Merge branch 'slipped/substates' into 'master'

substates

See merge request veloren/veloren!319
This commit is contained in:
Joshua Barretto 2019-07-07 23:38:04 +00:00
commit e1ede61c06
7 changed files with 438 additions and 64 deletions

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assets/voxygen/voxel/weapon/dagger/dagger_rusty.vox (Stored with Git LFS) Normal file

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@ -2,6 +2,7 @@ use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
use common::comp::item::Weapon;
use std::{f32::consts::PI, ops::Mul};
use vek::*;
@ -60,23 +61,176 @@ impl Animation for CidleAnimation {
next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
match Weapon::Hammer {
//TODO: Inventory
Weapon::Sword => {
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Axe => {
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Hammer => {
next.l_hand.offset = Vec3::new(-7.0, 8.25, 2.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.2)
* Quaternion::rotation_z(wave_ultra_slow * 0.2);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 7.0, -3.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.2)
* Quaternion::rotation_z(wave_ultra_slow * 0.2);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.5,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.2)
* Quaternion::rotation_z(wave_ultra_slow * 0.2);
next.weapon.scale = Vec3::one();
}
Weapon::Staff => {
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::SwordShield => {
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Bow => {
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.0 + wave_ultra_slow_cos * 0.5,
-2.0 + wave_ultra_slow * 1.0,
);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Daggers => {
next.l_hand.offset = Vec3::new(
-6.0 + wave_ultra_slow_cos * 1.0,
3.5 + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
}
next.l_foot.offset = Vec3::new(-3.4, -1.5, 8.0 + wave_slow * 0.2);
next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.015);
next.l_foot.scale = Vec3::one();
@ -85,16 +239,6 @@ impl Animation for CidleAnimation {
next.r_foot.ori = Quaternion::rotation_x(wave_ultra_slow * 0.015);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
0.0 + wave_ultra_slow * 1.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.04;

View File

@ -2,6 +2,7 @@ use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
use common::comp::item::Weapon;
use std::f32::consts::PI;
use vek::*;
@ -42,13 +43,136 @@ impl Animation for CjumpAnimation {
next.shorts.ori = Quaternion::rotation_z(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-7.0, 4.0, 0.0 + wave_stop * 2.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(-7.0, 3.0, -2.0 + wave_stop * 2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one();
match Weapon::Hammer {
//TODO: Inventory
Weapon::Sword => {
next.l_hand.offset = Vec3::new(-7.0, 3.25, 0.25 + wave_stop * 2.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-7.0, 3.0, -2.0 + wave_stop * 2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
4.0 + skeleton_attr.weapon_y,
0.0 + wave_stop * 2.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Axe => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Hammer => {
next.l_hand.offset = Vec3::new(-7.0, 8.25, 2.0 + wave_stop * 2.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.2)
* Quaternion::rotation_z(0.0);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 7.0, -3.0 + wave_stop * 2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.2)
* Quaternion::rotation_z(0.0);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.5 + wave_stop * 2.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.2)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Staff => {
next.l_hand.offset = Vec3::new(-7.0, 7.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.7)
* Quaternion::rotation_z(1.0);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 6.25, 1.5);
next.r_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.7)
* Quaternion::rotation_z(1.0);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.0 + skeleton_attr.weapon_y,
1.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.7)
* Quaternion::rotation_z(1.0);
next.weapon.scale = Vec3::one();
}
Weapon::SwordShield => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Bow => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Daggers => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
}
next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
next.l_foot.ori = Quaternion::rotation_x(wave_stop * -1.2 - wave_slow * 0.2);
@ -58,16 +182,6 @@ impl Animation for CjumpAnimation {
next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + wave_slow * 0.2);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(
-7.0 + skeleton_attr.weapon_x,
4.0 + skeleton_attr.weapon_y,
0.0 + wave_stop * 2.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.04;

View File

@ -2,6 +2,7 @@ use super::{
super::{Animation, SkeletonAttr},
CharacterSkeleton,
};
use common::comp::item::Weapon;
use std::f32::consts::PI;
use std::ops::Mul;
use vek::*;
@ -60,14 +61,132 @@ impl Animation for CrunAnimation {
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-6.0, 4.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one();
match Weapon::Hammer {
//TODO: Inventory
Weapon::Sword => {
next.l_hand.offset = Vec3::new(-6.0, 3.75, 0.25);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.0 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Axe => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Hammer => {
next.l_hand.offset = Vec3::new(-7.0, 8.25, 3.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.2)
* Quaternion::rotation_z(wave * -0.25);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(7.0, 7.0, -1.5);
next.r_hand.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.2)
* Quaternion::rotation_z(wave * -0.25);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
5.0 + skeleton_attr.weapon_x,
8.75 + skeleton_attr.weapon_y,
-2.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(-1.2)
* Quaternion::rotation_z(wave * -0.25);
next.weapon.scale = Vec3::one();
}
Weapon::Staff => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::SwordShield => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Bow => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
Weapon::Daggers => {
next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
next.l_hand.ori = Quaternion::rotation_x(-0.3);
next.l_hand.scale = Vec3::one() * 1.01;
next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
next.r_hand.ori = Quaternion::rotation_x(-0.3);
next.r_hand.scale = Vec3::one() * 1.01;
next.weapon.offset = Vec3::new(
-6.0 + skeleton_attr.weapon_x,
4.5 + skeleton_attr.weapon_y,
0.0,
);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
}
}
next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.11);
next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
next.l_foot.scale = Vec3::one();
@ -76,12 +195,6 @@ impl Animation for CrunAnimation {
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-6.0 + skeleton_attr.weapon_x, 4.0, 0.0);
next.weapon.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.04;

View File

@ -144,7 +144,7 @@ impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr {
(Danari, Male) => 0.0,
(Danari, Female) => 0.0,
},
weapon_x: match Weapon::Sword {
weapon_x: match Weapon::Hammer {
// TODO: Inventory
Weapon::Sword => 0.0,
Weapon::Axe => 3.0,
@ -154,7 +154,7 @@ impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr {
Weapon::Bow => 0.0,
Weapon::Daggers => 0.0,
},
weapon_y: match Weapon::Sword {
weapon_y: match Weapon::Hammer {
// TODO: Inventory
Weapon::Sword => -1.25,
Weapon::Axe => 0.0,

View File

@ -60,7 +60,7 @@ impl FigureModelCache {
Some(Self::load_right_hand(body.hand)),
Some(Self::load_left_foot(body.foot)),
Some(Self::load_right_foot(body.foot)),
Some(Self::load_weapon(Weapon::Sword)), // TODO: Inventory
Some(Self::load_weapon(Weapon::Hammer)), // TODO: Inventory
Some(Self::load_left_shoulder(body.shoulder)),
Some(Self::load_right_shoulder(body.shoulder)),
Some(Self::load_draw()),
@ -296,8 +296,8 @@ impl FigureModelCache {
fn load_weapon(weapon: Weapon) -> Mesh<FigurePipeline> {
let (name, offset) = match weapon {
Weapon::Sword => ("weapon/sword/rusty_2h.vox", Vec3::new(-1.5, -6.5, -4.0)),
Weapon::Hammer => ("weapon/hammer/rusty_2h.vox", Vec3::new(-2.5, -5.5, -4.0)),
Weapon::Axe => ("weapon/axe/rusty_2h.vox", Vec3::new(-1.5, -6.5, -4.0)),
Weapon::Hammer => ("weapon/hammer/rusty_2h.vox", Vec3::new(-2.5, -5.5, -4.0)),
Weapon::Daggers => ("weapon/hammer/rusty_2h.vox", Vec3::new(-2.5, -5.5, -4.0)),
Weapon::SwordShield => ("weapon/axe/rusty_2h.vox", Vec3::new(-2.5, -6.5, -2.0)),
Weapon::Bow => ("weapon/hammer/rusty_2h.vox", Vec3::new(-2.5, -5.5, -4.0)),