netfishing/player/player_visual_presenter.gd

232 lines
7.7 KiB
GDScript

class_name PlayerVisualPresenter
extends RefCounted
const PlayerScene: PackedScene = preload("res://player/player.tscn")
const RUNTIME_MATERIAL_META: StringName = &"netfishing_runtime_material"
static var _feature_uv_aspects: Dictionary = {}
static func feature_uv_aspect(feature_name: String) -> float:
if _feature_uv_aspects.has(feature_name):
return float(_feature_uv_aspects[feature_name])
var visuals := instantiate_visuals()
var skeleton := visuals.find_child("Skeleton3D", true, false) as Skeleton3D
var aspects: Array[float] = []
for head_name: String in ["head_round", "head_pointy"]:
var mesh_instance := skeleton.get_node_or_null(
"%s_%s" % [head_name, feature_name]
) as MeshInstance3D
if mesh_instance == null or mesh_instance.mesh == null:
continue
var arrays := mesh_instance.mesh.surface_get_arrays(0)
var uv: PackedVector2Array = arrays[Mesh.ARRAY_TEX_UV]
if uv.is_empty():
continue
var min_uv := Vector2(INF, INF)
var max_uv := Vector2(-INF, -INF)
for value: Vector2 in uv:
min_uv = min_uv.min(value)
max_uv = max_uv.max(value)
var size := max_uv - min_uv
if size.y > 0.001:
aspects.append(size.x / size.y)
visuals.free()
var result := 1.0
if not aspects.is_empty():
result = 0.0
for aspect: float in aspects:
result += aspect
result /= aspects.size()
result = clampf(result, 0.35, 2.5)
_feature_uv_aspects[feature_name] = result
return result
static func instantiate_visuals() -> Node3D:
var source: Player = PlayerScene.instantiate()
var visuals := source.get_node("Visuals") as Node3D
var source_rod_attachment: Node = visuals.find_child(
"FishingRodAttachment", true, false
)
var source_rod_parent: Node = null
var source_rod_index: int = -1
if source_rod_attachment != null:
source_rod_parent = source_rod_attachment.get_parent()
source_rod_index = source_rod_attachment.get_index()
source_rod_attachment.owner = null
source_rod_parent.remove_child(source_rod_attachment)
var presentation := visuals.duplicate(
Node.DUPLICATE_SIGNALS
| Node.DUPLICATE_GROUPS
| Node.DUPLICATE_SCRIPTS
| Node.DUPLICATE_USE_INSTANTIATION
) as Node3D
if source_rod_attachment != null and source_rod_parent != null:
source_rod_parent.add_child(source_rod_attachment)
source_rod_parent.move_child(source_rod_attachment, source_rod_index)
source.free()
presentation.name = "PlayerVisuals"
return presentation
static func apply_appearance(
visuals: Node3D,
snapshot: Dictionary,
) -> void:
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 character_scale: float = CharacterCustomizationCatalog.character_scale(
snapshot.get(
CharacterCustomizationCatalog.SCALE_CATEGORY_ID,
CharacterCustomizationCatalog.DEFAULT_CHARACTER_SCALE,
)
)
visuals.scale = Vector3.ONE * character_scale
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:
var feature_id := CharacterCustomizationCatalog.canonical_option_id(
feature, str(snapshot.get(feature, "none"))
)
decal.visible = (
head_name == head_id and feature_id != "none"
)
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",
CharacterCustomizationCatalog.texture_for("eyes", eye_id),
)
_set_feature_texture(
skeleton,
"mouth",
CharacterCustomizationCatalog.texture_for("mouth", mouth_id),
)
_set_feature_texture(
skeleton,
"nose",
CharacterCustomizationCatalog.texture_for("nose", nose_id),
)
static func _set_feature_texture(
skeleton: Skeleton3D,
feature_name: String,
texture: Texture2D,
) -> void:
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
if texture == null:
if mesh_instance != null:
mesh_instance.visible = false
continue
var material: StandardMaterial3D = _runtime_material(mesh_instance)
if material != null:
# Feature plates are transparent geometry. The exported base model may
# have no preview texture, so enforce the runtime alpha mode when a
# drop-in PNG is assigned.
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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):
var runtime := mesh_instance.material_override as StandardMaterial3D
_configure_matte_material(runtime)
return runtime
var source: StandardMaterial3D = mesh_instance.mesh.surface_get_material(
0
) as StandardMaterial3D
if source == null:
return null
var material: StandardMaterial3D = source.duplicate() as StandardMaterial3D
_configure_matte_material(material)
mesh_instance.material_override = material
mesh_instance.set_meta(RUNTIME_MATERIAL_META, true)
return material
static func _configure_matte_material(material: StandardMaterial3D) -> void:
if material == null:
return
# Character artwork is deliberately graphic and flat. Unshaded rendering
# keeps the authored fur and facial colors invariant across world weather,
# time of day, and the isolated Profile preview.
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.metallic = 0.0
material.metallic_specular = 0.0
material.roughness = 1.0
material.diffuse_mode = BaseMaterial3D.DIFFUSE_LAMBERT
material.anisotropy_enabled = false
material.clearcoat_enabled = false
material.rim_enabled = false