veloren_voxygen_anim/biped_large/
alpha.rs

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,
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", 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) => {
69                biped_large_alpha_sword(&mut next, s_a, move1, move2);
70            },
71            Some(ToolKind::Hammer) => {
72                biped_large_alpha_hammer(&mut next, s_a, move1, move2);
73            },
74            Some(ToolKind::Axe) => match ability_id {
75                Some("common.abilities.custom.gigas_frost.cleave") => {
76                    next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
77                    next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
78
79                    next.control.position = Vec3::new(
80                        4.0 + move1 * -12.0 + move2 * 28.0,
81                        (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * -5.0,
82                        (-s_a.grip.0 / 0.8) + move1 * 2.0 + move2 * -6.0,
83                    );
84                    next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
85                        * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
86                    next.upper_torso.orientation =
87                        Quaternion::rotation_z(move1 * 0.6 + move2 * -0.9);
88                    next.lower_torso.orientation =
89                        Quaternion::rotation_z(move1 * -0.6 + move2 * 0.9);
90
91                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
92                        * Quaternion::rotation_y(-0.0);
93                    next.control_r.orientation =
94                        Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
95                            * Quaternion::rotation_y(0.0)
96                            * Quaternion::rotation_z(0.0);
97
98                    next.control.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.5)
99                        * Quaternion::rotation_y(move1 * -0.9 + move2 * 2.0)
100                        * Quaternion::rotation_z(-0.3);
101                },
102                Some("common.abilities.custom.gigas_frost.wide_cleave") => {
103                    next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
104                    next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
105
106                    next.control.position = Vec3::new(
107                        4.0 + move1 * -12.0 + move2 * 28.0,
108                        (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * -5.0,
109                        (-s_a.grip.0 / 0.8) + move1 * 2.0 + move2 * 8.0,
110                    );
111                    next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
112                        * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
113                    next.upper_torso.orientation =
114                        Quaternion::rotation_z(move1 * 0.6 + move2 * -0.9);
115                    next.lower_torso.orientation =
116                        Quaternion::rotation_z(move1 * -0.6 + move2 * 0.9);
117
118                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
119                        * Quaternion::rotation_y(-0.0);
120                    next.control_r.orientation =
121                        Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
122                            * Quaternion::rotation_y(0.0)
123                            * Quaternion::rotation_z(0.0);
124
125                    next.control.orientation =
126                        Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
127                            * Quaternion::rotation_y(-1.8 + move1 * -0.4 + move2 * 3.5)
128                            * Quaternion::rotation_z(move1 * -1.0 + move2 * -1.5);
129                },
130                Some("common.abilities.custom.gigas_frost.bonk") => {
131                    next.head.orientation = Quaternion::rotation_x(move1 * 0.8 + move2 * -1.2);
132                    next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
133                    next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
134                    next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
135                    next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
136                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
137                    next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
138                    next.weapon_l.position =
139                        Vec3::new(-12.0 + (move1 * 20.0).min(10.0), -1.0, -15.0);
140                    next.weapon_r.position =
141                        Vec3::new(12.0 + (move1 * -20.0).max(-10.0), -1.0, -15.0);
142
143                    next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
144                        * Quaternion::rotation_z(move1 * -1.0);
145                    next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1)
146                        * Quaternion::rotation_z(move1 * 1.0);
147
148                    next.shoulder_l.orientation =
149                        Quaternion::rotation_x(-0.3 + move1 * 2.0 + move2 * -1.0);
150
151                    next.shoulder_r.orientation =
152                        Quaternion::rotation_x(-0.3 + move1 * 2.0 + move2 * -1.0);
153
154                    next.control.orientation = Quaternion::rotation_x(move1 * 1.5 + move2 * -0.4);
155
156                    let twist = move1 * 0.6 + move3 * -0.6;
157                    next.upper_torso.position =
158                        Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
159                    next.upper_torso.orientation =
160                        Quaternion::rotation_x(move1 * 0.4 + move2 * -1.1)
161                            * Quaternion::rotation_z(twist * -0.2 + move1 * -0.1 + move2 * 0.3);
162
163                    next.lower_torso.orientation =
164                        Quaternion::rotation_x(move1 * -0.4 + move2 * 1.1)
165                            * Quaternion::rotation_z(twist);
166
167                    next.foot_l.position = Vec3::new(
168                        -s_a.foot.0,
169                        s_a.foot.1 + move1 * -7.0 + move2 * 7.0,
170                        s_a.foot.2,
171                    );
172                    next.foot_l.orientation = Quaternion::rotation_x(move1 * -0.8 + move2 * 0.8)
173                        * Quaternion::rotation_z(move1 * 0.3 + move2 * -0.3);
174
175                    next.foot_r.position = Vec3::new(
176                        s_a.foot.0,
177                        s_a.foot.1 + move1 * 5.0 + move2 * -5.0,
178                        s_a.foot.2,
179                    );
180                    next.foot_r.orientation = Quaternion::rotation_y(move1 * -0.3 + move2 * 0.3)
181                        * Quaternion::rotation_z(move1 * 0.4 + move2 * -0.4);
182                    next.main.position = Vec3::new(-5.0 + (move1 * 20.0).min(10.0), 6.0, 4.0);
183                    next.main.orientation = Quaternion::rotation_y(move1 * 0.4 + move2 * -1.2);
184                },
185                _ => {
186                    biped_large_alpha_axe(&mut next, s_a, move1, move2);
187                },
188            },
189            Some(ToolKind::Natural) => match ability_id {
190                Some("common.abilities.custom.wendigomagic.singlestrike") => {
191                    next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
192                    next.upper_torso.orientation =
193                        Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
194                    next.lower_torso.orientation =
195                        Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
196
197                    next.control_l.position =
198                        Vec3::new(-9.0 + move2 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5);
199                    next.control_r.position =
200                        Vec3::new(9.0 + move2 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5);
201
202                    next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
203                        * Quaternion::rotation_y(-0.15)
204                        * Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
205                    next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
206                        * Quaternion::rotation_y(0.15)
207                        * Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
208                    next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
209                },
210                Some("common.abilities.custom.tidalwarrior.pincer") => {
211                    if mirror > 0.0 {
212                        next.head.orientation = Quaternion::rotation_z(move1 * 0.75);
213                        next.upper_torso.orientation =
214                            Quaternion::rotation_x(move1 * 0.2 + move2 * 0.7)
215                                * Quaternion::rotation_z(move1 * -1.0 + move2 * 1.3);
216                        next.lower_torso.orientation =
217                            Quaternion::rotation_x(move1 * 0.2 + move2 * -0.7)
218                                * Quaternion::rotation_y(move1 * -0.5 + move2 * 0.7)
219                                * Quaternion::rotation_z(move1 * 1.0 + move2 * -1.2);
220
221                        next.shoulder_l.orientation =
222                            Quaternion::rotation_x(move1 * 0.3 + move2 * 0.8)
223                                * Quaternion::rotation_y(move1 * -0.3 + move2 * -0.5);
224                        next.hand_l.position = Vec3::new(
225                            -14.0 + move1 * -2.0 + move2 * 4.0,
226                            2.0 + move2 * 4.0,
227                            -4.0 + move2 * 3.0,
228                        );
229
230                        next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0 + move2 * 1.5)
231                            * Quaternion::rotation_y(move2 * 0.5)
232                            * Quaternion::rotation_z(-0.35 + move1 * -0.5 + move2 * 1.0);
233                        next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
234
235                        next.hand_r.orientation =
236                            Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
237
238                        next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
239                    } else {
240                        next.head.orientation = Quaternion::rotation_z(move1 * -0.75);
241                        next.upper_torso.orientation =
242                            Quaternion::rotation_x(move1 * 0.2 + move2 * 0.7)
243                                * Quaternion::rotation_z(move1 * 1.0 + move2 * -1.3);
244                        next.lower_torso.orientation =
245                            Quaternion::rotation_x(move1 * 0.2 + move2 * -0.7)
246                                * Quaternion::rotation_y(move1 * 0.5 + move2 * -0.7)
247                                * Quaternion::rotation_z(move1 * -1.0 + move2 * 1.2);
248
249                        next.shoulder_r.orientation =
250                            Quaternion::rotation_x(move1 * 0.3 + move2 * 0.8)
251                                * Quaternion::rotation_y(move1 * 0.3 + move2 * 0.5);
252                        next.hand_r.position = Vec3::new(
253                            14.0 + move1 * 2.0 + move2 * -4.0,
254                            2.0 + move2 * 4.0,
255                            -4.0 + move2 * 3.0,
256                        );
257
258                        next.hand_r.orientation = Quaternion::rotation_x(PI / 3.0 + move2 * 1.5)
259                            * Quaternion::rotation_y(move2 * -0.5)
260                            * Quaternion::rotation_z(0.35 + move1 * 0.5 + move2 * -1.0);
261                        next.hand_l.position = Vec3::new(-14.0, 2.0, -4.0);
262
263                        next.hand_l.orientation =
264                            Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(-0.35);
265
266                        next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
267                    };
268                    next.torso.position = Vec3::new(0.0, move2 * -10.35, move2 * -4.7);
269                },
270                Some("common.abilities.custom.minotaur.cripplingstrike") => {
271                    next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
272                    next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
273                    next.weapon_l.position = Vec3::new(
274                        -12.0 + move1 * -9.0 + move2 * 16.0,
275                        -6.0 + move2 * 8.0,
276                        -18.0 + move1 * 8.0 + move2 * -4.0,
277                    );
278                    next.weapon_r.position = Vec3::new(
279                        12.0 + move1 * 9.0 + move2 * -16.0,
280                        -6.0 + move2 * 8.0,
281                        -18.0 + move1 * 8.0 + move2 * -8.0,
282                    );
283
284                    next.weapon_l.orientation = Quaternion::rotation_x(-1.67)
285                        * Quaternion::rotation_y(move1 * -0.3 + move2 * 1.0)
286                        * Quaternion::rotation_z(move1 * 0.8 + move2 * -1.8);
287                    next.weapon_r.orientation = Quaternion::rotation_x(-1.67)
288                        * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.6)
289                        * Quaternion::rotation_z(move1 * -0.8 + move2 * 1.8);
290
291                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
292                    next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 1.0);
293
294                    next.shoulder_l.orientation = Quaternion::rotation_x(-0.3)
295                        * Quaternion::rotation_y(move1 * 0.7 + move2 * -0.7);
296
297                    next.shoulder_r.orientation = Quaternion::rotation_x(-0.3)
298                        * Quaternion::rotation_y(move1 * -0.7 + move2 * 0.7);
299                    next.second.scale = Vec3::one() * 1.0;
300                    next.head.orientation = Quaternion::rotation_x(move1 * -0.6 + move2 * 0.4)
301                },
302                Some("common.abilities.custom.yeti.strike") => {
303                    next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
304                    next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
305
306                    next.control.position = Vec3::new(
307                        4.0 + move1 * -12.0 + move2 * 20.0,
308                        (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * 5.0,
309                        (-s_a.grip.0 / 0.8) + move1 * -2.0 + move2 * 8.0,
310                    );
311                    next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
312                        * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
313                    next.upper_torso.orientation =
314                        Quaternion::rotation_z(move1 * 0.2 + move2 * -0.4);
315                    next.lower_torso.orientation =
316                        Quaternion::rotation_z(move1 * -0.2 + move2 * 0.2);
317
318                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0 + move2 * 0.8)
319                        * Quaternion::rotation_y(-0.0);
320                    next.control_r.orientation =
321                        Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
322                            * Quaternion::rotation_y(0.0)
323                            * Quaternion::rotation_z(0.0);
324
325                    next.control.orientation =
326                        Quaternion::rotation_x(-1.0 + move1 * -0.5 + move2 * -0.3)
327                            * Quaternion::rotation_y(-1.8 + move1 * -0.8 + move2 * 3.0)
328                            * Quaternion::rotation_z(move1 * -0.8 + move2 * -0.8);
329                },
330                Some("common.abilities.custom.harvester.scythe") => {
331                    next.head.orientation = Quaternion::rotation_x(move1 * -0.25 + move2 * 0.25)
332                        * Quaternion::rotation_z(move1 * -0.3 + move2 * 0.4);
333
334                    next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1 + move2 * -0.5);
335                    next.jaw.orientation = Quaternion::rotation_x(move2 * -0.15);
336
337                    next.upper_torso.orientation =
338                        Quaternion::rotation_x(move1 * 0.2 + move2 * -0.2)
339                            * Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0);
340
341                    next.shoulder_l.position = Vec3::new(
342                        -s_a.shoulder.0,
343                        s_a.shoulder.1,
344                        s_a.shoulder.2 - foothorir * 1.0,
345                    );
346                    next.shoulder_l.orientation =
347                        Quaternion::rotation_x(-0.4 + move1 * 1.0 + move2 * -1.0)
348                            * Quaternion::rotation_y(move1 * -0.2);
349                    next.shoulder_r.orientation =
350                        Quaternion::rotation_y(0.4 + move1 * -0.8 + move2 * 0.8)
351                            * Quaternion::rotation_x(0.4 + move1 * -0.4 + move2 * 0.8);
352
353                    if speed == 0.0 {
354                        next.leg_l.orientation = Quaternion::rotation_x(move1 * 0.4 + move2 * -0.4);
355
356                        next.foot_l.position = Vec3::new(
357                            -s_a.foot.0,
358                            s_a.foot.1,
359                            s_a.foot.2 + move1 * 2.0 + move2 * -2.0,
360                        );
361                        next.foot_l.orientation =
362                            Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
363                    }
364
365                    next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
366                    next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
367
368                    next.control.position = Vec3::new(
369                        -7.0 + move1 * 26.0 - move2 * 32.0,
370                        0.0 + s_a.grip.0 / 1.0 - move1 * 4.0,
371                        -s_a.grip.0 / 0.8,
372                    );
373
374                    next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
375                        * Quaternion::rotation_y(-0.0)
376                        * Quaternion::rotation_z(PI);
377                    next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
378                        * Quaternion::rotation_y(-1.0 + move1 * 1.0)
379                        * Quaternion::rotation_z(0.0);
380
381                    next.control.orientation = Quaternion::rotation_x(-1.4 + move1 * -0.4)
382                        * Quaternion::rotation_y(-2.8 + move1 * 3.0 + move2 * -3.0)
383                        * Quaternion::rotation_z(move1 * -1.5);
384                },
385                Some(
386                    "common.abilities.custom.husk_brute.singlestrike"
387                    | "common.abilities.vampire.strigoi.singlestrike",
388                ) => {
389                    next.shoulder_l.position =
390                        Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
391                    next.shoulder_r.position =
392                        Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
393                    next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
394                    next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
395
396                    if mirror > 0.0 {
397                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
398                            * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
399
400                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * -0.6);
401
402                        next.upper_torso.orientation =
403                            Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
404                        next.lower_torso.orientation =
405                            Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
406
407                        next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
408                            * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
409
410                        next.hand_r.orientation = Quaternion::rotation_z(move1 * 1.0)
411                            * Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
412                    } else {
413                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
414                            * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
415
416                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
417
418                        next.upper_torso.orientation =
419                            Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
420                        next.lower_torso.orientation =
421                            Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
422
423                        next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
424                            * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
425
426                        next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
427                            * Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
428                    }
429                },
430                Some("common.abilities.custom.beastclaws.basic") => {
431                    next.shoulder_l.position =
432                        Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
433                    next.shoulder_r.position =
434                        Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
435                    next.hand_l.position =
436                        Vec3::new(-s_a.hand.0 - 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
437                    next.hand_r.position =
438                        Vec3::new(s_a.hand.0 + 3.0, s_a.hand.1 + 4.5, s_a.hand.2 + 0.0);
439
440                    if mirror > 0.0 {
441                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
442                            * Quaternion::rotation_y(move1 * 0.5 + move2 * -1.0);
443
444                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
445
446                        next.upper_torso.orientation =
447                            Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
448                        next.lower_torso.orientation =
449                            Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
450
451                        next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
452                            * Quaternion::rotation_y(move1 * 0.2 + move2 * -0.5)
453                            * Quaternion::rotation_z(move1 * 2.0);
454
455                        next.hand_r.orientation = Quaternion::rotation_z(move1 * -2.0)
456                            * Quaternion::rotation_y(move1 * 0.8 + move2 * -0.6);
457                    } else {
458                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
459                            * Quaternion::rotation_y(move1 * -0.5 + move2 * 1.0);
460
461                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
462
463                        next.upper_torso.orientation =
464                            Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
465                        next.lower_torso.orientation =
466                            Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
467
468                        next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
469                            * Quaternion::rotation_y(move1 * -0.3 + move2 * 0.5)
470                            * Quaternion::rotation_z(move1 * -2.0);
471
472                        next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
473                            * Quaternion::rotation_y(move1 * -0.8 + move2 * 0.6);
474                    }
475                },
476                Some("common.abilities.custom.tursus.tursus_claws") => {
477                    next.shoulder_l.position =
478                        Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
479                    next.shoulder_r.position =
480                        Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
481                    next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
482                    next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + 4.0);
483
484                    if mirror > 0.0 {
485                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 1.0)
486                            * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
487
488                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.6);
489
490                        next.upper_torso.orientation =
491                            Quaternion::rotation_z(move1 * 0.4 + move2 * -1.1);
492                        next.lower_torso.orientation =
493                            Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
494
495                        next.hand_l.orientation = Quaternion::rotation_x(move1 * 1.2)
496                            * Quaternion::rotation_y(move1 * 1.0 + move2 * -2.0);
497
498                        next.hand_r.orientation = Quaternion::rotation_z(move1 * -1.0)
499                            * Quaternion::rotation_y(move1 * 0.8 + move2 * -1.2);
500                    } else {
501                        next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
502                            * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
503
504                        next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.6);
505
506                        next.upper_torso.orientation =
507                            Quaternion::rotation_z(move1 * -0.4 + move2 * 1.1);
508                        next.lower_torso.orientation =
509                            Quaternion::rotation_z(move1 * 0.2 + move2 * -0.6);
510
511                        next.hand_r.orientation = Quaternion::rotation_x(move1 * 1.2)
512                            * Quaternion::rotation_y(move1 * -1.0 + move2 * 2.0);
513
514                        next.hand_l.orientation = Quaternion::rotation_z(move1 * 1.0)
515                            * Quaternion::rotation_y(move1 * -0.8 + move2 * 1.2);
516                    }
517                },
518                _ => {},
519            },
520            _ => {},
521        }
522
523        next
524    }
525}