Move towards being able to orient positions on attached items
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@@ -2,9 +2,10 @@ module Dodge.Item.HeldOffset (
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turretItemOffset,
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twoFlatHRot,
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heldItemOffset,
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heldItemRelativeOrient,
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) where
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import qualified Linear.Quaternion as Q
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import qualified Quaternion as Q
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import Data.Maybe
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import Dodge.Creature.HandPos
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import Dodge.Data.Creature
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@@ -22,24 +23,33 @@ transToHandle itm = fromMaybe id $ do
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V2 x y <- itm ^? itUse . heldAim . aimHandlePos
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return (-.-.- V3 x y 0)
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-- there is a lot of duplication going on here, and also need to check
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-- rotations
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heldItemRelativeOrient :: Item -> Creature -> (Point3, Q.Quaternion Float) -> (Point3, Q.Quaternion Float)
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heldItemRelativeOrient itm cr (p,q)
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| _posture (_crStance cr) == Aiming = (p,q)
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| isTwoHandFlat = (p,q)
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-- (+.+.+ V3 (_crRad cr) 0 handD)
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-- . rotate3 (twoFlatHRot cr)
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-- . transToHandle itm
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| isOneHand = (p,q)
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-- (+.+.+ V3 0 0 handD)
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-- . (+.+.+ V3 (_crRad cr * 0.7 + handPos) (_crRad cr * negate 0.7) 0)
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-- . (+.+.+ V3 (-2) 0 0)
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-- . transToHandle itm
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| otherwise = (p,q)
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-- (+.+.+ V3 0 0 handD)
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-- . (+.+.+ V3 (_crRad cr) 0 0)
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-- . rotate3 (strideRot cr + 1.2)
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-- . (+.+.+ V3 (-8) 0 0)
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-- . transToHandle itm
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| _posture (_crStance cr) == Aiming =
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(p +.+.+ aimingWeaponZeroPos cr itm `v2z` shoulderHeight, Q.qID * q)
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| isTwoHandFlat =
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( (+.+.+ V3 (_crRad cr) 0 handD)
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. rotate3 (twoFlatHRot cr)
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$ transToHandle itm p
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, (Q.axisAngle (V3 0 0 1) (twoFlatHRot cr)) * q
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)
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| isOneHand =
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( (+.+.+ V3 0 0 handD)
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. (+.+.+ V3 (_crRad cr * 0.7 + handPos) (_crRad cr * negate 0.7) 0)
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. (+.+.+ V3 (-2) 0 0)
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$ transToHandle itm p
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, Q.qID * q
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)
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| otherwise =
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( (+.+.+ V3 0 0 handD)
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. (+.+.+ V3 (_crRad cr) 0 0)
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. rotate3 (strideRot cr + 1.2)
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. (+.+.+ V3 (-8) 0 0)
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$ transToHandle itm p
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, (Q.axisAngle (V3 0 0 1) (strideRot cr + 1.2)) * q
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)
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where
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handD = 15
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handPos = case cr ^? crStance . carriage of
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@@ -54,36 +64,7 @@ heldItemRelativeOrient itm cr (p,q)
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sLen = _strideLength $ _crStance cr
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heldItemOffset :: Item -> Creature -> Point3 -> Point3
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heldItemOffset itm cr
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| _posture (_crStance cr) == Aiming =
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(+.+.+ aimingWeaponZeroPos cr itm `v2z` shoulderHeight)
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| isTwoHandFlat =
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(+.+.+ V3 (_crRad cr) 0 handD)
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. rotate3 (twoFlatHRot cr)
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. transToHandle itm
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| isOneHand =
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(+.+.+ V3 0 0 handD)
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. (+.+.+ V3 (_crRad cr * 0.7 + handPos) (_crRad cr * negate 0.7) 0)
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. (+.+.+ V3 (-2) 0 0)
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. transToHandle itm
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| otherwise =
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(+.+.+ V3 0 0 handD)
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. (+.+.+ V3 (_crRad cr) 0 0)
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. rotate3 (strideRot cr + 1.2)
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. (+.+.+ V3 (-8) 0 0)
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. transToHandle itm
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where
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handD = 15
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handPos = case cr ^? crStance . carriage of
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Just (Walking x LeftForward) -> f x * 50
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_ -> 0
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isOneHand =
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itm ^? itUseAimStance == Just OneHand
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|| isNothing (itm ^? itUseAimStance)
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isTwoHandFlat = itm ^? itUseAimStance == Just TwoHandFlat
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itUseAimStance = itUse . heldAim . aimStance
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f i = 0.1 * fromIntegral (sLen - i) / fromIntegral sLen
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sLen = _strideLength $ _crStance cr
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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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