прототип, без успехов. может как-нибудь потом
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#pragma once
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#include <array>
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#include <cstdint>
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namespace moonwell::customization
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{
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enum class ElementType : uint8_t
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{
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None,
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M2Attachment,
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Geoset,
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Texture,
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};
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struct CustomizationElement
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{
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ElementType type;
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uint32_t geosetId;
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const char* modelPath;
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};
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struct CustomizationChoice
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{
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uint32_t id;
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const char* name;
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std::array<CustomizationElement, 1> elements;
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};
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struct CustomizationOption
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{
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uint32_t id;
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const char* name;
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std::array<CustomizationChoice, 4> choices;
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};
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inline constexpr uint32_t kBloodElfRace = 10;
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inline constexpr uint32_t kFemaleGender = 1;
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inline constexpr uint32_t kCollectionFileDataId = 7760202;
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// Stock 3.3.5 Blood Elf models have no retail collection point 19.
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// Use the native head attachment point; forcing absent point 19 makes
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// the parent's drawable gate fail and hides the whole character.
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inline constexpr uint32_t kCollectionAttachmentSlot = 11;
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inline constexpr char kCollectionPath[] =
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"MoonWell\\Customization\\BloodElfFemale\\7760202_be_f.m2";
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// WOTLK_FALLBACK: native 3.3.5 head components for Blood Elf Female.
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// The retail collection needs a real bone map to the differently ordered
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// 3.3.5 skeleton, so the working vertical slice uses native components.
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inline constexpr CustomizationOption kHornsOption = {
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126,
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"Head Decorations (WotLK fallback)",
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{{
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{1850, "None", {{{ElementType::None, 0, nullptr}}}},
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{1851, "Blindfold", {{{ElementType::M2Attachment, 0,
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"ITEM\\OBJECTCOMPONENTS\\HEAD\\Helm_Blindfold_A_01_BeF.m2"}}}},
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{1852, "Circlet I", {{{ElementType::M2Attachment, 0,
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"ITEM\\OBJECTCOMPONENTS\\HEAD\\Helm_Circlet_A_01_BeF.m2"}}}},
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{1853, "Circlet II", {{{ElementType::M2Attachment, 0,
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"ITEM\\OBJECTCOMPONENTS\\HEAD\\Helm_Circlet_B_01_BeF.m2"}}}},
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}},
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};
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inline const CustomizationChoice* FindChoice(uint32_t id)
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{
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for (const auto& choice : kHornsOption.choices)
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if (choice.id == id) return &choice;
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return nullptr;
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}
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}
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@@ -0,0 +1,436 @@
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#include "CustomizationRenderer.hpp"
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#include <wxl/PluginApi.h>
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#include "engine/events/Event.hpp"
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#include "game/M2.hpp"
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#include "game/World.hpp"
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#include <algorithm>
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#include <cstdint>
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#include <cstring>
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#include <limits>
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#include <windows.h>
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namespace moonwell::customization
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{
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namespace m2 = wxl::game::m2;
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namespace world = wxl::game::world;
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namespace sm2 = wxl::structure::m2;
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namespace
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{
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bool IsReadableRange(const void* address, size_t size)
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{
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if (!address || !size) return false;
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const uintptr_t begin = reinterpret_cast<uintptr_t>(address);
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if (size > std::numeric_limits<uintptr_t>::max() - begin) return false;
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const uintptr_t end = begin + size;
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uintptr_t cursor = begin;
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while (cursor < end)
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{
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MEMORY_BASIC_INFORMATION memory{};
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if (!VirtualQuery(reinterpret_cast<const void*>(cursor), &memory, sizeof memory))
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return false;
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if (memory.State != MEM_COMMIT ||
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(memory.Protect & (PAGE_NOACCESS | PAGE_GUARD)) != 0)
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return false;
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const uintptr_t regionEnd = reinterpret_cast<uintptr_t>(memory.BaseAddress) +
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memory.RegionSize;
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if (regionEnd <= cursor) return false;
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cursor = std::min(regionEnd, end);
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}
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return true;
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}
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}
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void CustomizationRenderer::SetError(const char* message)
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{
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lastError_ = message;
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api_->Log(WXL_LOG_ERROR, "MoonwellCustomization", "failed: %s", message);
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}
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bool CustomizationRenderer::DetectPlayer()
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{
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playerDetected_ = false;
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supported_ = false;
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charModelObject_ = nullptr;
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parentRenderContext_ = nullptr;
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race_ = gender_ = 0;
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const auto guid = world::ActivePlayerGuid();
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void* player = guid ? world::ResolveObject(guid, world::kTypeMaskPlayer) : nullptr;
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if (!player)
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{
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lastError_ = "Waiting for active player object";
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return false;
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}
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// The native equipment events are the public WXL seam that supplies
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// the actual CharModelObject. Unit::Model is not useful for identity:
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// it exposes a different model layer. Match the root instance's world
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// transform to the active player's authoritative world position so an
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// event for another visible character cannot be adopted accidentally.
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auto* cmo = static_cast<m2::off::CharModelObject*>(observedCharModelObject_);
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if (!cmo || !cmo->sceneNode)
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{
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lastError_ = "Waiting for active player CharModelObject event";
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return false;
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}
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auto* root = static_cast<m2::off::M2Instance*>(cmo->sceneNode);
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float playerPosition[3]{};
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world::UnitPosition(player, playerPosition);
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const float dxRow = root->placement[12] - playerPosition[0];
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const float dyRow = root->placement[13] - playerPosition[1];
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const float dzRow = root->placement[14] - playerPosition[2];
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const float rowDistanceSq = dxRow * dxRow + dyRow * dyRow + dzRow * dzRow;
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const float dxColumn = root->placement[3] - playerPosition[0];
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const float dyColumn = root->placement[7] - playerPosition[1];
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const float dzColumn = root->placement[11] - playerPosition[2];
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const float columnDistanceSq = dxColumn * dxColumn + dyColumn * dyColumn + dzColumn * dzColumn;
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if (std::min(rowDistanceSq, columnDistanceSq) > 9.0f)
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{
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lastError_ = "Waiting for matching active player CharModelObject";
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return false;
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}
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if (cmo->raceId == 0 ||
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cmo->raceId > 11 || cmo->genderId > 1)
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{
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lastError_ = "Active player CharModelObject is not ready";
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return false;
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}
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charModelObject_ = cmo;
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parentRenderContext_ = cmo->sceneNode;
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race_ = cmo->raceId;
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gender_ = cmo->genderId;
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playerDetected_ = true;
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supported_ = race_ == kBloodElfRace && gender_ == kFemaleGender;
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lastError_ = supported_ ? "Ready" : "Prototype supports Blood Elf Female only.";
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api_->Log(WXL_LOG_INFO, "MoonwellCustomization", "player detected");
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api_->Log(WXL_LOG_INFO, "MoonwellCustomization", "race=%u gender=%u", race_, gender_);
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if (!supported_)
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api_->Log(WXL_LOG_WARN, "MoonwellCustomization", "unsupported player race");
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return true;
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}
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void CustomizationRenderer::OnWorldEnter()
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{
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inWorld_ = true;
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detectDelay_ = 0.0f;
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DetectPlayer();
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}
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void CustomizationRenderer::OnWorldLeave()
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{
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inWorld_ = false;
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Detach();
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observedCharModelObject_ = nullptr;
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charModelObject_ = nullptr;
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parentRenderContext_ = nullptr;
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playerDetected_ = supported_ = false;
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race_ = gender_ = 0;
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detectDelay_ = 0.0f;
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refreshRequested_ = false;
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geosetApplied_ = false;
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attached_ = false;
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finalizeInProgress_ = false;
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lastError_ = "Outside world";
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}
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void CustomizationRenderer::OnUpdate(float dt)
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{
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// OnWorldEnter is an edge notification and can be missed when the
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// extension is loaded after a world transition has already begun.
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// Reconcile against the authoritative active-player GUID so the
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// renderer also recovers after late loads and unusual glue flows.
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const auto activePlayerGuid = world::ActivePlayerGuid();
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if (!activePlayerGuid)
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{
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if (inWorld_) OnWorldLeave();
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return;
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}
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if (!inWorld_)
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{
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inWorld_ = true;
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detectDelay_ = 0.0f;
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lastError_ = "Waiting for active player model";
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}
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if (!playerDetected_)
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{
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detectDelay_ -= dt;
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if (detectDelay_ <= 0.0f)
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{
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detectDelay_ = 0.25f;
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DetectPlayer();
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}
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return;
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}
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if (refreshRequested_)
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{
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refreshRequested_ = false;
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const uint32_t choiceId = CurrentChoice();
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if (choiceId != 0 && choiceId != kHornsOption.choices[0].id)
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{
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Detach();
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if (const auto* choice = FindChoice(choiceId)) Attach(*choice);
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}
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}
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if (attachmentRenderContext_ && attachmentModel_ && !geosetApplied_)
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{
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const auto* choice = FindChoice(CurrentChoice());
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if (choice && choice->elements[0].type == ElementType::Geoset)
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FilterGeoset(attachmentModel_, choice->elements[0].geosetId, true);
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}
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// CreateSceneModel loads asynchronously. Attaching it before the stock
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// readiness gate succeeds makes the parent character non-drawable too.
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// Keep it unattached while loading, then join the stock head point only after the
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// child itself reports drawable.
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if (attachmentRenderContext_ && parentRenderContext_)
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{
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auto* child = static_cast<m2::off::M2Instance*>(attachmentRenderContext_);
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auto* parent = static_cast<m2::off::M2Instance*>(parentRenderContext_);
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const auto* choice = FindChoice(CurrentChoice());
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const bool collectionGeoset = choice &&
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choice->elements[0].type == ElementType::Geoset;
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if (collectionGeoset && !attached_)
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{
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std::memcpy(child->placement, parent->placement, sizeof child->placement);
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child->viewDistSq = parent->viewDistSq;
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child->alphaBase = parent->alphaBase;
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}
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if (geosetApplied_ && !attached_)
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{
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const int drawable = wxl::game::Native<m2::off::M2_IsDrawableFn>(
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m2::off::kIsDrawable)(child, nullptr, 0, 0);
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if (drawable)
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{
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m2::AttachToScene(parentRenderContext_, child,
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kCollectionAttachmentSlot, false);
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if (reinterpret_cast<void*>(static_cast<uintptr_t>(child->parent)) ==
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parentRenderContext_)
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{
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attached_ = true;
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lastError_ = "Ready";
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api_->Log(WXL_LOG_INFO, "MoonwellCustomization",
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"attached ready overlay slot=%u", kCollectionAttachmentSlot);
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}
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else
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{
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lastError_ = "Native head attachment was rejected";
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}
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}
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else
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{
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lastError_ = "Collection loaded; waiting for drawable readiness";
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}
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}
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}
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}
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void CustomizationRenderer::OnEquipmentChanged(void* charModelObject)
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{
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if (!playerDetected_ && charModelObject)
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{
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observedCharModelObject_ = charModelObject;
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DetectPlayer();
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}
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// Item events are emitted around native equipment maintenance. Rebuild on
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// the next logic tick so native slot work is complete before slot 19 is touched.
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if (charModelObject == charModelObject_)
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{
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const auto* choice = FindChoice(CurrentChoice());
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if (choice && choice->elements[0].type != ElementType::None)
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refreshRequested_ = true;
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}
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}
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void CustomizationRenderer::OnSkinFinalize(void* model)
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{
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if (!model || model != attachmentModel_ || finalizeInProgress_) return;
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const auto* choice = FindChoice(CurrentChoice());
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if (choice && choice->elements[0].type == ElementType::Geoset)
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FilterGeoset(model, choice->elements[0].geosetId, false);
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}
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void CustomizationRenderer::OnBuildBonePalette(void* renderContext)
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{
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if (!renderContext || renderContext != attachmentRenderContext_) return;
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const auto* choice = FindChoice(CurrentChoice());
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if (!choice || choice->elements[0].type != ElementType::Geoset) return;
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auto* child = static_cast<m2::off::M2Instance*>(renderContext);
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auto* parent = static_cast<m2::off::M2Instance*>(parentRenderContext_);
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if (!parent || !child->bonePalettePtr || !parent->bonePalettePtr)
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return;
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m2::M2Model childModel(reinterpret_cast<void*>(child->model));
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m2::M2Model parentModel(reinterpret_cast<void*>(parent->model));
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if (!childModel || !parentModel || !childModel.GetHeader() || !parentModel.GetHeader()) return;
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const uint32_t count = std::min(childModel.GetHeader()->bones.count,
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parentModel.GetHeader()->bones.count);
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if (count)
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std::memcpy(reinterpret_cast<void*>(child->bonePalettePtr),
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reinterpret_cast<const void*>(parent->bonePalettePtr),
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static_cast<size_t>(count) * m2::off::kBonePaletteStride);
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}
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bool CustomizationRenderer::FilterGeoset(void* rawModel, uint32_t geosetId, bool finalize)
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{
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m2::M2Model model(rawModel);
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auto* skin = model ? model.GetSkin() : nullptr;
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if (!IsReadableRange(skin, sizeof *skin) || !skin->indices ||
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!skin->submeshes || !skin->indexCount || !skin->submeshCount)
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return false;
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// A newly created async scene model can expose the skin object before
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// its offset-valued arrays have been relocated to pointers. Do not
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// touch those arrays until both complete ranges are readable.
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constexpr uint32_t kMaxIndexCount = 10u * 1024u * 1024u;
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constexpr uint32_t kMaxSubmeshCount = 100u * 1024u;
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if (skin->indexCount > kMaxIndexCount || skin->submeshCount > kMaxSubmeshCount ||
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!IsReadableRange(skin->indices,
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static_cast<size_t>(skin->indexCount) * sizeof(uint16_t)) ||
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!IsReadableRange(skin->submeshes,
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static_cast<size_t>(skin->submeshCount) * sizeof(sm2::M2SkinSection)))
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return false;
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bool found = false;
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for (uint32_t i = 0; i < skin->submeshCount; ++i)
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{
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const sm2::M2SkinSection& section = skin->submeshes[i];
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const uint32_t start = (uint32_t(section.level) << 16) | section.indexStart;
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const uint32_t count = section.indexCount;
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if (start > skin->indexCount || count > skin->indexCount - start) continue;
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if (section.skinSectionId == geosetId)
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{
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found = true;
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continue;
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}
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std::fill_n(skin->indices + start, count, uint16_t(0));
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}
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if (!found)
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{
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SetError("requested customization geoset is absent from collection skin");
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return false;
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}
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if (finalize)
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{
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finalizeInProgress_ = true;
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model.FinalizeSkin();
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finalizeInProgress_ = false;
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}
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attachmentModel_ = rawModel;
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geosetApplied_ = true;
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return true;
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}
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bool CustomizationRenderer::Attach(const CustomizationChoice& choice)
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{
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if (!supported_ || !charModelObject_ || !parentRenderContext_)
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{
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SetError("supported player model is unavailable");
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return false;
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}
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const auto& element = choice.elements[0];
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if (!element.modelPath)
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{
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SetError("customization model path is absent");
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return false;
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}
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api_->Log(WXL_LOG_INFO, "MoonwellCustomization", "loading model %s", element.modelPath);
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auto* parent = static_cast<m2::off::M2Instance*>(parentRenderContext_);
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void* scene = reinterpret_cast<void*>(static_cast<uintptr_t>(parent->scene));
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if (!scene)
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{
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SetError("active player scene is unavailable");
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return false;
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}
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// CreateSceneModel's native receiver is the owning scene, not the
|
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// CharModelObject. Passing the CMO makes the loader interpret cmo+4
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// as the scene's model table and faults inside 0x0081C4F0.
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void* child = m2::GetRenderCtx(scene, const_cast<char*>(element.modelPath));
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if (!child)
|
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{
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SetError("CreateSceneModel returned null");
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return false;
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}
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attachmentRenderContext_ = child;
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auto* instance = static_cast<m2::off::M2Instance*>(child);
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attachmentModel_ = reinterpret_cast<void*>(instance->model);
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geosetApplied_ = element.type != ElementType::Geoset;
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attached_ = false;
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// Native WotLK head components must retain their own local transform;
|
||||
// AttachToScene composes it with the parent's head point. Collection
|
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// geosets use a full-character coordinate system and are seeded below.
|
||||
if (element.type == ElementType::Geoset)
|
||||
{
|
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auto* parentInstance = static_cast<m2::off::M2Instance*>(parentRenderContext_);
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||||
std::memcpy(instance->placement, parentInstance->placement, sizeof instance->placement);
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instance->viewDistSq = parentInstance->viewDistSq;
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instance->alphaBase = parentInstance->alphaBase;
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}
|
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api_->Log(WXL_LOG_INFO, "MoonwellCustomization", "created overlay geoset=%u",
|
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choice.elements[0].geosetId);
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lastError_ = "Loading collection model";
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return true;
|
||||
}
|
||||
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||||
void CustomizationRenderer::Detach()
|
||||
{
|
||||
if (!attachmentRenderContext_) return;
|
||||
if (attached_ && parentRenderContext_)
|
||||
m2::DetachSlot(parentRenderContext_, kCollectionAttachmentSlot);
|
||||
else
|
||||
m2::ReleaseRenderCtx(attachmentRenderContext_);
|
||||
attachmentRenderContext_ = nullptr;
|
||||
attachmentModel_ = nullptr;
|
||||
geosetApplied_ = false;
|
||||
attached_ = false;
|
||||
finalizeInProgress_ = false;
|
||||
api_->Log(WXL_LOG_INFO, "MoonwellCustomization", "detached");
|
||||
}
|
||||
|
||||
bool CustomizationRenderer::Apply(uint32_t optionId, uint32_t choiceId)
|
||||
{
|
||||
const auto* choice = FindChoice(choiceId);
|
||||
if (!choice || optionId != kHornsOption.id) return false;
|
||||
if (!supported_)
|
||||
{
|
||||
lastError_ = "Prototype supports Blood Elf Female only.";
|
||||
return false;
|
||||
}
|
||||
const bool isNone = choice->elements[0].type == ElementType::None;
|
||||
if (CurrentChoice() == choiceId && (isNone || attachmentRenderContext_)) return true;
|
||||
|
||||
api_->Log(WXL_LOG_INFO, "MoonwellCustomization", "apply option=%u choice=%u",
|
||||
optionId, choiceId);
|
||||
Detach();
|
||||
state_.SetChoice(optionId, choiceId);
|
||||
if (isNone) return true;
|
||||
return Attach(*choice);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
#pragma once
|
||||
|
||||
#include "CustomizationState.hpp"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
struct WXL_Api;
|
||||
|
||||
namespace moonwell::customization
|
||||
{
|
||||
class CustomizationRenderer
|
||||
{
|
||||
public:
|
||||
explicit CustomizationRenderer(const WXL_Api* api) : api_(api) {}
|
||||
|
||||
void OnWorldEnter();
|
||||
void OnWorldLeave();
|
||||
void OnUpdate(float dt);
|
||||
void OnEquipmentChanged(void* charModelObject);
|
||||
void OnSkinFinalize(void* model);
|
||||
void OnBuildBonePalette(void* renderContext);
|
||||
|
||||
bool Apply(uint32_t optionId, uint32_t choiceId);
|
||||
bool PlayerDetected() const { return playerDetected_; }
|
||||
bool Supported() const { return supported_; }
|
||||
uint32_t Race() const { return race_; }
|
||||
uint32_t Gender() const { return gender_; }
|
||||
uint32_t CurrentChoice() const { return state_.Choice(kHornsOption.id); }
|
||||
const char* LastError() const { return lastError_; }
|
||||
|
||||
private:
|
||||
bool DetectPlayer();
|
||||
bool Attach(const CustomizationChoice& choice);
|
||||
void Detach();
|
||||
bool FilterGeoset(void* model, uint32_t geosetId, bool finalize);
|
||||
void SetError(const char* message);
|
||||
|
||||
const WXL_Api* api_ = nullptr;
|
||||
CustomizationState state_;
|
||||
void* observedCharModelObject_ = nullptr;
|
||||
void* charModelObject_ = nullptr;
|
||||
void* parentRenderContext_ = nullptr;
|
||||
void* attachmentRenderContext_ = nullptr;
|
||||
void* attachmentModel_ = nullptr;
|
||||
uint32_t race_ = 0;
|
||||
uint32_t gender_ = 0;
|
||||
float detectDelay_ = 0.0f;
|
||||
bool inWorld_ = false;
|
||||
bool playerDetected_ = false;
|
||||
bool supported_ = false;
|
||||
bool refreshRequested_ = false;
|
||||
bool geosetApplied_ = false;
|
||||
bool attached_ = false;
|
||||
bool finalizeInProgress_ = false;
|
||||
const char* lastError_ = "Waiting for player";
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
|
||||
#include "CustomizationData.hpp"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace moonwell::customization
|
||||
{
|
||||
class CustomizationState
|
||||
{
|
||||
public:
|
||||
uint32_t Choice(uint32_t optionId) const
|
||||
{
|
||||
return optionId == kHornsOption.id ? hornsChoice_ : 0;
|
||||
}
|
||||
|
||||
bool SetChoice(uint32_t optionId, uint32_t choiceId)
|
||||
{
|
||||
if (optionId != kHornsOption.id || !FindChoice(choiceId)) return false;
|
||||
hornsChoice_ = choiceId;
|
||||
return true;
|
||||
}
|
||||
|
||||
void Clear() { hornsChoice_ = 0; }
|
||||
|
||||
private:
|
||||
uint32_t hornsChoice_ = 0;
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,115 @@
|
||||
#include "CustomizationRenderer.hpp"
|
||||
|
||||
#include <wxl/PluginApi.h>
|
||||
|
||||
#include "engine/events/Event.hpp"
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
#include <memory>
|
||||
|
||||
namespace moonwell::customization
|
||||
{
|
||||
namespace ev = wxl::events;
|
||||
|
||||
const WXL_Api* g_api = nullptr;
|
||||
std::unique_ptr<CustomizationRenderer> g_renderer;
|
||||
|
||||
void __cdecl OnWorldEnter(void*, const void*) { g_renderer->OnWorldEnter(); }
|
||||
void __cdecl OnWorldLeave(void*, const void*) { g_renderer->OnWorldLeave(); }
|
||||
|
||||
void __cdecl OnUpdate(void*, const void* raw)
|
||||
{
|
||||
const auto* args = static_cast<const ev::UpdateArgs*>(raw);
|
||||
g_renderer->OnUpdate(args ? args->dt : 0.0f);
|
||||
}
|
||||
|
||||
void __cdecl OnItemSlotChange(void*, const void* raw)
|
||||
{
|
||||
const auto* args = static_cast<const ev::ItemSlotChangeArgs*>(raw);
|
||||
if (args) g_renderer->OnEquipmentChanged(args->charModelObj);
|
||||
}
|
||||
|
||||
void __cdecl OnItemSlotClear(void*, const void* raw)
|
||||
{
|
||||
const auto* args = static_cast<const ev::ItemSlotClearArgs*>(raw);
|
||||
if (args) g_renderer->OnEquipmentChanged(args->charModelObj);
|
||||
}
|
||||
|
||||
void __cdecl OnSkinFinalize(void*, const void* raw)
|
||||
{
|
||||
const auto* args = static_cast<const ev::M2SkinFinalizeArgs*>(raw);
|
||||
if (args) g_renderer->OnSkinFinalize(args->model);
|
||||
}
|
||||
|
||||
void __cdecl OnBuildBonePalette(void*, const void* raw)
|
||||
{
|
||||
const auto* args = static_cast<const ev::BuildBonePaletteArgs*>(raw);
|
||||
if (args) g_renderer->OnBuildBonePalette(args->renderCtx);
|
||||
}
|
||||
|
||||
void DrawPanel(void*)
|
||||
{
|
||||
char line[128]{};
|
||||
if (!g_renderer->PlayerDetected())
|
||||
{
|
||||
g_api->UiText("Player: detecting...");
|
||||
g_api->UiText(g_renderer->LastError());
|
||||
return;
|
||||
}
|
||||
|
||||
std::snprintf(line, sizeof(line), "Race ID: %u%s", g_renderer->Race(),
|
||||
g_renderer->Race() == kBloodElfRace ? " (Blood Elf)" : "");
|
||||
g_api->UiText(line);
|
||||
std::snprintf(line, sizeof(line), "Gender ID: %u%s", g_renderer->Gender(),
|
||||
g_renderer->Gender() == kFemaleGender ? " (Female)" : "");
|
||||
g_api->UiText(line);
|
||||
g_api->UiSeparator();
|
||||
|
||||
if (!g_renderer->Supported())
|
||||
{
|
||||
g_api->UiText("Prototype supports Blood Elf Female only.");
|
||||
return;
|
||||
}
|
||||
|
||||
g_api->UiText("Option: Head Decorations (WotLK fallback)");
|
||||
for (const auto& choice : kHornsOption.choices)
|
||||
{
|
||||
std::snprintf(line, sizeof(line), "%s%s", choice.name,
|
||||
g_renderer->CurrentChoice() == choice.id ? " [selected]" : "");
|
||||
if (g_api->UiButton(line))
|
||||
g_renderer->Apply(kHornsOption.id, choice.id);
|
||||
}
|
||||
g_api->UiSeparator();
|
||||
g_api->UiText(g_renderer->LastError());
|
||||
}
|
||||
}
|
||||
|
||||
const WXL_PluginInfo* __cdecl WXL_Query(void)
|
||||
{
|
||||
static const WXL_PluginInfo info = {
|
||||
sizeof(WXL_PluginInfo), WXL_API_VERSION, "MoonwellCustomization", 1, WXL_CLIENT_BUILD,
|
||||
};
|
||||
return &info;
|
||||
}
|
||||
|
||||
int __cdecl WXL_Load(const WXL_Api* api)
|
||||
{
|
||||
using namespace moonwell::customization;
|
||||
if (!api || api->apiVersion != WXL_API_VERSION ||
|
||||
api->structSize < sizeof(WXL_Api) || !api->Subscribe || !api->UiAddPanel)
|
||||
return 0;
|
||||
|
||||
g_api = api;
|
||||
g_renderer = std::make_unique<CustomizationRenderer>(api);
|
||||
api->Subscribe(uint32_t(ev::Event::OnWorldEnter), &OnWorldEnter, nullptr);
|
||||
api->Subscribe(uint32_t(ev::Event::OnWorldLeave), &OnWorldLeave, nullptr);
|
||||
api->Subscribe(uint32_t(ev::Event::OnUpdate), &OnUpdate, nullptr);
|
||||
api->Subscribe(uint32_t(ev::Event::OnItemSlotChange), &OnItemSlotChange, nullptr);
|
||||
api->Subscribe(uint32_t(ev::Event::OnItemSlotClear), &OnItemSlotClear, nullptr);
|
||||
api->Subscribe(uint32_t(ev::Event::OnM2SkinFinalize), &OnSkinFinalize, nullptr);
|
||||
api->Subscribe(uint32_t(ev::Event::OnBuildBonePalette), &OnBuildBonePalette, nullptr);
|
||||
api->UiAddPanel("MoonWell Customization", &DrawPanel, nullptr);
|
||||
api->Log(WXL_LOG_INFO, "MoonwellCustomization", "loaded");
|
||||
return 1;
|
||||
}
|
||||
Reference in New Issue
Block a user