.torso.orientation = Quaternion::rotation_z(test2
// * 7.2);
},
StageSection::Recover => {
//println!("{:.3} recover", anim_time);
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)
@ -140,7 +127,6 @@ impl Animation for AlphaAnimation {
}
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);
@ -162,7 +148,6 @@ 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;
@ -187,23 +172,6 @@ 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

@ -77,7 +77,6 @@ impl Animation for BlockIdleAnimation {
next.shorts.scale = Vec3::one();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
next.hand_l.position = Vec3::new(0.0, -5.0, -5.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
@ -136,15 +135,9 @@ impl Animation for BlockIdleAnimation {
next.main.scale = Vec3::one();
},
Some(ToolKind::Dagger(_)) => {
// hands should be larger when holding a dagger grip,
// also reduce flicker with overlapping polygons
let hand_scale = 1.12;
next.control.position = Vec3::new(0.0, 0.0, 0.0);
// next.control.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
// * Quaternion::rotation_y(0.0)
// * Quaternion::rotation_z(u_slowalt * 0.08);
// next.control.scale = Vec3::one();
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
@ -177,21 +170,11 @@ impl Animation for BlockIdleAnimation {
next.second.scale = Vec3::one();
next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
// next.control_r.orientation = Quaternion::rotation_x(0.0 * PI)
// * Quaternion::rotation_y(0.0 * PI)
// * Quaternion::rotation_z(0.0 * PI);
// next.control_r.scale = Vec3::one();
},
Some(ToolKind::Shield(_)) => {
// hands should be larger when holding a dagger grip,
// also reduce flicker with overlapping polygons
let hand_scale = 1.12;
next.control.position = Vec3::new(0.0, 0.0, 0.0);
// next.control.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
// * Quaternion::rotation_y(0.0)
// * Quaternion::rotation_z(u_slowalt * 0.08);
// next.control.scale = Vec3::one();
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
@ -205,10 +188,6 @@ impl Animation for BlockIdleAnimation {
* Quaternion::rotation_z(0.0 * PI);
next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
// next.control_l.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
// * Quaternion::rotation_y(0.0)
// * Quaternion::rotation_z(u_slowalt * 0.08);
// next.control_l.scale = Vec3::one();
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
@ -223,10 +202,6 @@ impl Animation for BlockIdleAnimation {
next.second.scale = Vec3::one();
next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
// next.control_r.orientation = Quaternion::rotation_x(0.0 * PI)
// * Quaternion::rotation_y(0.0 * PI)
// * Quaternion::rotation_z(0.0 * PI);
// next.control_r.scale = Vec3::one();
},
Some(ToolKind::Debug(_)) => {
next.hand_l.position = Vec3::new(-7.0, 3.5 + wave_ultra_slow * 2.0, 6.5);
@ -250,15 +225,9 @@ impl Animation for BlockIdleAnimation {
match second_tool_kind {
Some(ToolKind::Shield(_)) => {
// hands should be larger when holding a dagger grip,
// also reduce flicker with overlapping polygons
let hand_scale = 1.12;
next.control.position = Vec3::new(0.0, 0.0, 0.0);
// next.control.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
// * Quaternion::rotation_y(0.0)
// * Quaternion::rotation_z(u_slowalt * 0.08);
// next.control.scale = Vec3::one();
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
@ -273,10 +242,6 @@ impl Animation for BlockIdleAnimation {
next.main.scale = Vec3::one();
next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
// next.control_l.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
// * Quaternion::rotation_y(0.0)
// * Quaternion::rotation_z(u_slowalt * 0.08);
// next.control_l.scale = Vec3::one();
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
@ -294,7 +259,6 @@ impl Animation for BlockIdleAnimation {
next.control_r.orientation = Quaternion::rotation_x(0.5 * PI)
* Quaternion::rotation_y(0.5 * PI)
* Quaternion::rotation_z(0.0 * PI);
// next.control_r.scale = Vec3::one();
},
Some(ToolKind::Dagger(_)) => {},
_ => {},

View File

@ -39,7 +39,6 @@ impl Animation for EquipAnimation {
let wave = (anim_time as f32 * 16.0).sin();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
next.hand_l.orientation =
@ -156,18 +155,7 @@ impl Animation for EquipAnimation {
next.control.scale = Vec3::one();
},
Some(ToolKind::Dagger(_)) => {
// TODO: Fix animation
// next.hand_l.position = Vec3::new(-6.0, 3.5, 0.0);
// next.hand_l.orientation = Quaternion::rotation_x(-0.3);
// next.hand_l.scale = Vec3::one() * 1.01;
// next.main.position = Vec3::new(-6.0, 4.5, 0.0);
// next.main.orientation = Quaternion::rotation_x(-0.3);
next.main.scale = Vec3::one();
// next.hand_r.position = Vec3::new(-6.0, 3.0, -2.0);
// next.hand_r.orientation = Quaternion::rotation_x(-0.3);
// next.hand_r.scale = Vec3::one() * 1.01;
},
Some(ToolKind::Debug(_)) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);

View File

@ -142,7 +142,6 @@ impl Animation for SwimWieldAnimation {
next.shorts.orientation = Quaternion::rotation_z(0.3);
}
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
next.hand_l.orientation =
@ -164,15 +163,9 @@ impl Animation for SwimWieldAnimation {
next.control.scale = Vec3::one();
},
Some(ToolKind::Dagger(_)) => {
// hands should be larger when holding a dagger grip,
// also reduce flicker with overlapping polygons
let hand_scale = 1.12;
next.control.position = Vec3::new(0.0, 0.0, 0.0);
//next.control.orientation = Quaternion::rotation_x(slow * 1.0);
// * Quaternion::rotation_y(0.0)
// * Quaternion::rotation_z(u_slowalt * 0.08);
// next.control.scale = Vec3::one();
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
@ -186,10 +179,6 @@ impl Animation for SwimWieldAnimation {
* Quaternion::rotation_z(0.0 * PI);
next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
// next.control_l.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
// * Quaternion::rotation_y(0.0)
// * Quaternion::rotation_z(u_slowalt * 0.08);
// next.control_l.scale = Vec3::one();
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
@ -204,10 +193,6 @@ impl Animation for SwimWieldAnimation {
next.second.scale = Vec3::one();
next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
// next.control_r.orientation = Quaternion::rotation_x(0.0 * PI)
// * Quaternion::rotation_y(0.0 * PI)
// * Quaternion::rotation_z(0.0 * PI);
// next.control_r.scale = Vec3::one();
},
Some(ToolKind::Axe(_)) => {
if velocity < 0.5 {
@ -299,15 +284,9 @@ impl Animation for SwimWieldAnimation {
next.control.scale = Vec3::one();
},
Some(ToolKind::Shield(_)) => {
// hands should be larger when holding a dagger grip,
// also reduce flicker with overlapping polygons
let hand_scale = 1.12;
next.control.position = Vec3::new(0.0, 0.0, 0.0);
// next.control.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
// * Quaternion::rotation_y(0.0)
// * Quaternion::rotation_z(u_slowalt * 0.08);
// next.control.scale = Vec3::one();
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
@ -321,10 +300,6 @@ impl Animation for SwimWieldAnimation {
* Quaternion::rotation_z(0.0 * PI);
next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
// next.control_l.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
// * Quaternion::rotation_y(0.0)
// * Quaternion::rotation_z(u_slowalt * 0.08);
// next.control_l.scale = Vec3::one();
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
@ -339,10 +314,6 @@ impl Animation for SwimWieldAnimation {
next.second.scale = Vec3::one();
next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
// next.control_r.orientation = Quaternion::rotation_x(0.0 * PI)
// * Quaternion::rotation_y(0.0 * PI)
// * Quaternion::rotation_z(0.0 * PI);
// next.control_r.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
next.hand_l.position = Vec3::new(2.0, 1.5, 0.0);