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post-quad rewrite fixup
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@ -132,44 +132,44 @@ impl Animation for RunAnimation {
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next.foot_fl.offset = Vec3::new(
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-skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1 + foothoril * -1.0,
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skeleton_attr.feet_f.2 + 1.0 + ((footvertl * -0.8).max(-0.0)),
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skeleton_attr.feet_f.1 + foothoril * -2.0,
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skeleton_attr.feet_f.2 + 1.0 + ((footvertl * -1.8).max(-0.0)),
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);
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next.foot_fl.ori = Quaternion::rotation_x(
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-0.2 + footvertl * -0.35 * skeleton_attr.lean.1 - skeleton_attr.lean.0,
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-0.2 + footvertl * -0.45 * skeleton_attr.lean.1 - skeleton_attr.lean.0,
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) * Quaternion::rotation_y(tilt * -1.0)
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* Quaternion::rotation_z(footvertl * 0.4 * skeleton_attr.lean.1);
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* Quaternion::rotation_z(foothoril * 0.4 * skeleton_attr.lean.1 + tilt * -2.0);
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next.foot_fl.scale = Vec3::one();
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next.foot_fr.offset = Vec3::new(
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skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1 + foothorir * -1.0,
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skeleton_attr.feet_f.2 + 1.0 + ((footvertr * -0.8).max(-0.0)),
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skeleton_attr.feet_f.1 + foothorir * -2.0,
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skeleton_attr.feet_f.2 + 1.0 + ((footvertr * -1.8).max(-0.0)),
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);
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next.foot_fr.ori = Quaternion::rotation_x(
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-0.2 + footvertr * -0.25 * skeleton_attr.lean.1 - skeleton_attr.lean.0,
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-0.2 + footvertr * -0.45 * skeleton_attr.lean.1 - skeleton_attr.lean.0,
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) * Quaternion::rotation_y(tilt * -1.0)
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* Quaternion::rotation_z(footvertr * -0.4 * skeleton_attr.lean.1 + tilt * 3.5);
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* Quaternion::rotation_z(foothorir * -0.4 * skeleton_attr.lean.1 + tilt * -2.0);
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next.foot_fr.scale = Vec3::one();
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next.foot_bl.offset = Vec3::new(
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-skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1 + foothorilb * -1.0,
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skeleton_attr.feet_b.2 + 1.0 + ((footvertlb * -0.6).max(-0.0)),
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skeleton_attr.feet_b.2 + 1.0 + ((footvertlb * -1.2).max(-0.0)),
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);
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next.foot_bl.ori = Quaternion::rotation_x(-0.2 + footvertlb * -0.3 - skeleton_attr.lean.0)
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next.foot_bl.ori = Quaternion::rotation_x(-0.2 + footvertlb * -0.5 - skeleton_attr.lean.0)
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* Quaternion::rotation_y(tilt * -1.0)
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* Quaternion::rotation_z(footvertlb * 0.4);
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* Quaternion::rotation_z(foothorilb * 0.4 + tilt * -2.0);
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next.foot_bl.scale = Vec3::one();
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next.foot_br.offset = Vec3::new(
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skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1 + foothorirb * -1.0,
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skeleton_attr.feet_b.2 + 1.0 + ((footvertrb * -0.6).max(-0.0)),
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skeleton_attr.feet_b.2 + 1.0 + ((footvertrb * -1.2).max(-0.0)),
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);
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next.foot_br.ori = Quaternion::rotation_x(-0.2 + footvertrb * -0.3 - skeleton_attr.lean.0)
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next.foot_br.ori = Quaternion::rotation_x(-0.2 + footvertrb * -0.5 - skeleton_attr.lean.0)
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* Quaternion::rotation_y(tilt * -1.0)
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* Quaternion::rotation_z(footvertrb * -0.4);
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* Quaternion::rotation_z(foothorirb * -0.4 + tilt * -2.0);
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next.foot_br.scale = Vec3::one();
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next
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@ -197,7 +197,7 @@ impl World {
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let entity = EntityInfo::at(gen_entity_pos())
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.with_alignment(comp::Alignment::Wild)
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.do_if(rng.gen_range(0, 8) == 0, |e| e.into_giant())
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.with_body(match rng.gen_range(0, 4) {
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.with_body(match rng.gen_range(0, 5) {
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0 => comp::Body::QuadrupedMedium(quadruped_medium::Body::random()),
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1 => comp::Body::BirdMedium(bird_medium::Body::random()),
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2 => comp::Body::Critter(critter::Body::random()),
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