Added customization viewer
This commit is contained in:
28
proto2/characters/map_test/cam.gd
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28
proto2/characters/map_test/cam.gd
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extends Camera
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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var drag: bool = false
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var motion : = Vector2()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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if motion.length() > 1.0:
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translation -= transform.basis.z * 1.5 * motion.y * delta
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get_parent().rotate_y(motion.x * 0.9 * delta)
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motion = Vector2()
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func _unhandled_input(event):
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if event is InputEventMouseButton:
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if event.button_index == 1 && event.is_pressed():
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drag = true
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elif event.button_index == 1 && !event.is_pressed():
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drag = false
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elif event is InputEventMouseMotion:
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if drag:
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motion += event.relative
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270
proto2/characters/map_test/map_test.gd
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270
proto2/characters/map_test/map_test.gd
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extends Spatial
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onready var characters = [load("res://characters/female_2018.escn"), load("res://characters/male_2018.escn")]
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var body_mi: MeshInstance
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#var body_mesh: ArrayMesh
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#var orig_body_mesh: ArrayMesh
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var cloth_mis: Dictionary = {}
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#var cloth_meshes: Array = []
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#var cloth_orig_meshes: Array = []
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var clothes: Dictionary ={
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"dress": {
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"helper": ""
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},
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"panties": {
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"helper": ""
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},
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"suit": {
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"helper": ""
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},
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"bra": {
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"helper": ""
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},
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"top": {
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"helper": ""
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}
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}
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#var min_point: Vector3 = Vector3()
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#var max_point: Vector3 = Vector3()
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#var min_normal: Vector3 = Vector3()
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#var max_normal: Vector3 = Vector3()
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#var maps = {}
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#var vert_indices = {}
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var _vert_indices = {}
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var controls = {}
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var dna: DNA
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var helper_names : = ["skirt"]
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func update_modifier(value: float, modifier: String):
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var should_show : = false
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if body_mi.visible:
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body_mi.hide()
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should_show = true
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var val = value / 100.0
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val = clamp(val, 0.0, 1.0)
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dna.set_modifier_value(modifier, val)
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print(modifier, " ", val)
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body_mi.mesh = dna.modify_part("body")
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if should_show:
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body_mi.show()
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for k in cloth_mis.keys():
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if cloth_mis[k].visible:
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cloth_mis[k].hide()
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cloth_mis[k].mesh = dna.modify_part(k)
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cloth_mis[k].show()
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func toggle_clothes(mi: MeshInstance, cloth_name: String):
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if !mi.visible:
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print("mod start")
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mi.mesh = dna.modify_part(cloth_name)
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print("mod end")
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mi.visible = !mi.visible
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func find_mesh(base: Node, mesh_name: String) -> MeshInstance:
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assert base
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var queue = [base]
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var mi: MeshInstance
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while queue.size() > 0:
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var item = queue[0]
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assert item
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queue.pop_front()
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if item is MeshInstance && item.name == mesh_name:
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mi = item
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break
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for c in item.get_children():
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assert c
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queue.push_back(c)
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return mi
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#func modify_mesh(orig_mesh: ArrayMesh, mi: MeshInstance, v_indices: Dictionary):
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# var should_show : = false
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# if mi.visible:
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# mi.hide()
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# should_show = true
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# mi.mesh = null
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# for k in maps.keys():
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# maps[k].image.lock()
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# maps[k].image_normal.lock()
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# var surf : = 0
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# var mod_mesh = ArrayMesh.new()
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# var mrect: Rect2
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# for k in maps.keys():
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# if maps[k].value > 0.0001:
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# if mrect:
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# mrect = mrect.merge(maps[k].rect)
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# else:
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# mrect = maps[k].rect
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# for surface in range(orig_mesh.get_surface_count()):
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# var arrays: Array = orig_mesh.surface_get_arrays(surface)
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# var uv_index: int = ArrayMesh.ARRAY_TEX_UV
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# if arrays[ArrayMesh.ARRAY_TEX_UV2] && arrays[ArrayMesh.ARRAY_TEX_UV2].size() > 0:
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# uv_index = ArrayMesh.ARRAY_TEX_UV2
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# for index in range(arrays[ArrayMesh.ARRAY_VERTEX].size()):
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# var v: Vector3 = arrays[ArrayMesh.ARRAY_VERTEX][index]
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# var n: Vector3 = arrays[ArrayMesh.ARRAY_NORMAL][index]
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# var uv: Vector2 = arrays[uv_index][index]
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# if !mrect.has_point(uv):
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# continue
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# var diff : = Vector3()
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# var diffn : = Vector3()
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# for k in maps.keys():
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# if !maps[k].rect.has_point(uv) || abs(maps[k].value) < 0.0001:
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# continue
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# var pos: Vector2 = Vector2(uv.x * maps[k].width, uv.y * maps[k].height)
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# var offset: Color = maps[k].image.get_pixelv(pos)
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# var offsetn: Color = maps[k].image_normal.get_pixelv(pos)
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# var pdiff: Vector3 = Vector3(offset.r, offset.g, offset.b)
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# var ndiff: Vector3 = Vector3(offsetn.r, offsetn.g, offsetn.b)
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# for u in range(2):
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# diff[u] = range_lerp(pdiff[u], 0.0, 1.0, min_point[u], max_point[u]) * maps[k].value
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# diffn[u] = range_lerp(ndiff[u], 0.0, 1.0, min_normal[u], max_normal[u]) * maps[k].value
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# if abs(diff[u]) < 0.0001:
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# diff[u] = 0
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# v -= diff
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# n -= diffn
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# arrays[ArrayMesh.ARRAY_VERTEX][index] = v
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# arrays[ArrayMesh.ARRAY_NORMAL][index] = n.normalized()
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# for v in v_indices.keys():
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# if v_indices[v].size() <= 1:
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# continue
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# var vx: Vector3 = arrays[ArrayMesh.ARRAY_VERTEX][v_indices[v][0]]
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# for idx in range(1, v_indices[v].size()):
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# vx = vx.linear_interpolate(arrays[ArrayMesh.ARRAY_VERTEX][v_indices[v][idx]], 0.5)
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# for idx in v_indices[v]:
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# arrays[ArrayMesh.ARRAY_VERTEX][idx] = vx
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#
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# mod_mesh.add_surface_from_arrays(ArrayMesh.PRIMITIVE_TRIANGLES, arrays)
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# if orig_mesh.surface_get_material(surface):
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# mod_mesh.surface_set_material(surface, orig_mesh.surface_get_material(surface).duplicate(true))
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# surf += 1
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# for k in maps.keys():
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# maps[k].image.unlock()
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# maps[k].image_normal.unlock()
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# mi.mesh = mod_mesh
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# if should_show:
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# mi.show()
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func update_slider(value: float, control: String, slider: HSlider):
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var modifier = ""
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if value >= 0:
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modifier = controls[control].plus
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dna.set_modifier_value(controls[control].minus, 0.0)
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else:
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value = -value
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modifier = controls[control].minus
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dna.set_modifier_value(controls[control].plus, 0.0)
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update_modifier(value, modifier)
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var ch: Node
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func rebuild_clothes_menu():
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# cloth_orig_meshes.clear()
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for c in $s/VBoxContainer/clothes.get_children():
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$s/VBoxContainer/clothes.remove_child(c)
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c.queue_free()
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$s/VBoxContainer/clothes.add_child(HSeparator.new())
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var clothes_label = Label.new()
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clothes_label.text = "Clothes"
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$s/VBoxContainer/clothes.add_child(clothes_label)
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for cloth in clothes.keys():
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var cloth_mi : = find_mesh(ch, cloth)
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if !cloth_mi:
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continue
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var cloth_button = Button.new()
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cloth_button.text = cloth_mi.name
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$s/VBoxContainer/clothes.add_child(cloth_button)
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cloth_button.connect("pressed", self, "toggle_clothes", [cloth_mi, cloth])
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func prepare_character(x: int) -> void:
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if ch != null:
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remove_child(ch)
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ch.queue_free()
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ch = characters[x].instance()
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add_child(ch)
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ch.rotation.y = PI
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rebuild_clothes_menu()
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body_mi = find_mesh(ch, "body")
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# body_mesh = body_mi.mesh.duplicate(true)
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# orig_body_mesh = body_mi.mesh.duplicate(true)
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_vert_indices = dna.vert_indices[x]
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dna.add_mesh("body", body_mi.mesh, dna.vert_indices[x])
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# cloth_meshes.clear()
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cloth_mis.clear()
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for cloth in clothes.keys():
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var cloth_mi : = find_mesh(ch, cloth)
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if !cloth_mi:
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continue
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cloth_mi.mesh = dna.add_cloth_mesh(cloth, clothes[cloth].helper, cloth_mi.mesh)
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cloth_mis[cloth] = cloth_mi
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# prepare_cloth(body_mi, cloth_mi)
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# cloth_meshes.push_back(cloth_mi.mesh)
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func button_female():
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prepare_character(0)
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func button_male():
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prepare_character(1)
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func _ready():
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dna = DNA.new("res://characters/common/config.bin")
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# var fd = File.new()
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# fd.open("res://characters/common/config.bin", File.READ)
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# min_point = fd.get_var()
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# max_point = fd.get_var()
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# min_normal = fd.get_var()
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# max_normal = fd.get_var()
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# maps = fd.get_var()
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# print(maps.keys())
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# vert_indices = fd.get_var()
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# fd.close()
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# print("min: ", min_point, " max: ", max_point)
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# for k in maps.keys():
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# print(k, ": ", maps[k].rect)
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var state : = 0
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func build_contols():
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for k in dna.get_modifier_list():
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if k.ends_with("_plus"):
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var cname = k.replace("_plus", "")
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if !controls.has(cname):
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controls[cname] = {}
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controls[cname].plus = k
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elif k.ends_with("_minus"):
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var cname = k.replace("_minus", "")
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if !controls.has(cname):
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controls[cname] = {}
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controls[cname].minus = k
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else:
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var cname = k
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controls[cname] = {}
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controls[cname].plus = k
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for k in controls.keys():
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var ok = true
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for m in helper_names:
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if k.begins_with(m + "_"):
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ok = false
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break
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if !ok:
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continue
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var l = Label.new()
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l.text = k
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$s/VBoxContainer.add_child(l)
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var slider : = HSlider.new()
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slider.rect_min_size = Vector2(180, 30)
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print(controls[k])
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if controls[k].plus && controls[k].minus:
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slider.min_value = -100
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slider.max_value = 100
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else:
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slider.min_value = 0
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slider.max_value = 100
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$s/VBoxContainer.add_child(slider)
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slider.connect("value_changed", self, "update_slider", [k, slider])
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slider.focus_mode = Control.FOCUS_CLICK
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func _process(delta):
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match(state):
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0:
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# find_same_verts()
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prepare_character(0)
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state = 1
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1:
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# $Panel.hide()
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assert body_mi.mesh
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build_contols()
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$s/VBoxContainer/button_female.connect("pressed", self, "button_female")
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$s/VBoxContainer/button_male.connect("pressed", self, "button_male")
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state = 2
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73
proto2/characters/map_test/map_test.tscn
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73
proto2/characters/map_test/map_test.tscn
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@@ -0,0 +1,73 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://characters/map_test/map_test.gd" type="Script" id=1]
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[ext_resource path="res://characters/map_test/cam.gd" type="Script" id=2]
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[sub_resource type="PlaneMesh" id=1]
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[node name="map_test" type="Spatial"]
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script = ExtResource( 1 )
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[node name="DirectionalLight" type="DirectionalLight" parent="."]
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transform = Transform( 1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 20, 0 )
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[node name="MeshInstance" type="MeshInstance" parent="."]
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mesh = SubResource( 1 )
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material/0 = null
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[node name="SpotLight" type="SpotLight" parent="."]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 1.5 )
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[node name="cam_pivot" type="Spatial" parent="."]
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[node name="cam" type="Camera" parent="cam_pivot"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1, 1.7 )
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script = ExtResource( 2 )
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[node name="Panel" type="Panel" parent="."]
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visible = false
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anchor_right = 1.0
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anchor_bottom = 1.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Label" type="Label" parent="Panel"]
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anchor_top = 0.5
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anchor_right = 1.0
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anchor_bottom = 0.5
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margin_top = -7.0
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margin_bottom = 7.0
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text = "Generating some important stuff (same coordinate vertices list for all body meshes)"
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align = 1
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[node name="s" type="ScrollContainer" parent="."]
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anchor_bottom = 1.0
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margin_right = 59.0
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scroll_horizontal_enabled = false
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="VBoxContainer" type="VBoxContainer" parent="s"]
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margin_right = 59.0
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margin_bottom = 48.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="button_female" type="Button" parent="s/VBoxContainer"]
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margin_right = 59.0
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margin_bottom = 20.0
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text = "Female"
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[node name="button_male" type="Button" parent="s/VBoxContainer"]
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margin_top = 24.0
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margin_right = 59.0
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margin_bottom = 44.0
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text = "Male"
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[node name="clothes" type="VBoxContainer" parent="s/VBoxContainer"]
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margin_top = 48.0
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margin_right = 59.0
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margin_bottom = 48.0
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Reference in New Issue
Block a user