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Dragon work 2
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40360ff149
commit
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@ -1,45 +1,45 @@
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({
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(Reddragon, Male): (
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head: (
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offset: (-7.0, -9.0, -5.5),
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offset: (-4.5, -2.0, -7.5),
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center: ("npc.reddragon.male.head"),
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),
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chest_front: (
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offset: (-7.0, 4.5, 5.0),
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offset: (-6.5, -6.0, -6.0),
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center: ("npc.reddragon.male.chest_front"),
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),
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chest_rear: (
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offset: (-7.0, -4.5, 5.0),
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offset: (-6.5, -7.0, -6.0),
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center: ("npc.reddragon.male.chest_rear"),
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),
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tail_front: (
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offset: (-7.0, -4.5, -5.0),
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offset: (-2.5, -5.5, -3.0),
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center: ("npc.reddragon.male.tail_front"),
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),
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tail_rear: (
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offset: (-7.0, -4.5, -5.0),
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offset: (-1.5, -7.0, -2.5),
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center: ("npc.reddragon.male.tail_rear"),
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)
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),
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(Reddragon, Female): (
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head: (
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offset: (-7.0, -9.0, -5.5),
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offset: (-4.5, -2.0, -7.5),
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center: ("npc.reddragon.female.head"),
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),
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chest_front: (
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offset: (-7.0, 4.5, 5.0),
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offset: (-6.5, -6.0, -6.0),
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center: ("npc.reddragon.female.chest_front"),
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),
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chest_rear: (
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offset: (-7.0, -4.5, 5.0),
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offset: (-6.5, -7.0, -6.0),
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center: ("npc.reddragon.female.chest_rear"),
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),
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tail_front: (
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offset: (-7.0, -4.5, -5.0),
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offset: (-2.5, -5.5, -3.0),
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center: ("npc.reddragon.female.tail_front"),
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),
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tail_rear: (
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offset: (-7.0, -4.5, -5.0),
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offset: (-1.5, -7.0, -2.5),
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center: ("npc.reddragon.female.tail_rear"),
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)
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),
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@ -1,35 +1,35 @@
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({
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(Reddragon, Male): (
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wing_in_l: (
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offset: (20.0, 20.0, 5.0),
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offset: (-0.5, -3.5, -27.0),
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lateral: ("npc.reddragon.male.wing_in_l"),
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),
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wing_in_r: (
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offset: (20.0, 20.0, 5.0),
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offset: (-0.5, -3.5, -27.0),
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lateral: ("npc.reddragon.male.wing_in_r"),
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),
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wing_out_l: (
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offset: (20.0, 20.0, 5.0),
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offset: (-0.5, -3.5, -27.0),
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lateral: ("npc.reddragon.male.wing_out_l"),
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),
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wing_out_r: (
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offset: (20.0, 20.0, 5.0),
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offset: (-0.5, -3.5, -27.0),
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lateral: ("npc.reddragon.male.wing_out_r"),
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),
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foot_fl: (
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offset: (-2.5, -4.0, -1.5),
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offset: (-2.5, 0.0, -6.0),
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lateral: ("npc.reddragon.male.foot_fl"),
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),
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foot_fr: (
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offset: (-2.5, -4.0, -1.5),
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offset: (-2.5, 0.0, -6.0),
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lateral: ("npc.reddragon.male.foot_fr"),
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),
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foot_bl: (
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offset: (-2.5, -4.0, -3.0),
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offset: (-2.5, 0.0, -7.0),
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lateral: ("npc.reddragon.male.foot_bl"),
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),
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foot_br: (
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offset: (-2.5, -4.0, -3.0),
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offset: (-2.5, 0.0, -7.0),
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lateral: ("npc.reddragon.male.foot_br"),
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)
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),
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@ -1,7 +1,6 @@
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use super::{super::Animation, DragonSkeleton, SkeletonAttr};
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//use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct IdleAnimation;
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impl Animation for IdleAnimation {
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@ -17,55 +16,96 @@ impl Animation for IdleAnimation {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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next.head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
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next.head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.head.scale = Vec3::one() / 10.88;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const HEAD_X: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const HEAD_Z: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const CHEST_F_X: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const CHEST_F_Z: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const CHEST_R_X: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const CHEST_R_Z: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const TAIL_F_X: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const TAIL_F_Z: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const TAIL_R_X: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const TAIL_R_Z: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const WING_IN_X: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const WING_IN_Z: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const WING_OUT_X: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const WING_OUT_Z: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const FEET_F_X: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const FEET_F_Y: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const FEET_F_Z: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const FEET_B_X: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const FEET_B_Y: f32 = 0.0;
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#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
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const FEET_B_Z: f32 = 0.0;
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next.chest_front.offset = Vec3::new(0.0, 4.5, 2.0);
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next.head.offset = Vec3::new(0.0, *HEAD_X, *HEAD_Z);
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next.head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.head.scale = Vec3::one() * 1.01;
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next.chest_front.offset = Vec3::new(0.0, *CHEST_F_X, *CHEST_F_Z);
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next.chest_front.ori = Quaternion::rotation_x(0.0);
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next.chest_front.scale = Vec3::one() * 1.01;
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next.chest_rear.offset = Vec3::new(0.0, 4.5, 2.0);
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next.chest_rear.offset = Vec3::new(0.0, *CHEST_R_X, *CHEST_R_Z);
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next.chest_rear.ori = Quaternion::rotation_x(0.0);
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next.chest_rear.scale = Vec3::one() * 1.01;
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next.tail_front.offset = Vec3::new(0.0, 4.5, 2.0);
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next.tail_front.offset = Vec3::new(0.0, *TAIL_F_X, *TAIL_F_Z);
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next.tail_front.ori = Quaternion::rotation_x(0.0);
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next.tail_front.scale = Vec3::one() * 1.01;
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next.tail_rear.offset = Vec3::new(0.0, 4.5, 2.0);
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next.tail_rear.offset = Vec3::new(0.0, *TAIL_R_X, *TAIL_R_Z);
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next.tail_rear.ori = Quaternion::rotation_x(0.0);
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next.tail_rear.scale = Vec3::one() * 1.01;
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next.wing_in_l.offset = Vec3::new(0.0, 4.5, 2.0);
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next.wing_in_l.offset = Vec3::new(0.0, *WING_IN_X, *WING_IN_Z);
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next.wing_in_l.ori = Quaternion::rotation_x(0.0);
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next.wing_in_l.scale = Vec3::one() * 1.01;
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next.wing_in_r.offset = Vec3::new(0.0, 4.5, 2.0);
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next.wing_in_r.offset = Vec3::new(0.0, *WING_IN_X, *WING_IN_Z);
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next.wing_in_r.ori = Quaternion::rotation_x(0.0);
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next.wing_in_r.scale = Vec3::one() * 1.01;
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next.wing_out_l.offset = Vec3::new(0.0, 4.5, 2.0);
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next.wing_out_l.offset = Vec3::new(0.0, *WING_OUT_X, *WING_OUT_Z);
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next.wing_out_l.ori = Quaternion::rotation_x(0.0);
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next.wing_out_l.scale = Vec3::one() * 1.01;
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next.wing_out_r.offset = Vec3::new(0.0, 4.5, 2.0);
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next.wing_out_r.offset = Vec3::new(0.0, *WING_OUT_X, *WING_OUT_Z);
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next.wing_out_r.ori = Quaternion::rotation_x(0.0);
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next.wing_out_r.scale = Vec3::one() * 1.01;
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next.foot_fl.offset = Vec3::new(0.0, 4.5, 2.0);
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next.foot_fl.offset = Vec3::new(*FEET_F_X, *FEET_F_Y, *FEET_F_Z);
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next.foot_fl.ori = Quaternion::rotation_x(0.0);
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next.foot_fl.scale = Vec3::one() * 1.01;
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next.foot_fr.offset = Vec3::new(0.0, 4.5, 2.0);
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next.foot_fr.offset = Vec3::new(*FEET_F_X, *FEET_F_Y, *FEET_F_Z);
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next.foot_fr.ori = Quaternion::rotation_x(0.0);
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next.foot_fr.scale = Vec3::one() * 1.01;
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next.foot_bl.offset = Vec3::new(0.0, 4.5, 2.0);
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next.foot_bl.offset = Vec3::new(*FEET_F_X, *FEET_B_Y, *FEET_B_Z);
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next.foot_bl.ori = Quaternion::rotation_x(0.0);
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next.foot_bl.scale = Vec3::one() * 1.01;
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next.foot_br.offset = Vec3::new(0.0, 4.5, 2.0);
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next.foot_br.offset = Vec3::new(*FEET_F_X, *FEET_B_Y, *FEET_B_Z);
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next.foot_br.ori = Quaternion::rotation_x(0.0);
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next.foot_br.scale = Vec3::one() * 1.01;
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next
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@ -19,7 +19,7 @@ impl Animation for JumpAnimation {
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next.head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
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next.head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.head.scale = Vec3::one() / 10.88;
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next.head.scale = Vec3::one() * 1.01;
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next.chest_front.offset = Vec3::new(0.0, 4.5, 2.0);
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next.chest_front.ori = Quaternion::rotation_x(0.0);
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@ -126,31 +126,31 @@ impl<'a> From<&'a comp::dragon::Body> for SkeletonAttr {
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use comp::dragon::Species::*;
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Self {
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head: match (body.species, body.body_type) {
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(Reddragon, _) => (4.0, 3.0),
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(Reddragon, _) => (0.0, 0.0),
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},
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chest_front: match (body.species, body.body_type) {
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(Reddragon, _) => (0.0, 5.0),
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(Reddragon, _) => (0.0, 0.0),
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},
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chest_rear: match (body.species, body.body_type) {
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(Reddragon, _) => (0.0, 5.0),
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(Reddragon, _) => (0.0, 0.0),
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},
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tail_front: match (body.species, body.body_type) {
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(Reddragon, _) => (-3.0, 1.5),
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(Reddragon, _) => (0.0, 0.0),
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},
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tail_rear: match (body.species, body.body_type) {
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(Reddragon, _) => (-3.0, 1.5),
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(Reddragon, _) => (0.0, 0.0),
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},
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wing_in: match (body.species, body.body_type) {
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(Reddragon, _) => (2.75, 0.0),
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(Reddragon, _) => (0.0, 0.0),
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},
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wing_out: match (body.species, body.body_type) {
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(Reddragon, _) => (2.75, 0.0),
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(Reddragon, _) => (0.0, 0.0),
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},
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feet_f: match (body.species, body.body_type) {
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(Reddragon, _) => (2.0, -1.5, 4.0),
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(Reddragon, _) => (0.0, 0.0, 0.0),
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},
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feet_b: match (body.species, body.body_type) {
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(Reddragon, _) => (2.0, -1.5, 4.0),
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(Reddragon, _) => (0.0, 0.0, 0.0),
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},
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}
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}
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@ -19,7 +19,7 @@ impl Animation for RunAnimation {
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next.head.offset = Vec3::new(0.0, 7.5, 15.0) / 11.0;
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next.head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
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next.head.scale = Vec3::one() / 10.88;
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next.head.scale = Vec3::one() * 1.01;
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next.chest_front.offset = Vec3::new(0.0, 4.5, 2.0);
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next.chest_front.ori = Quaternion::rotation_x(0.0);
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