Kampfsystem - hier: Anker beim Kurzschwert, sowohl für Helden als auch NPC
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@@ -1,8 +1,8 @@
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{
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"SWORD": {
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"handOffX": 0.095,
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"handOffY": 0.045,
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"handOffZ": 0.645,
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"handOffX": 0.085,
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"handOffY": 0.115,
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"handOffZ": -0.095,
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"hand2OffX": 0.0,
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"hand2OffY": 0.0,
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"hand2OffZ": 0.0
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@@ -9,11 +9,14 @@ import java.io.InputStream;
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import java.nio.charset.StandardCharsets;
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import java.nio.file.Files;
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import java.nio.file.Path;
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import java.nio.file.Paths;
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import java.util.HashMap;
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import java.util.Map;
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/**
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* Lädt und speichert per-Kategorie Schild-Attachment-Konfiguration (shield_attachment.json).
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* Siehe WeaponAttachmentIO: liest vom Dateisystem (Dev-Umgebung) und prüft bei jedem Zugriff
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* die mtime der Datei, damit Editor-Änderungen ohne Neustart ankommen.
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*/
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public final class ShieldAttachmentIO {
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@@ -21,8 +24,17 @@ public final class ShieldAttachmentIO {
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private static final Gson GSON = new GsonBuilder().setPrettyPrinting().create();
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private static final String CLASSPATH_FILE = "shield_attachment.json";
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private static final String[] ASSET_BASES = {
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"blight-assets/src/main/resources",
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"../blight-assets/src/main/resources",
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"assets",
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".",
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};
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private static final Map<String, ShieldCategoryAttachment> CONFIGS = new HashMap<>();
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private static boolean loaded = false;
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private static Path cachedFile = null;
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private static long cachedMtime = -1;
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private ShieldAttachmentIO() {}
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@@ -77,9 +89,33 @@ public final class ShieldAttachmentIO {
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}
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private static synchronized void ensureLoaded() {
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Path file = resolveFile();
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if (file != null) {
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try {
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long mtime = Files.getLastModifiedTime(file).toMillis();
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if (!file.equals(cachedFile) || mtime != cachedMtime) {
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parse(Files.readString(file, StandardCharsets.UTF_8));
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cachedFile = file;
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cachedMtime = mtime;
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}
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loaded = true;
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return;
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} catch (IOException e) {
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log.warn("[ShieldAttachmentIO] Ladefehler: {}", e.getMessage());
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}
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}
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if (!loaded) loadFromClasspath();
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}
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/** Sucht {@code shield_attachment.json} im Dateisystem der Dev-Umgebung (Editor/Gradle-Run). */
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private static Path resolveFile() {
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for (String base : ASSET_BASES) {
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Path p = Paths.get(base, CLASSPATH_FILE);
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if (Files.isRegularFile(p)) return p;
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}
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return null;
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}
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private static void parse(String json) {
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CONFIGS.clear();
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JsonObject obj = JsonParser.parseString(json).getAsJsonObject();
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@@ -9,12 +9,16 @@ import java.io.InputStream;
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import java.nio.charset.StandardCharsets;
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import java.nio.file.Files;
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import java.nio.file.Path;
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import java.nio.file.Paths;
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import java.util.HashMap;
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import java.util.Map;
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/**
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* Lädt und speichert per-Kategorie Waffen-Attachment-Konfiguration (weapon_attachment.json).
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* Singleton-Map: wird beim ersten Zugriff automatisch vom Classpath geladen.
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* Singleton-Map: wird vom Dateisystem geladen (Dev-Umgebung, siehe ASSET_BASES) und bei jedem
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* Zugriff gegen die mtime der Datei geprüft, damit Änderungen aus dem Editor ohne Neustart
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* ankommen. Nur wenn keine Quelldatei auffindbar ist (z.B. gepackter Build), wird einmalig
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* vom Classpath geladen.
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*/
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public final class WeaponAttachmentIO {
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@@ -22,8 +26,19 @@ public final class WeaponAttachmentIO {
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private static final Gson GSON = new GsonBuilder().setPrettyPrinting().create();
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private static final String CLASSPATH_FILE = "weapon_attachment.json";
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/** Siehe AnimationLibrary.ASSET_BASES (blight-game) – hier dupliziert, da blight-common
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* keine Abhängigkeit auf blight-game haben darf. */
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private static final String[] ASSET_BASES = {
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"blight-assets/src/main/resources",
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"../blight-assets/src/main/resources",
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"assets",
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".",
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};
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private static final Map<String, WeaponCategoryAttachment> CONFIGS = new HashMap<>();
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private static boolean loaded = false;
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private static Path cachedFile = null;
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private static long cachedMtime = -1;
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private WeaponAttachmentIO() {}
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@@ -84,9 +99,33 @@ public final class WeaponAttachmentIO {
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}
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private static synchronized void ensureLoaded() {
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Path file = resolveFile();
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if (file != null) {
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try {
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long mtime = Files.getLastModifiedTime(file).toMillis();
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if (!file.equals(cachedFile) || mtime != cachedMtime) {
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parse(Files.readString(file, StandardCharsets.UTF_8));
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cachedFile = file;
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cachedMtime = mtime;
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}
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loaded = true;
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return;
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} catch (IOException e) {
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log.warn("[WeaponAttachmentIO] Ladefehler: {}", e.getMessage());
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}
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}
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if (!loaded) loadFromClasspath();
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}
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/** Sucht {@code weapon_attachment.json} im Dateisystem der Dev-Umgebung (Editor/Gradle-Run). */
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private static Path resolveFile() {
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for (String base : ASSET_BASES) {
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Path p = Paths.get(base, CLASSPATH_FILE);
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if (Files.isRegularFile(p)) return p;
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}
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return null;
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}
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private static void parse(String json) {
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CONFIGS.clear();
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JsonObject obj = JsonParser.parseString(json).getAsJsonObject();
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@@ -296,6 +296,13 @@ public class ModelEditorState extends BaseAppState {
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updateCharPreviewWeapon();
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}
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// Orbit-Kamera im Charakter-Preview immer um den aktuellen Hand-Ankerpunkt drehen
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// (statt um die Bounding-Box der isolierten Waffe, die am Boden/"Fuß" verankert ist)
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if (charPreviewNode != null) {
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Vector3f anchor = computeCharAnchorWorld();
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if (anchor != null) orbitCenter = anchor;
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}
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if (input.modelEditorEmbedLodsRequest) {
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input.modelEditorEmbedLodsRequest = false;
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embedLodsAndSave(input.modelEditorEmbedLodsPath);
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@@ -2133,6 +2140,38 @@ public class ModelEditorState extends BaseAppState {
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if (modelWrapper != null) modelWrapper.setCullHint(Spatial.CullHint.Inherit);
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if (gripGizmoNode != null) gripGizmoNode.setCullHint(Spatial.CullHint.Always);
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input.gripEditorCharPreviewReady = false;
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updateBounds(); // Orbit-Zentrum zurück auf die Bounding-Box der isolierten Waffe
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}
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/**
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* Liefert die aktuelle Position des Hand-Ankerpunkts (Waffen-Griff bzw. Schild-Anker)
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* in Weltkoordinaten, oder null wenn kein Charakter-Preview aktiv ist.
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*/
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private Vector3f computeCharAnchorWorld() {
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if (charPreviewNode == null) return null;
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Quaternion charWorldRot = charPreviewNode.getWorldRotation();
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Quaternion charWorldRotInv = charWorldRot.inverse();
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Vector3f charWorldPos = charPreviewNode.getWorldTranslation();
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if (input.shieldEditorActive) {
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if (charLeftHandNode == null) return null;
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Vector3f leftBoneInChar = charWorldRotInv.mult(
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charLeftHandNode.getWorldTranslation().subtract(charWorldPos));
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Quaternion leftBoneRotInChar = charWorldRotInv.mult(charLeftHandNode.getWorldRotation());
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Vector3f anchorInChar = leftBoneInChar.add(
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leftBoneRotInChar.mult(new Vector3f(0f, -input.shieldEditorElbowOffset, 0f)));
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return charWorldPos.add(charWorldRot.mult(anchorInChar));
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}
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if (charHandNode == null) return null;
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Vector3f boneInChar = charWorldRotInv.mult(
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charHandNode.getWorldTranslation().subtract(charWorldPos));
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Quaternion boneRotInChar = charWorldRotInv.mult(charHandNode.getWorldRotation());
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Vector3f palmOff = charPalmOffset;
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Vector3f attachInChar = (palmOff != null)
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? boneInChar.add(boneRotInChar.mult(palmOff.mult(0.5f)))
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: boneInChar;
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return charWorldPos.add(charWorldRot.mult(attachInChar));
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}
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private void updateCharPreviewWeapon() {
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@@ -217,7 +217,10 @@ public class NpcWeaponAttachmentControl extends AbstractControl {
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Quaternion animDelta = (handBindRotInChar != null)
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? boneRotInChar.mult(handBindRotInChar.inverse())
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: boneRotInChar;
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boolean bladeAtMinusZ = grip != null && grip.getGrip2PosZ() != 0f && grip.getGrip2PosZ() > grip.getPosZ();
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boolean bladeAtMinusZ = grip != null && (
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(grip.getGrip2PosX() != 0f || grip.getGrip2PosY() != 0f || grip.getGrip2PosZ() != 0f)
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? grip.getGrip2PosZ() > grip.getPosZ()
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: grip.getPosZ() > 0f);
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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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@@ -227,6 +230,9 @@ public class NpcWeaponAttachmentControl extends AbstractControl {
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: new Vector3f(cfg.getHandOffX(), cfg.getHandOffY(), cfg.getHandOffZ());
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Vector3f weaponPos = bonePosInChar.subtract(weaponRot.mult(gripPos));
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weaponPos = weaponPos.add(weaponRot.mult(handOff));
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if (grip != null && (grip.getHandOffsetX() != 0f || grip.getHandOffsetY() != 0f || grip.getHandOffsetZ() != 0f)) {
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weaponPos = weaponPos.add(grip.getHandOffsetX(), grip.getHandOffsetY(), grip.getHandOffsetZ());
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}
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s.setLocalRotation(weaponRot);
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s.setLocalTranslation(weaponPos);
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}
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@@ -288,17 +294,20 @@ public class NpcWeaponAttachmentControl extends AbstractControl {
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DEG_TO_RAD * grip.getRotY(),
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DEG_TO_RAD * grip.getRotZ())
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: new Quaternion();
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boolean bladeAtMinusZ2 = grip != null && grip.getGrip2PosZ() != 0f && grip.getGrip2PosZ() > grip.getPosZ();
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boolean bladeAtMinusZ2 = grip != null && (
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(grip.getGrip2PosX() != 0f || grip.getGrip2PosY() != 0f || grip.getGrip2PosZ() != 0f)
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? grip.getGrip2PosZ() > grip.getPosZ()
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: grip.getPosZ() > 0f);
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Quaternion bladeFlip2 = bladeAtMinusZ2
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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 = boneRotInChar.mult(BACK_ROT_NORM).mult(bladeFlip2).mult(gripRot.inverse());
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Vector3f target = boneInChar.add(boneRotInChar.mult(
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twoHanded ? TWO_HAND_BACK_GRIP_OFFSET : BACK_GRIP_OFFSET));
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// X=0: Waffenmitte (nicht handspezifischer Griffpunkt) auf Wirbelsäule zentrieren
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Vector3f gripPos = grip != null
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? new Vector3f(grip.getPosX(), grip.getPosY(), grip.getPosZ()) : Vector3f.ZERO;
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? new Vector3f(0f, grip.getPosY(), grip.getPosZ()) : Vector3f.ZERO;
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Vector3f backPos = target.subtract(weaponRot.mult(gripPos));
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if (bladeAtMinusZ2) backPos = backPos.add(0.1f, 0f, 0f);
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s.setLocalRotation(weaponRot);
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s.setLocalTranslation(backPos);
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}
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@@ -1429,6 +1429,12 @@ public class PlayerInputControl implements CombatStyleBase.AnimReceiver {
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private void handleCombatAlt(boolean isPressed) {
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if (!weaponDrawn) return;
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if (isMeleeType(drawnWeaponType)) {
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// Schwert blockt per Schild – ohne Schild ist Blocken nicht möglich.
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// Zweihänder/Axt blocken mit der Waffe selbst, brauchen keinen Schild.
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if (drawnWeaponType == ItemSubCategory.SWORD && !hasShieldEquipped()) {
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rightMouseHeld = false;
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return;
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}
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if (isPressed) {
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rightMouseHeld = true;
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// Sofort blocken nur wenn keine andere Animation läuft
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