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", unsafe(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.main.scale = Vec3::one();
93 next.second.position = Vec3::new(0.0, 0.0, 0.0);
94 next.second.orientation = Quaternion::rotation_z(0.0);
95 next.second.scale = Vec3::one();
96
97 let is_moving = (speed > 0.2 && velocity.z == 0.0) || is_riding;
98
99 if !is_moving {
100 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + u_slow * 0.1);
101 next.head.orientation = Quaternion::rotation_z(head_look.x + tilt * -0.75)
102 * Quaternion::rotation_x(head_look.y.abs() + look_dir.z * 0.7);
103
104 next.chest.position =
105 Vec3::new(slowalt * 0.2, s_a.chest.0, s_a.chest.1 + u_slow * 0.35);
106 next.belt.orientation = Quaternion::rotation_z(0.15 + beltstatic * tilt * 0.1);
107
108 next.shorts.orientation = Quaternion::rotation_z(0.3 + beltstatic * tilt * 0.2);
109 next.torso.orientation = Quaternion::rotation_z(tilt * 0.4);
110
111 next.foot_l.position = Vec3::new(
112 -s_a.foot.0,
113 -2.0 + s_a.foot.1 + jump * -4.0,
114 s_a.foot.2 + (tilt * footvertlstatic * 1.0).max(0.0),
115 );
116 next.foot_l.orientation = Quaternion::rotation_x(
117 jump * -0.7 + u_slowalt * 0.035 + tilt * footvertlstatic * 0.1
118 - tilt.abs() * 0.3 * speednorm,
119 ) * Quaternion::rotation_z(-tilt * 0.3);
120
121 next.foot_r.position = Vec3::new(
122 s_a.foot.0,
123 2.0 + s_a.foot.1 + jump * 4.0,
124 s_a.foot.2 + (tilt * footvertrstatic * 1.0).max(0.0),
125 );
126 next.foot_r.orientation = Quaternion::rotation_x(
127 jump * 0.7 + u_slow * 0.035 + tilt * footvertrstatic * 0.1
128 - tilt.abs() * 0.3 * speednorm,
129 ) * Quaternion::rotation_z(-tilt * 0.3);
130
131 next.chest.orientation = Quaternion::rotation_y(u_slowalt * 0.04)
132 * Quaternion::rotation_z(0.15 + tilt * -0.4);
133
134 next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
135
136 next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
138 }
139 match (hands, active_tool_kind, second_tool_kind) {
140 ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
141 Some(ToolKind::Sword) => {
142 next.control_l.position = next.hand_l.position * 0.2
143 + Vec3::new(
144 s_a.sc.0,
145 s_a.sc.1 - slow * 2.0 * speednorm,
146 s_a.sc.2 + direction * -5.0 - slow * 2.0 * speednorm,
147 );
148 next.control_r.position = next.control_l.position;
149
150 next.hand_l.position = Vec3::new(s_a.shl.0 - 0.5, s_a.shl.1, s_a.shl.2);
151 next.hand_l.orientation =
152 Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
153 next.control_l.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.05)
154 * Quaternion::rotation_z(u_slowalt * 0.04);
155 next.control_r.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15)
156 * Quaternion::rotation_z(u_slowalt * 0.08);
157 next.hand_r.position = Vec3::zero();
158 next.hand_r.orientation =
159 next.hand_l.orientation * Quaternion::rotation_y(PI * 0.3);
160 },
161 Some(ToolKind::Axe) => {
162 next.main.position = Vec3::new(0.0, 0.0, 0.0);
163 next.main.orientation = Quaternion::rotation_x(0.0);
164
165 if speed < 0.5 {
166 next.head.position =
167 Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + u_slow * 0.1);
168 next.head.orientation = Quaternion::rotation_z(head_look.x)
169 * Quaternion::rotation_x(0.35 + head_look.y.abs() + look_dir.z * 0.7);
170 next.chest.orientation = Quaternion::rotation_x(-0.35)
171 * Quaternion::rotation_y(u_slowalt * 0.04)
172 * Quaternion::rotation_z(0.15);
173 next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1);
174 next.belt.orientation = Quaternion::rotation_x(0.15)
175 * Quaternion::rotation_y(u_slowalt * 0.03)
176 * Quaternion::rotation_z(0.15);
177 next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1);
178 next.shorts.orientation =
179 Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
180 }
181 next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
182 next.hand_l.orientation =
183 Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
184 next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1 + 2.0, s_a.ahr.2);
185 next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
186 * Quaternion::rotation_z(s_a.ahr.5)
187 * Quaternion::rotation_y(PI * -0.25);
188
189 next.control.position =
190 Vec3::new(s_a.ac.0, s_a.ac.1 - 4.0, s_a.ac.2 + direction * -5.0);
191 next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
192 * Quaternion::rotation_y(s_a.ac.4)
193 * Quaternion::rotation_z(s_a.ac.5);
194 },
195 Some(ToolKind::Hammer | ToolKind::Pick) => {
196 next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1 + 3.0, s_a.hhl.2 - 1.0);
197 next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
198 * Quaternion::rotation_y(s_a.hhl.4)
199 * Quaternion::rotation_z(s_a.hhl.5);
200 next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1 + 3.0, s_a.hhr.2 + 1.0);
201 next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
202 * Quaternion::rotation_y(s_a.hhr.4)
203 * Quaternion::rotation_z(s_a.hhr.5);
204
205 next.control.position =
206 Vec3::new(s_a.hc.0 - 1.0, s_a.hc.1, s_a.hc.2 + direction * -5.0 - 3.0);
207 next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + u_slow * 0.15)
208 * Quaternion::rotation_y(s_a.hc.4)
209 * Quaternion::rotation_z(s_a.hc.5 + u_slowalt * 0.07);
210 },
211 Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
212 next.control_l.position = next.hand_l.position * 0.2
213 + Vec3::new(
214 s_a.sc.0 + 1.0,
215 s_a.sc.1 - slow * 2.0 * speednorm - 3.0,
216 s_a.sc.2 + direction * -5.0 - slow * 2.0 * speednorm - 3.0,
217 );
218 next.control_r.position = next.control_l.position;
219
220 next.hand_l.position = Vec3::new(s_a.shl.0 - 0.5, s_a.shl.1, s_a.shl.2 + 0.0);
221 next.hand_l.orientation =
222 Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
223 next.control_l.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.05)
224 * Quaternion::rotation_z(u_slowalt * 0.04);
225 next.control_r.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15)
226 * Quaternion::rotation_z(u_slowalt * 0.08);
227 next.hand_r.position = Vec3::new(0.0, 0.0, 8.0);
228 next.hand_r.orientation =
229 next.hand_l.orientation * Quaternion::rotation_y(PI * 0.3);
230 },
231 Some(ToolKind::Bow) => {
232 next.main.position = Vec3::new(0.0, 0.0, 0.0);
233 next.main.orientation = Quaternion::rotation_x(0.0);
234 next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
235 next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
236 next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
237 next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
238
239 next.hold.position = Vec3::new(0.0, -1.0, -5.2);
240 next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
241 next.hold.scale = Vec3::one() * 1.0;
242
243 next.control.position =
244 Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2 + direction * -5.0);
245 next.control.orientation = Quaternion::rotation_x(u_slow * 0.06)
246 * Quaternion::rotation_y(s_a.bc.4)
247 * Quaternion::rotation_z(s_a.bc.5 + u_slowalt * 0.1);
248 },
249 Some(ToolKind::Debug) => {
250 next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
251 next.hand_l.orientation = Quaternion::rotation_x(1.27);
252 next.main.position = Vec3::new(-5.0, 5.0, 23.0);
253 next.main.orientation = Quaternion::rotation_x(PI);
254 },
255 Some(ToolKind::Farming) => {
256 if speed < 0.5 {
257 next.head.orientation = Quaternion::rotation_z(head_look.x)
258 * Quaternion::rotation_x(-0.2 + head_look.y.abs() + look_dir.z * 0.7);
259 }
260 next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
261 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
262 next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
263 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
264 next.main.position = Vec3::new(7.5, 7.5, 13.2);
265 next.main.orientation = Quaternion::rotation_y(PI);
266
267 next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0);
268 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
269 * Quaternion::rotation_y(0.6 + u_slow * 0.1)
270 * Quaternion::rotation_z(u_slowalt * 0.1);
271 },
272 Some(ToolKind::Shovel) => {
273 next.hand_l.position = Vec3::new(8.0, 6.0, 3.0);
274 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
275 next.hand_r.position = Vec3::new(8.0, 6.0, 15.0);
276 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
277 next.main.position = Vec3::new(7.5, 7.5, 13.2);
278 next.main.orientation = Quaternion::rotation_y(PI);
279
280 next.control.position = Vec3::new(-11.0 + slow * 0.02, 1.8, 4.0);
281 next.control.orientation = Quaternion::rotation_x(u_slow * 0.01)
282 * Quaternion::rotation_y(0.8 + u_slow * 0.01)
283 * Quaternion::rotation_z(u_slowalt * 0.01);
284 },
285 Some(ToolKind::Instrument) => {
286 if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
287 match spec.as_str() {
288 "Lyre" | "IcyTalharpa" | "WildskinDrum" | "Steeltonguedrum" => {
289 if speed < 0.5 {
290 next.head.orientation = Quaternion::rotation_z(head_look.x)
291 * Quaternion::rotation_x(
292 0.0 + head_look.y.abs() + look_dir.z * 0.7,
293 );
294 }
295 next.hand_l.position = Vec3::new(0.0, 2.0, -4.0);
296 next.hand_l.orientation =
297 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
298 next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
299 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
300 * Quaternion::rotation_z(PI / 2.0);
301 next.main.position = Vec3::new(-2.0, 10.0, 12.0);
302 next.main.orientation = Quaternion::rotation_y(PI);
303
304 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
305 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
306 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
307 * Quaternion::rotation_z(u_slowalt * 0.1);
308 },
309 "Flute" | "GlassFlute" => {
310 if speed < 0.5 {
311 next.head.orientation = Quaternion::rotation_z(head_look.x)
312 * Quaternion::rotation_x(
313 0.0 + head_look.y.abs() + look_dir.z * 0.7,
314 );
315 }
316 next.hand_l.position = Vec3::new(-1.0, 4.0, -1.0);
317 next.hand_l.orientation = Quaternion::rotation_x(2.5)
318 * Quaternion::rotation_y(0.9)
319 * Quaternion::rotation_z(PI);
320 next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
321 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
322 next.main.position = Vec3::new(12.0, 3.0, 4.0);
323 next.main.orientation =
324 Quaternion::rotation_x(PI) * Quaternion::rotation_y(-1.2);
325
326 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
327 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
328 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
329 * Quaternion::rotation_z(u_slowalt * 0.1);
330 },
331 "DoubleBass" => {
332 if speed < 0.5 {
333 next.head.orientation = Quaternion::rotation_z(head_look.x)
334 * Quaternion::rotation_x(
335 0.0 + head_look.y.abs() + look_dir.z * 0.7,
336 );
337 }
338 next.hand_l.position = Vec3::new(-6.0, 6.0, -5.0);
339 next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
340 * Quaternion::rotation_y(0.7)
341 * Quaternion::rotation_y(0.25)
342 * Quaternion::rotation_z(PI);
343 next.hand_r.position = Vec3::new(-2.0, 4.0, 5.0);
344 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
345 * Quaternion::rotation_z(PI / 2.0);
346 next.main.position = Vec3::new(-14.0, 6.0, -6.0);
347 next.main.orientation = Quaternion::rotation_x(-0.2)
348 * Quaternion::rotation_y(1.2)
349 * Quaternion::rotation_z(-1.2);
350
351 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
352 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
353 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
354 * Quaternion::rotation_z(u_slowalt * 0.1);
355 },
356 "Kora" => {
357 if speed < 0.5 {
358 next.head.orientation = Quaternion::rotation_z(head_look.x)
359 * Quaternion::rotation_x(
360 0.0 + head_look.y.abs() + look_dir.z * 0.7,
361 );
362 }
363 next.hand_l.position = Vec3::new(-6.0, 6.0, -5.0);
364 next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
365 * Quaternion::rotation_y(0.7)
366 * Quaternion::rotation_y(0.25)
367 * Quaternion::rotation_z(PI);
368 next.hand_r.position = Vec3::new(-2.0, 4.0, 5.0);
369 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
370 * Quaternion::rotation_z(PI / 2.0);
371 next.main.position = Vec3::new(-14.0, 6.0, -6.0);
372 next.main.orientation = Quaternion::rotation_x(-0.2)
373 * Quaternion::rotation_y(1.2)
374 * Quaternion::rotation_z(1.3);
375
376 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
377 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
378 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
379 * Quaternion::rotation_z(u_slowalt * 0.1);
380 },
381 "Washboard" | "TimbrelOfChaos" | "Rhythmo" | "StarlightConch" => {
382 if speed < 0.5 {
383 next.head.orientation = Quaternion::rotation_z(head_look.x)
384 * Quaternion::rotation_x(
385 0.0 + head_look.y.abs() + look_dir.z * 0.7,
386 );
387 }
388 next.hand_l.position = Vec3::new(0.0, 2.0, -4.0);
389 next.hand_l.orientation =
390 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
391 next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
392 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
393 * Quaternion::rotation_z(PI / 2.0);
394 next.main.position = Vec3::new(-2.0, 10.0, 12.0);
395 next.main.orientation = Quaternion::rotation_y(PI);
396
397 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
398 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
399 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
400 * Quaternion::rotation_z(u_slowalt * 0.1);
401 },
402 "Kalimba" => {
403 if speed < 0.5 {
404 next.head.orientation = Quaternion::rotation_z(head_look.x)
405 * Quaternion::rotation_x(
406 0.0 + head_look.y.abs() + look_dir.z * 0.7,
407 );
408 }
409 next.hand_l.position = Vec3::new(0.0, 2.0, -4.0);
410 next.hand_l.orientation =
411 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
412 next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
413 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
414 * Quaternion::rotation_z(PI / 2.0);
415 next.main.position = Vec3::new(0.0, 7.0, 12.0);
416 next.main.orientation =
417 Quaternion::rotation_y(PI) * Quaternion::rotation_z(PI);
418
419 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
420 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
421 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
422 * Quaternion::rotation_z(u_slowalt * 0.1);
423 },
424 "Lute" | "Shamisen" | "Banjo" | "Oud" => {
425 if speed < 0.5 {
426 next.head.orientation = Quaternion::rotation_z(head_look.x)
427 * Quaternion::rotation_x(
428 0.0 + head_look.y.abs() + look_dir.z * 0.7,
429 );
430 }
431 next.hand_l.position = Vec3::new(-2.0, 5.0, -5.0);
432 next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
433 * Quaternion::rotation_y(0.7)
434 * Quaternion::rotation_y(0.25)
435 * Quaternion::rotation_z(PI);
436 next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0);
437 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
438 * Quaternion::rotation_z(PI / 2.0);
439 next.main.position = Vec3::new(-2.0, 4.0, -12.0);
440 next.main.orientation = Quaternion::rotation_x(0.0)
441 * Quaternion::rotation_y(0.2)
442 * Quaternion::rotation_z(-1.3);
443
444 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
445 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
446 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
447 * Quaternion::rotation_z(u_slowalt * 0.1);
448 },
449 "ViolaPizzicato" => {
450 if speed < 0.5 {
451 next.head.orientation = Quaternion::rotation_z(head_look.x)
452 * Quaternion::rotation_x(
453 0.0 + head_look.y.abs() + look_dir.z * 0.7,
454 );
455 }
456 next.hand_l.position = Vec3::new(-2.0, 5.0, -5.0);
457 next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
458 * Quaternion::rotation_y(0.7)
459 * Quaternion::rotation_y(0.25)
460 * Quaternion::rotation_z(PI);
461 next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0);
462 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
463 * Quaternion::rotation_z(PI / 2.0);
464 next.main.position = Vec3::new(-2.0, 6.0, -12.0);
465 next.main.orientation = Quaternion::rotation_x(0.0)
466 * Quaternion::rotation_y(0.2)
467 * Quaternion::rotation_z(-1.3);
468
469 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
470 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
471 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
472 * Quaternion::rotation_z(u_slowalt * 0.1);
473 },
474 "Guitar" | "DarkGuitar" => {
475 if speed < 0.5 {
476 next.head.orientation = Quaternion::rotation_z(head_look.x)
477 * Quaternion::rotation_x(
478 0.0 + head_look.y.abs() + look_dir.z * 0.7,
479 );
480 }
481 next.hand_l.position = Vec3::new(0.0, 5.0, -4.0);
482 next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
483 * Quaternion::rotation_y(0.7)
484 * Quaternion::rotation_y(0.25)
485 * Quaternion::rotation_z(PI);
486 next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0);
487 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
488 * Quaternion::rotation_z(PI / 2.0);
489 next.main.position = Vec3::new(-2.0, 4.0, -12.0);
490 next.main.orientation = Quaternion::rotation_x(0.0)
491 * Quaternion::rotation_y(0.2)
492 * Quaternion::rotation_z(-1.3);
493
494 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
495 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
496 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
497 * Quaternion::rotation_z(u_slowalt * 0.1);
498 },
499 "Melodica" => {
500 if speed < 0.5 {
501 next.head.orientation = Quaternion::rotation_z(head_look.x)
502 * Quaternion::rotation_x(
503 0.0 + head_look.y.abs() + look_dir.z * 0.7,
504 );
505 }
506 next.hand_l.position = Vec3::new(-1.0, 3.0, -2.0);
507 next.hand_l.orientation = Quaternion::rotation_x(2.0)
508 * Quaternion::rotation_z(-0.5)
509 * Quaternion::rotation_y(0.4)
510 * Quaternion::rotation_z(PI);
511 next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
512 next.hand_r.orientation = Quaternion::rotation_x(1.2)
513 * Quaternion::rotation_y(-0.3)
514 * Quaternion::rotation_z(1.5);
515 next.main.position = Vec3::new(-14.0, 3.0, -6.0);
516 next.main.orientation = Quaternion::rotation_x(0.0)
517 * Quaternion::rotation_y(1.1)
518 * Quaternion::rotation_z(-1.5);
519
520 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
521 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
522 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
523 * Quaternion::rotation_z(u_slowalt * 0.1);
524 },
525 "Sitar" => {
526 if speed < 0.5 {
527 next.head.orientation = Quaternion::rotation_z(head_look.x)
528 * Quaternion::rotation_x(
529 0.0 + head_look.y.abs() + look_dir.z * 0.7,
530 );
531 }
532 next.hand_l.position = Vec3::new(-1.0, 5.0, -2.5);
533 next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
534 * Quaternion::rotation_y(0.2)
535 * Quaternion::rotation_y(0.25)
536 * Quaternion::rotation_z(PI);
537 next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0);
538 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
539 * Quaternion::rotation_z(PI / 2.0);
540 next.main.position = Vec3::new(-2.0, 4.0, -12.0);
541 next.main.orientation = Quaternion::rotation_x(0.0)
542 * Quaternion::rotation_y(0.2)
543 * Quaternion::rotation_z(-1.3);
544
545 next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
546 next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
547 * Quaternion::rotation_y(2.0 + u_slow * 0.1)
548 * Quaternion::rotation_z(u_slowalt * 0.1);
549 },
550 _ => {},
551 }
552 }
553 },
554 Some(ToolKind::Shield) => {
555 next.hand_l.position = Vec3::new(0.0, -2.0, 0.0);
556 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
557
558 next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
559 next.hand_r.orientation =
560 Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(2.0);
561
562 next.control.position = Vec3::new(0.0, 7.0, 4.0);
563 next.control.orientation =
564 Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(-1.25);
565 },
566 _ => {},
567 },
568 ((_, _), _, _) => {},
569 };
570 match hands {
571 (Some(Hands::One), _) => {
572 next.control_l.position =
573 next.hand_l.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(-4.0, 0.0, 0.0);
574 next.control_l.orientation = Quaternion::lerp(
575 next.hand_l.orientation,
576 Quaternion::rotation_x(PI * -0.5),
577 0.65,
578 );
579 next.hand_l.position = Vec3::new(0.0, -2.0, 0.0);
580 next.hand_l.orientation = Quaternion::rotation_x(PI * 0.5);
581 },
582 (_, _) => {},
583 };
584 match hands {
585 (None | Some(Hands::One), Some(Hands::One)) => {
586 next.control_r.position =
587 next.hand_r.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(4.0, 0.0, 0.0);
588 next.control_r.orientation = Quaternion::lerp(
589 next.hand_r.orientation,
590 Quaternion::rotation_x(PI * -0.5),
591 0.65,
592 );
593 next.hand_r.position = Vec3::new(0.0, -2.0, 0.0);
594 next.hand_r.orientation = Quaternion::rotation_x(PI * 0.5);
595 },
596 (_, _) => {},
597 };
598 match hands {
599 (None, None) | (None, Some(Hands::One)) => {
600 next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0);
601 next.hand_l.orientation =
602 Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25);
603 },
604 (_, _) => {},
605 };
606 match hands {
607 (None, None) | (Some(Hands::One), None) => {
608 },
613 (_, _) => {},
614 };
615
616 if let (None, Some(Hands::Two)) = hands {
617 next.second = next.main;
618 }
619
620 next.do_hold_lantern(s_a, anim_time, anim_time, speednorm, 0.0, tilt);
621
622 next
623 }
624}