Work on refactoring positioning relative to creature body
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@@ -72,7 +72,7 @@ arms :: IM.IntMap Item -> Creature -> Shape
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{-# INLINE arms #-}
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arms m cr =
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(^. _1) $
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translateToRightHand m cr aHand
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translateToRightHand cr aHand
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<> translateToLeftHand m cr aHand
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where
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aHand = noPic $ translateSHz (-4) . upperPrismPolyHalfST 4 $ polyCirc 3 4
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@@ -91,16 +91,16 @@ deadRot cr = overPosSH (Q.rotateToZ d)
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scalp :: IM.IntMap Item -> Creature -> Shape
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{-# INLINE scalp #-}
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scalp m cr = overPosSH (\p -> fst (headPQ m cr `Q.comp` (p,Q.qID))) fhead
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scalp m cr = overPosSH (\p -> fst (headPQ cr `Q.comp` (p,Q.qID))) fhead
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-- | twists cr = translateSHxy 0 5 . rotateSH (-1) $ translateSHxy (negate 2.5) 0.25 fhead
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-- | oneH cr = rotateSH 0.5 $ translateSHxy 2.5 0 fhead
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-- | otherwise = translateSHxy 2.5 0 fhead
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where
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fhead = colorSH (greyN 0.9) . upperPrismPolyHalfST 5 $ polyCirc 3 5
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torso :: IM.IntMap Item -> Creature -> Shape
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torso :: Creature -> Shape
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{-# INLINE torso #-}
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torso m cr = overPosSH (\p -> fst (backPQ m cr `Q.comp` (p,Q.qID))) tsh
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torso cr = overPosSH (\p -> fst (backPQ cr `Q.comp` (p,Q.qID))) tsh
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-- | oneH cr = rotateSH 0.5 tsh
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-- | twists cr =
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-- translateSHxy 0 3 . rotateSH (-1.3) $ tsh
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@@ -126,7 +126,7 @@ baseShoulder = translateSHz (-20) . scaleSH (V3 0.5 1 1) . upperPrismPolyHalfMI
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upperBody :: IM.IntMap Item -> Creature -> Shape
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{-# INLINE upperBody #-}
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upperBody m cr = arms m cr <> shoulderSH (torso m cr)
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upperBody m cr = arms m cr <> shoulderSH (torso cr)
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shoulderSH :: Shape -> Shape
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shoulderSH = translateSHz 20
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