diff --git a/voxygen/src/anim/src/biped_large/alpha.rs b/voxygen/src/anim/src/biped_large/alpha.rs index d746fdd54e..11bb4af178 100644 --- a/voxygen/src/anim/src/biped_large/alpha.rs +++ b/voxygen/src/anim/src/biped_large/alpha.rs @@ -101,7 +101,6 @@ impl Animation for AlphaAnimation { if let Some(stage_section) = stage_section { match stage_section { StageSection::Buildup => { - //println!("{:.3} build", anim_time); next.control.position = Vec3::new(-7.0, 7.0 + movement * -4.0, 2.0 + movement * 1.0); next.control.orientation = Quaternion::rotation_x(movement * -0.5) @@ -112,7 +111,6 @@ impl Animation for AlphaAnimation { next.head.orientation = Quaternion::rotation_z(movement * -0.9); }, StageSection::Swing => { - //println!("{:.3} swing", anim_time); next.control.position = Vec3::new(-7.0, 3.0 + movement * 16.0, 3.0); next.control.orientation = Quaternion::rotation_x(-0.5 + movement * -1.0 * 0.0) @@ -121,19 +119,8 @@ impl Animation for AlphaAnimation { next.upper_torso.orientation = Quaternion::rotation_z(1.5 + test * -3.0); next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5); - //next.head.orientation = Quaternion::rotation_z(-test - // * 0.8); next.upper_torso. - // orientation = Quaternion::rotation_x(test * 0.15) - //* Quaternion::rotation_y(movement * 0.3) - //* Quaternion::rotation_z(movement * 1.5); - //next.belt.orientation = Quaternion::rotation_z(test2 - // * 0.5); next.lower_torso. - // orientation = Quaternion::rotation_z(test2 * 1.5); - // next.torso.orientation = Quaternion::rotation_z(test2 - // * 7.2); }, StageSection::Recover => { - //println!("{:.3} recover", anim_time); next.control.position = Vec3::new(-7.0, 15.0, 2.0); next.control.orientation = Quaternion::rotation_x(-0.5) * Quaternion::rotation_y(-1.57 + movement * 1.0) @@ -151,7 +138,6 @@ impl Animation for AlphaAnimation { } match active_tool_kind { - //TODO: Inventory Some(ToolKind::Dagger(_)) => { next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1); @@ -177,7 +163,6 @@ impl Animation for AlphaAnimation { ); next.lower_torso.orientation = next.upper_torso.orientation * -0.45; - // TODO: Fix animation next.hand_l.position = Vec3::new(0.0, 0.0, 0.0); next.hand_l.orientation = Quaternion::rotation_x(0.0); next.hand_l.scale = Vec3::one() * 1.12; @@ -192,23 +177,6 @@ impl Animation for AlphaAnimation { next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_x(0.0); - // next.control_r.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, - // 2.0); next.control_r.orientation = - // Quaternion::rotation_x(-1.4 + slow * 0.4) - // * Quaternion::rotation_y(slow * -1.3) - // * Quaternion::rotation_z(1.4 + slow * -0.5); - // next.control_r.scale = Vec3::one(); - - // next.hand_r.position = Vec3::new(0.75, -1.5, -5.5); - // next.hand_r.orientation = Quaternion::rotation_x(1.27); - // next.hand_r.scale = Vec3::one() * 1.05; - - // next.control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0); - // next.control.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4) - // * Quaternion::rotation_y(slow * -1.3) - // * Quaternion::rotation_z(1.4 + slow * -0.5); - // next.control.scale = Vec3::one(); - next.foot_l.position = Vec3::new( -skeleton_attr.foot.0, skeleton_attr.foot.1 + slow * -3.0 + quick * 3.0 - 4.0, diff --git a/voxygen/src/anim/src/biped_large/beam.rs b/voxygen/src/anim/src/biped_large/beam.rs index c2c93ceccf..5c8eef49d4 100644 --- a/voxygen/src/anim/src/biped_large/beam.rs +++ b/voxygen/src/anim/src/biped_large/beam.rs @@ -62,9 +62,7 @@ impl Animation for BeamAnimation { let fast = (anim_time as f32 * 16.0).sin(); - //println!("{:?}", anim_time); match active_tool_kind { - //TODO: Inventory Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => { if let Some(stage_section) = stage_section { match stage_section { diff --git a/voxygen/src/anim/src/biped_large/beta.rs b/voxygen/src/anim/src/biped_large/beta.rs index f4f26fe95d..c2f6b3728e 100644 --- a/voxygen/src/anim/src/biped_large/beta.rs +++ b/voxygen/src/anim/src/biped_large/beta.rs @@ -74,7 +74,6 @@ impl Animation for BetaAnimation { if let Some(stage_section) = stage_section { match stage_section { StageSection::Buildup => { - //println!("{:.3} recover", anim_time); next.control.position = Vec3::new( -8.0 + movement * -5.0, 1.0 - recover * 0.8 + movement * 2.0, @@ -89,7 +88,6 @@ impl Animation for BetaAnimation { * Quaternion::rotation_z(-0.1 + movement * -1.1); }, StageSection::Swing => { - //println!("{:.3} swing", anim_time); next.control.position = Vec3::new(-8.0 + stab * 30.0, 6.0 + movement * 2.0, 6.0); next.control.orientation = Quaternion::rotation_x(-1.57) diff --git a/voxygen/src/anim/src/biped_large/leapmelee.rs b/voxygen/src/anim/src/biped_large/leapmelee.rs index c87657a96b..549fca4ae7 100644 --- a/voxygen/src/anim/src/biped_large/leapmelee.rs +++ b/voxygen/src/anim/src/biped_large/leapmelee.rs @@ -216,10 +216,7 @@ impl Animation for LeapAnimation { }, StageSection::Movement => { - next.control.position = Vec3::new( - 0.0, 12.0, //11 - 15.0, - ); + next.control.position = Vec3::new(0.0, 12.0, 15.0); next.upper_torso.position = Vec3::new( 0.0, @@ -338,16 +335,6 @@ impl Animation for LeapAnimation { } } - //next.lantern.position = Vec3::new( - // skeleton_attr.lantern.0, - // skeleton_attr.lantern.1, - // skeleton_attr.lantern.2, - //); - //next.glider.position = Vec3::new(0.0, 0.0, 10.0); - //next.glider.scale = Vec3::one() * 0.0; - //next.l_control.scale = Vec3::one(); - //next.r_control.scale = Vec3::one(); - next.second.scale = match ( active_tool_kind.map(|tk| tk.hands()), second_tool_kind.map(|tk| tk.hands()), @@ -356,9 +343,6 @@ impl Animation for LeapAnimation { (_, _) => Vec3::zero(), }; - //next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler; - //next.torso.orientation = Quaternion::rotation_z(0.0); - //next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next } } diff --git a/voxygen/src/anim/src/biped_large/spin.rs b/voxygen/src/anim/src/biped_large/spin.rs index 9728290424..f67dbf227f 100644 --- a/voxygen/src/anim/src/biped_large/spin.rs +++ b/voxygen/src/anim/src/biped_large/spin.rs @@ -72,7 +72,6 @@ impl Animation for SpinAnimation { if let Some(stage_section) = stage_section { match stage_section { StageSection::Buildup => { - //println!("{:.3} build", anim_time); next.control.position = Vec3::new(5.0, 11.0 + build * 0.6, 2.0 + build * 0.6); next.control.orientation = Quaternion::rotation_x(0.0) @@ -87,7 +86,6 @@ impl Animation for SpinAnimation { * Quaternion::rotation_z(1.07 + movement * 0.4); }, StageSection::Swing => { - //println!("{:.3} swing", anim_time); next.control.position = Vec3::new( 7.0 + movement * -8.0, 11.0 + stab * 3.0, @@ -105,7 +103,6 @@ impl Animation for SpinAnimation { next.torso.orientation = Quaternion::rotation_z(rotate * 7.2); }, StageSection::Recover => { - //println!("{:.3} recover", anim_time); next.control.position = Vec3::new( -8.0, 11.0 - recover * 0.8 + movement * -10.0, @@ -123,11 +120,9 @@ impl Animation for SpinAnimation { } } } - // println!("{:?}", stage_progress), if let Some(ToolKind::Axe(_) | ToolKind::Hammer(_) | ToolKind::Dagger(_)) = active_tool_kind { - //INTENTION: SWORD next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.hand_l.scale = Vec3::one() * 1.04; diff --git a/voxygen/src/anim/src/character/alpha.rs b/voxygen/src/anim/src/character/alpha.rs index 44aa682d9e..ee747967ef 100644 --- a/voxygen/src/anim/src/character/alpha.rs +++ b/voxygen/src/anim/src/character/alpha.rs @@ -90,7 +90,6 @@ impl Animation for AlphaAnimation { if let Some(stage_section) = stage_section { match stage_section { StageSection::Buildup => { - //println!("{:.3} build", anim_time); next.control.position = Vec3::new(-7.0, 7.0 + movement * -4.0, 2.0 + movement * 1.0); next.control.orientation = Quaternion::rotation_x(movement * -0.5) @@ -101,7 +100,6 @@ impl Animation for AlphaAnimation { next.head.orientation = Quaternion::rotation_z(movement * -0.9); }, StageSection::Swing => { - //println!("{:.3} swing", anim_time); next.control.position = Vec3::new(-7.0, 3.0 + movement * 16.0, 3.0); next.control.orientation = Quaternion::rotation_x(-0.5 + movement * -1.0 * 0.0) @@ -110,19 +108,8 @@ impl Animation for AlphaAnimation { next.chest.orientation = Quaternion::rotation_z(1.5 + test * -3.0); next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5); - //next.head.orientation = Quaternion::rotation_z(-test - // * 0.8); next.chest. - // orientation = Quaternion::rotation_x(test * 0.15) - //* Quaternion::rotation_y(movement * 0.3) - //* Quaternion::rotation_z(movement * 1.5); - //next.belt.orientation = Quaternion::rotation_z(test2 - // * 0.5); next.shorts. - // orientation = Quaternion::rotation_z(test2 * 1.5); - // next.torso.orientation = Quaternion::rotation_z(test2 - // * 7.2); }, StageSection::Recover => { - //println!("{:.3} recover", anim_time); next.control.position = Vec3::new(-7.0, 15.0, 2.0); next.control.orientation = Quaternion::rotation_x(-0.5) * Quaternion::rotation_y(-1.57 + movement * 1.0) @@ -140,7 +127,6 @@ impl Animation for AlphaAnimation { } match active_tool_kind { - //TODO: Inventory Some(ToolKind::Dagger(_)) => { next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1); @@ -162,7 +148,6 @@ impl Animation for AlphaAnimation { Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1); next.shorts.orientation = next.chest.orientation * -0.45; - // TODO: Fix animation next.hand_l.position = Vec3::new(0.0, 0.0, 0.0); next.hand_l.orientation = Quaternion::rotation_x(0.0); next.hand_l.scale = Vec3::one() * 1.12; @@ -187,23 +172,6 @@ impl Animation for AlphaAnimation { next.control_r.orientation = Quaternion::rotation_x(0.0); next.control_r.scale = Vec3::one(); - // next.control_r.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, - // 2.0); next.control_r.orientation = - // Quaternion::rotation_x(-1.4 + slow * 0.4) - // * Quaternion::rotation_y(slow * -1.3) - // * Quaternion::rotation_z(1.4 + slow * -0.5); - // next.control_r.scale = Vec3::one(); - - // next.hand_r.position = Vec3::new(0.75, -1.5, -5.5); - // next.hand_r.orientation = Quaternion::rotation_x(1.27); - // next.hand_r.scale = Vec3::one() * 1.05; - - // next.control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0); - // next.control.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4) - // * Quaternion::rotation_y(slow * -1.3) - // * Quaternion::rotation_z(1.4 + slow * -0.5); - // next.control.scale = Vec3::one(); - next.foot_l.position = Vec3::new( -skeleton_attr.foot.0, slow * -3.0 + quick * 3.0 - 4.0, diff --git a/voxygen/src/anim/src/character/blockidle.rs b/voxygen/src/anim/src/character/blockidle.rs index a3716578eb..3ef2d94aff 100644 --- a/voxygen/src/anim/src/character/blockidle.rs +++ b/voxygen/src/anim/src/character/blockidle.rs @@ -77,7 +77,6 @@ impl Animation for BlockIdleAnimation { next.shorts.scale = Vec3::one(); match active_tool_kind { - //TODO: Inventory Some(ToolKind::Sword(_)) => { next.hand_l.position = Vec3::new(0.0, -5.0, -5.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); @@ -136,15 +135,9 @@ impl Animation for BlockIdleAnimation { next.main.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(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) @@ -177,21 +170,11 @@ impl Animation for BlockIdleAnimation { 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::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) @@ -205,10 +188,6 @@ impl Animation for BlockIdleAnimation { * 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) @@ -223,10 +202,6 @@ impl Animation for BlockIdleAnimation { 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::Debug(_)) => { next.hand_l.position = Vec3::new(-7.0, 3.5 + wave_ultra_slow * 2.0, 6.5); @@ -250,15 +225,9 @@ impl Animation for BlockIdleAnimation { match second_tool_kind { 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) @@ -273,10 +242,6 @@ impl Animation for BlockIdleAnimation { next.main.scale = Vec3::one(); 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) @@ -294,7 +259,6 @@ impl Animation for BlockIdleAnimation { next.control_r.orientation = Quaternion::rotation_x(0.5 * PI) * Quaternion::rotation_y(0.5 * PI) * Quaternion::rotation_z(0.0 * PI); - // next.control_r.scale = Vec3::one(); }, Some(ToolKind::Dagger(_)) => {}, _ => {}, diff --git a/voxygen/src/anim/src/character/equip.rs b/voxygen/src/anim/src/character/equip.rs index e64775c34f..398000d5f7 100644 --- a/voxygen/src/anim/src/character/equip.rs +++ b/voxygen/src/anim/src/character/equip.rs @@ -39,7 +39,6 @@ impl Animation for EquipAnimation { let wave = (anim_time as f32 * 16.0).sin(); 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 = @@ -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); diff --git a/voxygen/src/anim/src/character/swimwield.rs b/voxygen/src/anim/src/character/swimwield.rs index 6bd5f51f26..7c0dc26ddc 100644 --- a/voxygen/src/anim/src/character/swimwield.rs +++ b/voxygen/src/anim/src/character/swimwield.rs @@ -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);