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Initial fly animation work
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161
voxygen/src/anim/dragon/fly.rs
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161
voxygen/src/anim/dragon/fly.rs
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@ -0,0 +1,161 @@
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use super::{super::Animation, DragonSkeleton, SkeletonAttr};
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct FlyAnimation;
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impl Animation for FlyAnimation {
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type Dependency = (f32, f64);
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type Skeleton = DragonSkeleton;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(_velocity, global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let lab = 12.0;
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let vertlf = (anim_time as f32 * lab as f32 + PI * 1.8).sin().max(0.15);
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let vertrfoffset = (anim_time as f32 * lab as f32 + PI * 0.80).sin().max(0.15);
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let vertlboffset = (anim_time as f32 * lab as f32).sin().max(0.15);
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let vertrb = (anim_time as f32 * lab as f32 + PI).sin().max(0.15);
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let horilf = (anim_time as f32 * lab as f32 + PI * 1.2).sin();
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let horirfoffset = (anim_time as f32 * lab as f32 + PI * 0.20).sin();
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let horilboffset = (anim_time as f32 * lab as f32 + PI * 1.4).sin();
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let horirb = (anim_time as f32 * lab as f32 + PI * 0.4).sin();
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let vertchest = (anim_time as f32 * lab as f32 + PI * 0.3).sin().max(0.2);
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let horichest = (anim_time as f32 * lab as f32 + PI * 0.8).sin();
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let verthead = (anim_time as f32 * lab as f32 + PI * 0.3).sin();
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let footl = (anim_time as f32 * lab as f32 + PI).sin();
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let footr = (anim_time as f32 * lab as f32).sin();
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let center = (anim_time as f32 * lab as f32 + PI / 2.0).sin();
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let centeroffset = (anim_time as f32 * lab as f32 + PI * 1.5).sin();
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let wolf_look = Vec2::new(
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((global_time + anim_time) as f32 / 4.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.25,
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((global_time + anim_time) as f32 / 4.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.125,
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);
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next.head.offset = Vec3::new(
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0.0,
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skeleton_attr.head.0 + 0.5,
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skeleton_attr.head.1 + center * 0.5 - 1.0,
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);
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next.head.ori = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0 + center * 0.03);
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next.head.scale = Vec3::one();
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next.tail_front.offset = Vec3::new(
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0.0,
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skeleton_attr.tail_front.0,
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skeleton_attr.tail_front.1 + centeroffset * 0.6,
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);
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next.tail_front.ori = Quaternion::rotation_x(center * 0.03);
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next.tail_front.scale = Vec3::one();
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next.tail_rear.offset = Vec3::new(
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0.0,
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skeleton_attr.tail_rear.0,
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skeleton_attr.tail_rear.1 + centeroffset * 0.6,
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);
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next.tail_rear.ori = Quaternion::rotation_x(center * 0.03);
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next.tail_rear.scale = Vec3::one();
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next.chest_front.offset = Vec3::new(
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0.0,
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skeleton_attr.chest_front.0,
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skeleton_attr.chest_front.1,
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) * 1.05;
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next.chest_front.ori = Quaternion::rotation_y(center * 0.05);
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next.chest_front.scale = Vec3::one() * 1.05;
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next.chest_rear.offset = Vec3::new(
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0.0,
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skeleton_attr.chest_rear.0,
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skeleton_attr.chest_rear.1,
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) * 1.05;
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next.chest_rear.ori = Quaternion::rotation_y(center * 0.05);
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next.chest_rear.scale = Vec3::one() * 1.05;
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next.foot_fl.offset = Vec3::new(
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-skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1,
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skeleton_attr.feet_f.2,
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) * 1.05;
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next.foot_fl.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
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next.foot_fl.scale = Vec3::one() * 1.05;
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next.foot_fr.offset = Vec3::new(
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skeleton_attr.feet_f.0,
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skeleton_attr.feet_f.1,
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skeleton_attr.feet_f.2,
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) * 1.05;
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next.foot_fr.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
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next.foot_fr.scale = Vec3::one() * 1.05;
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next.foot_bl.offset = Vec3::new(
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-skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1,
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skeleton_attr.feet_b.2,
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) * 1.05;
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next.foot_bl.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
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next.foot_bl.scale = Vec3::one() * 1.05;
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next.foot_br.offset = Vec3::new(
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skeleton_attr.feet_b.0,
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skeleton_attr.feet_b.1,
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skeleton_attr.feet_b.2,
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) * 1.05;
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next.foot_br.ori = Quaternion::rotation_x(-1.3 + footl * 0.06);
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next.foot_br.scale = Vec3::one() * 1.05;
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next.wing_in_l.offset = Vec3::new(
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-skeleton_attr.wing_in.0,
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skeleton_attr.wing_in.1,
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skeleton_attr.wing_in.2,
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);
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next.wing_in_l.ori = Quaternion::rotation_y((0.57 + footl * 1.2).max(0.0));
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next.wing_in_l.scale = Vec3::one() * 1.05;
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next.wing_in_r.offset = Vec3::new(
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skeleton_attr.wing_in.0,
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skeleton_attr.wing_in.1,
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skeleton_attr.wing_in.2,
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);
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next.wing_in_r.ori = Quaternion::rotation_y((-0.57 + footr * 1.2).min(0.0));
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next.wing_in_r.scale = Vec3::one() * 1.05;
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next.wing_out_l.offset = Vec3::new(
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-skeleton_attr.wing_out.0,
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skeleton_attr.wing_out.1,
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skeleton_attr.wing_out.2,
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);
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next.wing_out_l.ori = Quaternion::rotation_y((0.57 + footl * 1.2).max(0.0));
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next.wing_out_l.scale = Vec3::one() * 1.05;
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next.wing_out_r.offset = Vec3::new(
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skeleton_attr.wing_out.0,
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skeleton_attr.wing_out.1,
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skeleton_attr.wing_out.2,
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);
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next.wing_out_r.ori = Quaternion::rotation_y((-0.57 + footr * 1.2).min(0.0));
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next.wing_out_r.scale = Vec3::one() * 1.05;
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next
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}
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}
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@ -1,9 +1,9 @@
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pub mod fly;
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pub mod idle;
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pub mod jump;
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pub mod run;
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// Reexports
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pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
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pub use self::{fly::FlyAnimation, idle::IdleAnimation, run::RunAnimation};
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use super::{Bone, Skeleton};
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use crate::render::FigureBoneData;
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@ -35,6 +35,9 @@ impl Animation for RunAnimation {
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let footl = (anim_time as f32 * lab as f32 + PI).sin();
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let footr = (anim_time as f32 * lab as f32).sin();
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let center = (anim_time as f32 * lab as f32 + PI / 2.0).sin();
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let centeroffset = (anim_time as f32 * lab as f32 + PI * 1.5).sin();
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let wolf_look = Vec2::new(
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((global_time + anim_time) as f32 / 4.0)
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.floor()
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@ -57,12 +60,20 @@ impl Animation for RunAnimation {
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Quaternion::rotation_x(wolf_look.y) * Quaternion::rotation_z(wolf_look.x);
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next.head.scale = Vec3::one() * 1.05;
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next.tail_front.offset = Vec3::new(0.0, skeleton_attr.tail_front.0, skeleton_attr.tail_front.1);
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next.tail_front.ori = Quaternion::rotation_x(0.0);
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next.tail_front.offset = Vec3::new(
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0.0,
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skeleton_attr.tail_front.0,
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skeleton_attr.tail_front.1 + centeroffset * 0.6,
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);
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next.tail_front.ori = Quaternion::rotation_x(center * 0.03);
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next.tail_front.scale = Vec3::one();
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next.tail_rear.offset = Vec3::new(0.0, skeleton_attr.tail_rear.0, skeleton_attr.tail_rear.1);
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next.tail_rear.ori = Quaternion::rotation_x(0.0);
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next.tail_rear.offset = Vec3::new(
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0.0,
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skeleton_attr.tail_rear.0,
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skeleton_attr.tail_rear.1 + centeroffset * 0.6,
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);
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next.tail_rear.ori = Quaternion::rotation_x(center * 0.03);
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next.tail_rear.scale = Vec3::one();
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next.chest_front.offset = Vec3::new(
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@ -1102,7 +1102,7 @@ impl FigureMgr {
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skeleton_attr,
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),
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// In air
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(false, _, false) => anim::dragon::JumpAnimation::update_skeleton(
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(false, _, false) => anim::dragon::FlyAnimation::update_skeleton(
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&DragonSkeleton::new(),
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(vel.0.magnitude(), time),
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state.state_time,
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