Beispiel #1
0
        public void AnimateWalk(Vector3D velocity)
        {
            if (PlayerLeftLeg == null || PlayerRightLeg == null)
            {
                return;
            }
            double speed = WMath.Clamp(velocity.XZ.Length, 0, Player.WalkSpeed);

            CurrentWalkAnimationTime += Time.Delta * speed * WalkAnimationSpeedCoef;

            double t = WMath.Remap(Math.Cos(CurrentWalkAnimationTime), -1, 1, 0, 1);

            double speedCoef = speed <= 0.05D ? 0.0D : speed / Player.WalkSpeed;

            double currentAngle = WMath.Lerp(-WalkAnimationMaxAngle * speedCoef, WalkAnimationMaxAngle * speedCoef, t);//WMath.Remap(CurrentWalkAnimationTime, 0, 1, -WalkAnimationMaxAngle * speedCoef, WalkAnimationMaxAngle * speedCoef);


            Quaternion leftRotLeg  = new Quaternion(-currentAngle * WalkAnimationLegCoef, 0, 0);
            Quaternion rightRotLeg = new Quaternion(currentAngle * WalkAnimationLegCoef, 0, 0);

            Quaternion rightRotArm = new Quaternion(-currentAngle, 0, 0);
            Quaternion leftRotArm  = new Quaternion(currentAngle, 0, 0);


            PlayerLeftLeg.LocalRotation  = leftRotLeg;
            PlayerRightLeg.LocalRotation = rightRotLeg;

            PlayerRightArm.LocalRotation *= rightRotArm;
            PlayerLeftArm.LocalRotation  *= leftRotArm;


            Vector3D flattenVel   = new Vector3D(velocity.X, 0, velocity.Z);
            Vector3D flattenDir   = flattenVel.Normalized;
            double   flattenSpeed = flattenVel.Length;

            if (flattenSpeed >= 0.1D)
            {
                double currentTorsoAngle = Quaternion.AngleY(PlayerTorso.Rotation, Quaternion.Identity);
                double rawNewAngle       = (Math.Atan2(flattenDir.X, flattenDir.Z) * WMath.RadToDeg) * -1;

                double deltaAngle = WMath.DeltaAngle(currentTorsoAngle, rawNewAngle);

                deltaAngle = WMath.Clamp(deltaAngle, -HeadMaxAngleToBody, HeadMaxAngleToBody);

                PlayerTorso.LocalRotation *= new Quaternion(0, -deltaAngle * WalkAnimationTorsoOrientCoef * Time.Delta, 0);
            }
        }
Beispiel #2
0
        public void AnimateIdle()
        {
            if (PlayerLeftArm == null || PlayerRightArm == null)
            {
                return;
            }

            PlayerLeftArm.LocalRotation = PlayerRightArm.LocalRotation = Quaternion.Identity;

            CurrentIdleAnimationTime += Time.Delta * IdleAnimationSpeed;

            double t = WMath.Remap(Math.Cos(CurrentIdleAnimationTime), -1, 1, 0, 1);

            double currentZAngle = WMath.Lerp(IdleAnimationArmMinAngle, IdleAnimationArmMaxAngle, t);

            double currentXAngle = currentZAngle * 0.25D;

            PlayerLeftArm.LocalRotation  = new Quaternion(currentXAngle, 0, currentZAngle);
            PlayerRightArm.LocalRotation = new Quaternion(-currentXAngle, 0, -currentZAngle);
        }