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Add support for loading faces, hairs, ears and tails

This commit is contained in:
Joshua Goins 2023-07-08 11:58:38 -04:00
parent 77ad2b7298
commit 01b3fc6ef2
2 changed files with 199 additions and 0 deletions

View file

@ -59,6 +59,11 @@ Q_SIGNALS:
void genderChanged(); void genderChanged();
void levelOfDetailChanged(); void levelOfDetailChanged();
void faceChanged();
void hairChanged();
void earChanged();
void tailChanged();
public Q_SLOTS: public Q_SLOTS:
void clear(); void clear();
void addGear(GearInfo& gear); void addGear(GearInfo& gear);
@ -68,6 +73,11 @@ public Q_SLOTS:
void setGender(Gender gender); void setGender(Gender gender);
void setLevelOfDetail(int lod); void setLevelOfDetail(int lod);
void setFace(int bodyVer);
void setHair(int bodyVer);
void setEar(int bodyVer);
void setTail(int bodyVer);
void reloadModel(); void reloadModel();
void reloadRaceDeforms(); void reloadRaceDeforms();
@ -77,6 +87,7 @@ private:
uint32_t maxLod = 0; uint32_t maxLod = 0;
std::vector<GearInfo> gears; std::vector<GearInfo> gears;
std::optional<int> face = 1, hair = 1, ear = 1, tail;
MDLPart* mdlPart = nullptr; MDLPart* mdlPart = nullptr;

View file

@ -29,6 +29,11 @@ GearView::GearView(GameData* data) : data(data) {
reloadModel(); reloadModel();
}); });
connect(this, &GearView::levelOfDetailChanged, this, &GearView::reloadModel); connect(this, &GearView::levelOfDetailChanged, this, &GearView::reloadModel);
connect(this, &GearView::faceChanged, this, &GearView::reloadModel);
connect(this, &GearView::hairChanged, this, &GearView::reloadModel);
connect(this, &GearView::earChanged, this, &GearView::reloadModel);
connect(this, &GearView::tailChanged, this, &GearView::reloadModel);
} }
std::vector<std::pair<Race, Subrace>> GearView::supportedRaces() const { std::vector<std::pair<Race, Subrace>> GearView::supportedRaces() const {
@ -98,6 +103,12 @@ void GearView::setRace(Race race) {
setSubrace(supportedSubraces.subraces[0]); setSubrace(supportedSubraces.subraces[0]);
} }
if (race == Race::AuRa || race == Race::Miqote) {
setTail(1);
} else {
setTail(-1);
}
Q_EMIT raceChanged(); Q_EMIT raceChanged();
} }
@ -128,6 +139,62 @@ void GearView::setLevelOfDetail(int lod) {
Q_EMIT levelOfDetailChanged(); Q_EMIT levelOfDetailChanged();
} }
void GearView::setFace(int bodyVer) {
if (face == bodyVer) {
return;
}
if (bodyVer == -1) {
face = std::nullopt;
} else {
face = bodyVer;
}
Q_EMIT faceChanged();
}
void GearView::setHair(int bodyVer) {
if (hair == bodyVer) {
return;
}
if (bodyVer == -1) {
hair = std::nullopt;
} else {
hair = bodyVer;
}
Q_EMIT hairChanged();
}
void GearView::setEar(int bodyVer) {
if (ear == bodyVer) {
return;
}
if (bodyVer == -1) {
ear = std::nullopt;
} else {
ear = bodyVer;
}
Q_EMIT earChanged();
}
void GearView::setTail(int bodyVer) {
if (tail == bodyVer) {
return;
}
if (bodyVer == -1) {
tail = std::nullopt;
} else {
tail = bodyVer;
}
Q_EMIT tailChanged();
}
void GearView::reloadModel() { void GearView::reloadModel() {
mdlPart->clear(); mdlPart->clear();
@ -195,6 +262,127 @@ void GearView::reloadModel() {
} }
} }
if (face) {
auto mdl_data = physis_gamedata_extract_file(
data,
physis_build_character_path(
CharacterCategory::Face, *face, currentRace, currentSubrace, currentGender));
if (mdl_data.size > 0) {
auto mdl = physis_mdl_parse(mdl_data.size, mdl_data.data);
std::vector<physis_Material> materials;
for (int i = 0; i < mdl.num_material_names; i++) {
const char* material_name = mdl.material_names[i];
std::string skinmtrl_path = fmt::format(
"chara/human/c{raceCode:04d}/obj/face/f{bodyCode:04d}/"
"material{}",
material_name,
fmt::arg("raceCode", physis_get_race_code(currentRace, currentSubrace, currentGender)),
fmt::arg("bodyCode", *face));
fmt::print("oops: {}", skinmtrl_path);
if (physis_gamedata_exists(data, skinmtrl_path.c_str())) {
auto mat = physis_material_parse(physis_gamedata_extract_file(data, skinmtrl_path.c_str()));
materials.push_back(mat);
}
}
mdlPart->addModel(mdl, materials, currentLod);
}
}
if (hair) {
auto mdl_data = physis_gamedata_extract_file(
data,
physis_build_character_path(
CharacterCategory::Hair, *hair, currentRace, currentSubrace, currentGender));
if (mdl_data.size > 0) {
auto mdl = physis_mdl_parse(mdl_data.size, mdl_data.data);
std::vector<physis_Material> materials;
for (int i = 0; i < mdl.num_material_names; i++) {
const char* material_name = mdl.material_names[i];
std::string skinmtrl_path = fmt::format(
"chara/human/c{raceCode:04d}/obj/hair/h{bodyCode:04d}/"
"material/v0001{}",
material_name,
fmt::arg("raceCode", physis_get_race_code(currentRace, currentSubrace, currentGender)),
fmt::arg("bodyCode", *hair));
fmt::print("oops: {}", skinmtrl_path);
if (physis_gamedata_exists(data, skinmtrl_path.c_str())) {
auto mat = physis_material_parse(physis_gamedata_extract_file(data, skinmtrl_path.c_str()));
materials.push_back(mat);
}
}
mdlPart->addModel(mdl, materials, currentLod);
}
}
if (ear) {
auto mdl_data = physis_gamedata_extract_file(
data,
physis_build_character_path(
CharacterCategory::Hair, *ear, currentRace, currentSubrace, currentGender));
if (mdl_data.size > 0) {
auto mdl = physis_mdl_parse(mdl_data.size, mdl_data.data);
std::vector<physis_Material> materials;
for (int i = 0; i < mdl.num_material_names; i++) {
const char* material_name = mdl.material_names[i];
std::string skinmtrl_path = fmt::format(
"chara/human/c{raceCode:04d}/obj/ear/e{bodyCode:04d}/"
"material/v0001{}",
material_name,
fmt::arg("raceCode", physis_get_race_code(currentRace, currentSubrace, currentGender)),
fmt::arg("bodyCode", *ear));
fmt::print("oops: {}", skinmtrl_path);
if (physis_gamedata_exists(data, skinmtrl_path.c_str())) {
auto mat = physis_material_parse(physis_gamedata_extract_file(data, skinmtrl_path.c_str()));
materials.push_back(mat);
}
}
mdlPart->addModel(mdl, materials, currentLod);
}
}
if (tail) {
auto mdl_data = physis_gamedata_extract_file(
data,
physis_build_character_path(
CharacterCategory::Tail, *tail, currentRace, currentSubrace, currentGender));
if (mdl_data.size > 0) {
auto mdl = physis_mdl_parse(mdl_data.size, mdl_data.data);
const char* material_name = mdl.material_names[0];
std::string skinmtrl_path = fmt::format(
"chara/human/c{raceCode:04d}/obj/tail/t{bodyCode:04d}/"
"material/v0001{}",
material_name,
fmt::arg("raceCode", physis_get_race_code(currentRace, currentSubrace, currentGender)),
fmt::arg("bodyCode", *tail));
if (physis_gamedata_exists(data, skinmtrl_path.c_str())) {
auto mat = physis_material_parse(physis_gamedata_extract_file(data, skinmtrl_path.c_str()));
mdlPart->addModel(mdl, {mat}, currentLod);
}
}
}
Q_EMIT modelReloaded(); Q_EMIT modelReloaded();
} }