Add jordan4ibanez' better digging animation

This commit is contained in:
PilzAdam 2012-11-10 17:36:56 +01:00
parent 5f1d3ad754
commit 6e2ba111af

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