use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{AbilitySpec, Hands, ToolKind}, util::Dir, }; use core::{f32::consts::PI, ops::Mul}; pub struct WieldAnimation; type WieldAnimationDependency<'a> = ( (Option, Option<&'a AbilitySpec>), Option, (Option, Option), Vec3, Vec3, Dir, Vec3, f32, ); impl Animation for WieldAnimation { type Dependency<'a> = WieldAnimationDependency<'a>; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_wield\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_wield")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( (active_tool_kind, active_tool_spec), second_tool_kind, hands, orientation, last_ori, look_dir, velocity, global_time, ): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let lab: f32 = 0.8; let speed = Vec2::::from(velocity).magnitude(); let speednorm = speed / 9.5; let mut next = (*skeleton).clone(); let head_look = Vec2::new( (global_time + anim_time / 3.0).floor().mul(7331.0).sin() * 0.2, (global_time + anim_time / 3.0).floor().mul(1337.0).sin() * 0.1, ); let beltstatic = (anim_time * 10.0 * lab + PI / 2.0).sin(); let footvertlstatic = (anim_time * 10.0 * lab).sin(); let footvertrstatic = (anim_time * 10.0 * lab + PI).sin(); let slowalt = (anim_time * 9.0 + PI).cos(); let u_slow = (anim_time * 4.5 + PI).sin(); let slow = (anim_time * 7.0 + PI).sin(); let u_slowalt = (anim_time * 5.0 + PI).cos(); let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x; let ori: Vec2 = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = (if vek::Vec2::new(ori, last_ori) .map(|o| o.magnitude_squared()) .map(|m| m > 0.001 && m.is_finite()) .reduce_and() && ori.angle_between(last_ori).is_finite() { ori.angle_between(last_ori).min(0.2) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 } * 1.25) * 4.0; let jump = if velocity.z == 0.0 { 0.0 } else { 1.0 }; // next.second.scale = match hands { // (Some(Hands::One), Some(Hands::One)) => Vec3::one(), // (_, _) => Vec3::zero(), // }; 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); let is_moving = speed > 0.2 && velocity.z == 0.0; if !is_moving { next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + u_slow * 0.1); next.head.orientation = Quaternion::rotation_z(head_look.x + tilt * -0.75) * Quaternion::rotation_x(head_look.y.abs() + look_dir.z * 0.7); next.chest.position = Vec3::new(slowalt * 0.2, s_a.chest.0, s_a.chest.1 + u_slow * 0.35); next.belt.orientation = Quaternion::rotation_z(0.15 + beltstatic * tilt * 0.1); next.shorts.orientation = Quaternion::rotation_z(0.3 + beltstatic * tilt * 0.2); next.torso.orientation = Quaternion::rotation_z(tilt * 0.4); next.foot_l.position = Vec3::new( -s_a.foot.0, -2.0 + s_a.foot.1 + jump * -4.0, s_a.foot.2 + (tilt * footvertlstatic * 1.0).max(0.0), ); next.foot_l.orientation = Quaternion::rotation_x( jump * -0.7 + u_slowalt * 0.035 - 0.2 + tilt * footvertlstatic * 0.1 - tilt.abs() * 0.3, ) * Quaternion::rotation_z(-tilt * 0.3); next.foot_r.position = Vec3::new( s_a.foot.0, 2.0 + s_a.foot.1 + jump * 4.0, s_a.foot.2 + (tilt * footvertrstatic * 1.0).max(0.0), ); next.foot_r.orientation = Quaternion::rotation_x( jump * 0.7 + u_slow * 0.035 + tilt * footvertrstatic * 0.1 - tilt.abs() * 0.3, ) * Quaternion::rotation_z(-tilt * 0.3); next.chest.orientation = Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.15 + tilt * -0.4); next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1); // next.back.orientation = Quaternion::rotation_x(-0.2); next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1); } match (hands, active_tool_kind, second_tool_kind) { ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool { Some(ToolKind::Sword) => { next.control_l.position = next.hand_l.position * 0.2 + Vec3::new( s_a.sc.0, s_a.sc.1 - slow * 2.0 * speednorm, s_a.sc.2 + direction * -5.0 - slow * 2.0 * speednorm, ); next.control_r.position = next.control_l.position; next.hand_l.position = Vec3::new(s_a.shl.0 - 0.5, 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.control_l.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.05) * Quaternion::rotation_z(u_slowalt * 0.04); next.control_r.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15) * Quaternion::rotation_z(u_slowalt * 0.08); next.hand_r.position = Vec3::zero(); next.hand_r.orientation = next.hand_l.orientation * Quaternion::rotation_y(PI * 0.3); }, Some(ToolKind::Axe) => { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); if speed < 0.5 { next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + u_slow * 0.1); next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(0.35 + head_look.y.abs() + look_dir.z * 0.7); next.chest.orientation = Quaternion::rotation_x(-0.35) * Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.15); next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_x(0.15) * Quaternion::rotation_y(u_slowalt * 0.03) * Quaternion::rotation_z(0.15); next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1); next.shorts.orientation = Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25); } 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 + 2.0, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5) * Quaternion::rotation_y(PI * -0.25); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1 - 4.0, s_a.ac.2 + direction * -5.0); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5); }, Some(ToolKind::Hammer | ToolKind::Pick) => { next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1 + 3.0, s_a.hhl.2 - 1.0); next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4) * Quaternion::rotation_z(s_a.hhl.5); next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1 + 3.0, s_a.hhr.2 + 1.0); next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4) * Quaternion::rotation_z(s_a.hhr.5); next.control.position = Vec3::new(s_a.hc.0 - 1.0, s_a.hc.1, s_a.hc.2 + direction * -5.0 - 3.0); next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + u_slow * 0.15) * Quaternion::rotation_y(s_a.hc.4) * Quaternion::rotation_z(s_a.hc.5 + u_slowalt * 0.07); }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { next.control_l.position = next.hand_l.position * 0.2 + Vec3::new( s_a.sc.0 + 1.0, s_a.sc.1 - slow * 2.0 * speednorm - 3.0, s_a.sc.2 + direction * -5.0 - slow * 2.0 * speednorm - 3.0, ); next.control_r.position = next.control_l.position; next.hand_l.position = Vec3::new(s_a.shl.0 - 0.5, s_a.shl.1, s_a.shl.2 + 0.0); next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); next.control_l.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.05) * Quaternion::rotation_z(u_slowalt * 0.04); next.control_r.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15) * Quaternion::rotation_z(u_slowalt * 0.08); next.hand_r.position = Vec3::new(0.0, 0.0, 8.0); next.hand_r.orientation = next.hand_l.orientation * Quaternion::rotation_y(PI * 0.3); }, Some(ToolKind::Bow) => { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); 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.hold.position = Vec3::new(0.0, -1.0, -5.2); next.hold.orientation = Quaternion::rotation_x(-PI / 2.0); next.hold.scale = Vec3::one() * 1.0; next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2 + direction * -5.0); next.control.orientation = Quaternion::rotation_x(u_slow * 0.06) * Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5 + u_slowalt * 0.1); }, Some(ToolKind::Debug) => { next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(-5.0, 5.0, 23.0); next.main.orientation = Quaternion::rotation_x(PI); }, Some(ToolKind::Farming) => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(-0.2 + head_look.y.abs() + look_dir.z * 0.7); } next.hand_l.position = Vec3::new(9.0, 1.0, 1.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0); next.hand_r.position = Vec3::new(9.0, 1.0, 11.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0); next.main.position = Vec3::new(7.5, 7.5, 13.2); next.main.orientation = Quaternion::rotation_y(PI); next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0); next.control.orientation = Quaternion::rotation_x(u_slow * 0.1) * Quaternion::rotation_y(0.6 + u_slow * 0.1) * Quaternion::rotation_z(u_slowalt * 0.1); }, Some(ToolKind::Shovel) => { next.hand_l.position = Vec3::new(8.0, 6.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0); next.hand_r.position = Vec3::new(8.0, 6.0, 15.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0); next.main.position = Vec3::new(7.5, 7.5, 13.2); next.main.orientation = Quaternion::rotation_y(PI); next.control.position = Vec3::new(-11.0 + slow * 0.02, 1.8, 4.0); next.control.orientation = Quaternion::rotation_x(u_slow * 0.01) * Quaternion::rotation_y(0.8 + u_slow * 0.01) * Quaternion::rotation_z(u_slowalt * 0.01); }, Some(ToolKind::Instrument) => { if let Some(AbilitySpec::Custom(spec)) = active_tool_spec { match spec.as_str() { "Lyre" | "IcyTalharpa" | "WildskinDrum" => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x( 0.0 + head_look.y.abs() + look_dir.z * 0.7, ); } next.hand_l.position = Vec3::new(0.0, 2.0, -4.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI); next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0); next.main.position = Vec3::new(-2.0, 10.0, 12.0); next.main.orientation = Quaternion::rotation_y(PI); next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8); next.control.orientation = Quaternion::rotation_x(u_slow * 0.1) * Quaternion::rotation_y(2.0 + u_slow * 0.1) * Quaternion::rotation_z(u_slowalt * 0.1); }, "Flute" | "GlassFlute" => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x( 0.0 + head_look.y.abs() + look_dir.z * 0.7, ); } next.hand_l.position = Vec3::new(-1.0, 4.0, -1.0); next.hand_l.orientation = Quaternion::rotation_x(2.5) * Quaternion::rotation_y(0.9) * Quaternion::rotation_z(PI); next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0); next.main.position = Vec3::new(12.0, 3.0, 4.0); next.main.orientation = Quaternion::rotation_x(PI) * Quaternion::rotation_y(-1.2); next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8); next.control.orientation = Quaternion::rotation_x(u_slow * 0.1) * Quaternion::rotation_y(2.0 + u_slow * 0.1) * Quaternion::rotation_z(u_slowalt * 0.1); }, "DoubleBass" => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x( 0.0 + head_look.y.abs() + look_dir.z * 0.7, ); } next.hand_l.position = Vec3::new(-6.0, 6.0, -5.0); next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3) * Quaternion::rotation_y(0.7) * Quaternion::rotation_y(0.25) * Quaternion::rotation_z(PI); next.hand_r.position = Vec3::new(-2.0, 4.0, 5.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0); next.main.position = Vec3::new(-14.0, 6.0, -6.0); next.main.orientation = Quaternion::rotation_x(-0.2) * Quaternion::rotation_y(1.2) * Quaternion::rotation_z(-1.2); next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8); next.control.orientation = Quaternion::rotation_x(u_slow * 0.1) * Quaternion::rotation_y(2.0 + u_slow * 0.1) * Quaternion::rotation_z(u_slowalt * 0.1); }, "Washboard" => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x( 0.0 + head_look.y.abs() + look_dir.z * 0.7, ); } next.hand_l.position = Vec3::new(0.0, 2.0, -4.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI); next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0); next.main.position = Vec3::new(-2.0, 10.0, 12.0); next.main.orientation = Quaternion::rotation_y(PI); next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8); next.control.orientation = Quaternion::rotation_x(u_slow * 0.1) * Quaternion::rotation_y(2.0 + u_slow * 0.1) * Quaternion::rotation_z(u_slowalt * 0.1); }, "Kalimba" => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x( 0.0 + head_look.y.abs() + look_dir.z * 0.7, ); } next.hand_l.position = Vec3::new(0.0, 2.0, -4.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI); next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0); next.main.position = Vec3::new(0.0, 7.0, 12.0); next.main.orientation = Quaternion::rotation_y(PI) * Quaternion::rotation_z(PI); next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8); next.control.orientation = Quaternion::rotation_x(u_slow * 0.1) * Quaternion::rotation_y(2.0 + u_slow * 0.1) * Quaternion::rotation_z(u_slowalt * 0.1); }, "Lute" => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x( 0.0 + head_look.y.abs() + look_dir.z * 0.7, ); } next.hand_l.position = Vec3::new(-2.0, 5.0, -5.0); next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3) * Quaternion::rotation_y(0.7) * Quaternion::rotation_y(0.25) * Quaternion::rotation_z(PI); next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0); next.main.position = Vec3::new(-2.0, 4.0, -12.0); next.main.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-1.3); next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8); next.control.orientation = Quaternion::rotation_x(u_slow * 0.1) * Quaternion::rotation_y(2.0 + u_slow * 0.1) * Quaternion::rotation_z(u_slowalt * 0.1); }, "Guitar" | "DarkGuitar" => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x( 0.0 + head_look.y.abs() + look_dir.z * 0.7, ); } next.hand_l.position = Vec3::new(0.0, 5.0, -4.0); next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3) * Quaternion::rotation_y(0.7) * Quaternion::rotation_y(0.25) * Quaternion::rotation_z(PI); next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0); next.main.position = Vec3::new(-2.0, 4.0, -12.0); next.main.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-1.3); next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8); next.control.orientation = Quaternion::rotation_x(u_slow * 0.1) * Quaternion::rotation_y(2.0 + u_slow * 0.1) * Quaternion::rotation_z(u_slowalt * 0.1); }, "Melodica" => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x( 0.0 + head_look.y.abs() + look_dir.z * 0.7, ); } next.hand_l.position = Vec3::new(-1.0, 3.0, -2.0); next.hand_l.orientation = Quaternion::rotation_x(2.0) * Quaternion::rotation_z(-0.5) * Quaternion::rotation_y(0.4) * Quaternion::rotation_z(PI); next.hand_r.position = Vec3::new(-4.0, 2.0, 6.0); next.hand_r.orientation = Quaternion::rotation_x(1.2) * Quaternion::rotation_y(-0.3) * Quaternion::rotation_z(1.5); next.main.position = Vec3::new(-14.0, 3.0, -6.0); next.main.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(1.1) * Quaternion::rotation_z(-1.5); next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8); next.control.orientation = Quaternion::rotation_x(u_slow * 0.1) * Quaternion::rotation_y(2.0 + u_slow * 0.1) * Quaternion::rotation_z(u_slowalt * 0.1); }, "Sitar" => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x( 0.0 + head_look.y.abs() + look_dir.z * 0.7, ); } next.hand_l.position = Vec3::new(-1.0, 5.0, -2.5); next.hand_l.orientation = Quaternion::rotation_x((PI / 2.0) + 0.3) * Quaternion::rotation_y(0.2) * Quaternion::rotation_y(0.25) * Quaternion::rotation_z(PI); next.hand_r.position = Vec3::new(-5.0, 2.0, 6.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0); next.main.position = Vec3::new(-2.0, 4.0, -12.0); next.main.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-1.3); next.control.position = Vec3::new(-2.0 + slow * 0.5, 0.5, 0.8); next.control.orientation = Quaternion::rotation_x(u_slow * 0.1) * Quaternion::rotation_y(2.0 + u_slow * 0.1) * Quaternion::rotation_z(u_slowalt * 0.1); }, _ => {}, } } }, _ => {}, }, ((_, _), _, _) => {}, }; match hands { (Some(Hands::One), _) => { next.control_l.position = next.hand_l.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(-4.0, 0.0, 0.0); next.control_l.orientation = Quaternion::lerp( next.hand_l.orientation, Quaternion::rotation_x(PI * -0.5), 0.65, ); next.hand_l.position = Vec3::new(0.0, -2.0, 0.0); next.hand_l.orientation = Quaternion::rotation_x(PI * 0.5); }, (_, _) => {}, }; match hands { (None | Some(Hands::One), Some(Hands::One)) => { next.control_r.position = next.hand_r.position * Vec3::new(0.5, 0.5, 0.3) + Vec3::new(4.0, 0.0, 0.0); next.control_r.orientation = Quaternion::lerp( next.hand_r.orientation, Quaternion::rotation_x(PI * -0.5), 0.65, ); next.hand_r.position = Vec3::new(0.0, -2.0, 0.0); next.hand_r.orientation = Quaternion::rotation_x(PI * 0.5); }, (_, _) => {}, }; match hands { (None, None) | (None, Some(Hands::One)) => { next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0); next.hand_l.orientation = Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25); }, (_, _) => {}, }; match hands { (None, None) | (Some(Hands::One), None) => { // next.hand_r.position = Vec3::new(8.0, 2.0, 1.0); // next.hand_r.orientation = // Quaternion::rotation_x(0.5) * // Quaternion::rotation_y(-0.25); }, (_, _) => {}, }; if let (None, Some(Hands::Two)) = hands { next.second = next.main; } if skeleton.holding_lantern { next.hand_r.position = Vec3::new( s_a.hand.0 - head_look.x * 6.0, s_a.hand.1 + 5.0 - head_look.y * 10.0 + slow * 0.15, s_a.hand.2 + 12.0 + head_look.y * 6.0 + slow * 0.5, ); next.hand_r.orientation = Quaternion::rotation_x(2.25 + slow * -0.06) * Quaternion::rotation_z(0.9) * Quaternion::rotation_y(head_look.x * 1.5) * Quaternion::rotation_x(head_look.y * 1.5); let fast = (anim_time * 8.0).sin(); let fast2 = (anim_time * 6.0 + 8.0).sin(); next.lantern.position = Vec3::new(-0.5, -0.5, -2.5); next.lantern.orientation = next.hand_r.orientation.inverse() * Quaternion::rotation_x((fast + 0.5) * 1.0 * speednorm + fast * 0.1) * Quaternion::rotation_y( tilt * 1.0 * fast + tilt * 1.0 + fast2 * speednorm * 0.25 + fast2 * 0.1, ); } next } }