Zweihänder: Midpoint-Anker mit Handballen-Korrektur (State C); Hover-Logs auf DEBUG
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -222,39 +222,36 @@ public class NpcWeaponAttachmentControl extends AbstractControl {
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s.setLocalTranslation(weaponPos);
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}
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/**
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* Zweihänder: Schwert dreht sich frei um Griff1 (rechte Handteller-Innenfläche) als Pivot;
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* die Richtung wird so gewählt, dass Griff2 so nah wie möglich am linken Handteller liegt.
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*/
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private void applyTwoHandTransform(Spatial s, Vector3f bonePosInChar, Quaternion boneRotInChar,
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ItemGrip grip, Quaternion charWorldRotInv, Vector3f charWorldPos) {
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Quaternion gripRot = new Quaternion().fromAngles(
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DEG_TO_RAD * grip.getRotX(), DEG_TO_RAD * grip.getRotY(), DEG_TO_RAD * grip.getRotZ());
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Quaternion animDelta = (handBindRotInChar != null)
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? boneRotInChar.mult(handBindRotInChar.inverse()) : boneRotInChar;
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boolean bladeAtMinusZ3 = grip.getGrip2PosZ() > grip.getPosZ();
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Quaternion bladeFlip3 = bladeAtMinusZ3
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boolean bladeAtMinusZ = grip.getGrip2PosZ() > grip.getPosZ();
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Quaternion bladeFlip = bladeAtMinusZ
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? new Quaternion().fromAngles(com.jme3.math.FastMath.PI, 0f, 0f)
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: new Quaternion();
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Quaternion weaponRot = animDelta.mult(bladeFlip3).mult(gripRot.inverse());
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Quaternion weaponRot = animDelta.mult(bladeFlip).mult(gripRot.inverse());
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// Griff-Achse im Modell-Space: Griff1 → Griff2
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Vector3f g1 = new Vector3f(grip.getPosX(), grip.getPosY(), grip.getPosZ());
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Vector3f g2 = new Vector3f(grip.getGrip2PosX(), grip.getGrip2PosY(), grip.getGrip2PosZ());
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Vector3f modelGripAxis = g2.subtract(g1).normalizeLocal();
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Vector3f currentGripAxis = weaponRot.mult(modelGripAxis);
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Vector3f leftHandInChar = charWorldRotInv.mult(leftForeArmNode.getWorldTranslation().subtract(charWorldPos));
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Quaternion leftBoneRotInChar = charWorldRotInv.mult(leftForeArmNode.getWorldRotation());
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Vector3f leftHandballen = (palmOffsetLocal != null)
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? leftHandInChar.subtract(leftBoneRotInChar.mult(palmOffsetLocal.mult(0.5f)))
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: leftHandInChar;
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// Zielachse: rechtes Handgelenk → linkes Handgelenk im Char-Space
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Vector3f rightWristInChar = charWorldRotInv.mult(handNode.getWorldTranslation().subtract(charWorldPos));
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Vector3f leftWristInChar = charWorldRotInv.mult(leftForeArmNode.getWorldTranslation().subtract(charWorldPos));
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Vector3f targetGripAxis = leftWristInChar.subtract(rightWristInChar).normalizeLocal();
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Vector3f currentGripDir = weaponRot.mult(g2.subtract(g1).normalizeLocal());
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Vector3f targetDir = leftHandInChar.subtract(bonePosInChar).normalizeLocal();
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float dot = currentGripDir.dot(targetDir);
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if (dot > 0f) {
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weaponRot = swingFromTo(currentGripDir, targetDir).mult(weaponRot);
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}
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Quaternion swingCorr = swingFromTo(currentGripAxis, targetGripAxis);
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weaponRot = swingCorr.mult(weaponRot);
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// Grip1 direkt am Handteller platzieren (bonePosInChar enthält palmOffset bereits).
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// Kein zusätzlicher HAND_GRIP_OFFSET – wir haben die exakten Greifpositionen.
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Vector3f weaponPos = bonePosInChar.subtract(weaponRot.mult(g1));
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Vector3f midGrip = g1.add(g2).multLocal(0.5f);
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Vector3f midTarget = bonePosInChar.add(leftHandballen).multLocal(0.5f);
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Vector3f weaponPos = midTarget.subtract(weaponRot.mult(midGrip));
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s.setLocalRotation(weaponRot);
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s.setLocalTranslation(weaponPos);
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}
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@@ -262,15 +259,15 @@ public class NpcWeaponAttachmentControl extends AbstractControl {
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private static Quaternion swingFromTo(Vector3f from, Vector3f to) {
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float dot = com.jme3.math.FastMath.clamp(from.dot(to), -1f, 1f);
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Vector3f axis = from.cross(to);
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float axisLen = axis.length();
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if (axisLen < 0.001f) {
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float len = axis.length();
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if (len < 0.001f) {
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if (dot > 0f) return new Quaternion();
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Vector3f perp = Math.abs(from.x) <= Math.abs(from.y)
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? from.cross(Vector3f.UNIT_X).normalizeLocal()
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: from.cross(Vector3f.UNIT_Y).normalizeLocal();
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return new Quaternion().fromAngleNormalAxis(com.jme3.math.FastMath.PI, perp);
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}
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return new Quaternion().fromAngleNormalAxis(com.jme3.math.FastMath.acos(dot), axis.divideLocal(axisLen));
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return new Quaternion().fromAngleNormalAxis(com.jme3.math.FastMath.acos(dot), axis.divideLocal(len));
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}
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private static final Quaternion BACK_ROT_NORM = new Quaternion(0f, -(float) Math.sqrt(0.5), (float) Math.sqrt(0.5), 0f);
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@@ -71,6 +71,7 @@ public class WeaponAttachmentControl extends AbstractControl {
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private boolean lastDrawnState = false;
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private Spatial weaponSpatial;
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private boolean gripDiagLogged = false;
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private int twoHandDiagFrame = 0;
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private Item lastEquippedShield;
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private Spatial shieldSpatial;
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@@ -270,44 +271,42 @@ public class WeaponAttachmentControl extends AbstractControl {
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weaponSpatial.setLocalTranslation(weaponPos);
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}
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/**
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* Zweihänder-Constraint: orientiert die Waffe so, dass die Linie grip1→grip2 (Modell-Space)
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* auf die Linie RightHand→LeftHand (Char-Space) zeigt. Roll bleibt aus gripRot erhalten.
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*/
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private void applyTwoHandTransform(Vector3f bonePosInChar, Quaternion boneRotInChar,
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ItemGrip grip,
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Quaternion charWorldRotInv, Vector3f charWorldPos) {
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// Erst Standard-Einhand-Rotation berechnen (gibt Roll-Basis aus gripRot)
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// Basis-Rotation aus rechter Hand (gibt Roll/Handflächenausrichtung)
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Quaternion gripRot = new Quaternion().fromAngles(
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DEG_TO_RAD * grip.getRotX(), DEG_TO_RAD * grip.getRotY(), DEG_TO_RAD * grip.getRotZ());
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Quaternion animDelta = (handBindRotInChar != null)
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? boneRotInChar.mult(handBindRotInChar.inverse()) : boneRotInChar;
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boolean bladeAtMinusZ3 = grip.getGrip2PosZ() > grip.getPosZ();
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Quaternion bladeFlip3 = bladeAtMinusZ3
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boolean bladeAtMinusZ = grip.getGrip2PosZ() > grip.getPosZ();
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Quaternion bladeFlip = bladeAtMinusZ
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? new Quaternion().fromAngles(com.jme3.math.FastMath.PI, 0f, 0f)
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: new Quaternion();
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Quaternion weaponRot = animDelta.mult(bladeFlip3).mult(gripRot.inverse());
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Quaternion weaponRot = animDelta.mult(bladeFlip).mult(gripRot.inverse());
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// Griff-Achse im Modell-Space: grip1 → grip2
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// Griff-Achse g1→g2 in CharSpace; Ziel = rechteHand→linkeHand
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Vector3f g1 = new Vector3f(grip.getPosX(), grip.getPosY(), grip.getPosZ());
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Vector3f g2 = new Vector3f(grip.getGrip2PosX(), grip.getGrip2PosY(), grip.getGrip2PosZ());
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Vector3f modelGripAxis = g2.subtract(g1).normalizeLocal();
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Vector3f leftHandInChar = charWorldRotInv.mult(leftForeArmNode.getWorldTranslation().subtract(charWorldPos));
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// Linke Hand: Handballen-Korrektur (Palm-Offset entgegen Fingerrichtung) – nur für midTarget, nicht für targetDir
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Quaternion leftBoneRotInChar = charWorldRotInv.mult(leftForeArmNode.getWorldRotation());
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Vector3f leftHandballen = (palmOffsetLocal != null)
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? leftHandInChar.subtract(leftBoneRotInChar.mult(palmOffsetLocal.mult(0.5f)))
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: leftHandInChar;
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// Aktuelle Griff-Achse im Char-Space (nach Einhand-Rotation)
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Vector3f currentGripAxis = weaponRot.mult(modelGripAxis);
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Vector3f currentGripDir = weaponRot.mult(g2.subtract(g1).normalizeLocal());
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Vector3f targetDir = leftHandInChar.subtract(bonePosInChar).normalizeLocal();
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float dot = currentGripDir.dot(targetDir);
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// Ziel-Achse: rechtes Handgelenk → linkes Handgelenk im Char-Space
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Vector3f rightWristInChar = charWorldRotInv.mult(handNode.getWorldTranslation().subtract(charWorldPos));
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Vector3f leftWristInChar = charWorldRotInv.mult(leftForeArmNode.getWorldTranslation().subtract(charWorldPos));
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Vector3f targetGripAxis = leftWristInChar.subtract(rightWristInChar).normalizeLocal();
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if (dot > 0f) {
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weaponRot = swingFromTo(currentGripDir, targetDir).mult(weaponRot);
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}
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// Minimale Swing-Rotation: dreht currentGripAxis → targetGripAxis, kein Roll-Einfluss
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Quaternion swingCorr = swingFromTo(currentGripAxis, targetGripAxis);
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weaponRot = swingCorr.mult(weaponRot);
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// Grip1 direkt am Handteller platzieren (bonePosInChar enthält palmOffset bereits).
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// Kein zusätzlicher HAND_GRIP_OFFSET – wir haben die exakten Greifpositionen.
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Vector3f weaponPos = bonePosInChar.subtract(weaponRot.mult(g1));
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// Midpoint-Anker: Mitte von g1–g2 auf Mitte beider Handballen legen
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Vector3f midGrip = g1.add(g2).multLocal(0.5f);
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Vector3f midTarget = bonePosInChar.add(leftHandballen).multLocal(0.5f);
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Vector3f weaponPos = midTarget.subtract(weaponRot.mult(midGrip));
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weaponSpatial.setLocalRotation(weaponRot);
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weaponSpatial.setLocalTranslation(weaponPos);
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}
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@@ -315,15 +314,15 @@ public class WeaponAttachmentControl extends AbstractControl {
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private static Quaternion swingFromTo(Vector3f from, Vector3f to) {
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float dot = com.jme3.math.FastMath.clamp(from.dot(to), -1f, 1f);
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Vector3f axis = from.cross(to);
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float axisLen = axis.length();
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if (axisLen < 0.001f) {
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float len = axis.length();
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if (len < 0.001f) {
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if (dot > 0f) return new Quaternion();
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Vector3f perp = Math.abs(from.x) <= Math.abs(from.y)
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? from.cross(Vector3f.UNIT_X).normalizeLocal()
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: from.cross(Vector3f.UNIT_Y).normalizeLocal();
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return new Quaternion().fromAngleNormalAxis(com.jme3.math.FastMath.PI, perp);
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}
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return new Quaternion().fromAngleNormalAxis(com.jme3.math.FastMath.acos(dot), axis.divideLocal(axisLen));
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return new Quaternion().fromAngleNormalAxis(com.jme3.math.FastMath.acos(dot), axis.divideLocal(len));
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}
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private static float round1(float v) { return Math.round(v * 10f) / 10f; }
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@@ -246,7 +246,7 @@ public class WorldItemsState extends BaseAppState {
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boolean doLog = hoverLogTimer >= 1f && !items.isEmpty();
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if (hoverLogTimer >= 1f) hoverLogTimer = 0f;
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if (doLog) {
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log.info("[Hover] items={} screenW={} screenH={} centerX={} hMargin={}",
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log.debug("[Hover] items={} screenW={} screenH={} centerX={} hMargin={}",
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items.size(), cam.getWidth(), cam.getHeight(), centerX, hMargin);
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}
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@@ -261,39 +261,39 @@ public class WorldItemsState extends BaseAppState {
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// Distanz vom Charakter (nicht von der Kamera)
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float charDist = worldPos.distance(charPos);
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if (doLog) log.info("[Hover] item[{}] id={} charDist={}", i, pi.itemId(), charDist);
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if (doLog) log.debug("[Hover] item[{}] id={} charDist={}", i, pi.itemId(), charDist);
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if (charDist > INTERACT_RANGE) {
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if (doLog) log.info("[Hover] → skip: außerhalb Reichweite ({} > {})", charDist, INTERACT_RANGE);
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if (doLog) log.debug("[Hover] → skip: außerhalb Reichweite ({} > {})", charDist, INTERACT_RANGE);
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continue;
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}
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// Muss vor der Kamera liegen
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Vector3f camToItem = worldPos.subtract(cam.getLocation());
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if (camToItem.dot(cam.getDirection()) <= 0f) {
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if (doLog) log.info("[Hover] → skip: hinter der Kamera");
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if (doLog) log.debug("[Hover] → skip: hinter der Kamera");
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continue;
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}
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// Bildschirmprojektion (von der Kamera aus)
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Vector3f screen = cam.getScreenCoordinates(worldPos);
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float hDiff = Math.abs(screen.x - centerX);
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if (doLog) log.info("[Hover] screen=({},{},{}) hDiff={} hMargin={}",
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if (doLog) log.debug("[Hover] screen=({},{},{}) hDiff={} hMargin={}",
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(int)screen.x, (int)screen.y, screen.z, (int)hDiff, (int)hMargin);
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if (hDiff > hMargin) {
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if (doLog) log.info("[Hover] → skip: horizontal außerhalb Mitte");
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if (doLog) log.debug("[Hover] → skip: horizontal außerhalb Mitte");
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continue;
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}
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if (screen.y < 0f || screen.y > screenH) {
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if (doLog) log.info("[Hover] → skip: vertikal außerhalb Bildschirm");
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if (doLog) log.debug("[Hover] → skip: vertikal außerhalb Bildschirm");
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continue;
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}
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// Verdeckungsprüfung: Strahl von Kamera zum Item
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float camDist = camToItem.length();
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if (isOccluded(camToItem.normalize(), camDist, i, doLog)) {
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if (doLog) log.info("[Hover] → skip: verdeckt");
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if (doLog) log.debug("[Hover] → skip: verdeckt");
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continue;
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}
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@@ -303,7 +303,7 @@ public class WorldItemsState extends BaseAppState {
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}
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}
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if (doLog) log.info("[Hover] → hoveredIdx={}", bestIdx);
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if (doLog) log.debug("[Hover] → hoveredIdx={}", bestIdx);
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setHovered(bestIdx);
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}
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@@ -312,25 +312,25 @@ public class WorldItemsState extends BaseAppState {
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CollisionResults results = new CollisionResults();
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rootNode.collideWith(ray, results);
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if (doLog) log.info("[Hover] occlusion: {} Treffer, itemDist={:.2f}", results.size(), itemDist);
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if (doLog) log.debug("[Hover] occlusion: {} Treffer, itemDist={:.2f}", results.size(), itemDist);
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for (int j = 0; j < results.size(); j++) {
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CollisionResult cr = results.getCollision(j);
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float d = cr.getDistance();
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if (d < 1.5f) {
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if (doLog) log.info("[Hover] [{}] d={:.2f} → Nah-Clip skip ({})", j, d, cr.getGeometry().getName());
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if (doLog) log.debug("[Hover] [{}] d={:.2f} → Nah-Clip skip ({})", j, d, cr.getGeometry().getName());
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continue;
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}
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if (d > itemDist - 0.15f) {
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if (doLog) log.info("[Hover] [{}] d={:.2f} → am/hinter Item, kein Blocker ({})", j, d, cr.getGeometry().getName());
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if (doLog) log.debug("[Hover] [{}] d={:.2f} → am/hinter Item, kein Blocker ({})", j, d, cr.getGeometry().getName());
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continue;
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}
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int vidx = findVisualIndex(cr.getGeometry());
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if (vidx == itemIdx) {
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if (doLog) log.info("[Hover] [{}] d={:.2f} → Item selbst ({})", j, d, cr.getGeometry().getName());
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if (doLog) log.debug("[Hover] [{}] d={:.2f} → Item selbst ({})", j, d, cr.getGeometry().getName());
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continue;
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}
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if (doLog) log.info("[Hover] [{}] d={:.2f} → BLOCKIERT durch '{}'", j, d, cr.getGeometry().getName());
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if (doLog) log.debug("[Hover] [{}] d={:.2f} → BLOCKIERT durch '{}'", j, d, cr.getGeometry().getName());
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return true;
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}
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return false;
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Reference in New Issue
Block a user