cleaning up inconsistencies in animation code

Former-commit-id: 31c8ae92c3ebf9bed01aba29f9a030de334df153
This commit is contained in:
jshipsey 2019-05-22 23:36:43 -04:00
parent a0c713ff23
commit cace9c6a8f
8 changed files with 80 additions and 62 deletions

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@ -86,7 +86,7 @@ impl<'a> System<'a> for Sys {
if control.move_dir.magnitude() > 0.01 { if control.move_dir.magnitude() > 0.01 {
Animation::Run Animation::Run
} else { } else {
Animation::Attack Animation::Idle
} }
} else if gliding { } else if gliding {
Animation::Gliding Animation::Gliding

View File

@ -47,19 +47,19 @@ impl Animation for AttackAnimation {
.sin() .sin()
* 0.25, * 0.25,
); );
next.head.offset = Vec3::new(5.5, 2.0, 11.0); next.head.offset = Vec3::new(0.0, 2.0, 11.0);
next.head.ori = Quaternion::rotation_z(0.0); next.head.ori = Quaternion::rotation_z(0.0);
next.head.scale = Vec3::one(); next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 7.0); next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_x(0.0); next.chest.ori = Quaternion::rotation_x(0.0);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 5.0); next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
next.belt.ori = Quaternion::rotation_x(0.0); next.belt.ori = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 2.0); next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
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();
@ -87,7 +87,7 @@ impl Animation for AttackAnimation {
next.r_foot.ori = Quaternion::identity(); next.r_foot.ori = Quaternion::identity();
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-9.0, -5.0, 15.0); next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5); next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one(); next.weapon.scale = Vec3::one();
@ -99,8 +99,7 @@ impl Animation for AttackAnimation {
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04; next.r_shoulder.scale = Vec3::one() * 1.04;
next.draw.offset = Vec3::new(5.5, 0.0, 0.0); next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0); next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0; next.draw.scale = Vec3::one() * 0.0;
@ -108,8 +107,11 @@ impl Animation for AttackAnimation {
next.left_equip.ori = Quaternion::rotation_x(0.0 + wave * 2.0)* Quaternion::rotation_z(1.57 + wave * 2.0); next.left_equip.ori = Quaternion::rotation_x(0.0 + wave * 2.0)* Quaternion::rotation_z(1.57 + wave * 2.0);
next.left_equip.scale = Vec3::one() / 11.0; next.left_equip.scale = Vec3::one() / 11.0;
next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.right_equip.ori = Quaternion::rotation_x(0.0);;
next.right_equip.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(-0.5, -0.2, 0.1); next.torso.offset = Vec3::new(0.0, -0.2, 0.1);
next.torso.ori = Quaternion::rotation_x(0.0); next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0; next.torso.scale = Vec3::one() / 11.0;
next next

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@ -46,20 +46,20 @@ impl Animation for GlidingAnimation {
.sin() .sin()
* 0.25, * 0.25,
); );
next.head.offset = Vec3::new(5.5, 2.0, 12.0); next.head.offset = Vec3::new(0.0, 2.0, 12.0);
next.head.ori = Quaternion::rotation_x(0.35 - wave_very_slow * 0.10 + head_look.y) next.head.ori = Quaternion::rotation_x(0.35 - wave_very_slow * 0.10 + head_look.y)
* Quaternion::rotation_z(head_look.x + wave_very_slow_cos * 0.15); * Quaternion::rotation_z(head_look.x + wave_very_slow_cos * 0.15);
next.head.scale = Vec3::one(); next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 8.0); next.chest.offset = Vec3::new(0.0, 0.0, 8.0);
next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.15); next.chest.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.15);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 6.0); next.belt.offset = Vec3::new(0.0, 0.0, 6.0);
next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.20); next.belt.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.20);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 3.0); next.shorts.offset = Vec3::new(0.0, 0.0, 3.0);
next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25); next.shorts.ori = Quaternion::rotation_z(wave_very_slow_cos * 0.25);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
@ -92,7 +92,7 @@ impl Animation for GlidingAnimation {
); );
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-9.0, -5.0, 15.0); next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5); next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one(); next.weapon.scale = Vec3::one();
@ -105,7 +105,7 @@ impl Animation for GlidingAnimation {
next.r_shoulder.scale = Vec3::one() * 1.04; next.r_shoulder.scale = Vec3::one() * 1.04;
next.draw.offset = Vec3::new(5.5, -9.0 + wave_very_slow * 0.10, 18.0); next.draw.offset = Vec3::new(0.0, -9.0 + wave_very_slow * 0.10, 18.0);
next.draw.ori = Quaternion::rotation_x(0.95 - wave_very_slow * 0.15) * Quaternion::rotation_y(wave_very_slow_cos * 0.04); next.draw.ori = Quaternion::rotation_x(0.95 - wave_very_slow * 0.15) * Quaternion::rotation_y(wave_very_slow_cos * 0.04);
next.draw.scale = Vec3::one(); next.draw.scale = Vec3::one();
@ -113,8 +113,11 @@ impl Animation for GlidingAnimation {
next.left_equip.ori = Quaternion::rotation_x(0.0);; next.left_equip.ori = Quaternion::rotation_x(0.0);;
next.left_equip.scale = Vec3::one() *0.0; next.left_equip.scale = Vec3::one() *0.0;
next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.right_equip.ori = Quaternion::rotation_x(0.0);;
next.right_equip.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(-0.5, -0.2, 0.0); next.torso.offset = Vec3::new(0.0, -0.2, 0.0);
next.torso.ori = Quaternion::rotation_x(-0.8 + wave_very_slow * 0.10); next.torso.ori = Quaternion::rotation_x(-0.8 + wave_very_slow * 0.10);
next.torso.scale = Vec3::one() / 11.0; next.torso.scale = Vec3::one() / 11.0;

View File

@ -39,19 +39,19 @@ impl Animation for IdleAnimation {
.sin() .sin()
* 0.25, * 0.25,
); );
next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wave_ultra_slow * 0.3); next.head.offset = Vec3::new(0.0, 2.0, 11.0 + wave_ultra_slow * 0.3);
next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y); next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
next.head.scale = Vec3::one(); next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wave_ultra_slow * 0.3); next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_ultra_slow * 0.3);
next.chest.ori = Quaternion::rotation_x(0.0); next.chest.ori = Quaternion::rotation_x(0.0);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + wave_ultra_slow * 0.3); next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_ultra_slow * 0.3);
next.belt.ori = Quaternion::rotation_x(0.0); next.belt.ori = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + wave_ultra_slow * 0.3); next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_ultra_slow * 0.3);
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();
@ -59,7 +59,6 @@ impl Animation for IdleAnimation {
-7.5, -7.5,
-2.0 + wave_ultra_slow_cos * 0.15, -2.0 + wave_ultra_slow_cos * 0.15,
8.0 + wave_ultra_slow * 0.5, 8.0 + wave_ultra_slow * 0.5,
11.5 + wave_ultra_slow * 0.5,
) / 11.0; ) / 11.0;
next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06); next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
@ -74,15 +73,15 @@ impl Animation for IdleAnimation {
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06); next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
next.r_hand.scale = Vec3::one() / 11.; next.r_hand.scale = Vec3::one() / 11.;
next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0); next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity(); next.l_foot.ori = Quaternion::identity();
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(4.1, -0.1, 8.0); next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
next.r_foot.ori = Quaternion::identity(); next.r_foot.ori = Quaternion::identity();
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-9.0, -5.0, 15.0); next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5); next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one(); next.weapon.scale = Vec3::one();
@ -94,21 +93,19 @@ impl Animation for IdleAnimation {
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04; next.r_shoulder.scale = Vec3::one() * 1.04;
next.draw.offset = Vec3::new(5.5, 0.0, 0.0); next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0); next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0; next.draw.scale = Vec3::one() * 0.0;
next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0; next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.left_equip.ori = Quaternion::rotation_x(0.0);; next.left_equip.ori = Quaternion::rotation_x(0.0);;
next.left_equip.scale = Vec3::one() *0.0; next.left_equip.scale = Vec3::one() * 0.0;
next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.right_equip.ori = Quaternion::rotation_x(0.0);;
next.right_equip.scale = Vec3::one() * 0.0;
next.draw.offset = Vec3::new(13.5, 0.0, 0.0); next.torso.offset = Vec3::new(0.0, -0.2, 0.1);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
next.torso.ori = Quaternion::rotation_x(0.0); next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0; next.torso.scale = Vec3::one() / 11.0;

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@ -25,19 +25,19 @@ impl Animation for JumpAnimation {
let wave_stop_alt = (anim_time as f32 * 5.0).min(PI / 2.0).sin(); let wave_stop_alt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
next.head.offset = Vec3::new(5.5, 2.0, 12.0); next.head.offset = Vec3::new(0.0, 3.0, 13.0);
next.head.ori = Quaternion::rotation_x(0.25); next.head.ori = Quaternion::rotation_x(0.25 + wave_stop * 0.1 + wave_slow * 0.04);
next.head.scale = Vec3::one(); next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 8.0); next.chest.offset = Vec3::new(0.0, 0.0, 8.0);
next.chest.ori = Quaternion::rotation_z(0.0); next.chest.ori = Quaternion::rotation_z(0.0);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 6.0); next.belt.offset = Vec3::new(0.0, 0.0, 6.0);
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(5.5, 0.0, 3.0); next.shorts.offset = Vec3::new(0.0, 0.0, 3.0);
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();
@ -57,7 +57,7 @@ impl Animation for JumpAnimation {
next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2); next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-9.0, -5.0, 15.0); next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5); next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one(); next.weapon.scale = Vec3::one();
@ -69,7 +69,7 @@ impl Animation for JumpAnimation {
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04; next.r_shoulder.scale = Vec3::one() * 1.04;
next.draw.offset = Vec3::new(5.5, 0.0, 0.0); next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0); next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0; next.draw.scale = Vec3::one() * 0.0;
@ -77,13 +77,11 @@ impl Animation for JumpAnimation {
next.left_equip.ori = Quaternion::rotation_x(0.0);; next.left_equip.ori = Quaternion::rotation_x(0.0);;
next.left_equip.scale = Vec3::one() *0.0; next.left_equip.scale = Vec3::one() *0.0;
next.draw.offset = Vec3::new(13.5, 0.0, 0.0); next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.draw.ori = Quaternion::rotation_y(0.0); next.right_equip.ori = Quaternion::rotation_x(0.0);;
next.draw.scale = Vec3::one() * 0.0; next.right_equip.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2, 0.0);
next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
next.torso.ori = Quaternion::rotation_x(-0.2); next.torso.ori = Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one() / 11.0; next.torso.scale = Vec3::one() / 11.0;

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@ -34,6 +34,7 @@ pub struct CharacterSkeleton {
r_shoulder: Bone, r_shoulder: Bone,
draw: Bone, draw: Bone,
left_equip: Bone, left_equip: Bone,
right_equip: Bone,
torso: Bone, torso: Bone,
} }
@ -53,6 +54,7 @@ impl CharacterSkeleton {
r_shoulder: Bone::default(), r_shoulder: Bone::default(),
draw: Bone::default(), draw: Bone::default(),
left_equip: Bone::default(), left_equip: Bone::default(),
right_equip: Bone::default(),
torso: Bone::default(), torso: Bone::default(),
} }
} }
@ -78,9 +80,9 @@ impl Skeleton for CharacterSkeleton {
FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.draw.compute_base_matrix()), FigureBoneData::new(torso_mat * self.draw.compute_base_matrix()),
FigureBoneData::new(self.left_equip.compute_base_matrix()), FigureBoneData::new(self.left_equip.compute_base_matrix()),
FigureBoneData::new(self.right_equip.compute_base_matrix()),
FigureBoneData::new(torso_mat), FigureBoneData::new(torso_mat),
FigureBoneData::default(), FigureBoneData::default(),
FigureBoneData::default(),
] ]
@ -100,6 +102,7 @@ impl Skeleton for CharacterSkeleton {
self.r_shoulder.interpolate(&target.r_shoulder); self.r_shoulder.interpolate(&target.r_shoulder);
self.draw.interpolate(&target.draw); self.draw.interpolate(&target.draw);
self.left_equip.interpolate(&target.left_equip); self.left_equip.interpolate(&target.left_equip);
self.right_equip.interpolate(&target.right_equip);
self.torso.interpolate(&target.torso); self.torso.interpolate(&target.torso);
} }
} }

View File

@ -36,19 +36,19 @@ impl Animation for RunAnimation {
* 0.1, * 0.1,
); );
next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wave_cos * 1.3); next.head.offset = Vec3::new(0.0, 3.0, 12.0 + wave_cos * 1.3);
next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y + 0.35); next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y + 0.35);
next.head.scale = Vec3::one(); next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wave_cos * 1.1); next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
next.chest.ori = Quaternion::rotation_z(wave * 0.1); next.chest.ori = Quaternion::rotation_z(wave * 0.1);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + wave_cos * 1.1); next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
next.belt.ori = Quaternion::rotation_z(wave * 0.25); next.belt.ori = Quaternion::rotation_z(wave * 0.25);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + wave_cos * 1.1); next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + 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();
@ -68,7 +68,7 @@ impl Animation for RunAnimation {
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave * 1.5); next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave * 1.5);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-9.0, -5.0, 15.0); next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
next.weapon.ori = Quaternion::rotation_y(2.5); next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one(); next.weapon.scale = Vec3::one();
@ -80,17 +80,22 @@ impl Animation for RunAnimation {
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.04; next.r_shoulder.scale = Vec3::one() * 1.04;
next.torso.offset = Vec3::new(-0.5, -0.2, 0.4); next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
next.torso.ori = Quaternion::rotation_x(-velocity * 0.05 - wave_cos * 0.1); next.draw.ori = Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0; next.draw.scale = Vec3::one() * 0.0;
next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0; next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.left_equip.ori = Quaternion::rotation_x(0.0);; next.left_equip.ori = Quaternion::rotation_x(0.0);;
next.left_equip.scale = Vec3::one() * 0.0; next.left_equip.scale = Vec3::one() * 0.0;
next.draw.offset = Vec3::new(5.5, 0.0, 0.0); next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
next.draw.ori = Quaternion::rotation_y(0.0); next.right_equip.ori = Quaternion::rotation_x(0.0);;
next.draw.scale = Vec3::one() * 0.0; next.right_equip.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, -0.2, 0.4);
next.torso.ori = Quaternion::rotation_x(-velocity * 0.04 - wave_cos * 0.10);
next.torso.scale = Vec3::one() / 11.0;
next next

View File

@ -70,7 +70,7 @@ impl FigureModelCache {
Some(Self::load_right_shoulder(body.shoulder)), Some(Self::load_right_shoulder(body.shoulder)),
Some(Self::load_draw(body.draw)), Some(Self::load_draw(body.draw)),
Some(Self::load_left_equip(body.weapon)), Some(Self::load_left_equip(body.weapon)),
None, Some(Self::load_right_equip(body.hand)),
None, None,
None, None,
], ],
@ -138,6 +138,7 @@ impl FigureModelCache {
) )
} }
fn load_chest(chest: Chest) -> Mesh<FigurePipeline> { fn load_chest(chest: Chest) -> Mesh<FigurePipeline> {
Self::load_mesh( Self::load_mesh(
match chest { match chest {
@ -200,7 +201,7 @@ impl FigureModelCache {
Foot::Default => "figure/body/foot.vox", Foot::Default => "figure/body/foot.vox",
Foot::Dark => "armor/foot/foot_dark.vox", Foot::Dark => "armor/foot/foot_dark.vox",
}, },
Vec3::new(2.5, -3.5, -9.0), Vec3::new(-2.5, -3.5, -9.0),
) )
} }
@ -210,7 +211,7 @@ impl FigureModelCache {
Foot::Default => "figure/body/foot.vox", Foot::Default => "figure/body/foot.vox",
Foot::Dark => "armor/foot/foot_dark.vox", Foot::Dark => "armor/foot/foot_dark.vox",
}, },
Vec3::new(2.5, -3.5, -9.0), Vec3::new(-2.5, -3.5, -9.0),
) )
} }
@ -262,6 +263,15 @@ impl FigureModelCache {
Vec3::new(-6.5, -1.5, -5.0), Vec3::new(-6.5, -1.5, -5.0),
) )
} }
fn load_right_equip(hand: Hand) -> Mesh<FigurePipeline> {
Self::load_mesh(
match hand {
Hand::Default => "figure/body/hand.vox",
},
Vec3::new(-2.0, -2.5, -2.0),
)
}