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Add mount pitch and roll for realistic taxi flight animation
Flying mounts now tilt and bank realistically during taxi flights: - Pitch (up/down): calculated from spline tangent's z-component (altitude change) - Roll (banking): proportional to turn rate, clamped to ~40 degrees - Yaw: existing horizontal orientation from spline direction Implementation: - Added mountPitch_ and mountRoll_ to Renderer (radians) - Updated TaxiOrientationCallback to pass yaw, pitch, roll - Calculate pitch using asin(tangent.z) for altitude tilt - Calculate roll from yaw change rate: -orientDiff * 2.5, clamped to ±0.7 rad - Applied to mount rotation: glm::vec3(pitch, roll, yaw) This fixes the "weirdness" where mounts flew sideways or without natural banking.
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2e0a7e0039
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5 changed files with 34 additions and 12 deletions
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@ -5195,12 +5195,17 @@ void GameHandler::startClientTaxiPath(const std::vector<uint32_t>& pathNodes) {
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glm::vec3 dir = end - start;
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float initialOrientation = std::atan2(dir.y, dir.x) - 1.57079632679f;
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// Calculate initial pitch from altitude change
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glm::vec3 dirNorm = glm::normalize(dir);
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float initialPitch = std::asin(std::clamp(dirNorm.z, -1.0f, 1.0f));
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float initialRoll = 0.0f; // No initial banking
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playerEntity->setPosition(start.x, start.y, start.z, initialOrientation);
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movementInfo.orientation = initialOrientation;
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// Update mount rotation immediately
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// Update mount rotation immediately with pitch and roll
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if (taxiOrientationCallback_) {
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taxiOrientationCallback_(initialOrientation);
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taxiOrientationCallback_(initialOrientation, initialPitch, initialRoll);
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}
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}
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@ -5281,15 +5286,24 @@ void GameHandler::updateClientTaxi(float deltaTime) {
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3.0f * (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t2
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);
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// Smooth orientation based on spline tangent
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// Calculate yaw from horizontal direction
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float targetOrientation = std::atan2(tangent.y, tangent.x) - 1.57079632679f;
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// Smooth rotation transition (lerp towards target)
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// Calculate pitch from vertical component (altitude change)
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glm::vec3 tangentNorm = glm::normalize(tangent);
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float pitch = std::asin(std::clamp(tangentNorm.z, -1.0f, 1.0f));
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// Calculate roll (banking) from rate of yaw change
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float currentOrientation = movementInfo.orientation;
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float orientDiff = targetOrientation - currentOrientation;
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// Normalize angle difference to [-PI, PI]
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while (orientDiff > 3.14159265f) orientDiff -= 6.28318530f;
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while (orientDiff < -3.14159265f) orientDiff += 6.28318530f;
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// Bank proportional to turn rate (scaled for visual effect)
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float roll = -orientDiff * 2.5f;
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roll = std::clamp(roll, -0.7f, 0.7f); // Limit to ~40 degrees
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// Smooth rotation transition (lerp towards target)
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float smoothOrientation = currentOrientation + orientDiff * std::min(1.0f, deltaTime * 3.0f);
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playerEntity->setPosition(nextPos.x, nextPos.y, nextPos.z, smoothOrientation);
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@ -5298,9 +5312,9 @@ void GameHandler::updateClientTaxi(float deltaTime) {
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movementInfo.z = nextPos.z;
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movementInfo.orientation = smoothOrientation;
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// Update mount rotation to face flight direction
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// Update mount rotation with yaw, pitch, and roll for realistic flight
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if (taxiOrientationCallback_) {
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taxiOrientationCallback_(smoothOrientation);
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taxiOrientationCallback_(smoothOrientation, pitch, roll);
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}
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}
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