Hack together general held item orientation
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@@ -1,19 +1,21 @@
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{-# LANGUAGE LambdaCase #-}
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module Dodge.Item.Orientation (
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orientAttachment,
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orientLocation,
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) where
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import Dodge.DoubleTree
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import Dodge.Data.DoubleTree
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import Dodge.Data.ComposedItem
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import Dodge.Data.DoubleTree
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import Dodge.Data.Item
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import Dodge.DoubleTree
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import Geometry.Data
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import qualified Quaternion as Q
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orientChild :: Item -> (Point3, Q.Quaternion Float)
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orientChild itm = case _itType itm of
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HELD TORCH -> (V3 0 5 0, Q.qID)
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--HELD LASER -> (V3 15 (-5) 0, Q.qID)
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HELD LASER -> (V3 15 (-5) 0, Q.qID)
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ATTACH UNDERBARRELSLOT -> (V3 10 (-8) 0, Q.qID)
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_ -> (0, Q.qID)
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@@ -28,17 +30,27 @@ orientByLink itm lt = case (_itType itm, lt) of
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orientAttachment :: Item -> ItemLink -> Item -> (Point3, Q.Quaternion Float)
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orientAttachment par lnk ch = case (_itType par, lnk, _itType ch) of
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(ATTACH UNDERBARRELSLOT, _, _) -> (V3 (-5) (-8) 0, Q.qID)
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-- (HELD BURSTRIFLE, _, HELD TORCH) -> (V3 20 0 0, Q.axisAngle (V3 0 0 1) (pi/2))
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-- (HELD LAUNCHER, _, HELD TORCH) -> (V3 0 20 0, Q.axisAngle (V3 0 0 1) (pi/4))
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-- (HELD BURSTRIFLE, _, HELD TORCH) -> (V3 20 0 0, Q.axisAngle (V3 0 0 1) (pi/2))
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-- (HELD LAUNCHER, _, HELD TORCH) -> (V3 0 20 0, Q.axisAngle (V3 0 0 1) (pi/4))
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_ -> (t1 + Q.rotate q1 t2, q1 * q2)
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where
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(t1, q1) = orientByLink par lnk
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(t2, q2) = orientChild ch
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orientLocation :: LocationLDT ItemLink Item -> (Point3, Q.Quaternion Float)
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orientLocation = \case
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(LocLDT TopLDT _) -> (0, Q.qID)
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orientLocation' :: (Point3,Q.Quaternion Float)
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-> LocationLDT ItemLink Item
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-> (Point3, Q.Quaternion Float)
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orientLocation' x = \case
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(LocLDT TopLDT _) -> x
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(LocLDT c t) -> (p + Q.rotate q p1, q * q1)
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where
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(p,q) = orientLocation (LocLDT (_cldtUp c) (singleLDT (_cldtParent c)))
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(p1,q1) = orientAttachment (_cldtParent c) (_cldtLink c) (_ldtValue t)
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(p, q) = orientLocation' x (LocLDT (_cldtUp c) (singleLDT (_cldtParent c)))
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(p1, q1) = orientAttachment (_cldtParent c) (_cldtLink c) (_ldtValue t)
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orientLocation ::
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(Point3, Q.Quaternion Float) ->
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LocationLDT ItemLink Item
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-> (Point3, Q.Quaternion Float) -> (Point3, Q.Quaternion Float)
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orientLocation x loc (p1, q1) = (p + Q.rotate q p1, q * q1)
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where
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(p, q) = orientLocation' x loc
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