veloren_voxygen_anim/character/
wield.rs

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.second.scale = match hands {
87        //     (Some(Hands::One), Some(Hands::One)) => Vec3::one(),
88        //    (_, _) => Vec3::zero(),
89        // };
90        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.back.orientation = Quaternion::rotation_x(-0.2);
137            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(0.15 + head_look.y.abs() + look_dir.z * 0.7);
170                        next.chest.orientation = Quaternion::rotation_x(-0.15)
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, s_a.ahr.2);
185                    next.hand_r.orientation =
186                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(PI);
187
188                    next.control.position =
189                        Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2 + direction * -5.0);
190                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
191                        * Quaternion::rotation_y(s_a.ac.4)
192                        * Quaternion::rotation_z(s_a.ac.5);
193                },
194                Some(ToolKind::Hammer | ToolKind::Pick) => {
195                    next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1 + 3.0, s_a.hhl.2 - 1.0);
196                    next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
197                        * Quaternion::rotation_y(s_a.hhl.4)
198                        * Quaternion::rotation_z(s_a.hhl.5);
199                    next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1 + 3.0, s_a.hhr.2 + 1.0);
200                    next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
201                        * Quaternion::rotation_y(s_a.hhr.4)
202                        * Quaternion::rotation_z(s_a.hhr.5);
203
204                    next.control.position =
205                        Vec3::new(s_a.hc.0 - 1.0, s_a.hc.1, s_a.hc.2 + direction * -5.0 - 3.0);
206                    next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + u_slow * 0.15)
207                        * Quaternion::rotation_y(s_a.hc.4)
208                        * Quaternion::rotation_z(s_a.hc.5 + u_slowalt * 0.07);
209                },
210                Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
211                    next.control_l.position = next.hand_l.position * 0.2
212                        + Vec3::new(
213                            s_a.sc.0 + 1.0,
214                            s_a.sc.1 - slow * 2.0 * speednorm - 3.0,
215                            s_a.sc.2 + direction * -5.0 - slow * 2.0 * speednorm - 3.0,
216                        );
217                    next.control_r.position = next.control_l.position;
218
219                    next.hand_l.position = Vec3::new(s_a.shl.0 - 0.5, s_a.shl.1, s_a.shl.2 + 0.0);
220                    next.hand_l.orientation =
221                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
222                    next.control_l.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.05)
223                        * Quaternion::rotation_z(u_slowalt * 0.04);
224                    next.control_r.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15)
225                        * Quaternion::rotation_z(u_slowalt * 0.08);
226                    next.hand_r.position = Vec3::new(0.0, 0.0, 8.0);
227                    next.hand_r.orientation =
228                        next.hand_l.orientation * Quaternion::rotation_y(PI * 0.3);
229                },
230                Some(ToolKind::Bow) => {
231                    next.main.position = Vec3::new(0.0, 0.0, 0.0);
232                    next.main.orientation = Quaternion::rotation_x(0.0);
233                    next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
234                    next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
235                    next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
236                    next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
237
238                    next.hold.position = Vec3::new(0.0, -1.0, -5.2);
239                    next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
240                    next.hold.scale = Vec3::one() * 1.0;
241
242                    next.control.position =
243                        Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2 + direction * -5.0);
244                    next.control.orientation = Quaternion::rotation_x(u_slow * 0.06)
245                        * Quaternion::rotation_y(s_a.bc.4)
246                        * Quaternion::rotation_z(s_a.bc.5 + u_slowalt * 0.1);
247                },
248                Some(ToolKind::Debug) => {
249                    next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
250                    next.hand_l.orientation = Quaternion::rotation_x(1.27);
251                    next.main.position = Vec3::new(-5.0, 5.0, 23.0);
252                    next.main.orientation = Quaternion::rotation_x(PI);
253                },
254                Some(ToolKind::Farming) => {
255                    if speed < 0.5 {
256                        next.head.orientation = Quaternion::rotation_z(head_look.x)
257                            * Quaternion::rotation_x(-0.2 + head_look.y.abs() + look_dir.z * 0.7);
258                    }
259                    next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
260                    next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
261                    next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
262                    next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
263                    next.main.position = Vec3::new(7.5, 7.5, 13.2);
264                    next.main.orientation = Quaternion::rotation_y(PI);
265
266                    next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0);
267                    next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
268                        * Quaternion::rotation_y(0.6 + u_slow * 0.1)
269                        * Quaternion::rotation_z(u_slowalt * 0.1);
270                },
271                Some(ToolKind::Shovel) => {
272                    next.hand_l.position = Vec3::new(8.0, 6.0, 3.0);
273                    next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
274                    next.hand_r.position = Vec3::new(8.0, 6.0, 15.0);
275                    next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
276                    next.main.position = Vec3::new(7.5, 7.5, 13.2);
277                    next.main.orientation = Quaternion::rotation_y(PI);
278
279                    next.control.position = Vec3::new(-11.0 + slow * 0.02, 1.8, 4.0);
280                    next.control.orientation = Quaternion::rotation_x(u_slow * 0.01)
281                        * Quaternion::rotation_y(0.8 + u_slow * 0.01)
282                        * Quaternion::rotation_z(u_slowalt * 0.01);
283                },
284                Some(ToolKind::Instrument) => {
285                    if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
286                        match spec.as_str() {
287                            "Lyre" | "IcyTalharpa" | "WildskinDrum" | "Steeltonguedrum" => {
288                                if speed < 0.5 {
289                                    next.head.orientation = Quaternion::rotation_z(head_look.x)
290                                        * Quaternion::rotation_x(
291                                            0.0 + head_look.y.abs() + look_dir.z * 0.7,
292                                        );
293                                }
294                                next.hand_l.position = Vec3::new(0.0, 2.0, -4.0);
295                                next.hand_l.orientation =
296                                    Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
297                                next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
298                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
299                                    * Quaternion::rotation_z(PI / 2.0);
300                                next.main.position = Vec3::new(-2.0, 10.0, 12.0);
301                                next.main.orientation = Quaternion::rotation_y(PI);
302
303                                next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
304                                next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
305                                    * Quaternion::rotation_y(2.0 + u_slow * 0.1)
306                                    * Quaternion::rotation_z(u_slowalt * 0.1);
307                            },
308                            "Flute" | "GlassFlute" => {
309                                if speed < 0.5 {
310                                    next.head.orientation = Quaternion::rotation_z(head_look.x)
311                                        * Quaternion::rotation_x(
312                                            0.0 + head_look.y.abs() + look_dir.z * 0.7,
313                                        );
314                                }
315                                next.hand_l.position = Vec3::new(-1.0, 4.0, -1.0);
316                                next.hand_l.orientation = Quaternion::rotation_x(2.5)
317                                    * Quaternion::rotation_y(0.9)
318                                    * Quaternion::rotation_z(PI);
319                                next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
320                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
321                                next.main.position = Vec3::new(12.0, 3.0, 4.0);
322                                next.main.orientation =
323                                    Quaternion::rotation_x(PI) * Quaternion::rotation_y(-1.2);
324
325                                next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
326                                next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
327                                    * Quaternion::rotation_y(2.0 + u_slow * 0.1)
328                                    * Quaternion::rotation_z(u_slowalt * 0.1);
329                            },
330                            "DoubleBass" => {
331                                if speed < 0.5 {
332                                    next.head.orientation = Quaternion::rotation_z(head_look.x)
333                                        * Quaternion::rotation_x(
334                                            0.0 + head_look.y.abs() + look_dir.z * 0.7,
335                                        );
336                                }
337                                next.hand_l.position = Vec3::new(-6.0, 6.0, -5.0);
338                                next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
339                                    * Quaternion::rotation_y(0.7)
340                                    * Quaternion::rotation_y(0.25)
341                                    * Quaternion::rotation_z(PI);
342                                next.hand_r.position = Vec3::new(-2.0, 4.0, 5.0);
343                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
344                                    * Quaternion::rotation_z(PI / 2.0);
345                                next.main.position = Vec3::new(-14.0, 6.0, -6.0);
346                                next.main.orientation = Quaternion::rotation_x(-0.2)
347                                    * Quaternion::rotation_y(1.2)
348                                    * Quaternion::rotation_z(-1.2);
349
350                                next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
351                                next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
352                                    * Quaternion::rotation_y(2.0 + u_slow * 0.1)
353                                    * Quaternion::rotation_z(u_slowalt * 0.1);
354                            },
355                            "Kora" => {
356                                if speed < 0.5 {
357                                    next.head.orientation = Quaternion::rotation_z(head_look.x)
358                                        * Quaternion::rotation_x(
359                                            0.0 + head_look.y.abs() + look_dir.z * 0.7,
360                                        );
361                                }
362                                next.hand_l.position = Vec3::new(-6.0, 6.0, -5.0);
363                                next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
364                                    * Quaternion::rotation_y(0.7)
365                                    * Quaternion::rotation_y(0.25)
366                                    * Quaternion::rotation_z(PI);
367                                next.hand_r.position = Vec3::new(-2.0, 4.0, 5.0);
368                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
369                                    * Quaternion::rotation_z(PI / 2.0);
370                                next.main.position = Vec3::new(-14.0, 6.0, -6.0);
371                                next.main.orientation = Quaternion::rotation_x(-0.2)
372                                    * Quaternion::rotation_y(1.2)
373                                    * Quaternion::rotation_z(1.3);
374
375                                next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
376                                next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
377                                    * Quaternion::rotation_y(2.0 + u_slow * 0.1)
378                                    * Quaternion::rotation_z(u_slowalt * 0.1);
379                            },
380                            "Washboard" | "TimbrelOfChaos" | "Rhythmo" | "StarlightConch" => {
381                                if speed < 0.5 {
382                                    next.head.orientation = Quaternion::rotation_z(head_look.x)
383                                        * Quaternion::rotation_x(
384                                            0.0 + head_look.y.abs() + look_dir.z * 0.7,
385                                        );
386                                }
387                                next.hand_l.position = Vec3::new(0.0, 2.0, -4.0);
388                                next.hand_l.orientation =
389                                    Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
390                                next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
391                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
392                                    * Quaternion::rotation_z(PI / 2.0);
393                                next.main.position = Vec3::new(-2.0, 10.0, 12.0);
394                                next.main.orientation = Quaternion::rotation_y(PI);
395
396                                next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
397                                next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
398                                    * Quaternion::rotation_y(2.0 + u_slow * 0.1)
399                                    * Quaternion::rotation_z(u_slowalt * 0.1);
400                            },
401                            "Kalimba" => {
402                                if speed < 0.5 {
403                                    next.head.orientation = Quaternion::rotation_z(head_look.x)
404                                        * Quaternion::rotation_x(
405                                            0.0 + head_look.y.abs() + look_dir.z * 0.7,
406                                        );
407                                }
408                                next.hand_l.position = Vec3::new(0.0, 2.0, -4.0);
409                                next.hand_l.orientation =
410                                    Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
411                                next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
412                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
413                                    * Quaternion::rotation_z(PI / 2.0);
414                                next.main.position = Vec3::new(0.0, 7.0, 12.0);
415                                next.main.orientation =
416                                    Quaternion::rotation_y(PI) * Quaternion::rotation_z(PI);
417
418                                next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
419                                next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
420                                    * Quaternion::rotation_y(2.0 + u_slow * 0.1)
421                                    * Quaternion::rotation_z(u_slowalt * 0.1);
422                            },
423                            "Lute" | "Shamisen" | "Banjo" | "Oud" => {
424                                if speed < 0.5 {
425                                    next.head.orientation = Quaternion::rotation_z(head_look.x)
426                                        * Quaternion::rotation_x(
427                                            0.0 + head_look.y.abs() + look_dir.z * 0.7,
428                                        );
429                                }
430                                next.hand_l.position = Vec3::new(-2.0, 5.0, -5.0);
431                                next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
432                                    * Quaternion::rotation_y(0.7)
433                                    * Quaternion::rotation_y(0.25)
434                                    * Quaternion::rotation_z(PI);
435                                next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0);
436                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
437                                    * Quaternion::rotation_z(PI / 2.0);
438                                next.main.position = Vec3::new(-2.0, 4.0, -12.0);
439                                next.main.orientation = Quaternion::rotation_x(0.0)
440                                    * Quaternion::rotation_y(0.2)
441                                    * Quaternion::rotation_z(-1.3);
442
443                                next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
444                                next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
445                                    * Quaternion::rotation_y(2.0 + u_slow * 0.1)
446                                    * Quaternion::rotation_z(u_slowalt * 0.1);
447                            },
448                            "ViolaPizzicato" => {
449                                if speed < 0.5 {
450                                    next.head.orientation = Quaternion::rotation_z(head_look.x)
451                                        * Quaternion::rotation_x(
452                                            0.0 + head_look.y.abs() + look_dir.z * 0.7,
453                                        );
454                                }
455                                next.hand_l.position = Vec3::new(-2.0, 5.0, -5.0);
456                                next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
457                                    * Quaternion::rotation_y(0.7)
458                                    * Quaternion::rotation_y(0.25)
459                                    * Quaternion::rotation_z(PI);
460                                next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0);
461                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
462                                    * Quaternion::rotation_z(PI / 2.0);
463                                next.main.position = Vec3::new(-2.0, 6.0, -12.0);
464                                next.main.orientation = Quaternion::rotation_x(0.0)
465                                    * Quaternion::rotation_y(0.2)
466                                    * Quaternion::rotation_z(-1.3);
467
468                                next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
469                                next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
470                                    * Quaternion::rotation_y(2.0 + u_slow * 0.1)
471                                    * Quaternion::rotation_z(u_slowalt * 0.1);
472                            },
473                            "Guitar" | "DarkGuitar" => {
474                                if speed < 0.5 {
475                                    next.head.orientation = Quaternion::rotation_z(head_look.x)
476                                        * Quaternion::rotation_x(
477                                            0.0 + head_look.y.abs() + look_dir.z * 0.7,
478                                        );
479                                }
480                                next.hand_l.position = Vec3::new(0.0, 5.0, -4.0);
481                                next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
482                                    * Quaternion::rotation_y(0.7)
483                                    * Quaternion::rotation_y(0.25)
484                                    * Quaternion::rotation_z(PI);
485                                next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0);
486                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
487                                    * Quaternion::rotation_z(PI / 2.0);
488                                next.main.position = Vec3::new(-2.0, 4.0, -12.0);
489                                next.main.orientation = Quaternion::rotation_x(0.0)
490                                    * Quaternion::rotation_y(0.2)
491                                    * Quaternion::rotation_z(-1.3);
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                            "Melodica" => {
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, 3.0, -2.0);
506                                next.hand_l.orientation = Quaternion::rotation_x(2.0)
507                                    * Quaternion::rotation_z(-0.5)
508                                    * Quaternion::rotation_y(0.4)
509                                    * Quaternion::rotation_z(PI);
510                                next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0);
511                                next.hand_r.orientation = Quaternion::rotation_x(1.2)
512                                    * Quaternion::rotation_y(-0.3)
513                                    * Quaternion::rotation_z(1.5);
514                                next.main.position = Vec3::new(-14.0, 3.0, -6.0);
515                                next.main.orientation = Quaternion::rotation_x(0.0)
516                                    * Quaternion::rotation_y(1.1)
517                                    * Quaternion::rotation_z(-1.5);
518
519                                next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
520                                next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
521                                    * Quaternion::rotation_y(2.0 + u_slow * 0.1)
522                                    * Quaternion::rotation_z(u_slowalt * 0.1);
523                            },
524                            "Sitar" => {
525                                if speed < 0.5 {
526                                    next.head.orientation = Quaternion::rotation_z(head_look.x)
527                                        * Quaternion::rotation_x(
528                                            0.0 + head_look.y.abs() + look_dir.z * 0.7,
529                                        );
530                                }
531                                next.hand_l.position = Vec3::new(-1.0, 5.0, -2.5);
532                                next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3)
533                                    * Quaternion::rotation_y(0.2)
534                                    * Quaternion::rotation_y(0.25)
535                                    * Quaternion::rotation_z(PI);
536                                next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0);
537                                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
538                                    * Quaternion::rotation_z(PI / 2.0);
539                                next.main.position = Vec3::new(-2.0, 4.0, -12.0);
540                                next.main.orientation = Quaternion::rotation_x(0.0)
541                                    * Quaternion::rotation_y(0.2)
542                                    * Quaternion::rotation_z(-1.3);
543
544                                next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8);
545                                next.control.orientation = Quaternion::rotation_x(u_slow * 0.1)
546                                    * Quaternion::rotation_y(2.0 + u_slow * 0.1)
547                                    * Quaternion::rotation_z(u_slowalt * 0.1);
548                            },
549                            _ => {},
550                        }
551                    }
552                },
553                Some(ToolKind::Shield) => {
554                    next.hand_l.position = Vec3::new(0.0, -2.0, 0.0);
555                    next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
556
557                    next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
558                    next.hand_r.orientation =
559                        Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(2.0);
560
561                    next.control.position = Vec3::new(0.0, 7.0, 4.0);
562                    next.control.orientation =
563                        Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(-1.25);
564                },
565                _ => {},
566            },
567            ((_, _), _, _) => {},
568        };
569        match hands {
570            (Some(Hands::One), _) => {
571                next.control_l.position =
572                    next.hand_l.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(-4.0, 0.0, 0.0);
573                next.control_l.orientation = Quaternion::lerp(
574                    next.hand_l.orientation,
575                    Quaternion::rotation_x(PI * -0.5),
576                    0.65,
577                );
578                next.hand_l.position = Vec3::new(0.0, -2.0, 0.0);
579                next.hand_l.orientation = Quaternion::rotation_x(PI * 0.5);
580            },
581            (_, _) => {},
582        };
583        match hands {
584            (None | Some(Hands::One), Some(Hands::One)) => {
585                next.control_r.position =
586                    next.hand_r.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(4.0, 0.0, 0.0);
587                next.control_r.orientation = Quaternion::lerp(
588                    next.hand_r.orientation,
589                    Quaternion::rotation_x(PI * -0.5),
590                    0.65,
591                );
592                next.hand_r.position = Vec3::new(0.0, -2.0, 0.0);
593                next.hand_r.orientation = Quaternion::rotation_x(PI * 0.5);
594            },
595            (_, _) => {},
596        };
597        match hands {
598            (None, None) | (None, Some(Hands::One)) => {
599                next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0);
600                next.hand_l.orientation =
601                    Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25);
602            },
603            (_, _) => {},
604        };
605        match hands {
606            (None, None) | (Some(Hands::One), None) => {
607                // next.hand_r.position = Vec3::new(8.0, 2.0, 1.0);
608                // next.hand_r.orientation =
609                //     Quaternion::rotation_x(0.5) *
610                // Quaternion::rotation_y(-0.25);
611            },
612            (_, _) => {},
613        };
614
615        if let (None, Some(Hands::Two)) = hands {
616            next.second = next.main;
617        }
618
619        next.do_hold_lantern(s_a, anim_time, anim_time, speednorm, 0.0, tilt);
620
621        next
622    }
623}