129 lines
4.0 KiB
Haskell
129 lines
4.0 KiB
Haskell
{-# LANGUAGE LambdaCase #-}
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module Dodge.Creature.HandPos (
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equipSitePQ,
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translatePointToLeftHand,
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translatePointToRightHand,
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translateToLeftLeg,
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translateToRightLeg,
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translateToLeftHand,
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translateToRightHand,
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backPQ,
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headPQ,
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translateToES,
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rightHandPQ,
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) where
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import Control.Lens
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import Dodge.Creature.Test
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import Dodge.Data.Creature
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import Dodge.Data.Equipment.Misc
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import Geometry
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import qualified Quaternion as Q
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import ShapePicture
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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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OnLeftLeg -> legPQ LeftForward
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OnRightLeg -> legPQ RightForward
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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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handWalkingPos :: FootForward -> Float -> Creature -> Point3
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handWalkingPos b off cr = case cr ^. crStance . carriage of
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Walking sa ff ->
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let slen = cr ^. crStance . strideLength
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f i
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| ff == b = 8 * (slen - i) / slen
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| otherwise = 8 * i / slen
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in V3 (f sa) off 12
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Falling sa ff ->
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let slen = cr ^. crStance . strideLength
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f i
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| ff == b = 8 * (slen - i) / slen
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| otherwise = 8 * i / slen
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in V3 (f sa) off 20
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Floating -> V3 0 off 12
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Flying -> V3 0 off 12
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Boosting _ -> V3 0 off 12
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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) 12, Q.qID)
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| otherwise = (handWalkingPos LeftForward (-8) cr, Q.qID)
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translateToRightHand :: Creature -> SPic -> SPic
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translateToRightHand = overPosSP . translatePointToRightHand
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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 8 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 12, Q.qID)
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| otherwise = (handWalkingPos RightForward 8 cr, 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 :: Creature -> SPic -> SPic
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translateToLeftHand = overPosSP . translatePointToLeftHand
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leftWristPQ :: Creature -> Point3Q
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leftWristPQ cr = leftHandPQ cr `Q.comp` (V3 0 4 (-4), Q.qID)
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translateToLeftLeg :: Creature -> SPic -> SPic
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translateToLeftLeg cr = overPosSP (\p -> fst (legPQ LeftForward cr `Q.comp` (p, Q.qID)))
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legPQ :: FootForward -> Creature -> Point3Q
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legPQ ff = case ff of
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LeftForward -> legPQ' id
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RightForward -> legPQ' negate
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legPQ' :: (Float -> Float) -> Creature -> Point3Q
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legPQ' g cr =
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Q.comp
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(0, Q.qz (_crMvDir cr - _crDir cr))
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(V3 x (g off) 0, Q.qID)
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where
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x = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) -> -f sa
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Just (Walking sa RightForward) -> f sa
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Just (Falling sa LeftForward) -> -f sa
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Just (Falling sa RightForward) -> f sa
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_ -> 0
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off = -5
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sLen = _strideLength $ _crStance cr
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f i = g 8 * (sLen - i) / sLen
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translateToRightLeg :: Creature -> SPic -> SPic
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translateToRightLeg cr = overPosSP (\p -> fst (legPQ RightForward cr `Q.comp` (p, Q.qID)))
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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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chestPQ :: Creature -> Point3Q
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chestPQ cr = backPQ cr `Q.comp` (0, Q.qz pi)
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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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