Fix NPC hair/geoset rendering using DBC lookups

Use CharHairGeosets.dbc to map (race, sex, hairStyleId) to the correct
group 0 scalp mesh instead of the broken 101+hairStyleId formula. Filter
group 0 submeshes so only the body base and correct hair mesh render
(prevents overlapping scalp variants). Fix ItemDisplayInfo.dbc column
indices (5→7) and geoset formulas for equipment. Add CharSections.dbc
hair texture lookup and CharacterFacialHairStyles.dbc support.
This commit is contained in:
Kelsi 2026-02-06 01:02:35 -08:00
parent 4c77f7ee7b
commit e8fecfb3be
4 changed files with 162 additions and 41 deletions

View file

@ -62,6 +62,7 @@ public:
void setInstancePosition(uint32_t instanceId, const glm::vec3& position);
void setInstanceRotation(uint32_t instanceId, const glm::vec3& rotation);
void setActiveGeosets(uint32_t instanceId, const std::unordered_set<uint16_t>& geosets);
void setGroupTextureOverride(uint32_t instanceId, uint16_t geosetGroup, GLuint textureId);
void setInstanceVisible(uint32_t instanceId, bool visible);
void removeInstance(uint32_t instanceId);
bool getAnimationState(uint32_t instanceId, uint32_t& animationId, float& animationTimeMs, float& animationDurationMs) const;
@ -123,6 +124,9 @@ private:
// Empty = render all (for non-character models)
std::unordered_set<uint16_t> activeGeosets;
// Per-geoset-group texture overrides (group → GL texture ID)
std::unordered_map<uint16_t, GLuint> groupTextureOverrides;
// Weapon attachments (weapons parented to this instance's bones)
std::vector<WeaponAttachment> weaponAttachments;