示例#1
0
        // Taken from RenderingTool.RenderPawnInternal in CharacterEditor
        private void RenderPawn()
        {
            PawnGraphicSet graphics   = pawn.Drawer.renderer.graphics;
            Quaternion     quaternion = Quaternion.AngleAxis(0f, Vector3.up);

            Mesh    bodyMesh   = pawn.RaceProps.Humanlike ? MeshPool.humanlikeBodySet.MeshAt(previewRot) : graphics.nakedGraphic.MeshAt(previewRot);
            Vector3 bodyOffset = new Vector3(0f, pawn.Position.y + 0.007575758f, 0f);

            foreach (Material mat in graphics.MatsBodyBaseAt(previewRot))
            {
                Material damagedMat = graphics.flasher.GetDamagedMat(mat);
                GenDraw.DrawMeshNowOrLater(bodyMesh, bodyOffset, quaternion, damagedMat, false);
                bodyOffset.y += 0.00390625f;
                if (!toggleClothesEnabled)
                {
                    break;
                }
            }
            Vector3 vector3 = new Vector3(0f, pawn.Position.y + (previewRot == Rot4.North ? 0.026515152f : 0.022727273f), 0f);
            Vector3 vector4 = new Vector3(0f, pawn.Position.y + (previewRot == Rot4.North ? 0.022727273f : 0.026515152f), 0f);

            if (graphics.headGraphic != null)
            {
                Mesh     mesh2      = MeshPool.humanlikeHeadSet.MeshAt(previewRot);
                Vector3  headOffset = quaternion * pawn.Drawer.renderer.BaseHeadOffsetAt(previewRot);
                Material material   = graphics.HeadMatAt(previewRot);
                GenDraw.DrawMeshNowOrLater(mesh2, vector4 + headOffset, quaternion, material, false);

                Mesh    hairMesh     = graphics.HairMeshSet.MeshAt(previewRot);
                Vector3 hairOffset   = new Vector3(headOffset.x, pawn.Position.y + 0.030303031f, headOffset.z);
                bool    isWearingHat = false;
                if (toggleClothesEnabled)
                {
                    foreach (ApparelGraphicRecord apparel in graphics.apparelGraphics)
                    {
                        if (apparel.sourceApparel.def.apparel.LastLayer == ApparelLayerDefOf.Overhead)
                        {
                            Material hatMat = graphics.flasher.GetDamagedMat(apparel.graphic.MatAt(previewRot));
                            if (apparel.sourceApparel.def.apparel.hatRenderedFrontOfFace)
                            {
                                isWearingHat  = true;
                                hairOffset.y += 0.03f;
                                GenDraw.DrawMeshNowOrLater(hairMesh, hairOffset, quaternion, hatMat, false);
                            }
                            else
                            {
                                Vector3 hatOffset = new Vector3(headOffset.x, pawn.Position.y + (previewRot == Rot4.North ? 0.003787879f : 0.03409091f), headOffset.z);
                                GenDraw.DrawMeshNowOrLater(hairMesh, hatOffset, quaternion, hatMat, false);
                            }
                        }
                    }
                }
                if (!isWearingHat)
                {
                    Material hairMat = graphics.HairMatAt(previewRot);
                    GenDraw.DrawMeshNowOrLater(hairMesh, hairOffset, quaternion, hairMat, false);
                }
            }
            if (toggleClothesEnabled)
            {
                foreach (ApparelGraphicRecord graphicsSet in graphics.apparelGraphics)
                {
                    if (graphicsSet.sourceApparel.def.apparel.LastLayer == ApparelLayerDefOf.Shell)
                    {
                        Material clothingMat = graphics.flasher.GetDamagedMat(graphicsSet.graphic.MatAt(previewRot));
                        GenDraw.DrawMeshNowOrLater(bodyMesh, vector3, quaternion, clothingMat, false);
                    }
                }
            }
            HarmonyPatches.DrawAddons(false, vector3, pawn, quaternion, previewRot, false);
            if (toggleClothesEnabled)
            {
                if (pawn.apparel != null)
                {
                    foreach (Apparel apparel in pawn.apparel.WornApparel)
                    {
                        apparel.DrawWornExtras();
                    }
                }
            }
        }
示例#2
0
        public static bool Prefix(PawnRenderer __instance,
                                  ref Vector3 rootLoc,
                                  float angle,
                                  bool renderBody,
                                  Rot4 bodyFacing,
                                  Rot4 headFacing,
                                  RotDrawMode bodyDrawType,
                                  bool portrait,
                                  bool headStump)
        {
            // Pawn pawn = (Pawn)PawnFieldInfo?.GetValue(__instance);
            PawnGraphicSet graphics = __instance.graphics;

            Pawn pawn = graphics.pawn;

            if (!pawn.RaceProps.Humanlike && !Controller.settings.UsePaws)
            {
                return(true);
            }

            if (!graphics.AllResolved)
            {
                graphics.ResolveAllGraphics();
            }

            CompFace compFace = pawn.GetCompFace();
            bool     hasFace  = compFace != null;

            // Let vanilla do the job if no FacePawn or pawn not a teenager or any other known mod accessing the renderer
            if (hasFace)
            {
                if (compFace.IsChild || compFace.Deactivated)
                {
                    return(true);
                }
            }

            CompBodyAnimator compAnim = pawn.GetCompAnim();
            bool             showFeet = compAnim != null && Controller.settings.UseFeet;

            // No face, no animator, return
            if (!hasFace && compAnim == null)
            {
                return(true);
            }

            PawnWoundDrawer woundDrawer = (PawnWoundDrawer)WoundOverlayFieldInfo?.GetValue(__instance);

            // if (Patches2.Plants)
            // {
            //     if (pawn.Spawned)
            //     {
            //         Plant plant = (pawn.Position + IntVec3.South).GetPlant(pawn.Map);
            //         if (plant != null && Patches2.plantMoved.Contains(plant))
            //         {
            //             rootLoc.y = plant.DrawPos.y - (Patches2.steps / 2);
            //         }
            //     }
            // }

            // Try to move the y position behind while another pawn is standing near
            if (compAnim != null && (!portrait && pawn.Spawned && !compAnim.IsRider))
            {
                RecalcRootLocY(ref rootLoc, pawn, compAnim);
            }

            Vector3 baseDrawLoc = rootLoc;
            // Let's save the basic location for later
            Vector3 footPos = baseDrawLoc;



            // No face => must be animal, simplify it
            Quaternion quat     = Quaternion.AngleAxis(angle, Vector3.up);
            Quaternion bodyQuat = quat;
            Quaternion footQuat = bodyQuat;


            if (MainTabWindow_WalkAnimator.IsOpen)
            {
                bodyFacing = MainTabWindow_BaseAnimator.BodyRot;
                headFacing = MainTabWindow_BaseAnimator.HeadRot;
            }

            compFace?.TickDrawers(bodyFacing, headFacing, graphics);

            compAnim?.TickDrawers(bodyFacing, graphics);

            // Use the basic quat
            Quaternion headQuat = bodyQuat;

            // Rotate head if possible and wobble around
            if (!portrait || MainTabWindow_WalkAnimator.IsOpen)
            {
                if (showFeet)
                {
                    compAnim.ApplyBodyWobble(ref baseDrawLoc, ref footPos, ref bodyQuat);
                }

                // Reset the quat as it has been changed
                headQuat = bodyQuat;
                compFace?.ApplyHeadRotation(renderBody, ref headQuat);
            }

            // Regular FacePawn rendering 14+ years

            // Render body
            // if (renderBody)
            compAnim?.DrawBody(baseDrawLoc, bodyQuat, bodyDrawType, woundDrawer, renderBody, portrait);

            Vector3 bodyPos = baseDrawLoc;
            Vector3 headPos = baseDrawLoc;

            if (bodyFacing == Rot4.North)
            {
                headPos.y += YOffset_Shell;
                bodyPos.y += YOffset_Head;
            }
            else
            {
                headPos.y += YOffset_Head;
                bodyPos.y += YOffset_Shell;
            }


            if (graphics.headGraphic != null)
            {
                // Rendererd pawn faces

                Vector3 offsetAt = !hasFace
                                   ? __instance.BaseHeadOffsetAt(bodyFacing)
                                   : compFace.BaseHeadOffsetAt(portrait);

                Vector3 b           = bodyQuat * offsetAt;
                Vector3 headDrawLoc = headPos + b;

                if (!hasFace)
                {
                    Material material = graphics.HeadMatAt(headFacing, bodyDrawType, headStump);
                    if (material != null)
                    {
                        Mesh mesh2 = MeshPool.humanlikeHeadSet.MeshAt(headFacing);
                        GenDraw.DrawMeshNowOrLater(mesh2, headDrawLoc, quat, material, portrait);
                    }
                }
                else
                {
                    compFace.DrawBasicHead(out bool headDrawn, bodyDrawType, portrait, headStump, headDrawLoc, headQuat);
                    if (headDrawn)
                    {
                        if (bodyDrawType != RotDrawMode.Dessicated && !headStump)
                        {
                            if (compFace.Props.hasWrinkles)
                            {
                                Vector3 wrinkleLoc = headDrawLoc;
                                wrinkleLoc.y += YOffset_Wrinkles;
                                compFace.DrawWrinkles(bodyDrawType, wrinkleLoc, headQuat, portrait);
                            }

                            if (compFace.Props.hasEyes)
                            {
                                Vector3 eyeLoc = headDrawLoc;
                                eyeLoc.y += YOffset_Eyes;

                                compFace.DrawNaturalEyes(eyeLoc, portrait, headQuat);

                                Vector3 browLoc = headDrawLoc;
                                browLoc.y += YOffset_Brows;
                                // the brow above
                                compFace.DrawBrows(browLoc, headQuat, portrait);

                                // and now the added eye parts
                                Vector3 unnaturalEyeLoc = headDrawLoc;
                                unnaturalEyeLoc.y += YOffset_UnnaturalEyes;
                                compFace.DrawUnnaturalEyeParts(unnaturalEyeLoc, headQuat, portrait);
                            }

                            // Portrait obviously ignores the y offset, thus render the beard after the body apparel (again)
                            if (compFace.Props.hasBeard)
                            {
                                Vector3 beardLoc = headDrawLoc;
                                Vector3 tacheLoc = headDrawLoc;

                                beardLoc.y += headFacing == Rot4.North ? -YOffset_Head - YOffset_Beard : YOffset_Beard;
                                tacheLoc.y += headFacing == Rot4.North ? -YOffset_Head - YOffset_Tache : YOffset_Tache;

                                compFace.DrawBeardAndTache(beardLoc, tacheLoc, portrait, headQuat);
                            }

                            if (compFace.Props.hasMouth)
                            {
                                Vector3 mouthLoc = headDrawLoc;
                                mouthLoc.y += YOffset_Mouth;
                                compFace.DrawNaturalMouth(mouthLoc, portrait, headQuat);
                            }
                            // Deactivated, looks kinda crappy ATM
                            // if (pawn.Dead)
                            // {
                            // Material deadEyeMat = faceComp.DeadEyeMatAt(headFacing, bodyDrawType);
                            // if (deadEyeMat != null)
                            // {
                            // GenDraw.DrawMeshNowOrLater(mesh2, locFacialY, headQuat, deadEyeMat, portrait);
                            // locFacialY.y += YOffsetInterval_OnFace;
                            // }

                            // }
                            // else
                        }
                    }
                }


                if (!headStump)
                {
                    Vector3 overHead = baseDrawLoc + b;
                    overHead.y += YOffset_OnHead;

                    Vector3 hairLoc          = overHead;
                    Vector3 headgearLoc      = overHead;
                    Vector3 hatInFrontOfFace = baseDrawLoc + b;


                    hairLoc.y          += YOffset_HairOnHead;
                    headgearLoc.y      += YOffset_GearOnHead;
                    hatInFrontOfFace.y += ((!(headFacing == Rot4.North)) ? YOffset_PostHead : YOffset_Behind);

                    compFace?.DrawHairAndHeadGear(hairLoc, headgearLoc,
                                                  bodyDrawType,
                                                  portrait,
                                                  renderBody,
                                                  headQuat, hatInFrontOfFace);

                    compFace?.DrawAlienHeadAddons(headPos, portrait, headQuat, overHead);
                }
            }

            if (!portrait)
            {
                //   Traverse.Create(__instance).Method("DrawEquipment", rootLoc).GetValue();

                DrawEquipmentMethodInfo?.Invoke(__instance, new object[] { baseDrawLoc });
            }

            if (!portrait)
            {
                if (pawn.apparel != null)
                {
                    List <Apparel> wornApparel = pawn.apparel.WornApparel;
                    foreach (Apparel ap in wornApparel)
                    {
                        DrawPos_Patch.offset        = baseDrawLoc;
                        DrawPos_Patch.offsetEnabled = true;
                        ap.DrawWornExtras();
                        DrawPos_Patch.offsetEnabled = false;
                    }
                }

                Vector3 bodyLoc = baseDrawLoc;
                bodyLoc.y += YOffset_Status;

                PawnHeadOverlays headOverlays = (PawnHeadOverlays)PawnHeadOverlaysFieldInfo?.GetValue(__instance);
                if (headOverlays != null)
                {
                    compFace?.DrawHeadOverlays(headOverlays, bodyLoc, headQuat);
                }
            }


            compAnim?.DrawApparel(bodyQuat, bodyPos, portrait, renderBody);

            compAnim?.DrawAlienBodyAddons(bodyQuat, bodyPos, portrait, renderBody, bodyFacing);

            if (!portrait && pawn.RaceProps.Animal && pawn.inventory != null && pawn.inventory.innerContainer.Count > 0 &&
                graphics.packGraphic != null)
            {
                Mesh mesh = graphics.nakedGraphic.MeshAt(bodyFacing);
                Graphics.DrawMesh(mesh, bodyPos, quat, graphics.packGraphic.MatAt(bodyFacing), 0);
            }

            // No wobble for equipment, looks funnier - nah!
            // Vector3 equipPos = rootLoc;
            // equipPos.y = drawPos.y;

            //compAnim.DrawEquipment(drawPos, portrait);



            bool    showHands = Controller.settings.UseHands;
            Vector3 handPos   = bodyPos;

            if (renderBody || Controller.settings.IgnoreRenderBody)
            {
                if (showHands)
                {
                    // Reset the position for the hands
                    handPos.y = baseDrawLoc.y;
                    compAnim?.DrawHands(bodyQuat, handPos, portrait);
                }

                if (showFeet)
                {
                    compAnim.DrawFeet(bodyQuat, footQuat, footPos, portrait);
                }
            }

            return(false);
        }
示例#3
0
        public virtual void DrawInnerThing(Pawn pawn, Vector3 rootLoc, float angle, bool renderBody, Rot4 bodyFacing, Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump)
        {
            PawnGraphicSet graphics = pawn.Drawer.renderer.graphics;
            PawnRenderer   renderer = pawn.Drawer.renderer;

            if (!graphics.AllResolved)
            {
                graphics.ResolveAllGraphics();
            }
            Quaternion quaternion = Quaternion.AngleAxis(angle, Vector3.up);
            Mesh       mesh       = null;

            if (renderBody)
            {
                Vector3 loc = rootLoc;
                loc.y += 0.0078125f;
                if (bodyDrawType == RotDrawMode.Dessicated && !pawn.RaceProps.Humanlike && graphics.dessicatedGraphic != null && !portrait)
                {
                    graphics.dessicatedGraphic.Draw(loc, bodyFacing, pawn, angle);
                }
                else
                {
                    if (pawn.RaceProps.Humanlike)
                    {
                        mesh = MeshPool.humanlikeBodySet.MeshAt(bodyFacing);
                    }
                    else
                    {
                        mesh = graphics.nakedGraphic.MeshAt(bodyFacing);
                    }
                    List <Material> list = graphics.MatsBodyBaseAt(bodyFacing, bodyDrawType);
                    for (int i = 0; i < list.Count; i++)
                    {
                        Material damagedMat = graphics.flasher.GetDamagedMat(list[i]);
                        GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, damagedMat, portrait);
                        loc.y += 0.00390625f;
                    }
                }
            }
            Vector3 vector = rootLoc;
            Vector3 a      = rootLoc;

            if (bodyFacing != Rot4.North)
            {
                a.y      += 0.02734375f;
                vector.y += 0.0234375f;
            }
            else
            {
                a.y      += 0.0234375f;
                vector.y += 0.02734375f;
            }
            if (graphics.headGraphic != null)
            {
                Vector3  b        = quaternion * renderer.BaseHeadOffsetAt(headFacing);
                Material material = graphics.HeadMatAt(headFacing, bodyDrawType, headStump);
                if (material != null)
                {
                    Mesh mesh2 = MeshPool.humanlikeHeadSet.MeshAt(headFacing);
                    GenDraw.DrawMeshNowOrLater(mesh2, a + b, quaternion, material, portrait);
                }
                Vector3 loc2 = rootLoc + b;
                loc2.y += 0.03125f;
                bool flag = false;
                if (!portrait || !Prefs.HatsOnlyOnMap)
                {
                    Mesh mesh3 = graphics.HairMeshSet.MeshAt(headFacing);
                    List <ApparelGraphicRecord> apparelGraphics = graphics.apparelGraphics;
                    for (int j = 0; j < apparelGraphics.Count; j++)
                    {
                        if (apparelGraphics[j].sourceApparel.def.apparel.LastLayer == ApparelLayerDefOf.Overhead)
                        {
                            if (!apparelGraphics[j].sourceApparel.def.apparel.hatRenderedFrontOfFace)
                            {
                                flag = true;
                                Material material2 = apparelGraphics[j].graphic.MatAt(bodyFacing, null);
                                material2 = graphics.flasher.GetDamagedMat(material2);
                                GenDraw.DrawMeshNowOrLater(mesh3, loc2, quaternion, material2, portrait);
                            }
                            else
                            {
                                Material material3 = apparelGraphics[j].graphic.MatAt(bodyFacing, null);
                                material3 = graphics.flasher.GetDamagedMat(material3);
                                Vector3 loc3 = rootLoc + b;
                                loc3.y += ((!(bodyFacing == Rot4.North)) ? 0.03515625f : 0.00390625f);
                                GenDraw.DrawMeshNowOrLater(mesh3, loc3, quaternion, material3, portrait);
                            }
                        }
                    }
                }
                if (!flag && bodyDrawType != RotDrawMode.Dessicated && !headStump)
                {
                    Mesh     mesh4 = graphics.HairMeshSet.MeshAt(headFacing);
                    Material mat   = graphics.HairMatAt(headFacing);
                    GenDraw.DrawMeshNowOrLater(mesh4, loc2, quaternion, mat, portrait);
                }
            }
            if (renderBody)
            {
                for (int k = 0; k < graphics.apparelGraphics.Count; k++)
                {
                    ApparelGraphicRecord apparelGraphicRecord = graphics.apparelGraphics[k];
                    if (apparelGraphicRecord.sourceApparel.def.apparel.LastLayer == ApparelLayerDefOf.Shell)
                    {
                        Material material4 = apparelGraphicRecord.graphic.MatAt(bodyFacing, null);
                        material4 = graphics.flasher.GetDamagedMat(material4);
                        GenDraw.DrawMeshNowOrLater(mesh, vector, quaternion, material4, portrait);
                    }
                }
            }
            if (!portrait && pawn.RaceProps.Animal && pawn.inventory != null && pawn.inventory.innerContainer.Count > 0 && graphics.packGraphic != null)
            {
                Graphics.DrawMesh(mesh, vector, quaternion, graphics.packGraphic.MatAt(bodyFacing, null), 0);
            }
            if (!portrait)
            {
                if (pawn.apparel != null)
                {
                    List <Apparel> wornApparel = pawn.apparel.WornApparel;
                    for (int l = 0; l < wornApparel.Count; l++)
                    {
                        wornApparel[l].DrawWornExtras();
                    }
                }
                Vector3 bodyLoc = rootLoc;
                bodyLoc.y += 0.04296875f;
            }
        }