1use super::{
2 super::{Animation, vek::*},
3 BipedLargeSkeleton, SkeletonAttr,
4};
5use common::comp::item::tool::{AbilitySpec, ToolKind};
6use core::{f32::consts::PI, ops::Mul};
7
8pub struct WieldAnimation;
9
10impl Animation for WieldAnimation {
11 type Dependency<'a> = (
12 (Option<ToolKind>, Option<&'a AbilitySpec>),
13 (Option<ToolKind>, Option<&'a AbilitySpec>),
14 Vec3<f32>,
15 f32,
16 f32,
17 );
18 type Skeleton = BipedLargeSkeleton;
19
20 #[cfg(feature = "use-dyn-lib")]
21 const UPDATE_FN: &'static [u8] = b"biped_large_wield\0";
22
23 #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_wield")]
24 fn update_skeleton_inner(
25 skeleton: &Self::Skeleton,
26 ((active_tool_kind, active_tool_spec), _second_tool, velocity, global_time, acc_vel): Self::Dependency<'_>,
27 anim_time: f32,
28 _rate: &mut f32,
29 s_a: &SkeletonAttr,
30 ) -> Self::Skeleton {
31 let mut next = (*skeleton).clone();
32 let speed = Vec2::<f32>::from(velocity).magnitude();
33
34 let lab: f32 = 0.65 * s_a.tempo; let torso = (anim_time * lab + 1.5 * PI).sin();
36 let speednorm = (speed / 12.0).powf(0.4);
37 let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
38 let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
39 let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
40 * ((acc_vel * lab + PI * 1.4).sin());
41
42 let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
43 * ((acc_vel * lab + PI * 0.4).sin());
44 let slower = (anim_time * 1.0 + PI).sin();
45 let slow = (anim_time * 3.5 + PI).sin();
46
47 let tailmove = Vec2::new(
48 (global_time / 2.0 + anim_time / 2.0)
49 .floor()
50 .mul(7331.0)
51 .sin()
52 * 0.25,
53 (global_time / 2.0 + anim_time / 2.0)
54 .floor()
55 .mul(1337.0)
56 .sin()
57 * 0.125,
58 );
59
60 let look = Vec2::new(
61 (global_time / 2.0 + anim_time / 8.0)
62 .floor()
63 .mul(7331.0)
64 .sin()
65 * 0.5,
66 (global_time / 2.0 + anim_time / 8.0)
67 .floor()
68 .mul(1337.0)
69 .sin()
70 * 0.25,
71 );
72
73 let breathe = if s_a.beast {
74 let intensity = 0.04;
76 let lenght = 1.5;
77 let chop = 0.2;
78 let chop_freq = 60.0;
79 intensity * (lenght * anim_time).sin()
80 + 0.05 * chop * (anim_time * chop_freq).sin() * (anim_time * lenght).cos()
81 } else {
82 0.0
83 };
84
85 let footvertl = (anim_time * 16.0 * lab).sin();
86 let footvertr = (anim_time * 16.0 * lab + PI).sin();
87 let handhoril = (anim_time * 16.0 * lab + PI * 1.4).sin();
88 let handhorir = (anim_time * 16.0 * lab + PI * 0.4).sin();
89
90 let short = (acc_vel * lab).sin() * speednorm;
91
92 let shortalt = (anim_time * lab * 16.0 + PI / 2.0).sin();
93 next.second.position = Vec3::new(0.0, 0.0, 0.0);
94 next.second.orientation = Quaternion::rotation_x(0.0);
95
96 if s_a.beast {
97 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
98 } else {
99 next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
100
101 next.hold.scale = Vec3::one() * 0.0;
102
103 next.main.position = Vec3::new(0.0, 0.0, 0.0);
104 next.main.orientation = Quaternion::rotation_x(0.0);
105
106 next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
107 next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
108
109 next.hand_l.orientation = Quaternion::rotation_x(0.0);
110 next.hand_r.orientation = Quaternion::rotation_x(0.0);
111
112 if speed > 0.5 {
113 next.shoulder_l.position = Vec3::new(
114 -s_a.shoulder.0,
115 s_a.shoulder.1,
116 s_a.shoulder.2 - foothorir * 1.0,
117 );
118 next.shoulder_l.orientation =
119 Quaternion::rotation_x(0.6 * speednorm + (footrotr * -0.2) * speednorm);
120
121 next.shoulder_r.position = Vec3::new(
122 s_a.shoulder.0,
123 s_a.shoulder.1,
124 s_a.shoulder.2 - foothoril * 1.0,
125 );
126 next.shoulder_r.orientation =
127 Quaternion::rotation_x(0.6 * speednorm + (footrotl * -0.2) * speednorm);
128 } else {
129 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
130 next.head.orientation =
131 Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
132
133 next.upper_torso.position =
134 Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + torso * -0.5);
135 next.upper_torso.orientation =
136 Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
137
138 next.lower_torso.position =
139 Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + torso * 0.5);
140 next.lower_torso.orientation =
141 Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
142 next.lower_torso.scale = Vec3::one() * 1.02;
143
144 next.jaw.position =
145 Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
146 next.jaw.orientation = Quaternion::rotation_x(-0.1 + breathe * 2.0);
147
148 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
149 next.tail.orientation = Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x)
150 * Quaternion::rotation_x(0.0);
151
152 next.shoulder_l.position =
153 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
154 next.shoulder_l.orientation =
155 Quaternion::rotation_y(0.0) * Quaternion::rotation_x(0.3);
156
157 next.shoulder_r.position =
158 Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
159 next.shoulder_r.orientation =
160 Quaternion::rotation_y(0.0) * Quaternion::rotation_x(0.3);
161 }
162
163 match active_tool_kind {
164 Some(ToolKind::Sword) => {
165 next.control_l.position = Vec3::new(-1.0, 1.0, 1.0);
166 next.control_r.position = Vec3::new(0.0, 2.0, -3.0);
167
168 next.control.position = Vec3::new(
169 -3.0,
170 5.0 + s_a.grip.0 / 1.2,
171 -4.0 + -s_a.grip.0 / 2.0 + short * -1.5,
172 );
173 next.second.scale = Vec3::one() * 0.0;
174
175 next.control_l.orientation =
176 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.2);
177 next.control_r.orientation =
178 Quaternion::rotation_x(PI / 2.2) * Quaternion::rotation_y(0.2);
179
180 next.control.orientation =
181 Quaternion::rotation_x(-0.2 + short * 0.2) * Quaternion::rotation_y(-0.1);
182 },
183 Some(ToolKind::Bow) => {
184 next.control_l.position = Vec3::new(-1.0, -2.0, -3.0);
185 next.control_r.position = Vec3::new(0.0, 4.0, 1.0);
186
187 next.control.position = Vec3::new(
188 -1.0,
189 6.0 + s_a.grip.0 / 1.2,
190 -5.0 + -s_a.grip.0 / 2.0 + short * -1.5,
191 );
192
193 next.control_l.orientation =
194 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.2);
195 next.control_r.orientation = Quaternion::rotation_x(PI / 2.2)
196 * Quaternion::rotation_y(0.2)
197 * Quaternion::rotation_z(0.0);
198
199 next.control.orientation = Quaternion::rotation_x(-0.2 + short * 0.2)
200 * Quaternion::rotation_y(1.0)
201 * Quaternion::rotation_z(-0.3);
202 },
203 Some(ToolKind::Hammer) | Some(ToolKind::Axe) => {
204 next.control_l.position = Vec3::new(-1.0, 2.0, 12.0);
205 next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
206
207 next.control.position = Vec3::new(
208 4.0,
209 0.0 + s_a.grip.0 / 1.0,
210 -s_a.grip.0 / 0.8 + short * -1.5,
211 );
212
213 next.control_l.orientation =
214 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.0);
215 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
216 * Quaternion::rotation_y(0.0)
217 * Quaternion::rotation_z(0.0);
218
219 next.control.orientation =
220 Quaternion::rotation_x(-1.0 + short * 0.2) * Quaternion::rotation_y(-1.8);
221 },
222 Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
223 next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
224 next.control_r.position = Vec3::new(1.0, 2.0, 2.0);
225
226 next.control.position = Vec3::new(
227 -3.0,
228 3.0 + s_a.grip.0 / 1.2,
229 -11.0 + -s_a.grip.0 / 2.0 + short * -1.5,
230 );
231
232 next.control_l.orientation =
233 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.5);
234 next.control_r.orientation = Quaternion::rotation_x(PI / 2.5)
235 * Quaternion::rotation_y(0.5)
236 * Quaternion::rotation_z(0.0);
237
238 next.control.orientation =
239 Quaternion::rotation_x(-0.2 + short * 0.2) * Quaternion::rotation_y(-0.1);
240 },
241 Some(ToolKind::Natural) => {
242 if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
243 match spec.as_str() {
244 "Wendigo Magic" => {
245 next.control_l.position = Vec3::new(-9.0, 19.0, -13.0);
246 next.control_r.position = Vec3::new(9.0, 19.0, -13.0);
247
248 next.control_l.orientation = Quaternion::rotation_x(PI / 3.0)
249 * Quaternion::rotation_y(-0.15);
250 next.control_r.orientation =
251 Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(0.15);
252 },
253 "Tidal Warrior" => {
254 next.hand_l.position = Vec3::new(-14.0, 2.0, -4.0);
255 next.hand_r.position = Vec3::new(14.0, 2.0, -4.0);
256
257 next.hand_l.orientation = Quaternion::rotation_x(PI / 3.0)
258 * Quaternion::rotation_z(-0.35);
259 next.hand_r.orientation =
260 Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_z(0.35);
261 },
262 "Beast Claws" | "Tursus Claws" | "Strigoi Claws" => {
263 next.shoulder_l.position =
264 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
265
266 next.shoulder_r.position =
267 Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
268
269 next.hand_l.position =
270 Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
271
272 next.hand_r.position =
273 Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
274
275 if speed < 0.5 {
276 next.head.position =
277 Vec3::new(0.0, s_a.head.0, s_a.head.1 + torso * 0.2) * 1.02;
278 next.head.orientation = Quaternion::rotation_z(look.x * 0.6)
279 * Quaternion::rotation_x(look.y * 0.6);
280
281 next.upper_torso.position = Vec3::new(
282 0.0,
283 s_a.upper_torso.0,
284 s_a.upper_torso.1 + torso * 0.5,
285 );
286
287 next.lower_torso.position = Vec3::new(
288 0.0,
289 s_a.lower_torso.0,
290 s_a.lower_torso.1 + torso * 0.15,
291 );
292
293 next.jaw.orientation = Quaternion::rotation_x(-0.1);
294
295 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
296 next.tail.orientation =
297 Quaternion::rotation_z(slow * 0.2 + tailmove.x);
298
299 next.second.orientation = Quaternion::rotation_x(PI);
300
301 next.main.position = Vec3::new(0.0, 0.0, 0.0);
302 next.main.orientation = Quaternion::rotation_y(0.0);
303
304 next.shoulder_l.position =
305 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
306
307 next.hand_l.position = Vec3::new(
308 -s_a.hand.0,
309 s_a.hand.1,
310 s_a.hand.2 + torso * 0.6,
311 );
312
313 next.hand_r.position =
314 Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
315
316 next.leg_l.position =
317 Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * 0.2);
318 next.leg_l.orientation =
319 Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
320
321 next.leg_r.position =
322 Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * 0.2);
323 next.leg_r.orientation =
324 Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
325 } else {
326 next.head.position =
327 Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
328 next.head.orientation = Quaternion::rotation_z(short * -0.18)
329 * Quaternion::rotation_x(-0.05);
330 next.head.scale = Vec3::one() * 1.02;
331
332 next.upper_torso.position = Vec3::new(
333 0.0,
334 s_a.upper_torso.0,
335 s_a.upper_torso.1 + shortalt * -1.5,
336 );
337 next.upper_torso.orientation =
338 Quaternion::rotation_z(short * 0.18);
339
340 next.lower_torso.position =
341 Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
342 next.lower_torso.orientation =
343 Quaternion::rotation_z(short * 0.15)
344 * Quaternion::rotation_x(0.14);
345 next.lower_torso.scale = Vec3::one() * 1.02;
346
347 next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
348 next.jaw.orientation = Quaternion::rotation_x(0.0);
349 next.jaw.scale = Vec3::one() * 1.02;
350
351 next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
352 next.tail.orientation = Quaternion::rotation_x(shortalt * 0.3);
353
354 next.second.position = Vec3::new(0.0, 0.0, 0.0);
355 next.second.orientation = Quaternion::rotation_x(PI)
356 * Quaternion::rotation_y(0.0)
357 * Quaternion::rotation_z(0.0);
358 next.second.scale = Vec3::one() * 0.0;
359
360 next.control.position = Vec3::new(0.0, 0.0, 0.0);
361 next.control.orientation = Quaternion::rotation_z(0.0);
362
363 next.main.position = Vec3::new(0.0, 0.0, 0.0);
364 next.main.orientation = Quaternion::rotation_y(0.0);
365
366 next.shoulder_l.position = Vec3::new(
367 -s_a.shoulder.0,
368 s_a.shoulder.1 + foothoril * -3.0,
369 s_a.shoulder.2,
370 );
371 next.shoulder_l.orientation =
372 Quaternion::rotation_x(footrotl * -0.36)
373 * Quaternion::rotation_y(0.1)
374 * Quaternion::rotation_z(footrotl * 0.3);
375
376 next.shoulder_r.position = Vec3::new(
377 s_a.shoulder.0,
378 s_a.shoulder.1 + foothorir * -3.0,
379 s_a.shoulder.2,
380 );
381 next.shoulder_r.orientation =
382 Quaternion::rotation_x(footrotr * -0.36)
383 * Quaternion::rotation_y(-0.1)
384 * Quaternion::rotation_z(footrotr * -0.3);
385
386 next.hand_l.position = Vec3::new(
387 -1.0 + -s_a.hand.0,
388 s_a.hand.1 + foothoril * -4.0,
389 s_a.hand.2 + foothoril * 1.0,
390 );
391 next.hand_l.orientation =
392 Quaternion::rotation_x(0.15 + (handhoril * -1.2).max(-0.3))
393 * Quaternion::rotation_y(handhoril * -0.1);
394
395 next.hand_r.position = Vec3::new(
396 1.0 + s_a.hand.0,
397 s_a.hand.1 + foothorir * -4.0,
398 s_a.hand.2 + foothorir * 1.0,
399 );
400 next.hand_r.orientation =
401 Quaternion::rotation_x(0.15 + (handhorir * -1.2).max(-0.3))
402 * Quaternion::rotation_y(handhorir * 0.1);
403 next.hand_r.scale = Vec3::one() * 1.04;
404
405 next.leg_l.position =
406 Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) * 0.98;
407 next.leg_l.orientation = Quaternion::rotation_z(short * 0.18)
408 * Quaternion::rotation_x(foothoril * 0.3);
409 next.leg_r.position =
410 Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) * 0.98;
411
412 next.leg_r.orientation = Quaternion::rotation_z(short * 0.18)
413 * Quaternion::rotation_x(foothorir * 0.3);
414
415 next.foot_l.position = Vec3::new(
416 -s_a.foot.0,
417 s_a.foot.1 + foothoril * 8.5,
418 s_a.foot.2 + ((footvertl * 6.5).max(0.0)),
419 );
420 next.foot_l.orientation =
421 Quaternion::rotation_x(-0.5 + footrotl * 0.85);
422
423 next.foot_r.position = Vec3::new(
424 s_a.foot.0,
425 s_a.foot.1 + foothorir * 8.5,
426 s_a.foot.2 + ((footvertr * 6.5).max(0.0)),
427 );
428 next.foot_r.orientation =
429 Quaternion::rotation_x(-0.5 + footrotr * 0.85);
430
431 next.torso.orientation = Quaternion::rotation_x(-0.25);
432 }
433 },
434 "Minotaur" => {
435 next.control_l.position = Vec3::new(0.0, 4.0, 5.0);
436 next.control_r.position = Vec3::new(0.0, 4.0, 5.0);
437 next.weapon_l.position = Vec3::new(-12.0, -6.0, -18.0);
438 next.weapon_r.position = Vec3::new(12.0, -6.0, -18.0);
439
440 next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
441 next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
442
443 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
444 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
445
446 next.control.orientation =
447 Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
448 next.shoulder_l.orientation = Quaternion::rotation_x(-0.3);
449
450 next.shoulder_r.orientation = Quaternion::rotation_x(-0.3);
451 next.second.scale = Vec3::one() * 1.0;
452 },
453 "Yeti" => {
454 next.second.scale = Vec3::one() * 0.0;
455 next.control_l.position = Vec3::new(-0.5, 4.0, 1.0);
456 next.control_r.position = Vec3::new(-0.5, 4.0, 1.0);
457 next.weapon_l.position = Vec3::new(-12.0, -1.0, -15.0);
458 next.weapon_r.position = Vec3::new(12.0, -1.0, -15.0);
459
460 next.weapon_l.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
461 next.weapon_r.orientation = Quaternion::rotation_x(-PI / 2.0 - 0.1);
462
463 next.control_l.orientation = Quaternion::rotation_x(PI / 2.0);
464 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0);
465
466 next.control.orientation =
467 Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
468 next.shoulder_l.orientation = Quaternion::rotation_x(-0.3);
469
470 next.shoulder_r.orientation = Quaternion::rotation_x(-0.3);
471 },
472 "Harvester" => {
473 next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
474 next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
475
476 next.control.position = Vec3::new(
477 -7.0,
478 0.0 + s_a.grip.0 / 1.0,
479 -s_a.grip.0 / 0.8 + short * -1.5,
480 );
481
482 next.control_l.orientation =
483 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
484 next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
485 * Quaternion::rotation_y(-1.0)
486 * Quaternion::rotation_z(0.0);
487
488 next.control.orientation =
489 Quaternion::rotation_x(-1.4) * Quaternion::rotation_y(-2.8);
490
491 next.shoulder_l.position = Vec3::new(
492 -s_a.shoulder.0,
493 s_a.shoulder.1,
494 s_a.shoulder.2 - foothorir * 1.0,
495 );
496 next.shoulder_l.orientation = Quaternion::rotation_x(-0.4);
497 next.shoulder_r.orientation =
498 Quaternion::rotation_y(0.4) * Quaternion::rotation_x(0.4);
499 },
500 "Husk Brute" | "TerracottaDemolisher" => {
501 if speed > 0.1 {
502 next.hand_l.position =
503 Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
504 next.hand_l.orientation =
505 Quaternion::rotation_x(1.4 + slow * 0.1)
506 * Quaternion::rotation_z(-PI / 2.0);
507
508 next.hand_r.position =
509 Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
510 next.hand_r.orientation =
511 Quaternion::rotation_x(1.4 - slow * 0.1)
512 * Quaternion::rotation_z(PI / 2.0);
513
514 next.shoulder_l.position =
515 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
516 next.shoulder_l.orientation =
517 Quaternion::rotation_x(1.1 + slow * 0.1);
518
519 next.shoulder_r.position =
520 Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
521 next.shoulder_r.orientation =
522 Quaternion::rotation_x(1.1 - slow * 0.1);
523 } else {
524 next.shoulder_l.position =
525 Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
526 next.shoulder_l.orientation = Quaternion::rotation_x(breathe);
527
528 next.shoulder_r.position =
529 Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
530 next.shoulder_r.orientation = Quaternion::rotation_x(breathe);
531
532 next.hand_l.position = Vec3::new(
533 -s_a.hand.0,
534 s_a.hand.1,
535 s_a.hand.2 + torso * -0.1,
536 );
537
538 next.hand_r.position = Vec3::new(
539 s_a.hand.0,
540 s_a.hand.1,
541 s_a.hand.2 + torso * -0.1,
542 );
543
544 next.leg_l.position =
545 Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * -0.2);
546
547 next.leg_r.position =
548 Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * -0.2);
549
550 next.foot_l.position =
551 Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
552
553 next.foot_r.position =
554 Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
555 }
556 },
557 _ => {},
558 }
559 }
560 },
561 _ => {},
562 }
563 }
564
565 if s_a.float {
566 next.upper_torso.position = Vec3::new(
567 0.0,
568 s_a.upper_torso.0,
569 s_a.upper_torso.1 + slower * 1.0 + 4.0,
570 );
571 next.foot_l.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
572 next.foot_r.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
573 }
574
575 next
576 }
577}