1312 lines
46 KiB
C++
1312 lines
46 KiB
C++
#include "StarHumanoid.hpp"
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#include "StarRoot.hpp"
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#include "StarJsonExtra.hpp"
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#include "StarDataStreamExtra.hpp"
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#include "StarArmors.hpp"
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#include "StarParticleDatabase.hpp"
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#include "StarAssets.hpp"
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#include "StarSpeciesDatabase.hpp"
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#include "StarDanceDatabase.hpp"
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namespace Star {
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extern EnumMap<HumanoidEmote> const HumanoidEmoteNames{
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{HumanoidEmote::Idle, "Idle"},
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{HumanoidEmote::Blabbering, "Blabbering"},
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{HumanoidEmote::Shouting, "Shouting"},
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{HumanoidEmote::Happy, "Happy"},
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{HumanoidEmote::Sad, "Sad"},
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{HumanoidEmote::NEUTRAL, "NEUTRAL"},
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{HumanoidEmote::Laugh, "Laugh"},
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{HumanoidEmote::Annoyed, "Annoyed"},
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{HumanoidEmote::Oh, "Oh"},
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{HumanoidEmote::OOOH, "OOOH"},
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{HumanoidEmote::Blink, "Blink"},
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{HumanoidEmote::Wink, "Wink"},
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{HumanoidEmote::Eat, "Eat"},
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{HumanoidEmote::Sleep, "Sleep"}
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};
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Personality parsePersonality(Json const& config) {
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return Personality{config.getString(0), config.getString(1), jsonToVec2F(config.get(2)), jsonToVec2F(config.get(3))};
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}
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HumanoidIdentity::HumanoidIdentity(Json config) {
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if (config.isNull())
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config = JsonObject();
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name = config.getString("name", "Humanoid");
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species = config.getString("species", "human");
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gender = GenderNames.getLeft(config.getString("gender", "male"));
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hairGroup = config.getString("hairGroup", "hair");
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hairType = config.getString("hairType", "male1");
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hairDirectives = config.getString("hairDirectives", "");
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bodyDirectives = config.getString("bodyDirectives", "");
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if (auto jEmoteDirectives = config.optString("emoteDirectives")) // Passing Directives as a default arg would be inefficient
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emoteDirectives = jEmoteDirectives.take();
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else
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emoteDirectives = bodyDirectives;
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facialHairGroup = config.getString("facialHairGroup", "");
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facialHairType = config.getString("facialHairType", "");
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facialHairDirectives = config.getString("facialHairDirectives", "");
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facialMaskGroup = config.getString("facialMaskGroup", "");
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facialMaskType = config.getString("facialMaskType", "");
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facialMaskDirectives = config.getString("facialMaskDirectives", "");
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personality.idle = config.getString("personalityIdle", "idle.1");
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personality.armIdle = config.getString("personalityArmIdle", "idle.1");
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personality.headOffset = jsonToVec2F(config.get("personalityHeadOffset", JsonArray{0, 0}));
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personality.armOffset = jsonToVec2F(config.get("personalityArmOffset", JsonArray{0, 0}));
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color = jsonToColor(config.get("color", "white")).toRgba();
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imagePath = config.optString("imagePath");
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}
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Json HumanoidIdentity::toJson() const {
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auto result = JsonObject{
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{"name", name},
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{"species", species},
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{"gender", GenderNames.getRight(gender)},
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{"hairGroup", hairGroup},
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{"hairType", hairType},
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{"hairDirectives", hairDirectives.string()},
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{"bodyDirectives", bodyDirectives.string()},
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{"emoteDirectives", emoteDirectives.string()},
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{"facialHairGroup", facialHairGroup},
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{"facialHairType", facialHairType},
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{"facialHairDirectives", facialHairDirectives.string()},
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{"facialMaskGroup", facialMaskGroup},
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{"facialMaskType", facialMaskType},
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{"facialMaskDirectives", facialMaskDirectives.string()},
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{"personalityIdle", personality.idle},
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{"personalityArmIdle", personality.armIdle},
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{"personalityHeadOffset", jsonFromVec2F(personality.headOffset)},
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{"personalityArmOffset", jsonFromVec2F(personality.armOffset)},
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{"color", jsonFromColor(Color::rgba(color))}
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};
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if (imagePath)
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result["imagePath"] = *imagePath;
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return result;
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}
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DataStream& operator>>(DataStream& ds, HumanoidIdentity& identity) {
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ds.read(identity.name);
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ds.read(identity.species);
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ds.read(identity.gender);
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ds.read(identity.hairGroup);
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ds.read(identity.hairType);
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ds.read(identity.hairDirectives);
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ds.read(identity.bodyDirectives);
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ds.read(identity.emoteDirectives);
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ds.read(identity.facialHairGroup);
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ds.read(identity.facialHairType);
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ds.read(identity.facialHairDirectives);
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ds.read(identity.facialMaskGroup);
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ds.read(identity.facialMaskType);
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ds.read(identity.facialMaskDirectives);
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ds.read(identity.personality.idle);
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ds.read(identity.personality.armIdle);
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ds.read(identity.personality.headOffset);
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ds.read(identity.personality.armOffset);
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ds.read(identity.color);
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ds.read(identity.imagePath);
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return ds;
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}
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DataStream& operator<<(DataStream& ds, HumanoidIdentity const& identity) {
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ds.write(identity.name);
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ds.write(identity.species);
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ds.write(identity.gender);
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ds.write(identity.hairGroup);
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ds.write(identity.hairType);
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ds.write(identity.hairDirectives);
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ds.write(identity.bodyDirectives);
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ds.write(identity.emoteDirectives);
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ds.write(identity.facialHairGroup);
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ds.write(identity.facialHairType);
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ds.write(identity.facialHairDirectives);
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ds.write(identity.facialMaskGroup);
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ds.write(identity.facialMaskType);
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ds.write(identity.facialMaskDirectives);
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ds.write(identity.personality.idle);
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ds.write(identity.personality.armIdle);
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ds.write(identity.personality.headOffset);
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ds.write(identity.personality.armOffset);
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ds.write(identity.color);
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ds.write(identity.imagePath);
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return ds;
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}
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Humanoid::HumanoidTiming::HumanoidTiming(Json config) {
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if (config.type() != Json::Type::Object) {
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auto assets = Root::singleton().assets();
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config = assets->json("/humanoid.config:humanoidTiming");
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}
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if (config.contains("stateCycle"))
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stateCycle = jsonToArrayF<STATESIZE>(config.get("stateCycle"));
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if (config.contains("stateFrames"))
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stateFrames = jsonToArrayU<STATESIZE>(config.get("stateFrames"));
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if (config.contains("emoteCycle"))
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emoteCycle = jsonToArrayF<EmoteSize>(config.get("emoteCycle"));
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if (config.contains("emoteFrames"))
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emoteFrames = jsonToArrayU<EmoteSize>(config.get("emoteFrames"));
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}
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bool Humanoid::HumanoidTiming::cyclicState(State state) {
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switch (state) {
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case State::Walk:
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case State::Run:
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case State::Swim:
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return true;
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default:
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return false;
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}
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}
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bool Humanoid::HumanoidTiming::cyclicEmoteState(HumanoidEmote state) {
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switch (state) {
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case HumanoidEmote::Blabbering:
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case HumanoidEmote::Shouting:
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case HumanoidEmote::Sad:
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case HumanoidEmote::Laugh:
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case HumanoidEmote::Eat:
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case HumanoidEmote::Sleep:
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return true;
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default:
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return false;
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}
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}
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int Humanoid::HumanoidTiming::stateSeq(float timer, State state) const {
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return genericSeq(timer, stateCycle[state], stateFrames[state], cyclicState(state));
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}
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int Humanoid::HumanoidTiming::emoteStateSeq(float timer, HumanoidEmote state) const {
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return genericSeq(timer, emoteCycle[(size_t)state], emoteFrames[(size_t)state], cyclicEmoteState(state));
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}
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int Humanoid::HumanoidTiming::danceSeq(float timer, DancePtr dance) const {
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return genericSeq(timer, dance->cycle, dance->steps.size(), dance->cyclic) - 1;
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}
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int Humanoid::HumanoidTiming::genericSeq(float timer, float cycle, unsigned frames, bool cyclic) const {
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if (cyclic) {
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timer = fmod(timer, cycle);
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}
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return clamp<int>(timer * frames / cycle, 0, frames - 1) + 1;
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}
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EnumMap<Humanoid::State> const Humanoid::StateNames{
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{Humanoid::State::Idle, "idle"},
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{Humanoid::State::Walk, "walk"},
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{Humanoid::State::Run, "run"},
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{Humanoid::State::Jump, "jump"},
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{Humanoid::State::Fall, "fall"},
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{Humanoid::State::Swim, "swim"},
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{Humanoid::State::SwimIdle, "swimIdle"},
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{Humanoid::State::Duck, "duck"},
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{Humanoid::State::Sit, "sit"},
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{Humanoid::State::Lay, "lay"},
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};
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Humanoid::Humanoid(Json const& config) {
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m_timing = HumanoidTiming(config.getObject("humanoidTiming"));
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m_globalOffset = jsonToVec2F(config.get("globalOffset")) / TilePixels;
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m_headRunOffset = jsonToVec2F(config.get("headRunOffset")) / TilePixels;
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m_headSwimOffset = jsonToVec2F(config.get("headSwimOffset")) / TilePixels;
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m_runFallOffset = config.get("runFallOffset").toDouble() / TilePixels;
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m_duckOffset = config.get("duckOffset").toDouble() / TilePixels;
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m_headDuckOffset = jsonToVec2F(config.get("headDuckOffset")) / TilePixels;
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m_sitOffset = config.get("sitOffset").toDouble() / TilePixels;
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m_layOffset = config.get("layOffset").toDouble() / TilePixels;
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m_headSitOffset = jsonToVec2F(config.get("headSitOffset")) / TilePixels;
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m_headLayOffset = jsonToVec2F(config.get("headLayOffset")) / TilePixels;
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m_recoilOffset = jsonToVec2F(config.get("recoilOffset")) / TilePixels;
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m_mouthOffset = jsonToVec2F(config.get("mouthOffset")) / TilePixels;
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m_feetOffset = jsonToVec2F(config.get("feetOffset")) / TilePixels;
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m_bodyFullbright = config.getBool("bodyFullbright", false);
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m_headArmorOffset = jsonToVec2F(config.get("headArmorOffset")) / TilePixels;
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m_chestArmorOffset = jsonToVec2F(config.get("chestArmorOffset")) / TilePixels;
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m_legsArmorOffset = jsonToVec2F(config.get("legsArmorOffset")) / TilePixels;
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m_backArmorOffset = jsonToVec2F(config.get("backArmorOffset")) / TilePixels;
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m_bodyHidden = config.getBool("bodyHidden", false);
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m_armWalkSeq = jsonToIntList(config.get("armWalkSeq"));
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m_armRunSeq = jsonToIntList(config.get("armRunSeq"));
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for (auto const& v : config.get("walkBob").toArray())
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m_walkBob.append(v.toDouble() / TilePixels);
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for (auto const& v : config.get("runBob").toArray())
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m_runBob.append(v.toDouble() / TilePixels);
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for (auto const& v : config.get("swimBob").toArray())
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m_swimBob.append(v.toDouble() / TilePixels);
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m_jumpBob = config.get("jumpBob").toDouble() / TilePixels;
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m_frontArmRotationCenter = jsonToVec2F(config.get("frontArmRotationCenter")) / TilePixels;
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m_backArmRotationCenter = jsonToVec2F(config.get("backArmRotationCenter")) / TilePixels;
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m_frontHandPosition = jsonToVec2F(config.get("frontHandPosition")) / TilePixels;
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m_backArmOffset = jsonToVec2F(config.get("backArmOffset")) / TilePixels;
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m_vaporTrailFrames = config.get("vaporTrailFrames").toInt();
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m_vaporTrailCycle = config.get("vaporTrailCycle").toFloat();
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m_defaultDeathParticles = config.getString("deathParticles");
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m_particleEmitters = config.get("particleEmitters");
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m_defaultMovementParameters = config.get("movementParameters");
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m_twoHanded = false;
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m_primaryHand.holdingItem = false;
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m_altHand.holdingItem = false;
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m_movingBackwards = false;
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m_altHand.angle = 0;
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m_facingDirection = Direction::Left;
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m_rotation = 0;
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m_drawVaporTrail = false;
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m_state = State::Idle;
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m_emoteState = HumanoidEmote::Idle;
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m_dance = {};
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m_emoteAnimationTimer = 0;
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m_primaryHand.angle = 0;
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m_animationTimer = 0.0f;
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}
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Humanoid::Humanoid(HumanoidIdentity const& identity)
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: Humanoid(Root::singleton().speciesDatabase()->species(identity.species)->humanoidConfig()) {
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setIdentity(identity);
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}
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void Humanoid::setIdentity(HumanoidIdentity const& identity) {
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m_identity = identity;
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m_headFrameset = getHeadFromIdentity();
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m_bodyFrameset = getBodyFromIdentity();
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m_emoteFrameset = getFacialEmotesFromIdentity();
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m_hairFrameset = getHairFromIdentity();
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m_facialHairFrameset = getFacialHairFromIdentity();
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m_facialMaskFrameset = getFacialMaskFromIdentity();
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m_backArmFrameset = getBackArmFromIdentity();
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m_frontArmFrameset = getFrontArmFromIdentity();
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m_vaporTrailFrameset = getVaporTrailFrameset();
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}
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HumanoidIdentity const& Humanoid::identity() const {
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return m_identity;
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}
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void Humanoid::setHeadArmorDirectives(Directives directives) {
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m_headArmorDirectives = move(directives);
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}
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void Humanoid::setHeadArmorFrameset(String headFrameset) {
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m_headArmorFrameset = move(headFrameset);
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}
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void Humanoid::setChestArmorDirectives(Directives directives) {
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m_chestArmorDirectives = move(directives);
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}
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void Humanoid::setChestArmorFrameset(String chest) {
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m_chestArmorFrameset = move(chest);
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}
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void Humanoid::setBackSleeveFrameset(String backSleeveFrameset) {
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m_backSleeveFrameset = move(backSleeveFrameset);
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}
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void Humanoid::setFrontSleeveFrameset(String frontSleeveFrameset) {
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m_frontSleeveFrameset = move(frontSleeveFrameset);
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}
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void Humanoid::setLegsArmorDirectives(Directives directives) {
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m_legsArmorDirectives = move(directives);
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}
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void Humanoid::setLegsArmorFrameset(String legsFrameset) {
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m_legsArmorFrameset = move(legsFrameset);
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}
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void Humanoid::setBackArmorDirectives(Directives directives) {
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m_backArmorDirectives = move(directives);
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}
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void Humanoid::setBackArmorFrameset(String backFrameset) {
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m_backArmorFrameset = move(backFrameset);
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}
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void Humanoid::setHelmetMaskDirectives(Directives helmetMaskDirectives) {
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m_helmetMaskDirectives = move(helmetMaskDirectives);
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}
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void Humanoid::setBodyHidden(bool hidden) {
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m_bodyHidden = hidden;
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}
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void Humanoid::setState(State state) {
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if (m_state != state)
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m_animationTimer = 0.0f;
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m_state = state;
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}
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void Humanoid::setEmoteState(HumanoidEmote state) {
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if (m_emoteState != state)
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m_emoteAnimationTimer = 0.0f;
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m_emoteState = state;
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}
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void Humanoid::setDance(Maybe<String> const& dance) {
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if (m_dance != dance)
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m_danceTimer = 0.0f;
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m_dance = dance;
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}
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void Humanoid::setFacingDirection(Direction facingDirection) {
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m_facingDirection = facingDirection;
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}
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void Humanoid::setMovingBackwards(bool movingBackwards) {
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m_movingBackwards = movingBackwards;
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}
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void Humanoid::setRotation(float rotation) {
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m_rotation = rotation;
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}
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void Humanoid::setVaporTrail(bool enabled) {
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m_drawVaporTrail = enabled;
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}
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Humanoid::State Humanoid::state() const {
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return m_state;
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}
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HumanoidEmote Humanoid::emoteState() const {
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return m_emoteState;
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}
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Maybe<String> Humanoid::dance() const {
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return m_dance;
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}
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Direction Humanoid::facingDirection() const {
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return m_facingDirection;
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}
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bool Humanoid::movingBackwards() const {
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return m_movingBackwards;
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}
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void Humanoid::setPrimaryHandParameters(bool holdingItem, float angle, float itemAngle, bool twoHanded,
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bool recoil, bool outsideOfHand) {
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m_primaryHand.holdingItem = holdingItem;
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m_primaryHand.angle = angle;
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m_primaryHand.itemAngle = itemAngle;
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m_twoHanded = twoHanded;
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m_primaryHand.recoil = recoil;
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m_primaryHand.outsideOfHand = outsideOfHand;
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}
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void Humanoid::setPrimaryHandFrameOverrides(String backFrameOverride, String frontFrameOverride) {
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m_primaryHand.backFrame = !backFrameOverride.empty() ? move(backFrameOverride) : "rotation";
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m_primaryHand.frontFrame = !frontFrameOverride.empty() ? move(frontFrameOverride) : "rotation";
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}
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void Humanoid::setPrimaryHandDrawables(List<Drawable> drawables) {
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m_primaryHand.itemDrawables = move(drawables);
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}
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void Humanoid::setPrimaryHandNonRotatedDrawables(List<Drawable> drawables) {
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m_primaryHand.nonRotatedDrawables = move(drawables);
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}
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void Humanoid::setAltHandParameters(bool holdingItem, float angle, float itemAngle, bool recoil,
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bool outsideOfHand) {
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m_altHand.holdingItem = holdingItem;
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m_altHand.angle = angle;
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m_altHand.itemAngle = itemAngle;
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m_altHand.recoil = recoil;
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m_altHand.outsideOfHand = outsideOfHand;
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}
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void Humanoid::setAltHandFrameOverrides(String backFrameOverride, String frontFrameOverride) {
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m_altHand.backFrame = !backFrameOverride.empty() ? move(backFrameOverride) : "rotation";
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m_altHand.frontFrame = !frontFrameOverride.empty() ? move(frontFrameOverride) : "rotation";
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}
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void Humanoid::setAltHandDrawables(List<Drawable> drawables) {
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m_altHand.itemDrawables = move(drawables);
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}
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void Humanoid::setAltHandNonRotatedDrawables(List<Drawable> drawables) {
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m_altHand.nonRotatedDrawables = move(drawables);
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}
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void Humanoid::animate(float dt) {
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m_animationTimer += dt;
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m_emoteAnimationTimer += dt;
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m_danceTimer += dt;
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}
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void Humanoid::resetAnimation() {
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m_animationTimer = 0.0f;
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m_emoteAnimationTimer = 0.0f;
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m_danceTimer = 0.0f;
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}
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List<Drawable> Humanoid::render() {
|
|
List<Drawable> drawables;
|
|
|
|
int armStateSeq = getArmStateSequence();
|
|
int bodyStateSeq = getBodyStateSequence();
|
|
int emoteStateSeq = getEmoteStateSequence();
|
|
float bobYOffset = getBobYOffset();
|
|
Maybe<DancePtr> dance = getDance();
|
|
Maybe<DanceStep> danceStep = {};
|
|
if (dance.isValid()) {
|
|
if (!(*dance)->states.contains(StateNames.getRight(m_state)))
|
|
dance = {};
|
|
else
|
|
danceStep = (*dance)->steps[m_timing.danceSeq(m_danceTimer, *dance)];
|
|
}
|
|
|
|
auto frontHand = (m_facingDirection == Direction::Left || m_twoHanded) ? m_primaryHand : m_altHand;
|
|
auto backHand = (m_facingDirection == Direction::Right || m_twoHanded) ? m_primaryHand : m_altHand;
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|
|
|
Vec2F frontArmFrameOffset = Vec2F(0, bobYOffset);
|
|
if (frontHand.recoil)
|
|
frontArmFrameOffset += m_recoilOffset;
|
|
Vec2F backArmFrameOffset = Vec2F(0, bobYOffset);
|
|
if (backHand.recoil)
|
|
backArmFrameOffset += m_recoilOffset;
|
|
|
|
auto addDrawable = [&](Drawable drawable, bool forceFullbright = false) {
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|
if (m_facingDirection == Direction::Left)
|
|
drawable.scale(Vec2F(-1, 1));
|
|
drawable.fullbright = drawable.fullbright || forceFullbright;
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|
drawables.append(move(drawable));
|
|
};
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|
|
|
auto backArmDrawable = [&](String const& frameSet, Directives const& directives) -> Drawable {
|
|
String image = strf("{}:{}", frameSet, backHand.backFrame);
|
|
Drawable backArm = Drawable::makeImage(move(image), 1.0f / TilePixels, true, backArmFrameOffset);
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backArm.imagePart().addDirectives(directives);
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backArm.rotate(backHand.angle, backArmFrameOffset + m_backArmRotationCenter + m_backArmOffset);
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return backArm;
|
|
};
|
|
|
|
if (!m_backArmorFrameset.empty()) {
|
|
auto frameGroup = frameBase(m_state);
|
|
if (m_movingBackwards && (m_state == State::Run))
|
|
frameGroup = "runbackwards";
|
|
String image;
|
|
if (dance.isValid() && danceStep->bodyFrame)
|
|
image = strf("{}:{}", m_backArmorFrameset, *danceStep->bodyFrame);
|
|
else if (m_state == Idle)
|
|
image = strf("{}:{}", m_backArmorFrameset, m_identity.personality.idle);
|
|
else
|
|
image = strf("{}:{}.{}", m_backArmorFrameset, frameGroup, bodyStateSeq);
|
|
|
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auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, Vec2F());
|
|
drawable.imagePart().addDirectives(getBackDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (backHand.holdingItem && !dance.isValid()) {
|
|
auto drawItem = [&]() {
|
|
for (auto backHandItem : backHand.itemDrawables) {
|
|
backHandItem.translate(m_frontHandPosition + backArmFrameOffset + m_backArmOffset);
|
|
backHandItem.rotate(backHand.itemAngle, backArmFrameOffset + m_backArmRotationCenter + m_backArmOffset);
|
|
addDrawable(move(backHandItem));
|
|
}
|
|
};
|
|
if (!m_twoHanded && backHand.outsideOfHand)
|
|
drawItem();
|
|
if (!m_backArmFrameset.empty() && !m_bodyHidden)
|
|
addDrawable(backArmDrawable(m_backArmFrameset, getBodyDirectives()), m_bodyFullbright);
|
|
if (!m_backSleeveFrameset.empty())
|
|
addDrawable(backArmDrawable(m_backSleeveFrameset, getChestDirectives()));
|
|
if (!m_twoHanded && !backHand.outsideOfHand)
|
|
drawItem();
|
|
} else {
|
|
if (!m_backArmFrameset.empty() && !m_bodyHidden) {
|
|
String image;
|
|
Vec2F position;
|
|
if (dance.isValid() && danceStep->backArmFrame) {
|
|
image = strf("{}:{}", m_backArmFrameset, *danceStep->backArmFrame);
|
|
position = danceStep->backArmOffset / TilePixels;
|
|
} else if (m_state == Idle) {
|
|
image = strf("{}:{}", m_backArmFrameset, m_identity.personality.armIdle);
|
|
position = m_identity.personality.armOffset / TilePixels;
|
|
} else
|
|
image = strf("{}:{}.{}", m_backArmFrameset, frameBase(m_state), armStateSeq);
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, position);
|
|
drawable.imagePart().addDirectives(getBodyDirectives(), true);
|
|
if (dance.isValid())
|
|
drawable.rotate(danceStep->backArmRotation);
|
|
addDrawable(move(drawable), m_bodyFullbright);
|
|
}
|
|
if (!m_backSleeveFrameset.empty()) {
|
|
String image;
|
|
Vec2F position;
|
|
if (dance.isValid() && danceStep->backArmFrame) {
|
|
image = strf("{}:{}", m_backSleeveFrameset, *danceStep->backArmFrame);
|
|
position = danceStep->backArmOffset / TilePixels;
|
|
} else if (m_state == Idle) {
|
|
image = strf("{}:{}", m_backSleeveFrameset, m_identity.personality.armIdle);
|
|
position = m_identity.personality.armOffset / TilePixels;
|
|
} else
|
|
image = strf("{}:{}.{}", m_backSleeveFrameset, frameBase(m_state), armStateSeq);
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, position);
|
|
drawable.imagePart().addDirectives(getChestDirectives(), true);
|
|
if (dance.isValid())
|
|
drawable.rotate(danceStep->backArmRotation);
|
|
addDrawable(move(drawable));
|
|
}
|
|
}
|
|
|
|
Vec2F headPosition(0, bobYOffset);
|
|
if (dance.isValid())
|
|
headPosition += danceStep->headOffset / TilePixels;
|
|
else if (m_state == Idle)
|
|
headPosition += m_identity.personality.headOffset / TilePixels;
|
|
else if (m_state == Run)
|
|
headPosition += m_headRunOffset;
|
|
else if (m_state == Swim || m_state == SwimIdle)
|
|
headPosition += m_headSwimOffset;
|
|
else if (m_state == Duck)
|
|
headPosition += m_headDuckOffset;
|
|
else if (m_state == Sit)
|
|
headPosition += m_headSitOffset;
|
|
else if (m_state == Lay)
|
|
headPosition += m_headLayOffset;
|
|
|
|
if (!m_headFrameset.empty() && !m_bodyHidden) {
|
|
String image = strf("{}:normal", m_headFrameset);
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, headPosition);
|
|
drawable.imagePart().addDirectives(getBodyDirectives(), true);
|
|
addDrawable(move(drawable), m_bodyFullbright);
|
|
}
|
|
|
|
if (!m_emoteFrameset.empty() && !m_bodyHidden) {
|
|
String image = strf("{}:{}.{}", m_emoteFrameset, emoteFrameBase(m_emoteState), emoteStateSeq);
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, headPosition);
|
|
drawable.imagePart().addDirectives(getEmoteDirectives(), true);
|
|
addDrawable(move(drawable), m_bodyFullbright);
|
|
}
|
|
|
|
if (!m_hairFrameset.empty() && !m_bodyHidden) {
|
|
String image = strf("{}:normal", m_hairFrameset);
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, headPosition);
|
|
drawable.imagePart().addDirectives(getHairDirectives(), true).addDirectives(getHelmetMaskDirectives(), true);
|
|
addDrawable(move(drawable), m_bodyFullbright);
|
|
}
|
|
|
|
if (!m_bodyFrameset.empty() && !m_bodyHidden) {
|
|
String image;
|
|
if (dance.isValid() && danceStep->bodyFrame)
|
|
image = strf("{}:{}", m_bodyFrameset, *danceStep->bodyFrame);
|
|
else if (m_state == Idle)
|
|
image = strf("{}:{}", m_bodyFrameset, m_identity.personality.idle);
|
|
else
|
|
image = strf("{}:{}.{}", m_bodyFrameset, frameBase(m_state), bodyStateSeq);
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, {});
|
|
drawable.imagePart().addDirectives(getBodyDirectives(), true);
|
|
addDrawable(move(drawable), m_bodyFullbright);
|
|
}
|
|
|
|
if (!m_legsArmorFrameset.empty()) {
|
|
String image;
|
|
if (dance.isValid() && danceStep->bodyFrame)
|
|
image = strf("{}:{}", m_legsArmorFrameset, *danceStep->bodyFrame);
|
|
else if (m_state == Idle)
|
|
image = strf("{}:{}", m_legsArmorFrameset, m_identity.personality.idle);
|
|
else
|
|
image = strf("{}:{}.{}", m_legsArmorFrameset, frameBase(m_state), bodyStateSeq);
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, {});
|
|
drawable.imagePart().addDirectives(getLegsDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (!m_chestArmorFrameset.empty()) {
|
|
String image;
|
|
Vec2F position;
|
|
if (dance.isValid() && danceStep->bodyFrame)
|
|
image = strf("{}:{}", m_chestArmorFrameset, *danceStep->bodyFrame);
|
|
else if (m_state == Run)
|
|
image = strf("{}:run", m_chestArmorFrameset);
|
|
else if (m_state == Idle)
|
|
image = strf("{}:{}", m_chestArmorFrameset, m_identity.personality.idle);
|
|
else if (m_state == Duck)
|
|
image = strf("{}:duck", m_chestArmorFrameset);
|
|
else if ((m_state == Swim) || (m_state == SwimIdle))
|
|
image = strf("{}:swim", m_chestArmorFrameset);
|
|
else
|
|
image = strf("{}:chest.1", m_chestArmorFrameset);
|
|
if (m_state != Duck)
|
|
position[1] += bobYOffset;
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, position);
|
|
drawable.imagePart().addDirectives(getChestDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (!m_facialHairFrameset.empty() && !m_bodyHidden) {
|
|
String image = strf("{}:normal", m_facialHairFrameset);
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, headPosition);
|
|
drawable.imagePart().addDirectives(getFacialHairDirectives(), true).addDirectives(getHelmetMaskDirectives(), true);
|
|
addDrawable(move(drawable), m_bodyFullbright);
|
|
}
|
|
|
|
if (!m_facialMaskFrameset.empty() && !m_bodyHidden) {
|
|
String image = strf("{}:normal", m_facialMaskFrameset);
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, headPosition);
|
|
drawable.imagePart().addDirectives(getFacialMaskDirectives(), true).addDirectives(getHelmetMaskDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (!m_headArmorFrameset.empty()) {
|
|
String image = strf("{}:normal", m_headArmorFrameset);
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, headPosition);
|
|
drawable.imagePart().addDirectives(getHeadDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
auto frontArmDrawable = [&](String const& frameSet, Directives const& directives) -> Drawable {
|
|
String image = strf("{}:{}", frameSet, frontHand.frontFrame);
|
|
Drawable frontArm = Drawable::makeImage(image, 1.0f / TilePixels, true, frontArmFrameOffset);
|
|
frontArm.imagePart().addDirectives(directives);
|
|
frontArm.rotate(frontHand.angle, frontArmFrameOffset + m_frontArmRotationCenter);
|
|
return frontArm;
|
|
};
|
|
|
|
if (frontHand.holdingItem && !dance.isValid()) {
|
|
auto drawItem = [&]() {
|
|
for (size_t i = 0; i < frontHand.itemDrawables.size(); i++) {
|
|
Drawable frontHandItem = frontHand.itemDrawables[i];
|
|
frontHandItem.translate(m_frontHandPosition + frontArmFrameOffset);
|
|
frontHandItem.rotate(frontHand.itemAngle, frontArmFrameOffset + m_frontArmRotationCenter);
|
|
addDrawable(frontHandItem);
|
|
}
|
|
};
|
|
if (!frontHand.outsideOfHand)
|
|
drawItem();
|
|
if (!m_frontArmFrameset.empty() && !m_bodyHidden)
|
|
addDrawable(frontArmDrawable(m_frontArmFrameset, getBodyDirectives()), m_bodyFullbright);
|
|
if (!m_frontSleeveFrameset.empty())
|
|
addDrawable(frontArmDrawable(m_frontSleeveFrameset, getChestDirectives()));
|
|
if (frontHand.outsideOfHand)
|
|
drawItem();
|
|
} else {
|
|
if (!m_frontArmFrameset.empty() && !m_bodyHidden) {
|
|
String image;
|
|
Vec2F position;
|
|
if (dance.isValid() && danceStep->frontArmFrame) {
|
|
image = strf("{}:{}", m_frontArmFrameset, *danceStep->frontArmFrame);
|
|
position = danceStep->frontArmOffset / TilePixels;
|
|
} else if (m_state == Idle) {
|
|
image = strf("{}:{}", m_frontArmFrameset, m_identity.personality.armIdle);
|
|
position = m_identity.personality.armOffset / TilePixels;
|
|
} else
|
|
image = strf("{}:{}.{}", m_frontArmFrameset, frameBase(m_state), armStateSeq);
|
|
auto drawable = Drawable::makeImage(move(image), 1.0f / TilePixels, true, position);
|
|
drawable.imagePart().addDirectives(getBodyDirectives(), true);
|
|
if (dance.isValid())
|
|
drawable.rotate(danceStep->frontArmRotation);
|
|
addDrawable(drawable, m_bodyFullbright);
|
|
}
|
|
|
|
if (!m_frontSleeveFrameset.empty()) {
|
|
String image;
|
|
Vec2F position;
|
|
if (dance.isValid() && danceStep->frontArmFrame) {
|
|
image = strf("{}:{}", m_frontSleeveFrameset, *danceStep->frontArmFrame);
|
|
position = danceStep->frontArmOffset / TilePixels;
|
|
} else if (m_state == Idle) {
|
|
image = strf("{}:{}", m_frontSleeveFrameset, m_identity.personality.armIdle);
|
|
position = m_identity.personality.armOffset / TilePixels;
|
|
} else
|
|
image = strf("{}:{}.{}", m_frontSleeveFrameset, frameBase(m_state), armStateSeq);
|
|
auto drawable = Drawable::makeImage(image, 1.0f / TilePixels, true, position);
|
|
drawable.imagePart().addDirectives(getChestDirectives(), true);
|
|
if (dance.isValid())
|
|
drawable.rotate(danceStep->frontArmRotation);
|
|
addDrawable(drawable);
|
|
}
|
|
}
|
|
|
|
if (m_drawVaporTrail) {
|
|
auto image = strf("{}:{}",
|
|
m_vaporTrailFrameset,
|
|
m_timing.genericSeq(m_animationTimer, m_vaporTrailCycle, m_vaporTrailFrames, true));
|
|
addDrawable(Drawable::makeImage(AssetPath::split(image), 1.0f / TilePixels, true, {}));
|
|
}
|
|
|
|
if (m_primaryHand.nonRotatedDrawables.size())
|
|
drawables.insertAllAt(0, m_primaryHand.nonRotatedDrawables);
|
|
if (m_altHand.nonRotatedDrawables.size())
|
|
drawables.insertAllAt(0, m_altHand.nonRotatedDrawables);
|
|
|
|
Drawable::rotateAll(drawables, m_rotation);
|
|
Drawable::translateAll(drawables, m_globalOffset);
|
|
Drawable::rebaseAll(drawables);
|
|
|
|
return drawables;
|
|
}
|
|
|
|
List<Drawable> Humanoid::renderPortrait(PortraitMode mode) const {
|
|
List<Drawable> drawables;
|
|
int emoteStateSeq = m_timing.emoteStateSeq(m_emoteAnimationTimer, m_emoteState);
|
|
|
|
auto addDrawable = [&](Drawable&& drawable) -> Drawable& {
|
|
if (mode != PortraitMode::Full && mode != PortraitMode::FullNeutral
|
|
&& mode != PortraitMode::FullNude && mode != PortraitMode::FullNeutralNude) {
|
|
// TODO: make this configurable
|
|
drawable.imagePart().addDirectives(String("addmask=/humanoid/portraitMask.png;0;0"), false);
|
|
}
|
|
drawables.append(std::move(drawable));
|
|
return drawables.back();
|
|
};
|
|
|
|
bool dressed = !(mode == PortraitMode::FullNude || mode == PortraitMode::FullNeutralNude);
|
|
|
|
Directives helmetMaskDirective = dressed ? getHelmetMaskDirectives() : Directives();
|
|
|
|
auto personality = m_identity.personality;
|
|
if (mode == PortraitMode::FullNeutral || mode == PortraitMode::FullNeutralNude)
|
|
personality = Root::singleton().speciesDatabase()->species(m_identity.species)->personalities()[0];
|
|
|
|
if (mode != PortraitMode::Head) {
|
|
if (!m_backArmFrameset.empty()) {
|
|
String image = strf("{}:{}", m_backArmFrameset, personality.armIdle);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, personality.armOffset);
|
|
drawable.imagePart().addDirectives(getBodyDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
if (dressed && !m_backSleeveFrameset.empty()) {
|
|
String image = strf("{}:{}", m_backSleeveFrameset, personality.armIdle);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, personality.armOffset);
|
|
drawable.imagePart().addDirectives(getChestDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
if (mode != PortraitMode::Bust) {
|
|
if (dressed && !m_backArmorFrameset.empty()) {
|
|
String image = strf("{}:{}", m_backArmorFrameset, personality.idle);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, {});
|
|
drawable.imagePart().addDirectives(getBackDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!m_headFrameset.empty()) {
|
|
String image = strf("{}:normal", m_headFrameset);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, personality.headOffset);
|
|
drawable.imagePart().addDirectives(getBodyDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (!m_emoteFrameset.empty()) {
|
|
String image = strf("{}:{}.{}", m_emoteFrameset, emoteFrameBase(m_emoteState), emoteStateSeq);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, personality.headOffset);
|
|
drawable.imagePart().addDirectives(getEmoteDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (!m_hairFrameset.empty()) {
|
|
String image = strf("{}:normal", m_hairFrameset);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, personality.headOffset);
|
|
drawable.imagePart().addDirectives(getHairDirectives(), true).addDirectives(helmetMaskDirective, true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (!m_bodyFrameset.empty()) {
|
|
String image = strf("{}:{}", m_bodyFrameset, personality.idle);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, {});
|
|
drawable.imagePart().addDirectives(getBodyDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (mode != PortraitMode::Head) {
|
|
if (dressed && !m_legsArmorFrameset.empty()) {
|
|
String image = strf("{}:{}", m_legsArmorFrameset, personality.idle);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, {});
|
|
drawable.imagePart().addDirectives(getLegsDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (dressed && !m_chestArmorFrameset.empty()) {
|
|
String image = strf("{}:{}", m_chestArmorFrameset, personality.idle);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, {});
|
|
drawable.imagePart().addDirectives(getChestDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
}
|
|
|
|
if (!m_facialHairFrameset.empty()) {
|
|
String image = strf("{}:normal", m_facialHairFrameset);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, personality.headOffset);
|
|
drawable.imagePart().addDirectives(getFacialHairDirectives(), true).addDirectives(helmetMaskDirective, true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (!m_facialMaskFrameset.empty()) {
|
|
String image = strf("{}:normal", m_facialMaskFrameset);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, personality.headOffset);
|
|
drawable.imagePart().addDirectives(getFacialMaskDirectives(), true).addDirectives(helmetMaskDirective, true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (dressed && !m_headArmorFrameset.empty()) {
|
|
String image = strf("{}:normal", m_headArmorFrameset);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, personality.headOffset);
|
|
drawable.imagePart().addDirectives(getHeadDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (mode != PortraitMode::Head) {
|
|
if (!m_frontArmFrameset.empty()) {
|
|
String image = strf("{}:{}", m_frontArmFrameset, personality.armIdle);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, personality.armOffset);
|
|
drawable.imagePart().addDirectives(getBodyDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
|
|
if (dressed && !m_frontSleeveFrameset.empty()) {
|
|
String image = strf("{}:{}", m_frontSleeveFrameset, personality.armIdle);
|
|
Drawable drawable = Drawable::makeImage(move(image), 1.0f, true, personality.armOffset);
|
|
drawable.imagePart().addDirectives(getChestDirectives(), true);
|
|
addDrawable(move(drawable));
|
|
}
|
|
}
|
|
|
|
return drawables;
|
|
}
|
|
|
|
List<Drawable> Humanoid::renderSkull() const {
|
|
return {Drawable::makeImage(
|
|
Root::singleton().speciesDatabase()->species(m_identity.species)->skull(), 1.0f, true, Vec2F())};
|
|
}
|
|
|
|
Humanoid Humanoid::makeDummy(Gender gender) {
|
|
auto assets = Root::singleton().assets();
|
|
Humanoid humanoid(assets->json("/humanoid.config"));
|
|
|
|
humanoid.m_headFrameset = assets->json("/humanoid/any/dummy.config:head").toString();
|
|
humanoid.m_bodyFrameset = assets->json("/humanoid/any/dummy.config:body").toString();
|
|
humanoid.m_frontArmFrameset = assets->json("/humanoid/any/dummy.config:frontArm").toString();
|
|
humanoid.m_backArmFrameset = assets->json("/humanoid/any/dummy.config:backArm").toString();
|
|
humanoid.setFacingDirection(DirectionNames.getLeft(assets->json("/humanoid/any/dummy.config:direction").toString()));
|
|
|
|
return humanoid;
|
|
}
|
|
|
|
List<Drawable> Humanoid::renderDummy(Gender gender, HeadArmor const* head, ChestArmor const* chest, LegsArmor const* legs, BackArmor const* back) {
|
|
if (head) {
|
|
setHeadArmorFrameset(head->frameset(gender));
|
|
setHeadArmorDirectives(head->directives());
|
|
setHelmetMaskDirectives(head->maskDirectives());
|
|
}
|
|
|
|
if (chest) {
|
|
setBackSleeveFrameset(chest->backSleeveFrameset(gender));
|
|
setFrontSleeveFrameset(chest->frontSleeveFrameset(gender));
|
|
setChestArmorFrameset(chest->bodyFrameset(gender));
|
|
setChestArmorDirectives(chest->directives());
|
|
}
|
|
|
|
if (legs) {
|
|
setLegsArmorFrameset(legs->frameset(gender));
|
|
setLegsArmorDirectives(legs->directives());
|
|
}
|
|
|
|
if (back) {
|
|
setBackArmorFrameset(back->frameset(gender));
|
|
setBackArmorDirectives(back->directives());
|
|
}
|
|
|
|
auto drawables = render();
|
|
Drawable::scaleAll(drawables, TilePixels);
|
|
|
|
return drawables;
|
|
}
|
|
|
|
Vec2F Humanoid::primaryHandPosition(Vec2F const& offset) const {
|
|
return primaryArmPosition(m_facingDirection, m_primaryHand.angle, primaryHandOffset(m_facingDirection) + offset);
|
|
}
|
|
|
|
Vec2F Humanoid::altHandPosition(Vec2F const& offset) const {
|
|
return altArmPosition(m_facingDirection, m_altHand.angle, altHandOffset(m_facingDirection) + offset);
|
|
}
|
|
|
|
Vec2F Humanoid::primaryArmPosition(Direction facingDirection, float armAngle, Vec2F const& offset) const {
|
|
float bobYOffset = getBobYOffset();
|
|
|
|
if (m_primaryHand.holdingItem) {
|
|
Vec2F rotationCenter;
|
|
if (facingDirection == Direction::Left || m_twoHanded)
|
|
rotationCenter = m_frontArmRotationCenter + Vec2F(0, bobYOffset);
|
|
else
|
|
rotationCenter = m_backArmRotationCenter + Vec2F(0, bobYOffset) + m_backArmOffset;
|
|
|
|
Vec2F position = offset.rotate(armAngle) + rotationCenter;
|
|
|
|
if (facingDirection == Direction::Left)
|
|
position[0] *= -1;
|
|
|
|
return position;
|
|
} else {
|
|
// TODO: non-aiming item holding not supported yet
|
|
return Vec2F();
|
|
}
|
|
}
|
|
|
|
Vec2F Humanoid::altArmPosition(Direction facingDirection, float armAngle, Vec2F const& offset) const {
|
|
float bobYOffset = getBobYOffset();
|
|
|
|
if (m_altHand.holdingItem) {
|
|
Vec2F rotationCenter;
|
|
if (facingDirection == Direction::Right)
|
|
rotationCenter = m_frontArmRotationCenter + Vec2F(0, bobYOffset);
|
|
else
|
|
rotationCenter = m_backArmRotationCenter + Vec2F(0, bobYOffset) + m_backArmOffset;
|
|
|
|
Vec2F position = Vec2F(offset).rotate(armAngle) + rotationCenter;
|
|
|
|
if (facingDirection == Direction::Left)
|
|
position[0] *= -1;
|
|
|
|
return position;
|
|
} else {
|
|
// TODO: non-aiming item holding not supported yet
|
|
return Vec2F();
|
|
}
|
|
}
|
|
|
|
Vec2F Humanoid::primaryHandOffset(Direction facingDirection) const {
|
|
if (facingDirection == Direction::Left || m_twoHanded)
|
|
return m_frontHandPosition - m_frontArmRotationCenter;
|
|
else
|
|
return m_frontHandPosition - m_backArmRotationCenter;
|
|
}
|
|
|
|
Vec2F Humanoid::altHandOffset(Direction facingDirection) const {
|
|
if (facingDirection == Direction::Left || m_twoHanded)
|
|
return m_frontHandPosition - m_backArmRotationCenter;
|
|
else
|
|
return m_frontHandPosition - m_frontArmRotationCenter;
|
|
}
|
|
|
|
String Humanoid::frameBase(State state) const {
|
|
switch (state) {
|
|
case State::Idle:
|
|
return "idle";
|
|
case State::Walk:
|
|
return "walk";
|
|
case State::Run:
|
|
return "run";
|
|
case State::Jump:
|
|
return "jump";
|
|
case State::Swim:
|
|
return "swim";
|
|
case State::SwimIdle:
|
|
return "swimIdle";
|
|
case State::Duck:
|
|
return "duck";
|
|
case State::Fall:
|
|
return "fall";
|
|
case State::Sit:
|
|
return "sit";
|
|
case State::Lay:
|
|
return "lay";
|
|
|
|
default:
|
|
throw StarException(strf("No such state '{}'", StateNames.getRight(state)));
|
|
}
|
|
}
|
|
|
|
String Humanoid::emoteFrameBase(HumanoidEmote state) const {
|
|
switch (state) {
|
|
case HumanoidEmote::Idle:
|
|
return "idle";
|
|
case HumanoidEmote::Blabbering:
|
|
return "blabber";
|
|
case HumanoidEmote::Shouting:
|
|
return "shout";
|
|
case HumanoidEmote::Happy:
|
|
return "happy";
|
|
case HumanoidEmote::Sad:
|
|
return "sad";
|
|
case HumanoidEmote::NEUTRAL:
|
|
return "neutral";
|
|
case HumanoidEmote::Laugh:
|
|
return "laugh";
|
|
case HumanoidEmote::Annoyed:
|
|
return "annoyed";
|
|
case HumanoidEmote::Oh:
|
|
return "oh";
|
|
case HumanoidEmote::OOOH:
|
|
return "oooh";
|
|
case HumanoidEmote::Blink:
|
|
return "blink";
|
|
case HumanoidEmote::Wink:
|
|
return "wink";
|
|
case HumanoidEmote::Eat:
|
|
return "eat";
|
|
case HumanoidEmote::Sleep:
|
|
return "sleep";
|
|
|
|
default:
|
|
throw StarException(strf("No such emote state '{}'", HumanoidEmoteNames.getRight(state)));
|
|
}
|
|
}
|
|
|
|
String Humanoid::getHeadFromIdentity() const {
|
|
return strf("/humanoid/{}/{}head.png",
|
|
m_identity.imagePath ? *m_identity.imagePath : m_identity.species,
|
|
GenderNames.getRight(m_identity.gender));
|
|
}
|
|
|
|
String Humanoid::getBodyFromIdentity() const {
|
|
return strf("/humanoid/{}/{}body.png",
|
|
m_identity.imagePath ? *m_identity.imagePath : m_identity.species,
|
|
GenderNames.getRight(m_identity.gender));
|
|
}
|
|
|
|
String Humanoid::getFacialEmotesFromIdentity() const {
|
|
return strf("/humanoid/{}/emote.png", m_identity.imagePath ? *m_identity.imagePath : m_identity.species);
|
|
}
|
|
|
|
String Humanoid::getHairFromIdentity() const {
|
|
if (m_identity.hairType.empty())
|
|
return "";
|
|
return strf("/humanoid/{}/{}/{}.png",
|
|
m_identity.imagePath ? *m_identity.imagePath : m_identity.species,
|
|
m_identity.hairGroup,
|
|
m_identity.hairType);
|
|
}
|
|
|
|
String Humanoid::getFacialHairFromIdentity() const {
|
|
if (m_identity.facialHairType.empty())
|
|
return "";
|
|
return strf("/humanoid/{}/{}/{}.png",
|
|
m_identity.imagePath ? *m_identity.imagePath : m_identity.species,
|
|
m_identity.facialHairGroup,
|
|
m_identity.facialHairType);
|
|
}
|
|
|
|
String Humanoid::getFacialMaskFromIdentity() const {
|
|
if (m_identity.facialMaskType.empty())
|
|
return "";
|
|
return strf("/humanoid/{}/{}/{}.png",
|
|
m_identity.imagePath ? *m_identity.imagePath : m_identity.species,
|
|
m_identity.facialMaskGroup,
|
|
m_identity.facialMaskType);
|
|
}
|
|
|
|
String Humanoid::getBackArmFromIdentity() const {
|
|
return strf("/humanoid/{}/backarm.png", m_identity.imagePath ? *m_identity.imagePath : m_identity.species);
|
|
}
|
|
|
|
String Humanoid::getFrontArmFromIdentity() const {
|
|
return strf("/humanoid/{}/frontarm.png", m_identity.imagePath ? *m_identity.imagePath : m_identity.species);
|
|
}
|
|
|
|
String Humanoid::getVaporTrailFrameset() const {
|
|
return "/humanoid/any/flames.png";
|
|
}
|
|
|
|
Directives Humanoid::getBodyDirectives() const {
|
|
return m_identity.bodyDirectives;
|
|
}
|
|
|
|
Directives Humanoid::getHairDirectives() const {
|
|
return m_identity.hairDirectives;
|
|
}
|
|
|
|
Directives Humanoid::getEmoteDirectives() const {
|
|
return m_identity.emoteDirectives;
|
|
}
|
|
|
|
Directives Humanoid::getFacialHairDirectives() const {
|
|
return m_identity.facialHairDirectives;
|
|
}
|
|
|
|
Directives Humanoid::getFacialMaskDirectives() const {
|
|
return m_identity.facialMaskDirectives;
|
|
}
|
|
|
|
Directives Humanoid::getHelmetMaskDirectives() const {
|
|
return m_helmetMaskDirectives;
|
|
}
|
|
|
|
Directives Humanoid::getHeadDirectives() const {
|
|
return m_headArmorDirectives;
|
|
}
|
|
|
|
Directives Humanoid::getChestDirectives() const {
|
|
return m_chestArmorDirectives;
|
|
}
|
|
|
|
Directives Humanoid::getLegsDirectives() const {
|
|
return m_legsArmorDirectives;
|
|
}
|
|
|
|
Directives Humanoid::getBackDirectives() const {
|
|
return m_backArmorDirectives;
|
|
}
|
|
|
|
int Humanoid::getEmoteStateSequence() const {
|
|
return m_timing.emoteStateSeq(m_emoteAnimationTimer, m_emoteState);
|
|
}
|
|
|
|
int Humanoid::getArmStateSequence() const {
|
|
int stateSeq = m_timing.stateSeq(m_animationTimer, m_state);
|
|
|
|
int armStateSeq;
|
|
if (m_state == Walk) {
|
|
armStateSeq = m_movingBackwards ? m_armWalkSeq.at(m_armWalkSeq.size() - stateSeq) : m_armWalkSeq.at(stateSeq - 1);
|
|
} else if (m_state == Run) {
|
|
armStateSeq = m_movingBackwards ? m_armRunSeq.at(m_armRunSeq.size() - stateSeq) : m_armRunSeq.at(stateSeq - 1);
|
|
} else {
|
|
armStateSeq = stateSeq;
|
|
}
|
|
|
|
return armStateSeq;
|
|
}
|
|
|
|
int Humanoid::getBodyStateSequence() const {
|
|
int stateSeq = m_timing.stateSeq(m_animationTimer, m_state);
|
|
|
|
int bodyStateSeq;
|
|
if (m_movingBackwards && (m_state == Walk || m_state == Run))
|
|
bodyStateSeq = m_timing.stateFrames[m_state] - stateSeq + 1;
|
|
else
|
|
bodyStateSeq = stateSeq;
|
|
|
|
return bodyStateSeq;
|
|
}
|
|
|
|
Maybe<DancePtr> Humanoid::getDance() const {
|
|
if (m_dance.isNothing())
|
|
return {};
|
|
|
|
auto danceDatabase = Root::singleton().danceDatabase();
|
|
return danceDatabase->getDance(*m_dance);
|
|
}
|
|
|
|
float Humanoid::getBobYOffset() const {
|
|
int bodyStateSeq = getBodyStateSequence();
|
|
float bobYOffset = 0.0f;
|
|
if (m_state == Run) {
|
|
bobYOffset = m_runFallOffset + m_runBob.at(bodyStateSeq - 1);
|
|
} else if (m_state == Fall) {
|
|
bobYOffset = m_runFallOffset;
|
|
} else if (m_state == Jump) {
|
|
bobYOffset = m_jumpBob;
|
|
} else if (m_state == Walk) {
|
|
bobYOffset = m_walkBob.at(bodyStateSeq - 1);
|
|
} else if (m_state == Swim) {
|
|
bobYOffset = m_swimBob.at(bodyStateSeq - 1);
|
|
} else if (m_state == Duck) {
|
|
bobYOffset = m_duckOffset;
|
|
} else if (m_state == Sit) {
|
|
bobYOffset = m_sitOffset;
|
|
} else if (m_state == Lay) {
|
|
bobYOffset = m_layOffset;
|
|
}
|
|
return bobYOffset;
|
|
}
|
|
|
|
Vec2F Humanoid::armAdjustment() const {
|
|
return Vec2F(0, getBobYOffset());
|
|
}
|
|
|
|
Vec2F Humanoid::mouthOffset(bool ignoreAdjustments) const {
|
|
if (ignoreAdjustments) {
|
|
return (m_mouthOffset).rotate(m_rotation);
|
|
} else {
|
|
Vec2F headPosition(0, getBobYOffset());
|
|
if (m_state == Idle)
|
|
headPosition += m_identity.personality.headOffset / TilePixels;
|
|
else if (m_state == Run)
|
|
headPosition += m_headRunOffset;
|
|
else if (m_state == Swim || m_state == SwimIdle)
|
|
headPosition += m_headSwimOffset;
|
|
else if (m_state == Duck)
|
|
headPosition += m_headDuckOffset;
|
|
else if (m_state == Sit)
|
|
headPosition += m_headSitOffset;
|
|
else if (m_state == Lay)
|
|
headPosition += m_headLayOffset;
|
|
|
|
return (m_mouthOffset + headPosition).rotate(m_rotation);
|
|
}
|
|
}
|
|
|
|
Vec2F Humanoid::feetOffset() const {
|
|
return m_feetOffset.rotate(m_rotation);
|
|
}
|
|
|
|
Vec2F Humanoid::headArmorOffset() const {
|
|
Vec2F headPosition(0, getBobYOffset());
|
|
if (m_state == Idle)
|
|
headPosition += m_identity.personality.headOffset / TilePixels;
|
|
else if (m_state == Run)
|
|
headPosition += m_headRunOffset;
|
|
else if (m_state == Swim || m_state == SwimIdle)
|
|
headPosition += m_headSwimOffset;
|
|
else if (m_state == Duck)
|
|
headPosition += m_headDuckOffset;
|
|
else if (m_state == Sit)
|
|
headPosition += m_headSitOffset;
|
|
else if (m_state == Lay)
|
|
headPosition += m_headLayOffset;
|
|
|
|
return (m_headArmorOffset + headPosition).rotate(m_rotation);
|
|
}
|
|
|
|
Vec2F Humanoid::chestArmorOffset() const {
|
|
Vec2F position(0, getBobYOffset());
|
|
return (m_chestArmorOffset + position).rotate(m_rotation);
|
|
}
|
|
|
|
Vec2F Humanoid::legsArmorOffset() const {
|
|
return m_legsArmorOffset.rotate(m_rotation);
|
|
}
|
|
|
|
Vec2F Humanoid::backArmorOffset() const {
|
|
Vec2F position(0, getBobYOffset());
|
|
return (m_backArmorOffset + position).rotate(m_rotation);
|
|
}
|
|
|
|
String Humanoid::defaultDeathParticles() const {
|
|
return m_defaultDeathParticles;
|
|
}
|
|
|
|
List<Particle> Humanoid::particles(String const& name) const {
|
|
auto particleDatabase = Root::singleton().particleDatabase();
|
|
List<Particle> res;
|
|
Json particles = m_particleEmitters.get(name).get("particles", {});
|
|
for (auto particle : particles.toArray()) {
|
|
auto particleSpec = particle.get("particle", {});
|
|
res.push_back(particleDatabase->particle(particleSpec));
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
Json const& Humanoid::defaultMovementParameters() const {
|
|
return m_defaultMovementParameters;
|
|
}
|
|
|
|
}
|