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tidying up code
Former-commit-id: 43981525316728a182d41ecc107f31e2eb2583f9
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@ -27,11 +27,9 @@ impl Animation for IdleAnimation {
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let wave = (time as f32 * 12.0).sin();
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let wave = (time as f32 * 12.0).sin();
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let wavecos = (time as f32 * 12.0).cos();
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let wavecos = (time as f32 * 12.0).cos();
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let wave_slow = (time as f32 * 6.0 + PI).sin();
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let wave_slow = (time as f32 * 6.0 + PI).sin();
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let wave_slower = (time as f32 * 2.0 + PI).sin();
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let wavecos_slow = (time as f32 * 6.0 + PI).cos();
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let wavecos_slower = (time as f32 * 2.0 + PI).cos();
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let waveultra_slow = (time as f32 * 1.0 + PI).sin();
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let waveultra_slow = (time as f32 * 1.0 + PI).sin();
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let waveultracos_slow = (time as f32 * 1.0 + PI).cos();
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let waveultracos_slow = (time as f32 * 1.0 + PI).cos();
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let wavecos_slow = (time as f32 * 6.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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next.head.offset = Vec3::new(0.0, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE;
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next.head.offset = Vec3::new(0.0, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE;
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@ -27,7 +27,6 @@ impl Animation for RunAnimation {
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let fuzzwave = (time as f32 * 12.0).sin();
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let fuzzwave = (time as f32 * 12.0).sin();
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let wavecos = (time as f32 * 14.0).cos();
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let wavecos = (time as f32 * 14.0).cos();
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let wave_slow = (time as f32 * 8.0 + PI).sin();
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let wave_slow = (time as f32 * 8.0 + PI).sin();
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let waveultra_slow = (time as f32 * 0.5 + PI).sin();
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let wavecos_slow = (time as f32 * 8.0 + PI).cos();
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let wavecos_slow = (time as f32 * 8.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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@ -44,7 +43,6 @@ impl Animation for RunAnimation {
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next.shorts.ori = Quaternion::rotation_z(wave * 0.1);
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next.shorts.ori = Quaternion::rotation_z(wave * 0.1);
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=======
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=======
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next.head.offset = Vec3::unit_z() * (12.0 + fuzzwave *1.0)/ 11.0;
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next.head.offset = Vec3::unit_z() * (12.0 + fuzzwave *1.0)/ 11.0;
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//next.head.ori = Quaternion::rotation_z();
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next.chest.offset = Vec3::unit_z() * (8.0 + fuzzwave * 0.8) / 11.0;
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next.chest.offset = Vec3::unit_z() * (8.0 + fuzzwave * 0.8) / 11.0;
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next.chest.ori = Quaternion::rotation_z(wave * 0.3);
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next.chest.ori = Quaternion::rotation_z(wave * 0.3);
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