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setup for axe/bow wield
This commit is contained in:
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28cde31bbb
commit
e6eeef4524
@ -92,7 +92,6 @@ impl Animation for ChargeAnimation {
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next.shorts.orientation = Quaternion::rotation_z(stop * -0.7 + tilt * 4.0);
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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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next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
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@ -114,43 +113,25 @@ impl Animation for ChargeAnimation {
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* Quaternion::rotation_z(s_a.stc.5 + stop * 0.2);
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},
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Some(ToolKind::Bow(_)) => {
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next.hand_l.position = Vec3::new(1.0, -2.0 + stop * -1.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.hand_r.position = Vec3::new(4.9, 1.0, -5.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.main.position = Vec3::new(3.0, -1.0, -14.0);
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next.main.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.3)
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* Quaternion::rotation_z(-0.6);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
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next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
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next.hold.position = Vec3::new(0.4, -0.3, -5.8);
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next.hold.orientation = Quaternion::rotation_x(-1.6)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(0.0);
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next.hold.position = Vec3::new(0.0, -1.0, -5.2);
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next.hold.orientation = Quaternion::rotation_x(-1.57);
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next.hold.scale = Vec3::one() * 1.0;
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next.control.position = Vec3::new(-10.0 + stop * 13.0, 6.0 + stop * 4.0, 8.0);
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next.control.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(stop * -0.4)
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* Quaternion::rotation_z(stop * -0.6);
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},
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Some(ToolKind::Hammer(_)) => {
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next.hand_l.position = Vec3::new(-8.0, -2.0 + stop * -1.0, 13.0);
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next.hand_l.orientation = Quaternion::rotation_x(2.1)
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* Quaternion::rotation_y(0.7)
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* Quaternion::rotation_z(-0.3);
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next.hand_r.position = Vec3::new(-11.0, 2.0, 6.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.8)
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* Quaternion::rotation_y(2.3)
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* Quaternion::rotation_z(0.3);
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next.main.position = Vec3::new(-12.0, 1.0, 4.0);
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next.main.orientation = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(0.3)
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* Quaternion::rotation_z(0.6);
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next.control.position = Vec3::new(
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3.0 + s_a.bc.0 + stop * 13.0,
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-5.0 + s_a.bc.1 + stop * 4.0,
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6.0 + s_a.bc.2,
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);
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next.control.orientation = Quaternion::rotation_x(0.2 + s_a.bc.3)
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* Quaternion::rotation_y(-0.8 + s_a.bc.4 + stop * -0.4)
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* Quaternion::rotation_z(s_a.bc.5 + stop * -0.6);
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},
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_ => {},
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}
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@ -170,9 +151,7 @@ impl Animation for ChargeAnimation {
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s_a.foot.1 + foote * -1.5,
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s_a.foot.2,
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);
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next.foot_r.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_z(0.4)
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* Quaternion::rotation_y(0.0);
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next.foot_r.orientation = Quaternion::rotation_z(0.4);
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} else {
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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@ -189,13 +168,6 @@ impl Animation for ChargeAnimation {
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next.foot_r.orientation =
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Quaternion::rotation_x(stop * 0.1) * Quaternion::rotation_z(stop * 0.1);
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}
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.back.orientation = Quaternion::rotation_x(-0.3);
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next.glider.position = Vec3::new(0.0, 0.0, 10.0);
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next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
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next.lantern.scale = Vec3::one() * 0.65;
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next.second.scale = match (
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active_tool_kind.map(|tk| tk.hands()),
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@ -89,6 +89,10 @@ impl Animation for IdleAnimation {
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next.main.orientation =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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},
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Some(ToolKind::Bow(_)) => {
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next.main.position = Vec3::new(0.0, -5.0, 6.0);
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next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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},
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_ => {
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next.main.position = Vec3::new(-7.0, -5.0, 15.0);
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next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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@ -157,6 +157,10 @@ impl Animation for JumpAnimation {
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next.second.orientation =
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Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
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},
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Some(ToolKind::Bow(_)) => {
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next.main.position = Vec3::new(0.0, -5.0, 6.0);
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next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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},
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_ => {
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next.second.position = Vec3::new(-7.0, -5.0, 15.0);
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next.second.orientation =
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@ -139,6 +139,12 @@ pub struct SkeletonAttr {
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sthl: (f32, f32, f32, f32, f32, f32),
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sthr: (f32, f32, f32, f32, f32, f32),
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stc: (f32, f32, f32, f32, f32, f32),
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ahl: (f32, f32, f32, f32, f32, f32),
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ahr: (f32, f32, f32, f32, f32, f32),
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ac: (f32, f32, f32, f32, f32, f32),
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bhl: (f32, f32, f32, f32, f32, f32),
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bhr: (f32, f32, f32, f32, f32, f32),
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bc: (f32, f32, f32, f32, f32, f32),
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}
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impl Default for SkeletonAttr {
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@ -164,6 +170,12 @@ impl Default for SkeletonAttr {
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sthl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
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sthr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
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stc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
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ahl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
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ahr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
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ac: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
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bhl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
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bhr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
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bc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
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}
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}
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}
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@ -264,6 +276,24 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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stc: match (body.species, body.body_type) {
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(_, _) => (-5.0, 5.0, -1.0, -0.3, 0.15, 0.0),
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},
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ahl: match (body.species, body.body_type) {
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(_, _) => (-0.5, -1.0, 7.0, 1.87, 0.0, 0.0),
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},
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ahr: match (body.species, body.body_type) {
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(_, _) => (0.0, -1.0, 1.0, 4.34, 0.2, 0.0),
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},
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ac: match (body.species, body.body_type) {
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(_, _) => (-8.0, 11.0, 3.0, 2.0, 0.0, 3.14),
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},
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bhl: match (body.species, body.body_type) {
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(_, _) => (0.0, -4.0, 1.0, 1.57, 0.0, 0.0),
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},
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bhr: match (body.species, body.body_type) {
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(_, _) => (1.0, 2.0, -2.0, 1.57, 0.0, 0.0),
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},
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bc: match (body.species, body.body_type) {
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(_, _) => (-5.0, 9.0, 1.0, 0.0, 1.2, -0.6),
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},
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}
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}
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}
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@ -3,7 +3,6 @@ use super::{
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::{Hands, ToolKind};
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use std::f32::consts::PI;
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pub struct RollAnimation;
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@ -201,6 +201,10 @@ impl Animation for RunAnimation {
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next.main.position = Vec3::new(2.0, -5.0, -1.0);
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next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
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},
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Some(ToolKind::Bow(_)) => {
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next.main.position = Vec3::new(0.0, -5.0, 6.0);
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next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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},
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_ => {
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next.main.position = Vec3::new(-7.0, -5.0, 15.0);
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next.main.orientation =
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@ -74,22 +74,23 @@ impl Animation for ShootAnimation {
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* Quaternion::rotation_z(s_a.stc.5 + exp * 1.5);
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},
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Some(ToolKind::Bow(_)) => {
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next.hand_l.position =
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Vec3::new(1.0 - exp * 2.0, -4.0 - exp * 4.0, -1.0 + exp * 6.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6 + exp * 0.8)
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* Quaternion::rotation_z(-0.3 + exp * 0.9);
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next.hand_r.position = Vec3::new(4.9, 3.0, -4.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.main.position = Vec3::new(3.0, 2.0, -13.0);
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next.main.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.3)
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* Quaternion::rotation_z(-0.6);
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next.hand_l.position = Vec3::new(
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s_a.bhl.0 - exp * 2.0,
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s_a.bhl.1 - exp * 4.0,
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s_a.bhl.2 + exp * 6.0,
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);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3)
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* Quaternion::rotation_y(s_a.bhl.4 + exp * 0.8)
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* Quaternion::rotation_z(s_a.bhl.5 + exp * 0.9);
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next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.bhl.3)
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* Quaternion::rotation_y(s_a.bhr.4)
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* Quaternion::rotation_z(s_a.bhr.5);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.control.position = Vec3::new(-9.0, 6.0, 8.0);
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next.control.orientation = Quaternion::rotation_x(exp * 0.4);
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next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, 4.0 + s_a.bc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + exp * 0.4);
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},
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_ => {},
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}
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@ -129,8 +130,6 @@ impl Animation for ShootAnimation {
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next.lantern.orientation =
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Quaternion::rotation_x(exp * -0.7 + 0.4) * Quaternion::rotation_y(exp * 0.4);
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next.hold.scale = Vec3::one() * 0.0;
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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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@ -109,6 +109,10 @@ impl Animation for StandAnimation {
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next.main.orientation =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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},
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Some(ToolKind::Bow(_)) => {
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next.main.position = Vec3::new(0.0, -5.0, 6.0);
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next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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},
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Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
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next.main.position = Vec3::new(2.0, -5.0, -1.0);
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next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
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@ -182,6 +182,10 @@ impl Animation for SwimAnimation {
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next.main.position = Vec3::new(2.0, -5.0, -1.0);
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next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
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},
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Some(ToolKind::Bow(_)) => {
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next.main.position = Vec3::new(0.0, -5.0, 6.0);
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next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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},
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_ => {
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next.main.position = Vec3::new(-7.0, -5.0, 15.0);
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next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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@ -58,7 +58,6 @@ impl Animation for SwimWieldAnimation {
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let slowalt = (anim_time as f32 * 6.0 + PI).cos();
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let u_slow = (anim_time as f32 * 1.0 + PI).sin();
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let slow = (anim_time as f32 * 3.0 + PI).sin();
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let foothoril = (anim_time as f32 * 6.0 * lab as f32 + PI * 1.45).sin();
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let foothorir = (anim_time as f32 * 6.0 * lab as f32 + PI * (0.45)).sin();
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let u_slowalt = (anim_time as f32 * 3.0 + PI).cos();
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@ -331,31 +330,6 @@ impl Animation for SwimWieldAnimation {
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next.control.orientation =
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Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
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},
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Some(ToolKind::Farming(_)) => {
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if velocity < 0.5 {
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next.head.orientation = Quaternion::rotation_z(head_look.x)
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* Quaternion::rotation_x(-0.2 + head_look.y.abs());
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next.head.scale = Vec3::one() * s_a.head_scale;
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}
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next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
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next.hand_l.orientation =
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Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.0);
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.57)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.hand_r.scale = Vec3::one() * 1.04;
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next.main.position = Vec3::new(7.5, 7.5, 13.2);
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next.main.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(3.14)
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* Quaternion::rotation_z(0.0);
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next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0);
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next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
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* Quaternion::rotation_y(0.6 + u_slow * 0.1)
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* Quaternion::rotation_z(u_slowalt * 0.1);
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},
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_ => {},
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}
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@ -134,6 +134,9 @@ impl Animation for WieldAnimation {
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next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
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},
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Some(ToolKind::Axe(_)) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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if speed < 0.5 {
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next.head.position =
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Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + u_slow * 0.1);
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@ -149,28 +152,17 @@ impl Animation for WieldAnimation {
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next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1);
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next.shorts.orientation =
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Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
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next.control.orientation = Quaternion::rotation_x(1.8)
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* Quaternion::rotation_y(-0.5)
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* Quaternion::rotation_z(PI - 0.2);
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} else {
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next.control.orientation = Quaternion::rotation_x(2.1)
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* Quaternion::rotation_y(-0.4)
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* Quaternion::rotation_z(PI - 0.2);
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}
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next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(0.0);
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next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(0.0);
|
||||
next.main.position = Vec3::new(-0.0, -2.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.ac.3);
|
||||
|
||||
next.control.position = Vec3::new(-3.0, 11.0, 3.0);
|
||||
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
|
||||
* Quaternion::rotation_y(s_a.ac.4)
|
||||
* Quaternion::rotation_z(s_a.ac.5);
|
||||
},
|
||||
Some(ToolKind::Hammer(_)) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
@ -226,9 +218,7 @@ impl Animation for WieldAnimation {
|
||||
next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
|
||||
|
||||
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_x(0.0 * PI);
|
||||
@ -236,28 +226,21 @@ impl Animation for WieldAnimation {
|
||||
next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
|
||||
},
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
next.hand_l.position = Vec3::new(2.0, 1.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.hand_r.position = Vec3::new(5.9, 4.5, -5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.main.position = Vec3::new(3.0, 2.0, -13.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
|
||||
|
||||
next.hold.position = Vec3::new(1.2, -1.0, -5.2);
|
||||
next.hold.orientation = Quaternion::rotation_x(-1.7)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(-0.1);
|
||||
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
|
||||
next.hold.orientation = Quaternion::rotation_x(-1.57);
|
||||
next.hold.scale = Vec3::one() * 1.0;
|
||||
|
||||
next.control.position = Vec3::new(-7.0, 6.0, 6.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
|
||||
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
|
||||
next.control.orientation = Quaternion::rotation_x(u_slow * 0.06)
|
||||
* Quaternion::rotation_y(s_a.bc.4)
|
||||
* Quaternion::rotation_z(s_a.bc.5 + u_slowalt * 0.1);
|
||||
},
|
||||
Some(ToolKind::Debug(_)) => {
|
||||
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
|
||||
|
Loading…
Reference in New Issue
Block a user