veloren_voxygen_anim/character/
mod.rs

1pub mod basic;
2pub mod boost;
3pub mod climb;
4pub mod collect;
5pub mod consume;
6pub mod crawl;
7pub mod dance;
8pub mod equip;
9pub mod glidewield;
10pub mod gliding;
11pub mod idle;
12pub mod jump;
13pub mod mount;
14pub mod multi;
15pub mod music;
16pub mod pet;
17pub mod roll;
18pub mod run;
19pub mod sit;
20pub mod sleep;
21pub mod sneak;
22pub mod sneakequip;
23pub mod sneakwield;
24pub mod staggered;
25pub mod stand;
26pub mod steer;
27pub mod stunned;
28pub mod swim;
29pub mod swimwield;
30pub mod talk;
31pub mod throw;
32pub mod wallrun;
33pub mod wield;
34
35// Reexports
36pub use self::{
37    basic::{BasicAction, BasicActionDependency},
38    boost::BoostAnimation,
39    climb::ClimbAnimation,
40    collect::CollectAnimation,
41    consume::ConsumeAnimation,
42    crawl::CrawlAnimation,
43    dance::DanceAnimation,
44    equip::EquipAnimation,
45    glidewield::GlideWieldAnimation,
46    gliding::GlidingAnimation,
47    idle::IdleAnimation,
48    jump::JumpAnimation,
49    mount::MountAnimation,
50    multi::{MultiAction, MultiActionDependency},
51    music::MusicAnimation,
52    pet::PetAnimation,
53    roll::RollAnimation,
54    run::RunAnimation,
55    sit::SitAnimation,
56    sleep::SleepAnimation,
57    sneak::SneakAnimation,
58    sneakequip::SneakEquipAnimation,
59    sneakwield::SneakWieldAnimation,
60    staggered::StaggeredAnimation,
61    stand::StandAnimation,
62    steer::SteerAnimation,
63    stunned::StunnedAnimation,
64    swim::SwimAnimation,
65    swimwield::SwimWieldAnimation,
66    talk::TalkAnimation,
67    throw::ThrowAnimation,
68    wallrun::WallrunAnimation,
69    wield::WieldAnimation,
70};
71use super::{FigureBoneData, Skeleton, vek::*};
72use common::comp::{
73    self,
74    tool::{Hands, ToolKind},
75};
76use core::{convert::TryFrom, f32::consts::PI};
77
78pub type Body = comp::humanoid::Body;
79
80skeleton_impls!(struct CharacterSkeleton ComputedCharacterSkeleton {
81    + head
82    + chest
83    + belt
84    + back
85    + shorts
86    + hand_l
87    + hand_r
88    + foot_l
89    + foot_r
90    + shoulder_l
91    + shoulder_r
92    + glider
93    + main
94    + second
95    + lantern
96    + hold
97    torso
98    control
99    control_l
100    control_r
101    :: // Begin non-bone fields
102    holding_lantern: bool,
103    // The offset from the back that carried weapons should be given to avoid clipping due to, say, a backpack
104    back_carry_offset: f32,
105    main_weapon_trail: bool,
106    off_weapon_trail: bool,
107    // Cannot exist at same time as weapon trails. Since gliding and attacking are mutually exclusive, should never be a concern.
108    glider_trails: bool,
109});
110
111impl CharacterSkeleton {
112    pub fn new(holding_lantern: bool, back_carry_offset: f32) -> Self {
113        Self {
114            holding_lantern,
115            back_carry_offset,
116            ..Self::default()
117        }
118    }
119}
120
121impl Skeleton for CharacterSkeleton {
122    type Attr = SkeletonAttr;
123    type Body = Body;
124    type ComputedSkeleton = ComputedCharacterSkeleton;
125
126    const BONE_COUNT: usize = ComputedCharacterSkeleton::BONE_COUNT;
127    #[cfg(feature = "use-dyn-lib")]
128    const COMPUTE_FN: &'static [u8] = b"character_compute_mats\0";
129
130    #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "character_compute_mats"))]
131    fn compute_matrices_inner(
132        &self,
133        base_mat: Mat4<f32>,
134        buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
135        body: Self::Body,
136    ) -> Self::ComputedSkeleton {
137        // TODO: extract scaler from body to it's own method so we can call that
138        // directly instead of going through SkeletonAttr? (note todo also
139        // appiles to other body variant animations)
140        let base_mat = base_mat * Mat4::scaling_3d(SkeletonAttr::from(&body).scaler / 11.0);
141
142        let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
143        let chest_mat = torso_mat * Mat4::<f32>::from(self.chest);
144        let head_mat = chest_mat * Mat4::<f32>::from(self.head);
145        let shorts_mat = chest_mat * Mat4::<f32>::from(self.shorts);
146        let control_mat = chest_mat * Mat4::<f32>::from(self.control);
147        let control_l_mat = control_mat * Mat4::<f32>::from(self.control_l);
148        let control_r_mat = control_mat * Mat4::<f32>::from(self.control_r);
149        let hand_r_mat = control_r_mat * Mat4::<f32>::from(self.hand_r);
150
151        let hand_l_mat = Mat4::<f32>::from(self.hand_l);
152        let lantern_mat = if self.holding_lantern {
153            hand_r_mat
154        } else {
155            shorts_mat
156        } * Mat4::<f32>::from(self.lantern);
157        let main_mat = control_l_mat * Mat4::<f32>::from(self.main);
158        let second_mat = control_r_mat * Mat4::<f32>::from(self.second);
159        let glider_mat = chest_mat * Mat4::<f32>::from(self.glider);
160
161        let computed_skeleton = ComputedCharacterSkeleton {
162            head: head_mat,
163            chest: chest_mat,
164            belt: chest_mat * Mat4::<f32>::from(self.belt),
165            back: chest_mat * Mat4::<f32>::from(self.back),
166            shorts: shorts_mat,
167            hand_l: control_l_mat * hand_l_mat,
168            hand_r: hand_r_mat,
169            foot_l: torso_mat * Mat4::<f32>::from(self.foot_l),
170            foot_r: torso_mat * Mat4::<f32>::from(self.foot_r),
171            shoulder_l: chest_mat * Mat4::<f32>::from(self.shoulder_l),
172            shoulder_r: chest_mat * Mat4::<f32>::from(self.shoulder_r),
173            glider: glider_mat,
174            main: main_mat,
175            second: second_mat,
176            lantern: lantern_mat,
177            // FIXME: Should this be control_l_mat?
178            hold: control_mat * hand_l_mat * Mat4::<f32>::from(self.hold),
179        };
180
181        computed_skeleton.set_figure_bone_data(buf);
182        computed_skeleton
183    }
184}
185
186pub struct SkeletonAttr {
187    scaler: f32,
188    head_scale: f32,
189    head: (f32, f32),
190    chest: (f32, f32),
191    belt: (f32, f32),
192    back: (f32, f32),
193    shorts: (f32, f32),
194    hand: (f32, f32, f32),
195    foot: (f32, f32, f32),
196    shoulder: (f32, f32, f32),
197    lantern: (f32, f32, f32),
198    shl: (f32, f32, f32, f32, f32, f32),
199    shr: (f32, f32, f32, f32, f32, f32),
200    sc: (f32, f32, f32, f32, f32, f32),
201    hhl: (f32, f32, f32, f32, f32, f32),
202    hhr: (f32, f32, f32, f32, f32, f32),
203    hc: (f32, f32, f32, f32, f32, f32),
204    sthl: (f32, f32, f32, f32, f32, f32),
205    sthr: (f32, f32, f32, f32, f32, f32),
206    stc: (f32, f32, f32, f32, f32, f32),
207    ahl: (f32, f32, f32, f32, f32, f32),
208    ahr: (f32, f32, f32, f32, f32, f32),
209    ac: (f32, f32, f32, f32, f32, f32),
210    bhl: (f32, f32, f32, f32, f32, f32),
211    bhr: (f32, f32, f32, f32, f32, f32),
212    bc: (f32, f32, f32, f32, f32, f32),
213}
214
215impl Default for SkeletonAttr {
216    fn default() -> Self {
217        Self {
218            scaler: 0.0,
219            head_scale: 0.0,
220            head: (0.0, 0.0),
221            chest: (0.0, 0.0),
222            belt: (0.0, 0.0),
223            back: (0.0, 0.0),
224            shorts: (0.0, 0.0),
225            hand: (0.0, 0.0, 0.0),
226            foot: (0.0, 0.0, 0.0),
227            shoulder: (0.0, 0.0, 0.0),
228            lantern: (0.0, 0.0, 0.0),
229            shl: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
230            shr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
231            sc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
232            hhl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
233            hhr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
234            hc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
235            sthl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
236            sthr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
237            stc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
238            ahl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
239            ahr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
240            ac: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
241            bhl: (0.0, 0.0, 10.0, 0.0, 0.0, 0.0),
242            bhr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
243            bc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
244        }
245    }
246}
247
248impl<'a> TryFrom<&'a comp::Body> for SkeletonAttr {
249    type Error = ();
250
251    fn try_from(body: &'a comp::Body) -> Result<Self, Self::Error> {
252        match body {
253            comp::Body::Humanoid(body) => Ok(SkeletonAttr::from(body)),
254            _ => Err(()),
255        }
256    }
257}
258
259impl<'a> From<&'a Body> for SkeletonAttr {
260    fn from(body: &'a Body) -> Self {
261        use comp::humanoid::{BodyType::*, Species::*};
262        Self {
263            scaler: body.scaler(),
264            head_scale: match (body.species, body.body_type) {
265                (Orc, Male) => 0.9,
266                (Orc, Female) => 0.9,
267                (Human, Male) => 0.9,
268                (Human, Female) => 0.9,
269                (Elf, Male) => 0.9,
270                (Elf, Female) => 0.9,
271                (Dwarf, Male) => 1.0,
272                (Dwarf, Female) => 1.0,
273                (Draugr, Male) => 0.9,
274                (Draugr, Female) => 0.9,
275                (Danari, Male) => 1.15,
276                (Danari, Female) => 1.15,
277            },
278            head: match (body.species, body.body_type) {
279                (Orc, Male) => (-2.0, 9.0),
280                (Orc, Female) => (-2.0, 9.5),
281                (Human, Male) => (-2.3, 9.5),
282                (Human, Female) => (-2.0, 9.5),
283                (Elf, Male) => (-2.5, 9.5),
284                (Elf, Female) => (-1.0, 9.5),
285                (Dwarf, Male) => (-2.0, 10.0),
286                (Dwarf, Female) => (-2.0, 9.5),
287                (Draugr, Male) => (-1.5, 8.5),
288                (Draugr, Female) => (-1.5, 9.5),
289                (Danari, Male) => (-1.5, 7.0),
290                (Danari, Female) => (-1.5, 7.0),
291            },
292            chest: (0.0, 8.0),
293            belt: (0.0, -2.0),
294            back: (-3.1, 7.25),
295            shorts: (0.0, -5.0),
296            hand: (7.0, -0.25, 0.5),
297            foot: (3.4, 0.5, 2.0),
298            shoulder: (5.0, 0.0, 5.0),
299            lantern: (5.0, 2.5, 5.5),
300            shl: (-0.75, -1.0, 0.5, 1.47, -0.2, 0.0),
301            shr: (0.75, -1.5, -2.5, 1.47, 0.3, 0.0),
302            sc: (-6.0, 6.0, 0.0, -0.5, 0.0, 0.0),
303            hhl: (0.1, 0.0, 11.0, 4.71, 0.0, PI),
304            hhr: (0.0, 0.0, 0.0, 4.71, 0.0, PI),
305            hc: (6.0, 7.0, 1.0, -0.3, -PI / 2.0, 3.64),
306            sthl: (0.0, 0.0, 6.0, 1.97, 0.0, 0.0),
307            sthr: (0.0, 0.0, 0.0, 1.27, 0.2, 0.0),
308            stc: (-5.0, 7.0, -2.0, -0.3, 0.15, 0.0),
309            ahl: (-0.5, -1.5, 5.25, 1.5, PI, 0.0),
310            ahr: (0.0, -2.0, 1.0, 1.5, 0.0, PI),
311            ac: (-8.5, 2.0, 0.5, 4.25, PI, 0.2),
312            bhl: (0.0, -4.0, 1.0, PI / 2.0, 0.0, 0.0),
313            bhr: (1.0, 2.0, -2.0, PI / 2.0, 0.0, 0.0),
314            bc: (-5.0, 9.0, 1.0, 0.0, 1.2, -0.6),
315        }
316    }
317}
318
319pub fn mount_mat(
320    computed_skeleton: &ComputedCharacterSkeleton,
321    skeleton: &CharacterSkeleton,
322) -> (Mat4<f32>, Quaternion<f32>) {
323    (
324        computed_skeleton.chest,
325        skeleton.torso.orientation * skeleton.chest.orientation * Quaternion::rotation_y(0.4),
326    )
327}
328
329pub fn mount_transform(
330    computed_skeleton: &ComputedCharacterSkeleton,
331    skeleton: &CharacterSkeleton,
332) -> Transform<f32, f32, f32> {
333    let (mount_mat, orientation) = mount_mat(computed_skeleton, skeleton);
334    Transform {
335        position: mount_mat.mul_point(Vec3::new(5.5, 0.0, 6.5)),
336        orientation,
337        scale: Vec3::one(),
338    }
339}
340
341impl CharacterSkeleton {
342    /// Animate tools (main and secondary) on the character's back, taking in
343    /// account backpack offsets.
344    pub fn do_tools_on_back(
345        &mut self,
346        hands: (Option<Hands>, Option<Hands>),
347        active_tool_kind: Option<ToolKind>,
348        second_tool_kind: Option<ToolKind>,
349    ) {
350        match (hands, active_tool_kind, second_tool_kind) {
351            ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
352                Some(ToolKind::Bow) => {
353                    self.main.position = Vec3::new(0.0, -5.0 - self.back_carry_offset, 6.0);
354                    self.main.orientation =
355                        Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
356                },
357                Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
358                    self.main.position = Vec3::new(2.0, -5.0 - self.back_carry_offset, -1.0);
359                    self.main.orientation =
360                        Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
361                },
362                Some(ToolKind::Shield) => {
363                    self.main.position = Vec3::new(-2.0, -3.0 - self.back_carry_offset, 1.0);
364                    self.main.orientation =
365                        Quaternion::rotation_y(-0.75) * Quaternion::rotation_z(PI / 2.0);
366                },
367                _ => {
368                    self.main.position = Vec3::new(-7.0, -5.0 - self.back_carry_offset, 15.0);
369                    self.main.orientation =
370                        Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
371                },
372            },
373            ((_, _), _, _) => {},
374        }
375
376        match hands {
377            (Some(Hands::One), _) => match active_tool_kind {
378                Some(ToolKind::Dagger) => {
379                    self.main.position = Vec3::new(5.0, 1.0 - self.back_carry_offset, 2.0);
380                    self.main.orientation =
381                        Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
382                },
383                Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
384                    self.main.position = Vec3::new(-4.0, -4.5 - self.back_carry_offset, 10.0);
385                    self.main.orientation =
386                        Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
387                },
388                Some(ToolKind::Shield) => {
389                    self.main.position = Vec3::new(-2.0, -4.0 - self.back_carry_offset, 3.0);
390                    self.main.orientation =
391                        Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
392                },
393                Some(ToolKind::Throwable) => {
394                    self.main.position = Vec3::new(-6.0, 0.0, -4.0);
395                    self.main.scale = Vec3::zero();
396                },
397                _ => {},
398            },
399            (_, _) => {},
400        }
401        match hands {
402            (None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
403                Some(ToolKind::Dagger) => {
404                    self.second.position = Vec3::new(-5.0, 1.0 - self.back_carry_offset, 2.0);
405                    self.second.orientation =
406                        Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
407                },
408                Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
409                    self.second.position = Vec3::new(4.0, -5.0 - self.back_carry_offset, 10.0);
410                    self.second.orientation =
411                        Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
412                },
413                Some(ToolKind::Shield) => {
414                    self.second.position = Vec3::new(1.5, -4.0 - self.back_carry_offset, 3.0);
415                    self.second.orientation =
416                        Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
417                },
418                Some(ToolKind::Throwable) => {
419                    self.second.position = Vec3::new(6.0, 0.0, -4.0);
420                    self.second.scale = Vec3::zero();
421                },
422                _ => {},
423            },
424            (_, _) => {},
425        }
426    }
427
428    /// If we're holding a lantern, animate hold the lantern in a reasonable
429    /// position.
430    pub fn do_hold_lantern(
431        &mut self,
432        s_a: &SkeletonAttr,
433        anim_time: f32,
434        acc_vel: f32,
435        speednorm: f32,
436        impact: f32,
437        tilt: f32,
438        last_ori: Option<Vec3<f32>>,
439        look_dir: Option<Vec3<f32>>,
440    ) {
441        let align_with_cam = look_dir
442            .zip(last_ori)
443            .map_or(0.0, |(l, o)| (l.xy().dot(o.xy()) * 0.5 + 0.5).max(0.0));
444
445        let lab = 2.0 / s_a.scaler;
446
447        let shorte = ((1.0 / (0.8 + 0.2 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
448            * ((acc_vel * lab * 1.6).sin());
449
450        self.lantern.scale = Vec3::one() * 0.65;
451        self.hold.scale = Vec3::one() * 0.0;
452
453        if self.holding_lantern {
454            let pitch =
455                look_dir.unwrap_or_default().z.clamp(-1.0, 1.0) * (align_with_cam * 5.0).min(1.0);
456            let yaw = look_dir.zip(last_ori).map_or(0.0, |(l, o)| {
457                l.xy().angle_between(o.xy()).min(1.0)
458                    * l.xy().determine_side(Vec2::zero(), o.xy()).signum()
459            }) * (align_with_cam * 15.0).min(1.0);
460
461            let fast = (anim_time * 8.0).sin();
462            let fast2 = (anim_time * 6.0 + 8.0).sin();
463            let breathe = anim_time.sin();
464
465            self.hand_r.position = Vec3::new(
466                s_a.hand.0 + 0.5 - yaw * 3.0,
467                s_a.hand.1 + 3.0 - impact * 0.2 + yaw * 3.5 - breathe * 1.0,
468                s_a.hand.2 + 12.0 + impact * -0.1 + pitch * 1.5 + breathe * 0.5,
469            );
470            self.hand_r.orientation = Quaternion::rotation_z(yaw * 1.0)
471                * Quaternion::rotation_x(2.25 + pitch + breathe * 0.3)
472                * Quaternion::rotation_z(0.9);
473            self.shoulder_r.position.z += 3.0;
474            self.shoulder_r.orientation = Quaternion::rotation_z(yaw.min(0.0) * 1.0)
475                * Quaternion::rotation_x(2.25 + breathe * 0.1);
476
477            self.head.position.x += yaw;
478            self.head.position.y -= pitch.min(0.0) * 1.5 - yaw.abs();
479            self.head.orientation = self.head.orientation
480                * Quaternion::rotation_z(yaw)
481                * Quaternion::rotation_x(pitch * 0.6);
482
483            self.chest.orientation = self.chest.orientation * Quaternion::rotation_x(pitch * 0.3);
484
485            self.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
486            self.lantern.orientation = self.hand_r.orientation.inverse()
487                * self.chest.orientation.inverse()
488                * Quaternion::rotation_x(
489                    (fast + 0.5) * 0.1 * speednorm
490                        + (tilt.abs() * 2.0).min(PI * 0.5) * (0.25 + speednorm)
491                        + pitch
492                        + breathe * 0.05,
493                )
494                * Quaternion::rotation_y(tilt * 1.0 * fast + tilt * 1.0 + fast2 * speednorm * 0.25)
495                * Quaternion::rotation_z(yaw)
496                * Quaternion::slerp(Default::default(), self.chest.orientation, 0.3);
497        } else {
498            self.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
499            self.lantern.orientation =
500                Quaternion::slerp(
501                    Default::default(),
502                    self.chest.orientation.inverse() * self.shorts.orientation.inverse(),
503                    0.75,
504                ) * Quaternion::rotation_x(shorte * 0.0 * speednorm.powi(2) + 0.25)
505                    * Quaternion::rotation_y(shorte * 0.2 * speednorm.powi(2) - 0.3);
506        }
507    }
508}
509
510pub fn hammer_start(next: &mut CharacterSkeleton, s_a: &SkeletonAttr) {
511    next.main.position = Vec3::new(0.0, 0.0, 0.0);
512    next.main.orientation = Quaternion::rotation_z(0.0);
513    next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1 + 3.0, s_a.hhl.2 - 1.0);
514    next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
515        * Quaternion::rotation_y(s_a.hhl.4)
516        * Quaternion::rotation_z(s_a.hhl.5);
517    next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1 + 3.0, s_a.hhr.2 + 1.0);
518    next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
519        * Quaternion::rotation_y(s_a.hhr.4)
520        * Quaternion::rotation_z(s_a.hhr.5);
521
522    next.control.position = Vec3::new(s_a.hc.0 - 1.0, s_a.hc.1, s_a.hc.2 - 3.0);
523    next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
524        * Quaternion::rotation_y(s_a.hc.4)
525        * Quaternion::rotation_z(s_a.hc.5);
526}
527
528pub fn twist_back(next: &mut CharacterSkeleton, move1: f32, c: f32, h: f32, b: f32, s: f32) {
529    next.chest.orientation.rotate_z(move1 * c);
530    next.head.orientation.rotate_z(move1 * -h);
531    next.belt.orientation.rotate_z(move1 * -b);
532    next.shorts.orientation.rotate_z(move1 * -s);
533}
534
535pub fn twist_forward(next: &mut CharacterSkeleton, move2: f32, c: f32, h: f32, b: f32, s: f32) {
536    next.chest.orientation.rotate_z(move2 * -c);
537    next.head.orientation.rotate_z(move2 * h);
538    next.belt.orientation.rotate_z(move2 * b);
539    next.shorts.orientation.rotate_z(move2 * s);
540}
541
542pub fn dual_wield_start(next: &mut CharacterSkeleton) {
543    next.main.position = Vec3::new(0.0, 0.0, 0.0);
544    next.main.orientation = Quaternion::rotation_z(0.0);
545    next.second.position = Vec3::new(0.0, 0.0, 0.0);
546    next.second.orientation = Quaternion::rotation_z(0.0);
547
548    next.control_l.position =
549        next.hand_l.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(-4.0, 0.0, 0.0);
550    next.control_l.orientation = Quaternion::lerp(
551        next.hand_l.orientation,
552        Quaternion::rotation_x(PI * -0.5),
553        0.65,
554    );
555    next.hand_l.position = Vec3::new(0.0, -2.0, 0.0);
556    next.hand_l.orientation = Quaternion::rotation_x(PI * 0.5);
557
558    next.control_r.position =
559        next.hand_r.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(4.0, 0.0, 0.0);
560    next.control_r.orientation = Quaternion::lerp(
561        next.hand_r.orientation,
562        Quaternion::rotation_x(PI * -0.5),
563        0.65,
564    );
565    next.hand_r.position = Vec3::new(0.0, -2.0, 0.0);
566    next.hand_r.orientation = Quaternion::rotation_x(PI * 0.5);
567}