mirror of
https://gitgud.io/ll.mirrors/sizedapparel.git
synced 2024-08-15 00:43:40 +00:00
656 lines
24 KiB
C#
656 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using RimWorld;
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using Verse;
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using HarmonyLib;
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//using AlienRace;
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using UnityEngine;
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using rjw;
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using System.Reflection;
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namespace SizedApparel
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{
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public struct Depth4Offsets
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{
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float South;
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float North;
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float East;
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float West;
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}
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public struct Rot4Offsets
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{
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//X: right and left
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//Y: Frong or Back
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//Z: Up and Down
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Vector3 South;
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Vector3 North;
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Vector3 East;
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Vector3 West;
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public Rot4Offsets(Vector3 vector)
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{
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South = vector;
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North = vector;
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East = vector;
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West = vector;
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}
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public Rot4Offsets(Vector3 south, Vector3 north, Vector3 east, Vector3 west)
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{
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South = south;
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North = north;
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East = east;
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West = west;
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}
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public Vector3 GetOffset(Rot4 rotation)
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{
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if (rotation == Rot4.East)
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return East;
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if (rotation == Rot4.West)
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return West;
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if (rotation == Rot4.South)
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return South;
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if (rotation == Rot4.North)
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return North;
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else
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return Vector3.zero;
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}
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}
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public struct RaceNameAndBodyType
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{
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public string raceName;
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public string bodyType;
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}
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public class BodyPart
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{
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public string partName;
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public Depth4Offsets depthOffset;
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public List<BodyTypeAndOffset> offsets;
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}
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public class BodyTypeAndOffset
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{
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//public RaceNameAndBodyType bodyTypeData;
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public string bodyType;
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public Rot4Offsets offsets = new Rot4Offsets(Vector3.zero);
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public BodyTypeAndOffset(bool useCenter)
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{
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if (useCenter)
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{
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offsets = new Rot4Offsets(new Vector3(0.5f, 0, 0.5f));
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}
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}
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public BodyTypeAndOffset(Vector3 defaultOffset)
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{
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offsets = new Rot4Offsets(defaultOffset);
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}
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}
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public enum SizedApparelBodyPartColorOf
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{
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Skin, Hair, Custom, None
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}
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public enum SizedApparelBodyPartOf
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{
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All, Torso, Breasts, Crotch, Penis, Vagina, Anus, Belly, Udder, Hips, Thighs, hands, feet, None
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}
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public static class SizedApparelBodyPartOfExtension
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{
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public static bool IsPartOf(this SizedApparelBodyPartOf source, SizedApparelBodyPartOf target)
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{
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if (source == SizedApparelBodyPartOf.None)
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return false;
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switch (target)
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{
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case SizedApparelBodyPartOf.All:
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return true;
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case SizedApparelBodyPartOf.Torso:
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if (source == SizedApparelBodyPartOf.hands || source == SizedApparelBodyPartOf.feet)
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return false;
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return true;
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case SizedApparelBodyPartOf.Breasts:
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if (source == SizedApparelBodyPartOf.Breasts)
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return true;
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return false;
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case SizedApparelBodyPartOf.Crotch:
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if (source == SizedApparelBodyPartOf.Penis || source == SizedApparelBodyPartOf.Vagina || source == SizedApparelBodyPartOf.Anus)
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return true;
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return false;
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case SizedApparelBodyPartOf.Penis:
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if (source == SizedApparelBodyPartOf.Penis)
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return true;
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return false;
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case SizedApparelBodyPartOf.Vagina:
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if (source == SizedApparelBodyPartOf.Vagina)
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return true;
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return false;
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case SizedApparelBodyPartOf.Anus:
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if (source == SizedApparelBodyPartOf.Anus)
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return true;
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return false;
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case SizedApparelBodyPartOf.Belly:
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if (source == SizedApparelBodyPartOf.Belly)
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return true;
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return false;
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case SizedApparelBodyPartOf.Udder:
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if (source == SizedApparelBodyPartOf.Udder)
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return true;
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return false;
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case SizedApparelBodyPartOf.Hips:
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if (source == SizedApparelBodyPartOf.Hips || source == SizedApparelBodyPartOf.Thighs || source == SizedApparelBodyPartOf.Penis || source == SizedApparelBodyPartOf.Vagina || source == SizedApparelBodyPartOf.Anus)
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return true;
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return false;
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case SizedApparelBodyPartOf.Thighs:
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if (source == SizedApparelBodyPartOf.Thighs)
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return true;
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return false;
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case SizedApparelBodyPartOf.hands:
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if (source == SizedApparelBodyPartOf.hands)
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return true;
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return false;
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case SizedApparelBodyPartOf.feet:
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if (source == SizedApparelBodyPartOf.feet)
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return true;
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return false;
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case SizedApparelBodyPartOf.None:
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return false;
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return false;
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}
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Log.Error("[SizedApparel] missing SizedApparelBodyPartOf!");
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return false;
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}
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}
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public class GraphicPointsDef : Def
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{
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public List<TextureWithGraphicPoints> points;
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}
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public class TextureWithGraphicPoints
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{
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public string texturePath; // texture is already classified with bodytype
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public List<GraphicPoint> points = new List<GraphicPoint>();
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}
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public class GraphicPoint
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{
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public string pointName;
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public Vector2 point = new Vector2(0.5f, 0.5f);
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}
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public class GraphicPointsWithBodyType
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{
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public string pointName;
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public List<PointWithBodyType> points = new List<PointWithBodyType>();
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}
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public class PointWithBodyType
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{
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public string bodyTypeName; //null can be used too
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public Vector2 point = new Vector2(0.5f,0.5f);
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}
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public struct BodyPartPoint
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{
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string name;
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Vector2 position;//Uv position. not pixel
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}
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[Obsolete]//todo
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public struct BodyPartSpline
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{
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}
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//Def per graphic(texture)
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public class SizedApparelBodyPartGraphicDef : Def
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{
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public string graphicPath;
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public int severityIndex;
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public Vector2 pivot = new Vector2(0.5f, 0.5f); // custom pivot of texture. UV. not pixel
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//public Dictionary<string, BodyPartPoint> points = new Dictionary<string, BodyPartPoint>();
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//public Dictionary<string, BodyPartSpline> splines = new Dictionary<string, BodyPartSpline>();
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}
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//Def per BodyParts
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public class SizedApparelBodyPartDef : Def
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{
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SizedApparelBodyPartOf bodyPartOf = SizedApparelBodyPartOf.None;
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public bool canPose = false;
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public bool canAnimate = false;
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}
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public class SizedApparelBodyPart
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{
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static MethodInfo overrideMatMethod = AccessTools.Method(typeof(PawnRenderer), "OverrideMaterialIfNeeded");
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public SizedApparelBodyPart(Pawn pawn, string bodyPartName, SizedApparelBodyPartOf bodyPartOf, string defaultHediffName, bool isBreast, bool isOverlay , string customPathName = null, SizedApparelBodyPartColorOf colorOf = SizedApparelBodyPartColorOf.Skin)
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{
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this.pawn = pawn; //owner
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this.bodyPartName = bodyPartName;
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this.def = DefDatabase<SizedApparelBodyPartDef>.AllDefs.FirstOrDefault(b => b.defName == bodyPartName);
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this.bodyPartOf = bodyPartOf;
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this.defaultHediffName = defaultHediffName;
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this.isBreast = isBreast;
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this.isOverlay = isOverlay;
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this.customPath = customPathName;
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this.colorType = colorOf;
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}
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public Vector2 OffsetFromUVOffset(Vector2 vector, Mesh mesh , bool isFliped = false)
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{
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//treat mesh as plane
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//Vector3 width = mesh.vertices[2] - mesh.vertices[1];
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//Vector3 height = mesh.vertices[1] - mesh.vertices[2];
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Vector2 loc = new Vector2(0.5f, 0.5f) - vector;
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if(!isFliped)
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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));
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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));
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}
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//public Vector2 OffestFromUVOffset(Vector2 vector, Vector2 drawSize, bool isFliped = false)
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public SizedApparelBodyPartDef def;
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public Pawn pawn;
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public string bodyPartName; //breast, penis, belly, pubichair... etc. just name. not like architech something
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public string customPath = null;
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public SizedApparelBodyPartOf bodyPartOf = SizedApparelBodyPartOf.None;
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public string defaultHediffName;
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public bool isBreast = false;
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public bool isOverlay = false; //write z cache?
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public string currentHediffName;
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public bool isVisible = true;
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public SizedApparelBodyPartColorOf colorType = SizedApparelBodyPartColorOf.Skin;
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public Color? customColorOne;
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public Color? customColorTwo;
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//customize
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public string customPose = null;
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public Vector2? lookAnLocation = null;
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public Rot4? rotOverride = null;
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//variation
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public string variation = null;
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public Color? variationColor;
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public colorOverrideMode variationColorMode = colorOverrideMode.Default;
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//TODO. age setting?
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public int minDrawAge = -1;
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public int maxDrawAge = -1;
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public void SetCustomPose(string newPose, bool autoUpdate = true, bool autoSetPawnGraphicDirty = false)
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{
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if (customPose == newPose)
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return;
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customPose = newPose;
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if (autoUpdate)
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this.UpdateGraphic();
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if(autoSetPawnGraphicDirty)
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{
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if (pawn == null)
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return;
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PortraitsCache.SetDirty(pawn);
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GlobalTextureAtlasManager.TryMarkPawnFrameSetDirty(pawn);
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}
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}
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public bool CheckCanPose(string targetPose, bool checkApparels, bool mustMatchSize)
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{
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if (checkApparels)
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{
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foreach(ApparelGraphicRecord agr in pawn.Drawer.renderer.graphics.apparelGraphics)
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{
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/*
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if (!agr.sourceApparel.def.apparel.bodyPartGroups.Any(bpgd => bpgd.defName == "Torso" || bpgd.defName == "Chest"))
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continue;
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if (agr.sourceApparel.def.apparel.tags.Any(s => s.ToLower() == "SizedApparel_IgnorePose".ToLower()))
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continue;
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*/
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string originalPath = SizedApparelsDatabase.GetSupportedApparelOriginalPath(agr.graphic.path);
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if (originalPath == null)
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return false;
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int outInt = -1;
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float outFloat = -1;
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SizedApparelsDatabase.SizedApparelDatabaseKey key = new SizedApparelsDatabase.SizedApparelDatabaseKey(originalPath,pawn.def.defName,pawn.story?.bodyType?.defName, currentHediffName, Math.Min(currentSeverityInt, cappedSeverityInt), false, targetPose);
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var result = SizedApparelsDatabase.GetSupportedApparelSizedPath(key, out outInt, out outFloat);
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if (!result.isCustomPose)
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return false;
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}
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}
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Graphic graphic = GetBodyPartGraphics(false, mustMatchSize, targetPose);
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Graphic graphicH = GetBodyPartGraphics(true, mustMatchSize, targetPose);
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if (graphic != null || graphicH != null)
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return true;
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return false;
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}
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//TODO...
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public int currentSeverityInt = -1;
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public int cappedSeverityInt = 1000; // supported severity from worn apparel graphics
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public Vector2 pivot = new Vector2(0.5f, 0.5f);
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public Vector2 position = Vector2.zero;//offset from pivot //UV. not pixel
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public Dictionary<string, BodyPartPoint> points;
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public Dictionary<string, BodyPartPoint> pointsHorny;
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public float rotation = 0; // +: rotate right, -: rotate left
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public Vector2 scale = Vector2.one;
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public Graphic bodyPartGraphic;
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public Graphic bodyPartGraphicHorny;
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public Vector2 positionOffset = Vector2.zero; //offset from position //UV. not pixel
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public Vector2 positionOffsetSouth = Vector2.zero;
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public Vector2 positionOffsetNorth = Vector2.zero;
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public Vector2 positionOffsetEast = Vector2.zero;
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public Vector2 positionOffsetWest = Vector2.zero;
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public float depthOffset = 0f;
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public float depthOffsetEast = 0.008f;
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public float depthOffsetWest = 0.008f;
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public float depthOffsetSouth = 0.008f;
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public float depthOffsetNorth = 0.008f;
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//bigger = in front
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public void SetDepthOffsets(float south, float north, float east, float west)
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{
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depthOffsetSouth = south;
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depthOffsetNorth = north;
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depthOffsetEast = east;
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depthOffsetWest = west;
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}
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public void SetPositionOffsets(Vector2 south, Vector2 north, Vector2 east, Vector2 west)
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{
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positionOffsetSouth = south;
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positionOffsetNorth = north;
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positionOffsetEast = east;
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positionOffsetWest = west;
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}
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public Graphic GetBodyPartGraphics(bool isHorny, bool mustMatchSize = false, string poseOverride = null)
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{
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Dictionary<string, BodyPartPoint> var;
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return GetBodyPartGraphics(isHorny, out var, mustMatchSize, poseOverride);
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}
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public Graphic GetBodyPartGraphics(bool isHorny, out Dictionary<string, BodyPartPoint> outPoints, bool mustMatchSize = false ,string poseOverride = null, string variationOverride = null)
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{
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if (pawn == null)
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{
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outPoints = null;
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return null;
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}
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var comp = pawn.TryGetComp<ApparelRecorderComp>();
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if (comp == null)
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{
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outPoints = null;
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return null;
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}
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var key = new SizedApparelsDatabase.BodyPartDatabaseKey(pawn.def.defName, pawn.story?.bodyType?.defName, currentHediffName, customPath==null?bodyPartName: customPath, 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);
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if (mustMatchSize)
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if (Math.Min(currentSeverityInt, cappedSeverityInt) != result.size)
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{
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outPoints = null;
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return null;
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}
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if (result.pathWithSizeIndex == null)
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{
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outPoints = null;
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return null;
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}
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outPoints = result.points;
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return GraphicDatabase.Get<Graphic_Multi>(result.pathWithSizeIndex);
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}
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public void UpdateGraphic()
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{
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bodyPartGraphic = GetBodyPartGraphics(false, out points, false);
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bodyPartGraphicHorny = GetBodyPartGraphics(true, out pointsHorny, false);
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}
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public void UpdateGraphic(int index, int indexCapped = 1000)
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{
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this.currentSeverityInt = index;
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this.cappedSeverityInt = indexCapped;
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UpdateGraphic();
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}
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public void ResetTransform()
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{
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this.position = Vector2.zero;
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this.scale = Vector2.one;
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this.rotation = 0;
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}
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public void ClearGraphics()
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{
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this.bodyPartGraphic = null;
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this.bodyPartGraphicHorny = null;
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this.points = null;
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this.pointsHorny = null;
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}
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public void Clear()
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{
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currentHediffName = null;
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currentSeverityInt = -1;
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cappedSeverityInt = 1000;
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customPose = null;
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rotOverride = null;
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ClearGraphics();
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}
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/*
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public void SetHediffData(string name, int severityIndex , string variation = null)
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{
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currentHediffName = name;
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currentSeverityInt = severityIndex;
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}*/
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public void SetHediffData(string name, int severityIndex, int cappedSeverityIndex = 1000, string variation = null)
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{
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currentHediffName = name;
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currentSeverityInt = severityIndex;
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this.cappedSeverityInt = cappedSeverityIndex;
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this.variation = variation;
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}
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public void DrawBodyPart (Vector3 rootLoc, float angle, Rot4 facing, RotDrawMode bodyDrawType, PawnRenderFlags flags, Mesh bodyMesh)
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{
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if (!isVisible)
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return;
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if (scale == Vector2.zero)
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return; //Don't draw if scale is zero
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if (pawn == null)
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return;
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PawnRenderer pawnRenderer = pawn.Drawer.renderer;
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Shader shader = ShaderDatabase.CutoutComplex;
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Color drawColor1 = Color.white;
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Color drawColor2 = Color.white;
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bool forceWriteZ = true;
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if(colorType == SizedApparelBodyPartColorOf.Skin)
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{
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forceWriteZ = true;
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if (bodyDrawType == RotDrawMode.Fresh)
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{
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shader = pawn.Drawer.renderer.graphics.nakedGraphic.Shader;
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if (!ShaderUtility.SupportsMaskTex(shader))
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shader = ShaderDatabase.CutoutSkinOverlay;
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drawColor1 = pawn.Drawer.renderer.graphics.nakedGraphic.Color;
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drawColor2 = pawn.Drawer.renderer.graphics.nakedGraphic.ColorTwo;
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}
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else if (bodyDrawType == RotDrawMode.Rotting)
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{
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shader = pawn.Drawer.renderer.graphics.rottingGraphic.Shader;
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if (!ShaderUtility.SupportsMaskTex(shader))
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shader = ShaderDatabase.CutoutSkinOverlay;
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drawColor1 = pawn.Drawer.renderer.graphics.rottingGraphic.Color;
|
|
drawColor2 = pawn.Drawer.renderer.graphics.nakedGraphic.ColorTwo;
|
|
}
|
|
}
|
|
else if (colorType == SizedApparelBodyPartColorOf.Hair)
|
|
{
|
|
forceWriteZ = false;
|
|
shader = ShaderDatabase.Transparent;
|
|
if(pawn.story != null)
|
|
drawColor1 = pawn.story.hairColor;
|
|
}
|
|
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;
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
Graphic graphic = null;
|
|
if (SizedApparelUtility.IsHorny(pawn))
|
|
graphic = bodyPartGraphicHorny;
|
|
if (graphic == null)
|
|
graphic = bodyPartGraphic;
|
|
|
|
if (graphic == null)
|
|
return;
|
|
|
|
Material mat;
|
|
if (!flags.FlagSet(PawnRenderFlags.Cache)&&!isOverlay&& forceWriteZ)
|
|
{
|
|
graphic = graphic.GetColoredVersion(ShaderDatabase.Cutout, drawColor1, drawColor2);
|
|
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
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
|
|
}
|