sizedapparel/1.3/source/SizedApparel/SizedApparelBodyPartDef.cs

164 lines
5.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace SizedApparel
{
//This Class is Use for Def BodyParts' Custom Pivot, or Some Special Common Vector Points Per Serverity.
//Not Consider Acture Graphic Textures.
public class SkeletonDef : Def
{
//defName = Pawn's race name (such as "Human")
//public List<BodyPartGraphicBone> graphicBones = new List<BodyPartGraphicBone>();
//Do Not Directly Use it
public List<Skeleton> skeletons = new List<Skeleton>();
public Skeleton CreateSkeleton(string bodyType)
{
for(int i = 0; i< skeletons.Count; i++)
{
if(skeletons[i].bodyType == bodyType)
{
return new Skeleton(skeletons[i]);
}
}
return null;
}
}
public class Skeleton
{
public string bodyType = null; // can be null for animal or etc
public List<Bone> Bones;
//only runtime. Do not Set in Def
public Rot4 BodyFacing; // for flip east-west bones
public Rot4 HeadFacing; //TODO
public Skeleton()
{
}
public Skeleton(Skeleton skeletonToCopy)
{
this.Bones = new List<Bone>();
foreach (var s in skeletonToCopy.Bones)
{
this.Bones.Add(new Bone(s, this));
}
}
public Bone FindBone(string boneName)
{
foreach (var b in this.Bones)
{
if (b.name == boneName)
return b;
}
return null;
}
}
//for deafault bone support?
public class BodyPartBoneDef : Def
{
//DefName is Bone Name To Use.
public Vector3 customPivot = new Vector3(0.5f, 0, 0.5f);
public Vector3 Position = new Vector3(0.5f, 0, 0.5f); // Local Position(UV) from Body
public float Length = 1;
public float Rotation = 0;
public float Scale = 1f; // Default Render Scale.
}
//Body Parts Graphic can be attached to bone position and rotation
public class Bone
{
public string name = null;
public Skeleton parentSkeleton = null;
//public string parentBoneName = null; // ToDo
public bool isHeadBone = false; // TODO
public BoneTransform south;
public BoneTransform north;
public BoneTransform east;
public BoneTransform west; // can be null. then use east
//hiding Graphic parameter will be in that bodygraphic class
public Bone()
{
}
public Bone(Bone boneToCopy, Skeleton parent)
{
this.name = boneToCopy.name;
this.parentSkeleton = parent;
this.isHeadBone = boneToCopy.isHeadBone;
if(boneToCopy.south != null)
this.south = new BoneTransform(boneToCopy.south);
if (boneToCopy.north != null)
this.north = new BoneTransform(boneToCopy.north);
if (boneToCopy.east != null)
this.east = new BoneTransform(boneToCopy.east);
if (boneToCopy.west != null)
this.west = new BoneTransform(boneToCopy.west); // null for use east
}
public void SetAngle(float angle)
{
if(south != null)
south.angleOffset = angle;
if (north != null)
north.angleOffset = angle;
if (east != null)
east.angleOffset = angle;
if (west != null)
west.angleOffset = angle;
}
}
public class BoneTransform
{
//public Vector3 customPivot = new Vector3(0.5f, 0, 0.5f); // used to calculation rotation. the rotating center will be customPivot.
//Custom Pivot Doesn't affect to Draw Position on zero Rotated.
public Vector3 InitialPosition = Vector3.zero; // Local Position(UV) from Body
public float InitialLength = 1;
public float InitialAngle = 0;
public float InitialScale = 1f;
public bool isHeadBone = false; // TODO
//public BodyPartGraphicBone parentBone; //TODO
public Vector3 positionOffset = Vector3.zero;
public float lengthOffset = 0;
public float angleOffset = 0;
public float scaleOffset = 0;
public BoneTransform() { }
public BoneTransform(BoneTransform boneToCopy)
{
//this.parentBoneName = boneToCopy.parentBoneName;
//this.customPivot = boneToCopy.customPivot;
this.InitialPosition = boneToCopy.InitialPosition;
this.InitialLength = boneToCopy.InitialLength;
this.InitialAngle = boneToCopy.InitialAngle;
this.InitialScale = boneToCopy.InitialScale;
}
}
}