1use super::{
2 super::{Animation, vek::*},
3 BipedLargeSkeleton, SkeletonAttr, biped_large_alpha_axe, biped_large_alpha_hammer,
4 biped_large_alpha_sword, init_biped_large_alpha, init_gigas_fire,
5};
6use common::{
7 comp::item::tool::{AbilitySpec, ToolKind},
8 states::utils::StageSection,
9};
10use core::f32::consts::PI;
11
12pub struct AlphaAnimation;
13
14impl Animation for AlphaAnimation {
15 type Dependency<'a> = (
16 Option<ToolKind>,
17 (Option<ToolKind>, Option<&'a AbilitySpec>),
18 Vec3<f32>,
19 f32,
20 Option<StageSection>,
21 f32,
22 f32,
23 Option<&'a str>,
24 );
25 type Skeleton = BipedLargeSkeleton;
26
27 #[cfg(feature = "use-dyn-lib")]
28 const UPDATE_FN: &'static [u8] = b"biped_large_alpha\0";
29
30 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "biped_large_alpha"))]
31 fn update_skeleton_inner(
32 skeleton: &Self::Skeleton,
33 (
34 active_tool_kind,
35 _second_tool,
36 velocity,
37 global_time,
38 stage_section,
39 acc_vel,
40 timer,
41 ability_id,
42 ): Self::Dependency<'_>,
43 anim_time: f32,
44 rate: &mut f32,
45 s_a: &SkeletonAttr,
46 ) -> Self::Skeleton {
47 *rate = 1.0;
48 let mut next = (*skeleton).clone();
49
50 let (move1base, move2base, move3) = match stage_section {
51 Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
52 Some(StageSection::Action) => (1.0, anim_time, 0.0),
53 Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
54 _ => (0.0, 0.0, 0.0),
55 };
56 let pullback = 1.0 - move3;
57 let move1 = move1base * pullback;
58 let move2 = move2base * pullback;
59
60 let subtract = global_time - timer;
61 let check = subtract - subtract.trunc();
62 let mirror = (check - 0.5).signum();
63 let speed = Vec2::<f32>::from(velocity).magnitude();
64
65 let foothorir = init_biped_large_alpha(&mut next, s_a, speed, acc_vel, move1);
66
67 match active_tool_kind {
68 Some(ToolKind::Sword) => match ability_id {
69 Some("common.abilities.custom.gigas_fire.fast_slash") => {
70 init_gigas_fire(&mut next);
71
72 next.head.orientation.rotate_z(-PI / 9.0 * move1base);
73 next.torso.orientation.rotate_z(PI / 5.0 * move1base);
74 next.lower_torso.orientation.rotate_z(-PI / 9.0 * move1base);
75 next.control.position += Vec3::new(-10.0, 4.0, 5.0) * move1base;
76 next.control.orientation.rotate_x(PI / 4.0 * move1);
77 next.shoulder_l.position += Vec3::new(3.0, 3.0, 0.0) * move1base;
78 next.shoulder_l.orientation.rotate_z(-PI / 8.0 * move1base);
79 next.shoulder_r.position += Vec3::new(-3.0, 3.0, 0.0) * move1base;
80 next.shoulder_r.orientation.rotate_z(PI / 4.0 * move1base);
81 next.control_l.orientation.rotate_x(-PI / 4.0 * move1);
82 next.control_r.orientation.rotate_z(PI / 3.0 * move1);
83 next.foot_l.position += Vec3::new(-2.0, -2.0, 0.0) * move1;
84 next.foot_l.orientation.rotate_z(PI / 5.0 * move1);
85
86 next.head
87 .orientation
88 .rotate_z(PI / 9.0 * move2base + PI / 9.0 * move2);
89 next.torso
90 .orientation
91 .rotate_z(-PI / 5.0 * move2base - PI / 5.0 * move2);
92 next.lower_torso
93 .orientation
94 .rotate_z(PI / 9.0 * move2base + PI / 9.0 * move2);
95 next.control.position += Vec3::new(10.0, -4.0, -5.0) * move2base;
96 next.control.orientation.rotate_x(-PI / 1.2 * move2);
97 next.control.orientation.rotate_y(-PI / 4.0 * move2);
98 next.control.orientation.rotate_z(PI / 8.0 * move2);
99 next.shoulder_l.position += Vec3::new(-3.0, -3.0, 0.0) * move2base;
100 next.shoulder_r.position += Vec3::new(3.0, -3.0, 0.0) * move2base;
101 next.shoulder_r.orientation.rotate_z(-PI / 4.0 * move2base);
102 next.control_l.orientation.rotate_x(PI / 3.0 * move2);
103 next.control_l.orientation.rotate_y(PI / 6.0 * move2);
104 next.control_l.orientation.rotate_z(-PI / 8.0 * move2);
105 next.control_r.orientation.rotate_x(PI / 3.0 * move2);
106 next.control_r.orientation.rotate_y(PI / 6.0 * move2);
107 next.control_r.orientation.rotate_z(PI / 6.0 * move2);
108 next.leg_l.position += Vec3::new(1.0, 1.0, 0.0) * move2;
109 next.leg_l.orientation.rotate_x(PI / 8.0 * move2);
110 next.foot_l.position += Vec3::new(4.0, 4.0, 0.0) * move2;
111 next.foot_l.orientation.rotate_z(-PI / 5.0 * move2);
112 next.foot_r.position += Vec3::new(2.0, -2.0, 0.0) * move2;
113 next.foot_r.orientation.rotate_z(-PI / 5.0 * move2);
114 },
115 Some("common.abilities.custom.gigas_fire.slow_slash") => {
117 init_gigas_fire(&mut next);
118
119 next.head.orientation.rotate_z(PI / 9.0 * move1base);
120 next.torso.orientation.rotate_z(-PI / 5.0 * move1base);
121 next.lower_torso.orientation.rotate_z(PI / 9.0 * move1base);
122 next.control.position += Vec3::new(10.0, 4.0, 5.0) * move1base;
123 next.control.orientation.rotate_x(PI / 4.0 * move1);
124 next.shoulder_l.position += Vec3::new(3.0, 3.0, 0.0) * move1base;
125 next.shoulder_l.orientation.rotate_z(-PI / 4.0 * move1base);
126 next.shoulder_r.position += Vec3::new(-3.0, 3.0, 0.0) * move1base;
127 next.shoulder_r.orientation.rotate_z(PI / 8.0 * move1base);
128 next.control_l.orientation.rotate_z(-PI / 3.0 * move1);
129 next.control_r.orientation.rotate_x(-PI / 4.0 * move1);
130 next.foot_r.position += Vec3::new(2.0, -2.0, 0.0) * move1;
131 next.foot_r.orientation.rotate_z(-PI / 5.0 * move1);
132
133 next.head
134 .orientation
135 .rotate_z(-PI / 9.0 * move2base - PI / 9.0 * move2);
136 next.torso
137 .orientation
138 .rotate_z(PI / 5.0 * move2base + PI / 5.0 * move2);
139 next.lower_torso
140 .orientation
141 .rotate_z(-PI / 9.0 * move2base - PI / 9.0 * move2);
142 next.control.position += Vec3::new(-10.0, -4.0, -5.0) * move2base;
143 next.control.orientation.rotate_x(-PI / 1.2 * move2);
144 next.control.orientation.rotate_y(PI / 4.0 * move2);
145 next.control.orientation.rotate_z(-PI / 8.0 * move2);
146 next.shoulder_l.position += Vec3::new(-3.0, -3.0, 0.0) * move2base;
147 next.shoulder_l.orientation.rotate_z(PI / 4.0 * move2base);
148 next.shoulder_r.position += Vec3::new(3.0, -3.0, 0.0) * move2base;
149 next.control_l.orientation.rotate_x(PI / 3.0 * move2);
150 next.control_l.orientation.rotate_y(-PI / 6.0 * move2);
151 next.control_l.orientation.rotate_z(-PI / 6.0 * move2);
152 next.control_r.orientation.rotate_x(PI / 3.0 * move2);
153 next.control_r.orientation.rotate_y(-PI / 6.0 * move2);
154 next.control_r.orientation.rotate_z(PI / 8.0 * move2);
155 next.foot_l.position += Vec3::new(-2.0, -2.0, 0.0) * move2;
156 next.foot_l.orientation.rotate_z(PI / 5.0 * move2);
157 next.leg_r.position += Vec3::new(-1.0, 1.0, 0.0) * move2;
158 next.leg_r.orientation.rotate_x(PI / 8.0 * move2);
159 next.foot_r.position += Vec3::new(-4.0, 4.0, 0.0) * move2;
160 next.foot_r.orientation.rotate_z(PI / 5.0 * move2);
161 },
162 Some("common.abilities.custom.gigas_fire.fast_thrust") => {
163 init_gigas_fire(&mut next);
164
165 next.foot_l.position += Vec3::new(-1.0, -1.0, 0.0) * move1;
166 next.foot_l.orientation.rotate_z(PI / 5.0 * move1);
167 next.leg_r.position += Vec3::new(1.0, 1.0, 0.0) * move1;
168 next.leg_r.orientation.rotate_x(PI / 8.0 * move1);
169 next.foot_r.position += Vec3::new(3.0, 3.0, 0.0) * move1;
170 next.foot_r.orientation.rotate_z(-PI / 6.0 * move1);
171 next.torso.orientation.rotate_z(PI / 2.0 * move1);
172 next.lower_torso.orientation.rotate_z(-PI / 4.0 * move1);
173 next.head.orientation.rotate_z(-PI / 4.0 * move1);
174 next.control.orientation.rotate_y(PI / 2.0 * move1);
175 next.control.orientation.rotate_x(-PI / 2.5 * move1);
176 next.shoulder_l.position += Vec3::new(5.0, 5.0, 0.0) * move1;
177 next.shoulder_l.orientation.rotate_z(-PI / 4.0 * move1);
178 next.control_l.orientation.rotate_x(PI / 3.0 * move1);
179 next.control_l.orientation.rotate_y(-PI / 6.0 * move1);
180 next.shoulder_r.position += Vec3::new(-2.0, 2.0, 0.0) * move1;
181 next.shoulder_r.orientation.rotate_z(PI / 6.0 * move1);
182 next.control_r.orientation.rotate_z(PI / 4.0 * move1);
183 next.control_r.orientation.rotate_y(-PI / 4.0 * move1);
184
185 next.leg_r.orientation.rotate_x(-PI / 8.0 * move2);
186 next.foot_r.position += Vec3::new(-2.0, -2.0, 0.0) * move2;
187 next.foot_r.orientation.rotate_z(PI / 5.0 * move2);
188 next.foot_l.position += Vec3::new(-1.0, 2.0, 0.0) * move2;
189 next.torso.orientation.rotate_z(-PI / 1.5 * move2);
190 next.lower_torso.orientation.rotate_z(PI / 4.0 * move2);
191 next.head.orientation.rotate_z(PI / 4.0 * move2);
192 next.control.position += Vec3::new(-10.0, 5.0, -8.0) * move2;
193 next.control
194 .orientation
195 .rotate_x(PI / 2.5 * (4.0 * move2).min(1.0));
196 next.control.orientation.rotate_y(PI / 20.0 * move2);
197 next.control.orientation.rotate_z(PI / 1.7 * move2);
198 next.main.position += Vec3::new(-3.0, 0.0, -3.0) * move2;
199 next.shoulder_l.position += Vec3::new(-2.0, -2.0, 0.0) * move2;
200 next.shoulder_l.orientation.rotate_z(PI / 6.0 * move2);
201 next.control_l.orientation.rotate_x(-PI / 8.0 * move2);
202 next.control_l.orientation.rotate_y(PI / 6.0 * move2);
203 next.control_l.orientation.rotate_z(-PI / 1.8 * move2);
204 next.control_r.orientation.rotate_x(PI / 3.0 * move2);
205 next.control_r.orientation.rotate_z(-PI / 4.0 * move2);
206 },
207 Some("common.abilities.custom.gigas_fire.slow_thrust") => {
209 init_gigas_fire(&mut next);
210
211 next.leg_l.position += Vec3::new(-1.0, 1.0, 0.0) * move1;
212 next.leg_l.orientation.rotate_x(PI / 8.0 * move1);
213 next.foot_l.position += Vec3::new(-3.0, 3.0, 0.0) * move1;
214 next.foot_l.orientation.rotate_z(PI / 6.0 * move1);
215 next.foot_r.position += Vec3::new(1.0, -1.0, 0.0) * move1;
216 next.foot_r.orientation.rotate_z(-PI / 5.0 * move1);
217 next.torso.orientation.rotate_z(-PI / 2.0 * move1);
218 next.lower_torso.orientation.rotate_z(PI / 4.0 * move1);
219 next.head.orientation.rotate_z(PI / 4.0 * move1);
220 next.control.orientation.rotate_y(-PI / 2.0 * move1);
221 next.control.orientation.rotate_x(-PI / 2.5 * move1);
222 next.shoulder_l.position += Vec3::new(2.0, 2.0, 0.0) * move1;
223 next.shoulder_l.orientation.rotate_z(-PI / 6.0 * move1);
224 next.control_l.orientation.rotate_z(-PI / 4.0 * move1);
225 next.control_l.orientation.rotate_y(PI / 4.0 * move1);
226 next.shoulder_r.position += Vec3::new(-5.0, 5.0, 0.0) * move1;
227 next.shoulder_r.orientation.rotate_z(PI / 4.0 * move1);
228 next.control_r.orientation.rotate_x(PI / 3.0 * move1);
229 next.control_r.orientation.rotate_y(PI / 6.0 * move1);
230
231 next.foot_r.position += Vec3::new(1.0, 2.0, 0.0) * move2;
232 next.leg_l.orientation.rotate_x(-PI / 8.0 * move2);
233 next.foot_l.position += Vec3::new(2.0, -2.0, 0.0) * move2;
234 next.foot_l.orientation.rotate_z(-PI / 5.0 * move2);
235 next.torso.orientation.rotate_z(PI / 1.5 * move2);
236 next.lower_torso.orientation.rotate_z(-PI / 4.0 * move2);
237 next.head.orientation.rotate_z(-PI / 4.0 * move2);
238 next.control.position += Vec3::new(10.0, 5.0, -8.0) * move2;
239 next.control
240 .orientation
241 .rotate_x(PI / 2.5 * (4.0 * move2).min(1.0));
242 next.control.orientation.rotate_y(-PI / 20.0 * move2);
243 next.control.orientation.rotate_z(-PI / 1.7 * move2);
244 next.main.position += Vec3::new(3.0, 0.0, -3.0) * move2;
245 next.control_l.orientation.rotate_x(PI / 3.0 * move2);
246 next.control_l.orientation.rotate_z(PI / 3.0 * move2);
247 next.shoulder_r.position += Vec3::new(2.0, -2.0, 0.0) * move2;
248 next.shoulder_r.orientation.rotate_z(-PI / 6.0 * move2);
249 next.control_r.orientation.rotate_x(-PI / 8.0 * move2);
250 next.control_r.orientation.rotate_y(-PI / 6.0 * move2);
251 next.control_r.orientation.rotate_z(PI / 1.8 * move2);
252 },
253 Some("common.abilities.custom.gigas_fire.whirlwind") => {
254 let move1 = move1base * pullback;
255 let move2 = move2base;
256
257 init_gigas_fire(&mut next);
258
259 next.head.orientation.rotate_z(-PI / 8.0 * move1);
260 next.lower_torso.orientation.rotate_z(-PI / 6.0 * move1base);
261 next.shoulder_r.position += Vec3::new(-4.0, 4.0, 0.0) * move1base;
262 next.shoulder_r.orientation.rotate_z(PI / 5.0 * move1base);
263 next.control_l.orientation.rotate_x(-PI / 4.0 * move1);
264 next.control_r.orientation.rotate_z(PI / 4.0 * move1);
265 next.control_r.orientation.rotate_y(PI / 4.0 * move1);
266 next.control.position += Vec3::new(-5.0, -5.0, -5.0) * move1;
267 next.control.orientation.rotate_y(-PI / 2.3 * move1);
268 next.control.orientation.rotate_z(PI / 6.0 * move1 * move1);
269 next.leg_r.position += Vec3::new(1.5, -4.0, 0.0) * move1base;
270 next.leg_r.orientation.rotate_x(-PI / 8.0 * move1base);
271 next.leg_r.orientation.rotate_y(-PI / 8.0 * move1base);
272 next.leg_r.orientation.rotate_z(-PI / 8.0 * move1base);
273 next.foot_r.position += Vec3::new(3.0, -8.0, 0.0) * move1base;
274 next.foot_r.orientation.rotate_z(-PI / 4.0 * move1base);
275
276 next.head.orientation.rotate_z(-PI / 8.0 * move2);
277 next.torso.orientation.rotate_z(-2.0 * PI * move2);
278 next.lower_torso.orientation.rotate_z(PI / 6.0 * move2base);
279 next.shoulder_r.position += Vec3::new(4.0, -4.0, 0.0) * move2base;
280 next.shoulder_r.orientation.rotate_z(-PI / 5.0 * move2base);
281 next.shoulder_l.position += Vec3::new(4.0, 4.0, 0.0) * move2;
282 next.shoulder_l.orientation.rotate_z(-PI / 7.0 * move2);
283 next.control_l.orientation.rotate_x(PI / 2.0 * move2);
284 next.control_l.orientation.rotate_z(PI / 3.0 * move2);
285 next.control_r.orientation.rotate_z(PI / 2.4 * move2);
286 next.control_r.orientation.rotate_y(PI / 2.8 * move2);
287 next.control_r.orientation.rotate_x(PI / 2.8 * move2);
288 next.control.position += Vec3::new(4.0, 0.0, 0.0) * move2;
289 next.control.orientation.rotate_z(-PI / 1.2 * move2);
290 next.control.orientation.rotate_x(-PI / 5.0 * move2);
291 next.leg_r.position += Vec3::new(-1.5, 4.0, 0.0) * move2base.powi(2);
292 next.leg_r
293 .orientation
294 .rotate_x(PI / 8.0 * move2base.powi(2));
295 next.leg_r
296 .orientation
297 .rotate_y(PI / 8.0 * move2base.powi(2));
298 next.leg_r
299 .orientation
300 .rotate_z(PI / 8.0 * move2base.powi(2));
301 next.foot_r.position += Vec3::new(-3.0, 8.0, 0.0) * move2base.powi(2);
302 next.foot_r
303 .orientation
304 .rotate_z(PI / 4.0 * move2base.powi(2));
305 next.foot_r.orientation.rotate_z(-PI / 8.0 * move2.powi(2));
306 next.leg_l.position += Vec3::new(0.0, 2.5, 0.0) * move2.powi(2);
307 next.leg_l.orientation.rotate_x(PI / 6.0 * move2.powi(2));
308 next.foot_l.position += Vec3::new(0.0, 5.0, 0.0) * move2.powi(2);
309 if matches!(stage_section, Some(StageSection::Action)) {
310 next.leg_l.position.z += 3.0 * (PI * move2).sin();
311 next.foot_l.position.z += 3.0 * (PI * move2).sin();
312 }
313 next.foot_l.orientation.rotate_z(-PI / 8.0 * move2);
314 },
315 Some("common.abilities.custom.gigas_fire.vertical_strike") => {
316 let pullback = (1.0 - move3).powi(3);
317 let move1 = move1base * pullback;
318 let move2 = move2base * pullback;
319
320 init_gigas_fire(&mut next);
321
322 next.control.position += Vec3::new(5.0, 0.0, -20.0) * move1;
323 next.control.orientation.rotate_y(PI / 2.5 * move1);
324 next.control.orientation.rotate_x(-PI / 3.0 * move1);
325 next.control.orientation.rotate_z(-PI / 4.0 * move1);
326 next.shoulder_l.position += Vec3::new(5.0, 5.0, 0.0) * move1;
327 next.shoulder_l.orientation.rotate_z(-PI / 4.0 * move1);
328 next.torso.orientation.rotate_z(-PI / 3.0 * move1);
329 next.lower_torso.orientation.rotate_z(PI / 8.0 * move1);
330 next.leg_r.position += Vec3::new(2.0, -2.0, 0.0) * move1;
331 next.leg_r.orientation.rotate_y(-PI / 8.0 * move1);
332 next.leg_r.orientation.rotate_z(-PI / 8.0 * move1);
333 next.foot_r.position += Vec3::new(4.0, -4.0, 0.0) * move1;
334 next.foot_r.orientation.rotate_z(-PI / 7.0 * move1);
335 next.leg_l.position += Vec3::new(2.0, 3.0, 0.0) * move1;
336 next.leg_l.orientation.rotate_y(PI / 8.0 * move1);
337 next.leg_l.orientation.rotate_z(-PI / 8.0 * move1);
338 next.foot_l.position += Vec3::new(0.0, 4.0, 0.0) * move1;
339 next.foot_l.orientation.rotate_z(PI / 8.0 * move1);
340
341 next.control.position += Vec3::new(-8.0, -6.0, 40.0) * move2;
342 next.control.orientation.rotate_y(1.3 * PI * move2);
343 next.control
344 .orientation
345 .rotate_x(PI / 3.0 * (PI * move2).sin());
346 next.control.orientation.rotate_z(-PI / 1.1 * move2);
347 next.shoulder_l.position += Vec3::new(-5.0, -5.0, 0.0) * move2;
348 next.shoulder_l.orientation.rotate_z(PI / 4.0 * move2);
349 next.shoulder_l.orientation.rotate_x(PI / 2.5 * move2);
350 next.shoulder_r.position += Vec3::new(-5.0, 5.0, 0.0) * move2;
351 next.shoulder_r.orientation.rotate_z(PI / 4.0 * move2);
352 next.shoulder_r.orientation.rotate_x(PI / 2.5 * move2);
353 next.torso.orientation.rotate_z(PI / 2.0 * move2);
354 next.lower_torso.orientation.rotate_z(-PI / 8.0 * move2);
355 next.foot_r.position += Vec3::new(-2.0, 8.0, 0.0) * move2
356 + Vec3::new(0.0, 0.0, 5.0) * move2.powi(2);
357 next.leg_r.position += Vec3::new(-2.0, 4.0, 0.0) * move2
358 + Vec3::new(0.0, 0.0, 5.0) * move2.powi(2);
359 next.leg_r.orientation.rotate_z(PI / 4.0 * move2);
360 next.foot_l.position += Vec3::new(0.0, -8.0, 0.0) * move2;
361 next.foot_l.orientation.rotate_z(-PI / 5.0 * move2);
362 next.leg_l.position += Vec3::new(0.0, -4.0, 0.0) * move2;
363 next.leg_l.orientation.rotate_z(PI / 4.0 * move2);
364 },
365 Some("common.abilities.custom.gigas_fire.explosive_strike") => {
366 let (move1base, move2base, move3) = match stage_section {
367 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
368 Some(StageSection::Action) => (1.0, anim_time, 0.0),
369 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
370 _ => (0.0, 0.0, 0.0),
371 };
372
373 let (pre_move1base, move1base) = if move1base < 0.2 {
374 (5.0 * move1base, 0.0)
375 } else {
376 (1.0, 1.25 * (move1base - 0.2))
377 };
378
379 let pullback = 1.0 - move3;
380 let pre_move1 = pre_move1base * pullback;
381 let move2 = move2base * pullback;
382
383 init_gigas_fire(&mut next);
384
385 next.torso.orientation.rotate_z(PI / 8.0 * pre_move1base);
386 next.lower_torso
387 .orientation
388 .rotate_z(-PI / 16.0 * pre_move1);
389 next.shoulder_l
390 .orientation
391 .rotate_x(PI / 3.0 * pre_move1base);
392 next.shoulder_r
393 .orientation
394 .rotate_x(PI / 3.0 * pre_move1base);
395 next.shoulder_r.position += Vec3::new(-2.0, 8.0, 0.0) * pre_move1base;
396 next.shoulder_r
397 .orientation
398 .rotate_z(PI / 5.0 * pre_move1base);
399 next.control.position +=
400 Vec3::new(-15.0 * pre_move1base, 0.0, 25.0 * pre_move1base);
401 next.control.orientation.rotate_x(PI / 2.5 * pre_move1);
402 next.leg_l.position += Vec3::new(0.0, -2.5, 0.0) * pre_move1base;
403 next.leg_l.orientation.rotate_x(-PI / 8.0 * pre_move1base);
404 next.foot_l.position += Vec3::new(0.0, -5.0, 0.0) * pre_move1base;
405 next.foot_l.orientation.rotate_z(PI / 4.0 * pre_move1base);
406
407 next.torso.orientation.rotate_z(-PI / 8.0 * move1base);
408 next.control.orientation.rotate_z(2.0 * PI * move1base);
409 next.leg_l.position += Vec3::new(0.0, 2.5, 0.0) * move1base;
410 next.leg_l.orientation.rotate_x(PI / 8.0 * move1base);
411 next.foot_l.position += Vec3::new(0.0, 5.0, 0.0) * move1base;
412
413 next.torso.position += Vec3::new(0.0, -10.0, 0.0) * move2;
414 next.torso.orientation.rotate_z(-PI / 8.0 * move2);
415 next.torso.orientation.rotate_x(-PI / 8.0 * move2);
416 next.lower_torso.orientation.rotate_z(PI / 8.0 * move2);
417 next.lower_torso.orientation.rotate_x(PI / 8.0 * move2);
418 next.torso.position += Vec3::new(0.0, 0.0, 1.5) * move2;
419 next.shoulder_l.orientation.rotate_x(-PI / 3.0 * move2base);
420 next.shoulder_l.orientation.rotate_z(-PI / 4.0 * move2);
421 next.shoulder_r.position += Vec3::new(2.0, -8.0, 0.0) * move2base;
422 next.shoulder_r.orientation.rotate_z(-PI / 5.0 * move2base);
423 next.shoulder_r.orientation.rotate_x(-PI / 3.0 * move2base);
424 next.control.position +=
425 Vec3::new(15.0 * move2base, 0.0, -25.0 * move2base - 20.0 * move2);
426 next.control.orientation.rotate_x(-PI * move2);
427 next.leg_l.position += Vec3::new(0.0, 1.0, 0.0) * move2;
428 next.foot_l.position += Vec3::new(0.0, 2.5, 0.0) * move2;
429 next.foot_l.orientation.rotate_z(-PI / 4.0 * move2base);
430 },
431 _ => {
432 biped_large_alpha_sword(&mut next, s_a, move1, move2);
433 },
434 },
435 Some(ToolKind::Hammer) => {
436 biped_large_alpha_hammer(&mut next, s_a, move1, move2);
437 },
438 Some(ToolKind::Axe) => match ability_id {
439 Some("common.abilities.custom.gigas_frost.cleave") => {
440 next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
441 next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
442
443 next.control.position = Vec3::new(
444 4.0 + move1 * -12.0 + move2 * 28.0,
445 (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * -5.0,
446 (-s_a.grip.0 / 0.8) + move1 * 2.0 + move2 * -6.0,
447 );
448 next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
449 * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
450 next.upper_torso.orientation =
451 Quaternion::rotation_z(move1 * 0.6 + move2 * -0.9);
452 next.lower_torso.orientation =
453 Quaternion::rotation_z(move1 * -0.6 + move2 * 0.9);
454
455 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
456 * Quaternion::rotation_y(-0.0);
457 next.control_r.orientation =
458 Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
459 * Quaternion::rotation_y(0.0)
460 * Quaternion::rotation_z(0.0);
461
462 next.control.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.5)
463 * Quaternion::rotation_y(move1 * -0.9 + move2 * 2.0)
464 * Quaternion::rotation_z(-0.3);
465 },
466 Some("common.abilities.custom.gigas_frost.wide_cleave") => {
467 next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
468 next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
469
470 next.control.position = Vec3::new(
471 4.0 + move1 * -12.0 + move2 * 28.0,
472 (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * -5.0,
473 (-s_a.grip.0 / 0.8) + move1 * 2.0 + move2 * 8.0,
474 );
475 next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
476 * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
477 next.upper_torso.orientation =
478 Quaternion::rotation_z(move1 * 0.6 + move2 * -0.9);
479 next.lower_torso.orientation =
480 Quaternion::rotation_z(move1 * -0.6 + move2 * 0.9);
481
482 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
483 * Quaternion::rotation_y(-0.0);
484 next.control_r.orientation =
485 Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
486 * Quaternion::rotation_y(0.0)
487 * Quaternion::rotation_z(0.0);
488
489 next.control.orientation =
490 Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
491 * Quaternion::rotation_y(-1.8 + move1 * -0.4 + move2 * 3.5)
492 * Quaternion::rotation_z(move1 * -1.0 + move2 * -1.5);
493 },
494 Some("common.abilities.custom.gigas_frost.bonk") => {
495 next.head.orientation = Quaternion::rotation_x(move1 * 0.8 + move2 * -1.2);
496 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
497 next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
498 next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
499 next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
500 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
501 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
502 next.weapon_l.position =
503 Vec3::new(-12.0 + (move1 * 20.0).min(10.0), -1.0, -15.0);
504 next.weapon_r.position =
505 Vec3::new(12.0 + (move1 * -20.0).max(-10.0), -1.0, -15.0);
506
507 next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
508 * Quaternion::rotation_z(move1 * -1.0);
509 next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
510 * Quaternion::rotation_z(move1 * 1.0);
511
512 next.shoulder_l.orientation =
513 Quaternion::rotation_x(-0.3 + move1 * 2.0 + move2 * -1.0);
514
515 next.shoulder_r.orientation =
516 Quaternion::rotation_x(-0.3 + move1 * 2.0 + move2 * -1.0);
517
518 next.control.orientation = Quaternion::rotation_x(move1 * 1.5 + move2 * -0.4);
519
520 let twist = move1 * 0.6 + move3 * -0.6;
521 next.upper_torso.position =
522 Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
523 next.upper_torso.orientation =
524 Quaternion::rotation_x(move1 * 0.4 + move2 * -1.1)
525 * Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);
526
527 next.lower_torso.orientation =
528 Quaternion::rotation_x(move1 * -0.4 + move2 * 1.1)
529 * Quaternion::rotation_z(twist);
530
531 next.foot_l.position = Vec3::new(
532 -s_a.foot.0,
533 s_a.foot.1 + move1 * -7.0 + move2 * 7.0,
534 s_a.foot.2,
535 );
536 next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8)
537 * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3);
538
539 next.foot_r.position = Vec3::new(
540 s_a.foot.0,
541 s_a.foot.1 + move1 * 5.0 + move2 * -5.0,
542 s_a.foot.2,
543 );
544 next.foot_r.orientation = Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
545 * Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
546 next.main.position = Vec3::new(-5.0 + (move1 * 20.0).min(10.0), 6.0, 4.0);
547 next.main.orientation = Quaternion::rotation_y(move1 * 0.4 + move2 * -1.2);
548 },
549 _ => {
550 biped_large_alpha_axe(&mut next, s_a, move1, move2);
551 },
552 },
553 Some(ToolKind::Natural) => match ability_id {
554 Some("common.abilities.custom.wendigomagic.singlestrike") => {
555 next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
556 next.upper_torso.orientation =
557 Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
558 next.lower_torso.orientation =
559 Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
560
561 next.control_l.position =
562 Vec3::new(-9.0 + move2 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5);
563 next.control_r.position =
564 Vec3::new(9.0 + move2 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5);
565
566 next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
567 * Quaternion::rotation_y(-0.15)
568 * Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
569 next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
570 * Quaternion::rotation_y(0.15)
571 * Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
572 next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
573 },
574 Some("common.abilities.custom.minotaur.cripplingstrike") => {
575 next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
576 next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
577 next.weapon_l.position = Vec3::new(
578 -12.0 + move1 * -9.0 + move2 * 16.0,
579 -6.0 + move2 * 8.0,
580 -18.0 + move1 * 8.0 + move2 * -4.0,
581 );
582 next.weapon_r.position = Vec3::new(
583 12.0 + move1 * 9.0 + move2 * -16.0,
584 -6.0 + move2 * 8.0,
585 -18.0 + move1 * 8.0 + move2 * -8.0,
586 );
587
588 next.weapon_l.orientation = Quaternion::rotation_x(-1.67)
589 * Quaternion::rotation_y(move1 * -0.3 + move2 * 1.0)
590 * Quaternion::rotation_z(move1 * 0.8 + move2 * -1.8);
591 next.weapon_r.orientation = Quaternion::rotation_x(-1.67)
592 * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.6)
593 * Quaternion::rotation_z(move1 * -0.8 + move2 * 1.8);
594
595 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
596 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
597
598 next.shoulder_l.orientation = Quaternion::rotation_x(-0.3)
599 * Quaternion::rotation_y(move1 * 0.7 + move2 * -0.7);
600
601 next.shoulder_r.orientation = Quaternion::rotation_x(-0.3)
602 * Quaternion::rotation_y(move1 * -0.7 + move2 * 0.7);
603 next.second.scale = Vec3::one() * 1.0;
604 next.head.orientation = Quaternion::rotation_x(move1 * -0.6 + move2 * 0.4)
605 },
606 Some("common.abilities.custom.yeti.strike") => {
607 next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
608 next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
609
610 next.control.position = Vec3::new(
611 4.0 + move1 * -12.0 + move2 * 20.0,
612 (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * 5.0,
613 (-s_a.grip.0 / 0.8) + move1 * -2.0 + move2 * 8.0,
614 );
615 next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
616 * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
617 next.upper_torso.orientation =
618 Quaternion::rotation_z(move1 * 0.2 + move2 * -0.4);
619 next.lower_torso.orientation =
620 Quaternion::rotation_z(move1 * -0.2 + move2 * 0.2);
621
622 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
623 * Quaternion::rotation_y(-0.0);
624 next.control_r.orientation =
625 Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
626 * Quaternion::rotation_y(0.0)
627 * Quaternion::rotation_z(0.0);
628
629 next.control.orientation =
630 Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
631 * Quaternion::rotation_y(-1.8 + move1 * -0.8 + move2 * 3.0)
632 * Quaternion::rotation_z(move1 * -0.8 + move2 * -0.8);
633 },
634 Some("common.abilities.custom.harvester.scythe") => {
635 next.head.orientation = Quaternion::rotation_x(move1 * -0.25 + move2 * 0.25)
636 * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.4);
637
638 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1 + move2 * -0.5);
639 next.jaw.orientation = Quaternion::rotation_x(move2 * -0.15);
640
641 next.upper_torso.orientation =
642 Quaternion::rotation_x(move1 * 0.2 + move2 * -0.2)
643 * Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0);
644
645 next.shoulder_l.position = Vec3::new(
646 -s_a.shoulder.0,
647 s_a.shoulder.1,
648 s_a.shoulder.2 - foothorir * 1.0,
649 );
650 next.shoulder_l.orientation =
651 Quaternion::rotation_x(-0.4 + move1 * 1.0 + move2 * -1.0)
652 * Quaternion::rotation_y(move1 * -0.2);
653 next.shoulder_r.orientation =
654 Quaternion::rotation_y(0.4 + move1 * -0.8 + move2 * 0.8)
655 * Quaternion::rotation_x(0.4 + move1 * -0.4 + move2 * 0.8);
656
657 if speed == 0.0 {
658 next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.4 + move2 * -0.4);
659
660 next.foot_l.position = Vec3::new(
661 -s_a.foot.0,
662 s_a.foot.1,
663 s_a.foot.2 + move1 * 2.0 + move2 * -2.0,
664 );
665 next.foot_l.orientation =
666 Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
667 }
668
669 next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
670 next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
671
672 next.control.position = Vec3::new(
673 -7.0 + move1 * 26.0 - move2 * 32.0,
674 0.0 + s_a.grip.0 / 1.0 - move1 * 4.0,
675 -s_a.grip.0 / 0.8,
676 );
677
678 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
679 * Quaternion::rotation_y(-0.0)
680 * Quaternion::rotation_z(PI);
681 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
682 * Quaternion::rotation_y(-1.0 + move1 * 1.0)
683 * Quaternion::rotation_z(0.0);
684
685 next.control.orientation = Quaternion::rotation_x(-1.4 + move1 * -0.4)
686 * Quaternion::rotation_y(-2.8 + move1 * 3.0 + move2 * -3.0)
687 * Quaternion::rotation_z(move1 * -1.5);
688 },
689 Some(
690 "common.abilities.custom.husk_brute.singlestrike"
691 | "common.abilities.vampire.strigoi.singlestrike",
692 ) => {
693 next.shoulder_l.position =
694 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
695 next.shoulder_r.position =
696 Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
697 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
698 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
699
700 if mirror > 0.0 {
701 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
702 * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
703
704 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * -0.6);
705
706 next.upper_torso.orientation =
707 Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
708 next.lower_torso.orientation =
709 Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
710
711 next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
712 * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
713
714 next.hand_r.orientation = Quaternion::rotation_z(move1 * 1.0)
715 * Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
716 } else {
717 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
718 * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
719
720 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
721
722 next.upper_torso.orientation =
723 Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
724 next.lower_torso.orientation =
725 Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
726
727 next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
728 * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
729
730 next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
731 * Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
732 }
733 },
734 Some("common.abilities.custom.beastclaws.basic") => {
735 next.shoulder_l.position =
736 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
737 next.shoulder_r.position =
738 Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
739 next.hand_l.position =
740 Vec3::new(-s_a.hand.0 - 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
741 next.hand_r.position =
742 Vec3::new(s_a.hand.0 + 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
743
744 if mirror > 0.0 {
745 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
746 * Quaternion::rotation_y(move1 * 0.5 + move2 * -1.0);
747
748 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
749
750 next.upper_torso.orientation =
751 Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
752 next.lower_torso.orientation =
753 Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
754
755 next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
756 * Quaternion::rotation_y(move1 * 0.2 + move2 * -0.5)
757 * Quaternion::rotation_z(move1 * 2.0);
758
759 next.hand_r.orientation = Quaternion::rotation_z(move1 * -2.0)
760 * Quaternion::rotation_y(move1 * 0.8 + move2 * -0.6);
761 } else {
762 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
763 * Quaternion::rotation_y(move1 * -0.5 + move2 * 1.0);
764
765 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
766
767 next.upper_torso.orientation =
768 Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
769 next.lower_torso.orientation =
770 Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
771
772 next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
773 * Quaternion::rotation_y(move1 * -0.3 + move2 * 0.5)
774 * Quaternion::rotation_z(move1 * -2.0);
775
776 next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
777 * Quaternion::rotation_y(move1 * -0.8 + move2 * 0.6);
778 }
779 },
780 Some("common.abilities.custom.tursus.tursus_claws") => {
781 next.shoulder_l.position =
782 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
783 next.shoulder_r.position =
784 Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
785 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
786 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
787
788 if mirror > 0.0 {
789 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
790 * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
791
792 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
793
794 next.upper_torso.orientation =
795 Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
796 next.lower_torso.orientation =
797 Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
798
799 next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
800 * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
801
802 next.hand_r.orientation = Quaternion::rotation_z(move1 * -1.0)
803 * Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
804 } else {
805 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
806 * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
807
808 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
809
810 next.upper_torso.orientation =
811 Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
812 next.lower_torso.orientation =
813 Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
814
815 next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
816 * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
817
818 next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
819 * Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
820 }
821 },
822 _ => {},
823 },
824 Some(ToolKind::Spear) => match ability_id {
825 Some("common.abilities.custom.tidalwarrior.pincer") => {
826 next.head.orientation = Quaternion::rotation_z(move1 * -0.75);
827 next.upper_torso.orientation =
828 Quaternion::rotation_x(move1 * 0.2 + move2 * 0.4)
829 * Quaternion::rotation_z(move1 * 1.0 + move2 * -1.3);
830 next.lower_torso.orientation =
831 Quaternion::rotation_x(move1 * 0.2 + move2 * -0.9)
832 * Quaternion::rotation_y(move1 * 0.1 + move2 * -0.2)
833 * Quaternion::rotation_z(move1 * -1.0 + move2 * 1.2);
834
835 next.hand_r.position = Vec3::new(
836 14.0 + move1 * 2.0 + move2 * 3.0,
837 6.0 + move2 * 2.0,
838 -6.0 - move2 * 3.0,
839 );
840
841 next.hand_r.orientation = Quaternion::rotation_y(move2 * -0.5);
842 next.hand_l.position = Vec3::new(-14.0, 7.0, -9.0);
843
844 next.hand_l.orientation =
845 Quaternion::rotation_x(0.1 * move2) * Quaternion::rotation_z(-0.35);
846 next.torso.position = Vec3::new(0.0, move2 * -10.35, move2 * -1.0);
847
848 next.main.position = Vec3::new(-14.0, 0.0, -14.0);
849 next.main.orientation = Quaternion::rotation_x(PI / -2.0 - 0.2 * move2)
850 * Quaternion::rotation_y(0.4 + 0.4 * move2);
851 },
852 _ => {},
853 },
854 _ => {},
855 }
856
857 next
858 }
859}