137 lines
3.9 KiB
Haskell
137 lines
3.9 KiB
Haskell
{-# LANGUAGE LambdaCase #-}
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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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heldItemOrient2D,
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) where
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import Dodge.Data.AimStance
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import Dodge.Item.AimStance
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import qualified Quaternion as Q
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import Dodge.Data.Creature
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import Dodge.Data.Machine
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import Geometry
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import LensHelp
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turretItemOffset :: Item -> Turret -> Machine -> Point3 -> Point3
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turretItemOffset it tu mc =
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rotate3 (_tuDir tu - _mcDir mc) . (+.+.+ V3 0 0 shoulderHeight)
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. transToHandle it
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transToHandle :: Item -> Point3 -> Point3
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transToHandle itm = (-.-.- V3 x y 0)
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where
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V2 x y = handlePos itm
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heldItemOrient2D :: Item -> Creature -> Point2 -> Float -> (Point2, Float)
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heldItemOrient2D itm cr p a = (V2 x y, argV . Q.qToV2 $ q )
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where
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(V3 x y _,q) = heldItemRelativeOrient itm cr (p `v2z` 0, Q.axisAngle (V3 0 0 1) a)
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heldItemRelativeOrient
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:: Item -> Creature -> (Point3, Q.Quaternion Float) -> (Point3, Q.Quaternion Float)
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heldItemRelativeOrient itm cr (p,q)
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| Aiming {} <- _posture (_crStance cr) =
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(p + aimingWeaponZeroPos cr itm `v2z` shoulderHeight, Q.qID * q)
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| TwoHandFlat <- aStance itm =
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( V3 (_crRad cr) 0 handD + rotate3 (twoFlatHRot cr) (transToHandle itm p)
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, Q.axisAngle (V3 0 0 1) (twoFlatHRot cr) * q
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)
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| OneHand <- aStance itm =
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( V3 (_crRad cr * 0.7 + handPos) (_crRad cr * negate 0.7) handD
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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 (_crRad cr) 0 handD
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+ rotate3 (strideRot cr + 1.2) (V3 (-8) 0 0 + 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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Just (Walking x LeftForward) -> f x * 50 -2
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_ -> 0 - 2
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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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aimingWeaponZeroPos :: Creature -> Item -> Point2
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aimingWeaponZeroPos cr it = aimStanceHandlePos cr it - handlePos it
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-- the position of a weapon handle
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aimStanceHandlePos :: Creature -> Item -> Point2
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aimStanceHandlePos _ it = case aStance it of
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TwoHandUnder -> V2 (-2) 0
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TwoHandOver -> V2 (-7) 0
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OneHand -> V2 10 (-2)
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TwoHandFlat -> V2 10 0
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heldItemOffset :: Item -> Creature -> Point3 -> Point3
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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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strideRot :: Creature -> Float
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strideRot cr = case cr ^? crStance . carriage of
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Just (Walking x LeftForward) -> f x
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Just (Walking x RightForward) -> - f x
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_ -> 0
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where
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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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twoFlatHRot :: Creature -> Float
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twoFlatHRot = (2 *) . strideRot
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handlePos :: Item -> Point2
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handlePos itm = case itm ^. itType of
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HELD hit -> heldHandlePos hit
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_ -> 0
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heldHandlePos :: HeldItemType -> Point2
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heldHandlePos = \case
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BANGSTICK{} -> V2 3 0
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REWINDER -> V2 3 0
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TIMESTOPPER -> V2 3 0
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TIMESCROLLER -> V2 3 0
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PISTOL -> V2 3 0
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MACHINEPISTOL -> V2 3 0
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AUTOPISTOL -> V2 3 0
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SMG -> V2 3 0
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BANGCONE -> V2 3 0
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BLUNDERBUSS -> V2 3 0
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GRAPECANNON{} -> V2 3 0
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MINIGUNX{} -> V2 3 0
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VOLLEYGUN{} -> V2 3 0
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RIFLE -> V2 3 0
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ALTERIFLE -> V2 3 0
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AUTORIFLE -> V2 3 0
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BURSTRIFLE -> V2 3 0
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BANGROD -> V2 3 0
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ELEPHANTGUN -> V2 3 0
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AMR -> V2 3 0
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AUTOAMR -> V2 3 0
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SNIPERRIFLE -> V2 3 0
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FLAMESPITTER -> V2 3 0
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FLAMETHROWER -> V2 3 0
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FLAMETORRENT -> V2 3 0
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FLAMEWALL -> V2 3 0
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BLOWTORCH -> V2 3 0
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SPARKGUN -> V2 3 0
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TESLAGUN -> V2 3 0
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LASER -> V2 3 0
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TRACTORGUN -> V2 3 0
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RLAUNCHER -> V2 3 0
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RLAUNCHERX{} -> V2 3 0
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GLAUNCHER -> V2 3 0
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POISONSPRAYER -> V2 3 0
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SHATTERGUN -> V2 3 0
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TORCH -> V2 3 0
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FLATSHIELD -> V2 3 0
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KEYCARD {} -> V2 3 0
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BLINKER -> V2 3 0
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BLINKERUNSAFE -> V2 3 0
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