simplified scaling code

Former-commit-id: 2a1c8450f002862f67873c375674413902e138ef
This commit is contained in:
jshipsey 2019-04-23 20:36:33 -04:00
parent 9c15fa08a8
commit 56a8a247cc

View File

@ -31,11 +31,7 @@ impl Animation for IdleAnimation {
let waveultracos_slow = (time as f32 * 1.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs();
<<<<<<< HEAD
next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4);
=======
next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE;
>>>>>>> run animation incremental tweaks
next.head.ori = Quaternion::rotation_y(waveultra_slow * 0.05);
next.head.scale = Vec3::one();
@ -51,17 +47,11 @@ impl Animation for IdleAnimation {
next.shorts.ori = Quaternion::rotation_y(0.0);
next.shorts.scale = Vec3::one();
<<<<<<< HEAD
next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1);
next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1);
=======
next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
>>>>>>> run animation incremental tweaks
next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
next.r_hand.scale = Vec3::one();
@ -73,15 +63,9 @@ impl Animation for IdleAnimation {
next.r_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
next.r_foot.scale = Vec3::one();
<<<<<<< HEAD
next.weapon.offset = Vec3::new(-4.5, 14.0, 13.0);
next.weapon.ori = Quaternion::rotation_x(2.5);
next.weapon.scale = Vec3::one();
=======
next.back.offset = Vec3::new(-4.5, 14.0, 13.0);
next.back.ori = Quaternion::rotation_x(2.5);
next.back.scale = Vec3::one();
>>>>>>> run animation incremental tweaks
next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
@ -96,14 +80,6 @@ impl Animation for IdleAnimation {
next.r_shoulder.ori = Quaternion::rotation_y(0.0);
next.r_shoulder.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0) / SCALE;
next.l_shoulder.ori = Quaternion::rotation_y(0.0);
next.l_shoulder.scale = Vec3::one() / SCALE;
next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0) / SCALE;
next.r_shoulder.ori = Quaternion::rotation_y(0.0);
next.r_shoulder.scale = Vec3::one() / SCALE;
next
}
}