Move towards being able to orient positions on attached items

This commit is contained in:
2024-10-01 20:13:08 +01:00
parent fa4e117f93
commit 8df6b31062
9 changed files with 61 additions and 199 deletions
+11 -39
View File
@@ -22,7 +22,7 @@ useBreakL' :: [(ItemStructuralFunction, ComposeLinkType)] -> [(ItemStructuralFun
-> LinkTest ItemLink
useBreakL' x y = useBreakListsLinkTest (map (uncurry noa) x) (map (uncurry noa) y)
where
noa x y = (x, ILink y orientAttachment)
noa a b = (a, ILink b orientAttachment)
useBreakListsLinkTest :: [(ItemStructuralFunction, a)] -> [(ItemStructuralFunction, a)] -> LinkTest a
@@ -40,12 +40,10 @@ useBreakListsLinkTest llist rlist = LTest ltest rtest
itemToBreakLists :: Item
-> ([(ItemStructuralFunction, ComposeLinkType)] , [(ItemStructuralFunction, ComposeLinkType)])
itemToBreakLists itm = case itm ^. itType of
HELD TORCH -> (getAmmoLinks itm,[])
HELD {} ->
( map
(\(i, a) -> (AmmoMagSF a,AmmoInLink i a))
(IM.toList $ itm ^. itUse . heldAmmoTypes)
,
[(WeaponTargetingSF,WeaponTargetingLink), (WeaponScopeSF,WeaponScopeLink)]
( getAmmoLinks itm
, [(WeaponTargetingSF,WeaponTargetingLink), (WeaponScopeSF,WeaponScopeLink)]
)
AMMOMAG {} -> fromMaybe ([],[]) $ do
atype <- itm ^? itUse . amagType
@@ -59,8 +57,14 @@ itemToBreakLists itm = case itm ^. itType of
TARGETING{} -> ([(AugmentedHUDSF,AugmentedHUDLink)],[])
_ -> ([],[])
getAmmoLinks :: Item -> [(ItemStructuralFunction, ComposeLinkType)]
getAmmoLinks itm = map
(\(i, a) -> (AmmoMagSF a,AmmoInLink i a))
(IM.toList $ itm ^. itUse . heldAmmoTypes)
itemToFunction :: Item -> ItemStructuralFunction
itemToFunction itm = case itm ^. itType of
HELD TORCH -> WeaponScopeSF
HELD {} -> WeaponPlatformSF
AMMOMAG {} -> maybe UncomposableIsolateSF AmmoMagSF $ itm ^? itUse . amagType
ATTACH REMOTESCREEN -> RemoteScreenSF
@@ -78,39 +82,7 @@ simplePCI :: Item -> PartiallyComposedItem ItemLink
simplePCI itm = (itm, itemToFunction itm, uncurry useBreakL' $ itemToBreakLists itm)
basePartiallyComposedItem' :: Item -> PartiallyComposedItem ItemLink
basePartiallyComposedItem' itm = case itm ^. itType of
-- AMMOMAG _ -> ammoComposedItem' itm
-- TARGETING{} -> (itm, WeaponTargetingSF, useBreakListsLinkTest [noa AugmentedHUDSF AugmentedHUDLink] [])
-- ATTACH REMOTESCREEN -> nolinks RemoteScreenSF
-- ATTACH BULLETSYNTHESIZER -> (itm, AmmoModifierSF BulletAmmo, LTest (const Nothing) (const Nothing))
-- LEFT{} -> isolate
-- EQUIP{} -> isolate
-- CONSUMABLE{} -> isolate
-- CRAFT{} -> isolate
_ -> simplePCI itm
where
noa x y = (x, ILink y orientAttachment)
nolinks x = (itm, x, LTest (const Nothing) (const Nothing))
isolate = (itm, UncomposableIsolateSF, LTest (const Nothing) (const Nothing))
ammoComposedItem' :: Item -> PartiallyComposedItem ItemLink
ammoComposedItem' itm = fromMaybe (error "in ammoComposedItem, wrong item") $ do
atype <- itm ^? itUse . amagType
return
( itm
, AmmoMagSF atype
, useBreakListsLinkTest
[ noa (AmmoModifierSF atype) AmmoModLink
, noa (AmmoTargetingSF atype) AmmoTargetingLink
, noa (AmmoPayloadSF atype) AmmoPayloadLink
, noa (AmmoEffectSF atype) AmmoEffectLink
, noa RemoteScreenSF RemoteScreenLink
]
[]
)
where
noa x y = (x, ILink y orientAttachment)
basePartiallyComposedItem' itm = simplePCI itm
type LDTComb a b = LabelDoubleTree b a -> LabelDoubleTree b a -> Maybe (LabelDoubleTree b a)
+2 -2
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@@ -26,10 +26,10 @@ latchkey _ = defaultHeldItem
torch :: Item
torch =
defaultHeldItem
& itEffect . ieInv .~ EffectWhileRoot CreateHeldLight
& itEffect . ieInv .~ EffectWhileAttached CreateHeldLight
& itType .~ HELD TORCH
-- & itUse . heldAim . aimHandlePos .~ 5
& itUse . heldAim . aimMuzzles . ix 0 . mzPos . _x .~ 10
& itUse . heldAmmoTypes .~ singleAmmo ElectricalAmmo
{- |
Sends out pulses that display walls.
+28 -47
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@@ -2,9 +2,10 @@ module Dodge.Item.HeldOffset (
turretItemOffset,
twoFlatHRot,
heldItemOffset,
heldItemRelativeOrient,
) where
import qualified Linear.Quaternion as Q
import qualified Quaternion as Q
import Data.Maybe
import Dodge.Creature.HandPos
import Dodge.Data.Creature
@@ -22,24 +23,33 @@ transToHandle itm = fromMaybe id $ do
V2 x y <- itm ^? itUse . heldAim . aimHandlePos
return (-.-.- V3 x y 0)
-- there is a lot of duplication going on here, and also need to check
-- rotations
heldItemRelativeOrient :: Item -> Creature -> (Point3, Q.Quaternion Float) -> (Point3, Q.Quaternion Float)
heldItemRelativeOrient itm cr (p,q)
| _posture (_crStance cr) == Aiming = (p,q)
| isTwoHandFlat = (p,q)
-- (+.+.+ V3 (_crRad cr) 0 handD)
-- . rotate3 (twoFlatHRot cr)
-- . transToHandle itm
| isOneHand = (p,q)
-- (+.+.+ V3 0 0 handD)
-- . (+.+.+ V3 (_crRad cr * 0.7 + handPos) (_crRad cr * negate 0.7) 0)
-- . (+.+.+ V3 (-2) 0 0)
-- . transToHandle itm
| otherwise = (p,q)
-- (+.+.+ V3 0 0 handD)
-- . (+.+.+ V3 (_crRad cr) 0 0)
-- . rotate3 (strideRot cr + 1.2)
-- . (+.+.+ V3 (-8) 0 0)
-- . transToHandle itm
| _posture (_crStance cr) == Aiming =
(p +.+.+ aimingWeaponZeroPos cr itm `v2z` shoulderHeight, Q.qID * q)
| isTwoHandFlat =
( (+.+.+ V3 (_crRad cr) 0 handD)
. rotate3 (twoFlatHRot cr)
$ transToHandle itm p
, (Q.axisAngle (V3 0 0 1) (twoFlatHRot cr)) * q
)
| isOneHand =
( (+.+.+ V3 0 0 handD)
. (+.+.+ V3 (_crRad cr * 0.7 + handPos) (_crRad cr * negate 0.7) 0)
. (+.+.+ V3 (-2) 0 0)
$ transToHandle itm p
, Q.qID * q
)
| otherwise =
( (+.+.+ V3 0 0 handD)
. (+.+.+ V3 (_crRad cr) 0 0)
. rotate3 (strideRot cr + 1.2)
. (+.+.+ V3 (-8) 0 0)
$ transToHandle itm p
, (Q.axisAngle (V3 0 0 1) (strideRot cr + 1.2)) * q
)
where
handD = 15
handPos = case cr ^? crStance . carriage of
@@ -54,36 +64,7 @@ heldItemRelativeOrient itm cr (p,q)
sLen = _strideLength $ _crStance cr
heldItemOffset :: Item -> Creature -> Point3 -> Point3
heldItemOffset itm cr
| _posture (_crStance cr) == Aiming =
(+.+.+ aimingWeaponZeroPos cr itm `v2z` shoulderHeight)
| isTwoHandFlat =
(+.+.+ V3 (_crRad cr) 0 handD)
. rotate3 (twoFlatHRot cr)
. transToHandle itm
| isOneHand =
(+.+.+ V3 0 0 handD)
. (+.+.+ V3 (_crRad cr * 0.7 + handPos) (_crRad cr * negate 0.7) 0)
. (+.+.+ V3 (-2) 0 0)
. transToHandle itm
| otherwise =
(+.+.+ V3 0 0 handD)
. (+.+.+ V3 (_crRad cr) 0 0)
. rotate3 (strideRot cr + 1.2)
. (+.+.+ V3 (-8) 0 0)
. transToHandle itm
where
handD = 15
handPos = case cr ^? crStance . carriage of
Just (Walking x LeftForward) -> f x * 50
_ -> 0
isOneHand =
itm ^? itUseAimStance == Just OneHand
|| isNothing (itm ^? itUseAimStance)
isTwoHandFlat = itm ^? itUseAimStance == Just TwoHandFlat
itUseAimStance = itUse . heldAim . aimStance
f i = 0.1 * fromIntegral (sLen - i) / fromIntegral sLen
sLen = _strideLength $ _crStance cr
heldItemOffset itm cr p = fst (heldItemRelativeOrient itm cr (p,Q.qID))
shoulderHeight :: Float
shoulderHeight = 18
+1
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@@ -16,6 +16,7 @@ orientByLink :: Item -> ComposeLinkType -> (Point3, Q.Quaternion Float)
orientByLink itm lt = case (_itType itm,lt) of
(HELD FLAMETHROWER, AmmoInLink{}) -> (V3 4 (-6) 0, Q.axisAngle (V3 1 0 0) 0)
(HELD _,AmmoInLink{}) -> (V3 7 (-2) 0, Q.axisAngle (V3 1 0 0) 0)
(HELD _,WeaponScopeLink) -> (V3 5 0 5, Q.axisAngle (V3 1 0 0) 0)
_ -> (0,Q.axisAngle (V3 1 0 0) 0)
orientAttachment :: Item -> ComposeLinkType -> Item -> Maybe (Point3, Q.Quaternion Float)