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413 lines
13 KiB
C++
413 lines
13 KiB
C++
#include "gearview.h"
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#include "magic_enum.hpp"
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#include <QDebug>
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#include <QVBoxLayout>
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GearView::GearView(GameData* data) : data(data) {
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mdlPart = new MDLPart(data);
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reloadRaceDeforms();
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auto layout = new QVBoxLayout();
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layout->addWidget(mdlPart);
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setLayout(layout);
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connect(this, &GearView::gearChanged, this, [=] {
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reloadModel();
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});
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connect(this, &GearView::raceChanged, this, [=] {
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reloadRaceDeforms();
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reloadModel();
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});
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connect(this, &GearView::subraceChanged, this, [=] {
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reloadRaceDeforms();
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reloadModel();
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});
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connect(this, &GearView::genderChanged, this, [=] {
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reloadRaceDeforms();
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reloadModel();
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});
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connect(this, &GearView::levelOfDetailChanged, this, &GearView::reloadModel);
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connect(this, &GearView::faceChanged, this, &GearView::reloadModel);
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connect(this, &GearView::hairChanged, this, &GearView::reloadModel);
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connect(this, &GearView::earChanged, this, &GearView::reloadModel);
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connect(this, &GearView::tailChanged, this, &GearView::reloadModel);
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}
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std::vector<std::pair<Race, Subrace>> GearView::supportedRaces() const {
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std::vector<std::pair<Race, Subrace>> races;
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for (const auto& gear : gears) {
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for (auto [race, race_name] : magic_enum::enum_entries<Race>()) {
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for (auto subrace : physis_get_supported_subraces(race).subraces) {
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auto equip_path =
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physis_build_equipment_path(gear.modelInfo.primaryID, race, subrace, currentGender, gear.slot);
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if (physis_gamedata_exists(data, equip_path))
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races.emplace_back(race, subrace);
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}
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}
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}
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return races;
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}
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std::vector<Gender> GearView::supportedGenders() const {
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std::vector<Gender> genders;
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for (const auto& gear : gears) {
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for (auto [gender, gender_name] : magic_enum::enum_entries<Gender>()) {
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auto equip_path = physis_build_equipment_path(
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gear.modelInfo.primaryID, currentRace, Subrace::Midlander, currentGender, gear.slot);
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if (physis_gamedata_exists(data, equip_path))
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genders.push_back(gender);
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}
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}
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return genders;
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}
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int GearView::lodCount() const {
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return maxLod;
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}
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void GearView::exportModel(const QString& fileName) {
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mdlPart->exportModel(fileName);
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}
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void GearView::clear() {
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gears.clear();
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Q_EMIT gearChanged();
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}
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void GearView::addGear(GearInfo& gear) {
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qDebug() << "Adding gear" << gear.name.c_str();
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gears.push_back(gear);
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Q_EMIT gearChanged();
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}
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void GearView::setRace(Race race) {
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if (currentRace == race) {
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return;
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}
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currentRace = race;
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auto supportedSubraces = physis_get_supported_subraces(race);
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if (supportedSubraces.subraces[0] == currentSubrace || supportedSubraces.subraces[1] == currentSubrace) {
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} else {
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setSubrace(supportedSubraces.subraces[0]);
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}
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if (race == Race::AuRa || race == Race::Miqote) {
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setTail(1);
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} else {
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setTail(-1);
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}
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Q_EMIT raceChanged();
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}
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void GearView::setSubrace(Subrace subrace) {
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if (currentSubrace == subrace) {
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return;
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}
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currentSubrace = subrace;
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Q_EMIT subraceChanged();
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}
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void GearView::setGender(Gender gender) {
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if (currentGender == gender) {
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return;
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}
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currentGender = gender;
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Q_EMIT genderChanged();
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}
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void GearView::setLevelOfDetail(int lod) {
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if (currentLod == lod) {
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return;
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}
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currentLod = lod;
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Q_EMIT levelOfDetailChanged();
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}
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void GearView::setFace(int bodyVer) {
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if (face == bodyVer) {
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return;
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}
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if (bodyVer == -1) {
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face = std::nullopt;
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} else {
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face = bodyVer;
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}
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Q_EMIT faceChanged();
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}
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void GearView::setHair(int bodyVer) {
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if (hair == bodyVer) {
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return;
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}
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if (bodyVer == -1) {
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hair = std::nullopt;
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} else {
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hair = bodyVer;
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}
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Q_EMIT hairChanged();
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}
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void GearView::setEar(int bodyVer) {
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if (ear == bodyVer) {
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return;
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}
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if (bodyVer == -1) {
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ear = std::nullopt;
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} else {
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ear = bodyVer;
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}
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Q_EMIT earChanged();
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}
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void GearView::setTail(int bodyVer) {
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if (tail == bodyVer) {
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return;
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}
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if (bodyVer == -1) {
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tail = std::nullopt;
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} else {
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tail = bodyVer;
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}
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Q_EMIT tailChanged();
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}
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void GearView::reloadModel() {
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mdlPart->clear();
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maxLod = 0;
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for (const auto& gear : gears) {
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auto mdl_data = physis_gamedata_extract_file(
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data,
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physis_build_equipment_path(
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gear.modelInfo.primaryID, currentRace, currentSubrace, currentGender, gear.slot));
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// attempt to load the next best race
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// currently hardcoded to hyur midlander
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Race fallbackRace = currentRace;
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Subrace fallbackSubrace = currentSubrace;
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if (mdl_data.size == 0) {
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mdl_data = physis_gamedata_extract_file(
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data,
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physis_build_equipment_path(
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gear.modelInfo.primaryID, Race::Hyur, Subrace::Midlander, currentGender, gear.slot));
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fallbackRace = Race::Hyur;
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fallbackSubrace = Subrace::Midlander;
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}
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if (mdl_data.size > 0) {
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auto mdl = physis_mdl_parse(mdl_data.size, mdl_data.data);
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std::vector<physis_Material> materials;
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for (int i = 0; i < mdl.num_material_names; i++) {
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const char* material_name = mdl.material_names[i];
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// std::string mtrl_path =
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// loadedGear.gearInfo->getMtrlPath(201);
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std::string mtrl_path = fmt::format(
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"chara/equipment/e{gearId:04d}/material/"
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"v{gearVersion:04d}{}",
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material_name,
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fmt::arg("gearId", gear.modelInfo.primaryID),
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fmt::arg("gearVersion", gear.modelInfo.gearVersion));
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int bodyCode = 1;
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// skin path
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std::string skinmtrl_path = fmt::format(
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"chara/human/c{raceCode:04d}/obj/body/b{bodyCode:04d}/"
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"material/v0001{}",
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material_name,
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fmt::arg("raceCode", physis_get_race_code(fallbackRace, fallbackSubrace, currentGender)),
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fmt::arg("bodyCode", bodyCode));
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if (physis_gamedata_exists(data, mtrl_path.c_str())) {
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auto mat = physis_material_parse(physis_gamedata_extract_file(data, mtrl_path.c_str()));
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materials.push_back(mat);
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}
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if (physis_gamedata_exists(data, skinmtrl_path.c_str())) {
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auto mat = physis_material_parse(physis_gamedata_extract_file(data, skinmtrl_path.c_str()));
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materials.push_back(mat);
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}
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}
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maxLod = std::max(mdl.num_lod, maxLod);
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mdlPart->addModel(mdl, materials, currentLod);
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}
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}
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if (face) {
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auto mdl_data = physis_gamedata_extract_file(
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data,
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physis_build_character_path(
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CharacterCategory::Face, *face, currentRace, currentSubrace, currentGender));
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if (mdl_data.size > 0) {
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auto mdl = physis_mdl_parse(mdl_data.size, mdl_data.data);
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std::vector<physis_Material> materials;
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for (int i = 0; i < mdl.num_material_names; i++) {
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const char* material_name = mdl.material_names[i];
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std::string skinmtrl_path = fmt::format(
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"chara/human/c{raceCode:04d}/obj/face/f{bodyCode:04d}/"
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"material{}",
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material_name,
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fmt::arg("raceCode", physis_get_race_code(currentRace, currentSubrace, currentGender)),
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fmt::arg("bodyCode", *face));
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fmt::print("oops: {}", skinmtrl_path);
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if (physis_gamedata_exists(data, skinmtrl_path.c_str())) {
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auto mat = physis_material_parse(physis_gamedata_extract_file(data, skinmtrl_path.c_str()));
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materials.push_back(mat);
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}
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}
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mdlPart->addModel(mdl, materials, currentLod);
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}
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}
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if (hair) {
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auto mdl_data = physis_gamedata_extract_file(
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data,
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physis_build_character_path(
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CharacterCategory::Hair, *hair, currentRace, currentSubrace, currentGender));
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if (mdl_data.size > 0) {
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auto mdl = physis_mdl_parse(mdl_data.size, mdl_data.data);
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std::vector<physis_Material> materials;
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for (int i = 0; i < mdl.num_material_names; i++) {
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const char* material_name = mdl.material_names[i];
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std::string skinmtrl_path = fmt::format(
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"chara/human/c{raceCode:04d}/obj/hair/h{bodyCode:04d}/"
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"material/v0001{}",
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material_name,
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fmt::arg("raceCode", physis_get_race_code(currentRace, currentSubrace, currentGender)),
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fmt::arg("bodyCode", *hair));
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fmt::print("oops: {}", skinmtrl_path);
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if (physis_gamedata_exists(data, skinmtrl_path.c_str())) {
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auto mat = physis_material_parse(physis_gamedata_extract_file(data, skinmtrl_path.c_str()));
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materials.push_back(mat);
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}
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}
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mdlPart->addModel(mdl, materials, currentLod);
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}
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}
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if (ear) {
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auto mdl_data = physis_gamedata_extract_file(
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data,
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physis_build_character_path(
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CharacterCategory::Hair, *ear, currentRace, currentSubrace, currentGender));
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if (mdl_data.size > 0) {
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auto mdl = physis_mdl_parse(mdl_data.size, mdl_data.data);
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std::vector<physis_Material> materials;
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for (int i = 0; i < mdl.num_material_names; i++) {
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const char* material_name = mdl.material_names[i];
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std::string skinmtrl_path = fmt::format(
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"chara/human/c{raceCode:04d}/obj/ear/e{bodyCode:04d}/"
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"material/v0001{}",
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material_name,
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fmt::arg("raceCode", physis_get_race_code(currentRace, currentSubrace, currentGender)),
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fmt::arg("bodyCode", *ear));
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fmt::print("oops: {}", skinmtrl_path);
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if (physis_gamedata_exists(data, skinmtrl_path.c_str())) {
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auto mat = physis_material_parse(physis_gamedata_extract_file(data, skinmtrl_path.c_str()));
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materials.push_back(mat);
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}
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}
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mdlPart->addModel(mdl, materials, currentLod);
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}
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}
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if (tail) {
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auto mdl_data = physis_gamedata_extract_file(
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data,
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physis_build_character_path(
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CharacterCategory::Tail, *tail, currentRace, currentSubrace, currentGender));
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if (mdl_data.size > 0) {
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auto mdl = physis_mdl_parse(mdl_data.size, mdl_data.data);
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const char* material_name = mdl.material_names[0];
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std::string skinmtrl_path = fmt::format(
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"chara/human/c{raceCode:04d}/obj/tail/t{bodyCode:04d}/"
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"material/v0001{}",
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material_name,
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fmt::arg("raceCode", physis_get_race_code(currentRace, currentSubrace, currentGender)),
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fmt::arg("bodyCode", *tail));
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if (physis_gamedata_exists(data, skinmtrl_path.c_str())) {
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auto mat = physis_material_parse(physis_gamedata_extract_file(data, skinmtrl_path.c_str()));
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mdlPart->addModel(mdl, {mat}, currentLod);
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}
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}
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}
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Q_EMIT modelReloaded();
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}
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void GearView::reloadRaceDeforms() {
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qDebug() << "Loading race deform matrices for " << magic_enum::enum_name(currentRace).data()
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<< magic_enum::enum_name(currentSubrace).data() << magic_enum::enum_name(currentGender).data();
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const int raceCode = physis_get_race_code(currentRace, currentSubrace, currentGender);
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qDebug() << "Race code: " << raceCode;
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QString skelName = QString{"c%1b0001.skel"}.arg(raceCode, 4, 10, QLatin1Char{'0'});
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mdlPart->setSkeleton(physis_skeleton_from_skel(physis_read_file(skelName.toStdString().c_str())));
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// racial deforms don't work on Hyur Midlander, not needed? TODO not sure
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if (currentSubrace != Subrace::Midlander) {
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QString deformName = QString{"c%1_deform.json"}.arg(raceCode, 4, 10, QLatin1Char{'0'});
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mdlPart->loadRaceDeformMatrices(physis_read_file(deformName.toStdString().c_str()));
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} else {
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for (auto& data : mdlPart->boneData) {
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data.deformRaceMatrix = glm::mat4(1.0f);
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}
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}
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}
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MDLPart& GearView::part() const {
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return *mdlPart;
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}
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#include "moc_gearview.cpp"
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