Add modular character customization

This commit is contained in:
Alexander Sellite 2026-08-04 22:34:43 -04:00
parent 70d6205ec1
commit 2bcb4a3c93
34 changed files with 761 additions and 76 deletions

View file

@ -2,6 +2,25 @@ class_name PlayerVisualPresenter
extends RefCounted
const PlayerScene: PackedScene = preload("res://player/player.tscn")
const EYE_TEXTURES: Dictionary = {
"simple_shine": preload(
"res://art/exported/characters/faces/eyes/eyes_simple_shine.png"
),
"simple_shine_eyebrows": preload(
"res://art/exported/characters/faces/eyes/eyes_simple_shine_eyebrows.png"
),
}
const MOUTH_TEXTURES: Dictionary = {
"three": preload(
"res://art/exported/characters/faces/mouth/mouth_three.png"
),
}
const NOSE_TEXTURES: Dictionary = {
"dog_round": preload(
"res://art/exported/characters/faces/noses/nose_dog_round.png"
),
}
const RUNTIME_MATERIAL_META: StringName = &"netfishing_runtime_material"
static func instantiate_visuals() -> Node3D:
@ -32,10 +51,115 @@ static func instantiate_visuals() -> Node3D:
static func apply_appearance(
_visuals: Node3D,
visuals: Node3D,
snapshot: Dictionary,
) -> void:
# Gameplay and preview deliberately share this presentation seam. Modular
# visual parts can be applied here without coupling Profile to Player.
if not CharacterCustomizationCatalog.validate_snapshot(snapshot):
return
# Gameplay and preview deliberately share this presentation seam. Keep all
# mesh selection here so profile previews and network avatars stay identical.
var skeleton: Skeleton3D = visuals.find_child("Skeleton3D", true, false) as Skeleton3D
if skeleton == null:
return
var species_id: String = CharacterCustomizationCatalog.canonical_option_id(
"species", str(snapshot.get("species", "round"))
)
var head_id: String = "head_pointy" if species_id == "pointy" else "head_round"
var head_ids: Array[String] = ["head_pointy", "head_round"]
for head_name: String in head_ids:
var head: Node3D = skeleton.get_node_or_null(head_name) as Node3D
if head != null:
head.visible = head_name == head_id
for feature: String in ["eyes", "mouth", "nose"]:
var decal: Node3D = skeleton.get_node_or_null(
"%s_%s" % [head_name, feature]
) as Node3D
if decal != null:
decal.visible = head_name == head_id
var selected_ears: String = CharacterCustomizationCatalog.canonical_option_id(
"ears", str(snapshot.get("ears", "none"))
)
var ear_names: Array[String] = [
"ears_pointy_long",
"ears_pointy_short",
"ears_pointy_wide",
]
for ear_name: String in ear_names:
var ears: Node3D = skeleton.get_node_or_null(ear_name) as Node3D
if ears != null:
ears.visible = selected_ears == ear_name.trim_prefix("ears_")
var fur_color: Color = CharacterCustomizationCatalog.option_color(
"fur_pattern", str(snapshot.get("fur_pattern", "white"))
)
_set_mesh_color(skeleton, "body_arms", fur_color)
_set_mesh_color(skeleton, "body_main", fur_color)
_set_mesh_color(skeleton, "head_pointy", fur_color)
_set_mesh_color(skeleton, "head_round", fur_color)
for ear_name: String in ear_names:
_set_mesh_color(skeleton, ear_name, fur_color)
var eye_id: String = CharacterCustomizationCatalog.canonical_option_id(
"eyes", str(snapshot.get("eyes", "simple_shine"))
)
var mouth_id: String = CharacterCustomizationCatalog.canonical_option_id(
"mouth", str(snapshot.get("mouth", "three"))
)
var nose_id: String = CharacterCustomizationCatalog.canonical_option_id(
"nose", str(snapshot.get("nose", "dog_round"))
)
_set_feature_texture(skeleton, "eyes", EYE_TEXTURES.get(eye_id) as Texture2D)
_set_feature_texture(
skeleton, "mouth", MOUTH_TEXTURES.get(mouth_id) as Texture2D
)
_set_feature_texture(skeleton, "nose", NOSE_TEXTURES.get(nose_id) as Texture2D)
static func _set_feature_texture(
skeleton: Skeleton3D,
feature_name: String,
texture: Texture2D,
) -> void:
if texture == null:
return
for head_name: String in ["head_pointy", "head_round"]:
var mesh_instance: MeshInstance3D = skeleton.get_node_or_null(
"%s_%s" % [head_name, feature_name]
) as MeshInstance3D
var material: StandardMaterial3D = _runtime_material(mesh_instance)
if material != null:
material.albedo_color = Color.WHITE
material.albedo_texture = texture
static func _set_mesh_color(
skeleton: Skeleton3D,
mesh_name: String,
color: Color,
) -> void:
var mesh_instance: MeshInstance3D = skeleton.get_node_or_null(
mesh_name
) as MeshInstance3D
var material: StandardMaterial3D = _runtime_material(mesh_instance)
if material != null:
material.albedo_color = color
static func _runtime_material(
mesh_instance: MeshInstance3D,
) -> StandardMaterial3D:
if mesh_instance == null or mesh_instance.mesh == null:
return null
if mesh_instance.has_meta(RUNTIME_MATERIAL_META):
return mesh_instance.material_override as StandardMaterial3D
var source: StandardMaterial3D = mesh_instance.mesh.surface_get_material(
0
) as StandardMaterial3D
if source == null:
return null
var material: StandardMaterial3D = source.duplicate() as StandardMaterial3D
mesh_instance.material_override = material
mesh_instance.set_meta(RUNTIME_MATERIAL_META, true)
return material