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401 lines
22 KiB
Rust
401 lines
22 KiB
Rust
use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::states::utils::{AbilityInfo, StageSection};
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use core::f32::consts::{PI, TAU};
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pub struct SelfBuffAnimation;
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impl Animation for SelfBuffAnimation {
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type Dependency<'a> = (Option<&'a str>, Option<StageSection>, Option<AbilityInfo>);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_self_buff\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_self_buff")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(ability_id, stage_section, _ability_info): Self::Dependency<'_>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_z(0.0);
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_z(0.0);
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match ability_id {
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Some("common.abilities.sword.heavy_fortitude") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.foot_l.position += Vec3::new(move1 * 1.0, move1 * 2.0, 0.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.control.orientation.rotate_x(move1 * 0.4 + move2 * 0.6);
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next.control.orientation.rotate_z(move1 * 0.4);
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next.foot_r.position += Vec3::new(move2 * -1.0, move2 * -2.0, 0.0);
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next.control.position += Vec3::new(move2 * 5.0, move2 * 7.0, move2 * 5.0);
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next.chest.position += Vec3::new(0.0, 0.0, move2 * -1.0);
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next.shorts.orientation.rotate_x(move2 * 0.2);
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next.shorts.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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},
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Some("common.abilities.sword.defensive_stalwart_sword") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move2 * -0.5);
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next.foot_r.position += Vec3::new(move1 * 1.0, move1 * -2.0, 0.0);
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next.foot_r.orientation.rotate_z(move1 * -0.9);
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.control.orientation.rotate_x(move1 * 0.4);
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next.control.orientation.rotate_z(move1 * 0.5);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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next.control.position += Vec3::new(move2 * 8.0, 0.0, move2 * -1.0);
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next.control.orientation.rotate_x(move2 * -0.6);
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next.chest.position += Vec3::new(0.0, 0.0, move2 * -2.0);
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next.belt.position += Vec3::new(0.0, 0.0, move2 * 1.0);
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next.shorts.position += Vec3::new(0.0, 0.0, move2 * 1.0);
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next.shorts.orientation.rotate_x(move2 * 0.2);
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next.control.orientation.rotate_z(move2 * 0.4);
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},
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Some("common.abilities.sword.agile_dancing_edge") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
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next.head.position += Vec3::new(0.0, 0.0, move1 * -1.0);
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next.control.position += Vec3::new(move1 * 8.0, move1 * 5.0, 0.0);
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next.head.orientation.rotate_x(move2 * 0.2);
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next.head.position += Vec3::new(0.0, 0.0, move2 * -1.0);
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next.control.position += Vec3::new(0.0, move2 * -2.0, move2 * 12.0);
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next.control.orientation.rotate_x(move2 * 1.1);
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},
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Some("common.abilities.sword.cleaving_blade_fever") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.foot_l.position += Vec3::new(move1 * 1.0, move1 * 2.0, 0.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.control.orientation.rotate_x(move1 * 0.4 + move2 * 0.6);
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next.control.orientation.rotate_z(move1 * 0.4);
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next.foot_r.position += Vec3::new(move2 * -1.0, move2 * -2.0, 0.0);
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next.control.position += Vec3::new(move2 * 5.0, move2 * 7.0, move2 * 5.0);
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next.chest.position += Vec3::new(0.0, 0.0, move2 * -1.0);
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next.shorts.orientation.rotate_x(move2 * 0.2);
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next.shorts.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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},
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Some("common.abilities.axe.berserk") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5);
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next.control.orientation.rotate_z(move1 * -2.0);
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next.control.orientation.rotate_x(move1 * 3.5);
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next.control.position += Vec3::new(move1 * 14.0, move1 * -6.0, move1 * 15.0);
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next.head.orientation.rotate_x(move2 * 0.6);
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next.chest.orientation.rotate_x(move2 * 0.4);
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},
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Some("common.abilities.axe.savage_sense") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.6);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.foot_r.position += Vec3::new(0.0, move1 * 4.0, move1 * 4.0);
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next.foot_r.orientation.rotate_x(move1 * 1.2);
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next.foot_r.position += Vec3::new(0.0, move2 * 4.0, move2 * -4.0);
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next.foot_r.orientation.rotate_x(move2 * -1.2);
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},
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Some("common.abilities.axe.adrenaline_rush") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5 - move1 * PI);
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next.control.orientation.rotate_z(move1 * -1.8);
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next.control.orientation.rotate_y(move1 * 1.5);
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next.control.position += Vec3::new(move1 * 11.0, 0.0, 0.0);
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next.control.orientation.rotate_y(move2 * 0.7);
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next.control.orientation.rotate_z(move2 * 1.6);
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next.control.position += Vec3::new(move2 * -8.0, 0.0, move2 * -3.0);
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},
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Some("common.abilities.axe.bloodfeast") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5);
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next.control.orientation.rotate_z(move1 * -3.4);
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next.control.orientation.rotate_x(move1 * 1.1);
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next.control.position += Vec3::new(move1 * 14.0, move1 * -3.0, 0.0);
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next.control.orientation.rotate_x(move2 * 1.7);
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next.control.orientation.rotate_z(move2 * -1.3);
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next.control.orientation.rotate_y(move2 * 0.8);
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},
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Some("common.abilities.axe.furor") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5 - move1 * PI);
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next.control.orientation.rotate_x(move1 * -1.0);
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next.control.position += Vec3::new(move1 * 3.0, move1 * -2.0, move1 * 14.0);
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next.control.orientation.rotate_z(move1 * 1.5);
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next.control.orientation.rotate_y(move2 * -1.0);
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next.control.orientation.rotate_z(move2 * -1.6);
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next.control.orientation.rotate_y(move2 * 0.7);
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next.control.orientation.rotate_x(move2 * -0.5);
|
|
next.control.position += Vec3::new(move2 * 9.0, move2 * -3.0, move2 * -14.0);
|
|
},
|
|
Some("common.abilities.axe.sunder") => {
|
|
let (move1_raw, move2_raw, move3) = match stage_section {
|
|
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
|
|
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
|
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
|
|
_ => (0.0, 0.0, 0.0),
|
|
};
|
|
let pullback = 1.0 - move3;
|
|
let move1 = move1_raw * pullback;
|
|
let move2 = move2_raw * pullback;
|
|
|
|
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) * Quaternion::rotation_y(s_a.ahl.4);
|
|
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.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
|
|
|
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);
|
|
|
|
next.control.orientation.rotate_z(move1 * -1.5);
|
|
next.control.position += Vec3::new(move1 * 12.0, 0.0, move1 * 5.0);
|
|
next.control.orientation.rotate_y(move1 * 0.5);
|
|
next.main.position += Vec3::new(0.0, move1 * 10.0, 0.0);
|
|
next.main.orientation.rotate_z(move1_raw * TAU);
|
|
next.second.position += Vec3::new(0.0, move1 * 10.0, 0.0);
|
|
next.second.orientation.rotate_z(move1_raw * -TAU);
|
|
|
|
next.main.orientation.rotate_z(move2_raw * TAU);
|
|
next.main.position += Vec3::new(0.0, move2 * -10.0, 0.0);
|
|
next.second.orientation.rotate_z(move2_raw * -TAU);
|
|
next.second.position += Vec3::new(0.0, move2 * -10.0, 0.0);
|
|
next.control.position += Vec3::new(0.0, 0.0, move2 * -5.0);
|
|
},
|
|
Some("common.abilities.axe.defiance") => {
|
|
let (move1, tension, move3) = match stage_section {
|
|
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
|
|
Some(StageSection::Action) => (1.0, (anim_time * 20.0).sin(), 0.0),
|
|
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
|
|
_ => (0.0, 0.0, 0.0),
|
|
};
|
|
let pullback = 1.0 - move3;
|
|
let move1 = move1 * pullback;
|
|
|
|
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) * Quaternion::rotation_y(s_a.ahl.4);
|
|
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.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
|
|
|
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);
|
|
|
|
next.control.orientation.rotate_z(move1 * -1.6);
|
|
next.control.orientation.rotate_x(move1 * 1.7);
|
|
next.control.position += Vec3::new(move1 * 12.0, move1 * -10.0, move1 * 18.0);
|
|
next.head.orientation.rotate_x(move1 * 0.6);
|
|
next.head.position += Vec3::new(0.0, 0.0, move1 * -3.0);
|
|
next.control.orientation.rotate_z(move1 * 0.4);
|
|
|
|
next.head.orientation.rotate_x(tension * 0.3);
|
|
next.control.position += Vec3::new(0.0, 0.0, tension * 2.0);
|
|
},
|
|
_ => {},
|
|
}
|
|
|
|
next
|
|
}
|
|
}
|