Work on refactoring positioning relative to creature body
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@@ -13,9 +13,10 @@ module Dodge.Creature.HandPos (
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translateToRightHand,
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backPQ,
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headPQ,
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translateToES,
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) where
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--import Dodge.Data.Equipment.Misc
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import Dodge.Data.Equipment.Misc
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import qualified Data.IntMap.Strict as IM
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import qualified Quaternion as Q
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import Control.Lens
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@@ -24,8 +25,24 @@ import Dodge.Data.Creature
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import Geometry
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import ShapePicture
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translatePointToRightHand :: IM.IntMap Item -> Creature -> Point3 -> Point3
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translatePointToRightHand m cr p = fst (rightHandPQ m cr `Q.comp` (p,Q.qID))
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translateToES :: Creature -> EquipSite -> Point3 -> Point3
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translateToES cr es p = fst (equipSitePQ es cr `Q.comp` (p,Q.qID))
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equipSitePQ :: EquipSite -> Creature -> Point3Q
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equipSitePQ = \case
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OnLeftWrist -> leftWristPQ
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OnRightWrist -> rightWristPQ
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OnHead -> headPQ
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OnChest -> chestPQ
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OnBack -> backPQ
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OnLegs -> legsPQ
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legsPQ :: a
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legsPQ = undefined
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translatePointToRightHand :: Creature -> Point3 -> Point3
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translatePointToRightHand cr p = fst (rightHandPQ cr `Q.comp` (p,Q.qID))
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--equipSitePQ :: EquipSite -> IM.IntMap Item -> Creature -> Point3Q
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--equipSitePQ = \case
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@@ -35,11 +52,11 @@ translatePointToRightHand m cr p = fst (rightHandPQ m cr `Q.comp` (p,Q.qID))
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-- OnChest -> chestPQ
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-- _ -> undefined
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rightHandPQ :: IM.IntMap Item -> Creature -> Point3Q
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rightHandPQ m cr
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| oneH m cr = (V3 11 (-3) 20, Q.qID)
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| twists m cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 4 (-10) 0,Q.qID)
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| twoFlat m cr = (V3 4 (-8) 10, Q.qID)
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rightHandPQ :: Creature -> Point3Q
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rightHandPQ cr
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| oneH cr = (V3 11 (-3) 20, Q.qID)
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| twists cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 4 (-10) 0,Q.qID)
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| twoFlat cr = (V3 4 (-8) 10, Q.qID)
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| otherwise = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) -> (V3 (- f sa) (- off) 10, Q.qID)
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Just (Walking sa RightForward) -> (V3 (- g sa) (- off) 10, Q.qID)
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@@ -50,18 +67,21 @@ rightHandPQ m cr
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f i = negate 2 + negate 6 * (sLen - i) / sLen
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g i = negate 2 + negate 6 * i / sLen
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translateToRightHand :: IM.IntMap Item -> Creature -> SPic -> SPic
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translateToRightHand m = overPosSP . translatePointToRightHand m
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translateToRightHand :: Creature -> SPic -> SPic
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translateToRightHand = overPosSP . translatePointToRightHand
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translateToRightWrist :: IM.IntMap Item -> Creature -> SPic -> SPic
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translateToRightWrist m cr = overPosSP
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(\p -> fst $ rightHandPQ m cr `Q.comp` (V3 0 (-4) (-4)+p, Q.qID))
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translateToRightWrist :: Creature -> SPic -> SPic
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translateToRightWrist cr = overPosSP
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(\p -> fst $ rightHandPQ cr `Q.comp` (V3 0 (-4) (-4)+p, Q.qID))
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leftHandPQ :: IM.IntMap Item -> Creature -> Point3Q
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leftHandPQ m cr
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| oneH m cr = (V3 0 off 10, Q.qz 0.4)
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| twists m cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 12 4 0, Q.qz 0.4)
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| twoFlat m cr = (V3 4 8 10, Q.qID)
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rightWristPQ :: Creature -> Point3Q
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rightWristPQ cr = rightHandPQ cr `Q.comp` (V3 0 (-4) (-4), Q.qID)
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leftHandPQ :: Creature -> Point3Q
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leftHandPQ cr
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| oneH cr = (V3 0 off 10, Q.qz 0.4)
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| twists cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 12 4 0, Q.qz 0.4)
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| twoFlat cr = (V3 4 8 10, Q.qID)
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| otherwise = case cr ^? crStance . carriage of
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Just (Walking sa RightForward) -> (V3 (- f sa) off 10 , Q.qID)
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Just (Walking sa LeftForward) -> (V3 (- g sa) off 10 , Q.qID)
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@@ -72,15 +92,17 @@ leftHandPQ m cr
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f i = negate 2 + negate 6 * (sLen - i) / sLen
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g i = negate 2 + negate 6 * i / sLen
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translatePointToLeftHand :: IM.IntMap Item -> Creature -> Point3 -> Point3
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translatePointToLeftHand m cr p = fst (leftHandPQ m cr `Q.comp` (p,Q.qID))
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translatePointToLeftHand :: Creature -> Point3 -> Point3
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translatePointToLeftHand cr p = fst (leftHandPQ cr `Q.comp` (p,Q.qID))
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translateToLeftHand :: IM.IntMap Item -> Creature -> SPic -> SPic
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translateToLeftHand m = overPosSP . translatePointToLeftHand m
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translateToLeftHand m = overPosSP . translatePointToLeftHand
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translateToLeftWrist :: IM.IntMap Item -> Creature -> SPic -> SPic
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translateToLeftWrist m cr = overPosSP
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(\p -> fst $ leftHandPQ m cr `Q.comp` (V3 0 4 (-4)+p, Q.qID))
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translateToLeftWrist :: Creature -> SPic -> SPic
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translateToLeftWrist cr = overPosSP
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(\p -> fst $ leftHandPQ cr `Q.comp` (V3 0 4 (-4)+p, Q.qID))
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leftWristPQ cr = leftHandPQ cr `Q.comp` (V3 0 4 (-4), Q.qID)
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leftLegPQ :: Creature -> Point3Q
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leftLegPQ cr = Q.comp (0,Q.qz (_crMvDir cr - _crDir cr))
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@@ -114,25 +136,25 @@ translateToRightLeg :: Creature -> SPic -> SPic
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translateToRightLeg cr = overPosSP (\p -> fst (rightLegPQ cr `Q.comp` (p,Q.qID)))
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translateToHead :: IM.IntMap Item -> Creature -> SPic -> SPic
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translateToHead m cr = overPosSP (\p -> fst (headPQ m cr `Q.comp` (p,Q.qID)))
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translateToHead m cr = overPosSP (\p -> fst (headPQ cr `Q.comp` (p,Q.qID)))
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headPQ :: IM.IntMap Item -> Creature -> Point3Q
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headPQ m cr
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| twists m cr = (V3 0 2 20, Q.qz (-1)) `Q.comp` (V3 (negate 2.5) 0.25 0, Q.qz 1)
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| oneH m cr = (V3 0 0 20, Q.qz 0.5) `Q.comp` (V3 2.5 0 0, Q.qz (-0.5))
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headPQ :: Creature -> Point3Q
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headPQ cr
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| twists cr = (V3 0 2 20, Q.qz (-1)) `Q.comp` (V3 (negate 2.5) 0.25 0, Q.qz 1)
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| oneH cr = (V3 0 0 20, Q.qz 0.5) `Q.comp` (V3 2.5 0 0, Q.qz (-0.5))
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| otherwise = (V3 2.5 0 20, Q.qID)
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translatePointToHead :: IM.IntMap Item -> Creature -> Point3 -> Point3
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translatePointToHead m cr p = fst (headPQ m cr `Q.comp` (p,Q.qID))
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translatePointToHead m cr p = fst (headPQ cr `Q.comp` (p,Q.qID))
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chestPQ :: IM.IntMap Item -> Creature -> Point3Q
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chestPQ m cr = backPQ m cr `Q.comp` (0,Q.qz pi)
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chestPQ :: Creature -> Point3Q
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chestPQ cr = backPQ cr `Q.comp` (0,Q.qz pi)
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translateToChest :: IM.IntMap Item -> Creature -> SPic -> SPic
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translateToChest m cr = overPosSP (\p -> fst $ chestPQ m cr `Q.comp` (p,Q.qID))
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translateToChest m cr = overPosSP (\p -> fst $ chestPQ cr `Q.comp` (p,Q.qID))
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backPQ :: IM.IntMap Item -> Creature -> Point3Q
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backPQ m cr
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| oneH m cr = (V3 0 0 10, Q.qz 0.5)
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| twists m cr = (V3 0 3 10, Q.qz (-1.5))
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backPQ :: Creature -> Point3Q
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backPQ cr
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| oneH cr = (V3 0 0 10, Q.qz 0.5)
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| twists cr = (V3 0 3 10, Q.qz (-1.5))
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| otherwise = (V3 0 0 10, Q.qz 0)
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