Use Ori for base rotation matrix

This commit is contained in:
Ludvig Böklin 2021-02-13 11:02:50 +01:00
parent 74badd3dbd
commit 84990553e0

View File

@ -4184,10 +4184,7 @@ impl<S: Skeleton> FigureState<S> {
self.state_time += (dt * state_animation_rate) as f64;
let mat = {
// TODO: Update to use the quaternion.
let ori = ori * anim::vek::Vec3::unit_y();
anim::vek::Mat4::rotation_z(-ori.x.atan2(ori.y))
* anim::vek::Mat4::rotation_x(ori.z.atan2(anim::vek::Vec2::from(ori).magnitude()))
anim::vek::Mat4::from(ori)
* anim::vek::Mat4::scaling_3d(anim::vek::Vec3::from(0.8 * scale))
};