veloren/voxygen/anim/src/character/wield.rs
2022-09-10 17:23:38 +00:00

573 lines
31 KiB
Rust

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<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
Vec3<f32>,
Dir,
Vec3<f32>,
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<'a>(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
second_tool_kind,
hands,
orientation,
last_ori,
look_dir,
velocity,
global_time,
): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let lab: f32 = 0.8;
let speed = Vec2::<f32>::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 foothoril = (anim_time * 16.0 * lab + PI * 1.45).sin();
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 footrotl =
((1.0 / (0.5 + (0.5) * ((anim_time * 16.0 * lab + PI * 1.4).sin()).powi(2))).sqrt())
* ((anim_time * 16.0 * lab + PI * 1.4).sin());
let shortalt = (anim_time * lab * 16.0 + PI / 2.0).sin();
let slowalt = (anim_time * 6.0 + PI).cos();
let u_slow = (anim_time * 2.5 + PI).sin();
let slow = (anim_time * 5.0 + PI).sin();
let u_slowalt = (anim_time * 3.0 + PI).cos();
let short = ((5.0 / (1.5 + 3.5 * ((anim_time * lab * 16.0).sin()).powi(2))).sqrt())
* ((anim_time * lab * 16.0).sin());
let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;
let side = velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x;
let strafe = -((1.0 / (direction).abs() - 1.0).min(1.0)).copysign(side);
let ori: Vec2<f32> = 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);
if speed > 0.2 && velocity.z == 0.0 {
next.chest.orientation = Quaternion::rotation_z(short * 0.1 + strafe * 0.7 * speednorm)
* Quaternion::rotation_y(strafe * 0.2)
* Quaternion::rotation_x(((direction * 0.8).min(0.3)) * (1.0 - tilt.abs()));
next.head.orientation =
Quaternion::rotation_z(tilt * -0.5 + strafe * 0.4 * direction + strafe * -0.7)
* Quaternion::rotation_x(
(0.3 - direction * 0.4) * (1.0 - tilt.abs()) + look_dir.z * 0.7,
);
next.chest.position =
Vec3::new(short * strafe, s_a.chest.0, s_a.chest.1 + shortalt * -1.5);
} else {
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 * 0.5, s_a.chest.0, s_a.chest.1 + u_slow * 0.5);
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.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position =
Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + direction * -5.0);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15)
* Quaternion::rotation_z(u_slowalt * 0.08);
},
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);
} else {
}
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position =
Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2 + 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) | Some(ToolKind::Pick) => {
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
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, s_a.hhr.2);
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, s_a.hc.1, s_a.hc.2 + direction * -5.0);
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) => {
if speed > 0.5 && velocity.z == 0.0 {
next.hand_r.position = Vec3::new(
7.0 + s_a.hand.0 + foothoril * 1.3,
-4.0 + s_a.hand.1 + foothoril * -7.0,
1.0 + s_a.hand.2 - foothoril * 5.5,
);
next.hand_r.orientation = Quaternion::rotation_x(0.6 + footrotl * -1.2)
* Quaternion::rotation_y(footrotl * -0.4);
} else {
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
};
next.control.position =
Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2 + direction * -5.0);
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + u_slow * 0.1)
* Quaternion::rotation_y(s_a.stc.4)
* Quaternion::rotation_z(s_a.stc.5 + u_slowalt * 0.1);
},
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::Instrument) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Harp" => {
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" => {
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);
},
"Bass" => {
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, 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(-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, 4.0, -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);
},
"Perc" => {
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" => {
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 = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.2);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
next.control_r.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-0.2);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
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
}
}