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Object animation
This commit is contained in:
parent
775224983b
commit
e7bbf3981d
@ -11,4 +11,5 @@ BasicBeam(
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energy_regen: 25,
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energy_cost: 50,
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energy_drain: 0,
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orientation_behavior: Normal,
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)
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@ -11,4 +11,5 @@ BasicBeam(
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energy_regen: 0,
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energy_cost: 1,
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energy_drain: 350,
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orientation_behavior: Normal,
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)
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@ -11,4 +11,5 @@ BasicBeam(
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energy_regen: 0,
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energy_cost: 0,
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energy_drain: 0,
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orientation_behavior: Normal,
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)
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@ -1,15 +1,15 @@
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BasicRanged(
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BasicBeam(
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buildup_duration: 250,
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recover_duration: 250,
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beam_duration: 500,
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base_hps: 0,
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base_dps: 150,
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tick_rate: 3.0,
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range: 30.0,
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max_angle: 5.0,
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lifesteal_eff: 0.0,
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energy_regen: 0,
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energy_cost: 0,
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buildup_duration: 500,
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recover_duration: 300,
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projectile: Arrow(
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damage: 200.0,
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knockback: 5.0,
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energy_regen: 100,
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),
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projectile_body: Object(ArrowTurret),
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projectile_light: None,
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projectile_gravity: Some(Gravity(0.1)),
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projectile_speed: 100.0,
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can_continue: true,
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energy_drain: 0,
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orientation_behavior: Turret(5.0),
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)
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@ -222,9 +222,10 @@ pub enum CharacterAbility {
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range: f32,
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max_angle: f32,
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lifesteal_eff: f32,
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energy_regen: f32,
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energy_cost: f32,
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energy_drain: f32,
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energy_regen: u32,
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energy_cost: u32,
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energy_drain: u32,
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orientation_behavior: basic_beam::OrientationBehavior,
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},
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}
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@ -1445,6 +1446,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
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energy_regen,
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energy_cost,
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energy_drain,
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orientation_behavior,
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} => CharacterState::BasicBeam(basic_beam::Data {
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static_data: basic_beam::StaticData {
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buildup_duration: Duration::from_secs_f32(*buildup_duration),
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@ -1460,6 +1462,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
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energy_cost: *energy_cost,
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energy_drain: *energy_drain,
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ability_info,
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orientation_behavior: *orientation_behavior,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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@ -10,10 +10,12 @@ use crate::{
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utils::*,
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},
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uid::Uid,
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util::Dir,
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Damage, DamageSource, GroupTarget,
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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use vek::Vec3;
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use vek::*;
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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@ -42,7 +44,9 @@ pub struct StaticData {
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/// Energy consumed per second for heal ticks
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pub energy_cost: f32,
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/// Energy drained per
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pub energy_drain: f32,
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pub energy_drain: u32,
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/// Used to dictate how orientation functions in this state
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pub orientation_behavior: OrientationBehavior,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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@ -66,6 +70,20 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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match self.static_data.orientation_behavior {
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OrientationBehavior::Normal => {},
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OrientationBehavior::Turret(speed) => {
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update.ori.0 = data.inputs.look_dir;
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/*update.ori.0 = Dir::new(
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Quaternion::from_xyzw(update.ori.0.x, update.ori.0.y, update.ori.0.z, 0.0)
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.rotated_z(data.dt.0 as f32 * speed)
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.into_vec3()
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.try_normalized()
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.unwrap_or_default(),
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);*/
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},
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}
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handle_move(data, &mut update, 0.4);
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handle_jump(data, &mut update);
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if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
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@ -232,3 +250,9 @@ impl CharacterBehavior for Data {
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update
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}
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum OrientationBehavior {
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Normal,
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Turret(f32),
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}
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@ -191,7 +191,7 @@ impl<'a> System<'a> for Sys {
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let mut inputs = &mut controller.inputs;
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// Default to looking in orientation direction (can be overridden below)
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//inputs.look_dir = ori.0;
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inputs.look_dir = ori.0;
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const AVG_FOLLOW_DIST: f32 = 6.0;
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const MAX_FOLLOW_DIST: f32 = 12.0;
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@ -1378,7 +1378,14 @@ impl<'a> System<'a> for Sys {
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}
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},
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Tactic::Turret => {
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inputs.look_dir = ori.0;
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//inputs.look_dir = ori.0;
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inputs.look_dir = Dir::new(
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Quaternion::from_xyzw(ori.0.x, ori.0.y, 0.0, 0.0)
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.rotated_z(4.0 * dt.0 as f32)
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.into_vec3()
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.try_normalized()
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.unwrap_or_default(),
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);
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if can_see_tgt(&*terrain, pos, tgt_pos, dist_sqrd)
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{
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inputs.primary.set_state(true);
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32
voxygen/anim/src/object/idle.rs
Normal file
32
voxygen/anim/src/object/idle.rs
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@ -0,0 +1,32 @@
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use super::{
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super::{vek::*, Animation},
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ObjectSkeleton, SkeletonAttr,
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};
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use common::comp::item::ToolKind;
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pub struct IdleAnimation;
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impl Animation for IdleAnimation {
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type Dependency = (Option<ToolKind>, Option<ToolKind>, f64);
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type Skeleton = ObjectSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"object_idle\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "object_idle")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(_active_tool_kind, _second_tool_kind, _global_time): 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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let mut next = (*skeleton).clone();
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next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
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next.bone0.orientation = Quaternion::rotation_z(0.0);
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next
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}
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}
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@ -1,24 +1,18 @@
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pub mod idle;
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pub mod shoot;
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// Reexports
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pub use self::{idle::IdleAnimation, shoot::ShootAnimation};
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use super::{make_bone, vek::*, FigureBoneData, Skeleton};
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use common::comp::{self};
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use core::convert::TryFrom;
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pub type Body = comp::object::Body;
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#[derive(Clone, Default)]
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pub struct ObjectSkeleton;
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impl<'a, Factor> Lerp<Factor> for &'a ObjectSkeleton {
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type Output = ObjectSkeleton;
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fn lerp_unclamped_precise(_from: Self, _to: Self, _factor: Factor) -> Self::Output {
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ObjectSkeleton
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}
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fn lerp_unclamped(_from: Self, _to: Self, _factor: Factor) -> Self::Output { ObjectSkeleton }
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}
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pub struct SkeletonAttr;
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const SCALE: f32 = 1.0 / 11.0;
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skeleton_impls!(struct ObjectSkeleton {
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+ bone0,
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});
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impl Skeleton for ObjectSkeleton {
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type Attr = SkeletonAttr;
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@ -34,17 +28,46 @@ impl Skeleton for ObjectSkeleton {
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base_mat: Mat4<f32>,
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buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
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) -> Vec3<f32> {
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buf[0] = make_bone(base_mat * Mat4::scaling_3d(SCALE));
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// TODO: Make dependent on bone, when we find an easier way to make that
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// information available.
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Vec3::unit_z() * 0.5
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let bone0_mat = base_mat * Mat4::<f32>::from(self.bone0);
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*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) =
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[make_bone(bone0_mat * Mat4::scaling_3d(1.0 / 11.0))];
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Vec3::default()
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}
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}
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pub struct SkeletonAttr {
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bone0: (f32, f32, f32),
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}
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impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
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type Error = ();
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fn try_from(body: &'a comp::Body) -> Result<Self, Self::Error> {
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match body {
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comp::Body::Object(body) => Ok(SkeletonAttr::from(body)),
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_ => Err(()),
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}
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}
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}
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impl Default for SkeletonAttr {
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fn default() -> Self { Self }
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fn default() -> Self {
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Self {
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bone0: (0.0, 0.0, 0.0),
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}
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}
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}
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impl<'a> From<&'a Body> for SkeletonAttr {
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fn from(_body: &'a Body) -> Self { Self }
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fn from(body: &'a Body) -> Self {
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use comp::object::Body::*;
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Self {
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bone0: match body {
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CampfireLit => (2.0, 0.5, 1.0),
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Pouch => (2.0, 0.5, 1.0),
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_ => (0.0, 0.0, 0.0),
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},
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}
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}
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}
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64
voxygen/anim/src/object/shoot.rs
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64
voxygen/anim/src/object/shoot.rs
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@ -0,0 +1,64 @@
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use super::{
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super::{vek::*, Animation},
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ObjectSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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pub struct ShootAnimation;
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type ShootAnimationDependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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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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);
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impl Animation for ShootAnimation {
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type Dependency = ShootAnimationDependency;
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type Skeleton = ObjectSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"object_shoot\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "object_shoot")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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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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): 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 mut next = (*skeleton).clone();
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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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next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
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next.bone0.orientation = Quaternion::rotation_z(anim_time as f32 * 1.0);
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next
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}
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}
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@ -3472,7 +3472,7 @@ impl FigureMgr {
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);
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},
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Body::Object(body) => {
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let (model, _) = self.object_model_cache.get_or_create_model(
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let (model, skeleton_attr) = self.object_model_cache.get_or_create_model(
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renderer,
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&mut self.col_lights,
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*body,
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@ -3488,6 +3488,72 @@ impl FigureMgr {
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FigureState::new(renderer, ObjectSkeleton::default())
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});
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let (character, last_character) = match (character, last_character) {
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(Some(c), Some(l)) => (c, l),
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_ => continue,
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};
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if !character.same_variant(&last_character.0) {
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state.state_time = 0.0;
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}
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let target_base = match (
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physics.on_ground,
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vel.0.magnitude_squared() > MOVING_THRESHOLD_SQR, // Moving
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physics.in_liquid.is_some(), // In water
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) {
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// Standing
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(true, false, false) => anim::object::IdleAnimation::update_skeleton(
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&ObjectSkeleton::default(),
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(active_tool_kind, second_tool_kind, time),
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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_ => anim::object::IdleAnimation::update_skeleton(
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&ObjectSkeleton::default(),
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(active_tool_kind, second_tool_kind, time),
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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};
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let target_bones = match &character {
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CharacterState::BasicRanged(s) => {
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let stage_time = s.timer.as_secs_f64();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f64()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f64()
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},
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_ => 0.0,
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};
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anim::object::ShootAnimation::update_skeleton(
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&target_base,
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(
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active_tool_kind,
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second_tool_kind,
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vel.0.magnitude(),
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ori,
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state.last_ori,
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time,
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Some(s.stage_section),
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),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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// TODO!
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_ => target_base,
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};
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state.skeleton = anim::vek::Lerp::lerp(&state.skeleton, &target_bones, dt_lerp);
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state.update(
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renderer,
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pos.0,
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|
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