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60 #X text 58 237 Calculates the difference in thickness between sources
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61 ;
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62 #X text 59 254 based on the blade tapering in a straight line;
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129 #X text 194 175 Circumference of the nearest source on blade;
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130 #X text 307 191 up to 0 azimuth;
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138 #X text 914 158 up to 0 azimuth;
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167 #X text 33 334 Max Circumference;
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168 #X text 323 472 Max Circumference;
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237 #X obj -77 312 r end;
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238 #X obj 145 260 * -0.25;
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239 #X text -193 45 0.75 represents the ratio of swing that;
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240 #X text 200 118 0.25 represents the ratio of swing that;
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241 #X text 200 132 the sword is decelerating;
|
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242 #X text -102 149 Time taken for acceleration;
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243 #X text -54 221 Send as a delay;
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244 #X text 280 160 Recieve as a delay;
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245 #X text -36 312 Reset angle;
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246 #X text -38 325 once swing complete;
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247 #X text 622 426 Send bang message at the;
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248 #X text 623 438 end of the swing to reset;
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249 #X text 379 296 Time for last;
|
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250 #X text 381 307 1/4 of swing;
|
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251 #X text -193 59 the sword is before 0 degrees;
|
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|
252 #X text -121 700 Output of complete swing \, split into 75% before
|
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253 0 degrees and 25% past 0 degrees;
|
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254 #X text 568 517 Once delay from start to 0 degrees complete;
|
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255 #X text 564 535 count down from 0 to finish the total swing angle;
|
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|
256 #X text 98 9 Patch that calculates the angle between 0 degrees for
|
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257 the full length of the swing;
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285 #X obj -163 143 r GO;
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286 #X obj -4 633 s~ swordAngle;
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287 #X text 241 325 Set to 0 at end;
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289 #X obj 68 509 r obsAngle;
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290 #X obj -4 576 +~ 1;
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291 #X text 141 470 Adding in the observer angle here offsets the swing
|
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292 angle by the angle the observer is at. This makes all the future calculations
|
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|
293 as if the observer is positioned at 0 degrees to the swordSwing.;
|
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386 getting a zipping type sound. It seems to get worse with sources lower
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387 down the blade - this needs looked into;
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