mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
move common functions to core:animation module
This commit is contained in:
parent
87310dd38f
commit
2bd587451c
3 changed files with 197 additions and 310 deletions
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@ -1,310 +1,60 @@
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local animation_util = require "core:animation"
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local tsf = entity.transform
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local rig = entity.skeleton
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local body = entity.rigidbody
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local head_idx = rig:index("head")
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local body_idx = rig:index("body")
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local states = {}
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local leg_left = rig:index("leg_left")
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local leg_right = rig:index("leg_right")
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local leg_left_btm = rig:index("leg_left_btm")
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local leg_right_btm = rig:index("leg_right_btm")
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local hand_left = rig:index("hand_left")
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local hand_right = rig:index("hand_right")
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local hand_left_btm = rig:index("hand_left_btm")
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local hand_right_btm = rig:index("hand_right_btm")
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local tm_offset = random.random(10)
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local prev_speed = 0.0
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local CH_TRANSLATE = 1
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local CH_ROTATE = 2
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local AX_X = 1
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local AX_Y = 2
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local AX_Z = 3
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local INT_CONST = 1
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local INT_LINEAR = 2
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local INT_BEZIER = 3
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local patterns = {
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{name="sint", pattern="sin(t)"},
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{name="sint2", pattern="sin(t * 2)"},
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}
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local function process_expression(src, memoised)
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for i, pattern in ipairs(patterns) do
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local pattern_safe = string.pattern_safe(pattern.pattern)
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if src:find(pattern_safe) then
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memoised[pattern.name] = pattern.pattern
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src = src:gsub(pattern_safe, pattern.name)
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end
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end
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return src
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function create_state(name, track, max_intencity)
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states[name] = {
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track = track,
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timer = 0.0,
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fade_time = 0.0,
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fade_timer = 0.0,
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fade_in = false,
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max_intencity = max_intencity,
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}
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end
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local function key_neighbors(keys, frame)
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local left = 1
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local right = #keys
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local current_state = nil
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while left <= right do
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local mid = math.floor((left + right) / 2)
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if keys[mid].frame < frame then
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left = mid + 1
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elseif keys[mid].frame > frame then
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right = mid - 1
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else
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return mid, mid
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end
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function set_state(name, fade_time)
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local state = states[name]
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if state == current_state then
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return
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end
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if left > #keys then
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left = #keys
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if current_state then
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current_state.fade_in = false
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current_state.fade_time = fade_time
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current_state.fade_timer = 0.0
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end
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current_state = state
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if state then
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state.timer = 0.0
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state.fade_in = true
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state.fade_time = fade_time
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state.fade_timer = 0.0
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end
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return right, left
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end
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local env = {
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mat4 = mat4,
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X = {1, 0, 0},
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Y = {0, 1, 0},
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Z = {0, 0, 1},
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DST = mat4.idt(),
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value_at = function(keys, frame, interp)
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local left, right = key_neighbors(keys, frame)
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if left == right then
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return keys[left].value
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end
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left = keys[left]
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if interp == INT_CONST then
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return left.value
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end
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right = keys[right]
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local t = (frame - left.frame) / (right.frame - left.frame)
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if interp == INT_BEZIER then
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return animation_util.bezier_interpolation(left, right, t)
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end
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return left.value * (1.0 - t) + right.value * t
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end,
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}
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table.extend(env, math)
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local function update(delta)
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for key, state in pairs(states) do
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state.timer = state.timer + delta
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local function codegen_track(lines, memoised, keysets)
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local code = ""
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local translation = {false, false, false}
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local rotation = {false, false, false}
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for i, line in ipairs(lines) do
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if line.expression then
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code = code .. "\n local l" .. i .. " = (" .. process_expression(line.expression, memoised) .. ")"
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elseif line.keys then
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keysets[i] = line.keys
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code = code .. "\n local l" .. i .. " = value_at(keysets["..i.."], t * 3 % 60, " .. line.interp .. ")"
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local intensity = state.fade_in and 1.0 or 0.0
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if state.fade_timer < state.fade_time then
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state.fade_timer = state.fade_timer + delta
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intensity = math.min(1.0, state.fade_timer / state.fade_time)
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if not state.fade_in then
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intensity = 1.0 - intensity
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end
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end
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if line.channel == CH_TRANSLATE then
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translation[line.axis] = i
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elseif line.channel == CH_ROTATE then
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rotation[line.axis] = i
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if state.track and intensity > 0.0 then
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state.track(rig, state.timer, intensity * state.max_intencity)
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end
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end
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code = code .. "\n mat4.idt(dst)"
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if translation[1] or translation[2] or translation[3] then
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code = code .. "\n mat4.translate(dst, {" ..
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(translation[1] and ("l" .. translation[1]) or '0').. ", " ..
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(translation[2] and ("l" .. translation[2]) or '0').. ", " ..
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(translation[3] and ("l" .. translation[3]) or '0').. "}, dst)"
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end
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local axis_names = {"X", "Y", "Z"}
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for axis, var in ipairs(rotation) do
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if var then
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code = code .. "\n mat4.rotate(dst, " .. axis_names[axis] .. ", l" .. var .. ", dst)"
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end
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end
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return code
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end
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local function compile_track(linesets)
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local code = ""
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local memoised = {}
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local keysets = {}
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for i, lineset in ipairs(linesets) do
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local lineset_code = codegen_track(lineset.lines, memoised, keysets)
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code = code .. "\n do" .. lineset_code .. "\n end\n" ..
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" rig:set_matrix(" .. lineset.bone_index .. ", dst)\n"
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-- " blank(" .. lineset.bone_index .. ", dst)\n"
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end
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local memoised_code = ""
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for name, expression in pairs(memoised) do
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memoised_code = memoised_code .. "\n local " .. name .. " = " .. expression
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end
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if #memoised_code > 0 then
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code = memoised_code .. "\n" .. code
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end
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local src = "return function(rig, t, m)\n local dst = DST\n" .. code .. "\nend"
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print(src)
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local generator, err = load(src, "<expr>", "bt", table.extend({keysets = keysets}, env))
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if not generator then
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error(err)
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end
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return generator()
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end
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local linesets = {
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{bone_index=body_idx, lines={{
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channel = CH_TRANSLATE,
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axis = AX_Y,
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expression = "sin(t * 2) * 0.1 * m"
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}}},
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{bone_index=leg_left, lines={{
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channel = CH_ROTATE,
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axis = AX_X,
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expression = "sin(t) * 45 * m"
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}}},
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{bone_index=leg_right, lines={{
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channel = CH_ROTATE,
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axis = AX_X,
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expression = "-sin(t) * 45 * m"
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}}},
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{bone_index=leg_left_btm, lines={{
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channel = CH_ROTATE,
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axis = AX_X,
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expression = "(-sin(t * 2) * 45 - 45) * m"
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}}},
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{bone_index=leg_right_btm, lines={{
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channel = CH_ROTATE,
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axis = AX_X,
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expression = "(-sin(t * 2) * 45 - 45) * m"
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}}},
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{bone_index=hand_left, lines={{
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channel = CH_ROTATE,
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axis = AX_X,
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expression = "-sin(t) * 45 * m"
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}}},
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{bone_index=hand_right, lines={{
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channel = CH_ROTATE,
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axis = AX_X,
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expression = "sin(t) * 45 * m"
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}}},
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{bone_index=hand_left_btm, lines={{
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channel = CH_ROTATE,
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axis = AX_X,
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expression = "(sin(t * 2) * 45 + 45) * m"
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}}},
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{bone_index=hand_right_btm, lines={{
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channel = CH_ROTATE,
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axis = AX_X,
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expression = "(sin(t * 2) * 45 + 45) * m"
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}}},
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{bone_index=head_idx, lines={{
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channel = CH_TRANSLATE,
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axis = AX_X,
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interp = INT_BEZIER,
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keys = {
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{
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frame = 0,
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value = 2.37319803237915,
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lx = -18.666540145874,
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ly = 2.3008770942688,
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rx = 57.5497436523438,
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ry = 2.58115172386169,
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}, {
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frame = 60,
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value = -2.95866346359253,
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lx = 38.4764099121094,
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ly = 9.56476593017578,
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rx = 76.9985656738281,
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ry = -12.8492240905762,
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}
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}
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},{
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channel = CH_TRANSLATE,
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axis = AX_Z,
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interp = INT_BEZIER,
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keys = {
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{
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frame = 0,
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value = -0.65947163105011,
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lx = -18.6666660308838,
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ly = -0.65947163105011,
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rx = 20.6666660308838,
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ry = -0.65947163105011,
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}, {
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frame = 60,
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value = 1.03530943393707,
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lx = 38.4764099121094,
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ly = 13.5587406158447,
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rx = 76.9985809326172,
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ry = -8.85525798797607,
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}
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}
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},{
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channel = CH_TRANSLATE,
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axis = AX_Y,
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interp = INT_BEZIER,
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keys = {
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{
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frame = 0,
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value = 0.697231292724609,
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lx = -18.6666660308838,
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ly = 0.697231292724609,
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rx = 20.6666660308838,
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ry = 0.697231292724609,
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}, {
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frame = 60,
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value = -0.432764053344727,
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lx = 38.4764099121094,
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ly = 12.0906667709351,
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rx = 76.9985809326172,
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ry = -10.3233318328857,
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}
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}
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}}},
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}
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local track = compile_track(linesets)
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function on_render()
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local tm = time.uptime() * 10 + tm_offset
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local speed = vec3.length(body:get_vel()) / 7.0
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local delta = time.delta()
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prev_speed = prev_speed * (1.0 - delta * 10) + speed * delta * 10
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speed = prev_speed
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-- local ttm = time.precise_time()
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-- local matrix = mat4.idt()
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track(rig, tm, speed)
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-- for i, track in ipairs(tracks) do
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-- rig:set_matrix(track.bone_index, track.generator(matrix, tm, speed))
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-- end
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-- rig:set_matrix(body_idx, mat4.translate({0, math.sin(tm * 2) * 0.1 * speed, 0}))
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-- rig:set_matrix(leg_left, mat4.rotate({1, 0, 0}, (math.sin(tm) * 45) * speed))
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-- rig:set_matrix(leg_right, mat4.rotate({1, 0, 0}, (-math.sin(tm) * 45) * speed))
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-- rig:set_matrix(leg_left_btm, mat4.rotate({1, 0, 0}, (-math.sin(tm * 2) * 45 - 45) * speed))
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-- rig:set_matrix(leg_right_btm, mat4.rotate({1, 0, 0}, (-math.sin(tm * 2) * 45 - 45) * speed))
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-- rig:set_matrix(hand_left, mat4.rotate({1, 0, 0}, (-math.sin(tm) * 45) * speed))
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-- rig:set_matrix(hand_right, mat4.rotate({1, 0, 0}, (math.sin(tm) * 45) * speed))
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-- rig:set_matrix(hand_left_btm, mat4.rotate({1, 0, 0}, (math.sin(tm * 2) * 45 + 45) * speed))
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-- rig:set_matrix(hand_right_btm, mat4.rotate({1, 0, 0}, (math.sin(tm * 2) * 45 + 45) * speed))
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-- print(math.floor((time.precise_time() - ttm) * 1e6), "mcs")
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update(time.delta())
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end
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@ -40,7 +40,7 @@ local function angle_delta(a, b)
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return normalize_angle(a - b)
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end
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local dir = mat4.mul(tsf:get_rot(), {0, 0, -1})
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local mob_dir = mat4.mul(tsf:get_rot(), {0, 0, -1})
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local flight = false
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function jump(multiplier)
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@ -87,12 +87,12 @@ function look_at(point, change_dir)
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local pos = tsf:get_pos()
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local viewdir = vec3.normalize(vec3.sub(point, pos))
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local dot = vec3.dot(viewdir, dir)
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local dot = vec3.dot(viewdir, mob_dir)
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if dot < 0.0 and not change_dir then
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viewdir = mat4.mul(tsf:get_rot(), {0, 0, -1})
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else
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dir[1] = dir[1] * 0.8 + viewdir[1] * 0.13
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dir[3] = dir[3] * 0.8 + viewdir[3] * 0.13
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mob_dir[1] = mob_dir[1] * 0.8 + viewdir[1] * 0.13
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mob_dir[3] = mob_dir[3] * 0.8 + viewdir[3] * 0.13
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end
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if not headIndex then
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@ -112,39 +112,36 @@ end
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function follow_waypoints(pathfinding)
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pathfinding = pathfinding or entity:require_component("core:pathfinding")
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local pos = tsf:get_pos()
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local pos = tsf:get_pos()
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local waypoint = pathfinding.next_waypoint()
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if not waypoint then
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return
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end
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local speed = props.movement_speed
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local vel = body:get_vel()
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dir = vec3.sub(
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mob_dir = vec3.sub(
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vec3.add(waypoint, {0.5, 0, 0.5}),
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{pos[1], math.floor(pos[2]), pos[3]}
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)
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local upper = dir[2] > 0
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dir[2] = 0.0
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vec3.normalize(dir, dir)
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move_horizontal(speed, {dir[1], dir[3]}, vel)
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local upper = mob_dir[2] > 0
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mob_dir[2] = 0.0
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vec3.normalize(mob_dir, mob_dir)
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move_horizontal(speed, {mob_dir[1], mob_dir[3]}, vel)
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if upper and body:is_grounded() then
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jump(1.0)
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end
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end
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function set_dir(new_dir)
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dir = new_dir
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end
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function set_dir(new_dir) mob_dir = new_dir end
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function get_dir()
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return dir
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end
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function get_dir() return mob_dir end
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function is_flight() return flight end
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function set_flight(flag) flight = flag end
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local prev_angle = (vec2.angle({dir[3], dir[1]})) % 360
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local prev_angle = (vec2.angle({mob_dir[3], mob_dir[1]})) % 360
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function on_physics_update(delta)
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local grounded = body:is_grounded()
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@ -154,7 +151,7 @@ function on_physics_update(delta)
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(flight or not grounded) and props.air_damping or props.ground_damping
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)
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local new_angle = (vec2.angle({dir[3], dir[1]})) % 360
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local new_angle = (vec2.angle({mob_dir[3], mob_dir[1]})) % 360
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local angle = prev_angle
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local adelta = angle_delta(
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