Merge pull request #286 from PilzAdam/digging_animation
Add jordan4ibanez' better digging animation
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commit
1db0334787
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@ -189,7 +189,7 @@ void Camera::step(f32 dtime)
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if (m_digging_button != -1)
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{
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f32 offset = dtime * 3.5;
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f32 offset = dtime * 4.5;
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float m_digging_anim_was = m_digging_anim;
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m_digging_anim += offset;
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if (m_digging_anim >= 1)
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@ -336,13 +336,13 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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if (m_digging_button != -1)
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{
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f32 digfrac = m_digging_anim;
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wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * M_PI);
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wield_position.Y += 15 * sin(digfrac * 2 * M_PI);
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wield_position.Z += 5 * digfrac;
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wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
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wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
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wield_position.Z += 25 * 0.5;
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// Euler angles are PURE EVIL, so why not use quaternions?
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core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
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core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
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core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
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core::quaternion quat_slerp;
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quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
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quat_slerp.toEuler(wield_rotation);
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