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Change the swimming animation (again) and add some motion lerp
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39b491b5ed
commit
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2 changed files with 25 additions and 20 deletions
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@ -12,6 +12,7 @@ import com.minelittlepony.pony.data.PonyData;
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import com.minelittlepony.pony.data.PonySize;
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import com.minelittlepony.render.model.PlaneRenderer;
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import com.minelittlepony.render.model.PonyRenderer;
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import com.minelittlepony.util.math.MathUtil;
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import com.minelittlepony.util.render.AbstractBoxRenderer;
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import net.minecraft.client.model.ModelBase;
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@ -54,6 +55,8 @@ public abstract class AbstractPonyModel extends ModelPlayer implements IModel, P
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*/
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protected boolean rainboom;
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protected double motionLerp;
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public PlaneRenderer upperTorso;
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public PlaneRenderer neck;
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@ -73,8 +76,12 @@ public abstract class AbstractPonyModel extends ModelPlayer implements IModel, P
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* Checks flying and speed conditions and sets rainboom to true if we're a species with wings and is going faaast.
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*/
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protected void checkRainboom(Entity entity, float swing) {
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double zMotion = Math.sqrt(entity.motionX * entity.motionX + entity.motionZ * entity.motionZ);
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rainboom = (isFlying() && canFly()) || isElytraFlying();
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rainboom &= Math.sqrt(entity.motionX * entity.motionX + entity.motionZ * entity.motionZ) > 0.4F;
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rainboom &= zMotion > 0.4F;
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motionLerp = MathUtil.clampLimit(zMotion * 30, 1);
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}
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public void updateLivingState(EntityLivingBase entity, IPony pony) {
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@ -299,26 +306,21 @@ public abstract class AbstractPonyModel extends ModelPlayer implements IModel, P
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*/
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protected void rotateLegsSwimming(float move, float swing, float ticks, Entity entity) {
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float forward = ROTATE_270 - ROTATE_90/3;
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float down = ROTATE_90;
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float legLeft = (ROTATE_90 + MathHelper.sin((move / 3) + 2 * PI/3) / 2) * (float)motionLerp;
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float leftX = down + MathHelper.sin((move / 3) + 2*PI/3) / 2;
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float leftY = -forward - MathHelper.sin((move / 3) + 2*PI/3);
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float left = (ROTATE_90 + MathHelper.sin((move / 3) + 2 * PI) / 2) * (float)motionLerp;
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float right = (ROTATE_90 + MathHelper.sin(move / 3) / 2) * (float)motionLerp;
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float rightX = down + MathHelper.sin(move / 3) / 2;
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float rightY = down - MathHelper.sin((move / 3) + 2);
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bipedLeftArm.rotateAngleX = -left;
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bipedLeftArm.rotateAngleY = -left/2;
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bipedLeftArm.rotateAngleZ = left/2;
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bipedRightArm.rotateAngleX = -right;
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bipedRightArm.rotateAngleY = right/2;
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bipedRightArm.rotateAngleZ = -right/2;
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bipedLeftArm.rotateAngleX = -leftX;
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bipedLeftArm.rotateAngleY = -rightY/4 - leftX/3;
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bipedLeftArm.rotateAngleZ = -leftY/10 - leftX/3;
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bipedRightArm.rotateAngleX = -rightX;
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bipedRightArm.rotateAngleY = -leftY/4 - leftX/3;
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bipedRightArm.rotateAngleZ = -rightY/10 - leftX/3;
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bipedLeftLeg.rotateAngleX = leftX;
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bipedRightLeg.rotateAngleX = rightX;
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bipedLeftLeg.rotateAngleX = legLeft;
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bipedRightLeg.rotateAngleX = right;
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bipedLeftLeg.rotateAngleY = 0;
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bipedRightLeg.rotateAngleY = 0;
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@ -724,7 +726,7 @@ public abstract class AbstractPonyModel extends ModelPlayer implements IModel, P
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@Override
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public boolean isCrouching() {
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return !rainboom && isSneak && !isFlying;
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return !rainboom && !isSwimming && isSneak && !isFlying;
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}
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@Override
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@ -2,11 +2,12 @@ package com.minelittlepony.transform;
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import net.minecraft.entity.player.EntityPlayer;
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import com.minelittlepony.util.math.MathUtil;
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public class PostureSwimming extends PostureFlight {
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@Override
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protected double calculateRoll(EntityPlayer player, double motionX, double motionY, double motionZ) {
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motionX *= 2;
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motionZ *= 2;
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@ -15,6 +16,8 @@ public class PostureSwimming extends PostureFlight {
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@Override
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protected double calculateIncline(EntityPlayer player, double motionX, double motionY, double motionZ) {
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return super.calculateIncline(player, motionX, motionY, motionZ);
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double motionLerp = MathUtil.clampLimit(Math.sqrt(motionX * motionX + motionZ * motionZ) * 30, 1);
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return super.calculateIncline(player, motionX, motionY, motionZ) * motionLerp;
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}
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}
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