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Add proper flying animations to the lion's tail
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1c0cdb60ff
commit
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3 changed files with 23 additions and 7 deletions
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@ -75,6 +75,12 @@ public class ModelAttributes {
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* Vertical pitch whilst flying.
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*/
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public float motionPitch;
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/**
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* Horizontal roll whilst flying.
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*/
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public float motionRoll;
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/**
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* Lerp amount controlling leg swing whilst performing a rainboom.
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*/
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@ -28,19 +28,25 @@ public class LionTail implements IPart {
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Interpolator interpolator = Interpolator.linear(attributes.interpolatorId);
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float straightness = 1.6F * (1 + (float)Math.sin(ticks / speed) / 8F);
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float bend = (float)Math.sin(Math.PI/2F + 2 * ticks / speed) / 16F;
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float twist = (float)Math.sin(Math.PI/2F + 2 * ticks / speed) / 16F;
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float bend = attributes.motionRoll / 80F;
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if (attributes.isCrouching) {
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baseSail += 1;
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straightness += 0.5F;
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}
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if (attributes.isGoingFast) {
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straightness *= 2;
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}
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straightness = interpolator.interpolate("kirin_tail_straightness", straightness, 10);
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twist = interpolator.interpolate("kirin_tail_twist", twist, 10);
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bend = interpolator.interpolate("kirin_tail_bendiness", bend, 10);
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tail.pitch = baseSail;
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tail.pitch += swing / 2;
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tail.yaw = bend;
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tail.yaw = twist;
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tail.roll = bodySwing * 2;
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float sinTickFactor = MathHelper.sin(ticks * 0.067f) * 0.05f;
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@ -49,7 +55,7 @@ public class LionTail implements IPart {
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var tail2 = tail.getChild("tail2");
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tail2.pitch = -(baseSail + sinTickFactor) / straightness;
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tail2.yaw = bend;
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tail2.yaw = twist;
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tail2.roll = bodySwing;
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var tail3 = tail2.getChild("tail3");
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@ -71,6 +77,11 @@ public class LionTail implements IPart {
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tail6.pitch = tail5.pitch * straightness;
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tail6.yaw = tail5.yaw;
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tail6.roll = -bodySwing * 2F;
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tail3.roll += bend;
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tail4.roll += bend;
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tail5.roll += bend;
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tail6.roll += bend;
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}
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@Override
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@ -17,12 +17,11 @@ public class PostureFlight extends MotionCompositor implements PonyPosture<Playe
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@Override
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public void transform(IModel model, PlayerEntity player, MatrixStack stack, double motionX, double motionY, double motionZ, float yaw, float ticks) {
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model.getAttributes().motionPitch = (float) calculateIncline(player, motionX, motionY, motionZ);
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model.getAttributes().motionRoll = (float)calculateRoll(player, motionX, motionY, motionZ);
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float roll = (float)calculateRoll(player, motionX, motionY, motionZ);
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roll = model.getMetadata().getInterpolator(player.getUuid()).interpolate("pegasusRoll", roll, 10);
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model.getAttributes().motionRoll = model.getMetadata().getInterpolator(model.getAttributes().interpolatorId).interpolate("pegasusRoll", model.getAttributes().motionRoll, 10);
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stack.multiply(RotationAxis.POSITIVE_X.rotationDegrees(model.getAttributes().motionPitch));
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stack.multiply(RotationAxis.POSITIVE_Z.rotationDegrees(roll));
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stack.multiply(RotationAxis.POSITIVE_Z.rotationDegrees(model.getAttributes().motionRoll));
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}
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}
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