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remove commented code
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@ -101,7 +101,6 @@ impl Animation for AlphaAnimation {
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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//println!("{:.3} build", anim_time);
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next.control.position =
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Vec3::new(-7.0, 7.0 + movement * -4.0, 2.0 + movement * 1.0);
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next.control.orientation = Quaternion::rotation_x(movement * -0.5)
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@ -112,7 +111,6 @@ impl Animation for AlphaAnimation {
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next.head.orientation = Quaternion::rotation_z(movement * -0.9);
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},
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StageSection::Swing => {
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//println!("{:.3} swing", anim_time);
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next.control.position = Vec3::new(-7.0, 3.0 + movement * 16.0, 3.0);
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next.control.orientation =
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Quaternion::rotation_x(-0.5 + movement * -1.0 * 0.0)
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@ -121,19 +119,8 @@ impl Animation for AlphaAnimation {
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next.upper_torso.orientation = Quaternion::rotation_z(1.5 + test * -3.0);
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next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5);
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//next.head.orientation = Quaternion::rotation_z(-test
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// * 0.8); next.upper_torso.
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// orientation = Quaternion::rotation_x(test * 0.15)
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//* Quaternion::rotation_y(movement * 0.3)
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//* Quaternion::rotation_z(movement * 1.5);
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//next.belt.orientation = Quaternion::rotation_z(test2
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// * 0.5); next.lower_torso.
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// orientation = Quaternion::rotation_z(test2 * 1.5);
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// next.torso.orientation = Quaternion::rotation_z(test2
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// * 7.2);
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},
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StageSection::Recover => {
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//println!("{:.3} recover", anim_time);
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next.control.position = Vec3::new(-7.0, 15.0, 2.0);
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next.control.orientation = Quaternion::rotation_x(-0.5)
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* Quaternion::rotation_y(-1.57 + movement * 1.0)
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@ -151,7 +138,6 @@ impl Animation for AlphaAnimation {
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}
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Dagger(_)) => {
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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@ -177,7 +163,6 @@ impl Animation for AlphaAnimation {
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);
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next.lower_torso.orientation = next.upper_torso.orientation * -0.45;
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// TODO: Fix animation
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next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.scale = Vec3::one() * 1.12;
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@ -192,23 +177,6 @@ impl Animation for AlphaAnimation {
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_x(0.0);
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// next.control_r.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0,
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// 2.0); next.control_r.orientation =
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// Quaternion::rotation_x(-1.4 + slow * 0.4)
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// * Quaternion::rotation_y(slow * -1.3)
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// * Quaternion::rotation_z(1.4 + slow * -0.5);
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// next.control_r.scale = Vec3::one();
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// next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
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// next.hand_r.orientation = Quaternion::rotation_x(1.27);
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// next.hand_r.scale = Vec3::one() * 1.05;
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// next.control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0);
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// next.control.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4)
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// * Quaternion::rotation_y(slow * -1.3)
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// * Quaternion::rotation_z(1.4 + slow * -0.5);
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// next.control.scale = Vec3::one();
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + slow * -3.0 + quick * 3.0 - 4.0,
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@ -62,9 +62,7 @@ impl Animation for BeamAnimation {
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let fast = (anim_time as f32 * 16.0).sin();
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//println!("{:?}", anim_time);
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
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if let Some(stage_section) = stage_section {
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match stage_section {
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@ -74,7 +74,6 @@ impl Animation for BetaAnimation {
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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//println!("{:.3} recover", anim_time);
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next.control.position = Vec3::new(
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-8.0 + movement * -5.0,
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1.0 - recover * 0.8 + movement * 2.0,
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@ -89,7 +88,6 @@ impl Animation for BetaAnimation {
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* Quaternion::rotation_z(-0.1 + movement * -1.1);
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},
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StageSection::Swing => {
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//println!("{:.3} swing", anim_time);
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next.control.position =
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Vec3::new(-8.0 + stab * 30.0, 6.0 + movement * 2.0, 6.0);
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next.control.orientation = Quaternion::rotation_x(-1.57)
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@ -216,10 +216,7 @@ impl Animation for LeapAnimation {
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},
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StageSection::Movement => {
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next.control.position = Vec3::new(
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0.0, 12.0, //11
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15.0,
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);
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next.control.position = Vec3::new(0.0, 12.0, 15.0);
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next.upper_torso.position = Vec3::new(
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0.0,
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@ -338,16 +335,6 @@ impl Animation for LeapAnimation {
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}
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}
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//next.lantern.position = Vec3::new(
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// skeleton_attr.lantern.0,
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// skeleton_attr.lantern.1,
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// skeleton_attr.lantern.2,
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//);
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//next.glider.position = Vec3::new(0.0, 0.0, 10.0);
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//next.glider.scale = Vec3::one() * 0.0;
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//next.l_control.scale = Vec3::one();
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//next.r_control.scale = Vec3::one();
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next.second.scale = match (
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active_tool_kind.map(|tk| tk.hands()),
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second_tool_kind.map(|tk| tk.hands()),
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@ -356,9 +343,6 @@ impl Animation for LeapAnimation {
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(_, _) => Vec3::zero(),
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};
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//next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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//next.torso.orientation = Quaternion::rotation_z(0.0);
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//next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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}
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@ -72,7 +72,6 @@ impl Animation for SpinAnimation {
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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//println!("{:.3} build", anim_time);
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next.control.position =
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Vec3::new(5.0, 11.0 + build * 0.6, 2.0 + build * 0.6);
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next.control.orientation = Quaternion::rotation_x(0.0)
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@ -87,7 +86,6 @@ impl Animation for SpinAnimation {
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* Quaternion::rotation_z(1.07 + movement * 0.4);
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},
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StageSection::Swing => {
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//println!("{:.3} swing", anim_time);
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next.control.position = Vec3::new(
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7.0 + movement * -8.0,
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11.0 + stab * 3.0,
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@ -105,7 +103,6 @@ impl Animation for SpinAnimation {
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next.torso.orientation = Quaternion::rotation_z(rotate * 7.2);
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},
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StageSection::Recover => {
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//println!("{:.3} recover", anim_time);
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next.control.position = Vec3::new(
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-8.0,
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11.0 - recover * 0.8 + movement * -10.0,
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@ -123,11 +120,9 @@ impl Animation for SpinAnimation {
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}
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}
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}
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// println!("{:?}", stage_progress),
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if let Some(ToolKind::Axe(_) | ToolKind::Hammer(_) | ToolKind::Dagger(_)) = active_tool_kind
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{
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//INTENTION: SWORD
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next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.hand_l.scale = Vec3::one() * 1.04;
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@ -90,7 +90,6 @@ impl Animation for AlphaAnimation {
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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//println!("{:.3} build", anim_time);
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next.control.position =
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Vec3::new(-7.0, 7.0 + movement * -4.0, 2.0 + movement * 1.0);
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next.control.orientation = Quaternion::rotation_x(movement * -0.5)
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@ -101,7 +100,6 @@ impl Animation for AlphaAnimation {
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next.head.orientation = Quaternion::rotation_z(movement * -0.9);
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},
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StageSection::Swing => {
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//println!("{:.3} swing", anim_time);
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next.control.position = Vec3::new(-7.0, 3.0 + movement * 16.0, 3.0);
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next.control.orientation =
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Quaternion::rotation_x(-0.5 + movement * -1.0 * 0.0)
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@ -110,19 +108,8 @@ impl Animation for AlphaAnimation {
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next.chest.orientation = Quaternion::rotation_z(1.5 + test * -3.0);
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next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5);
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//next.head.orientation = Quaternion::rotation_z(-test
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// * 0.8); next.chest.
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// orientation = Quaternion::rotation_x(test * 0.15)
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//* Quaternion::rotation_y(movement * 0.3)
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//* Quaternion::rotation_z(movement * 1.5);
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//next.belt.orientation = Quaternion::rotation_z(test2
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// * 0.5); next.shorts.
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// orientation = Quaternion::rotation_z(test2 * 1.5);
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// next.torso.orientation = Quaternion::rotation_z(test2
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// * 7.2);
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},
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StageSection::Recover => {
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//println!("{:.3} recover", anim_time);
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next.control.position = Vec3::new(-7.0, 15.0, 2.0);
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next.control.orientation = Quaternion::rotation_x(-0.5)
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* Quaternion::rotation_y(-1.57 + movement * 1.0)
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@ -140,7 +127,6 @@ impl Animation for AlphaAnimation {
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}
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Dagger(_)) => {
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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@ -162,7 +148,6 @@ impl Animation for AlphaAnimation {
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Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.orientation = next.chest.orientation * -0.45;
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// TODO: Fix animation
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next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.scale = Vec3::one() * 1.12;
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@ -187,23 +172,6 @@ impl Animation for AlphaAnimation {
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next.control_r.orientation = Quaternion::rotation_x(0.0);
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next.control_r.scale = Vec3::one();
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// next.control_r.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0,
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// 2.0); next.control_r.orientation =
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// Quaternion::rotation_x(-1.4 + slow * 0.4)
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// * Quaternion::rotation_y(slow * -1.3)
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// * Quaternion::rotation_z(1.4 + slow * -0.5);
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// next.control_r.scale = Vec3::one();
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// next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
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// next.hand_r.orientation = Quaternion::rotation_x(1.27);
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// next.hand_r.scale = Vec3::one() * 1.05;
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// next.control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0);
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// next.control.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4)
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// * Quaternion::rotation_y(slow * -1.3)
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// * Quaternion::rotation_z(1.4 + slow * -0.5);
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// next.control.scale = Vec3::one();
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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slow * -3.0 + quick * 3.0 - 4.0,
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@ -77,7 +77,6 @@ impl Animation for BlockIdleAnimation {
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next.shorts.scale = Vec3::one();
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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next.hand_l.position = Vec3::new(0.0, -5.0, -5.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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@ -136,15 +135,9 @@ impl Animation for BlockIdleAnimation {
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next.main.scale = Vec3::one();
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},
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Some(ToolKind::Dagger(_)) => {
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// hands should be larger when holding a dagger grip,
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// also reduce flicker with overlapping polygons
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let hand_scale = 1.12;
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next.control.position = Vec3::new(0.0, 0.0, 0.0);
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// next.control.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
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// * Quaternion::rotation_y(0.0)
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// * Quaternion::rotation_z(u_slowalt * 0.08);
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// next.control.scale = Vec3::one();
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next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
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@ -177,21 +170,11 @@ impl Animation for BlockIdleAnimation {
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next.second.scale = Vec3::one();
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next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
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// next.control_r.orientation = Quaternion::rotation_x(0.0 * PI)
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// * Quaternion::rotation_y(0.0 * PI)
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// * Quaternion::rotation_z(0.0 * PI);
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// next.control_r.scale = Vec3::one();
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},
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Some(ToolKind::Shield(_)) => {
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// hands should be larger when holding a dagger grip,
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// also reduce flicker with overlapping polygons
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let hand_scale = 1.12;
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next.control.position = Vec3::new(0.0, 0.0, 0.0);
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// next.control.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
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// * Quaternion::rotation_y(0.0)
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// * Quaternion::rotation_z(u_slowalt * 0.08);
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// next.control.scale = Vec3::one();
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next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
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@ -205,10 +188,6 @@ impl Animation for BlockIdleAnimation {
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* Quaternion::rotation_z(0.0 * PI);
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next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
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// next.control_l.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
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// * Quaternion::rotation_y(0.0)
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// * Quaternion::rotation_z(u_slowalt * 0.08);
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// next.control_l.scale = Vec3::one();
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next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
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@ -223,10 +202,6 @@ impl Animation for BlockIdleAnimation {
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next.second.scale = Vec3::one();
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next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
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// next.control_r.orientation = Quaternion::rotation_x(0.0 * PI)
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// * Quaternion::rotation_y(0.0 * PI)
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// * Quaternion::rotation_z(0.0 * PI);
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// next.control_r.scale = Vec3::one();
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},
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Some(ToolKind::Debug(_)) => {
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next.hand_l.position = Vec3::new(-7.0, 3.5 + wave_ultra_slow * 2.0, 6.5);
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@ -250,15 +225,9 @@ impl Animation for BlockIdleAnimation {
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match second_tool_kind {
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Some(ToolKind::Shield(_)) => {
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// hands should be larger when holding a dagger grip,
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// also reduce flicker with overlapping polygons
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let hand_scale = 1.12;
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next.control.position = Vec3::new(0.0, 0.0, 0.0);
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// next.control.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
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// * Quaternion::rotation_y(0.0)
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// * Quaternion::rotation_z(u_slowalt * 0.08);
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// next.control.scale = Vec3::one();
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next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
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@ -273,10 +242,6 @@ impl Animation for BlockIdleAnimation {
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next.main.scale = Vec3::one();
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next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
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// next.control_l.orientation = Quaternion::rotation_x(u_slow * 0.15 + 1.0)
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// * Quaternion::rotation_y(0.0)
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// * Quaternion::rotation_z(u_slowalt * 0.08);
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// next.control_l.scale = Vec3::one();
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next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
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@ -294,7 +259,6 @@ impl Animation for BlockIdleAnimation {
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next.control_r.orientation = Quaternion::rotation_x(0.5 * PI)
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* Quaternion::rotation_y(0.5 * PI)
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* Quaternion::rotation_z(0.0 * PI);
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// next.control_r.scale = Vec3::one();
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},
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Some(ToolKind::Dagger(_)) => {},
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_ => {},
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@ -39,7 +39,6 @@ impl Animation for EquipAnimation {
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let wave = (anim_time as f32 * 16.0).sin();
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
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next.hand_l.orientation =
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@ -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);
|
||||
|
@ -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);
|
||||
|
Loading…
Reference in New Issue
Block a user