97bb53f6cd
Work-Package: M02-RND-CHARACTER-PRESENTATION-001 Agent: sindo-main-codex Tests: presentation/input/movement/terrain/camera regressions; coordinate/streaming/docs/coordination gates; renderer dry-run 7/7 Fidelity: preserves current sandbox model/outfit and Stand/Idle/Run/Walk behavior; build-12340 parity remains unverified
151 lines
5.8 KiB
GDScript
151 lines
5.8 KiB
GDScript
class_name CharacterAppearancePresenter
|
|
extends Node3D
|
|
|
|
## Composes one sandbox character model, texture compositor and starter outfit.
|
|
## The presenter owns only nodes below the existing Visual scene boundary.
|
|
|
|
const GEOSET_CONTROLLER_SCRIPT := preload("res://src/scenes/character/character_geoset_controller.gd")
|
|
const TEXTURE_COMPOSITOR_SCRIPT := preload("res://src/scenes/character/character_texture_compositor.gd")
|
|
const OUTFIT_RESOLVER_SCRIPT := preload("res://src/scenes/character/wow_character_outfit_resolver.gd")
|
|
|
|
signal character_appearance_ready(character_root: Node3D)
|
|
|
|
## Packed character scene used by the current render sandbox.
|
|
@export var character_model_path: String = "res://src/resources/characters/HUMAN/MALE/HumanMale.glb"
|
|
## Character class used when resolving the current starter outfit.
|
|
@export var character_class_id: int = 1
|
|
## Uniform scale applied to the composed character root.
|
|
@export var character_scale: float = 1.0
|
|
## Model-space yaw correction retained from the current sandbox.
|
|
@export var character_yaw_offset_degrees: float = 90.0
|
|
## Root containing extracted DBC and item texture inputs.
|
|
@export var extracted_data_directory: String = "res://data/extracted"
|
|
|
|
var character_root: Node3D:
|
|
get:
|
|
return _character_root
|
|
|
|
var _character_root: Node3D
|
|
|
|
|
|
## Loads and composes the configured character model below this Visual node.
|
|
## A non-empty directory argument keeps the player's terrain/content root aligned.
|
|
## Returns false immediately when no model is configured or the resource is invalid.
|
|
func load_character_appearance(content_root_override: String = "") -> bool:
|
|
if not content_root_override.is_empty():
|
|
extracted_data_directory = content_root_override
|
|
_clear_character_root()
|
|
if character_model_path.is_empty():
|
|
return false
|
|
var character_scene := load(character_model_path) as PackedScene
|
|
if character_scene == null:
|
|
push_warning("CharacterAppearancePresenter: cannot load character model: %s" % character_model_path)
|
|
return false
|
|
|
|
if is_class("MeshInstance3D"):
|
|
set("mesh", null)
|
|
position = Vector3.ZERO
|
|
|
|
_character_root = Node3D.new()
|
|
_character_root.name = "CharacterModel"
|
|
_character_root.set_script(GEOSET_CONTROLLER_SCRIPT)
|
|
_character_root.scale = Vector3.ONE * maxf(character_scale, 0.001)
|
|
_character_root.rotation_degrees.y = character_yaw_offset_degrees
|
|
|
|
var character_instance := character_scene.instantiate()
|
|
character_instance.name = character_model_path.get_file().get_basename()
|
|
_character_root.add_child(character_instance)
|
|
|
|
var texture_compositor := Node.new()
|
|
texture_compositor.name = "CharacterTextureCompositor"
|
|
texture_compositor.set_script(TEXTURE_COMPOSITOR_SCRIPT)
|
|
texture_compositor.set("textures_dir", _character_textures_directory(character_model_path))
|
|
texture_compositor.set("extracted_dir", extracted_data_directory)
|
|
_character_root.add_child(texture_compositor)
|
|
add_child(_character_root)
|
|
_complete_character_composition.call_deferred(_character_root, texture_compositor)
|
|
return true
|
|
|
|
|
|
func _complete_character_composition(expected_character_root: Node3D, texture_compositor: Node) -> void:
|
|
if expected_character_root != _character_root or not is_instance_valid(expected_character_root):
|
|
return
|
|
_fit_character_to_ground(expected_character_root)
|
|
_apply_character_starter_outfit(expected_character_root, texture_compositor)
|
|
character_appearance_ready.emit(expected_character_root)
|
|
|
|
|
|
func _clear_character_root() -> void:
|
|
if _character_root == null or not is_instance_valid(_character_root):
|
|
_character_root = null
|
|
return
|
|
remove_child(_character_root)
|
|
_character_root.queue_free()
|
|
_character_root = null
|
|
|
|
|
|
func _fit_character_to_ground(root: Node3D) -> void:
|
|
var character_bounds := _calculate_global_bounds(root)
|
|
if character_bounds.size == Vector3.ZERO:
|
|
return
|
|
var local_minimum_y := character_bounds.position.y - root.global_position.y
|
|
root.position.y -= local_minimum_y
|
|
|
|
|
|
func _apply_character_starter_outfit(root: Node3D, texture_compositor: Node) -> void:
|
|
if texture_compositor == null:
|
|
return
|
|
var outfit_resolver: RefCounted = OUTFIT_RESOLVER_SCRIPT.new()
|
|
if not outfit_resolver.call("load_dbcs", extracted_data_directory):
|
|
return
|
|
var inferred_identity: Dictionary = outfit_resolver.call(
|
|
"infer_race_gender_from_model_path",
|
|
character_model_path
|
|
)
|
|
var race_name := String(inferred_identity.get("race", "Human"))
|
|
var gender_name := String(inferred_identity.get("gender", "Male"))
|
|
var starter_outfit: Dictionary = outfit_resolver.call(
|
|
"resolve_start_outfit",
|
|
race_name,
|
|
gender_name,
|
|
character_class_id
|
|
)
|
|
if starter_outfit.is_empty():
|
|
return
|
|
if texture_compositor.has_method("set_equipment_components"):
|
|
texture_compositor.call(
|
|
"set_equipment_components",
|
|
starter_outfit.get("textures", PackedStringArray())
|
|
)
|
|
if root.has_method("apply_outfit_defaults"):
|
|
root.call("apply_outfit_defaults", starter_outfit)
|
|
|
|
|
|
func _calculate_global_bounds(root: Node) -> AABB:
|
|
var combined_bounds := AABB()
|
|
var has_bounds := false
|
|
for mesh_instance in _mesh_instances_below(root):
|
|
if mesh_instance.mesh == null:
|
|
continue
|
|
var global_bounds := mesh_instance.global_transform * mesh_instance.mesh.get_aabb()
|
|
combined_bounds = global_bounds if not has_bounds else combined_bounds.merge(global_bounds)
|
|
has_bounds = true
|
|
return combined_bounds if has_bounds else AABB()
|
|
|
|
|
|
func _mesh_instances_below(root: Node) -> Array[MeshInstance3D]:
|
|
var mesh_instances: Array[MeshInstance3D] = []
|
|
_collect_mesh_instances(root, mesh_instances)
|
|
return mesh_instances
|
|
|
|
|
|
func _collect_mesh_instances(node: Node, mesh_instances: Array[MeshInstance3D]) -> void:
|
|
if node is MeshInstance3D:
|
|
mesh_instances.append(node)
|
|
for child in node.get_children():
|
|
_collect_mesh_instances(child, mesh_instances)
|
|
|
|
|
|
func _character_textures_directory(model_path: String) -> String:
|
|
return model_path.get_base_dir().path_join(model_path.get_file().get_basename() + "_textures")
|