use super::{
super::{vek::*, Animation},
ArthropodSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use std::f32::consts::PI;
pub struct BasicAction;
pub struct BasicActionDependency<'a> {
pub ability_id: Option<&'a str>,
pub stage_section: Option<StageSection>,
pub global_time: f32,
pub timer: f32,
}
impl Animation for BasicAction {
type Dependency<'a> = BasicActionDependency<'a>;
type Skeleton = ArthropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"arthropod_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_shoot")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
d: Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (move1base, _chargebase, movementbase, move2base, move3base) = match d.stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0, 0.0),
Some(StageSection::Charge) => (1.0, anim_time, 0.0, 0.0, 0.0),
Some(StageSection::Movement) => (1.0, 1.0, anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, 1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3base;
let _move1 = move1base * pullback;
let _move2 = move2base * pullback;
match d.ability_id {
Some(
"common.abilities.custom.arthropods.blackwidow.poisonball"
| "common.abilities.custom.arthropods.weevil.threadshot"
| "common.abilities.custom.arthropods.crawler.threadshot",
) => {
let movement1abs = move1base.powf(0.25) * pullback;
let twitch = (move1base * 30.0).sin();
next.chest.scale = Vec3::one() * s_a.scaler;
next.chest.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(movement1abs * 0.35 + twitch * -0.02)
* Quaternion::rotation_y(0.0);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.mandible_l.position =
Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_r.position =
Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_l.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + twitch * 0.2)
* Quaternion::rotation_y(movement1abs * 0.5)
* Quaternion::rotation_z(movement1abs * 0.5);
next.mandible_r.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + twitch * 0.2)
* Quaternion::rotation_y(movement1abs * -0.5)
* Quaternion::rotation_z(movement1abs * -0.5);
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation =
Quaternion::rotation_z(s_a.leg_ori.0 + movement1abs * 0.4)
* Quaternion::rotation_x(movement1abs * 1.0);
next.leg_fr.orientation =
Quaternion::rotation_z(-s_a.leg_ori.0 + movement1abs * -0.4)
* Quaternion::rotation_x(movement1abs * 1.0);
next.leg_fcl.orientation =
Quaternion::rotation_z(s_a.leg_ori.1 + movement1abs * 0.2)
* Quaternion::rotation_y(movement1abs * 0.5);
next.leg_fcr.orientation =
Quaternion::rotation_z(-s_a.leg_ori.1 + movement1abs * -0.2)
* Quaternion::rotation_y(movement1abs * -0.5);
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
},
Some("common.abilities.custom.arthropods.antlion.charge") => {
let movement1abs = move1base.powi(4) * pullback;
let movement2abs = move2base.powi(6) * pullback;
let chargemovementbase = if matches!(d.stage_section, Some(StageSection::Buildup)) {
0.0
} else {
1.0
};
let shortalt =
(anim_time * 200.0 + PI * 0.25).sin() * chargemovementbase * pullback;
next.chest.scale = Vec3::one() * s_a.scaler;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * 1.4);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.mandible_l.position =
Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_r.position =
Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_l.orientation =
Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.7);
next.mandible_r.orientation =
Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * 0.7);
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fl.orientation = Quaternion::rotation_x(
movement1abs * -0.4 + shortalt * 0.2 + movement2abs * -0.6,
) * Quaternion::rotation_y(
movement1abs * -0.5 + movement2abs * -0.1,
) * Quaternion::rotation_z(movement1abs * -0.2);
next.wing_fr.orientation = Quaternion::rotation_x(
movement1abs * -0.4 + shortalt * 0.2 + movement2abs * -0.6,
) * Quaternion::rotation_y(
movement1abs * 0.5 + movement2abs * 0.1,
) * Quaternion::rotation_z(movement1abs * 0.2);
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_bl.orientation =
Quaternion::rotation_x(
movement1abs * -0.2 + shortalt * 0.2 + movement2abs * -0.6,
) * Quaternion::rotation_y(movement1abs * -0.4 + movement2abs * -0.1);
next.wing_br.orientation =
Quaternion::rotation_x(
movement1abs * -0.2 + shortalt * 0.2 + movement2abs * -0.6,
) * Quaternion::rotation_y(movement1abs * 0.4 + movement2abs * 0.1);
},
Some(
"common.abilities.custom.arthropods.tarantula.leap"
| "common.abilities.custom.arthropods.hornbeetle.leap"
| "common.abilities.custom.arthropods.emberfly.leap",
) => {
let pullback = 1.0 - move3base.powi(4);
let movement1abs = move1base * pullback;
let movement2abs = movementbase.powf(0.1) * pullback;
let movement3abs = move2base.powf(0.1) * pullback;
let early_pullback = 1.0 - move2base.powf(0.1);
let shortalt = (d.global_time * 80.0).sin() * movementbase * early_pullback;
next.chest.scale = Vec3::one() * s_a.scaler;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(
movement1abs * -0.2 + movement2abs * 0.4 + movement3abs * -1.0,
) * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
next.chest.position =
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -2.0);
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
next.mandible_l.position =
Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_r.position =
Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_l.orientation = Quaternion::rotation_x(
(movement1abs * 4.0 * PI).sin() * 0.08
+ movement2abs * 0.3
+ movement3abs * -0.4,
);
next.mandible_r.orientation = Quaternion::rotation_x(
(movement1abs * 4.0 * PI).sin() * 0.08
+ movement2abs * 0.3
+ movement3abs * -0.4,
);
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation = Quaternion::rotation_x(
movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5,
) * Quaternion::rotation_z(s_a.leg_ori.0);
next.leg_fr.orientation = Quaternion::rotation_x(
movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5,
) * Quaternion::rotation_z(-s_a.leg_ori.0);
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcl.orientation = Quaternion::rotation_y(
movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
) * Quaternion::rotation_z(s_a.leg_ori.1);
next.leg_fcr.orientation =
Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
* Quaternion::rotation_z(-s_a.leg_ori.1);
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcl.orientation = Quaternion::rotation_y(
movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
) * Quaternion::rotation_z(s_a.leg_ori.2);
next.leg_bcr.orientation =
Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
* Quaternion::rotation_z(-s_a.leg_ori.2);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_bl.orientation = Quaternion::rotation_y(
movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
) * Quaternion::rotation_z(s_a.leg_ori.3);
next.leg_br.orientation =
Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
* Quaternion::rotation_z(-s_a.leg_ori.3);
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fl.orientation =
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
* Quaternion::rotation_y(movement1abs * 0.5 + movement2abs * 0.1)
* Quaternion::rotation_z(movement1abs * -0.2);
next.wing_fr.orientation =
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
* Quaternion::rotation_y(movement1abs * -0.5 + movement2abs * -0.1)
* Quaternion::rotation_z(movement1abs * 0.2);
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_bl.orientation = Quaternion::rotation_x(
(movement1abs * -0.2 + movement2abs * -0.6) * early_pullback,
) * Quaternion::rotation_y(
movement1abs * 0.4 + shortalt * 2.0 + movement2abs * 0.1,
) * Quaternion::rotation_z(movement1abs * -1.4);
next.wing_br.orientation = Quaternion::rotation_x(
(movement1abs * -0.2 + movement2abs * -0.6) * early_pullback,
) * Quaternion::rotation_y(
movement1abs * -0.4 + shortalt * 2.0 + movement2abs * -0.1,
) * Quaternion::rotation_z(movement1abs * 1.4);
},
Some("common.abilities.custom.arthropods.dagonite.leapshockwave") => {
let pullback = 1.0 - move3base.powi(4);
let movement1abs = move1base * pullback;
let movement2abs = movementbase.powf(0.1) * pullback;
let movement3abs = move2base.powf(0.1) * pullback;
let early_pullback = 1.0 - move2base.powf(0.1);
let shortalt = (d.global_time * 80.0).sin() * movementbase * early_pullback;
next.chest.scale = Vec3::one() * s_a.scaler;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(
movement1abs * -0.2 + movement2abs * 0.4 + movement3abs * -1.0,
) * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
next.chest.position =
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -0.25);
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.15)
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
next.mandible_l.position =
Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_r.position =
Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_l.orientation = Quaternion::rotation_x(
(movement1abs * 4.0 * PI).sin() * 0.08
+ movement2abs * 0.3
+ movement3abs * -0.4,
);
next.mandible_r.orientation = Quaternion::rotation_x(
(movement1abs * 4.0 * PI).sin() * 0.08
+ movement2abs * 0.3
+ movement3abs * -0.4,
);
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation = Quaternion::rotation_x(
movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5,
) * Quaternion::rotation_z(s_a.leg_ori.0);
next.leg_fr.orientation = Quaternion::rotation_x(
movement1abs * 0.2 + movement2abs * 0.8 + movement3abs * -1.5,
) * Quaternion::rotation_z(-s_a.leg_ori.0);
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcl.orientation = Quaternion::rotation_y(
movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
) * Quaternion::rotation_z(s_a.leg_ori.1);
next.leg_fcr.orientation =
Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
* Quaternion::rotation_z(-s_a.leg_ori.1);
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcl.orientation = Quaternion::rotation_y(
movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
) * Quaternion::rotation_z(s_a.leg_ori.2);
next.leg_bcr.orientation =
Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
* Quaternion::rotation_z(-s_a.leg_ori.2);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_bl.orientation = Quaternion::rotation_y(
movement1abs * 0.2 + movement2abs * -1.0 + movement3abs * 0.8,
) * Quaternion::rotation_z(s_a.leg_ori.3);
next.leg_br.orientation =
Quaternion::rotation_y(movement1abs * -0.2 + movement2abs * 1.0)
* Quaternion::rotation_z(-s_a.leg_ori.3);
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fl.orientation =
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
* Quaternion::rotation_y(movement1abs * 0.5 + movement2abs * 0.1)
* Quaternion::rotation_z(movement1abs * -0.2);
next.wing_fr.orientation =
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.2)
* Quaternion::rotation_y(movement1abs * -0.5 + movement2abs * -0.1)
* Quaternion::rotation_z(movement1abs * 0.2);
next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
next.wing_bl.orientation = Quaternion::rotation_x(
(movement1abs * -0.2 + movement2abs * -0.6) * early_pullback,
) * Quaternion::rotation_y(
movement1abs * 0.4 + shortalt * 2.0 + movement2abs * 0.1,
) * Quaternion::rotation_z(movement1abs * -1.4);
next.wing_br.orientation = Quaternion::rotation_x(
(movement1abs * -0.2 + movement2abs * -0.6) * early_pullback,
) * Quaternion::rotation_y(
movement1abs * -0.4 + shortalt * 2.0 + movement2abs * -0.1,
) * Quaternion::rotation_z(movement1abs * 1.4);
},
Some(
"common.abilities.custom.arthropods.tarantula.ensnaringwebs"
| "common.abilities.custom.arthropods.blackwidow.ensnaringwebs",
) => {
let subtract = d.global_time - d.timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let movement1abs = move1base.powi(2) * pullback;
let movement2abs = move2base.powi(4) * pullback;
let movement3abs = move3base * pullback;
next.chest.scale = Vec3::one() * s_a.scaler;
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
next.head.position = Vec3::new(
0.0,
s_a.head.0 + movement1abs * 3.0,
s_a.head.1 + movement1abs * -3.0,
);
next.head.orientation =
Quaternion::rotation_x(
movement1abs * 1.5 + movement2abs * -1.5 + movement3abs * 0.8,
) * Quaternion::rotation_y(
mirror * movement1abs * -0.2 + mirror * movement2abs * 0.2,
) * Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + movement1abs * 7.0 + movement2abs * -2.0,
);
next.chest.orientation =
Quaternion::rotation_x(movement1abs * -1.0 + movement2abs * 0.2);
next.mandible_l.position =
Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_r.position =
Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_l.orientation = Quaternion::rotation_x(
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
) * Quaternion::rotation_z(
movement1abs * 0.5 + movement2abs * -0.6 + movement3abs * 0.8,
);
next.mandible_r.orientation = Quaternion::rotation_x(
movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8,
) * Quaternion::rotation_z(
movement1abs * -0.5 + movement2abs * 0.6 + movement3abs * -0.8,
);
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation =
Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * 0.2)
* Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * -0.2);
next.leg_fr.orientation =
Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * 0.2)
* Quaternion::rotation_x(movement1abs * 0.2 + movement2abs * 0.2);
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcl.orientation =
Quaternion::rotation_x(movement1abs * 1.3 + movement2abs * 0.3)
* Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * -0.2);
next.leg_fcr.orientation =
Quaternion::rotation_x(movement1abs * 1.3 + movement2abs * 0.3)
* Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.2);
next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
next.leg_bcl.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * 0.2);
next.leg_bcr.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * 0.2);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_bl.orientation =
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.2)
* Quaternion::rotation_z(movement1abs * 0.8);
next.leg_br.orientation =
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.2)
* Quaternion::rotation_z(movement1abs * -0.8);
},
_ => {},
}
next
}
}