Improvements to lantern holding when sitting

This commit is contained in:
Joshua Barretto 2021-04-21 16:54:03 +01:00
parent ed7cc12213
commit 2c95165c82
4 changed files with 10 additions and 10 deletions

View File

@ -264,7 +264,7 @@ impl Animation for RunAnimation {
); );
next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9); next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
next.lantern.position = Vec3::new(0.0, 0.0, -3.5); next.lantern.position = Vec3::new(0.0, 0.0, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse() next.lantern.orientation = next.hand_r.orientation.inverse()
* Quaternion::rotation_x((foothorir + 0.5) * 1.0 * speednorm) * Quaternion::rotation_x((foothorir + 0.5) * 1.0 * speednorm)
* Quaternion::rotation_y(tilt * 4.0 * foothorir + tilt * 3.0); * Quaternion::rotation_y(tilt * 4.0 * foothorir + tilt * 3.0);

View File

@ -90,8 +90,8 @@ impl Animation for SitAnimation {
if skeleton.holding_lantern { if skeleton.holding_lantern {
next.hand_r.position = Vec3::new( next.hand_r.position = Vec3::new(
s_a.hand.0 - head_look.x * 10.0, s_a.hand.0 - head_look.x * 10.0,
s_a.hand.1 + 5.0 - head_look.y * 8.0, s_a.hand.1 + 5.0 + head_look.y * 12.0,
s_a.hand.2 + 11.0, s_a.hand.2 + 9.0 - head_look.y * 12.0,
); );
next.hand_r.orientation = Quaternion::rotation_x(2.25) next.hand_r.orientation = Quaternion::rotation_x(2.25)
* Quaternion::rotation_z(0.9) * Quaternion::rotation_z(0.9)

View File

@ -149,7 +149,7 @@ impl Animation for StandAnimation {
s_a.hand.1 + 5.0 - head_look.y * 8.0 + slow * 0.15 - impact * 0.2, s_a.hand.1 + 5.0 - head_look.y * 8.0 + slow * 0.15 - impact * 0.2,
s_a.hand.2 + 11.0 + slow * 0.5 + impact * -0.1, s_a.hand.2 + 11.0 + slow * 0.5 + impact * -0.1,
); );
next.hand_r.orientation = Quaternion::rotation_x(2.25 + slow * -0.06 + impact * -0.1) next.hand_r.orientation = Quaternion::rotation_x(2.5 + slow * -0.06 + impact * -0.1)
* Quaternion::rotation_z(0.9) * Quaternion::rotation_z(0.9)
* Quaternion::rotation_y(head_look.x * 3.0) * Quaternion::rotation_y(head_look.x * 3.0)
* Quaternion::rotation_x(head_look.y * 3.0); * Quaternion::rotation_x(head_look.y * 3.0);

View File

@ -320,17 +320,17 @@ impl Animation for WieldAnimation {
}; };
match hands { match hands {
(None, None) | (None, Some(Hands::One)) => { (None, None) | (None, Some(Hands::One)) => {
//next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0); next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0);
//next.hand_l.orientation = Quaternion::rotation_x(1.9) * next.hand_l.orientation =
// Quaternion::rotation_y(-0.5) Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25);
}, },
(_, _) => {}, (_, _) => {},
}; };
match hands { match hands {
(None, None) | (Some(Hands::One), None) => { (None, None) | (Some(Hands::One), None) => {
//next.hand_r.position = Vec3::new(4.5, 8.0, 5.0); next.hand_r.position = Vec3::new(8.0, 2.0, 1.0);
//next.hand_r.orientation = Quaternion::rotation_x(1.9) * next.hand_r.orientation =
// Quaternion::rotation_y(0.5) Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.25);
}, },
(_, _) => {}, (_, _) => {},
}; };