2020-09-27 16:03:00 +00:00
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use super::{
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super::{vek::*, Animation},
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BipedLargeSkeleton, SkeletonAttr,
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};
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2020-11-17 21:54:12 +00:00
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
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2020-09-27 16:03:00 +00:00
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pub struct ShootAnimation;
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2020-11-17 21:54:12 +00:00
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type ShootAnimationDependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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Vec3<f32>,
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Vec3<f32>,
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Vec3<f32>,
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f64,
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Option<StageSection>,
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f32,
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);
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2020-09-27 16:03:00 +00:00
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impl Animation for ShootAnimation {
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2020-11-17 21:54:12 +00:00
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type Dependency = ShootAnimationDependency;
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2020-09-27 16:03:00 +00:00
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type Skeleton = BipedLargeSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(
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active_tool_kind,
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_second_tool_kind,
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velocity,
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_orientation,
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_last_ori,
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_global_time,
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stage_section,
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acc_vel,
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): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let speed = Vec2::<f32>::from(velocity).magnitude();
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2020-09-30 20:33:24 +00:00
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2020-10-26 23:26:41 +00:00
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let mut next = (*skeleton).clone();
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let lab = 0.65 * s_a.tempo;
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let speednorm = (speed / 12.0).powf(0.4);
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let foothoril = (acc_vel * lab as f32 + PI * 1.45).sin() * speednorm;
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let foothorir = (acc_vel * lab as f32 + PI * (0.45)).sin() * speednorm;
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let footrotl =
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(((1.0) / (0.5 + (0.5) * ((acc_vel * lab as f32 + PI * 1.4).sin()).powi(2))).sqrt())
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* ((acc_vel * lab as f32 + PI * 1.4).sin());
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let footrotr =
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(((1.0) / (0.5 + (0.5) * ((acc_vel * lab as f32 + PI * 0.4).sin()).powi(2))).sqrt())
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* ((acc_vel * lab as f32 + PI * 0.4).sin());
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothorir * 1.0,
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);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(0.8 + 1.2 * speednorm + (footrotr * -0.2) * speednorm);
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next.shoulder_r.position = Vec3::new(
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s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothoril * 1.0,
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);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(0.8 + 1.2 * speednorm + (footrotl * -0.2) * speednorm);
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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(0.0);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip);
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next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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match active_tool_kind {
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Some(ToolKind::StaffSimple) | Some(ToolKind::Sceptre) => {
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let (movement1base, movement1shake, movement2base, movement3) = match stage_section
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{
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Some(StageSection::Buildup) => (
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anim_time as f32,
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(anim_time as f32 * 10.0 + PI).sin(),
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0.0,
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0.0,
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),
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Some(StageSection::Swing) => (1.0, 1.0, (anim_time as f32).powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time as f32),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement3;
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let movement1 = movement1base * pullback;
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let movement2 = movement2base * pullback;
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next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
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next.control_r.position = Vec3::new(1.0, 2.0, 2.0);
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next.control.position = Vec3::new(
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-3.0,
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3.0 + s_a.grip / 1.2
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+ movement1 * 4.0
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+ movement2
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+ movement1shake * 2.0
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+ movement2 * -2.0,
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-11.0 + -s_a.grip / 2.0 + movement1 * 3.0,
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);
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next.head.orientation = Quaternion::rotation_x(movement1 * -0.15)
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* Quaternion::rotation_y(movement1 * 0.25)
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* Quaternion::rotation_z(movement1 * 0.25);
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next.jaw.orientation = Quaternion::rotation_x(movement1 * -0.5);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + movement1 * 0.5)
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* Quaternion::rotation_y(movement1 * -0.4);
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next.control_r.orientation = Quaternion::rotation_x(PI / 2.5 + movement1 * 0.5)
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* Quaternion::rotation_y(0.5)
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* Quaternion::rotation_z(0.0);
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next.control.orientation =
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Quaternion::rotation_x(-0.2 + movement1 * -0.2 + movement1shake * 0.1)
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* Quaternion::rotation_y(-0.1 + movement1 * 0.8 + movement2 * -0.3);
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothorir * 1.0,
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);
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next.shoulder_l.orientation = Quaternion::rotation_x(
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movement1 * 0.8 + 0.8 * speednorm + (footrotr * -0.2) * speednorm,
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);
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next.shoulder_r.position = Vec3::new(
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s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothoril * 1.0,
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);
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next.shoulder_r.orientation = Quaternion::rotation_x(
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movement1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm,
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);
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},
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Some(ToolKind::BowSimple) => {
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let (movement1base, movement2base, movement3) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
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2020-11-25 00:28:24 +00:00
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Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement3;
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let movement1 = movement1base * pullback;
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let movement2 = movement2base * pullback;
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next.control_l.position = Vec3::new(-1.0, -2.0 + movement2 * -7.0, -3.0);
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next.control_r.position = Vec3::new(0.0, 4.0, 1.0);
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next.control.position = Vec3::new(
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-1.0 + movement1 * 2.0,
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6.0 + s_a.grip / 1.2 + movement1 * 7.0,
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-5.0 + -s_a.grip / 2.0 + movement1 * 8.0,
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);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + movement2 * 0.4)
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* Quaternion::rotation_y(-0.2);
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next.control_r.orientation = Quaternion::rotation_x(PI / 2.2 + movement1 * 0.4)
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* Quaternion::rotation_y(0.2)
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* Quaternion::rotation_z(0.0);
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next.control.orientation = Quaternion::rotation_x(-0.2)
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* Quaternion::rotation_y(1.0 + movement1 * -0.4)
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* Quaternion::rotation_z(-0.3);
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next.head.orientation = Quaternion::rotation_z(movement1 * 0.25);
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothorir * 1.0,
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);
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next.shoulder_l.orientation = Quaternion::rotation_x(
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movement1 * 0.8 + 1.2 * speednorm + (footrotr * -0.2) * speednorm,
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);
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next.shoulder_r.position = Vec3::new(
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s_a.shoulder.0,
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s_a.shoulder.1,
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s_a.shoulder.2 - foothoril * 1.0,
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);
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next.shoulder_r.orientation = Quaternion::rotation_x(
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movement1 * 0.8 + 1.2 * speednorm + (footrotl * -0.2) * speednorm,
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);
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},
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_ => {},
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}
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next
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}
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2020-10-08 21:14:49 +00:00
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}
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