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slightly quicker alpha, improved anims
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@ -85,6 +85,10 @@ impl Animation for AlphaAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0+0.0, skeleton_attr.head.1);
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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@ -100,7 +104,7 @@ impl Animation for AlphaAnimation {
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},
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StageSection::Swing => {
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//println!("{:.3} swing", anim_time);
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next.control.position = Vec3::new(-7.0, 3.0 + movement * 8.0, 3.0);
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next.control.position = Vec3::new(-7.0, 3.0 + movement * 16.0, 3.0);
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next.control.orientation =
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Quaternion::rotation_x(-0.5 + movement * -1.0 * 0.0)
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* Quaternion::rotation_y(-1.0 + movement * -0.6)
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@ -121,15 +125,16 @@ impl Animation for AlphaAnimation {
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},
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StageSection::Recover => {
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//println!("{:.3} recover", anim_time);
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next.control.position = Vec3::new(-7.0, 7.0, 2.0);
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next.control.orientation = Quaternion::rotation_x(0.0)
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next.control.position = Vec3::new(-7.0, 15.0, 2.0);
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next.control.orientation = Quaternion::rotation_x(-0.5)
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* Quaternion::rotation_y(-1.57 + movement * 1.0)
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* Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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next.chest.orientation = Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(-1.57 + movement * 0.5);
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next.head.orientation =
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Quaternion::rotation_y(0.0) * Quaternion::rotation_z(1.57);
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Quaternion::rotation_y(0.0) * Quaternion::rotation_z(1.57+movement*-0.5);
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},
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_ => {},
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}
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@ -69,6 +69,8 @@ impl Animation for BetaAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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@ -55,6 +55,9 @@ impl Animation for SpinAnimation {
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let test = (anim_time as f32 * 8.0).sin();
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let test2 = (anim_time as f32 * 1.0).sin();
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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if let Some(ToolKind::Sword(_)) = active_tool_kind {
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next.l_hand.position = Vec3::new(-0.75, -1.0, 2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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