Add jordan4ibanez' better digging animation
authorPilzAdam <adam-k@outlook.com>
Sat, 10 Nov 2012 16:36:56 +0000 (17:36 +0100)
committerPilzAdam <adam-k@outlook.com>
Sat, 10 Nov 2012 16:36:56 +0000 (17:36 +0100)
src/camera.cpp

index f87f660e9c91bae0ef81eb74e058ee4a88933f70..43f26cd8f911c492e531a5c4aa3d82599df8078e 100644 (file)
@@ -189,7 +189,7 @@ void Camera::step(f32 dtime)
 
        if (m_digging_button != -1)
        {
-               f32 offset = dtime * 3.5;
+               f32 offset = dtime * 4.5;
                float m_digging_anim_was = m_digging_anim;
                m_digging_anim += offset;
                if (m_digging_anim >= 1)
@@ -336,13 +336,13 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        if (m_digging_button != -1)
        {
                f32 digfrac = m_digging_anim;
-               wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * M_PI);
-               wield_position.Y += 15 * sin(digfrac * 2 * M_PI);
-               wield_position.Z += 5 * digfrac;
-
+               wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
+               wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
+               wield_position.Z += 25 * 0.5;
+       
                // Euler angles are PURE EVIL, so why not use quaternions?
                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;
                quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
                quat_slerp.toEuler(wield_rotation);