Refactor clothing visuals

This commit is contained in:
olehhapuk
2026-05-29 22:54:28 +03:00
parent 0cccb12b72
commit a61d4e2bd0
11 changed files with 187 additions and 481 deletions
@@ -81,37 +81,6 @@ float UClothingManager::GetHeelHeight()
return Footwear->GetClothingItemDefinition()->ShoesOffset;
}
USkeletalMeshComponent* UClothingManager::GetMeshComponent(const EClothingSlotType SlotType) const
{
const ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(GetOwner());
if (!Player)
{
return nullptr;
}
switch (SlotType)
{
case EClothingSlotType::Nipples: return Player->NipplesMeshComponent;
case EClothingSlotType::Anal: return Player->AnalMeshComponent;
case EClothingSlotType::Vagina: return Player->VaginaMeshComponent;
case EClothingSlotType::Head: return Player->HeadMeshComponent;
case EClothingSlotType::Neck: return Player->NeckMeshComponent;
case EClothingSlotType::Face: return Player->FaceMeshComponent;
case EClothingSlotType::Eyes: return Player->EyesMeshComponent;
case EClothingSlotType::Bodysuit: return Player->BodySuitMeshComponent;
case EClothingSlotType::Top: return Player->TopMeshComponent;
case EClothingSlotType::Bottom: return Player->BottomMeshComponent;
case EClothingSlotType::UnderwearTop: return Player->UnderwearTopMeshComponent;
case EClothingSlotType::UnderwearBottom:return Player->UnderwearBottomMeshComponent;
case EClothingSlotType::Socks: return Player->SocksMeshComponent;
case EClothingSlotType::Footwear: return Player->FootwearMeshComponent;
case EClothingSlotType::Outerwear: return Player->OuterwearMeshComponent;
case EClothingSlotType::WristRestraint: return Player->WristRestraintMeshComponent;
case EClothingSlotType::AnkleRestraint: return Player->AnkleRestraintMeshComponent;
case EClothingSlotType::NeckRestraint: return Player->NeckRestraintMeshComponent;
default: return nullptr;
}
}
void UClothingManager::SpawnClothingPickup(UClothingItemInstance* ItemInstance)
{
if (!ItemPickupActor)
@@ -139,22 +108,8 @@ void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance
return;
const EClothingSlotType ClothingSlotType = ClothingItemInstance->GetClothingItemDefinition()->SlotType;
USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItemDefinition()->SkeletalMesh);
if (!ClothingItemInstance->GetClothingItemDefinition()->Materials.IsEmpty())
{
for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItemDefinition()->Materials)
{
MeshComponent->SetMaterialByName(Material.Key, Material.Value);
}
}
SetClothingSlotItem(ClothingSlotType, ClothingItemInstance);
if (ClothingItemInstance->GetClothingItemDefinition()->UseLeaderPose)
{
MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh());
}
const UClothingItemDefinition* ClothingItem = ClothingItemInstance->GetClothingItemDefinition();
if (ClothingItem->SlotType == EClothingSlotType::Bodysuit)
@@ -200,14 +155,6 @@ UClothingItemInstance* UClothingManager::RemoveClothing(const EClothingSlotType
SetClothingSlotItem(ClothingSlotType, nullptr);
USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
MeshComponent->SetSkeletalMesh(nullptr);
if (ExistingItem->GetClothingItemDefinition()->UseLeaderPose)
{
MeshComponent->SetLeaderPoseComponent(nullptr);
}
OnClothingUnequip.Broadcast(ExistingItem);
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
@@ -53,7 +53,6 @@ public:
float GetHeelHeight();
private:
USkeletalMeshComponent* GetMeshComponent(EClothingSlotType SlotType) const;
void SpawnClothingPickup(UClothingItemInstance* ItemInstance);
UPROPERTY()
@@ -0,0 +1,98 @@
// © 2025 Naked People Team. All Rights Reserved.
#include "ClothingVisualsComponent.h"
#include "ClothingItemDefinition.h"
#include "ClothingItemInstance.h"
#include "ClothingManager.h"
#include "Components/SkeletalMeshComponent.h"
#include "Materials/MaterialInstance.h"
UClothingVisualsComponent::UClothingVisualsComponent()
{
PrimaryComponentTick.bCanEverTick = false;
}
void UClothingVisualsComponent::Initialize(USkeletalMeshComponent* InBodyMesh, UClothingManager* InClothingManager)
{
BodyMesh = InBodyMesh;
ClothingManager = InClothingManager;
if (!ClothingManager)
return;
ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &UClothingVisualsComponent::HandleClothingEquip);
ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &UClothingVisualsComponent::HandleClothingUnequip);
for (const UClothingItemInstance* Equipped : ClothingManager->GetEquippedClothing())
{
Apply(Equipped);
}
}
void UClothingVisualsComponent::Apply(const UClothingItemInstance* ClothingItemInstance)
{
if (!ClothingItemInstance)
return;
const UClothingItemDefinition* Definition = ClothingItemInstance->GetClothingItemDefinition();
if (!Definition)
return;
USkeletalMeshComponent* SlotMesh = GetOrCreateSlotMesh(Definition->SlotType);
if (!SlotMesh)
return;
SlotMesh->SetSkeletalMesh(Definition->SkeletalMesh);
if (Definition->UseLeaderPose)
{
SlotMesh->SetLeaderPoseComponent(BodyMesh);
}
for (const TPair<FName, UMaterialInstance*>& Material : Definition->Materials)
{
SlotMesh->SetMaterialByName(Material.Key, Material.Value);
}
}
void UClothingVisualsComponent::ClearSlot(EClothingSlotType SlotType)
{
if (const TObjectPtr<USkeletalMeshComponent>* Found = SlotMeshes.Find(SlotType))
{
(*Found)->SetLeaderPoseComponent(nullptr);
(*Found)->SetSkeletalMesh(nullptr);
}
}
void UClothingVisualsComponent::HandleClothingEquip(UClothingItemInstance* ClothingItemInstance)
{
Apply(ClothingItemInstance);
}
void UClothingVisualsComponent::HandleClothingUnequip(UClothingItemInstance* ClothingItemInstance)
{
if (ClothingItemInstance && ClothingItemInstance->GetClothingItemDefinition())
{
ClearSlot(ClothingItemInstance->GetClothingItemDefinition()->SlotType);
}
}
USkeletalMeshComponent* UClothingVisualsComponent::GetOrCreateSlotMesh(EClothingSlotType SlotType)
{
if (const TObjectPtr<USkeletalMeshComponent>* Found = SlotMeshes.Find(SlotType))
{
return *Found;
}
if (!BodyMesh)
return nullptr;
const FName ComponentName = *FString::Printf(TEXT("ClothingSlotMesh_%d"), static_cast<int32>(SlotType));
USkeletalMeshComponent* SlotMesh = NewObject<USkeletalMeshComponent>(GetOwner(), ComponentName);
SlotMesh->SetupAttachment(BodyMesh);
SlotMesh->RegisterComponent();
SlotMeshes.Add(SlotType, SlotMesh);
return SlotMesh;
}
@@ -0,0 +1,56 @@
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "ClothingSlotType.h"
#include "ClothingVisualsComponent.generated.h"
class UClothingManager;
class UClothingItemInstance;
class USkeletalMeshComponent;
/**
* Renders equipped clothing by lazily spawning one skeletal mesh component per
* occupied slot, parented to a target body mesh. Reacts to a UClothingManager's
* equip/unequip events, so the character, mirror impostor, and cinematic double
* share one implementation instead of hand-maintained per-slot components.
*/
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class NAKEDDESIRE_API UClothingVisualsComponent : public UActorComponent
{
GENERATED_BODY()
public:
UClothingVisualsComponent();
/**
* Bind to a clothing manager and a body mesh (the leader-pose source and
* attach parent for spawned slot meshes), then apply the current equipped set.
* Call after the manager has hydrated (e.g. owning actor's BeginPlay).
*/
void Initialize(USkeletalMeshComponent* InBodyMesh, UClothingManager* InClothingManager);
void Apply(const UClothingItemInstance* ClothingItemInstance);
void ClearSlot(EClothingSlotType SlotType);
private:
UFUNCTION()
void HandleClothingEquip(UClothingItemInstance* ClothingItemInstance);
UFUNCTION()
void HandleClothingUnequip(UClothingItemInstance* ClothingItemInstance);
/** Returns the slot's mesh component, creating + attaching it on first use. */
USkeletalMeshComponent* GetOrCreateSlotMesh(EClothingSlotType SlotType);
UPROPERTY()
TObjectPtr<USkeletalMeshComponent> BodyMesh;
UPROPERTY()
TObjectPtr<UClothingManager> ClothingManager;
UPROPERTY()
TMap<EClothingSlotType, TObjectPtr<USkeletalMeshComponent>> SlotMeshes;
};