Hand/handle position refactor
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@@ -72,20 +72,20 @@ heldItemRelativeOrient itm cr (p, q)
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sLen = _strideLength $ _crStance cr
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handleOrient :: LocationLDT ItemLink OItem -> Point3Q
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handleOrient _ = (V3 3 0 0, Q.qID)
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handleOrient _ = (V3 (-3) 0 0, Q.qID)
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-- note this is relative to the creature
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handOrient :: Creature -> AimStance -> Point3Q
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handOrient cr = case cr ^. crStance . posture of
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Aiming -> \case
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TwoHandUnder -> (V3 1 0 shoulderHeight, Q.qID)
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TwoHandUnder -> (V3 (-3) 0 shoulderHeight, Q.qID)
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TwoHandOver -> (V3 0 0 shoulderHeight, Q.qID)
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OneHand -> (V3 13 (-2) shoulderHeight, Q.qID)
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TwoHandFlat -> (V3 13 0 shoulderHeight, Q.qID)
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AtEase -> \case
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OneHand -> (V3 (10 + walkhandp) (-7) 15, Q.qID)
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TwoHandFlat -> (V3 10 0 15, Q.axisAngle (V3 0 0 1) $ twoFlatHRot cr)
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TwoHandUnder -> (V3 10 0 15, Q.axisAngle (V3 0 0 1) (strideRot cr + 1.2))
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TwoHandUnder -> (V3 7 (-8) 15, Q.axisAngle (V3 0 0 1) (strideRot cr + 1.2))
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TwoHandOver -> (V3 10 0 15, Q.axisAngle (V3 0 0 1) (strideRot cr + 1.2))
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where
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walkhandp = case cr ^? crStance . carriage of
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@@ -112,8 +112,14 @@ aimStanceHandlePos _ it = case itemBaseStance it of
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OneHand -> V2 10 (-2)
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TwoHandFlat -> V2 10 0
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heldItemOffset :: Item -> Creature -> Point3 -> Point3
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heldItemOffset itm cr p = fst (heldItemRelativeOrient itm cr (p, Q.qID))
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heldItemOffset :: LocationLDT ItemLink OItem -> Creature -> Point3 -> Point3
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heldItemOffset loc cr p = x + Q.rotate q p
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where
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(x,q) = handOrient cr (aimStance (loc ^. locLDT))
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`Q.comp` handleOrient loc
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heldItemOffset' :: Item -> Creature -> Point3 -> Point3
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heldItemOffset' itm cr p = fst (heldItemRelativeOrient itm cr (p, Q.qID))
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shoulderHeight :: Float
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shoulderHeight = 18
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