1use super::{
2 super::{Animation, vek::*},
3 CharacterSkeleton, SkeletonAttr,
4};
5use common::{
6 comp::item::{AbilitySpec, Hands, ToolKind},
7 util::Dir,
8};
9use core::{f32::consts::PI, ops::Mul};
10
11pub struct WieldAnimation;
12
13type WieldAnimationDependency<'a> = (
14 (Option<ToolKind>, Option<&'a AbilitySpec>),
15 Option<ToolKind>,
16 (Option<Hands>, Option<Hands>),
17 Vec3<f32>,
18 Vec3<f32>,
19 Dir,
20 Vec3<f32>,
21 bool,
22 f32,
23);
24impl Animation for WieldAnimation {
25 type Dependency<'a> = WieldAnimationDependency<'a>;
26 type Skeleton = CharacterSkeleton;
27
28 #[cfg(feature = "use-dyn-lib")]
29 const UPDATE_FN: &'static [u8] = b"character_wield\0";
30
31 #[cfg_attr(feature = "be-dyn-lib", export_name = "character_wield")]
32 fn update_skeleton_inner(
33 skeleton: &Self::Skeleton,
34 (
35 (active_tool_kind, active_tool_spec),
36 second_tool_kind,
37 hands,
38 orientation,
39 last_ori,
40 look_dir,
41 velocity,
42 is_riding,
43 global_time,
44 ): Self::Dependency<'_>,
45 anim_time: f32,
46 rate: &mut f32,
47 s_a: &SkeletonAttr,
48 ) -> Self::Skeleton {
49 *rate = 1.0;
50 let lab: f32 = 0.8;
51 let speed = Vec2::<f32>::from(velocity).magnitude();
52 let speednorm = speed / 9.5;
53 let mut next = (*skeleton).clone();
54 let head_look = Vec2::new(
55 (global_time + anim_time / 3.0).floor().mul(7331.0).sin() * 0.2,
56 (global_time + anim_time / 3.0).floor().mul(1337.0).sin() * 0.1,
57 );
58
59 let beltstatic = (anim_time * 10.0 * lab + PI / 2.0).sin();
60 let footvertlstatic = (anim_time * 10.0 * lab).sin();
61 let footvertrstatic = (anim_time * 10.0 * lab + PI).sin();
62
63 let slowalt = (anim_time * 9.0 + PI).cos();
64 let u_slow = (anim_time * 4.5 + PI).sin();
65 let slow = (anim_time * 7.0 + PI).sin();
66
67 let u_slowalt = (anim_time * 5.0 + PI).cos();
68 let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
69
70 let ori: Vec2<f32> = Vec2::from(orientation);
71 let last_ori = Vec2::from(last_ori);
72 let tilt = (if vek::Vec2::new(ori, last_ori)
73 .map(|o| o.magnitude_squared())
74 .map(|m| m > 0.001 && m.is_finite())
75 .reduce_and()
76 && ori.angle_between(last_ori).is_finite()
77 {
78 ori.angle_between(last_ori).min(0.2)
79 * last_ori.determine_side(Vec2::zero(), ori).signum()
80 } else {
81 0.0
82 } * 1.25)
83 * 4.0;
84 let jump = if velocity.z == 0.0 { 0.0 } else { 1.0 };
85
86 next.main.position = Vec3::new(0.0, 0.0, 0.0);
91 next.main.orientation = Quaternion::rotation_z(0.0);
92 next.second.position = Vec3::new(0.0, 0.0, 0.0);
93 next.second.orientation = Quaternion::rotation_z(0.0);
94
95 let is_moving = (speed > 0.2 && velocity.z == 0.0) || is_riding;
96
97 if !is_moving {
98 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + u_slow * 0.1);
99 next.head.orientation = Quaternion::rotation_z(head_look.x + tilt * -0.75)
100 * Quaternion::rotation_x(head_look.y.abs() + look_dir.z * 0.7);
101
102 next.chest.position =
103 Vec3::new(slowalt * 0.2, s_a.chest.0, s_a.chest.1 + u_slow * 0.35);
104 next.belt.orientation = Quaternion::rotation_z(0.15 + beltstatic * tilt * 0.1);
105
106 next.shorts.orientation = Quaternion::rotation_z(0.3 + beltstatic * tilt * 0.2);
107 next.torso.orientation = Quaternion::rotation_z(tilt * 0.4);
108
109 next.foot_l.position = Vec3::new(
110 -s_a.foot.0,
111 -2.0 + s_a.foot.1 + jump * -4.0,
112 s_a.foot.2 + (tilt * footvertlstatic * 1.0).max(0.0),
113 );
114 next.foot_l.orientation = Quaternion::rotation_x(
115 jump * -0.7 + u_slowalt * 0.035 + tilt * footvertlstatic * 0.1
116 - tilt.abs() * 0.3 * speednorm,
117 ) * Quaternion::rotation_z(-tilt * 0.3);
118
119 next.foot_r.position = Vec3::new(
120 s_a.foot.0,
121 2.0 + s_a.foot.1 + jump * 4.0,
122 s_a.foot.2 + (tilt * footvertrstatic * 1.0).max(0.0),
123 );
124 next.foot_r.orientation = Quaternion::rotation_x(
125 jump * 0.7 + u_slow * 0.035 + tilt * footvertrstatic * 0.1
126 - tilt.abs() * 0.3 * speednorm,
127 ) * Quaternion::rotation_z(-tilt * 0.3);
128
129 next.chest.orientation = Quaternion::rotation_y(u_slowalt * 0.04)
130 * Quaternion::rotation_z(0.15 + tilt * -0.4);
131
132 next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
133
134 next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
136 }
137 match (hands, active_tool_kind, second_tool_kind) {
138 ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
139 Some(ToolKind::Sword) => {
140 next.control_l.position = next.hand_l.position * 0.2
141 + Vec3::new(
142 s_a.sc.0,
143 s_a.sc.1 - slow * 2.0 * speednorm,
144 s_a.sc.2 + direction * -5.0 - slow * 2.0 * speednorm,
145 );
146 next.control_r.position = next.control_l.position;
147
148 next.hand_l.position = Vec3::new(s_a.shl.0 - 0.5, s_a.shl.1, s_a.shl.2);
149 next.hand_l.orientation =
150 Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
151 next.control_l.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.05)
152 * Quaternion::rotation_z(u_slowalt * 0.04);
153 next.control_r.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15)
154 * Quaternion::rotation_z(u_slowalt * 0.08);
155 next.hand_r.position = Vec3::zero();
156 next.hand_r.orientation =
157 next.hand_l.orientation * Quaternion::rotation_y(PI * 0.3);
158 },
159 Some(ToolKind::Axe) => {
160 next.main.position = Vec3::new(0.0, 0.0, 0.0);
161 next.main.orientation = Quaternion::rotation_x(0.0);
162
163 if speed < 0.5 {
164 next.head.position =
165 Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + u_slow * 0.1);
166 next.head.orientation = Quaternion::rotation_z(head_look.x)
167 * Quaternion::rotation_x(0.35 + head_look.y.abs() + look_dir.z * 0.7);
168 next.chest.orientation = Quaternion::rotation_x(-0.35)
169 * Quaternion::rotation_y(u_slowalt * 0.04)
170 * Quaternion::rotation_z(0.15);
171 next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1);
172 next.belt.orientation = Quaternion::rotation_x(0.15)
173 * Quaternion::rotation_y(u_slowalt * 0.03)
174 * Quaternion::rotation_z(0.15);
175 next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1);
176 next.shorts.orientation =
177 Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
178 }
179 next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
180 next.hand_l.orientation =
181 Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
182 next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1 + 2.0, s_a.ahr.2);
183 next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
184 * Quaternion::rotation_z(s_a.ahr.5)
185 * Quaternion::rotation_y(PI * -0.25);
186
187 next.control.position =
188 Vec3::new(s_a.ac.0, s_a.ac.1 - 4.0, s_a.ac.2 + direction * -5.0);
189 next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
190 * Quaternion::rotation_y(s_a.ac.4)
191 * Quaternion::rotation_z(s_a.ac.5);
192 },
193 Some(ToolKind::Hammer | ToolKind::Pick) => {
194 next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1 + 3.0, s_a.hhl.2 - 1.0);
195 next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
196 * Quaternion::rotation_y(s_a.hhl.4)
197 * Quaternion::rotation_z(s_a.hhl.5);
198 next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1 + 3.0, s_a.hhr.2 + 1.0);
199 next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
200 * Quaternion::rotation_y(s_a.hhr.4)
201 * Quaternion::rotation_z(s_a.hhr.5);
202
203 next.control.position =
204 Vec3::new(s_a.hc.0 - 1.0, s_a.hc.1, s_a.hc.2 + direction * -5.0 - 3.0);
205 next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + u_slow * 0.15)
206 * Quaternion::rotation_y(s_a.hc.4)
207 * Quaternion::rotation_z(s_a.hc.5 + u_slowalt * 0.07);
208 },
209 Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
210 next.control_l.position = next.hand_l.position * 0.2
211 + Vec3::new(
212 s_a.sc.0 + 1.0,
213 s_a.sc.1 - slow * 2.0 * speednorm - 3.0,
214 s_a.sc.2 + direction * -5.0 - slow * 2.0 * speednorm - 3.0,
215 );
216 next.control_r.position = next.control_l.position;
217
218 next.hand_l.position = Vec3::new(s_a.shl.0 - 0.5, s_a.shl.1, s_a.shl.2 + 0.0);
219 next.hand_l.orientation =
220 Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
221 next.control_l.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.05)
222 * Quaternion::rotation_z(u_slowalt * 0.04);
223 next.control_r.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15)
224 * Quaternion::rotation_z(u_slowalt * 0.08);
225 next.hand_r.position = Vec3::new(0.0, 0.0, 8.0);
226 next.hand_r.orientation =
227 next.hand_l.orientation * Quaternion::rotation_y(PI * 0.3);
228 },
229 Some(ToolKind::Bow) => {
230 next.main.position = Vec3::new(0.0, 0.0, 0.0);
231 next.main.orientation = Quaternion::rotation_x(0.0);
232 next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
233 next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
234 next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
235 next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
236
237 next.hold.position = Vec3::new(0.0, -1.0, -5.2);
238 next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
239 next.hold.scale = Vec3::one() * 1.0;
240
241 next.control.position =
242 Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2 + direction * -5.0);
243 next.control.orientation = Quaternion::rotation_x(u_slow * 0.06)
244 * Quaternion::rotation_y(s_a.bc.4)
245 * Quaternion::rotation_z(s_a.bc.5 + u_slowalt * 0.1);
246 },
247 Some(ToolKind::Debug) => {
248 next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
249 next.hand_l.orientation = Quaternion::rotation_x(1.27);
250 next.main.position = Vec3::new(-5.0, 5.0, 23.0);
251 next.main.orientation = Quaternion::rotation_x(PI);
252 },
253 Some(ToolKind::Farming) => {
254 if speed < 0.5 {
255 next.head.orientation = Quaternion::rotation_z(head_look.x)
256 * Quaternion::rotation_x(-0.2 + head_look.y.abs() + look_dir.z * 0.7);
257 }
258 next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
259 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
260 next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
261 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
262 next.main.position = Vec3::new(7.5, 7.5, 13.2);
263 next.main.orientation = Quaternion::rotation_y(PI);
264
265 next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0);
266 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
267 * Quaternion::rotation_y(0.6 + u_slow * 0.1)
268 * Quaternion::rotation_z(u_slowalt * 0.1);
269 },
270 Some(ToolKind::Shovel) => {
271 next.hand_l.position = Vec3::new(8.0, 6.0, 3.0);
272 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
273 next.hand_r.position = Vec3::new(8.0, 6.0, 15.0);
274 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
275 next.main.position = Vec3::new(7.5, 7.5, 13.2);
276 next.main.orientation = Quaternion::rotation_y(PI);
277
278 next.control.position = Vec3::new(-11.0 + slow * 0.02, 1.8, 4.0);
279 next.control.orientation = Quaternion::rotation_x(u_slow * 0.01)
280 * Quaternion::rotation_y(0.8 + u_slow * 0.01)
281 * Quaternion::rotation_z(u_slowalt * 0.01);
282 },
283 Some(ToolKind::Instrument) => {
284 if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
285 match spec.as_str() {
286 "Lyre" | "IcyTalharpa" | "WildskinDrum" | "Steeltonguedrum" => {
287 if speed < 0.5 {
288 next.head.orientation = Quaternion::rotation_z(head_look.x)
289 * Quaternion::rotation_x(
290 0.0 + head_look.y.abs() + look_dir.z * 0.7,
291 );
292 }
293 next.hand_l.position = Vec3::new(0.0, 2.0, -4.0);
294 next.hand_l.orientation =
295 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
296 next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
297 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
298 * Quaternion::rotation_z(PI / 2.0);
299 next.main.position = Vec3::new(-2.0, 10.0, 12.0);
300 next.main.orientation = Quaternion::rotation_y(PI);
301
302 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
303 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
304 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
305 * Quaternion::rotation_z(u_slowalt * 0.1);
306 },
307 "Flute" | "GlassFlute" => {
308 if speed < 0.5 {
309 next.head.orientation = Quaternion::rotation_z(head_look.x)
310 * Quaternion::rotation_x(
311 0.0 + head_look.y.abs() + look_dir.z * 0.7,
312 );
313 }
314 next.hand_l.position = Vec3::new(-1.0, 4.0, -1.0);
315 next.hand_l.orientation = Quaternion::rotation_x(2.5)
316 * Quaternion::rotation_y(0.9)
317 * Quaternion::rotation_z(PI);
318 next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
319 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
320 next.main.position = Vec3::new(12.0, 3.0, 4.0);
321 next.main.orientation =
322 Quaternion::rotation_x(PI) * Quaternion::rotation_y(-1.2);
323
324 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
325 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
326 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
327 * Quaternion::rotation_z(u_slowalt * 0.1);
328 },
329 "DoubleBass" => {
330 if speed < 0.5 {
331 next.head.orientation = Quaternion::rotation_z(head_look.x)
332 * Quaternion::rotation_x(
333 0.0 + head_look.y.abs() + look_dir.z * 0.7,
334 );
335 }
336 next.hand_l.position = Vec3::new(-6.0, 6.0, -5.0);
337 next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
338 * Quaternion::rotation_y(0.7)
339 * Quaternion::rotation_y(0.25)
340 * Quaternion::rotation_z(PI);
341 next.hand_r.position = Vec3::new(-2.0, 4.0, 5.0);
342 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
343 * Quaternion::rotation_z(PI / 2.0);
344 next.main.position = Vec3::new(-14.0, 6.0, -6.0);
345 next.main.orientation = Quaternion::rotation_x(-0.2)
346 * Quaternion::rotation_y(1.2)
347 * Quaternion::rotation_z(-1.2);
348
349 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
350 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
351 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
352 * Quaternion::rotation_z(u_slowalt * 0.1);
353 },
354 "Kora" => {
355 if speed < 0.5 {
356 next.head.orientation = Quaternion::rotation_z(head_look.x)
357 * Quaternion::rotation_x(
358 0.0 + head_look.y.abs() + look_dir.z * 0.7,
359 );
360 }
361 next.hand_l.position = Vec3::new(-6.0, 6.0, -5.0);
362 next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
363 * Quaternion::rotation_y(0.7)
364 * Quaternion::rotation_y(0.25)
365 * Quaternion::rotation_z(PI);
366 next.hand_r.position = Vec3::new(-2.0, 4.0, 5.0);
367 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
368 * Quaternion::rotation_z(PI / 2.0);
369 next.main.position = Vec3::new(-14.0, 6.0, -6.0);
370 next.main.orientation = Quaternion::rotation_x(-0.2)
371 * Quaternion::rotation_y(1.2)
372 * Quaternion::rotation_z(1.3);
373
374 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
375 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
376 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
377 * Quaternion::rotation_z(u_slowalt * 0.1);
378 },
379 "Washboard" => {
380 if speed < 0.5 {
381 next.head.orientation = Quaternion::rotation_z(head_look.x)
382 * Quaternion::rotation_x(
383 0.0 + head_look.y.abs() + look_dir.z * 0.7,
384 );
385 }
386 next.hand_l.position = Vec3::new(0.0, 2.0, -4.0);
387 next.hand_l.orientation =
388 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
389 next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
390 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
391 * Quaternion::rotation_z(PI / 2.0);
392 next.main.position = Vec3::new(-2.0, 10.0, 12.0);
393 next.main.orientation = Quaternion::rotation_y(PI);
394
395 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
396 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
397 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
398 * Quaternion::rotation_z(u_slowalt * 0.1);
399 },
400 "Kalimba" => {
401 if speed < 0.5 {
402 next.head.orientation = Quaternion::rotation_z(head_look.x)
403 * Quaternion::rotation_x(
404 0.0 + head_look.y.abs() + look_dir.z * 0.7,
405 );
406 }
407 next.hand_l.position = Vec3::new(0.0, 2.0, -4.0);
408 next.hand_l.orientation =
409 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
410 next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
411 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
412 * Quaternion::rotation_z(PI / 2.0);
413 next.main.position = Vec3::new(0.0, 7.0, 12.0);
414 next.main.orientation =
415 Quaternion::rotation_y(PI) * Quaternion::rotation_z(PI);
416
417 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
418 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
419 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
420 * Quaternion::rotation_z(u_slowalt * 0.1);
421 },
422 "Lute" | "Shamisen" | "Banjo" => {
423 if speed < 0.5 {
424 next.head.orientation = Quaternion::rotation_z(head_look.x)
425 * Quaternion::rotation_x(
426 0.0 + head_look.y.abs() + look_dir.z * 0.7,
427 );
428 }
429 next.hand_l.position = Vec3::new(-2.0, 5.0, -5.0);
430 next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
431 * Quaternion::rotation_y(0.7)
432 * Quaternion::rotation_y(0.25)
433 * Quaternion::rotation_z(PI);
434 next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0);
435 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
436 * Quaternion::rotation_z(PI / 2.0);
437 next.main.position = Vec3::new(-2.0, 4.0, -12.0);
438 next.main.orientation = Quaternion::rotation_x(0.0)
439 * Quaternion::rotation_y(0.2)
440 * Quaternion::rotation_z(-1.3);
441
442 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
443 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
444 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
445 * Quaternion::rotation_z(u_slowalt * 0.1);
446 },
447 "Guitar" | "DarkGuitar" => {
448 if speed < 0.5 {
449 next.head.orientation = Quaternion::rotation_z(head_look.x)
450 * Quaternion::rotation_x(
451 0.0 + head_look.y.abs() + look_dir.z * 0.7,
452 );
453 }
454 next.hand_l.position = Vec3::new(0.0, 5.0, -4.0);
455 next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
456 * Quaternion::rotation_y(0.7)
457 * Quaternion::rotation_y(0.25)
458 * Quaternion::rotation_z(PI);
459 next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0);
460 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
461 * Quaternion::rotation_z(PI / 2.0);
462 next.main.position = Vec3::new(-2.0, 4.0, -12.0);
463 next.main.orientation = Quaternion::rotation_x(0.0)
464 * Quaternion::rotation_y(0.2)
465 * Quaternion::rotation_z(-1.3);
466
467 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
468 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
469 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
470 * Quaternion::rotation_z(u_slowalt * 0.1);
471 },
472 "Melodica" => {
473 if speed < 0.5 {
474 next.head.orientation = Quaternion::rotation_z(head_look.x)
475 * Quaternion::rotation_x(
476 0.0 + head_look.y.abs() + look_dir.z * 0.7,
477 );
478 }
479 next.hand_l.position = Vec3::new(-1.0, 3.0, -2.0);
480 next.hand_l.orientation = Quaternion::rotation_x(2.0)
481 * Quaternion::rotation_z(-0.5)
482 * Quaternion::rotation_y(0.4)
483 * Quaternion::rotation_z(PI);
484 next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
485 next.hand_r.orientation = Quaternion::rotation_x(1.2)
486 * Quaternion::rotation_y(-0.3)
487 * Quaternion::rotation_z(1.5);
488 next.main.position = Vec3::new(-14.0, 3.0, -6.0);
489 next.main.orientation = Quaternion::rotation_x(0.0)
490 * Quaternion::rotation_y(1.1)
491 * Quaternion::rotation_z(-1.5);
492
493 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
494 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
495 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
496 * Quaternion::rotation_z(u_slowalt * 0.1);
497 },
498 "Sitar" => {
499 if speed < 0.5 {
500 next.head.orientation = Quaternion::rotation_z(head_look.x)
501 * Quaternion::rotation_x(
502 0.0 + head_look.y.abs() + look_dir.z * 0.7,
503 );
504 }
505 next.hand_l.position = Vec3::new(-1.0, 5.0, -2.5);
506 next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
507 * Quaternion::rotation_y(0.2)
508 * Quaternion::rotation_y(0.25)
509 * Quaternion::rotation_z(PI);
510 next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0);
511 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
512 * Quaternion::rotation_z(PI / 2.0);
513 next.main.position = Vec3::new(-2.0, 4.0, -12.0);
514 next.main.orientation = Quaternion::rotation_x(0.0)
515 * Quaternion::rotation_y(0.2)
516 * Quaternion::rotation_z(-1.3);
517
518 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
519 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
520 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
521 * Quaternion::rotation_z(u_slowalt * 0.1);
522 },
523 _ => {},
524 }
525 }
526 },
527 Some(ToolKind::Shield) => {
528 next.hand_l.position = Vec3::new(0.0, -2.0, 0.0);
529 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
530
531 next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
532 next.hand_r.orientation =
533 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(2.0);
534
535 next.control.position = Vec3::new(0.0, 7.0, 4.0);
536 next.control.orientation =
537 Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(-1.25);
538 },
539 _ => {},
540 },
541 ((_, _), _, _) => {},
542 };
543 match hands {
544 (Some(Hands::One), _) => {
545 next.control_l.position =
546 next.hand_l.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(-4.0, 0.0, 0.0);
547 next.control_l.orientation = Quaternion::lerp(
548 next.hand_l.orientation,
549 Quaternion::rotation_x(PI * -0.5),
550 0.65,
551 );
552 next.hand_l.position = Vec3::new(0.0, -2.0, 0.0);
553 next.hand_l.orientation = Quaternion::rotation_x(PI * 0.5);
554 },
555 (_, _) => {},
556 };
557 match hands {
558 (None | Some(Hands::One), Some(Hands::One)) => {
559 next.control_r.position =
560 next.hand_r.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(4.0, 0.0, 0.0);
561 next.control_r.orientation = Quaternion::lerp(
562 next.hand_r.orientation,
563 Quaternion::rotation_x(PI * -0.5),
564 0.65,
565 );
566 next.hand_r.position = Vec3::new(0.0, -2.0, 0.0);
567 next.hand_r.orientation = Quaternion::rotation_x(PI * 0.5);
568 },
569 (_, _) => {},
570 };
571 match hands {
572 (None, None) | (None, Some(Hands::One)) => {
573 next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0);
574 next.hand_l.orientation =
575 Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25);
576 },
577 (_, _) => {},
578 };
579 match hands {
580 (None, None) | (Some(Hands::One), None) => {
581 },
586 (_, _) => {},
587 };
588
589 if let (None, Some(Hands::Two)) = hands {
590 next.second = next.main;
591 }
592
593 next.do_hold_lantern(s_a, anim_time, anim_time, speednorm, 0.0, tilt);
594
595 next
596 }
597}