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Improved riding animation
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2880dd7af4
commit
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@ -72,6 +72,8 @@ impl Animation for MountAnimation {
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0.0
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} * 1.3;
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let bob = (anim_time * 12.0).sin();
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next.head.scale = Vec3::one() * s_a.head_scale;
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next.chest.scale = Vec3::one() * 1.01;
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next.hand_l.scale = Vec3::one() * 1.04;
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@ -88,8 +90,8 @@ impl Animation for MountAnimation {
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* Quaternion::rotation_x((0.35 + head_look.y + tilt.abs() * 1.2).abs());
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation =
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Quaternion::rotation_x(-0.4 + tilt.abs() * -1.5) * Quaternion::rotation_y(tilt * 2.0);
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next.chest.orientation = Quaternion::rotation_x(-0.4 + tilt.abs() * -1.5 - bob * 0.2)
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* Quaternion::rotation_y(tilt * 2.0);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + 0.5, s_a.belt.1 + 0.5);
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next.belt.orientation = Quaternion::rotation_x(0.2) * Quaternion::rotation_y(tilt * -0.5);
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@ -99,13 +101,21 @@ impl Animation for MountAnimation {
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 1.0, s_a.shorts.1 + 1.0);
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next.shorts.orientation = Quaternion::rotation_x(0.3) * Quaternion::rotation_y(tilt * -1.0);
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next.hand_l.position = Vec3::new(-s_a.hand.0 + 3.0, s_a.hand.1 + 9.0, s_a.hand.2 + 4.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0 + 3.0,
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s_a.hand.1 + 6.0,
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s_a.hand.2 + 2.0 + (bob + 1.0) * speed * 0.1,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(-PI / 2.0 + 0.5);
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Quaternion::rotation_x(PI * 0.4) * Quaternion::rotation_z(-PI / 2.0 + 1.0);
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next.hand_r.position = Vec3::new(s_a.hand.0 - 3.0, s_a.hand.1 + 9.0, s_a.hand.2 + 4.0);
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next.hand_r.position = Vec3::new(
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s_a.hand.0 - 3.0,
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s_a.hand.1 + 6.0,
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s_a.hand.2 + 2.0 + (bob + 1.0) * speed * 0.1,
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);
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next.hand_r.orientation =
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Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0 - 0.5);
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Quaternion::rotation_x(PI * 0.4) * Quaternion::rotation_z(PI / 2.0 - 1.0);
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next.foot_l.position = Vec3::new(-s_a.foot.0 - 2.0, 4.0 + s_a.foot.1, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.5);
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