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.parry_punish") => {
367 let pullback = (1.0 - move3).powi(3);
368 let move1 = move1base * pullback;
369 let move2 = move2base * pullback;
370
371 init_gigas_fire(&mut next);
372
373 next.control.position += Vec3::new(0.0, 0.0, -20.0) * move1;
374 next.control.orientation.rotate_y(-PI / 2.5 * move1);
375 next.control.orientation.rotate_x(-PI / 3.0 * move1);
376 next.control.orientation.rotate_z(PI / 4.0 * move1);
377 next.shoulder_r.position += Vec3::new(-5.0, 5.0, 0.0) * move1;
378 next.shoulder_r.orientation.rotate_z(PI / 4.0 * move1);
379 next.torso.orientation.rotate_z(PI / 3.0 * move1);
380 next.lower_torso.orientation.rotate_z(-PI / 8.0 * move1);
381 next.leg_l.position += Vec3::new(-2.0, -2.0, 0.0) * move1;
382 next.leg_l.orientation.rotate_y(PI / 8.0 * move1);
383 next.leg_l.orientation.rotate_z(PI / 8.0 * move1);
384 next.foot_l.position += Vec3::new(-4.0, -4.0, 0.0) * move1;
385 next.foot_l.orientation.rotate_z(PI / 7.0 * move1);
386 next.leg_r.position += Vec3::new(-2.0, 3.0, 0.0) * move1;
387 next.leg_r.orientation.rotate_y(-PI / 8.0 * move1);
388 next.leg_r.orientation.rotate_z(PI / 8.0 * move1);
389 next.foot_r.position += Vec3::new(0.0, 4.0, 0.0) * move1;
390 next.foot_r.orientation.rotate_z(-PI / 8.0 * move1);
391
392 next.control.position += Vec3::new(-3.0, -6.0, 40.0) * move2;
393 next.control.orientation.rotate_y(-1.3 * PI * move2);
394 next.control
395 .orientation
396 .rotate_x(PI / 3.0 * (PI * move2).sin());
397 next.control.orientation.rotate_z(PI / 1.1 * move2);
398 next.shoulder_r.position += Vec3::new(5.0, -5.0, 0.0) * move2;
399 next.shoulder_r.orientation.rotate_z(-PI / 4.0 * move2);
400 next.shoulder_r.orientation.rotate_x(PI / 2.5 * move2);
401 next.shoulder_l.position += Vec3::new(5.0, 5.0, 0.0) * move2;
402 next.shoulder_l.orientation.rotate_z(-PI / 4.0 * move2);
403 next.shoulder_l.orientation.rotate_x(PI / 2.5 * move2);
404 next.torso.orientation.rotate_z(-PI / 2.0 * move2);
405 next.lower_torso.orientation.rotate_z(PI / 8.0 * move2);
406 next.foot_l.position +=
407 Vec3::new(2.0, 8.0, 0.0) * move2 + Vec3::new(0.0, 0.0, 5.0) * move2.powi(2);
408 next.leg_l.position +=
409 Vec3::new(2.0, 4.0, 0.0) * move2 + Vec3::new(0.0, 0.0, 5.0) * move2.powi(2);
410 next.leg_l.orientation.rotate_z(-PI / 4.0 * move2);
411 next.foot_r.position += Vec3::new(0.0, -8.0, 0.0) * move2;
412 next.foot_r.orientation.rotate_z(PI / 5.0 * move2);
413 next.leg_r.position += Vec3::new(0.0, -4.0, 0.0) * move2;
414 next.leg_r.orientation.rotate_z(-PI / 4.0 * move2);
415 },
416 Some("common.abilities.custom.gigas_fire.explosive_strike") => {
417 let (move1base, move2base, move3) = match stage_section {
418 Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
419 Some(StageSection::Action) => (1.0, anim_time, 0.0),
420 Some(StageSection::Recover) => (1.0, 1.0, anim_time),
421 _ => (0.0, 0.0, 0.0),
422 };
423
424 let (pre_move1base, move1base) = if move1base < 0.2 {
425 (5.0 * move1base, 0.0)
426 } else {
427 (1.0, 1.25 * (move1base - 0.2))
428 };
429
430 let pullback = 1.0 - move3;
431 let pre_move1 = pre_move1base * pullback;
432 let move2 = move2base * pullback;
433
434 init_gigas_fire(&mut next);
435
436 next.torso.orientation.rotate_z(PI / 8.0 * pre_move1base);
437 next.lower_torso
438 .orientation
439 .rotate_z(-PI / 16.0 * pre_move1);
440 next.shoulder_l
441 .orientation
442 .rotate_x(PI / 3.0 * pre_move1base);
443 next.shoulder_r
444 .orientation
445 .rotate_x(PI / 3.0 * pre_move1base);
446 next.shoulder_r.position += Vec3::new(-2.0, 8.0, 0.0) * pre_move1base;
447 next.shoulder_r
448 .orientation
449 .rotate_z(PI / 5.0 * pre_move1base);
450 next.control.position +=
451 Vec3::new(-15.0 * pre_move1base, 0.0, 25.0 * pre_move1base);
452 next.control.orientation.rotate_x(PI / 2.5 * pre_move1);
453 next.leg_l.position += Vec3::new(0.0, -2.5, 0.0) * pre_move1base;
454 next.leg_l.orientation.rotate_x(-PI / 8.0 * pre_move1base);
455 next.foot_l.position += Vec3::new(0.0, -5.0, 0.0) * pre_move1base;
456 next.foot_l.orientation.rotate_z(PI / 4.0 * pre_move1base);
457
458 next.torso.orientation.rotate_z(-PI / 8.0 * move1base);
459 next.control.orientation.rotate_z(2.0 * PI * move1base);
460 next.leg_l.position += Vec3::new(0.0, 2.5, 0.0) * move1base;
461 next.leg_l.orientation.rotate_x(PI / 8.0 * move1base);
462 next.foot_l.position += Vec3::new(0.0, 5.0, 0.0) * move1base;
463
464 next.torso.position += Vec3::new(0.0, -10.0, 0.0) * move2;
465 next.torso.orientation.rotate_z(-PI / 8.0 * move2);
466 next.torso.orientation.rotate_x(-PI / 8.0 * move2);
467 next.lower_torso.orientation.rotate_z(PI / 8.0 * move2);
468 next.lower_torso.orientation.rotate_x(PI / 8.0 * move2);
469 next.torso.position += Vec3::new(0.0, 0.0, 1.5) * move2;
470 next.shoulder_l.orientation.rotate_x(-PI / 3.0 * move2base);
471 next.shoulder_l.orientation.rotate_z(-PI / 4.0 * move2);
472 next.shoulder_r.position += Vec3::new(2.0, -8.0, 0.0) * move2base;
473 next.shoulder_r.orientation.rotate_z(-PI / 5.0 * move2base);
474 next.shoulder_r.orientation.rotate_x(-PI / 3.0 * move2base);
475 next.control.position +=
476 Vec3::new(15.0 * move2base, 0.0, -25.0 * move2base - 20.0 * move2);
477 next.control.orientation.rotate_x(-PI * move2);
478 next.leg_l.position += Vec3::new(0.0, 1.0, 0.0) * move2;
479 next.foot_l.position += Vec3::new(0.0, 2.5, 0.0) * move2;
480 next.foot_l.orientation.rotate_z(-PI / 4.0 * move2base);
481 },
482 _ => {
483 biped_large_alpha_sword(&mut next, s_a, move1, move2);
484 },
485 },
486 Some(ToolKind::Hammer) => {
487 biped_large_alpha_hammer(&mut next, s_a, move1, move2);
488 },
489 Some(ToolKind::Axe) => match ability_id {
490 Some("common.abilities.custom.gigas_frost.cleave") => {
491 next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
492 next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
493
494 next.control.position = Vec3::new(
495 4.0 + move1 * -12.0 + move2 * 28.0,
496 (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * -5.0,
497 (-s_a.grip.0 / 0.8) + move1 * 2.0 + move2 * -6.0,
498 );
499 next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
500 * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
501 next.upper_torso.orientation =
502 Quaternion::rotation_z(move1 * 0.6 + move2 * -0.9);
503 next.lower_torso.orientation =
504 Quaternion::rotation_z(move1 * -0.6 + move2 * 0.9);
505
506 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
507 * Quaternion::rotation_y(-0.0);
508 next.control_r.orientation =
509 Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
510 * Quaternion::rotation_y(0.0)
511 * Quaternion::rotation_z(0.0);
512
513 next.control.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.5)
514 * Quaternion::rotation_y(move1 * -0.9 + move2 * 2.0)
515 * Quaternion::rotation_z(-0.3);
516 },
517 Some("common.abilities.custom.gigas_frost.wide_cleave") => {
518 next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
519 next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
520
521 next.control.position = Vec3::new(
522 4.0 + move1 * -12.0 + move2 * 28.0,
523 (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * -5.0,
524 (-s_a.grip.0 / 0.8) + move1 * 2.0 + move2 * 8.0,
525 );
526 next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
527 * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
528 next.upper_torso.orientation =
529 Quaternion::rotation_z(move1 * 0.6 + move2 * -0.9);
530 next.lower_torso.orientation =
531 Quaternion::rotation_z(move1 * -0.6 + move2 * 0.9);
532
533 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
534 * Quaternion::rotation_y(-0.0);
535 next.control_r.orientation =
536 Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
537 * Quaternion::rotation_y(0.0)
538 * Quaternion::rotation_z(0.0);
539
540 next.control.orientation =
541 Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
542 * Quaternion::rotation_y(-1.8 + move1 * -0.4 + move2 * 3.5)
543 * Quaternion::rotation_z(move1 * -1.0 + move2 * -1.5);
544 },
545 Some("common.abilities.custom.gigas_frost.bonk") => {
546 next.head.orientation = Quaternion::rotation_x(move1 * 0.8 + move2 * -1.2);
547 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
548 next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
549 next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
550 next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
551 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
552 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
553 next.weapon_l.position =
554 Vec3::new(-12.0 + (move1 * 20.0).min(10.0), -1.0, -15.0);
555 next.weapon_r.position =
556 Vec3::new(12.0 + (move1 * -20.0).max(-10.0), -1.0, -15.0);
557
558 next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
559 * Quaternion::rotation_z(move1 * -1.0);
560 next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
561 * Quaternion::rotation_z(move1 * 1.0);
562
563 next.shoulder_l.orientation =
564 Quaternion::rotation_x(-0.3 + move1 * 2.0 + move2 * -1.0);
565
566 next.shoulder_r.orientation =
567 Quaternion::rotation_x(-0.3 + move1 * 2.0 + move2 * -1.0);
568
569 next.control.orientation = Quaternion::rotation_x(move1 * 1.5 + move2 * -0.4);
570
571 let twist = move1 * 0.6 + move3 * -0.6;
572 next.upper_torso.position =
573 Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
574 next.upper_torso.orientation =
575 Quaternion::rotation_x(move1 * 0.4 + move2 * -1.1)
576 * Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);
577
578 next.lower_torso.orientation =
579 Quaternion::rotation_x(move1 * -0.4 + move2 * 1.1)
580 * Quaternion::rotation_z(twist);
581
582 next.foot_l.position = Vec3::new(
583 -s_a.foot.0,
584 s_a.foot.1 + move1 * -7.0 + move2 * 7.0,
585 s_a.foot.2,
586 );
587 next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8)
588 * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3);
589
590 next.foot_r.position = Vec3::new(
591 s_a.foot.0,
592 s_a.foot.1 + move1 * 5.0 + move2 * -5.0,
593 s_a.foot.2,
594 );
595 next.foot_r.orientation = Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
596 * Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
597 next.main.position = Vec3::new(-5.0 + (move1 * 20.0).min(10.0), 6.0, 4.0);
598 next.main.orientation = Quaternion::rotation_y(move1 * 0.4 + move2 * -1.2);
599 },
600 _ => {
601 biped_large_alpha_axe(&mut next, s_a, move1, move2);
602 },
603 },
604 Some(ToolKind::Natural) => match ability_id {
605 Some("common.abilities.custom.wendigomagic.singlestrike") => {
606 next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
607 next.upper_torso.orientation =
608 Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
609 next.lower_torso.orientation =
610 Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
611
612 next.control_l.position =
613 Vec3::new(-9.0 + move2 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5);
614 next.control_r.position =
615 Vec3::new(9.0 + move2 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5);
616
617 next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
618 * Quaternion::rotation_y(-0.15)
619 * Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
620 next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
621 * Quaternion::rotation_y(0.15)
622 * Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
623 next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
624 },
625 Some("common.abilities.custom.minotaur.cripplingstrike") => {
626 next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
627 next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
628 next.weapon_l.position = Vec3::new(
629 -12.0 + move1 * -9.0 + move2 * 16.0,
630 -6.0 + move2 * 8.0,
631 -18.0 + move1 * 8.0 + move2 * -4.0,
632 );
633 next.weapon_r.position = Vec3::new(
634 12.0 + move1 * 9.0 + move2 * -16.0,
635 -6.0 + move2 * 8.0,
636 -18.0 + move1 * 8.0 + move2 * -8.0,
637 );
638
639 next.weapon_l.orientation = Quaternion::rotation_x(-1.67)
640 * Quaternion::rotation_y(move1 * -0.3 + move2 * 1.0)
641 * Quaternion::rotation_z(move1 * 0.8 + move2 * -1.8);
642 next.weapon_r.orientation = Quaternion::rotation_x(-1.67)
643 * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.6)
644 * Quaternion::rotation_z(move1 * -0.8 + move2 * 1.8);
645
646 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
647 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
648
649 next.shoulder_l.orientation = Quaternion::rotation_x(-0.3)
650 * Quaternion::rotation_y(move1 * 0.7 + move2 * -0.7);
651
652 next.shoulder_r.orientation = Quaternion::rotation_x(-0.3)
653 * Quaternion::rotation_y(move1 * -0.7 + move2 * 0.7);
654 next.second.scale = Vec3::one() * 1.0;
655 next.head.orientation = Quaternion::rotation_x(move1 * -0.6 + move2 * 0.4)
656 },
657 Some("common.abilities.custom.yeti.strike") => {
658 next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
659 next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
660
661 next.control.position = Vec3::new(
662 4.0 + move1 * -12.0 + move2 * 20.0,
663 (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * 5.0,
664 (-s_a.grip.0 / 0.8) + move1 * -2.0 + move2 * 8.0,
665 );
666 next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
667 * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
668 next.upper_torso.orientation =
669 Quaternion::rotation_z(move1 * 0.2 + move2 * -0.4);
670 next.lower_torso.orientation =
671 Quaternion::rotation_z(move1 * -0.2 + move2 * 0.2);
672
673 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
674 * Quaternion::rotation_y(-0.0);
675 next.control_r.orientation =
676 Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
677 * Quaternion::rotation_y(0.0)
678 * Quaternion::rotation_z(0.0);
679
680 next.control.orientation =
681 Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
682 * Quaternion::rotation_y(-1.8 + move1 * -0.8 + move2 * 3.0)
683 * Quaternion::rotation_z(move1 * -0.8 + move2 * -0.8);
684 },
685 Some("common.abilities.custom.harvester.scythe") => {
686 next.head.orientation = Quaternion::rotation_x(move1 * -0.25 + move2 * 0.25)
687 * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.4);
688
689 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1 + move2 * -0.5);
690 next.jaw.orientation = Quaternion::rotation_x(move2 * -0.15);
691
692 next.upper_torso.orientation =
693 Quaternion::rotation_x(move1 * 0.2 + move2 * -0.2)
694 * Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0);
695
696 next.shoulder_l.position = Vec3::new(
697 -s_a.shoulder.0,
698 s_a.shoulder.1,
699 s_a.shoulder.2 - foothorir * 1.0,
700 );
701 next.shoulder_l.orientation =
702 Quaternion::rotation_x(-0.4 + move1 * 1.0 + move2 * -1.0)
703 * Quaternion::rotation_y(move1 * -0.2);
704 next.shoulder_r.orientation =
705 Quaternion::rotation_y(0.4 + move1 * -0.8 + move2 * 0.8)
706 * Quaternion::rotation_x(0.4 + move1 * -0.4 + move2 * 0.8);
707
708 if speed == 0.0 {
709 next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.4 + move2 * -0.4);
710
711 next.foot_l.position = Vec3::new(
712 -s_a.foot.0,
713 s_a.foot.1,
714 s_a.foot.2 + move1 * 2.0 + move2 * -2.0,
715 );
716 next.foot_l.orientation =
717 Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
718 }
719
720 next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
721 next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
722
723 next.control.position = Vec3::new(
724 -7.0 + move1 * 26.0 - move2 * 32.0,
725 0.0 + s_a.grip.0 / 1.0 - move1 * 4.0,
726 -s_a.grip.0 / 0.8,
727 );
728
729 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
730 * Quaternion::rotation_y(-0.0)
731 * Quaternion::rotation_z(PI);
732 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
733 * Quaternion::rotation_y(-1.0 + move1 * 1.0)
734 * Quaternion::rotation_z(0.0);
735
736 next.control.orientation = Quaternion::rotation_x(-1.4 + move1 * -0.4)
737 * Quaternion::rotation_y(-2.8 + move1 * 3.0 + move2 * -3.0)
738 * Quaternion::rotation_z(move1 * -1.5);
739 },
740 Some(
741 "common.abilities.custom.husk_brute.singlestrike"
742 | "common.abilities.vampire.strigoi.singlestrike",
743 ) => {
744 next.shoulder_l.position =
745 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
746 next.shoulder_r.position =
747 Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
748 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
749 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
750
751 if mirror > 0.0 {
752 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
753 * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
754
755 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * -0.6);
756
757 next.upper_torso.orientation =
758 Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
759 next.lower_torso.orientation =
760 Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
761
762 next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
763 * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
764
765 next.hand_r.orientation = Quaternion::rotation_z(move1 * 1.0)
766 * Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
767 } else {
768 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
769 * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
770
771 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
772
773 next.upper_torso.orientation =
774 Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
775 next.lower_torso.orientation =
776 Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
777
778 next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
779 * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
780
781 next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
782 * Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
783 }
784 },
785 Some("common.abilities.custom.beastclaws.basic") => {
786 next.shoulder_l.position =
787 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
788 next.shoulder_r.position =
789 Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
790 next.hand_l.position =
791 Vec3::new(-s_a.hand.0 - 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
792 next.hand_r.position =
793 Vec3::new(s_a.hand.0 + 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
794
795 if mirror > 0.0 {
796 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
797 * Quaternion::rotation_y(move1 * 0.5 + move2 * -1.0);
798
799 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
800
801 next.upper_torso.orientation =
802 Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
803 next.lower_torso.orientation =
804 Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
805
806 next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
807 * Quaternion::rotation_y(move1 * 0.2 + move2 * -0.5)
808 * Quaternion::rotation_z(move1 * 2.0);
809
810 next.hand_r.orientation = Quaternion::rotation_z(move1 * -2.0)
811 * Quaternion::rotation_y(move1 * 0.8 + move2 * -0.6);
812 } else {
813 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
814 * Quaternion::rotation_y(move1 * -0.5 + move2 * 1.0);
815
816 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
817
818 next.upper_torso.orientation =
819 Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
820 next.lower_torso.orientation =
821 Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
822
823 next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
824 * Quaternion::rotation_y(move1 * -0.3 + move2 * 0.5)
825 * Quaternion::rotation_z(move1 * -2.0);
826
827 next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
828 * Quaternion::rotation_y(move1 * -0.8 + move2 * 0.6);
829 }
830 },
831 Some("common.abilities.custom.tursus.tursus_claws") => {
832 next.shoulder_l.position =
833 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
834 next.shoulder_r.position =
835 Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
836 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
837 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
838
839 if mirror > 0.0 {
840 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
841 * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
842
843 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
844
845 next.upper_torso.orientation =
846 Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
847 next.lower_torso.orientation =
848 Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
849
850 next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
851 * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
852
853 next.hand_r.orientation = Quaternion::rotation_z(move1 * -1.0)
854 * Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
855 } else {
856 next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
857 * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
858
859 next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
860
861 next.upper_torso.orientation =
862 Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
863 next.lower_torso.orientation =
864 Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
865
866 next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
867 * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
868
869 next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
870 * Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
871 }
872 },
873 _ => {},
874 },
875 Some(ToolKind::Spear) => match ability_id {
876 Some("common.abilities.custom.tidalwarrior.pincer") => {
877 next.head.orientation = Quaternion::rotation_z(move1 * -0.75);
878 next.upper_torso.orientation =
879 Quaternion::rotation_x(move1 * 0.2 + move2 * 0.4)
880 * Quaternion::rotation_z(move1 * 1.0 + move2 * -1.3);
881 next.lower_torso.orientation =
882 Quaternion::rotation_x(move1 * 0.2 + move2 * -0.9)
883 * Quaternion::rotation_y(move1 * 0.1 + move2 * -0.2)
884 * Quaternion::rotation_z(move1 * -1.0 + move2 * 1.2);
885
886 next.hand_r.position = Vec3::new(
887 14.0 + move1 * 2.0 + move2 * 3.0,
888 6.0 + move2 * 2.0,
889 -6.0 - move2 * 3.0,
890 );
891
892 next.hand_r.orientation = Quaternion::rotation_y(move2 * -0.5);
893 next.hand_l.position = Vec3::new(-14.0, 7.0, -9.0);
894
895 next.hand_l.orientation =
896 Quaternion::rotation_x(0.1 * move2) * Quaternion::rotation_z(-0.35);
897 next.torso.position = Vec3::new(0.0, move2 * -10.35, move2 * -1.0);
898
899 next.main.position = Vec3::new(-14.0, 0.0, -14.0);
900 next.main.orientation = Quaternion::rotation_x(PI / -2.0 - 0.2 * move2)
901 * Quaternion::rotation_y(0.4 + 0.4 * move2);
902 },
903 _ => {},
904 },
905 _ => {},
906 }
907
908 next
909 }
910}