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726 lines
20 KiB
726 lines
20 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#include "HeadSpin.h" |
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#include "hsWindows.h" |
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#include <windowsx.h> |
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#include "../resource.h" |
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#include <iparamm2.h> |
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#include <stdmat.h> |
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#pragma hdrstop |
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#include "plClothingMtl.h" |
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#include "../Shaders.h" |
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#include "MaxMain/plPlasmaRefMsgs.h" |
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#include "../plBMSampler.h" |
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#include "../Layers/plLayerTex.h" |
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#include "../Layers/plLayerTexBitmapPB.h" |
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#include "plAvatar/plClothingLayout.h" |
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extern HINSTANCE hInstance; |
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class plClothingMtlClassDesc : public ClassDesc2 |
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{ |
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public: |
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int IsPublic() { return TRUE; } |
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void* Create(BOOL loading) { return new plClothingMtl(loading); } |
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const TCHAR* ClassName() { return GetString(IDS_CLOTHING_MTL); } |
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SClass_ID SuperClassID() { return MATERIAL_CLASS_ID; } |
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Class_ID ClassID() { return CLOTHING_MTL_CLASS_ID; } |
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const TCHAR* Category() { return NULL; } |
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const TCHAR* InternalName() { return _T("ClothingMaterial"); } |
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HINSTANCE HInstance() { return hInstance; } |
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}; |
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static plClothingMtlClassDesc plClothingMtlDesc; |
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ClassDesc2* GetClothingMtlDesc() { return &plClothingMtlDesc; } |
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// For initializing paramblock descriptor |
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ParamBlockDesc2 *GetClothingPB(); |
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#include "plClothingMtlPBDec.h" |
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const UINT32 plClothingMtl::ButtonConstants[] = |
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{ |
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IDC_CLOTHING_TEXTURE1, |
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IDC_CLOTHING_TEXTURE2, |
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IDC_CLOTHING_TEXTURE3, |
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IDC_CLOTHING_TEXTURE4 |
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}; |
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const UINT32 plClothingMtl::TextConstants[] = |
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{ |
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IDC_CLOTHING_TILE1_NAME, |
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IDC_CLOTHING_TILE1_SIZE, |
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IDC_CLOTHING_TILE2_NAME, |
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IDC_CLOTHING_TILE2_SIZE, |
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IDC_CLOTHING_TILE3_NAME, |
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IDC_CLOTHING_TILE3_SIZE, |
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IDC_CLOTHING_TILE4_NAME, |
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IDC_CLOTHING_TILE4_SIZE |
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}; |
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const char *plClothingMtl::LayerStrings[] = |
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{ |
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"Base", |
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"Skin", |
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"Skin Blend (1)", |
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"Skin Blend (2)", |
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"Skin Blend (3)", |
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"Skin Blend (4)", |
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"Skin Blend (5)", |
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"Skin Blend (6)", |
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"Tint 1", |
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"Tint 2" |
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}; |
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const uint8_t plClothingMtl::LayerToPBIdx[] = |
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{ |
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kTexmapBase, |
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kTexmapSkin, |
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kTexmapSkinBlend1, |
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kTexmapSkinBlend2, |
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kTexmapSkinBlend3, |
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kTexmapSkinBlend4, |
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kTexmapSkinBlend5, |
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kTexmapSkinBlend6, |
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kTexmap, |
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kTexmap2 |
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}; |
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plClothingMtl::plClothingMtl(BOOL loading) : fBasicPB(NULL) |
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{ |
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plClothingMtlDesc.MakeAutoParamBlocks(this); |
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Reset(); |
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int i; |
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for (i = 0; i < plClothingMtl::kMaxTiles; i++) |
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{ |
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plLayerTex *tex = new plLayerTex; |
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fBasicPB->SetValue(ParamID(kTexmap), 0, tex, i); |
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} |
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fBasicPB->SetValue(ParamID(kThumbnail), 0, new plLayerTex); |
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} |
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void plClothingMtl::GetClassName(TSTR& s) |
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{ |
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s = GetString(IDS_CLOTHING_MTL); |
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} |
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void plClothingMtl::Reset() |
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{ |
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fIValid.SetEmpty(); |
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} |
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ParamDlg* plClothingMtl::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) |
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{ |
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fIMtlParams = imp; |
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IAutoMParamDlg* masterDlg = plClothingMtlDesc.CreateParamDlgs(hwMtlEdit, imp, this); |
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return (ParamDlg*)masterDlg; |
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} |
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BOOL plClothingMtl::SetDlgThing(ParamDlg* dlg) |
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{ |
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return FALSE; |
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} |
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Interval plClothingMtl::Validity(TimeValue t) |
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{ |
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// mf horse - Hacking in something like real validity checking |
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// to get material animations working. No warranty, this is just |
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// better than nothing. |
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Interval v = FOREVER; |
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fBasicPB->GetValidity(t, v); |
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return v; |
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} |
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/*===========================================================================*\ |
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| Subanim & References support |
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\*===========================================================================*/ |
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/* |
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int plClothingMtl::NumSubs() |
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{ |
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return 2; |
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} |
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TSTR plClothingMtl::SubAnimName(int i) |
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{ |
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switch (i) |
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{ |
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case 0: return fBasicPB->GetLocalName(); |
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case 1: return "Texmap"; |
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} |
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return ""; |
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} |
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Animatable* plClothingMtl::SubAnim(int i) |
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{ |
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switch (i) |
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{ |
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case 0: return fBasicPB; |
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case 1: return fBasicPB->GetTexmap(kTexmap); |
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} |
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return NULL; |
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} |
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*/ |
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int plClothingMtl::NumRefs() |
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{ |
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return 1; |
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} |
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RefTargetHandle plClothingMtl::GetReference(int i) |
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{ |
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switch (i) |
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{ |
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case kRefBasic: return fBasicPB; |
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} |
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return NULL; |
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} |
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void plClothingMtl::SetReference(int i, RefTargetHandle rtarg) |
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{ |
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if (i == kRefBasic) |
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fBasicPB = (IParamBlock2 *)rtarg; |
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} |
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int plClothingMtl::NumParamBlocks() |
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{ |
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return 1; |
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} |
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IParamBlock2* plClothingMtl::GetParamBlock(int i) |
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{ |
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return (IParamBlock2*)GetReference(i); |
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} |
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IParamBlock2* plClothingMtl::GetParamBlockByID(BlockID id) |
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{ |
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if (fBasicPB->ID() == id) |
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return fBasicPB; |
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return NULL; |
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} |
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RefResult plClothingMtl::NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message) |
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{ |
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switch (message) |
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{ |
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case REFMSG_CHANGE: |
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fIValid.SetEmpty(); |
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// see if this message came from a changing parameter in the pblock, |
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// if so, limit rollout update to the changing item |
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if (hTarget == fBasicPB) |
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{ |
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IParamBlock2 *pb = (IParamBlock2*)hTarget; |
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ParamID changingParam = pb->LastNotifyParamID(); |
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pb->GetDesc()->InvalidateUI(changingParam); |
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// And let the SceneWatcher know that the material on some of it's |
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// referenced objects changed. |
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NotifyDependents(FOREVER, PART_ALL, REFMSG_USER_MAT); |
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} |
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break; |
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} |
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return REF_SUCCEED; |
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} |
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//////////////////////////////////////////////////////////////////////////////// |
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// Subtexmap access |
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int plClothingMtl::NumSubTexmaps() |
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{ |
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return plClothingElement::kLayerMax * kMaxTiles + 1; // add one for the thumbnail |
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} |
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Texmap* plClothingMtl::GetSubTexmap(int i) |
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{ |
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if (i >= 0 && i < plClothingElement::kLayerMax * kMaxTiles) |
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return fBasicPB->GetTexmap(ParamID(LayerToPBIdx[i / kMaxTiles]), 0, i % kMaxTiles); |
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if (i == plClothingElement::kLayerMax * kMaxTiles) |
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return fBasicPB->GetTexmap(ParamID(kThumbnail)); |
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return NULL; |
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} |
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void plClothingMtl::SetSubTexmap(int i, Texmap *m) |
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{ |
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if (i >= 0 && i < plClothingElement::kLayerMax * kMaxTiles) |
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fBasicPB->SetValue(ParamID(LayerToPBIdx[i / kMaxTiles]), 0, m, i % kMaxTiles); |
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if (i == plClothingElement::kLayerMax * kMaxTiles) |
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fBasicPB->SetValue(kThumbnail, 0, m); |
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} |
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TSTR plClothingMtl::GetSubTexmapSlotName(int i) |
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{ |
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if (i >= 0 && i < plClothingElement::kLayerMax * kMaxTiles) |
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return "Texmap"; |
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if (i == plClothingElement::kLayerMax * kMaxTiles) |
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return "Thumbnail"; |
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return ""; |
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} |
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TSTR plClothingMtl::GetSubTexmapTVName(int i) |
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{ |
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return GetSubTexmapSlotName(i); |
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} |
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Texmap *plClothingMtl::GetTexmap(int index, int layer) |
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{ |
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return fBasicPB->GetTexmap(ParamID(LayerToPBIdx[layer]), 0, index); |
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} |
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/*===========================================================================*\ |
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| Standard IO |
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\*===========================================================================*/ |
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#define MTL_HDR_CHUNK 0x4000 |
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IOResult plClothingMtl::Save(ISave *isave) |
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{ |
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IOResult res; |
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isave->BeginChunk(MTL_HDR_CHUNK); |
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res = MtlBase::Save(isave); |
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if (res!=IO_OK) return res; |
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isave->EndChunk(); |
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return IO_OK; |
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} |
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IOResult plClothingMtl::Load(ILoad *iload) |
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{ |
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IOResult res; |
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int id; |
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while (IO_OK==(res=iload->OpenChunk())) |
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{ |
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switch(id = iload->CurChunkID()) |
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{ |
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case MTL_HDR_CHUNK: |
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res = MtlBase::Load(iload); |
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break; |
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} |
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iload->CloseChunk(); |
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if (res!=IO_OK) |
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return res; |
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} |
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return IO_OK; |
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} |
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/*===========================================================================*\ |
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| Updating and cloning |
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\*===========================================================================*/ |
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RefTargetHandle plClothingMtl::Clone(RemapDir &remap) |
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{ |
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plClothingMtl *mnew = new plClothingMtl(FALSE); |
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*((MtlBase*)mnew) = *((MtlBase*)this); |
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mnew->ReplaceReference(kRefBasic, remap.CloneRef(fBasicPB)); |
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BaseClone(this, mnew, remap); |
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mnew->fIValid.SetEmpty(); |
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return (RefTargetHandle)mnew; |
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} |
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void plClothingMtl::NotifyChanged() |
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{ |
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NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE); |
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} |
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void plClothingMtl::Update(TimeValue t, Interval& valid) |
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{ |
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//StdUVGen *gen = (StdUVGen *)fUVGen; |
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//gen->SetUScl(1.0f, t); |
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//gen->SetVScl(1.0f, t); |
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//gen->Update(t, fIValid); |
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valid &= fIValid; |
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} |
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/*===========================================================================*\ |
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| Determine the characteristics of the material |
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\*===========================================================================*/ |
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void plClothingMtl::SetAmbient(Color c, TimeValue t) {} |
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void plClothingMtl::SetDiffuse(Color c, TimeValue t) {} |
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void plClothingMtl::SetSpecular(Color c, TimeValue t) {} |
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void plClothingMtl::SetShininess(float v, TimeValue t) {} |
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Color plClothingMtl::GetAmbient(int mtlNum, BOOL backFace) { return Color(0,0,0); } |
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Color plClothingMtl::GetDiffuse(int mtlNum, BOOL backFace) { return Color(0,0,0); } |
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Color plClothingMtl::GetSpecular(int mtlNum, BOOL backFace) { return Color(0,0,0); } |
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float plClothingMtl::GetXParency(int mtlNum, BOOL backFace) |
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{ |
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/* |
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int opacity = fBasicPB->GetInt( kOpacity, 0 ); |
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float alpha = 1.0f - ( (float)opacity / 100.0f ); |
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return alpha; |
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*/ |
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return 0; |
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} |
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float plClothingMtl::GetShininess(int mtlNum, BOOL backFace) { return 0.0f; } |
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float plClothingMtl::GetShinStr(int mtlNum, BOOL backFace) { return 0.0f; } |
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float plClothingMtl::WireSize(int mtlNum, BOOL backFace) { return 0.0f; } |
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///////////////////////////////////////////////////////////////// |
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void plClothingMtl::SetupGfxMultiMaps(TimeValue t, Material *mtl, MtlMakerCallback &cb) |
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{ |
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} |
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/*===========================================================================*\ |
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| Actual shading takes place |
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\*===========================================================================*/ |
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void plClothingMtl::Shade(ShadeContext& sc) |
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{ |
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// Get the background color |
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Color backColor, backTrans; |
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sc.GetBGColor(backColor, backTrans); |
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ShadeWithBackground(sc, backColor); |
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} |
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//// Requirements //////////////////////////////////////////////////////////// |
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// Tells MAX what we need to render ourselves properly, such as translucency, |
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// two-sidedness, etc. Flags are in imtl.h in the MAX SDK. |
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ULONG plClothingMtl::Requirements( int subMtlNum ) |
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{ |
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ULONG req = 0; |
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req = Mtl::Requirements( subMtlNum ); |
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// Uncomment this to get the background color fed to our ShadeWithBackground() |
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// (slower processing tho) |
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// req |= MTLREQ_BGCOL; |
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//int blendType = fBasicPB->GetInt( kBlend ); |
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//if( blendType == kBlendAdd ) |
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// req |= MTLREQ_ADDITIVE_TRANSP | MTLREQ_TRANSP; |
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//else if( blendType == kBlendAlpha ) |
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// req |= MTLREQ_TRANSP; |
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//else if( fBasicPB->GetInt( kOpacity, 0 ) != 100 ) |
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// req |= MTLREQ_TRANSP; |
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return req; |
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} |
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void plClothingMtl::ShadeWithBackground(ShadeContext &sc, Color background) |
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{ |
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#if 1 |
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TimeValue t = sc.CurTime(); |
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Color color(0, 0, 0); |
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float alpha = 0.0; |
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// Evaluate Base layer |
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Texmap *map = fBasicPB->GetTexmap(kTexmap); |
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if (map && map->ClassID() == LAYER_TEX_CLASS_ID) |
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{ |
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plLayerTex *layer = (plLayerTex*)map; |
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AColor evalColor = layer->EvalColor(sc); |
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color = evalColor; |
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alpha = evalColor.a; |
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} |
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#if 1 |
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AColor black; |
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black.Black(); |
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AColor white; |
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white.White(); |
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SIllumParams ip; |
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//if( fBasicPB->GetInt( kNormal ) == kEmissive ) |
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//{ |
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// Emissive objects don't get shaded |
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// ip.diffIllum = fBasicPB->GetColor(kColorAmb, t) * color; |
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// ip.diffIllum.ClampMinMax(); |
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// ip.specIllum = black; |
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//} |
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//else |
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{ |
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// |
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// Shading setup |
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// |
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// Setup the parameters for the shader |
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ip.amb = black; |
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ip.diff = white; //fBasicPB->GetColor(kColor, t) * color; |
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ip.spec = white; |
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ip.diffIllum = black; |
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ip.specIllum = black; |
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ip.N = sc.Normal(); |
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ip.V = sc.V(); |
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// |
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// Specularity |
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// |
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ip.sh_str = 0; |
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ip.ph_exp = 0; |
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ip.shine = 0; |
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ip.softThresh = 0; |
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// Do the shading |
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Shader *myShader = GetShader(SHADER_BLINN); |
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myShader->Illum(sc, ip); |
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ip.diffIllum.ClampMinMax(); |
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ip.specIllum.ClampMinMax(); |
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ip.diffIllum = ip.amb * sc.ambientLight + ip.diff * ip.diffIllum; |
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} |
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// AColor returnColor = AColor(opac * ip.diffIllum + ip.specIllum, opac) |
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#endif |
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// Get opacity and combine with alpha |
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float opac = 1.0f; //float(fBasicPB->GetInt(kOpacity, t)) / 100.0f; |
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//float opac = 1.0f; |
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alpha *= opac; |
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// MAX will do the additive/alpha/no blending for us based on what Requirements() |
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// we tell it. However, since MAX's formula is bgnd*sc.out.t + sc.out.c, |
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// we have to multiply our output color by the alpha. |
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// If we ever need a more complicated blending function, you can request the |
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// background color via Requirements() (otherwise it's just black) and then do |
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// the blending yourself; however, if the transparency isn't set, the shadows |
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// will be opaque, so be careful. |
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Color outC = ip.diffIllum + ip.specIllum; |
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sc.out.c = ( outC * alpha ); |
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sc.out.t = Color( 1.f - alpha, 1.f - alpha, 1.f - alpha ); |
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#endif |
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} |
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float plClothingMtl::EvalDisplacement(ShadeContext& sc) |
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{ |
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return 0.0f; |
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} |
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Interval plClothingMtl::DisplacementValidity(TimeValue t) |
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{ |
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Interval iv; |
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iv.SetInfinite(); |
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return iv; |
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} |
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plClothingElement *plClothingMtl::FindElementByName(const plString &name) const |
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{ |
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int i; |
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for (i = 0; i < fElements.GetCount(); i++) |
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{ |
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if (fElements.Get(i)->fName == name) |
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return fElements.Get(i); |
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} |
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return nil; |
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} |
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void plClothingMtl::InitTilesets() |
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{ |
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hsAssert(fElements.GetCount() == 0, "Tilesets already initialized"); |
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fElements.Reset(); |
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fTilesets.SetCountAndZero(plClothingLayout::kMaxTileset); |
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plClothingElement::GetElements(fElements); |
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/* |
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plClothingTileset *tileset = new plClothingTileset(); |
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tileset->SetName("shirt"); |
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tileset->AddElement(FindElementByName("shirt-chest")); |
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tileset->AddElement(FindElementByName("shirt-sleeve")); |
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fTilesets[plClothingLayout::kSetShirt] = tileset; |
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tileset = new plClothingTileset(); |
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tileset->SetName("face"); |
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tileset->AddElement(FindElementByName("face")); |
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fTilesets[plClothingLayout::kSetFace] = tileset; |
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tileset = new plClothingTileset(); |
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tileset->SetName("eye"); |
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tileset->AddElement(FindElementByName("eyeball")); |
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fTilesets[plClothingLayout::kSetEye] = tileset; |
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|
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tileset = new plClothingTileset(); |
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tileset->SetName("shoe"); |
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tileset->AddElement(FindElementByName("shoe-top")); |
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tileset->AddElement(FindElementByName("shoe-bottom")); |
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fTilesets[plClothingLayout::kSetShoe] = tileset; |
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|
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tileset = new plClothingTileset(); |
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tileset->SetName("pants"); |
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tileset->AddElement(FindElementByName("pants")); |
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fTilesets[plClothingLayout::kSetPants] = tileset; |
|
|
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tileset = new plClothingTileset(); |
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tileset->SetName("hand"); |
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tileset->AddElement(FindElementByName("hand-LOD")); |
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tileset->AddElement(FindElementByName("hand-square")); |
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tileset->AddElement(FindElementByName("hand-wide")); |
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fTilesets[plClothingLayout::kSetHand] = tileset; |
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|
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tileset = new plClothingTileset(); |
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tileset->SetName("playerbook"); |
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tileset->AddElement(FindElementByName("playerbook")); |
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fTilesets[plClothingLayout::kSetPlayerBook] = tileset; |
|
|
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tileset = new plClothingTileset(); |
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tileset->SetName("backpack"); |
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tileset->AddElement(FindElementByName("backpack")); |
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fTilesets[plClothingLayout::kSetBackpack] = tileset; |
|
|
|
tileset = new plClothingTileset(); |
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tileset->SetName("glasses"); |
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tileset->AddElement(FindElementByName("glasses-front")); |
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tileset->AddElement(FindElementByName("glasses-side")); |
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fTilesets[plClothingLayout::kSetGlasses] = tileset; |
|
|
|
tileset = new plClothingTileset(); |
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tileset->SetName("KI"); |
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tileset->AddElement(FindElementByName("KI")); |
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fTilesets[plClothingLayout::kSetKI] = tileset; |
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*/ |
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plClothingTileset *tileset = new plClothingTileset(); |
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tileset->SetName("Torso"); |
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tileset->AddElement(FindElementByName("Chest")); |
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tileset->AddElement(FindElementByName("Arm")); |
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fTilesets[plClothingLayout::kSetShirt] = tileset; |
|
|
|
tileset = new plClothingTileset(); |
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tileset->SetName("Head"); |
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tileset->AddElement(FindElementByName("Eye")); |
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tileset->AddElement(FindElementByName("Extra Hair")); |
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tileset->AddElement(FindElementByName("Face")); |
|
tileset->AddElement(FindElementByName("Hat")); |
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fTilesets[plClothingLayout::kSetFace] = tileset; |
|
|
|
tileset = new plClothingTileset(); |
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tileset->SetName("Foot"); |
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tileset->AddElement(FindElementByName("Foot")); |
|
fTilesets[plClothingLayout::kSetShoe] = tileset; |
|
|
|
tileset = new plClothingTileset(); |
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tileset->SetName("Legs"); |
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tileset->AddElement(FindElementByName("Legs")); |
|
fTilesets[plClothingLayout::kSetPants] = tileset; |
|
|
|
tileset = new plClothingTileset(); |
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tileset->SetName("Hand"); |
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tileset->AddElement(FindElementByName("Finger")); |
|
tileset->AddElement(FindElementByName("LOD")); |
|
tileset->AddElement(FindElementByName("Palm")); |
|
fTilesets[plClothingLayout::kSetHand] = tileset; |
|
|
|
tileset = new plClothingTileset(); |
|
tileset->SetName("Player Book"); |
|
tileset->AddElement(FindElementByName("Player Book")); |
|
fTilesets[plClothingLayout::kSetPlayerBook] = tileset; |
|
|
|
tileset = new plClothingTileset(); |
|
tileset->SetName("Glasses"); |
|
tileset->AddElement(FindElementByName("Glasses")); |
|
fTilesets[plClothingLayout::kSetGlasses] = tileset; |
|
|
|
tileset = new plClothingTileset(); |
|
tileset->SetName("KI"); |
|
tileset->AddElement(FindElementByName("KI")); |
|
fTilesets[plClothingLayout::kSetKI] = tileset; |
|
|
|
tileset = new plClothingTileset(); |
|
tileset->SetName("(unused)"); |
|
fTilesets[plClothingLayout::kSetEye] = tileset; |
|
|
|
tileset = new plClothingTileset(); |
|
tileset->SetName("(unused)"); |
|
fTilesets[plClothingLayout::kSetBackpack] = tileset; |
|
} |
|
|
|
void plClothingMtl::ReleaseTilesets() |
|
{ |
|
while (fElements.GetCount() > 0) |
|
delete fElements.Pop(); |
|
while (fTilesets.GetCount() > 0) |
|
delete fTilesets.Pop(); |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////////// |
|
|
|
plClothingTileset::plClothingTileset() : fName(nil) |
|
{ |
|
fElements.Reset(); |
|
} |
|
|
|
plClothingTileset::~plClothingTileset() |
|
{ |
|
delete [] fName; |
|
} |
|
|
|
void plClothingTileset::AddElement(plClothingElement *element) |
|
{ |
|
fElements.Append(element); |
|
} |
|
|
|
void plClothingTileset::SetName(char *name) |
|
{ |
|
delete fName; fName = hsStrcpy(name); |
|
} |
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