317 lines
9.5 KiB
GDScript
317 lines
9.5 KiB
GDScript
extends Spatial
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#onready var characters = [preload("res://characters/female_2018.escn"), preload("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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# "pants": {
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# "helper": "tights"
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# },
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# "suit": {
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# "helper": "tights"
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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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#
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#var helper_names : = ["skirt"]
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#
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#func get_mi(base: Node, mesh_name: String) -> MeshInstance:
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# var queue = [base]
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# var ret: MeshInstance
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# while queue.size() > 0:
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# var item = queue.pop_front()
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# if item is MeshInstance && item.name == mesh_name && item.mesh:
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# ret = item
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# break
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# for c in item.get_children():
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# queue.push_back(c)
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# return ret
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#
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#func update_modifier(value: float, modifier: String):
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# var start_time = OS.get_unix_time()
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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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# print("modifier_finished: ", OS.get_unix_time() - start_time)
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#
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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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#
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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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modifier = controls[control]
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characters.set_modifier_value(ch, modifier, value / 100.0)
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characters.call_deferred("update")
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# if controls[control].has("minus"):
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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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# if controls[control].has("plus"):
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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 = get_mi(ch, "body").get_meta("same_verts")
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# var time = OS.get_unix_time()
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# dna.add_body_mesh(body_mi.mesh, _vert_indices)
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# var elapsed1 = OS.get_unix_time() - time
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## cloth_meshes.clear()
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# cloth_mis.clear()
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# print("body time: ", elapsed1)
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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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# time = OS.get_unix_time()
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# dna.add_cloth_mesh(cloth, clothes[cloth].helper, cloth_mi.mesh)
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# var elapsed2 = OS.get_unix_time() - time
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# print("cloth time: ", elapsed2)
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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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var ch
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var mod_name_list
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func init_tail():
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ch = characters.spawn_character(0, Transform().rotated(Vector3(0, 1, 0), PI))
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mod_name_list = characters.get_modifier_list(ch)
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func _ready():
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call_deferred("init_tail")
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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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#
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var state : = 0
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func build_contols():
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for k in mod_name_list:
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controls[k] = k
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# for k in dna.get_modifier_list():
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# if k.ends_with("_plus") && false:
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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") && false:
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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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slider.min_value = -100
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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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# print(controls[k])
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#
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# if controls[k].has("minus") && controls[k].has("plus"):
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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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# $s/VBoxContainer.add_child(slider)
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# slider.connect("value_changed", self, "update_slider", [k, slider])
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# slider.focus_mode = Control.FOCUS_CLICK
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if !world.next_scene:
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$s/VBoxContainer/ok.hide()
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else:
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$s/VBoxContainer/ok.show()
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$s/VBoxContainer/ok.connect("pressed", self, "next_scene")
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func next_scene():
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var scene = load(world.next_scene)
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get_tree().change_scene_to(scene)
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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(1)
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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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assert(ch)
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build_contols()
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state = 2
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