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Cross Cut
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@ -722,38 +722,48 @@ impl Animation for MultiAction {
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.control.position +=
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Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0);
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Vec3::new(move1 * 5.0, move1 * 4.0, move1 * 10.0);
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next.control.orientation.rotate_x(move1 * 1.0);
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next.control.orientation.rotate_z(move1 * -0.5);
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next.control.orientation.rotate_y(move1 * -0.3);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.25);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -0.8);
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next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.chest.orientation.rotate_z(move2 * -0.8);
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next.head.orientation.rotate_z(move2 * 0.5);
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next.shorts.orientation.rotate_z(move2 * 0.4);
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next.belt.orientation.rotate_z(move2 * 0.2);
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next.control.orientation.rotate_x(move2 * -1.9);
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next.control.orientation.rotate_z(move2 * -0.4);
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next.foot_l.position += Vec3::new(0.0, move2 * 4.0, 0.0);
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next.foot_r.position += Vec3::new(0.0, move2 * 1.5, 0.0);
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next.chest.orientation.rotate_z(move2 * -0.6);
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next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
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next.head.orientation.rotate_z(move2 * 0.8);
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next.shorts.orientation.rotate_z(move2 * 0.8);
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next.belt.orientation.rotate_z(move2 * 0.4);
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next.control.orientation.rotate_x(move2 * -2.0);
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next.control.orientation.rotate_z(move2 * -0.5);
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next.control.position +=
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Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -9.0);
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Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -12.0);
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},
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1 => {
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next.control.position +=
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Vec3::new(move1 * 5.0, move1 * -2.0, move1 * 9.0);
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Vec3::new(move1 * 5.0, move1 * -2.0, move1 * 10.0);
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next.control.orientation.rotate_x(move1 * 1.6);
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next.control.orientation.rotate_z(move1 * 1.1);
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next.control.orientation.rotate_y(move1 * 0.6);
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next.foot_r.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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next.chest.orientation.rotate_z(move2 * 1.1);
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next.head.orientation.rotate_z(move2 * -0.6);
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next.head.orientation.rotate_z(move2 * -0.3);
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next.shorts.orientation.rotate_z(move2 * -0.8);
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next.belt.orientation.rotate_z(move2 * -0.2);
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next.control.position += Vec3::new(move2 * -9.0, 0.0, move2 * -7.0);
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next.control.orientation.rotate_x(move2 * -2.1);
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next.control.orientation.rotate_z(move2 * 0.4);
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next.belt.orientation.rotate_z(move2 * -0.4);
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next.control.position += Vec3::new(move2 * -9.0, 0.0, move2 * -5.0);
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next.control.orientation.rotate_x(move2 * -2.0);
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next.control.orientation.rotate_z(move2 * 0.5);
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},
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_ => {},
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}
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