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## CharacterGeosetController – WoW 3.3.5a (build 12340) character geoset manager.
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##
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## Attach to the root of an imported character GLB scene.
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##
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## Correct geoset ID ranges (from M2SkinMeshPartID, WotLK 3.3.5):
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## 0 skin – base body, always visible
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## 1 – 34 hair – hair style variants
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## 101 – 124 facial1 – beard
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## 201 – 219 facial2 – mustache
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## 301 – 319 facial3 – sideburns
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## 401 – 405 gloves
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## 501 – 510 boots
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## 601 – 614 shirt
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## 701 – 711 ears
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## 801 – 804 wristbands (801 = bare wrists)
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## 901 – 905 kneepads
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## 1001– 1004 chest
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## 1101– 1105 pants
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## 1201– 1204 tabard
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## 1301– 1303 legs
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## 1401– 1414 shirt_doublet
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## 1501– 1524 cape
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## 1601– 1614 facial_jewelry
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## 1701– 1705 eye_effects
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## 1801– 1804 belt
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## 1901– 1914 trail
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## 2001– 2008 feet
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@tool
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extends Node3D
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const EYE_GLOW_SHADER := preload("res://scenes/eye_glow.gdshader")
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## Customisation (0 = auto-select first available on _ready)
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@export var hair_style: int = 0 : set = _set_hair
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@export var facial1: int = 0 : set = _set_facial1
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@export var facial2: int = 0 : set = _set_facial2
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@export var facial3: int = 0 : set = _set_facial3
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@export var ears: int = 0 : set = _set_ears
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@export var eye_effects: int = 0 : set = _set_eye_effects
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@export var eye_glow_intensity: float = 1.3
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## Skin / face customisation – forwarded to CharacterTextureCompositor sibling/child.
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@export var skin_color: int = 0 : set = _set_skin_color
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@export var face_style: int = 0 : set = _set_face_style
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## Internal: available geoset IDs per category (populated in _ready from actual model).
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var _available: Dictionary = {} # category_name -> Array[int] (sorted)
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## Internal: valid ranges for texture-based customisation (from compositor).
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var _skin_color_count: int = 0
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var _face_style_count: int = 0
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## Equipment toggles (off by default = naked character)
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@export var show_gloves: bool = false : set = _set_gloves
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@export var show_boots: bool = false : set = _set_boots
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@export var show_shirt: bool = false : set = _set_shirt
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## Wristband geoset ID: 801 = bare wrists (no bracer), 802+ = equipped bracers.
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## 0 = auto (picks first available in model).
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@export var wristband_style: int = 0 : set = _set_wristbands
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@export var show_kneepads: bool = false : set = _set_kneepads
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@export var show_chest: bool = false : set = _set_chest
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@export var show_pants: bool = false : set = _set_pants
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@export var show_tabard: bool = false : set = _set_tabard
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@export var show_legs: bool = false : set = _set_legs
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@export var show_cape: bool = false : set = _set_cape
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@export var show_belt: bool = false : set = _set_belt
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@export var show_feet: bool = false : set = _set_feet
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# ── WoW 3.3.5 geoset ID ranges ───────────────────────────────────────────────
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# Each entry: [start, end_exclusive, category_name]
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const RANGES: Array = [
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[0, 1, "skin"],
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[1, 35, "hair"],
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[101, 125, "facial1"],
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[201, 220, "facial2"],
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[301, 320, "facial3"],
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[401, 406, "gloves"],
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[501, 511, "boots"],
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[601, 615, "shirt"],
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[701, 712, "ears"],
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[801, 805, "wristbands"],
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[901, 906, "kneepads"],
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[1001, 1005, "chest"],
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[1101, 1106, "pants"],
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[1201, 1205, "tabard"],
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[1301, 1304, "legs"],
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[1401, 1415, "shirt_doublet"],
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[1501, 1525, "cape"],
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[1601, 1615, "facial_jewelry"],
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[1701, 1706, "eye_effects"],
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[1801, 1805, "belt"],
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[1901, 1915, "trail"],
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[2001, 2009, "feet"],
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]
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func _ready() -> void:
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var nodes := _geoset_nodes()
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if nodes.is_empty():
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return
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# Build _available: actual geoset IDs present in the model, grouped by category.
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_available.clear()
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for child in nodes:
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var gid := _geoset_id(child.name)
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var cat := _category(gid)
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if not _available.has(cat):
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_available[cat] = []
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_available[cat].append(gid)
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for cat in _available:
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(_available[cat] as Array).sort()
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# Query compositor for skin/face counts (it knows what PNGs are on disk).
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var comp := _get_compositor()
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if comp:
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_skin_color_count = comp.get_skin_color_count()
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_face_style_count = comp.get_face_style_count()
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# Clamp each export to the nearest valid value for this model.
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hair_style = _clamp_geoset("hair", hair_style)
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facial1 = _clamp_geoset("facial1", facial1)
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facial2 = _clamp_geoset("facial2", facial2)
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facial3 = _clamp_geoset("facial3", facial3)
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ears = _clamp_geoset("ears", ears)
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eye_effects = _clamp_geoset("eye_effects", eye_effects)
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wristband_style = _clamp_geoset("wristbands", wristband_style)
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skin_color = clampi(skin_color, 0, maxi(_skin_color_count - 1, 0))
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face_style = clampi(face_style, 0, maxi(_face_style_count - 1, 0))
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_apply_all(nodes)
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_apply_eye_glow_shader(nodes)
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# ── setters ───────────────────────────────────────────────────────────────────
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func _set_hair(v): hair_style = _clamp_geoset("hair", v); _apply_variant("hair", hair_style)
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func _set_facial1(v): facial1 = _clamp_geoset("facial1", v); _apply_variant("facial1", facial1)
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func _set_facial2(v): facial2 = _clamp_geoset("facial2", v); _apply_variant("facial2", facial2)
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func _set_facial3(v): facial3 = _clamp_geoset("facial3", v); _apply_variant("facial3", facial3)
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func _set_ears(v): ears = _clamp_geoset("ears", v); _apply_variant("ears", ears)
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func _set_eye_effects(v): eye_effects = _clamp_geoset("eye_effects", v); _apply_variant("eye_effects", eye_effects)
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func _set_skin_color(v: int) -> void:
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skin_color = clampi(v, 0, maxi(_skin_color_count - 1, 0))
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var c := _get_compositor()
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if c: c.skin_color = skin_color
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func _set_face_style(v: int) -> void:
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face_style = clampi(v, 0, maxi(_face_style_count - 1, 0))
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var c := _get_compositor()
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if c: c.face_style = face_style
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func _get_compositor() -> Node:
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# Look for CharacterTextureCompositor as a direct child first,
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# then as a sibling (child of our parent).
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for child in get_children():
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if child.get_script() and child.has_method("refresh"):
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return child
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var p := get_parent()
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if p:
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for sibling in p.get_children():
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if sibling != self and sibling.get_script() and sibling.has_method("refresh"):
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return sibling
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return null
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func _set_gloves(v): show_gloves = v; _apply_toggle("gloves", v)
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func _set_boots(v): show_boots = v; _apply_toggle("boots", v)
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func _set_shirt(v): show_shirt = v; _apply_toggle("shirt", v)
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func _set_wristbands(v): wristband_style = v; _apply_variant("wristbands", v)
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func _set_kneepads(v): show_kneepads = v; _apply_toggle("kneepads", v)
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func _set_chest(v): show_chest = v; _apply_toggle("chest", v)
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func _set_pants(v): show_pants = v; _apply_toggle("pants", v)
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func _set_tabard(v): show_tabard = v; _apply_toggle("tabard", v)
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func _set_legs(v): show_legs = v; _apply_toggle("legs", v)
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func _set_cape(v): show_cape = v; _apply_toggle("cape", v)
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func _set_belt(v): show_belt = v; _apply_toggle("belt", v)
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func _set_feet(v): show_feet = v; _apply_toggle("feet", v)
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# ── visibility ────────────────────────────────────────────────────────────────
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## Show the geoset matching exact ID `wanted`; hide all others in the category.
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func _apply_variant(cat: String, wanted: int) -> void:
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for child in _geoset_nodes():
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var gid := _geoset_id(child.name)
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if _category(gid) == cat:
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child.visible = (gid == wanted)
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## Show or hide all geosets in a category.
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func _apply_toggle(cat: String, on: bool) -> void:
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for child in _geoset_nodes():
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if _category(_geoset_id(child.name)) == cat:
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child.visible = on
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func _apply_all(nodes: Array[Node] = []) -> void:
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if nodes.is_empty():
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nodes = _geoset_nodes()
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for child in nodes:
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var gid := _geoset_id(child.name)
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var cat := _category(gid)
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match cat:
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"skin": child.visible = true
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"hair": child.visible = (gid == hair_style)
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"facial1": child.visible = (gid == facial1)
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"facial2": child.visible = (gid == facial2)
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"facial3": child.visible = (gid == facial3)
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"ears": child.visible = (gid == ears)
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"eye_effects": child.visible = (gid == eye_effects)
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"gloves": child.visible = show_gloves
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"boots": child.visible = show_boots
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"shirt": child.visible = show_shirt
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"wristbands": child.visible = (gid == wristband_style)
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"kneepads": child.visible = show_kneepads
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"chest": child.visible = show_chest
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"pants": child.visible = show_pants
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"tabard": child.visible = show_tabard
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"legs": child.visible = show_legs
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"cape": child.visible = show_cape
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"belt": child.visible = show_belt
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"feet": child.visible = show_feet
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# shirt_doublet, facial_jewelry, trail: follow shirt / facial / trail
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"shirt_doublet": child.visible = show_shirt
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"facial_jewelry":child.visible = (gid == facial1 + 1500) # rough guess
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"trail": child.visible = true
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_: child.visible = true # unknown – leave visible
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# ── helpers ───────────────────────────────────────────────────────────────────
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func _geoset_nodes() -> Array[Node]:
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var result: Array[Node] = []
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_collect(self, result)
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return result
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func _collect(node: Node, result: Array[Node]) -> void:
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for child in node.get_children():
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if child.name.begins_with("geoset_") and child is MeshInstance3D:
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result.append(child)
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else:
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_collect(child, result)
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## Extract geoset_id from node name "geoset_NNNN_category_vNN"
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func _geoset_id(node_name: String) -> int:
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var parts := node_name.split("_")
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if parts.size() >= 2:
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return parts[1].to_int()
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return -1
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## Map a geoset ID to its category name using the WoW 3.3.5 ranges.
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func _category(gid: int) -> String:
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for r in RANGES:
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if gid >= r[0] and gid < r[1]:
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return r[2]
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return "unknown"
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## Replace materials on eye-glow geosets with the multiplicative glow shader.
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## Detects eye-glow blend in two ways (in priority order):
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## 1. GLTF node extras["blend_mode"] == 4 (Mod) or 3 (Add) from M2 material data
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## 2. Fallback: geoset ID in the eye_effects range 1701-1705
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## Call once after the scene loads.
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func _apply_eye_glow_shader(nodes: Array[Node] = []) -> void:
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if nodes.is_empty():
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nodes = _geoset_nodes()
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# Per-race glow colour defaults (Mod blending: tints the eye behind it).
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# With blend_mul: result = ALBEDO * background.
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# Use saturated hues so the tint is strong; 1.0 on the dominant channel
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# keeps that channel of the background intact while suppressing others.
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var race_colors := {
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"bloodelf": Color(0.1, 1.0, 0.2), # green
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"nightelf": Color(0.6, 0.9, 1.0), # silver-blue
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"deathknight": Color(0.1, 0.4, 1.0), # icy blue
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"scourge": Color(0.1, 0.4, 1.0), # icy blue (undead DKs)
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}
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# Guess race from scene/model name
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var scene_name := get_name().to_lower()
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var glow_color := Color(0.2, 1.0, 0.3) # default green
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for race in race_colors:
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if race in scene_name:
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glow_color = race_colors[race]
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break
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for child in nodes:
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var mesh_inst := child as MeshInstance3D
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if not mesh_inst:
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continue
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# Determine whether this geoset uses WoW eye-glow blending.
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# Primary: check blend_mode from M2 material stored in GLTF extras.
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# blend_mode=4 → Mod (DST_COLOR * src) — most races (Blood Elf, Night Elf, etc.)
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# blend_mode=3 → Add (SRC_ALPHA + ONE) — pure additive (rare; DK particles etc.)
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# Fallback: geoset ID in the eye_effects range (1701-1705) for older GLBs.
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var is_eye_glow := false
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if mesh_inst.has_meta("extras"):
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var extras = mesh_inst.get_meta("extras")
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if extras is Dictionary and extras.has("blend_mode"):
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var bm: int = extras["blend_mode"]
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is_eye_glow = (bm == 4 or bm == 3)
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if not is_eye_glow:
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is_eye_glow = (_category(_geoset_id(child.name)) == "eye_effects")
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if not is_eye_glow:
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continue
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# Replace every surface material with the glow shader
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for si in range(mesh_inst.get_surface_override_material_count()):
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var orig_mat := mesh_inst.mesh.surface_get_material(si)
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var shader_mat := ShaderMaterial.new()
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shader_mat.shader = EYE_GLOW_SHADER
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shader_mat.set_shader_parameter("glow_color", Vector3(glow_color.r, glow_color.g, glow_color.b))
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shader_mat.set_shader_parameter("glow_intensity", eye_glow_intensity)
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# Carry over the original albedo texture if it was a StandardMaterial3D
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if orig_mat is StandardMaterial3D:
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var std := orig_mat as StandardMaterial3D
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if std.albedo_texture:
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shader_mat.set_shader_parameter("albedo_texture", std.albedo_texture)
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mesh_inst.set_surface_override_material(si, shader_mat)
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## Returns sorted list of geoset IDs available for a given category.
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## After _ready() this uses the cached _available dict; before _ready() it scans nodes.
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func get_ids(cat: String) -> Array[int]:
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if not _available.is_empty():
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var ids: Array = _available.get(cat, [])
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var result: Array[int] = []
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for id in ids:
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result.append(id)
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return result
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# Fallback: scan live (called before _ready in edge cases)
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var result: Array[int] = []
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for child in _geoset_nodes():
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var gid := _geoset_id(child.name)
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if _category(gid) == cat and not gid in result:
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result.append(gid)
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result.sort()
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return result
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## Returns valid skin colour count for this model (0 if compositor not found yet).
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func get_skin_color_count() -> int: return _skin_color_count
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## Returns valid face style count for this model (0 if compositor not found yet).
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func get_face_style_count() -> int: return _face_style_count
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## Clamp/snap v to the nearest available geoset ID in cat.
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## Returns v unchanged if _available is not populated yet or cat is missing.
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func _clamp_geoset(cat: String, v: int) -> int:
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if not _available.has(cat):
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return v
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var ids: Array = _available[cat] # already sorted
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if ids.is_empty():
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return v
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if v in ids:
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return v
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# Pick the nearest available ID
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var best: int = ids[0]
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var best_dist: int = abs(v - best)
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for id in ids:
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var d: int = abs(v - id)
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if d < best_dist:
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best_dist = d
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best = id
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return best
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