Added forgotten character customization stuff to repo

This commit is contained in:
Segey Lapin
2019-10-18 09:27:55 +03:00
parent 7feb0f01b3
commit c5c57c4833
3 changed files with 396 additions and 0 deletions

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extends Camera
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
var drag: bool = false
var motion : = Vector2()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if motion.length() > 1.0:
translation -= transform.basis.z * 1.5 * motion.y * delta
get_parent().rotate_y(motion.x * 0.9 * delta)
motion = Vector2()
func _unhandled_input(event):
if event is InputEventMouseButton:
if event.button_index == 1 && event.is_pressed():
drag = true
elif event.button_index == 1 && !event.is_pressed():
drag = false
elif event is InputEventMouseMotion:
if drag:
motion += event.relative

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extends Spatial
onready var characters = [preload("res://characters/female_2018.escn"), preload("res://characters/male_2018.escn")]
var body_mi: MeshInstance
#var body_mesh: ArrayMesh
#var orig_body_mesh: ArrayMesh
var cloth_mis: Dictionary = {}
#var cloth_meshes: Array = []
#var cloth_orig_meshes: Array = []
var clothes: Dictionary = {
"dress": {
"helper": ""
},
"panties": {
"helper": ""
},
"pants": {
"helper": "tights"
},
"suit": {
"helper": "tights"
},
"bra": {
"helper": ""
},
"top": {
"helper": ""
}
}
#var min_point: Vector3 = Vector3()
#var max_point: Vector3 = Vector3()
#var min_normal: Vector3 = Vector3()
#var max_normal: Vector3 = Vector3()
#var maps = {}
#var vert_indices = {}
var _vert_indices = {}
var controls = {}
var dna: DNA
var helper_names : = ["skirt"]
func get_mi(base: Node, mesh_name: String) -> MeshInstance:
var queue = [base]
var ret: MeshInstance
while queue.size() > 0:
var item = queue.pop_front()
if item is MeshInstance && item.name == mesh_name && item.mesh:
ret = item
break
for c in item.get_children():
queue.push_back(c)
return ret
func update_modifier(value: float, modifier: String):
var start_time = OS.get_unix_time()
var should_show : = false
if body_mi.visible:
body_mi.hide()
should_show = true
var val = value / 100.0
val = clamp(val, 0.0, 1.0)
dna.set_modifier_value(modifier, val)
print(modifier, " ", val)
body_mi.mesh = dna.modify_part("body")
if should_show:
body_mi.show()
for k in cloth_mis.keys():
if cloth_mis[k].visible:
cloth_mis[k].hide()
cloth_mis[k].mesh = dna.modify_part(k)
cloth_mis[k].show()
print("modifier_finished: ", OS.get_unix_time() - start_time)
func toggle_clothes(mi: MeshInstance, cloth_name: String):
if !mi.visible:
print("mod start")
mi.mesh = dna.modify_part(cloth_name)
print("mod end")
mi.visible = !mi.visible
func find_mesh(base: Node, mesh_name: String) -> MeshInstance:
assert(base)
var queue = [base]
var mi: MeshInstance
while queue.size() > 0:
var item = queue[0]
assert(item)
queue.pop_front()
if item is MeshInstance && item.name == mesh_name:
mi = item
break
for c in item.get_children():
assert(c)
queue.push_back(c)
return mi
#func modify_mesh(orig_mesh: ArrayMesh, mi: MeshInstance, v_indices: Dictionary):
# var should_show : = false
# if mi.visible:
# mi.hide()
# should_show = true
# mi.mesh = null
# for k in maps.keys():
# maps[k].image.lock()
# maps[k].image_normal.lock()
# var surf : = 0
# var mod_mesh = ArrayMesh.new()
# var mrect: Rect2
# for k in maps.keys():
# if maps[k].value > 0.0001:
# if mrect:
# mrect = mrect.merge(maps[k].rect)
# else:
# mrect = maps[k].rect
# for surface in range(orig_mesh.get_surface_count()):
# var arrays: Array = orig_mesh.surface_get_arrays(surface)
# var uv_index: int = ArrayMesh.ARRAY_TEX_UV
# if arrays[ArrayMesh.ARRAY_TEX_UV2] && arrays[ArrayMesh.ARRAY_TEX_UV2].size() > 0:
# uv_index = ArrayMesh.ARRAY_TEX_UV2
# for index in range(arrays[ArrayMesh.ARRAY_VERTEX].size()):
# var v: Vector3 = arrays[ArrayMesh.ARRAY_VERTEX][index]
# var n: Vector3 = arrays[ArrayMesh.ARRAY_NORMAL][index]
# var uv: Vector2 = arrays[uv_index][index]
# if !mrect.has_point(uv):
# continue
# var diff : = Vector3()
# var diffn : = Vector3()
# for k in maps.keys():
# if !maps[k].rect.has_point(uv) || abs(maps[k].value) < 0.0001:
# continue
# var pos: Vector2 = Vector2(uv.x * maps[k].width, uv.y * maps[k].height)
# var offset: Color = maps[k].image.get_pixelv(pos)
# var offsetn: Color = maps[k].image_normal.get_pixelv(pos)
# var pdiff: Vector3 = Vector3(offset.r, offset.g, offset.b)
# var ndiff: Vector3 = Vector3(offsetn.r, offsetn.g, offsetn.b)
# for u in range(2):
# diff[u] = range_lerp(pdiff[u], 0.0, 1.0, min_point[u], max_point[u]) * maps[k].value
# diffn[u] = range_lerp(ndiff[u], 0.0, 1.0, min_normal[u], max_normal[u]) * maps[k].value
# if abs(diff[u]) < 0.0001:
# diff[u] = 0
# v -= diff
# n -= diffn
# arrays[ArrayMesh.ARRAY_VERTEX][index] = v
# arrays[ArrayMesh.ARRAY_NORMAL][index] = n.normalized()
# for v in v_indices.keys():
# if v_indices[v].size() <= 1:
# continue
# var vx: Vector3 = arrays[ArrayMesh.ARRAY_VERTEX][v_indices[v][0]]
# for idx in range(1, v_indices[v].size()):
# vx = vx.linear_interpolate(arrays[ArrayMesh.ARRAY_VERTEX][v_indices[v][idx]], 0.5)
# for idx in v_indices[v]:
# arrays[ArrayMesh.ARRAY_VERTEX][idx] = vx
#
# mod_mesh.add_surface_from_arrays(ArrayMesh.PRIMITIVE_TRIANGLES, arrays)
# if orig_mesh.surface_get_material(surface):
# mod_mesh.surface_set_material(surface, orig_mesh.surface_get_material(surface).duplicate(true))
# surf += 1
# for k in maps.keys():
# maps[k].image.unlock()
# maps[k].image_normal.unlock()
# mi.mesh = mod_mesh
# if should_show:
# mi.show()
func update_slider(value: float, control: String, slider: HSlider):
var modifier = ""
if value >= 0:
modifier = controls[control].plus
if controls[control].has("minus"):
dna.set_modifier_value(controls[control].minus, 0.0)
else:
value = -value
modifier = controls[control].minus
if controls[control].has("plus"):
dna.set_modifier_value(controls[control].plus, 0.0)
update_modifier(value, modifier)
var ch: Node
func rebuild_clothes_menu():
# cloth_orig_meshes.clear()
for c in $s/VBoxContainer/clothes.get_children():
$s/VBoxContainer/clothes.remove_child(c)
c.queue_free()
$s/VBoxContainer/clothes.add_child(HSeparator.new())
var clothes_label = Label.new()
clothes_label.text = "Clothes"
$s/VBoxContainer/clothes.add_child(clothes_label)
for cloth in clothes.keys():
var cloth_mi : = find_mesh(ch, cloth)
if !cloth_mi:
continue
var cloth_button = Button.new()
cloth_button.text = cloth_mi.name
$s/VBoxContainer/clothes.add_child(cloth_button)
cloth_button.connect("pressed", self, "toggle_clothes", [cloth_mi, cloth])
func prepare_character(x: int) -> void:
if ch != null:
remove_child(ch)
ch.queue_free()
ch = characters[x].instance()
add_child(ch)
ch.rotation.y = PI
rebuild_clothes_menu()
body_mi = find_mesh(ch, "body")
# body_mesh = body_mi.mesh.duplicate(true)
# orig_body_mesh = body_mi.mesh.duplicate(true)
_vert_indices = get_mi(ch, "body").get_meta("same_verts")
var time = OS.get_unix_time()
dna.add_body_mesh(body_mi.mesh, _vert_indices)
var elapsed1 = OS.get_unix_time() - time
# cloth_meshes.clear()
cloth_mis.clear()
print("body time: ", elapsed1)
for cloth in clothes.keys():
var cloth_mi : = find_mesh(ch, cloth)
if !cloth_mi:
continue
time = OS.get_unix_time()
dna.add_cloth_mesh(cloth, clothes[cloth].helper, cloth_mi.mesh)
var elapsed2 = OS.get_unix_time() - time
print("cloth time: ", elapsed2)
cloth_mis[cloth] = cloth_mi
# prepare_cloth(body_mi, cloth_mi)
# cloth_meshes.push_back(cloth_mi.mesh)
func button_female():
prepare_character(0)
func button_male():
prepare_character(1)
func _ready():
dna = DNA.new("res://characters/common/config.bin")
# var fd = File.new()
# fd.open("res://characters/common/config.bin", File.READ)
# min_point = fd.get_var()
# max_point = fd.get_var()
# min_normal = fd.get_var()
# max_normal = fd.get_var()
# maps = fd.get_var()
# print(maps.keys())
# vert_indices = fd.get_var()
# fd.close()
# print("min: ", min_point, " max: ", max_point)
# for k in maps.keys():
# print(k, ": ", maps[k].rect)
var state : = 0
func build_contols():
for k in dna.get_modifier_list():
if k.ends_with("_plus") && false:
var cname = k.replace("_plus", "")
if !controls.has(cname):
controls[cname] = {}
controls[cname].plus = k
elif k.ends_with("_minus") && false:
var cname = k.replace("_minus", "")
if !controls.has(cname):
controls[cname] = {}
controls[cname].minus = k
else:
var cname = k
controls[cname] = {}
controls[cname].plus = k
for k in controls.keys():
var ok = true
for m in helper_names:
if k.begins_with(m + "_"):
ok = false
break
if !ok:
continue
var l = Label.new()
l.text = k
$s/VBoxContainer.add_child(l)
var slider : = HSlider.new()
slider.rect_min_size = Vector2(180, 30)
print(controls[k])
if controls[k].has("minus") && controls[k].has("plus"):
slider.min_value = -100
slider.max_value = 100
else:
slider.min_value = 0
slider.max_value = 100
$s/VBoxContainer.add_child(slider)
slider.connect("value_changed", self, "update_slider", [k, slider])
slider.focus_mode = Control.FOCUS_CLICK
if !world.next_scene:
$s/VBoxContainer/ok.hide()
else:
$s/VBoxContainer/ok.show()
$s/VBoxContainer/ok.connect("pressed", self, "next_scene")
func next_scene():
var scene = load(world.next_scene)
get_tree().change_scene_to(scene)
func _process(delta):
match(state):
0:
# find_same_verts()
prepare_character(1)
state = 1
1:
# $Panel.hide()
assert(body_mi.mesh)
build_contols()
state = 2

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://characters/customization/customize_player.gd" type="Script" id=1]
[ext_resource path="res://characters/customization/cam.gd" type="Script" id=2]
[sub_resource type="PlaneMesh" id=1]
[node name="customize_player" type="Spatial"]
script = ExtResource( 1 )
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 20, 0 )
[node name="MeshInstance" type="MeshInstance" parent="."]
mesh = SubResource( 1 )
material/0 = null
[node name="SpotLight" type="SpotLight" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 1.5 )
[node name="cam_pivot" type="Spatial" parent="."]
[node name="cam" type="Camera" parent="cam_pivot"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1, 1.7 )
script = ExtResource( 2 )
[node name="Panel" type="Panel" parent="."]
visible = false
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label" type="Label" parent="Panel"]
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
margin_top = -7.0
margin_bottom = 7.0
text = "Generating some important stuff (same coordinate vertices list for all body meshes)"
align = 1
[node name="s" type="ScrollContainer" parent="."]
anchor_bottom = 1.0
margin_right = 59.0
scroll_horizontal_enabled = false
__meta__ = {
"_edit_use_anchors_": false
}
[node name="VBoxContainer" type="VBoxContainer" parent="s"]
margin_right = 31.0
margin_bottom = 24.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="clothes" type="VBoxContainer" parent="s/VBoxContainer"]
margin_right = 31.0
[node name="ok" type="Button" parent="s/VBoxContainer"]
margin_top = 4.0
margin_right = 31.0
margin_bottom = 24.0
size_flags_horizontal = 3
text = "OK"