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simplified scaling code
Former-commit-id: 2a1c8450f002862f67873c375674413902e138ef
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9c15fa08a8
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@ -31,11 +31,7 @@ impl Animation for IdleAnimation {
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let waveultracos_slow = (time as f32 * 1.0 + PI).cos();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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<<<<<<< HEAD
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next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4);
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=======
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next.head.offset = Vec3::new(5.5, 0.0, 12.0 + waveultra_slow * 0.4) / SCALE;
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>>>>>>> run animation incremental tweaks
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next.head.ori = Quaternion::rotation_y(waveultra_slow * 0.05);
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next.head.scale = Vec3::one();
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@ -51,17 +47,11 @@ impl Animation for IdleAnimation {
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next.shorts.ori = Quaternion::rotation_y(0.0);
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next.shorts.scale = Vec3::one();
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<<<<<<< HEAD
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next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1);
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next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1);
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=======
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next.l_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3, 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
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next.l_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
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next.r_hand.offset = Vec3::new(2.0 + waveultracos_slow * 0.3 , - 7.5, 12.5 + waveultra_slow * 1.1) / SCALE;
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>>>>>>> run animation incremental tweaks
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next.r_hand.ori = Quaternion::rotation_y(0.0 + waveultra_slow * 0.06);
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next.r_hand.scale = Vec3::one();
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@ -73,15 +63,9 @@ impl Animation for IdleAnimation {
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next.r_foot.ori = Quaternion::rotation_y(0.04 + waveultra_slow * 0.04);
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next.r_foot.scale = Vec3::one();
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<<<<<<< HEAD
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next.weapon.offset = Vec3::new(-4.5, 14.0, 13.0);
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next.weapon.ori = Quaternion::rotation_x(2.5);
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next.weapon.scale = Vec3::one();
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=======
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next.back.offset = Vec3::new(-4.5, 14.0, 13.0);
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next.back.ori = Quaternion::rotation_x(2.5);
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next.back.scale = Vec3::one();
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>>>>>>> run animation incremental tweaks
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0);
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@ -96,14 +80,6 @@ impl Animation for IdleAnimation {
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next.r_shoulder.ori = Quaternion::rotation_y(0.0);
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next.r_shoulder.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0) / SCALE;
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next.l_shoulder.ori = Quaternion::rotation_y(0.0);
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next.l_shoulder.scale = Vec3::one() / SCALE;
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next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0) / SCALE;
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next.r_shoulder.ori = Quaternion::rotation_y(0.0);
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next.r_shoulder.scale = Vec3::one() / SCALE;
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next
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}
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}
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