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small placement tweaks
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6d9356d269
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@ -127,10 +127,10 @@ impl<'a> From<&'a comp::quadruped_low::Body> for SkeletonAttr {
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use comp::quadruped_low::Species::*;
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Self {
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head_upper: match (body.species, body.body_type) {
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(Crocodile, _) => (8.0, 4.0),
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(Alligator, _) => (-0.5, 3.0),
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(Salamander, _) => (3.0, 3.0),
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(Monitor, _) => (4.0, 2.0),
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(Crocodile, _) => (10.0, 2.0),
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(Alligator, _) => (0.5, 3.0),
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(Salamander, _) => (3.0, 1.0),
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(Monitor, _) => (3.5, 2.0),
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},
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head_lower: match (body.species, body.body_type) {
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(Crocodile, _) => (8.0, 0.0),
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@ -153,23 +153,23 @@ impl<'a> From<&'a comp::quadruped_low::Body> for SkeletonAttr {
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tail_rear: match (body.species, body.body_type) {
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(Crocodile, _) => (-12.5, -1.0),
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(Alligator, _) => (-13.0, -1.0),
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(Salamander, _) => (-7.0, 0.0),
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(Monitor, _) => (-10.0, 0.0),
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(Salamander, _) => (-9.0, 0.0),
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(Monitor, _) => (-12.0, 0.0),
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},
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tail_front: match (body.species, body.body_type) {
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(Crocodile, _) => (-6.0, 0.0),
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(Alligator, _) => (-5.0, 0.0),
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(Salamander, _) => (-6.5, 0.0),
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(Salamander, _) => (-7.5, 0.0),
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(Monitor, _) => (-6.5, 0.0),
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},
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feet_f: match (body.species, body.body_type) {
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(Crocodile, _) => (6.0, 6.0, 0.0),
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(Crocodile, _) => (6.0, 6.0, -1.0),
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(Alligator, _) => (6.0, 6.0, 0.0),
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(Salamander, _) => (6.0, 6.0, -2.0),
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(Monitor, _) => (6.0, 6.0, 0.0),
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},
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feet_b: match (body.species, body.body_type) {
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(Crocodile, _) => (6.0, -6.0, 0.0),
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(Crocodile, _) => (6.0, -6.0, -1.0),
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(Alligator, _) => (6.0, -6.0, 0.0),
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(Salamander, _) => (6.0, -6.0, -2.0),
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(Monitor, _) => (6.0, -6.0, 0.0),
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@ -69,8 +69,8 @@ impl Animation for RunAnimation {
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
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///
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let foothorilb = (anim_time as f32 * 16.0 * lab as f32 + PI * 1.25).sin();
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let foothorirb = (anim_time as f32 * 16.0 * lab as f32 + PI * (0.25)).sin();
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let foothorilb = (anim_time as f32 * 16.0 * lab as f32 + PI * 1.45).sin();
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let foothorirb = (anim_time as f32 * 16.0 * lab as f32 + PI * (0.45)).sin();
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let footvertlb = (anim_time as f32 * 16.0 * lab as f32).sin();
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let footvertrb = (anim_time as f32 * 16.0 * lab as f32 + PI*1.0).sin();
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@ -78,10 +78,10 @@ impl Animation for RunAnimation {
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let footrotlb = (((5.0)
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/ (2.5
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+ (2.5)
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.6).sin())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin())
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.powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.6).sin());
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* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
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let footrotrb = (((5.0)
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/ (1.0
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@ -135,7 +135,7 @@ impl Animation for RunAnimation {
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skeleton_attr.tail_front.0,
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skeleton_attr.tail_front.1,
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);
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next.tail_front.ori = Quaternion::rotation_z(short*0.2)*Quaternion::rotation_y(short*0.15);
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next.tail_front.ori = Quaternion::rotation_z(short*0.2)*Quaternion::rotation_y(short*0.15)*Quaternion::rotation_x(0.06);
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next.tail_front.scale = Vec3::one();
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next.tail_rear.offset = Vec3::new(
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@ -143,7 +143,7 @@ impl Animation for RunAnimation {
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skeleton_attr.tail_rear.0,
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skeleton_attr.tail_rear.1 + centeroffset * 0.6,
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);
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next.tail_rear.ori = Quaternion::rotation_z(short*0.3)*Quaternion::rotation_y(short*0.1);
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next.tail_rear.ori = Quaternion::rotation_z(short*0.3)*Quaternion::rotation_y(short*0.1)*Quaternion::rotation_x(-0.04);
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next.tail_rear.scale = Vec3::one();
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next.chest.offset =
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@ -105,7 +105,7 @@ impl Animation for IdleAnimation {
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next.glider.scale = Vec3::one() * 0.0;
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next.main.offset = Vec3::new(-7.0, -5.0, 18.0);
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next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one() + head_abs * -0.05;
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