use super::{
super::{vek::*, Animation},
dual_wield_start, hammer_start, twist_back, twist_forward, CharacterSkeleton, SkeletonAttr,
};
use common::{
states::utils::{AbilityInfo, HandInfo, StageSection},
util::Dir,
};
use core::f32::consts::{PI, TAU};
use std::ops::{Mul, Sub};
pub struct MultiAction;
pub struct MultiActionDependency<'a> {
pub ability_id: Option<&'a str>,
pub stage_section: Option<StageSection>,
pub ability_info: Option<AbilityInfo>,
pub current_action: u32,
pub max_actions: Option<u32>,
pub move_dir: Vec2<f32>,
pub orientation: Vec3<f32>,
pub look_dir: Dir,
pub velocity: Vec3<f32>,
}
impl Animation for MultiAction {
type Dependency<'a> = MultiActionDependency<'a>;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_multi\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_multi")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
d: Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_z(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
if matches!(d.stage_section, Some(StageSection::Action)) {
next.main_weapon_trail = true;
next.off_weapon_trail = true;
}
let multi_action_pullback = 1.0
- if matches!(d.stage_section, Some(StageSection::Recover)) {
anim_time.powi(4)
} else {
0.0
};
for action in 0..=d.current_action {
let (move1base, move2base, move3base) = if action == d.current_action {
match d.stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
}
} else {
(1.0, 1.0, 1.0)
};
let move1 = move1base * multi_action_pullback;
let move2 = move2base * multi_action_pullback;
match d.ability_id {
Some(
"common.abilities.sword.basic_double_slash"
| "common.abilities.sword.heavy_double_slash"
| "common.abilities.sword.agile_double_slash"
| "common.abilities.sword.defensive_double_slash"
| "common.abilities.sword.crippling_double_slash"
| "common.abilities.sword.cleaving_double_slash",
) => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powi(2) * multi_action_pullback;
let move2alt = move2base.powf(0.25) * multi_action_pullback;
match action {
0 => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
* Quaternion::rotation_y(s_a.shl.4);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.chest.orientation =
Quaternion::rotation_y(move1 * 0.1 + move2alt * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2alt * -2.0);
next.head.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2alt * -0.24)
* Quaternion::rotation_y(move1 * 0.3 + move2alt * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2alt * 0.72);
next.belt.orientation =
Quaternion::rotation_z(move1 * -0.8 + move2alt * 1.0);
next.shorts.orientation =
Quaternion::rotation_z(move1 * -1.0 + move2alt * 1.4);
next.hand_r.position = Vec3::new(
-s_a.sc.0 + 6.0 + move1 * -12.0,
-4.0 + move1 * 3.0,
-2.0,
);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(
s_a.sc.0 + move1 * -3.0 + move2 * 20.0,
s_a.sc.1,
s_a.sc.2 + move1 * 10.0 + move2alt * -10.0,
);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2)
* Quaternion::rotation_y(move1 * -1.2 + move2 * 2.3)
* Quaternion::rotation_z(move2alt * -1.5);
next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
next.foot_r.position += Vec3::new(0.0, move2 * 0.5, 0.0);
},
1 => {
next.control.orientation.rotate_x(move1 * 3.2);
next.control.orientation.rotate_z(move1 * 1.0);
next.chest.position += Vec3::new(0.0, move2 * 1.0, 0.0);
next.chest.orientation.rotate_z(move2 * 1.4);
next.head.orientation.rotate_z(move2 * -0.4);
next.shorts.orientation.rotate_z(move2 * -0.8);
next.belt.orientation.rotate_z(move2 * -0.3);
next.control.orientation.rotate_z(move2 * 2.7);
next.control.position += Vec3::new(move2 * -27.0, 0.0, move2 * 5.0);
},
_ => {},
}
},
Some("common.abilities.sword.heavy_sweep") => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
next.control.orientation.rotate_x(move1 * 1.2);
next.control.position += Vec3::new(move1 * -4.0, 0.0, move1 * 6.0);
next.control.orientation.rotate_y(move1 * -1.6);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
next.foot_r.position += Vec3::new(0.0, move2 * 0.5, 0.0);
next.chest.position += Vec3::new(0.0, move2 * 3.0, 0.0);
next.chest.orientation.rotate_z(move2 * -0.6);
next.control.orientation.rotate_z(move2 * -3.8);
next.control.position += Vec3::new(move2 * 24.0, 0.0, 0.0);
},
Some("common.abilities.sword.heavy_pommel_strike") => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powi(2) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.chest.orientation = Quaternion::rotation_x(move1 * 0.15)
* Quaternion::rotation_y(move1 * 0.15)
* Quaternion::rotation_z(move1 * 0.3);
next.head.orientation = Quaternion::rotation_y(move1 * -0.15)
* Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
next.control.orientation.rotate_x(move1 * 2.2);
next.control.position += Vec3::new(move1 * -2.0, move1 * -8.0, move1 * 10.0);
next.control.orientation.rotate_z(move1 * -0.3);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
next.chest.orientation.rotate_x(move2 * -0.2);
next.chest.orientation.rotate_y(move2 * -0.1);
next.chest.orientation.rotate_z(move2 * -0.6);
next.foot_l.position += Vec3::new(0.0, move2 * 5.0, 0.0);
next.foot_r.position += Vec3::new(0.0, move2 * 1.0, 0.0);
next.head.orientation.rotate_x(move2 * -0.3);
next.head.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 0.5);
next.belt.orientation.rotate_z(move2 * 0.2);
next.control.position += Vec3::new(move2 * -8.0, move2 * 24.0, move2 * -1.5);
next.control.orientation.rotate_x(move2 * -0.2);
next.control.orientation.rotate_z(move2 * 0.6);
},
Some("common.abilities.sword.agile_quick_draw") => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powi(2) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -1.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
* Quaternion::rotation_z(move2.signum() * -PI / 2.0);
next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.2);
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
next.head.orientation = Quaternion::rotation_y(move1 * 0.2 + move2 * -0.24)
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
next.control.position += Vec3::new(move1 * -8.0, 0.0, move1 * 5.0);
next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
next.chest.orientation.rotate_z(move2 * -2.4);
next.belt.orientation.rotate_z(move2 * 0.8);
next.shorts.orientation.rotate_z(move2 * 1.5);
next.control.orientation.rotate_z(move2 * -3.8);
next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
},
Some("common.abilities.sword.agile_feint") => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powi(2) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
if d.move_dir.x < 0.0 {
next.chest.orientation =
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
next.control.position += Vec3::new(move1 * 12.0, 6.0, 0.0);
next.control.orientation = Quaternion::rotation_x(move1 * 0.2)
* Quaternion::rotation_y(move1 * -1.7)
* Quaternion::rotation_z(move1 * 0.7);
next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
next.belt.orientation.rotate_z(move2 * 0.1);
next.control.orientation.rotate_z(move2 * -1.9);
next.control.position += Vec3::new(move2 * 5.0, move2 * 2.0, 0.0);
} else {
next.chest.orientation =
Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
* Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
next.head.orientation = Quaternion::rotation_y(move1 * -0.2 + move2 * 0.24)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.36)
* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.72);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.control.position += Vec3::new(move1 * -6.0, 6.0, 0.0);
next.control.orientation = Quaternion::rotation_x(move1 * 0.2)
* Quaternion::rotation_y(move1 * 1.7)
* Quaternion::rotation_z(move1 * -0.7);
next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
next.belt.orientation.rotate_z(move2 * -0.1);
next.control.orientation.rotate_z(move2 * 1.9);
next.control.position += Vec3::new(move2 * -5.0, move2 * 2.0, 0.0);
}
},
Some("common.abilities.sword.defensive_disengage") => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powi(2) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.5);
next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 1.2);
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
next.chest.orientation.rotate_z(move2 * -1.4);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 0.8);
next.control.orientation.rotate_y(move2 * -1.6);
next.control.orientation.rotate_z(move2 * -1.9);
next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
},
Some("common.abilities.sword.crippling_gouge") => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powi(2) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 4.0 + move1 * -12.0, -2.0 + move1 * 3.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(move1 * 0.5);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.chest.orientation = Quaternion::rotation_x(move1 * 0.05)
* Quaternion::rotation_y(move1 * 0.05)
* Quaternion::rotation_z(move1 * -1.0);
next.head.orientation = Quaternion::rotation_x(move1 * 0.05)
* Quaternion::rotation_y(move1 * 0.05)
* Quaternion::rotation_z(move1 * 0.8);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
next.control.orientation.rotate_y(move1 * -1.7);
next.control.orientation.rotate_z(move1 * 0.5);
next.control.position +=
Vec3::new(4.0 + move1 * 10.0, 8.0 + move1 * -8.0, move1 * 9.0);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.chest.orientation.rotate_z(move2 * 0.9);
next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.head.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.head.orientation.rotate_x(move2 * -0.15);
next.head.orientation.rotate_y(move2 * -0.25);
next.head.orientation.rotate_z(move2 * -0.8);
next.belt.orientation.rotate_z(move2 * -0.4);
next.shorts.orientation.rotate_z(move2 * -0.8);
next.control.orientation.rotate_z(move2 * -1.5);
next.control.position += Vec3::new(move2 * -6.0, move2 * 15.0, 0.0);
},
Some("common.abilities.sword.crippling_hamstring") => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = (move2base.powi(2).max(0.5) - 0.5) * 2.0 * multi_action_pullback;
let move2alt = move2base.powi(2).min(0.5) * 2.0 * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
* Quaternion::rotation_z((move2alt + move2) * -PI / 4.0);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.3)
* Quaternion::rotation_x(move2alt * -0.3);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.head.orientation = Quaternion::rotation_x(move1 * 0.18 + move2alt * -0.18)
* Quaternion::rotation_y(move1 * 0.18 + move2alt * -0.18)
* Quaternion::rotation_z(move1 * -0.36 + move2alt * -0.24);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4)
* Quaternion::rotation_x(move2alt * 0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0)
* Quaternion::rotation_x(move2alt * 0.5);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.8);
next.foot_l.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.control.orientation.rotate_x(move1 * 0.4);
next.foot_r.position += Vec3::new(0.0, move2alt * 3.0, 0.0);
next.shorts.position +=
Vec3::new(move2alt * 1.0, move2alt * 2.0, move2alt * 0.0);
next.control
.orientation
.rotate_x(move2alt * -0.8 + move2 * -0.6);
next.chest.orientation.rotate_z(move2 * -1.7);
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.control.orientation.rotate_z(move2 * -1.6);
next.control.position += Vec3::new(move2 * 14.0, move2 * 3.0, move2 * 6.0);
},
Some("common.abilities.sword.offensive_combo") => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powi(2) * multi_action_pullback;
match action {
0 => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
* Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(
-s_a.sc.0 + 6.0 + move1 * -12.0,
-4.0 + move1 * 3.0,
-2.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(
s_a.sc.0 + move1 * 13.0,
s_a.sc.1 - move1 * 3.0,
s_a.sc.2 + move1 * 9.0,
);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 + move1 * 0.5)
* Quaternion::rotation_y(move1 * 1.4)
* Quaternion::rotation_z(0.0);
next.chest.orientation = Quaternion::rotation_z(move1 * -0.6);
next.head.orientation = Quaternion::rotation_z(move1 * 0.35);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.25);
next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
next.chest.orientation.rotate_z(move2 * 1.1);
next.head.orientation.rotate_z(move2 * -0.75);
next.belt.orientation.rotate_z(move2 * -0.6);
next.shorts.orientation.rotate_z(move2 * -0.8);
next.control.orientation.rotate_z(move2 * 2.9);
next.control.position += Vec3::new(
move2 * -16.0,
(1.0 - (move2 - 0.6)).abs() * 6.0,
move2 * -6.0,
);
},
1 => {
next.chest.orientation.rotate_z(move1 * -0.15);
next.head.orientation.rotate_z(move1 * 0.12);
next.belt.orientation.rotate_z(move1 * 0.08);
next.shorts.orientation.rotate_z(move1 * 0.12);
next.control.orientation.rotate_z(move1 * 0.2);
next.control.orientation.rotate_x(move1 * PI);
next.control.orientation.rotate_y(move1 * 0.05);
next.chest.orientation.rotate_z(move2 * -0.9);
next.head.orientation.rotate_z(move2 * 0.65);
next.belt.orientation.rotate_z(move2 * 0.45);
next.shorts.orientation.rotate_z(move2 * 0.7);
next.control.orientation.rotate_z(move2 * -3.0);
next.control.orientation.rotate_y(move2 * -0.4);
next.control.position += Vec3::new(move2 * 17.0, 0.0, move2 * 6.0);
},
2 => {
next.chest.orientation.rotate_z(move1 * 0.5);
next.chest.orientation.rotate_x(move1 * 0.2);
next.head.orientation.rotate_z(move1 * -0.4);
next.belt.orientation.rotate_z(move1 * -0.1);
next.shorts.orientation.rotate_z(move1 * -0.45);
next.control.orientation.rotate_z(move1 * -0.2);
next.control.orientation.rotate_y(move1 * -1.4);
next.control.orientation.rotate_z(move1 * 0.15);
next.control.orientation.rotate_x(move1 * 0.5);
next.control.position += Vec3::new(
move1 * -8.0,
(move1 - 0.5).max(0.0) * -10.0,
move1.powi(3) * 16.0,
);
next.foot_l.position += Vec3::new(0.0, move1 * 3.0, move1 * 3.0);
next.foot_l.orientation.rotate_x(move1 * 0.2);
next.foot_l.orientation.rotate_x(move2 * -0.2);
next.foot_l.position += Vec3::new(0.0, 0.0, move2 * -3.0);
next.chest.orientation.rotate_x(move2 * -0.5);
next.control.orientation.rotate_x(move2 * -2.3);
next.control.position += Vec3::new(0.0, move2 * 16.0, move2 * -25.0);
},
_ => {},
}
},
Some(
"common.abilities.sword.basic_crescent_slash"
| "common.abilities.sword.heavy_crescent_slash"
| "common.abilities.sword.agile_crescent_slash"
| "common.abilities.sword.defensive_crescent_slash"
| "common.abilities.sword.crippling_crescent_slash"
| "common.abilities.sword.cleaving_crescent_slash",
) => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powi(2) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(
-s_a.sc.0 + 6.0 + move1 * -12.0,
-4.0 + move1 * 3.0,
-2.0 + move1.min(0.5) * 2.0 * 10.0 + (move1.max(0.5) - 0.5) * 2.0 * -10.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.control
.orientation
.rotate_y(move1 * -1.5 + move2 * -0.7);
next.control.position += Vec3::new(0.0, move1 * -2.0, move1 * -2.0);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0);
next.chest.orientation.rotate_z(move2 * -1.4);
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.head.orientation.rotate_y(move2 * -0.1);
next.head.orientation.rotate_z(move2 * 1.4);
next.shorts.orientation.rotate_z(move2 * 0.8);
next.belt.orientation.rotate_z(move2 * 0.4);
next.control.orientation.rotate_x(move2 * 0.3);
next.control.orientation.rotate_z(move2 * -1.5);
next.control.position += Vec3::new(move2 * 12.0, move2 * 12.0, move2 * 18.0);
next.control.orientation.rotate_x(move2 * 0.7);
},
Some(
"common.abilities.sword.basic_fell_strike"
| "common.abilities.sword.heavy_fell_strike"
| "common.abilities.sword.agile_fell_strike"
| "common.abilities.sword.defensive_fell_strike"
| "common.abilities.sword.crippling_fell_strike"
| "common.abilities.sword.cleaving_fell_strike",
) => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powf(0.5) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.4 + move2 * -1.4);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0);
next.chest.orientation.rotate_z(move2 * -1.4);
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.head.orientation.rotate_z(move2 * 1.4);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 0.8);
next.control.orientation.rotate_y(move2 * -1.6);
next.control.orientation.rotate_z(move2 * -1.1);
next.control.position += Vec3::new(move2 * 12.0, move2 * 8.0, move2 * -1.0);
},
Some(
"common.abilities.sword.basic_skewer"
| "common.abilities.sword.heavy_skewer"
| "common.abilities.sword.agile_skewer"
| "common.abilities.sword.defensive_skewer"
| "common.abilities.sword.crippling_skewer"
| "common.abilities.sword.cleaving_skewer",
) => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powi(2) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(
-s_a.sc.0 + 6.0 + move1 * -12.0,
-4.0 + move1 * 3.0,
-2.0 + move1.min(0.5) * 2.0 * 10.0 + (move1.max(0.5) - 0.5) * 2.0 * -10.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2);
next.chest.position += Vec3::new(0.0, move1 * 3.0, 0.0);
next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.control.orientation.rotate_x(move1 * -1.0);
next.control.orientation.rotate_z(move1 * -1.2);
next.control.position += Vec3::new(0.0, move1 * -6.0, 2.0);
next.foot_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, 0.0);
next.chest.orientation.rotate_z(move2 * -1.4);
next.head.orientation.rotate_z(move2 * 1.1);
next.shorts.orientation.rotate_z(move2 * 0.8);
next.belt.orientation.rotate_z(move2 * 0.4);
next.control.orientation.rotate_z(move2 * 1.4);
next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0);
},
Some(
"common.abilities.sword.basic_cascade"
| "common.abilities.sword.heavy_cascade"
| "common.abilities.sword.agile_cascade"
| "common.abilities.sword.defensive_cascade"
| "common.abilities.sword.crippling_cascade"
| "common.abilities.sword.cleaving_cascade",
) => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powi(2) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(
-s_a.sc.0 + 6.0 + move1 * -12.0,
-4.0 + move1 * 3.0,
-2.0 + move1.min(0.5) * 2.0 * 10.0 + (move1.max(0.5) - 0.5) * 2.0 * -10.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 0.4 + move2 * -0.5);
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.24)
* Quaternion::rotation_y(move1 * -0.2 + move2 * 0.36)
* Quaternion::rotation_z(move1 * -0.1 + move2 * -0.96);
next.control.orientation.rotate_x(move1 * 1.7);
next.control.position += Vec3::new(0.0, move1 * 6.0, move1 * 16.0);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0);
next.chest.orientation.rotate_z(move2 * -0.5);
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.head.orientation.rotate_z(move2 * 1.4);
next.control.orientation.rotate_z(move2 * -0.3);
next.control.orientation.rotate_x(move2 * -3.4);
next.control.position += Vec3::new(move2 * 6.0, move2 * -7.0, move2 * -18.0);
},
Some(
"common.abilities.sword.basic_cross_cut"
| "common.abilities.sword.heavy_cross_cut"
| "common.abilities.sword.agile_cross_cut"
| "common.abilities.sword.defensive_cross_cut"
| "common.abilities.sword.crippling_cross_cut"
| "common.abilities.sword.cleaving_cross_cut",
) => {
let move1 =
((move1base.max(0.4) - 0.4) * 1.5).powf(0.5) * multi_action_pullback;
let move2 = (move2base.min(0.4) * 2.5).powi(2) * multi_action_pullback;
match action {
0 => {
let fast1 = move1.min(0.2) * 5.0;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
* Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(
-s_a.sc.0 + 6.0 + fast1 * -12.0,
-4.0 + fast1 * 3.0,
-2.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + fast1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.control.position +=
Vec3::new(move1 * 5.0, move1 * 4.0, move1 * 10.0);
next.control.orientation.rotate_x(move1 * 1.0);
next.control.orientation.rotate_z(move1 * -0.5);
next.control.orientation.rotate_y(move1 * -0.3);
next.chest.orientation =
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -0.8);
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
next.head.orientation =
Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
next.foot_l.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.foot_r.position += Vec3::new(0.0, move2 * 1.5, 0.0);
next.chest.orientation.rotate_z(move2 * -0.6);
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.head.orientation.rotate_z(move2 * 0.8);
next.shorts.orientation.rotate_z(move2 * 0.8);
next.belt.orientation.rotate_z(move2 * 0.4);
next.control.orientation.rotate_x(move2 * -2.0);
next.control.orientation.rotate_z(move2 * -0.5);
next.control.position +=
Vec3::new(move2 * 8.0, move2 * 2.0, move2 * -12.0);
},
1 => {
next.control.position +=
Vec3::new(move1 * 5.0, move1 * -2.0, move1 * 10.0);
next.control.orientation.rotate_x(move1 * 1.6);
next.control.orientation.rotate_z(move1 * 1.1);
next.control.orientation.rotate_y(move1 * 0.6);
next.foot_r.position += Vec3::new(0.0, move2 * 1.0, 0.0);
next.chest.orientation.rotate_z(move2 * 1.1);
next.head.orientation.rotate_z(move2 * -0.3);
next.shorts.orientation.rotate_z(move2 * -0.8);
next.belt.orientation.rotate_z(move2 * -0.4);
next.control.position += Vec3::new(move2 * -9.0, 0.0, move2 * -5.0);
next.control.orientation.rotate_x(move2 * -2.0);
next.control.orientation.rotate_z(move2 * 0.5);
},
_ => {},
}
},
Some(
"common.abilities.sword.basic_dual_cross_cut"
| "common.abilities.sword.heavy_dual_cross_cut"
| "common.abilities.sword.agile_dual_cross_cut"
| "common.abilities.sword.defensive_dual_cross_cut"
| "common.abilities.sword.crippling_dual_cross_cut"
| "common.abilities.sword.cleaving_dual_cross_cut",
) => {
let move1 =
((move1base.max(0.4) - 0.4) * 1.5).powf(0.5) * multi_action_pullback;
let move2 = (move2base.min(0.4) * 2.5).powi(2) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(-s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.shl.3);
next.control_l.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control_l.orientation = Quaternion::rotation_x(s_a.sc.3);
next.control_r.position = Vec3::new(-s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control_r.orientation = Quaternion::rotation_x(-s_a.sc.3);
next.control_l.position += Vec3::new(move1 * 1.0, move1 * 6.0, move1 * 13.0);
next.control_l.orientation.rotate_x(move1 * 1.0);
next.control_l.orientation.rotate_z(move1 * -0.5);
next.control_l.orientation.rotate_y(move1 * -0.3);
next.control_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, move1 * 13.0);
next.control_r.orientation.rotate_x(move1 * -1.0);
next.control_r.orientation.rotate_z(move1 * 0.5);
next.control_r.orientation.rotate_y(move1 * 0.3);
next.head.orientation = Quaternion::rotation_x(move1 * 0.15 + move2 * -0.3);
next.foot_r.position += Vec3::new(0.0, move1 * -1.0, 0.0);
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
next.head.position += Vec3::new(0.0, move2 * 1.0, 0.0);
next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.control_l.orientation.rotate_x(move2 * -2.3);
next.control_l.orientation.rotate_z(move2 * -0.4);
next.control_l.position += Vec3::new(move2 * 11.0, move2 * 2.0, move2 * -14.0);
next.control_r.orientation.rotate_x(move2 * -1.6);
next.control_r.orientation.rotate_z(move2 * 0.4);
next.control_r.position += Vec3::new(move2 * -11.0, move2 * 2.0, move2 * -14.0);
},
Some("common.abilities.sword.crippling_bloody_gash") => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powf(0.5) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -0.2);
next.chest.orientation = Quaternion::rotation_y(move1 * 0.05 + move2 * -0.1)
* Quaternion::rotation_z(move1 * -0.4 + move2 * 0.8);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.head.orientation = Quaternion::rotation_y(move1 * 0.1 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.1 + move2 * -0.24);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.1);
next.control.orientation.rotate_y(move1 * 2.1);
next.control.orientation.rotate_z(move1 * -0.4);
next.control.position += Vec3::new(move1 * 8.0, 0.0, move1 * 3.0);
next.foot_l.position += Vec3::new(0.0, move1 * -1.0, 0.0);
next.foot_r.position += Vec3::new(0.0, move1 * -3.0, 0.0);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
next.foot_l.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.foot_r.position += Vec3::new(0.0, move2 * 3.0, 0.0);
next.chest.orientation.rotate_z(move2 * 0.7);
next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
next.head.orientation.rotate_z(move2 * 0.1);
next.head.position += Vec3::new(0.0, move2 * 1.0, 0.0);
next.shorts.orientation.rotate_z(move2 * -1.4);
next.belt.orientation.rotate_z(move2 * -0.7);
next.control.orientation.rotate_y(move2 * -0.9);
next.control.orientation.rotate_z(move2 * 2.5);
next.control.position += Vec3::new(move2 * -7.0, move2 * 8.0, move2 * 6.0);
},
Some("common.abilities.sword.crippling_eviscerate") => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powf(0.5) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * 3.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::identity();
next.foot_r.orientation = Quaternion::identity();
next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
next.head.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
* Quaternion::rotation_y(move1 * 0.2 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.72 + move2 * -0.1);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.9);
next.control.orientation.rotate_x(move1 * 0.4);
next.foot_r.position += Vec3::new(0.0, move1 * 2.0, 0.0);
next.foot_l.orientation.rotate_z(move1 * 0.6);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
next.control.orientation.rotate_y(move1 * -1.4);
next.chest.orientation.rotate_y(move1 * -0.3);
next.belt.orientation.rotate_y(move1 * 0.3);
next.shorts.orientation.rotate_y(move1 * 0.35);
next.belt.position += Vec3::new(move1 * -1.0, 0., 0.0);
next.shorts.position += Vec3::new(move1 * -2.0, move1 * 0.0, 0.0);
next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
next.chest.orientation.rotate_z(move2 * -2.3);
next.chest.position += Vec3::new(0.0, move2 * 1.0, 0.0);
next.head.orientation.rotate_z(move2 * 1.4);
next.belt.orientation.rotate_z(move2 * 1.2);
next.shorts.orientation.rotate_z(move2 * 2.2);
next.shorts.orientation.rotate_x(move2 * 0.5);
next.belt.orientation.rotate_y(move2 * -0.3);
next.belt.orientation.rotate_x(move2 * 0.3);
next.belt.position += Vec3::new(0.0, move2 * -1.0, move2 * -1.0);
next.shorts.position += Vec3::new(move2 * 0.5, move2 * 0.0, 0.0);
next.control.orientation.rotate_z(move2 * -2.2);
next.control.position += Vec3::new(move2 * 14.0, move2 * 6.0, 0.0);
},
Some("common.abilities.sword.cleaving_sky_splitter") => {
let move1 = move1base.powf(0.25) * multi_action_pullback;
let move2 = move2base.powf(0.5) * multi_action_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.chest.position += Vec3::new(0.0, move1 * 1.0, 0.0);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -0.2);
next.foot_r.position += Vec3::new(0.0, move1 * 1.0, 0.0);
next.foot_l.position += Vec3::new(0.0, move2 * -1.0, 0.0);
next.foot_r.position += Vec3::new(0.0, move2 * -1.0, 0.0);
next.chest.orientation = Quaternion::rotation_x(move1 * -0.7);
next.chest.position += Vec3::new(0.0, move2 * -1.0, 0.0);
next.control.orientation = Quaternion::rotation_x(move1 * -0.9);
next.control.position += Vec3::new(move1 * 6.0, move1 * 8.0, move1 * 3.0);
next.chest.orientation.rotate_x(move2 * 1.2);
next.control.orientation.rotate_x(move2 * 2.7);
next.control.position += Vec3::new(0.0, move2 * -11.0, move2 * 22.0);
},
Some(
"common.abilities.sword.cleaving_whirlwind_slice"
| "common.abilities.sword.cleaving_bladestorm"
| "common.abilities.sword.cleaving_dual_whirlwind_slice"
| "common.abilities.sword.cleaving_dual_bladestorm",
) => {
let pullback = 1.0 - move3base.powi(4);
let move2_no_pullback = move2base + d.current_action as f32;
let move2base = if d.current_action == 0 {
move2base
} else {
1.0
};
let move2_pre = move2base.min(0.3) * 10.0 / 3.0 * pullback;
let move2 = move2base * pullback;
if action == 0 {
let move1 = move1base * pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(-s_a.sc.0 + -6.0, -1.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(1.4);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * PI);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
next.control.orientation.rotate_x(move1 * 0.2);
next.foot_r
.orientation
.rotate_x(move1 * -0.4 + move2_pre * 0.4);
next.foot_r.orientation.rotate_z(move1 * 1.2);
}
next.control.orientation.rotate_y(move2_pre * -1.6);
next.control.position += Vec3::new(0.0, 0.0, move2_pre * 4.0);
next.torso.orientation.rotate_z(move2_no_pullback * TAU);
next.chest.orientation.rotate_x(move2 * -0.1);
next.chest.orientation.rotate_y(move2 * -0.2);
next.chest.orientation.rotate_z(move2 * -1.8);
next.head.orientation.rotate_y(move2 * -0.1);
next.head.orientation.rotate_z(move2 * 1.1);
next.belt.orientation.rotate_z(move2 * 0.6);
next.shorts.orientation.rotate_z(move2 * 1.1);
next.foot_r.position += Vec3::new(0.0, move2_pre * -3.0, 0.0);
next.foot_r.orientation.rotate_z(move2_pre * -1.5);
next.control.orientation.rotate_z(move2 * -1.4);
next.control.position += Vec3::new(move2 * 16.0, 0.0, -1.0);
},
Some(
"common.abilities.sword.agile_perforate"
| "common.abilities.sword.agile_flurry",
) => {
let pullback = 1.0 - move3base.powi(4);
let move1 = move1base.powf(0.25) * pullback;
let move2 = (move2base.min(0.5).mul(2.0).powi(2)
- move2base.max(0.5).sub(0.5).mul(2.0))
* pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation =
Quaternion::rotation_y(move1 * 0.05) * Quaternion::rotation_z(move1 * 0.6);
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
next.head.orientation =
Quaternion::rotation_x(move1 * 0.05) * Quaternion::rotation_z(move1 * -0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
next.control.orientation.rotate_x(move1 * -1.1);
next.control.orientation.rotate_z(move1 * -0.7);
next.control.position += Vec3::new(move1 * 1.0, move1 * -4.0, move1 * 4.0);
next.foot_l.position += Vec3::new(0.0, move1 * 0.5, 0.0);
next.foot_r.position += Vec3::new(0.0, move1 * -2.5, 0.0);
next.chest.orientation.rotate_y(move2 * -0.1);
next.chest.orientation.rotate_z(move2 * -1.0);
next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.head.orientation.rotate_x(move2 * -0.1);
next.head.orientation.rotate_z(move2 * 0.6);
next.head.position += Vec3::new(0.0, move2 * 0.5, 0.0);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 0.8);
next.control.orientation.rotate_z(move2 * 1.1);
next.control.position += Vec3::new(0.0, move2 * 16.0, 0.0);
},
Some(
"common.abilities.sword.agile_dual_perforate"
| "common.abilities.sword.agile_dual_flurry",
) => {
let pullback = 1.0 - move3base.powi(4);
let move1 = move1base.powf(0.25) * pullback;
let move2 = (move2base.min(0.5).mul(2.0).powi(2)
- move2base.max(0.5).sub(0.5).mul(2.0))
* pullback;
let dir = if d.current_action % 2 == 1 { 1.0 } else { -1.0 };
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(-s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.shl.3);
next.control_l.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control_l.orientation = Quaternion::rotation_x(s_a.sc.3);
next.control_r.position = Vec3::new(-s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control_r.orientation = Quaternion::rotation_x(s_a.sc.3);
next.control_l.orientation.rotate_x(move1 * -1.1);
next.control_l.orientation.rotate_z(move1 * 0.7);
next.control_l.position += Vec3::new(move1 * 1.0, move1 * -2.0, move1 * 3.0);
next.control_r.orientation.rotate_x(move1 * -1.1);
next.control_r.orientation.rotate_z(move1 * -0.7);
next.control_r.position += Vec3::new(move1 * -1.0, move1 * -2.0, move1 * 3.0);
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
next.foot_r.orientation.rotate_z(move1 * -0.2);
next.foot_l.position += Vec3::new(0.0, move1 * 0.5, 0.0);
next.foot_r.position += Vec3::new(0.0, move1 * -1.5, 0.0);
next.chest.position += Vec3::new(0.0, move2 * 2.0, 0.0);
next.chest.orientation = Quaternion::rotation_y(move2 * -0.05)
* Quaternion::rotation_z(move2 * -1.2 * dir);
next.head.orientation = Quaternion::rotation_x(move2 * -0.1)
* Quaternion::rotation_z(move2 * 0.45 * dir);
next.belt.orientation.rotate_z(move2 * 0.4 * dir);
next.shorts.orientation.rotate_z(move2 * 0.8 * dir);
next.control_l
.orientation
.rotate_z(move2 * 1.2 * dir.max(0.0));
next.control_l.position += Vec3::new(
move2 * -12.0 * dir.max(0.0),
move2 * 18.0 * dir.max(0.0),
0.0,
);
next.control_r
.orientation
.rotate_z(move2 * 1.2 * dir.min(0.0));
next.control_r.position += Vec3::new(
move2 * -12.0 * dir.min(0.0),
move2 * 18.0 * -(dir.min(0.0)),
0.0,
);
next.control_l.orientation.rotate_z(move1 * -0.7);
next.control_r.orientation.rotate_z(move1 * 0.7);
},
Some("common.abilities.sword.agile_hundred_cuts") => {
let pullback = 1.0 - move3base.powi(4);
let move1 = move1base.powf(0.25) * pullback;
let move2 = move2base.powf(0.25) * pullback;
let (move2a, move2b, move2c, move2d) = match d.current_action % 4 {
0 => (move2, 0.0, 0.0, 0.0),
1 => (1.0, move2, 0.0, 0.0),
2 => (1.0, 1.0, move2, 0.0),
3 => (1.0, 1.0, 1.0, move2),
_ => (0.0, 0.0, 0.0, 0.0),
};
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation =
Quaternion::rotation_y(move1 * -0.05) * Quaternion::rotation_z(move1 * 0.4);
next.chest.position += Vec3::new(0.0, move1 * 0.5, 0.0);
next.head.orientation = Quaternion::rotation_z(move1 * -0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
next.control.orientation.rotate_y(move1 * -1.2);
next.control.position += Vec3::new(0.0, move1 * 2.0, move1 * 10.0);
next.foot_l.position += Vec3::new(0.0, move1 * 3.5, 0.0);
next.foot_r.position += Vec3::new(0.0, move1 * -1.5, 0.0);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.1);
next.foot_r.orientation = Quaternion::rotation_z(move1 * -0.4);
next.chest.orientation.rotate_y(move2a * 0.05);
next.chest.orientation.rotate_z(move2a * -0.3);
next.head.orientation.rotate_z(move2a * -0.1);
next.chest.position += Vec3::new(0.0, move2 * 0.05, 0.0);
next.control.orientation.rotate_z(move2a * -2.0);
next.control.position += Vec3::new(move2a * 18.0, move2a * 5.0, move2a * -5.0);
next.chest.orientation.rotate_y(move2b * -0.05);
next.chest.orientation.rotate_z(move2b * 0.3);
next.head.orientation.rotate_z(move2b * 0.1);
next.chest.position += Vec3::new(0.0, move2b * 0.05, 0.0);
next.control.orientation.rotate_z(move2b * 2.9);
next.control.position += Vec3::new(move2b * -18.0, move2b * -5.0, 0.0);
next.chest.orientation.rotate_y(move2c * 0.05);
next.chest.orientation.rotate_z(move2c * -0.3);
next.head.orientation.rotate_z(move2c * -0.1);
next.chest.position += Vec3::new(0.0, move2c * 0.05, 0.0);
next.control.orientation.rotate_z(move2c * -2.3);
next.control.position += Vec3::new(move2c * 18.0, move2c * 5.0, move2c * 10.0);
next.chest.orientation.rotate_y(move2d * 0.05);
next.chest.orientation.rotate_z(move2d * -0.3);
next.head.orientation.rotate_z(move2d * 0.1);
next.chest.position += Vec3::new(0.0, move2d * 0.05, 0.0);
next.control.orientation.rotate_z(move2d * -2.7);
next.control.position += Vec3::new(move2d * 18.0, move2d * 5.0, move2a * -5.0);
},
Some("common.abilities.sword.crippling_mutilate") => {
let pullback = 1.0 - move3base.powi(4);
let move1 = if action == d.current_action {
move1base.powf(0.25) * pullback
} else {
0.0
};
let move2 = if d.current_action % 2 == 0 {
move2base
} else {
1.0 - move2base
} * pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation =
Quaternion::rotation_y(move1 * 0.05) * Quaternion::rotation_z(move1 * 0.5);
next.chest.position += Vec3::new(0.0, move1 * -1.0, 0.0);
next.head.orientation =
Quaternion::rotation_y(move1 * 0.1) * Quaternion::rotation_z(move1 * -0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
next.control.orientation.rotate_x(move1 * -0.6);
next.control.orientation.rotate_z(move1 * -0.7);
next.control.position += Vec3::new(move1 * 1.0, move1 * -4.0, move1 * 2.0);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.1);
next.foot_r.orientation = Quaternion::rotation_z(move1 * -0.2);
next.foot_l.position += Vec3::new(0.0, move1 * 1.0, 0.0);
next.foot_r.position += Vec3::new(0.0, move1 * -3.0, 0.0);
next.chest.orientation.rotate_y(move2 * -0.1);
next.chest.orientation.rotate_z(move2 * -0.8);
next.head.orientation.rotate_y(move2 * -0.1);
next.head.orientation.rotate_z(move2 * 0.6);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 0.8);
next.control.orientation.rotate_z(move2 * 1.1);
next.control.position += Vec3::new(0.0, move2 * 14.0, move2 * 10.0);
},
Some("common.abilities.axe.triple_chop") => match action {
0 => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position =
Vec3::new(s_a.ac.0 + move1 * -1.0, s_a.ac.1 + move1 * -4.0, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -1.5)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * (0.4 - PI));
next.chest.orientation.rotate_z(move1 * 0.4);
next.head.orientation.rotate_z(move1 * -0.2);
next.belt.orientation.rotate_z(move1 * -0.1);
next.shorts.orientation.rotate_z(move1 * -0.2);
next.chest.orientation.rotate_z(move2 * -0.6);
next.head.orientation.rotate_z(move2 * 0.3);
next.belt.orientation.rotate_z(move2 * 0.1);
next.shorts.orientation.rotate_z(move2 * 0.2);
next.control.orientation = next.control.orientation
* Quaternion::rotation_z(move2 * -0.5)
* Quaternion::rotation_x(move2 * 2.0);
next.control.orientation.rotate_y(move2 * -0.7);
next.control.position += Vec3::new(move2 * 15.0, 0.0, move2 * -4.0);
},
1 => {
next.chest.orientation.rotate_z(move1 * -0.2);
next.head.orientation.rotate_z(move1 * 0.1);
next.shorts.orientation.rotate_z(move1 * 0.1);
next.control.orientation.rotate_y(move1 * 0.9);
next.control.orientation.rotate_x(move1 * 1.5);
next.control.orientation.rotate_z(move1 * -0.4);
next.control.position += Vec3::new(move1 * 4.0, 0.0, move1 * 4.0);
next.chest.orientation.rotate_z(move2 * 0.6);
next.head.orientation.rotate_z(move2 * -0.3);
next.belt.orientation.rotate_z(move2 * -0.1);
next.shorts.orientation.rotate_z(move2 * -0.2);
next.control.orientation = next.control.orientation
* Quaternion::rotation_z(move2 * 0.5)
* Quaternion::rotation_x(move2 * 2.0);
next.control.orientation.rotate_y(move2 * 0.7);
next.control.position += Vec3::new(move2 * -15.0, 0.0, move2 * -4.0);
},
2 => {
next.control.orientation.rotate_z(move1 * -0.4);
next.control.orientation.rotate_x(move1 * 2.5);
next.control.orientation.rotate_z(move1 * -1.0);
next.control.position += Vec3::new(move1 * -3.0, 0.0, move1 * 4.0);
next.chest.orientation.rotate_z(move2 * -0.3);
next.head.orientation.rotate_z(move2 * 0.1);
next.shorts.orientation.rotate_z(move2 * 0.1);
next.control.orientation.rotate_x(move2 * -2.5);
next.control.orientation.rotate_z(move2 * -0.8);
next.control.position += Vec3::new(move2 * 5.0, 0.0, move2 * -6.0);
},
_ => {},
},
Some("common.abilities.axe.brutal_swing") => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position =
Vec3::new(s_a.ac.0 + move1 * -1.0, s_a.ac.1 + move1 * -4.0, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -0.4)
* Quaternion::rotation_y(s_a.ac.4 + move1 * -0.5)
* Quaternion::rotation_z(s_a.ac.5 + move1 * (1.5 - PI));
next.control.orientation.rotate_z(move2 * -3.5);
next.control.position += Vec3::new(move2 * 12.0, move2 * 4.0, 0.0);
next.torso.orientation.rotate_z(move2base * -TAU);
},
Some("common.abilities.axe.rising_tide") => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position =
Vec3::new(s_a.ac.0 + move1 * -1.0, s_a.ac.1 + move1 * -4.0, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * 0.6)
* Quaternion::rotation_y(s_a.ac.4 + move1 * -0.5)
* Quaternion::rotation_z(s_a.ac.5 + move1 * (3.0 - PI));
next.chest.orientation = Quaternion::rotation_z(move1 * 0.6);
next.head.orientation = Quaternion::rotation_z(move1 * -0.2);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.1);
next.chest.orientation.rotate_z(move2 * -1.4);
next.head.orientation.rotate_z(move2 * 0.5);
next.belt.orientation.rotate_z(move2 * 0.7);
next.shorts.orientation.rotate_z(move2 * 0.3);
next.control.orientation.rotate_z(move2 * -2.0);
next.control.position += Vec3::new(move2 * 17.0, 0.0, move2 * 13.0);
next.control.orientation.rotate_x(move2 * 2.0);
next.control.orientation.rotate_y(move2 * -0.8);
next.control.orientation.rotate_z(move2 * -1.0);
},
Some("common.abilities.axe.rake") => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3 - move1 * 2.5)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * (0.7 - PI));
next.chest.orientation.rotate_z(move1 * -0.5);
next.head.orientation.rotate_z(move1 * 0.3);
next.belt.orientation.rotate_z(move1 * 0.2);
next.control.orientation.rotate_x(move2 * -1.2);
next.chest.orientation.rotate_z(move2 * 1.2);
next.head.orientation.rotate_z(move2 * -0.7);
next.belt.orientation.rotate_z(move2 * -0.6);
next.control.position += Vec3::new(move2 * -6.0, move2 * -20.0, move2 * -4.0);
},
Some("common.abilities.axe.skull_bash") => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 - move1 * PI * 0.75);
next.control.orientation.rotate_x(move1 * -2.0);
next.chest.orientation.rotate_z(move1 * 0.8);
next.head.orientation.rotate_z(move1 * -0.3);
next.shorts.orientation.rotate_z(move1 * -0.5);
next.belt.orientation.rotate_z(move1 * -0.1);
next.control.orientation.rotate_y(move1 * -0.6);
next.control.position += Vec3::new(move1 * 6.0, move1 * -2.0, 0.0);
next.chest.orientation.rotate_z(move2 * -1.7);
next.head.orientation.rotate_z(move2 * 0.9);
next.shorts.orientation.rotate_z(move2 * 1.1);
next.belt.orientation.rotate_z(move2 * 0.5);
next.control.orientation.rotate_x(move2 * -1.8);
next.control.position += Vec3::new(move2 * 9.0, move2 * 2.0, move2 * -5.0);
},
Some("common.abilities.axe.plunder") => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move2 * PI * 0.0);
next.chest.orientation.rotate_z(move1 * 0.9);
next.head.orientation.rotate_z(move1 * -0.3);
next.belt.orientation.rotate_z(move1 * -0.2);
next.shorts.orientation.rotate_z(move1 * -0.6);
next.chest.orientation.rotate_z(move2 * -2.0);
next.head.orientation.rotate_z(move2 * 0.7);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 1.2);
next.control.orientation.rotate_y(move2 * 2.5);
next.control.orientation.rotate_x(move2 * -1.2);
next.control.position += Vec3::new(move2 * 8.0, 0.0, 0.0);
},
Some("common.abilities.axe.fierce_raze") => {
if action == 0 {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * -PI);
next.chest.orientation.rotate_z(move1 * 0.7);
next.head.orientation.rotate_z(move1 * -0.3);
next.belt.orientation.rotate_z(move1 * -0.2);
next.shorts.orientation.rotate_z(move1 * -0.4);
next.control.orientation.rotate_x(move1 * -2.1);
next.control.orientation.rotate_z(move1 * -0.5);
next.control.position += Vec3::new(move1 * 6.0, move1 * -3.0, 0.0);
next.control.orientation.rotate_y(move1 * -0.3);
}
let move2 = (move2base.min(0.5).mul(2.0)
- move2base.max(0.5).sub(0.5).mul(2.0))
* multi_action_pullback;
if anim_time > 0.5 {
next.main_weapon_trail = false;
next.off_weapon_trail = false;
}
next.chest.orientation.rotate_z(move2 * -1.8);
next.head.orientation.rotate_z(move2 * 0.8);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 1.1);
next.control.orientation.rotate_x(move2 * -2.7);
next.control.position += Vec3::new(move2 * 4.0, 0.0, move2 * -7.0);
},
Some("common.abilities.axe.dual_fierce_raze") => {
if action == 0 {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2 + -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5);
next.control_r.position += Vec3::new(8.0, 0.0, 0.0);
next.chest.orientation.rotate_z(move1 * 0.7);
next.head.orientation.rotate_z(move1 * -0.3);
next.belt.orientation.rotate_z(move1 * -0.2);
next.shorts.orientation.rotate_z(move1 * -0.4);
next.control.orientation.rotate_x(move1 * -2.1);
next.control.orientation.rotate_z(move1 * -0.5);
next.control.position += Vec3::new(move1 * 6.0, move1 * -3.0, 0.0);
next.control.orientation.rotate_y(move1 * -0.3);
}
let move2 = (move2base.min(0.5).mul(2.0)
- move2base.max(0.5).sub(0.5).mul(2.0))
* multi_action_pullback;
if anim_time > 0.5 {
next.main_weapon_trail = false;
next.off_weapon_trail = false;
}
next.chest.orientation.rotate_z(move2 * -1.8);
next.head.orientation.rotate_z(move2 * 0.8);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 1.1);
next.control.orientation.rotate_x(move2 * -2.7);
next.control.position += Vec3::new(move2 * 4.0, 0.0, move2 * -7.0);
},
Some("common.abilities.hammer.vigorous_bash") => {
hammer_start(&mut next, s_a);
twist_forward(&mut next, move1, 1.4, 0.7, 0.5, 0.9);
next.control.orientation.rotate_y(move1 * 0.3);
next.control.orientation.rotate_z(move1 * -0.3);
next.control.position += Vec3::new(12.0, -3.0, 3.0) * move1;
twist_back(&mut next, move2, 1.8, 0.9, 0.6, 1.1);
next.control.orientation.rotate_z(move2 * -2.1);
next.control.orientation.rotate_x(move2 * 0.6);
next.control.position += Vec3::new(-20.0, 8.0, 0.0) * move2;
},
Some("common.abilities.hammer.iron_tempest") => {
if action == 0 {
hammer_start(&mut next, s_a);
twist_back(&mut next, move1, 2.0, 0.8, 0.3, 1.4);
next.control.orientation.rotate_x(move1 * 0.8);
next.control.position += Vec3::new(-15.0, 0.0, 6.0) * move1;
next.control.orientation.rotate_z(move1 * 1.2);
}
let move2 =
move2base / d.max_actions.map_or(1.0, |x| x as f32) * multi_action_pullback;
next.torso.orientation.rotate_z(-TAU * move2base);
twist_forward(&mut next, move2, 3.0, 1.2, 0.5, 1.8);
next.control.orientation.rotate_z(move2 * -5.0);
next.control.position += Vec3::new(20.0, 0.0, 0.0) * move2;
},
Some("common.abilities.hammer.dual_iron_tempest") => {
if action == 0 {
dual_wield_start(&mut next);
twist_back(&mut next, move1, 2.0, 0.8, 0.3, 1.4);
next.control_l.orientation.rotate_y(move1 * -PI / 2.0);
next.control_r.orientation.rotate_y(move1 * -PI / 2.0);
next.control.orientation.rotate_z(move1 * 1.2);
next.control.position += Vec3::new(-10.0, 10.0, 6.0) * move1;
next.control_r.position += Vec3::new(0.0, -10.0, 0.0) * move1;
}
let move2 =
move2base / d.max_actions.map_or(1.0, |x| x as f32) * multi_action_pullback;
next.torso.orientation.rotate_z(-TAU * move2base);
twist_forward(&mut next, move2, 3.0, 1.2, 0.5, 1.8);
next.control.orientation.rotate_z(move2 * -3.0);
next.control.position += Vec3::new(20.0, -10.0, 0.0) * move2;
next.control_r.position += Vec3::new(0.0, 10.0, 0.0) * move2;
next.control_l.position += Vec3::new(0.0, -10.0, 0.0) * move2;
},
Some("common.abilities.bow.repeater") => {
let speed = Vec2::<f32>::from(d.velocity).magnitude();
let ori_angle = d.orientation.y.atan2(d.orientation.x);
let lookdir_angle = d.look_dir.y.atan2(d.look_dir.x);
let swivel = lookdir_angle - ori_angle;
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation =
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
next.hold.position = Vec3::new(0.0, -1.0 + move2 * 2.0, -5.2);
next.hold.orientation =
Quaternion::rotation_x(-PI / 2.0) * Quaternion::rotation_z(0.0);
next.hold.scale = Vec3::one() * (1.0);
next.chest.orientation = Quaternion::rotation_z(swivel * 0.8);
next.torso.orientation = Quaternion::rotation_z(swivel * 0.2);
if speed < 0.5 {
next.foot_l.position =
Vec3::new(-s_a.foot.0 - 0.75, s_a.foot.1 + 4.0, s_a.foot.2);
next.foot_l.orientation =
Quaternion::rotation_x(0.2 + move1 * -0.1 + move2 * -0.2)
* Quaternion::rotation_z(move2 * 0.1);
next.foot_r.position = Vec3::new(s_a.foot.0 + 0.75, s_a.foot.1, s_a.foot.2);
next.foot_r.orientation =
Quaternion::rotation_x(0.06 + move1 * -0.2 + move2 * -0.5)
* Quaternion::rotation_z(-0.6 + move2 * 0.8);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(0.0);
};
next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 2.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_x(0.2 + move2 * 0.2);
next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_x(0.1 + move2 * 0.1);
next.control.position =
Vec3::new(s_a.bc.0 + 5.0, s_a.bc.1 + 3.0, s_a.bc.2 + 5.0);
next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + 0.4)
* Quaternion::rotation_y(s_a.bc.4 + 0.8)
* Quaternion::rotation_z(s_a.bc.5);
next.head.orientation =
Quaternion::rotation_x(0.15) * Quaternion::rotation_y(0.15 + move1 * 0.05);
next.torso.orientation = Quaternion::rotation_x(0.25 + move2 * -0.2);
next.hand_l.position = Vec3::new(0.0, -2.5 + move2 * -6.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(1.5)
* Quaternion::rotation_y(-0.0)
* Quaternion::rotation_z(-0.3);
},
Some("common.abilities.shield.singlestrike") => {
if let Some(ability_info) = d.ability_info {
match ability_info.hand {
Some(HandInfo::TwoHanded) => {
next.main.orientation = Quaternion::rotation_x(0.0);
next.chest.orientation = Quaternion::rotation_z(move1 * -0.3);
next.torso.orientation = Quaternion::rotation_z(move1 * -1.0);
next.head.orientation = Quaternion::rotation_z(move1 * 0.75);
next.head.position = Vec3::new(0.5, s_a.head.0 + 0.5, s_a.head.1);
next.control.position = Vec3::new(move1 * -10.0, 6.0, move1 * 6.0);
next.control.orientation = Quaternion::rotation_z(-0.25);
next.hand_l.position = Vec3::new(0.0, -2.0, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(PI / 2.0);
},
Some(HandInfo::MainHand) => {
next.main.orientation = Quaternion::rotation_x(0.0);
next.chest.orientation = Quaternion::rotation_z(move1 * -0.3);
next.torso.orientation = Quaternion::rotation_z(move1 * -1.2);
next.head.orientation = Quaternion::rotation_z(move1 * 0.75);
next.head.position = Vec3::new(0.5, s_a.head.0 + 0.5, s_a.head.1);
next.control_l.position =
Vec3::new(move1 * -12.0, 4.0, move1 * 6.0);
next.control_l.orientation = Quaternion::rotation_x(move1 * 0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.25);
next.hand_l.position = Vec3::new(0.0, -1.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_r.position = Vec3::new(9.0, -1.0, 0.0);
next.control_r.orientation = Quaternion::rotation_x(-1.75);
next.hand_r.position = Vec3::new(0.0, 0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
},
Some(HandInfo::OffHand) => {
next.main.orientation = Quaternion::rotation_x(0.0);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
next.torso.orientation = Quaternion::rotation_z(move1 * 1.2);
next.head.orientation = Quaternion::rotation_z(move1 * -0.75);
next.head.position = Vec3::new(-0.5, s_a.head.0 + -0.5, s_a.head.1);
next.control_r.position = Vec3::new(move1 * 12.0, 4.0, move1 * 6.0);
next.control_r.orientation = Quaternion::rotation_x(move1 * 0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.25);
next.hand_r.position = Vec3::new(0.0, -1.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.control_l.position = Vec3::new(-9.0, -1.0, 0.0);
next.control_l.orientation = Quaternion::rotation_x(-1.75);
next.hand_l.position = Vec3::new(0.0, 0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
},
_ => {},
}
}
},
_ => {},
}
}
next
}
}