2020-08-29 08:23:12 +00:00
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use super::{super::Animation, SkeletonAttr, TheropodSkeleton};
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//use std::{f32::consts::PI, ops::Mul};
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use super::super::vek::*;
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use std::f32::consts::PI;
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pub struct RunAnimation;
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impl Animation for RunAnimation {
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2020-11-17 21:54:12 +00:00
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type Dependency = (f32, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
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2020-08-29 08:23:12 +00:00
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type Skeleton = TheropodSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"theropod_run\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_run")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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2020-11-17 21:54:12 +00:00
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(velocity, orientation, last_ori, _global_time, avg_vel): Self::Dependency,
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2020-08-29 08:23:12 +00:00
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anim_time: f64,
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2020-08-30 07:40:40 +00:00
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rate: &mut f32,
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2020-10-20 23:05:52 +00:00
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s_a: &SkeletonAttr,
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2020-08-29 08:23:12 +00:00
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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2020-11-21 19:06:36 +00:00
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let speed = (Vec2::<f32>::from(velocity).magnitude()).min(22.0);
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2020-08-30 07:40:40 +00:00
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*rate = 1.0;
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2020-08-29 08:23:12 +00:00
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2020-08-29 23:46:05 +00:00
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let breathe = (anim_time as f32 * 0.8).sin();
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2020-09-02 05:14:50 +00:00
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let topspeed = 18.0;
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2020-08-30 07:40:40 +00:00
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let canceler = speed / topspeed;
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let lab = 0.5; //6
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let amplitude2 = (speed * 1.4 / topspeed).max(0.6);
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let amplitude3 = (speed / topspeed).max(0.35);
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let speedmult = if speed > 0.0 {
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1.2 * (1.0 * 1.0)
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} else {
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0.9 * (1.0 * 1.0)
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};
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let short = (((1.0)
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/ (0.72
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+ 0.28
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* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15 - 0.5)
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.sin())
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2020-11-25 00:28:24 +00:00
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.powi(2)))
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.sqrt())
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2020-08-30 07:40:40 +00:00
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* ((anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * -0.15 - 0.5).sin());
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//
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let shortalt =
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(anim_time as f32 * (16.0) * lab as f32 * speedmult + PI * 3.0 / 8.0 - 0.5).sin();
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//FL
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let foot1a = (anim_time as f32 * (16.0) * lab as f32 * speedmult + 0.0 + PI).sin(); //1.5
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let foot1b = (anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57 + PI).sin(); //1.9
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//FR
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let foot2a = (anim_time as f32 * (16.0) * lab as f32 * speedmult).sin(); //1.2
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let foot2b = (anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57).sin(); //1.6
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2020-11-17 21:54:12 +00:00
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let ori: Vec2<f32> = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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let tilt = if ::vek::Vec2::new(ori, last_ori)
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.map(|o| o.magnitude_squared())
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.map(|m| m > 0.001 && m.is_finite())
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.reduce_and()
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&& ori.angle_between(last_ori).is_finite()
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{
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ori.angle_between(last_ori).min(0.2)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
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} else {
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0.0
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} * 1.3;
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let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
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2020-08-29 23:46:05 +00:00
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2020-10-21 03:35:20 +00:00
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next.head.scale = Vec3::one() * 1.02;
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next.neck.scale = Vec3::one() * 0.98;
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next.jaw.scale = Vec3::one() * 0.98;
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next.foot_l.scale = Vec3::one() * 0.96;
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next.foot_r.scale = Vec3::one() * 0.96;
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next.chest_front.scale = Vec3::one() / s_a.scaler;
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2020-10-20 23:05:52 +00:00
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.3);
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2020-11-17 21:54:12 +00:00
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next.head.orientation = Quaternion::rotation_x(-0.1 + short * -0.05)
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* Quaternion::rotation_y(tilt * 0.8)
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* Quaternion::rotation_z(shortalt * -0.2 - tilt * 4.5);
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(short * -0.03);
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2020-08-29 08:23:12 +00:00
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2020-10-20 23:05:52 +00:00
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next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
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2020-11-17 21:54:12 +00:00
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next.neck.orientation = Quaternion::rotation_x(-0.1 + short * -0.04)
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* Quaternion::rotation_y(tilt * 0.3)
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* Quaternion::rotation_z(shortalt * -0.1 - tilt * 4.2);
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next.chest_front.position = Vec3::new(
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0.0,
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s_a.chest_front.0,
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s_a.chest_front.1 + short * 0.5 + x_tilt * 10.0 * canceler,
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) / s_a.scaler;
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next.chest_front.orientation =
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Quaternion::rotation_x(short * 0.07 + x_tilt * (canceler * 6.0).min(1.0))
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* Quaternion::rotation_y(tilt * 0.8)
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* Quaternion::rotation_z(shortalt * 0.15 + tilt * -1.5);
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next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
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next.chest_back.orientation = Quaternion::rotation_x(short * -0.04)
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* Quaternion::rotation_y(tilt * 0.6)
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* Quaternion::rotation_z(shortalt * -0.15 + tilt * 0.6);
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2020-10-20 23:05:52 +00:00
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next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
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2020-11-17 21:54:12 +00:00
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next.tail_front.orientation = Quaternion::rotation_x(0.1 + short * -0.02)
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* Quaternion::rotation_z(shortalt * -0.1 + tilt * 1.0);
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2020-08-29 08:23:12 +00:00
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2020-10-20 23:05:52 +00:00
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next.tail_back.position = Vec3::new(0.0, s_a.tail_back.0, s_a.tail_back.1);
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2020-11-17 21:54:12 +00:00
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next.tail_back.orientation = Quaternion::rotation_x(0.2 + short * -0.1)
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* Quaternion::rotation_z(shortalt * -0.2 + tilt * 1.4);
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2020-08-29 08:23:12 +00:00
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2020-10-20 23:05:52 +00:00
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
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2020-09-02 05:14:50 +00:00
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next.hand_l.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot2a * 0.3);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot1a * 0.3);
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next.leg_l.position = Vec3::new(
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-s_a.leg.0,
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s_a.leg.1 + amplitude3 * foot1b * -1.3,
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2020-11-21 19:06:36 +00:00
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s_a.leg.2 + amplitude3 * foot1a * 1.0,
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);
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next.leg_l.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot1a * 0.15)
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2020-11-17 21:54:12 +00:00
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* Quaternion::rotation_y(tilt * 0.5)
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* Quaternion::rotation_z(foot1a * -0.3 + tilt * -0.5);
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next.leg_r.position = Vec3::new(
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s_a.leg.0,
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s_a.leg.1 + amplitude3 * foot2b * -1.3,
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s_a.leg.2 + amplitude3 * foot2a * 1.0,
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);
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next.leg_r.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot2a * 0.15)
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2020-11-17 21:54:12 +00:00
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* Quaternion::rotation_y(tilt * 0.5)
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* Quaternion::rotation_z(foot2a * 0.3 + tilt * -0.5);
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1 + canceler * -1.0 + amplitude3 * foot1b * -2.0,
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s_a.foot.2 + canceler * 2.0 + (foot1a * 1.5).max(0.0) * amplitude2,
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);
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2020-09-02 05:14:50 +00:00
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next.foot_l.orientation = Quaternion::rotation_x(-0.3 + amplitude2 * foot1b * -0.35)
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2020-11-17 21:54:12 +00:00
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* Quaternion::rotation_y(tilt * -1.0)
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* Quaternion::rotation_z(tilt * -0.5);
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next.foot_r.position = Vec3::new(
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s_a.foot.0,
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s_a.foot.1 + canceler * -1.0 + amplitude3 * foot2b * -2.0,
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s_a.foot.2 + canceler * 2.0 + (foot2a * 1.5).max(0.0) * amplitude2,
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);
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2020-11-17 21:54:12 +00:00
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next.foot_r.orientation = Quaternion::rotation_x(-0.3 + amplitude2 * foot2b * -0.35)
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* Quaternion::rotation_y(tilt * -1.0);
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2020-08-29 08:23:12 +00:00
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next
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}
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}
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