sizedapparel/source/SizedApparel/SizedApparelBodyPart.cs

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using HarmonyLib;
using RimWorld;
using System;
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using System.Collections.Generic;
using System.Linq;
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using System.Reflection;
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//using AlienRace;
using UnityEngine;
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using Verse;
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namespace SizedApparel
{
public struct Depth4Offsets
{
float South;
float North;
float East;
float West;
}
public struct Rot4Offsets
{
//X: right and left
//Y: Frong or Back
//Z: Up and Down
Vector3 South;
Vector3 North;
Vector3 East;
Vector3 West;
public Rot4Offsets(Vector3 vector)
{
South = vector;
North = vector;
East = vector;
West = vector;
}
public Rot4Offsets(Vector3 south, Vector3 north, Vector3 east, Vector3 west)
{
South = south;
North = north;
East = east;
West = west;
}
public Vector3 GetOffset(Rot4 rotation)
{
if (rotation == Rot4.East)
return East;
if (rotation == Rot4.West)
return West;
if (rotation == Rot4.South)
return South;
if (rotation == Rot4.North)
return North;
else
return Vector3.zero;
}
}
public struct RaceNameAndBodyType
{
public string raceName;
public string bodyType;
}
public class BodyPart
{
public string partName;
public Depth4Offsets depthOffset;
public List<BodyTypeAndOffset> offsets;
}
public class BodyTypeAndOffset
{
//public RaceNameAndBodyType bodyTypeData;
public string bodyType;
public Rot4Offsets offsets = new Rot4Offsets(Vector3.zero);
public BodyTypeAndOffset(bool useCenter)
{
if (useCenter)
{
offsets = new Rot4Offsets(new Vector3(0.5f, 0, 0.5f));
}
}
public BodyTypeAndOffset(Vector3 defaultOffset)
{
offsets = new Rot4Offsets(defaultOffset);
}
}
public enum SizedApparelBodyPartColorOf
{
Skin, Hair, Custom, None
}
public enum SizedApparelBodyPartOf
{
All, Torso, Breasts, Crotch, Penis, Vagina, Anus, Belly, Udder, Hips, Thighs, hands, feet, None
}
public static class SizedApparelBodyPartOfExtension
{
public static bool IsPartOf(this SizedApparelBodyPartOf source, SizedApparelBodyPartOf target)
{
if (source == SizedApparelBodyPartOf.None)
return false;
switch (target)
{
case SizedApparelBodyPartOf.All:
return true;
case SizedApparelBodyPartOf.Torso:
if (source == SizedApparelBodyPartOf.hands || source == SizedApparelBodyPartOf.feet)
return false;
return true;
case SizedApparelBodyPartOf.Breasts:
if (source == SizedApparelBodyPartOf.Breasts)
return true;
return false;
case SizedApparelBodyPartOf.Crotch:
if (source == SizedApparelBodyPartOf.Penis || source == SizedApparelBodyPartOf.Vagina || source == SizedApparelBodyPartOf.Anus)
return true;
return false;
case SizedApparelBodyPartOf.Penis:
if (source == SizedApparelBodyPartOf.Penis)
return true;
return false;
case SizedApparelBodyPartOf.Vagina:
if (source == SizedApparelBodyPartOf.Vagina)
return true;
return false;
case SizedApparelBodyPartOf.Anus:
if (source == SizedApparelBodyPartOf.Anus)
return true;
return false;
case SizedApparelBodyPartOf.Belly:
if (source == SizedApparelBodyPartOf.Belly)
return true;
return false;
case SizedApparelBodyPartOf.Udder:
if (source == SizedApparelBodyPartOf.Udder)
return true;
return false;
case SizedApparelBodyPartOf.Hips:
if (source == SizedApparelBodyPartOf.Hips || source == SizedApparelBodyPartOf.Thighs || source == SizedApparelBodyPartOf.Penis || source == SizedApparelBodyPartOf.Vagina || source == SizedApparelBodyPartOf.Anus)
return true;
return false;
case SizedApparelBodyPartOf.Thighs:
if (source == SizedApparelBodyPartOf.Thighs)
return true;
return false;
case SizedApparelBodyPartOf.hands:
if (source == SizedApparelBodyPartOf.hands)
return true;
return false;
case SizedApparelBodyPartOf.feet:
if (source == SizedApparelBodyPartOf.feet)
return true;
return false;
case SizedApparelBodyPartOf.None:
return false;
return false;
}
Log.Error("[SizedApparel] missing SizedApparelBodyPartOf!");
return false;
}
}
public class GraphicPointsDef : Def
{
public List<TextureWithGraphicPoints> points;
}
public class TextureWithGraphicPoints
{
public string texturePath; // texture is already classified with bodytype
public List<GraphicPoint> points = new List<GraphicPoint>();
}
public class GraphicPoint
{
public string pointName;
public Vector2 point = new Vector2(0.5f, 0.5f);
}
public class GraphicPointsWithBodyType
{
public string pointName;
public List<PointWithBodyType> points = new List<PointWithBodyType>();
}
public class PointWithBodyType
{
public string bodyTypeName; //null can be used too
public Vector2 point = new Vector2(0.5f,0.5f);
}
public struct BodyPartPoint
{
string name;
Vector2 position;//Uv position. not pixel
}
[Obsolete]//todo
public struct BodyPartSpline
{
}
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public enum ColorMode
{
Skin, Hair
}
//Def for Hediff Graphic color options or else.
public class SizedApparelHeddifDef : Def
{
public HediffDef hediffDef;
//public string hediffDefName;
}
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//Def per graphic(texture)
public class SizedApparelBodyPartGraphicDef : Def
{
public string graphicPath;
public int severityIndex;
public Vector2 pivot = new Vector2(0.5f, 0.5f); // custom pivot of texture. UV. not pixel
//public Dictionary<string, BodyPartPoint> points = new Dictionary<string, BodyPartPoint>();
//public Dictionary<string, BodyPartSpline> splines = new Dictionary<string, BodyPartSpline>();
}
//Def per BodyParts
public class SizedApparelBodyPartDef : Def
{
SizedApparelBodyPartOf bodyPartOf = SizedApparelBodyPartOf.None;
public bool canPose = false;
public bool canAnimate = false;
}
public class SizedApparelBodyPart
{
static MethodInfo overrideMatMethod = AccessTools.Method(typeof(PawnRenderer), "OverrideMaterialIfNeeded");
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public bool AutoOffsetForFurCoveredBody = true;
public SizedApparelBodyPart(Pawn pawn, ApparelRecorderComp apparelRecorderComp, string bodyPartName, SizedApparelBodyPartOf bodyPartOf, string defaultHediffName, bool isBreast, bool isOverlay , string customPathName = null, SizedApparelBodyPartColorOf colorOf = SizedApparelBodyPartColorOf.Skin)
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{
this.pawn = pawn; //owner
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this.apparelRecorderCompCache = apparelRecorderComp; //for reduce GetComp Call; if it is null, it will try to get pawn's comp.
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this.bodyPartName = bodyPartName;
this.def = DefDatabase<SizedApparelBodyPartDef>.AllDefs.FirstOrDefault(b => b.defName == bodyPartName);
this.bodyPartOf = bodyPartOf;
this.defaultHediffName = defaultHediffName;
this.isBreast = isBreast;
this.isOverlay = isOverlay;
this.customPath = customPathName;
this.colorType = colorOf;
}
public Vector2 OffsetFromUVOffset(Vector2 vector, Mesh mesh , bool isFliped = false)
{
//treat mesh as plane
//Vector3 width = mesh.vertices[2] - mesh.vertices[1];
//Vector3 height = mesh.vertices[1] - mesh.vertices[2];
Vector2 loc = new Vector2(0.5f, 0.5f) - vector;
if(!isFliped)
return new Vector2(Mathf.Lerp(mesh.vertices[0].x, mesh.vertices[2].x, loc.x), Mathf.Lerp(mesh.vertices[0].z, mesh.vertices[2].z, loc.y));
return new Vector2(Mathf.Lerp(mesh.vertices[3].x, mesh.vertices[1].x, loc.x), Mathf.Lerp(mesh.vertices[3].z, mesh.vertices[1].z, loc.y));
}
//public Vector2 OffestFromUVOffset(Vector2 vector, Vector2 drawSize, bool isFliped = false)
public SizedApparelBodyPartDef def;
public Pawn pawn;
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public ApparelRecorderComp apparelRecorderCompCache; // for reduce getComp call;
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public string bodyPartName; //breast, penis, belly, pubichair... etc. just name. not like architech something
public string customPath = null;
public SizedApparelBodyPartOf bodyPartOf = SizedApparelBodyPartOf.None;
public string defaultHediffName;
public bool isBreast = false;
public bool isOverlay = false; //write z cache?
public string currentHediffName;
public bool isVisible = true;
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public int lastPoseTick = -1;
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public SizedApparelBodyPartColorOf colorType = SizedApparelBodyPartColorOf.Skin;
public Color? customColorOne;
public Color? customColorTwo;
//customize
public string customPose = null;
public Vector2? lookAnLocation = null;
public Rot4? rotOverride = null;
//variation
public string variation = null;
public Color? variationColor;
public colorOverrideMode variationColorMode = colorOverrideMode.Default;
//TODO. age setting?
public int minDrawAge = -1;
public int maxDrawAge = -1;
public void SetCustomPose(string newPose, bool autoUpdate = true, bool autoSetPawnGraphicDirty = false)
{
if (customPose == newPose)
return;
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if(SizedApparelSettings.Debug)
Log.Message("[SizedApparel] Setting Custom Pose : " + newPose);
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customPose = newPose;
if (autoUpdate)
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{
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this.UpdateGraphic();
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this.lastPoseTick = Find.TickManager.TicksGame;
}
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if(autoSetPawnGraphicDirty)
{
if (pawn == null)
return;
PortraitsCache.SetDirty(pawn);
GlobalTextureAtlasManager.TryMarkPawnFrameSetDirty(pawn);
}
}
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public bool CheckCanPose(string targetPose, bool checkApparels, bool checkBodyParts, bool mustMatchSize)
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{
if (checkApparels)
{
foreach(ApparelGraphicRecord agr in pawn.Drawer.renderer.graphics.apparelGraphics)
{
/*
if (!agr.sourceApparel.def.apparel.bodyPartGroups.Any(bpgd => bpgd.defName == "Torso" || bpgd.defName == "Chest"))
continue;
if (agr.sourceApparel.def.apparel.tags.Any(s => s.ToLower() == "SizedApparel_IgnorePose".ToLower()))
continue;
*/
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//Only Check Torso Apparel Only
if (!agr.sourceApparel.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Torso))
continue;
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string originalPath = SizedApparelsDatabase.GetSupportedApparelOriginalPath(agr.graphic.path);
if (originalPath == null)
return false;
int outInt = -1;
float outFloat = -1;
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SizedApparelsDatabase.SizedApparelDatabaseKey key = new SizedApparelsDatabase.SizedApparelDatabaseKey(originalPath,pawn.def.defName,pawn.story?.bodyType?.defName, pawn.gender, currentHediffName, Math.Min(currentSeverityInt, cappedSeverityInt), false, targetPose);
if (SizedApparelSettings.useGenderSpecificTexture)
key.gender = Gender.None;
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var result = SizedApparelsDatabase.GetSupportedApparelSizedPath(key, out outInt, out outFloat);
if (!result.isCustomPose)
return false;
}
}
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if (checkBodyParts)
{
Graphic graphic = GetBodyPartGraphics(false, mustMatchSize, targetPose);
Graphic graphicH = GetBodyPartGraphics(true, mustMatchSize, targetPose);
if (graphic != null || graphicH != null)
return true;
return false;
}
return true;
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}
//TODO...
public int currentSeverityInt = -1;
public int cappedSeverityInt = 1000; // supported severity from worn apparel graphics
public Vector2 pivot = new Vector2(0.5f, 0.5f);
public Vector2 position = Vector2.zero;//offset from pivot //UV. not pixel
public Dictionary<string, BodyPartPoint> points;
public Dictionary<string, BodyPartPoint> pointsHorny;
public float rotation = 0; // +: rotate right, -: rotate left
public Vector2 scale = Vector2.one;
public Graphic bodyPartGraphic;
public Graphic bodyPartGraphicHorny;
public Vector2 positionOffset = Vector2.zero; //offset from position //UV. not pixel
public Vector2 positionOffsetSouth = Vector2.zero;
public Vector2 positionOffsetNorth = Vector2.zero;
public Vector2 positionOffsetEast = Vector2.zero;
public Vector2 positionOffsetWest = Vector2.zero;
public float depthOffset = 0f;
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//0.008f
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public float depthOffsetEast = 0.008f;
public float depthOffsetWest = 0.008f;
public float depthOffsetSouth = 0.008f;
public float depthOffsetNorth = 0.008f;
//bigger = in front
public void SetDepthOffsets(float south, float north, float east, float west)
{
depthOffsetSouth = south;
depthOffsetNorth = north;
depthOffsetEast = east;
depthOffsetWest = west;
}
public void SetPositionOffsets(Vector2 south, Vector2 north, Vector2 east, Vector2 west)
{
positionOffsetSouth = south;
positionOffsetNorth = north;
positionOffsetEast = east;
positionOffsetWest = west;
}
public Graphic GetBodyPartGraphics(bool isHorny, bool mustMatchSize = false, string poseOverride = null)
{
Dictionary<string, BodyPartPoint> var;
return GetBodyPartGraphics(isHorny, out var, mustMatchSize, poseOverride);
}
public Graphic GetBodyPartGraphics(bool isHorny, out Dictionary<string, BodyPartPoint> outPoints, bool mustMatchSize = false ,string poseOverride = null, string variationOverride = null)
{
if (pawn == null)
{
outPoints = null;
return null;
}
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var comp = apparelRecorderCompCache;
if (comp == null)
comp = pawn.GetComp<ApparelRecorderComp>();
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if (comp == null)
{
outPoints = null;
return null;
}
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var key = new SizedApparelsDatabase.BodyPartDatabaseKey(pawn.def.defName, pawn.story?.bodyType?.defName, currentHediffName, customPath==null?bodyPartName: customPath, pawn.gender, Math.Min(currentSeverityInt, cappedSeverityInt), isHorny, poseOverride==null?customPose:poseOverride, variationOverride==null?variation: variationOverride);
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var result = SizedApparelsDatabase.GetSupportedBodyPartPath(key, isBreast, customPath == null ? bodyPartName : customPath, defaultHediffName);
if (mustMatchSize)
if (Math.Min(currentSeverityInt, cappedSeverityInt) != result.size)
{
outPoints = null;
return null;
}
if (result.pathWithSizeIndex == null)
{
outPoints = null;
return null;
}
outPoints = result.points;
return GraphicDatabase.Get<Graphic_Multi>(result.pathWithSizeIndex);
}
public void UpdateGraphic()
{
bodyPartGraphic = GetBodyPartGraphics(false, out points, false);
bodyPartGraphicHorny = GetBodyPartGraphics(true, out pointsHorny, false);
}
public void UpdateGraphic(int index, int indexCapped = 1000)
{
this.currentSeverityInt = index;
this.cappedSeverityInt = indexCapped;
UpdateGraphic();
}
public void ResetTransform()
{
this.position = Vector2.zero;
this.scale = Vector2.one;
this.rotation = 0;
}
public void ClearGraphics()
{
this.bodyPartGraphic = null;
this.bodyPartGraphicHorny = null;
this.points = null;
this.pointsHorny = null;
}
public void Clear()
{
currentHediffName = null;
currentSeverityInt = -1;
cappedSeverityInt = 1000;
customPose = null;
rotOverride = null;
ClearGraphics();
}
/*
public void SetHediffData(string name, int severityIndex , string variation = null)
{
currentHediffName = name;
currentSeverityInt = severityIndex;
}*/
public void SetHediffData(string name, int severityIndex, int cappedSeverityIndex = 1000, string variation = null)
{
currentHediffName = name;
currentSeverityInt = severityIndex;
this.cappedSeverityInt = cappedSeverityIndex;
this.variation = variation;
}
public void DrawBodyPart (Vector3 rootLoc, float angle, Rot4 facing, RotDrawMode bodyDrawType, PawnRenderFlags flags, Mesh bodyMesh)
{
if (!isVisible)
return;
if (scale == Vector2.zero)
return; //Don't draw if scale is zero
if (pawn == null)
return;
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if (bodyMesh == null)
{
if (SizedApparelSettings.Debug)
Log.Warning("[SizedApparel] DrawBodyParts But Null Body Mesh! : " + pawn.Name);
return;
}
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PawnRenderer pawnRenderer = pawn.Drawer.renderer;
Shader shader = ShaderDatabase.CutoutComplex;
Color drawColor1 = Color.white;
Color drawColor2 = Color.white;
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bool forceWriteZ = true;
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bool HasFurSkin = false;
//Furskin Check
if (pawn.Drawer.renderer.graphics.furCoveredGraphic != null)
{
HasFurSkin = true;
}
if (colorType == SizedApparelBodyPartColorOf.Skin)
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{
forceWriteZ = true;
if (bodyDrawType == RotDrawMode.Fresh)
{
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if (HasFurSkin)
{
shader = pawn.Drawer.renderer.graphics.furCoveredGraphic.Shader;
if (!ShaderUtility.SupportsMaskTex(shader))
shader = ShaderDatabase.CutoutSkinOverlay;
shader = pawnRenderer.graphics.furCoveredGraphic.Shader;
drawColor1 = pawnRenderer.graphics.furCoveredGraphic.Color;
drawColor2 = pawnRenderer.graphics.furCoveredGraphic.ColorTwo;
}
else
{
shader = pawn.Drawer.renderer.graphics.nakedGraphic.Shader;
if (!ShaderUtility.SupportsMaskTex(shader))
shader = ShaderDatabase.CutoutSkinOverlay;
drawColor1 = pawnRenderer.graphics.nakedGraphic.Color;
drawColor2 = pawnRenderer.graphics.nakedGraphic.ColorTwo;
}
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}
else if (bodyDrawType == RotDrawMode.Rotting)
{
shader = pawn.Drawer.renderer.graphics.rottingGraphic.Shader;
if (!ShaderUtility.SupportsMaskTex(shader))
shader = ShaderDatabase.CutoutSkinOverlay;
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drawColor1 = pawnRenderer.graphics.rottingGraphic.Color;
drawColor2 = pawnRenderer.graphics.nakedGraphic.ColorTwo;
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}
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}
else if (colorType == SizedApparelBodyPartColorOf.Hair)
{
forceWriteZ = false;
shader = ShaderDatabase.Transparent;
if(pawn.story != null)
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drawColor1 = pawn.story.HairColor;
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}
else if (colorType == SizedApparelBodyPartColorOf.Custom)
{
forceWriteZ = true;
shader = ShaderDatabase.Transparent;
if(customColorOne != null)
drawColor1 = customColorOne.Value;
if (customColorTwo != null)
drawColor2 = customColorTwo.Value;
}
else if (colorType == SizedApparelBodyPartColorOf.None)
{
forceWriteZ = false;
shader = ShaderDatabase.Cutout;
}
Quaternion quaternion = Quaternion.AngleAxis(angle + rotation, Vector3.up);
Vector3 vector = rootLoc;
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if (this.pawn.ageTracker.CurLifeStage.bodyDrawOffset != null)
{
vector += this.pawn.ageTracker.CurLifeStage.bodyDrawOffset.Value;
}
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Rot4 targetRot = facing;
if (rotOverride != null)
targetRot = rotOverride.Value;
if (targetRot == Rot4.South)
{
var loc = OffsetFromUVOffset(positionOffsetSouth, bodyMesh);
vector.x += loc.x;
vector.z += loc.y;
vector.y += depthOffsetSouth;
}
else if(targetRot == Rot4.North)
{
var loc = OffsetFromUVOffset(positionOffsetNorth, bodyMesh);
vector.x += loc.x;
vector.z += loc.y;
vector.y += depthOffsetNorth;
}
else if (targetRot == Rot4.East)
{
var loc = OffsetFromUVOffset(positionOffsetEast, bodyMesh);
vector.x += loc.x;
vector.z += loc.y;
vector.y += depthOffsetEast;
}
else if (targetRot == Rot4.West)
{
var loc = OffsetFromUVOffset(positionOffsetWest, bodyMesh);
vector.x += loc.x;
vector.z += loc.y;
vector.y += depthOffsetWest;
}
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Graphic graphic = null;
if (SizedApparelUtility.IsHorny(pawn))
graphic = bodyPartGraphicHorny;
if (graphic == null)
graphic = bodyPartGraphic;
if (graphic == null)
return;
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//ForFurskinOffset
if(bodyDrawType == RotDrawMode.Fresh && HasFurSkin && AutoOffsetForFurCoveredBody)
{
//vector.y += 0.009187258f; //in PawnRenderer, it adds 0.009187258f.
//graphic.maskPath does error? need to check
// worn fur body and naked fur body has different offsets... wtf
//TODO Need to Fix
}
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Material mat;
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if (!flags.FlagSet(PawnRenderFlags.Cache)&&!isOverlay&& forceWriteZ)
{
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graphic = graphic.GetColoredVersion(ShaderDatabase.Cutout, drawColor1, drawColor2); // ShaderDatabase.Cutout
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mat = flags.FlagSet(PawnRenderFlags.Cache) ? graphic.MatAt(targetRot) : (Material)overrideMatMethod.Invoke(pawnRenderer, new object[] { graphic.MatAt(facing), pawn, flags.FlagSet(PawnRenderFlags.Portrait) });
GenDraw.DrawMeshNowOrLater(bodyMesh, vector, quaternion, mat, flags.FlagSet(PawnRenderFlags.DrawNow)); // draw for writeZ data to solve shadow issue
}
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graphic = graphic.GetColoredVersion(shader, drawColor1, drawColor2);
vector.y += 0.00001f;
mat = flags.FlagSet(PawnRenderFlags.Cache) ? graphic.MatAt(targetRot) : (Material)overrideMatMethod.Invoke(pawnRenderer, new object[] { graphic.MatAt(facing), pawn, flags.FlagSet(PawnRenderFlags.Portrait) });
GenDraw.DrawMeshNowOrLater(bodyMesh, vector, quaternion, mat, flags.FlagSet(PawnRenderFlags.DrawNow));
}
}
//TODO: Torso Pose?
public class SizedApparelBodyDef : Def
{
//public List<SizedApparelBodyPartDef> BodyParts;
//defName = raceName ?? could it work?
public List<BodyPart> bodyParts;
/*
public List<BodyTypeAndOffset> penisOffset;
public List<BodyTypeAndOffset> vaginaOffset; //TODO
public List<BodyTypeAndOffset> udderOffset; //TODO
public List<BodyTypeAndOffset> bellyOffset; //TODO
public List<BodyTypeAndOffset> breastsOffset; //TODO
public List<BodyTypeAndOffset> anusOffset; //TODO
*/
}
public class SizedApparelBody
{
public string customPoseOfBody = null;
public bool canCustomPose()
{
//check apparels
return false;
}
}
}