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Merge branch 'slipped-animation-warnings' into 'master'
cleared out unused animation variables See merge request veloren/veloren!233
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commit
d449972bc4
@ -18,33 +18,12 @@ impl Animation for AttackAnimation {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 4.0).sin();
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let wave_quicken = 1.0 - (anim_time as f32 * 16.0).cos();
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let wave_quicken_slow = 1.0 - (anim_time as f32 * 12.0).cos();
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let wave_quicken_double = 1.0 - (anim_time as f32 * 24.0).cos();
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let wave_quick = (anim_time as f32 * 0.5).sin();
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let wave_cos = (anim_time as f32 * 12.0).cos();
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let wave_slow = (anim_time as f32 * 10.0 + PI).cos();
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let wave_slow_cos = (anim_time as f32 * 12.0 + PI).cos();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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let wave_stop = (anim_time as f32 * 6.0).min(PI / 2.0).sin();
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let wave_stop_alt = (anim_time as f32 * 28.0).min(PI / 2.0).sin();
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let wave_stop_quick = (anim_time as f32 * 16.0).min(PI / 2.0).sin();
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let peak_wave = 1.0 - (anim_time as f32 * 1.0).cos();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.5,
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.25,
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);
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next.head.offset = Vec3::new(0.0, 2.0, 11.0);
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next.head.ori = Quaternion::rotation_z(wave_stop_quick * -0.25)
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* Quaternion::rotation_x(0.0 + wave_stop_quick * -0.1)
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@ -14,15 +14,9 @@ impl Animation for GlidingAnimation {
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anim_time: f64,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 14.0).sin();
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let wave_slow = (anim_time as f32 * 7.0).sin();
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let wave_slow_cos = (anim_time as f32 * 7.0).cos();
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let arc_wave = (1.0f32.ln_1p() - 1.5).abs();
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let wave_test = wave.cbrt();
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let fuzz_wave = (anim_time as f32 * 12.0).sin();
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let wave_cos = (anim_time as f32 * 14.0).cos();
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let wave_stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin();
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let wave_stop_alt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
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let wave_very_slow = (anim_time as f32 * 3.0).sin();
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let wave_very_slow_alt = (anim_time as f32 * 2.5).sin();
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let wave_very_slow_cos = (anim_time as f32 * 3.0).cos();
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@ -16,14 +16,8 @@ impl Animation for IdleAnimation {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 14.0).sin();
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let wave_test = wave.cbrt();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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let fuzz_wave = (anim_time as f32 * 12.0).sin();
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let wave_cos = (anim_time as f32 * 14.0).cos();
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let wave_slow = (anim_time as f32 * 3.5 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 3.5 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let pig_head_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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@ -15,13 +15,7 @@ impl Animation for JumpAnimation {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 14.0).sin();
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let wave_test = wave.cbrt();
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let fuzz_wave = (anim_time as f32 * 12.0).sin();
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let wave_cos = (anim_time as f32 * 14.0).cos();
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let wave_slow = (anim_time as f32 * 7.0 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 8.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin();
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next.pig_head.offset = Vec3::new(0.0, 0.0, -1.5) / 11.0;
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@ -18,12 +18,7 @@ impl Animation for RunAnimation {
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let wave = (anim_time as f32 * 14.0).sin();
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let wave_quick = (anim_time as f32 * 20.0).sin();
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let wave_quick_cos = (anim_time as f32 * 20.0).cos();
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let wave_test = wave.cbrt();
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let fuzz_wave = (anim_time as f32 * 12.0).sin();
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let wave_cos = (anim_time as f32 * 14.0).cos();
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let wave_slow = (anim_time as f32 * 7.0 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 8.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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next.pig_head.offset = Vec3::new(0.0, 0.0, -1.5 + wave * 1.5) / 11.0;
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next.pig_head.ori =
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@ -15,13 +15,10 @@ impl Animation for IdleAnimation {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 14.0).sin();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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let wave_cos = (anim_time as f32 * 14.0).cos();
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let wave_slow = (anim_time as f32 * 3.5 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 3.5 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let wolf_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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@ -16,11 +16,7 @@ impl Animation for JumpAnimation {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 14.0).sin();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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let wave_cos = (anim_time as f32 * 14.0).cos();
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let wave_slow = (anim_time as f32 * 3.5 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 3.5 + PI).cos();
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let wave_stop = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
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next.wolf_head_upper.offset = Vec3::new(0.0, 7.5, 15.0 + wave_stop * 4.8) / 11.0;
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@ -16,16 +16,11 @@ impl Animation for RunAnimation {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 14.0).sin();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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let wave_cos = (anim_time as f32 * 14.0).cos();
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let wave_slow = (anim_time as f32 * 3.5 + PI).sin();
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let wave_slow_cos = (anim_time as f32 * 3.5 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let wave_quick = (anim_time as f32 * 18.0).sin();
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let wave_med = (anim_time as f32 * 12.0).sin();
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let wave_med_cos = (anim_time as f32 * 12.0).cos();
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let wave_quick_cos = (anim_time as f32 * 18.0).cos();
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let wolf_look = Vec2::new(
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