mirror of
https://gitgud.io/ll.mirrors/sizedapparel.git
synced 2024-08-15 00:43:40 +00:00
1030 lines
38 KiB
C#
1030 lines
38 KiB
C#
using HarmonyLib;
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using RimWorld;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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//using AlienRace;
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using UnityEngine;
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using Verse;
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namespace SizedApparel
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{
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public class Depth4Offsets
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{
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public float south=0;
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public float north=0;
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public float east=0;
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public float west=0;
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public Depth4Offsets() { }
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public Depth4Offsets(Vector4 arg)
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{
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south = arg.x;
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north = arg.y;
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east = arg.z;
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west = arg.w;
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}
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public Depth4Offsets(float s, float n, float e, float w)
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{
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south = s;
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north = n;
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east = e;
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west = w;
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}
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}
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public class 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 BodyWithBodyType
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{
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public string bodyType;
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public List<BodyPart> Addons = new List<BodyPart>();
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}
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public class BodyPart
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{
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public string partName = null;
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public string customPath = null;
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public string defaultHediffName = null; // for missing Hediff
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public bool isBreasts = false;
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public bool centeredTexture = true;
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public bool mustMatchBodyType = false; // TODO
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public string boneName = null;
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public Bone bone = null; // For Graphic Positioning System
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public bool mustHaveBone = true; // when bone is missing, don't draw
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public SizedApparelBodyPartOf bodyPartOf = SizedApparelBodyPartOf.None;
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public ColorType colorType = ColorType.Skin;
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public Depth4Offsets depthOffset = new Depth4Offsets();
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public BodyTypeAndOffset offsets = new BodyTypeAndOffset();
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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()
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{
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}
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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(Vector3.zero);
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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 ColorType
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{
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Skin, Hair, Nipple, 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, Balls, Vagina, Anus, Belly, PubicHair, 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.Crotch || source == SizedApparelBodyPartOf.Penis || source == SizedApparelBodyPartOf.Vagina || source == SizedApparelBodyPartOf.Anus || source == SizedApparelBodyPartOf.PubicHair || source == SizedApparelBodyPartOf.Balls)
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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.Balls:
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if (source == SizedApparelBodyPartOf.Balls)
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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.PubicHair:
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if (source == SizedApparelBodyPartOf.PubicHair)
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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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}
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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 = Vector2.zero;
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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 = Vector2.zero;
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}
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public class BodyPartPoint
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{
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string name;
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Vector2 position = Vector2.zero;//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 for Hediff Graphic color options or else.
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public class SizedApparelHeddifDef : Def
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{
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public HediffDef hediffDef;
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//public string hediffDefName;
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}
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//Def per graphic(texture)
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[Obsolete]
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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 = true;
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public List<string> TexturePaths;
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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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static Color defaultNippleColor = Color.white;//nipple texture is already colored with pink. so make it white as default to avoid double coloring pink //Strong Pink Color = new ColorInt(255, 121, 121).ToColor
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//this is for RGB Channel Edit
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static string texturePath_White = "SizedApparel/Masks/White";
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static string texturePath_Black = "SizedApparel/Masks/Black";
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static string texturePath_Red = "SizedApparel/Masks/Red";
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static string texturePath_Green = "SizedApparel/Masks/Green";
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static string texturePath_Blue = "SizedApparel/Masks/Blue";
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public bool AutoOffsetForFurCoveredBody = true;
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public SizedApparelBodyPart(Pawn pawn, ApparelRecorderComp apparelRecorderComp, string bodyPartName, SizedApparelBodyPartOf bodyPartOf, string defaultHediffName, bool isBreast, bool isOverlay, string customPathName = null, ColorType colorOf = ColorType.Skin, bool needBoneToRender = true, Bone parentBone = null, bool isCenteredTexture = false )
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{
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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;
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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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this.bone = parentBone;
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this.mustHaveBone = needBoneToRender;
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this.centeredTexture = isCenteredTexture;
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}
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public void SetCenteredTexture(bool isCentered)
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{
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this.centeredTexture = isCentered;
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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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if(!isFliped)
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return new Vector2((mesh.vertices[2].x - mesh.vertices[0].x)*vector.x,(mesh.vertices[0].z - mesh.vertices[2].z)*vector.y);
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return new Vector2((mesh.vertices[2].x - mesh.vertices[0].x)*vector.x, (mesh.vertices[2].z - mesh.vertices[0].z)*vector.y);
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/*
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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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}
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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 ApparelRecorderComp apparelRecorderCompCache; // for reduce getComp call;
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public Bone bone;
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private bool mustHaveBone;
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public bool centeredTexture = false; // false to keep original position from mesh. and consider this graphics pivot as bone position
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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 int lastPoseTick = -1;
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public ColorType colorType = ColorType.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 SetBone(Bone bone)
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{
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this.bone = bone;
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}
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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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if(SizedApparelSettings.Debug)
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Log.Message("[SizedApparel] Setting Custom Pose : " + newPose);
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customPose = newPose;
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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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}
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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 checkBodyParts, bool mustMatchSize, bool mustMatchBodytype, bool mustMatchRace)
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{
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if (checkApparels)
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{
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if (!SizedApparelUtility.CanPoseApparels(pawn, targetPose, currentHediffName, currentSeverityInt, cappedSeverityInt))
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return false;
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}
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if (checkBodyParts)
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{
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Graphic graphic = GetBodyPartGraphics(false, mustMatchSize, mustMatchBodytype, mustMatchRace);
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Graphic graphicH = GetBodyPartGraphics(true, mustMatchSize, mustMatchBodytype, mustMatchRace);
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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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return true;
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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 = Vector2.zero;
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public Vector2 position = Vector2.zero;//offset from pivot //UV. not pixel
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public SizedApparelTexturePointDef points;
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public SizedApparelTexturePointDef pointsHorny;
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public float rotation = 0; // +: rotate right, -: rotate left
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public float scale = 1f;
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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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//0.008f
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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 SetDepthOffsets(Depth4Offsets oppsets)
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{
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depthOffsetSouth = oppsets.south;
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depthOffsetNorth = oppsets.north;
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depthOffsetEast = oppsets.east;
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depthOffsetWest = oppsets.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, bool mustMatchBodytype = false, bool mustMatchRace = false, string poseOverride = null)
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{
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SizedApparelTexturePointDef var;
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return GetBodyPartGraphics(isHorny, out var, mustMatchBodytype, mustMatchSize, mustMatchRace, poseOverride);
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}
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public Graphic GetBodyPartGraphics(bool isHorny, out SizedApparelTexturePointDef outPoints, bool mustMatchSize = false, bool mustMatchBodyType = false , bool mustMatchRace = 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 = apparelRecorderCompCache;
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if (comp == null)
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comp = pawn.GetComp<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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string bodyTypeString = pawn.story?.bodyType?.defName;
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|
|
var key = new SizedApparelsDatabase.BodyPartDatabaseKey(pawn.def.defName, bodyTypeString, currentHediffName, customPath==null?bodyPartName: customPath, pawn.gender, Math.Min(currentSeverityInt, cappedSeverityInt), isHorny, poseOverride==null?customPose:poseOverride, variationOverride==null?variation: variationOverride);
|
|
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 (mustMatchBodyType)
|
|
{
|
|
if(result.bodyType != pawn.story?.bodyType?.defName)
|
|
{
|
|
outPoints = null;
|
|
return null;
|
|
}
|
|
}
|
|
if (mustMatchRace)
|
|
{
|
|
if (result.raceName != pawn.def.defName)
|
|
{
|
|
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 = 1f;
|
|
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 == 0f)
|
|
return; //Don't draw if scale is zero
|
|
if (pawn == null)
|
|
return;
|
|
|
|
if (mustHaveBone && bone == null)
|
|
return;
|
|
|
|
if (bodyMesh == null)
|
|
{
|
|
if (SizedApparelSettings.Debug)
|
|
Log.Warning("[SizedApparel] DrawBodyParts But Null Body Mesh! : " + pawn.Name);
|
|
return;
|
|
}
|
|
|
|
|
|
PawnRenderer pawnRenderer = pawn.Drawer.renderer;
|
|
Shader shader = shader = ShaderDatabase.CutoutSkinOverlay;
|
|
Color drawColor1 = Color.white;
|
|
Color drawColor2 = Color.white;
|
|
|
|
|
|
bool forceWriteZ = true;
|
|
|
|
bool HasFurSkin = false;
|
|
//Furskin Check
|
|
if (pawn.Drawer.renderer.graphics.furCoveredGraphic != null)
|
|
{
|
|
HasFurSkin = true;
|
|
}
|
|
|
|
if (colorType == ColorType.Skin)
|
|
{
|
|
forceWriteZ = true;
|
|
if (bodyDrawType == RotDrawMode.Fresh)
|
|
{
|
|
if (HasFurSkin)
|
|
{
|
|
shader = pawn.Drawer.renderer.graphics.furCoveredGraphic.Shader;
|
|
if (!ShaderUtility.SupportsMaskTex(shader))
|
|
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 = shader = ShaderDatabase.CutoutSkinOverlay;
|
|
drawColor1 = pawnRenderer.graphics.nakedGraphic.Color;
|
|
drawColor2 = pawnRenderer.graphics.nakedGraphic.ColorTwo;
|
|
}
|
|
|
|
}
|
|
else if (bodyDrawType == RotDrawMode.Rotting)
|
|
{
|
|
|
|
shader = pawn.Drawer.renderer.graphics.rottingGraphic.Shader;
|
|
if (!ShaderUtility.SupportsMaskTex(shader))
|
|
shader = shader = ShaderDatabase.CutoutSkinOverlay;
|
|
drawColor1 = pawnRenderer.graphics.rottingGraphic.Color;
|
|
drawColor2 = pawnRenderer.graphics.nakedGraphic.ColorTwo;
|
|
}
|
|
}
|
|
else if (colorType == ColorType.Nipple)
|
|
{
|
|
forceWriteZ = true;
|
|
|
|
//Get SkinColor first.
|
|
if (bodyDrawType == RotDrawMode.Fresh)
|
|
{
|
|
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 = shader = ShaderDatabase.CutoutSkinOverlay;
|
|
drawColor1 = pawnRenderer.graphics.nakedGraphic.Color;
|
|
drawColor2 = pawnRenderer.graphics.nakedGraphic.ColorTwo;
|
|
}
|
|
|
|
}
|
|
else if (bodyDrawType == RotDrawMode.Rotting)
|
|
{
|
|
|
|
shader = pawn.Drawer.renderer.graphics.rottingGraphic.Shader;
|
|
if (!ShaderUtility.SupportsMaskTex(shader))
|
|
shader = shader = ShaderDatabase.CutoutSkinOverlay;
|
|
drawColor1 = pawnRenderer.graphics.rottingGraphic.Color;
|
|
drawColor2 = pawnRenderer.graphics.nakedGraphic.ColorTwo;
|
|
}
|
|
|
|
if(apparelRecorderCompCache != null)
|
|
{
|
|
if(apparelRecorderCompCache.nippleColor != null)
|
|
{
|
|
drawColor1 = apparelRecorderCompCache.nippleColor.Value; //* drawColor1;
|
|
drawColor2 = apparelRecorderCompCache.nippleColor.Value; //* drawColor2; //maybe can be issue
|
|
}
|
|
else
|
|
{
|
|
//nipple Color is null
|
|
//Ust Default Color for Nipple with SkinColor
|
|
drawColor1 = defaultNippleColor * drawColor1;
|
|
drawColor2 = defaultNippleColor * drawColor2;
|
|
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
else if (colorType == ColorType.Hair)
|
|
{
|
|
forceWriteZ = false;
|
|
shader = ShaderDatabase.Transparent;
|
|
if(pawn.story != null)
|
|
drawColor1 = pawn.story.HairColor;
|
|
}
|
|
else if (colorType == ColorType.Custom)
|
|
{
|
|
forceWriteZ = true;
|
|
shader = ShaderDatabase.Transparent;
|
|
if(customColorOne != null)
|
|
drawColor1 = customColorOne.Value;
|
|
if (customColorTwo != null)
|
|
drawColor2 = customColorTwo.Value;
|
|
}
|
|
else if (colorType == ColorType.None)
|
|
{
|
|
forceWriteZ = false;
|
|
shader = ShaderDatabase.Cutout;
|
|
}
|
|
if (isOverlay)
|
|
{
|
|
if (shader == ShaderDatabase.Cutout)
|
|
shader = ShaderDatabase.Transparent;
|
|
else if (shader == ShaderDatabase.CutoutSkin || shader == ShaderDatabase.CutoutSkinColorOverride)
|
|
shader = ShaderDatabase.CutoutSkinOverlay;
|
|
else
|
|
shader = ShaderDatabase.Transparent;
|
|
}
|
|
|
|
|
|
Mesh scaledBodyMesh;
|
|
|
|
BoneTransform boneTransform = null;
|
|
if(bone != null)
|
|
{
|
|
if (facing == Rot4.South)
|
|
{
|
|
boneTransform = bone.south;
|
|
}
|
|
else if (facing == Rot4.North)
|
|
{
|
|
boneTransform = bone.north;
|
|
}
|
|
else if (facing == Rot4.East)
|
|
{
|
|
boneTransform = bone.east;
|
|
|
|
}
|
|
else if (facing == Rot4.West)
|
|
{
|
|
boneTransform = bone.west;
|
|
if (boneTransform == null)
|
|
boneTransform = bone.east;
|
|
|
|
}
|
|
}
|
|
|
|
float drawScale = scale;
|
|
float drawRotation = angle;
|
|
Vector3 drawPosition = rootLoc;
|
|
|
|
if (this.pawn.ageTracker.CurLifeStage.bodyDrawOffset != null)
|
|
{
|
|
drawPosition += this.pawn.ageTracker.CurLifeStage.bodyDrawOffset.Value;
|
|
}
|
|
|
|
if (boneTransform != null)
|
|
{
|
|
//TODO fixed angle for IK?
|
|
|
|
float width = (bodyMesh.vertices[2].x - bodyMesh.vertices[0].x);
|
|
if (centeredTexture)
|
|
{
|
|
bool westUsingEast = false;
|
|
if (facing == Rot4.West && bone.west == null)
|
|
westUsingEast = true;
|
|
|
|
drawRotation = boneTransform.InitialAngle + boneTransform.angleOffset;
|
|
//not sure it work correct
|
|
Vector3 v = (boneTransform.InitialPosition + boneTransform.positionOffset) * width;
|
|
var q = Quaternion.AngleAxis (westUsingEast? -angle : angle, Vector3.up);
|
|
v = q * v;
|
|
drawPosition = (v) ; // calculate rotated point
|
|
|
|
//Log.Message(boneTransform.angleOffset.ToString());
|
|
if (westUsingEast)
|
|
{
|
|
//already scaled with "width"?
|
|
//its using east as west. so flip position
|
|
drawPosition.Scale(new Vector3(-1f,0f,1f));
|
|
//drawRotation = boneTransform.InitialAngle - boneTransform.angleOffset;
|
|
}
|
|
drawPosition += rootLoc;
|
|
drawRotation += angle ;
|
|
}
|
|
else
|
|
{
|
|
//NotCentered Texture not yet support Rotation System.
|
|
//wip
|
|
Vector3 v = Vector3.zero;
|
|
|
|
bool westUsingEast = false;
|
|
if (facing == Rot4.West && bone.west == null)
|
|
westUsingEast = true;
|
|
drawRotation = boneTransform.InitialAngle; // + boneTransform.angleOffset
|
|
//not sure it work correct
|
|
//Vector3 v = (boneTransform.InitialPosition); //initialpos as custom pivot
|
|
//var q = Quaternion.AngleAxis(westUsingEast ? -drawRotation : drawRotation, Vector3.up);
|
|
//var q2 = Quaternion.AngleAxis(westUsingEast ? -angle : angle, Vector3.up);
|
|
|
|
//v = q * v; // calculate final draw position with torso angle
|
|
//v = v + boneTransform.InitialPosition + boneTransform.positionOffset;
|
|
//v = q2 * v; //NotCentered Texture not yet support Rotation System.
|
|
|
|
drawPosition = (v) * width;
|
|
if (westUsingEast)
|
|
{
|
|
//already scaled with "width"?
|
|
//its using east as west. so flip position
|
|
drawPosition.Scale(new Vector3(-1f, 0f, 1f));
|
|
//drawRotation = boneTransform.InitialAngle - boneTransform.angleOffset;
|
|
}
|
|
drawPosition += rootLoc ; // adjust with result
|
|
//Log.Message(boneTransform.angleOffset.ToString());
|
|
drawRotation += angle;
|
|
}
|
|
}
|
|
|
|
if (drawScale != 1f)
|
|
{
|
|
// scale Only Rimworld Plane Mesh
|
|
if(bodyMesh.vertexCount == 4)
|
|
{
|
|
float width = (bodyMesh.vertices[2].x - bodyMesh.vertices[0].x);
|
|
|
|
var meshSet = MeshPool.GetMeshSetForWidth(scale * width);
|
|
scaledBodyMesh = meshSet.MeshAt(facing);
|
|
}
|
|
else
|
|
scaledBodyMesh = bodyMesh;
|
|
}
|
|
else
|
|
{
|
|
scaledBodyMesh = bodyMesh;
|
|
}
|
|
|
|
|
|
Quaternion quaternion = Quaternion.AngleAxis(drawRotation, Vector3.up);
|
|
|
|
|
|
|
|
|
|
Rot4 targetRot = facing;
|
|
if (rotOverride != null)
|
|
targetRot = rotOverride.Value;
|
|
|
|
if (targetRot == Rot4.South)
|
|
{
|
|
var loc = OffsetFromUVOffset(positionOffsetSouth, scaledBodyMesh);
|
|
drawPosition.x += loc.x;
|
|
drawPosition.z += loc.y;
|
|
drawPosition.y += depthOffsetSouth;
|
|
}
|
|
else if(targetRot == Rot4.North)
|
|
{
|
|
var loc = OffsetFromUVOffset(positionOffsetNorth, scaledBodyMesh);
|
|
drawPosition.x += loc.x;
|
|
drawPosition.z += loc.y;
|
|
drawPosition.y += depthOffsetNorth;
|
|
}
|
|
else if (targetRot == Rot4.East)
|
|
{
|
|
var loc = OffsetFromUVOffset(positionOffsetEast, scaledBodyMesh);
|
|
drawPosition.x += loc.x;
|
|
drawPosition.z += loc.y;
|
|
drawPosition.y += depthOffsetEast;
|
|
}
|
|
else if (targetRot == Rot4.West)
|
|
{
|
|
var loc = OffsetFromUVOffset(positionOffsetWest, scaledBodyMesh);
|
|
drawPosition.x += loc.x;
|
|
drawPosition.z += loc.y;
|
|
drawPosition.y += depthOffsetWest;
|
|
}
|
|
|
|
|
|
|
|
|
|
Graphic graphic = null;
|
|
if (SizedApparelUtility.IsHorny(pawn))
|
|
graphic = bodyPartGraphicHorny;
|
|
if (graphic == null)
|
|
graphic = bodyPartGraphic;
|
|
|
|
if (graphic == null)
|
|
return;
|
|
|
|
//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
|
|
}
|
|
|
|
|
|
|
|
|
|
Material mat;
|
|
|
|
//If ForceWriteDepth, draw Cutout mesh for write depth. this is for avoid problem of body addons drawing under other meshes. such as breasts front of body but behind tail.
|
|
if (forceWriteZ || (!flags.FlagSet(PawnRenderFlags.Cache) && !isOverlay))// //(!flags.FlagSet(PawnRenderFlags.Cache) && !isOverlay)
|
|
{
|
|
Graphic Zgraphic = graphic.GetColoredVersion(ShaderDatabase.CutoutComplex, drawColor1, drawColor2); // ShaderDatabase.Cutout
|
|
Vector3 drawPositionZ = drawPosition;
|
|
drawPositionZ.y = 0; //Send Back of body, but it can still write depth.
|
|
|
|
mat = flags.FlagSet(PawnRenderFlags.Cache) ? Zgraphic.MatAt(targetRot) : (Material)overrideMatMethod.Invoke(pawnRenderer, new object[] { Zgraphic.MatAt(facing), pawn, flags.FlagSet(PawnRenderFlags.Portrait) });
|
|
GenDraw.DrawMeshNowOrLater(scaledBodyMesh, drawPositionZ, quaternion, mat, flags.FlagSet(PawnRenderFlags.DrawNow)); // draw for writeZ data to solve shadow issue
|
|
}
|
|
|
|
//shader must be mask
|
|
graphic = graphic.GetColoredVersion(shader, drawColor1, drawColor2);
|
|
|
|
if (graphic.maskPath == null)
|
|
{
|
|
//Test
|
|
//graphic.maskPath = texturePath_Red;
|
|
}
|
|
|
|
//drawPosition.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(scaledBodyMesh, drawPosition, quaternion, mat, flags.FlagSet(PawnRenderFlags.DrawNow));
|
|
|
|
}
|
|
}
|
|
|
|
|
|
//TODO: Torso Pose?
|
|
|
|
|
|
public class BodyDef : Def
|
|
{
|
|
//public List<SizedApparelBodyPartDef> BodyParts;
|
|
|
|
|
|
//defName = raceName ?? could it work?
|
|
|
|
public List<BodyWithBodyType> bodies = new List<BodyWithBodyType>();
|
|
|
|
|
|
//public List<BodyTypeAndOffset> penisOffset;
|
|
//public List<BodyTypeAndOffset> vaginaOffset;
|
|
//public List<BodyTypeAndOffset> pubicHairOffset;
|
|
//public List<BodyTypeAndOffset> udderOffset;
|
|
//public List<BodyTypeAndOffset> bellyOffset;
|
|
//public List<BodyTypeAndOffset> breastsOffset;
|
|
//public List<BodyTypeAndOffset> anusOffset;
|
|
|
|
}
|
|
|
|
public class SizedApparelBody
|
|
{
|
|
public string customPoseOfBody = null;
|
|
|
|
public bool canCustomPose()
|
|
{
|
|
//check apparels
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public class SizedApparelBodyPartOfssetDef : Def
|
|
{
|
|
//defName IsRaceName
|
|
|
|
}
|
|
|
|
}
|