fix legacy behaviour for trigger exits
[carveJwlIkooP6JGAAIwe30JlM.git] / blender_export.py
1 import bpy, blf, math, gpu, os
2 import cProfile
3 from ctypes import *
4 from mathutils import *
5 from gpu_extras.batch import batch_for_shader
6 from bpy_extras import mesh_utils
7 from bpy_extras import view3d_utils
8
9 bl_info = {
10 "name":"Skaterift .mdl exporter",
11 "author": "Harry Godden (hgn)",
12 "version": (0,2),
13 "blender":(3,1,0),
14 "location":"Export",
15 "description":"",
16 "warning":"",
17 "wiki_url":"",
18 "category":"Import/Export",
19 }
20
21 sr_entity_list = [
22 ('none', 'None', '', 0 ),
23 ('ent_gate', 'Gate', '', 1 ),
24 ('ent_spawn', 'Spawn Point', '', 2 ),
25 ('ent_route_node', 'Routing Path', '', 3 ),
26 ('ent_route', 'Skate Course', '', 4 ),
27 ('ent_water', 'Water Surface', '', 5 ),
28 ('ent_volume', 'Volume/Trigger', '', 6 ),
29 ('ent_audio', 'Audio', '', 7 ),
30 ('ent_marker', 'Marker', '', 8 ),
31 ('ent_font', 'Font', '', 9 ),
32 ('ent_font_variant', 'Font:Variant', '', 10 ),
33 ('ent_traffic', 'Traffic Model', '', 11 ),
34 ('ent_skateshop', 'Skate Shop', '', 12 ),
35 ('ent_camera', 'Camera', '', 13 ),
36 ('ent_swspreview', 'Workshop Preview', '', 14 ),
37 ('ent_menuitem', 'Menu Item', '', 15 ),
38 ('ent_worldinfo', 'World Info', '', 16 ),
39 ('ent_ccmd', 'CCmd', '', 17 ),
40 ('ent_objective', 'Objective', '', 18 ),
41 ('ent_challenge', 'Challenge', '', 19 ),
42 ('ent_relay', 'Relay', '', 20 ),
43 ('ent_miniworld', 'Mini World', '', 22 ),
44 ('ent_prop', 'Prop', '', 23 )
45 ]
46
47 MDL_VERSION_NR = 104
48 SR_TRIGGERABLE = [ 'ent_audio', 'ent_ccmd', 'ent_gate', 'ent_challenge', \
49 'ent_relay', 'ent_skateshop', 'ent_objective', 'ent_route',\
50 'ent_miniworld' ]
51
52 def get_entity_enum_id( alias ):
53 #{
54 for et in sr_entity_list:#{
55 if et[0] == alias:#{
56 return et[3]
57 #}
58 #}
59
60 if alias == 'ent_cubemap': return 21
61
62 return 0
63 #}
64
65 class mdl_vert(Structure): # 48 bytes. Quite large. Could compress
66 #{ # the normals and uvs to i16s. Not an
67 _pack_ = 1 # real issue, yet.
68 _fields_ = [("co",c_float*3),
69 ("norm",c_float*3),
70 ("uv",c_float*2),
71 ("colour",c_uint8*4),
72 ("weights",c_uint16*4),
73 ("groups",c_uint8*4)]
74 #}
75
76 class mdl_transform(Structure):
77 #{
78 _fields_ = [("co",c_float*3),
79 ( "s",c_float*3),
80 ( "q",c_float*4)]
81 #}
82
83 class mdl_submesh(Structure):
84 #{
85 _fields_ = [("indice_start",c_uint32),
86 ("indice_count",c_uint32),
87 ("vertex_start",c_uint32),
88 ("vertex_count",c_uint32),
89 ("bbx",(c_float*3)*2),
90 ("material_id",c_uint16), # index into the material array
91 ("flags",c_uint16)]
92 #}
93
94 class mdl_material(Structure):
95 #{
96 _fields_ = [("pstr_name",c_uint32),
97 ("shader",c_uint32),
98 ("flags",c_uint32),
99 ("surface_prop",c_uint32),
100 ("colour",c_float*4),
101 ("colour1",c_float*4),
102 ("tex_diffuse",c_uint32),
103 ("tex_none0",c_uint32),
104 ("tex_none1",c_uint32)]
105 #}
106
107 class mdl_bone(Structure):
108 #{
109 _fields_ = [("co",c_float*3),("end",c_float*3),
110 ("parent",c_uint32),
111 ("collider",c_uint32),
112 ("ik_target",c_uint32),
113 ("ik_pole",c_uint32),
114 ("flags",c_uint32),
115 ("pstr_name",c_uint32),
116 ("hitbox",(c_float*3)*2),
117 ("conevx",c_float*3),("conevy",c_float*3),("coneva",c_float*3),
118 ("conet",c_float)]
119 #}
120
121 class mdl_armature(Structure):
122 #{
123 _fields_ = [("transform",mdl_transform),
124 ("bone_start",c_uint32),
125 ("bone_count",c_uint32),
126 ("anim_start",c_uint32),
127 ("anim_count",c_uint32)]
128 #}
129
130 class mdl_animation(Structure):
131 #{
132 _fields_ = [("pstr_name",c_uint32),
133 ("length",c_uint32),
134 ("rate",c_float),
135 ("keyframe_start",c_uint32)]
136 #}
137
138 class mdl_mesh(Structure):
139 #{
140 _fields_ = [("transform",mdl_transform),
141 ("submesh_start",c_uint32),
142 ("submesh_count",c_uint32),
143 ("pstr_name",c_uint32),
144 ("entity_id",c_uint32),
145 ("armature_id",c_uint32)]
146 #}
147
148 class mdl_file(Structure):
149 #{
150 _fields_ = [("path",c_uint32),
151 ("pack_offset",c_uint32),
152 ("pack_size",c_uint32)]
153 #}
154
155 class mdl_texture(Structure):
156 #{
157 _fields_ = [("file",mdl_file),
158 ("glname",c_uint32)]
159 #}
160
161 class mdl_array(Structure):
162 #{
163 _fields_ = [("file_offset",c_uint32),
164 ("item_count",c_uint32),
165 ("item_size",c_uint32),
166 ("name",c_byte*16)]
167 #}
168
169 class mdl_header(Structure):
170 #{
171 _fields_ = [("version",c_uint32),
172 ("arrays",mdl_array)]
173 #}
174
175 class ent_spawn(Structure):
176 #{
177 _fields_ = [("transform",mdl_transform),
178 ("pstr_name",c_uint32)]
179 #}
180
181 class ent_light(Structure):
182 #{
183 _fields_ = [("transform",mdl_transform),
184 ("daytime",c_uint32),
185 ("type",c_uint32),
186 ("colour",c_float*4),
187 ("angle",c_float),
188 ("range",c_float),
189 ("inverse_world",(c_float*3)*4), # Runtime
190 ("angle_sin_cos",(c_float*2))] # Runtime
191 #}
192
193 class version_refcount_union(Union):
194 #{
195 _fields_ = [("timing_version",c_uint32),
196 ("ref_count",c_uint8)]
197 #}
198
199 class ent_gate(Structure):
200 #{
201 _fields_ = [("flags",c_uint32),
202 ("target", c_uint32),
203 ("key",c_uint32),
204 ("dimensions", c_float*3),
205 ("co", (c_float*3)*2),
206 ("q", (c_float*4)*2),
207 ("to_world",(c_float*3)*4),
208 ("transport",(c_float*3)*4),
209 ("_anonymous_union",version_refcount_union),
210 ("timing_time",c_double),
211 ("routes",c_uint16*4),
212 ("route_count",c_uint8),
213 ("submesh_start",c_uint32), # v102+
214 ("submesh_count",c_uint32), # v102+ (can be 0)
215 ]
216 sr_functions = { 0: 'unlock' }
217 #}
218
219 class ent_route_node(Structure):
220 #{
221 _fields_ = [("co",c_float*3),
222 ("ref_count",c_uint8),
223 ("ref_total",c_uint8)]
224 #}
225
226 class ent_path_index(Structure):
227 #{
228 _fields_ = [("index",c_uint16)]
229 #}
230
231 class vg_audio_clip(Structure):
232 #{
233 _fields_ = [("path",c_uint64),
234 ("flags",c_uint32),
235 ("size",c_uint32),
236 ("data",c_uint64)]
237 #}
238
239 class union_file_audio_clip(Union):
240 #{
241 _fields_ = [("file",mdl_file),
242 ("reserved",vg_audio_clip)]
243 #}
244
245 class ent_audio_clip(Structure):
246 #{
247 _fields_ = [("_anon",union_file_audio_clip),
248 ("probability",c_float)]
249 #}
250
251 class ent_checkpoint(Structure):
252 #{
253 _fields_ = [("gate_index",c_uint16),
254 ("path_start",c_uint16),
255 ("path_count",c_uint16)]
256 #}
257
258 class ent_route(Structure):
259 #{
260 _fields_ = [("transform",mdl_transform),
261 ("pstr_name",c_uint32),
262 ("checkpoints_start",c_uint16),
263 ("checkpoints_count",c_uint16),
264 ("colour",c_float*4),
265 ("active",c_uint32), #runtime
266 ("factive",c_float),
267 ("board_transform",(c_float*3)*4),
268 ("sm",mdl_submesh),
269 ("latest_pass",c_double),
270 ("id_camera",c_uint32), # v103+
271 ]
272
273 sr_functions = { 0: 'view' }
274 #}
275
276 class ent_water(Structure):
277 #{
278 _fields_ = [("transform",mdl_transform),
279 ("max_dist",c_float),
280 ("reserved0",c_uint32),
281 ("reserved1",c_uint32)]
282 #}
283
284 class volume_trigger(Structure):
285 #{
286 _fields_ = [("event",c_uint32),
287 ("event_leave",c_uint32)]
288 #}
289
290 class volume_particles(Structure):
291 #{
292 _fields_ = [("blank",c_uint32),
293 ("blank2",c_uint32)]
294 #}
295
296 class volume_union(Union):
297 #{
298 _fields_ = [("trigger",volume_trigger),
299 ("particles",volume_particles)]
300 #}
301
302 class ent_volume(Structure):
303 #{
304 _fields_ = [("transform",mdl_transform),
305 ("to_world",(c_float*3)*4),
306 ("to_local",(c_float*3)*4),
307 ("type",c_uint32),
308 ("target",c_uint32),
309 ("_anon",volume_union)]
310 #}
311
312 class ent_audio(Structure):
313 #{
314 _fields_ = [("transform",mdl_transform),
315 ("flags",c_uint32),
316 ("clip_start",c_uint32),
317 ("clip_count",c_uint32),
318 ("volume",c_float),
319 ("crossfade",c_float),
320 ("channel_behaviour",c_uint32),
321 ("group",c_uint32),
322 ("probability_curve",c_uint32),
323 ("max_channels",c_uint32)]
324 #}
325
326 class ent_marker(Structure):
327 #{
328 _fields_ = [("transform",mdl_transform),
329 ("name",c_uint32)]
330 #}
331
332 class ent_glyph(Structure):
333 #{
334 _fields_ = [("size",c_float*2),
335 ("indice_start",c_uint32),
336 ("indice_count",c_uint32)]
337 #}
338
339 class ent_font_variant(Structure):
340 #{
341 _fields_ = [("name",c_uint32),
342 ("material_id",c_uint32)]
343 #}
344
345 class ent_font(Structure):
346 #{
347 _fields_ = [("alias",c_uint32),
348 ("variant_start",c_uint32),
349 ("variant_count",c_uint32),
350 ("glyph_start",c_uint32),
351 ("glyph_count",c_uint32),
352 ("glyph_utf32_base",c_uint32)]
353 #}
354
355 class ent_traffic(Structure):
356 #{
357 _fields_ = [("transform",mdl_transform),
358 ("submesh_start",c_uint32),
359 ("submesh_count",c_uint32),
360 ("start_node",c_uint32),
361 ("node_count",c_uint32),
362 ("speed",c_float),
363 ("t",c_float),
364 ("index",c_uint32)]
365 #}
366
367 # Skateshop
368 # ---------------------------------------------------------------
369 class ent_skateshop_characters(Structure):
370 #{
371 _fields_ = [("id_display",c_uint32),
372 ("id_info",c_uint32)]
373 #}
374 class ent_skateshop_boards(Structure):
375 #{
376 _fields_ = [("id_display",c_uint32),
377 ("id_info",c_uint32),
378 ("id_rack",c_uint32)]
379 #}
380 class ent_skateshop_worlds(Structure):
381 #{
382 _fields_ = [("id_display",c_uint32),
383 ("id_info",c_uint32)]
384 #}
385 class ent_skateshop_anon_union(Union):
386 #{
387 _fields_ = [("boards",ent_skateshop_boards),
388 ("character",ent_skateshop_characters),
389 ("worlds",ent_skateshop_worlds)]
390 #}
391 class ent_skateshop(Structure):
392 #{
393 _fields_ = [("transform",mdl_transform), ("type",c_uint32),
394 ("id_camera",c_uint32),
395 ("_anonymous_union",ent_skateshop_anon_union)]
396 #}
397
398 class ent_swspreview(Structure):
399 #{
400 _fields_ = [("id_camera",c_uint32),
401 ("id_display",c_uint32),
402 ("id_display1",c_uint32)]
403 #}
404
405 # Menu
406 # -----------------------------------------------------------------
407 class ent_menuitem_visual(Structure):
408 #{
409 _fields_ = [("pstr_name",c_uint32)]
410 #}
411 class ent_menuitem_slider(Structure):
412 #{
413 _fields_ = [("id_min",c_uint32),
414 ("id_max",c_uint32),
415 ("id_handle",c_uint32),
416 ("pstr_data",c_uint32)]
417 #}
418 class ent_menuitem_button(Structure):
419 #{
420 _fields_ = [("pstr",c_uint32),
421 ("stack_behaviour",c_uint32)]
422 #}
423 class ent_menuitem_checkmark(Structure):
424 #{
425 _fields_ = [("id_check",c_uint32),
426 ("pstr_data",c_uint32),
427 ("offset",c_float*3)]
428 #}
429 class ent_menuitem_page(Structure):
430 #{
431 _fields_ = [("pstr_name",c_uint32),
432 ("id_entrypoint",c_uint32),
433 ("id_viewpoint",c_uint32)]
434 #}
435 class ent_menuitem_binding(Structure):
436 #{
437 _fields_ = [("pstr_bind",c_uint32),
438 ("font_variant",c_uint32)]
439 #}
440 class ent_menuitem_anon_union(Union):
441 #{
442 _fields_ = [("slider",ent_menuitem_slider),
443 ("button",ent_menuitem_button),
444 ("checkmark",ent_menuitem_checkmark),
445 ("page",ent_menuitem_page),
446 ("visual",ent_menuitem_visual),
447 ("binding",ent_menuitem_binding)]
448 #}
449 class ent_menuitem(Structure):
450 #{
451 _fields_ = [("type",c_uint32), ("groups",c_uint32),
452 ("id_links",c_uint32*4),
453 ("factive",c_float), ("fvisible",c_float),
454 #-- TODO: Refactor this into a simple mesh structure
455 ("transform",mdl_transform),
456 ("submesh_start",c_uint32),("submesh_count",c_uint32),
457 ("_u64",c_uint64),
458 #-- end
459 ("_anonymous_union", ent_menuitem_anon_union)]
460 #}
461
462 class ent_camera(Structure):
463 #{
464 _fields_ = [("transform",mdl_transform),
465 ("fov",c_float)]
466 #}
467
468 class ent_worldinfo(Structure):
469 #{
470 _fields_ = [("pstr_name",c_uint32),
471 ("pstr_author",c_uint32), # unused
472 ("pstr_desc",c_uint32), # unused
473 ("timezone",c_float),
474 ("pstr_skybox",c_uint32)]
475 #}
476
477 class ent_ccmd(Structure):
478 #{
479 _fields_ = [("pstr_command",c_uint32)]
480 #}
481
482 class ent_objective(Structure):#{
483 _fields_ = [("transform",mdl_transform),
484 ("submesh_start",c_uint32), ("submesh_count",c_uint32),
485 ("flags",c_uint32),
486 ("id_next",c_uint32),
487 ("filter",c_uint32),("filter2",c_uint32),
488 ("id_win",c_uint32),
489 ("win_event",c_uint32),
490 ("time_limit",c_float)]
491
492 sr_functions = { 0: 'trigger',
493 2: 'show',
494 3: 'hide' }
495 #}
496
497 class ent_challenge(Structure):#{
498 _fields_ = [("transform",mdl_transform),
499 ("pstr_alias",c_uint32),
500 ("flags",c_uint32),
501 ("target",c_uint32),
502 ("target_event",c_uint32),
503 ("reset",c_uint32),
504 ("reset_event",c_uint32),
505 ("first",c_uint32),
506 ("camera",c_uint32),
507 ("status",c_uint32)] #runtime
508 sr_functions = { 0: 'unlock',
509 1: 'view/reset' }
510 #}
511
512 class ent_relay(Structure):#{
513 _fields_ = [("targets",(c_uint32*2)*4),
514 ("targets_events",c_uint32*4)]
515 sr_functions = { 0: 'trigger' }
516 #}
517
518 class ent_cubemap(Structure):#{
519 _fields_ = [("co",c_float*3),
520 ("resolution",c_uint32), #placeholder
521 ("live",c_uint32), #placeholder
522 ("texture_id",c_uint32), #engine
523 ("framebuffer_id",c_uint32),#engine
524 ("renderbuffer_id",c_uint32),#engine
525 ("placeholder",c_uint32*2)]
526 #}
527
528 class ent_miniworld(Structure):#{
529 _fields_ = [("transform",mdl_transform),
530 ("pstr_world",c_uint32),
531 ("camera",c_uint32),
532 ("proxy",c_uint32)]
533
534 sr_functions = { 0: 'zone', 1: 'leave' }
535 #}
536
537 class ent_prop(Structure):#{
538 _fields_ = [("transform",mdl_transform),
539 ("submesh_start",c_uint32),
540 ("submesh_count",c_uint32),
541 ("flags",c_uint32)]
542 #}
543
544 def obj_ent_type( obj ):
545 #{
546 if obj.type == 'ARMATURE': return 'mdl_armature'
547 elif obj.type == 'LIGHT': return 'ent_light'
548 elif obj.type == 'CAMERA': return 'ent_camera'
549 elif obj.type == 'LIGHT_PROBE' and obj.data.type == 'CUBEMAP':
550 return 'ent_cubemap'
551 else: return obj.SR_data.ent_type
552 #}
553
554 def sr_filter_ent_type( obj, ent_types ):
555 #{
556 if obj == bpy.context.active_object: return False
557
558 for c0 in obj.users_collection:#{
559 for c1 in bpy.context.active_object.users_collection:#{
560 if c0 == c1:#{
561 return obj_ent_type( obj ) in ent_types
562 #}
563 #}
564 #}
565
566 return False
567 #}
568
569 def v4_dot( a, b ):#{
570 return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3]
571 #}
572
573 def q_identity( q ):#{
574 q[0] = 0.0
575 q[1] = 0.0
576 q[2] = 0.0
577 q[3] = 1.0
578 #}
579
580 def q_normalize( q ):#{
581 l2 = v4_dot(q,q)
582 if( l2 < 0.00001 ):#{
583 q_identity( q )
584 #}
585 else:#{
586 s = 1.0/math.sqrt(l2)
587 q[0] *= s
588 q[1] *= s
589 q[2] *= s
590 q[3] *= s
591 #}
592 #}
593
594 def compile_obj_transform( obj, transform ):
595 #{
596 co = obj.matrix_world @ Vector((0,0,0))
597
598 # This was changed from matrix_local on 09.05.23
599 q = obj.matrix_world.to_quaternion()
600 s = obj.scale
601 q_normalize( q )
602
603 # Setup transform
604 #
605 transform.co[0] = co[0]
606 transform.co[1] = co[2]
607 transform.co[2] = -co[1]
608 transform.q[0] = q[1]
609 transform.q[1] = q[3]
610 transform.q[2] = -q[2]
611 transform.q[3] = q[0]
612 transform.s[0] = s[0]
613 transform.s[1] = s[2]
614 transform.s[2] = s[1]
615 #}
616
617 def int_align_to( v, align ):
618 #{
619 while(v%align)!=0: v += 1
620 return v
621 #}
622
623 def bytearray_align_to( buffer, align, w=b'\xaa' ):
624 #{
625 while (len(buffer) % align) != 0: buffer.extend(w)
626 return buffer
627 #}
628
629 def bytearray_print_hex( s, w=16 ):
630 #{
631 for r in range((len(s)+(w-1))//w):#{
632 i0=(r+0)*w
633 i1=min((r+1)*w,len(s))
634 print( F'{r*w:06x}| \x1B[31m', end='')
635 print( F"{' '.join('{:02x}'.format(x) for x in s[i0:i1]):<48}",end='' )
636 print( "\x1B[0m", end='')
637 print( ''.join(chr(x) if (x>=33 and x<=126) else '.' for x in s[i0:i1] ) )
638 #}
639 #}
640
641 def sr_compile_string( s ):
642 #{
643 if s in sr_compile.string_cache: return sr_compile.string_cache[s]
644
645 index = len( sr_compile.string_data )
646 sr_compile.string_cache[s] = index
647 sr_compile.string_data.extend( c_uint32(hash_djb2(s)) )
648 sr_compile.string_data.extend( s.encode('utf-8') )
649 sr_compile.string_data.extend( b'\0' )
650
651 bytearray_align_to( sr_compile.string_data, 4 )
652 return index
653 #}
654
655 def material_tex_image(v):
656 #{
657 return {
658 "Image Texture":
659 {
660 "image": F"{v}"
661 }
662 }
663 #}
664
665 cxr_graph_mapping = \
666 {
667 # Default shader setup
668 "Principled BSDF":
669 {
670 "Base Color":
671 {
672 "Image Texture":
673 {
674 "image": "tex_diffuse"
675 },
676 "Mix":
677 {
678 "A": material_tex_image("tex_diffuse"),
679 "B": material_tex_image("tex_decal")
680 },
681 },
682 "Normal":
683 {
684 "Normal Map":
685 {
686 "Color": material_tex_image("tex_normal")
687 }
688 }
689 },
690 "Emission":
691 {
692 "Color": material_tex_image("tex_diffuse")
693 }
694 }
695
696 # https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164
697 #
698 def material_info(mat):
699 #{
700 info = {}
701
702 # Using the cxr_graph_mapping as a reference, go through the shader
703 # graph and gather all $props from it.
704 #
705 def _graph_read( node_def, node=None, depth=0 ):#{
706 nonlocal mat
707 nonlocal info
708
709 # Find rootnodes
710 #
711 if node == None:#{
712 _graph_read.extracted = []
713
714 for node_idname in node_def:#{
715 for n in mat.node_tree.nodes:#{
716 if n.name == node_idname:#{
717 node_def = node_def[node_idname]
718 node = n
719 break
720 #}
721 #}
722 #}
723 #}
724
725 for link in node_def:#{
726 link_def = node_def[link]
727
728 if isinstance( link_def, dict ):#{
729 node_link = None
730 for x in node.inputs:#{
731 if isinstance( x, bpy.types.NodeSocketColor ):#{
732 if link == x.name:#{
733 node_link = x
734 break
735 #}
736 #}
737 #}
738
739 if node_link and node_link.is_linked:#{
740 # look for definitions for the connected node type
741 #
742 from_node = node_link.links[0].from_node
743
744 node_name = from_node.name.split('.')[0]
745 if node_name in link_def:#{
746 from_node_def = link_def[ node_name ]
747
748 _graph_read( from_node_def, from_node, depth+1 )
749 #}
750 #}
751 else:#{
752 if "default" in link_def:#{
753 prop = link_def['default']
754 info[prop] = node_link.default_value
755 #}
756 #}
757 #}
758 else:#{
759 prop = link_def
760 info[prop] = getattr( node, link )
761 #}
762 #}
763 #}
764
765 _graph_read( cxr_graph_mapping )
766 return info
767 #}
768
769 def vg_str_bin( s ):
770 #{
771 decoded = bytearray()
772 for i in range(len(s)//2):#{
773 c = (ord(s[i*2+0])-0x41)
774 c |= (ord(s[i*2+1])-0x41)<<4
775 decoded.extend(bytearray(c_uint8(c))) #??
776 #}
777 return decoded
778 #}
779
780 def sr_pack_file( file, path, data ):
781 #{
782 file.path = sr_compile_string( path )
783 file.pack_offset = len( sr_compile.pack_data )
784 file.pack_size = len( data )
785
786 sr_compile.pack_data.extend( data )
787 bytearray_align_to( sr_compile.pack_data, 16 )
788 #}
789
790 def sr_compile_texture( img ):
791 #{
792 if img == None:
793 return 0
794
795 name = os.path.splitext( img.name )[0]
796
797 if name in sr_compile.texture_cache:
798 return sr_compile.texture_cache[name]
799
800 texture_index = (len(sr_compile.texture_data)//sizeof(mdl_texture)) +1
801
802 tex = mdl_texture()
803 tex.glname = 0
804
805 if sr_compile.pack_textures:#{
806 filedata = qoi_encode( img )
807 sr_pack_file( tex.file, name, filedata )
808 #}
809
810 sr_compile.texture_cache[name] = texture_index
811 sr_compile.texture_data.extend( bytearray(tex) )
812 return texture_index
813 #}
814
815 def sr_compile_material( mat ):#{
816 if mat == None:
817 return 0
818 if mat.name in sr_compile.material_cache:
819 return sr_compile.material_cache[mat.name]
820
821 index = (len(sr_compile.material_data)//sizeof(mdl_material))+1
822 sr_compile.material_cache[mat.name] = index
823
824 m = mdl_material()
825 m.pstr_name = sr_compile_string( mat.name )
826
827 flags = 0x00
828 if mat.SR_data.collision:#{
829 flags |= 0x2 # collision flag
830 if (mat.SR_data.shader != 'invisible') and \
831 (mat.SR_data.shader != 'boundary'):#{
832 if mat.SR_data.skate_surface: flags |= 0x1
833 if mat.SR_data.grow_grass: flags |= 0x4
834 if mat.SR_data.grind_surface: flags |= 0x8
835 if mat.SR_data.preview_visibile: flags |= 0x40
836 #}
837 if mat.SR_data.shader == 'invisible': flags |= 0x10
838 if mat.SR_data.shader == 'boundary': flags |= (0x10|0x20)
839 if mat.SR_data.shader == 'walking': flags |= (0x10|0x80)
840 #}
841
842 m.flags = flags
843
844 m.surface_prop = int(mat.SR_data.surface_prop)
845 inf = material_info( mat )
846
847 if mat.SR_data.shader == 'standard': m.shader = 0
848 if mat.SR_data.shader == 'standard_cutout': m.shader = 1
849 if mat.SR_data.shader == 'terrain_blend':#{
850 m.shader = 2
851
852 m.colour[0] = pow( mat.SR_data.sand_colour[0], 1.0/2.2 )
853 m.colour[1] = pow( mat.SR_data.sand_colour[1], 1.0/2.2 )
854 m.colour[2] = pow( mat.SR_data.sand_colour[2], 1.0/2.2 )
855 m.colour[3] = 1.0
856
857 m.colour1[0] = mat.SR_data.blend_offset[0]
858 m.colour1[1] = mat.SR_data.blend_offset[1]
859 #}
860
861 if mat.SR_data.shader == 'vertex_blend':#{
862 m.shader = 3
863
864 m.colour1[0] = mat.SR_data.blend_offset[0]
865 m.colour1[1] = mat.SR_data.blend_offset[1]
866 #}
867
868 if mat.SR_data.shader == 'water':#{
869 m.shader = 4
870
871 m.colour[0] = pow( mat.SR_data.shore_colour[0], 1.0/2.2 )
872 m.colour[1] = pow( mat.SR_data.shore_colour[1], 1.0/2.2 )
873 m.colour[2] = pow( mat.SR_data.shore_colour[2], 1.0/2.2 )
874 m.colour[3] = 1.0
875 m.colour1[0] = pow( mat.SR_data.ocean_colour[0], 1.0/2.2 )
876 m.colour1[1] = pow( mat.SR_data.ocean_colour[1], 1.0/2.2 )
877 m.colour1[2] = pow( mat.SR_data.ocean_colour[2], 1.0/2.2 )
878 m.colour1[3] = 1.0
879 #}
880
881 if mat.SR_data.shader == 'invisible':#{
882 m.shader = 5
883 #}
884
885 if mat.SR_data.shader == 'boundary':#{
886 m.shader = 6
887 #}
888
889 if mat.SR_data.shader == 'fxglow':#{
890 m.shader = 7
891 #}
892
893 if mat.SR_data.shader == 'cubemap':#{
894 m.shader = 8
895 m.tex_none0 = sr_entity_id( mat.SR_data.cubemap )
896
897 m.colour[0] = pow( mat.SR_data.tint[0], 1.0/2.2 )
898 m.colour[1] = pow( mat.SR_data.tint[1], 1.0/2.2 )
899 m.colour[2] = pow( mat.SR_data.tint[2], 1.0/2.2 )
900 m.colour[3] = pow( mat.SR_data.tint[3], 1.0/2.2 )
901 #}
902
903 if mat.SR_data.shader == 'walking':#{
904 m.shader = 9
905 #}
906
907 if mat.SR_data.shader in ['standard', 'standard_cutout', 'terrain_blend', \
908 'vertex_blend', 'fxglow', 'cubemap' ]: #{
909 if 'tex_diffuse' in inf:
910 m.tex_diffuse = sr_compile_texture(inf['tex_diffuse'])
911 #}
912
913 sr_compile.material_data.extend( bytearray(m) )
914 return index
915 #}
916
917 def sr_armature_bones( armature ):
918 #{
919 def _recurse_bone( b ):
920 #{
921 yield b
922 for c in b.children: yield from _recurse_bone( c )
923 #}
924
925 for b in armature.data.bones:
926 if not b.parent:
927 yield from _recurse_bone( b )
928 #}
929
930 def sr_entity_id( obj ):#{
931 if not obj: return 0
932
933 tipo = get_entity_enum_id( obj_ent_type(obj) )
934 index = sr_compile.entity_ids[ obj.name ]
935
936 return (tipo&0xffff)<<16 | (index&0xffff)
937 #}
938
939 # Returns submesh_start,count and armature_id
940 def sr_compile_mesh_internal( obj ):
941 #{
942 can_use_cache = True
943 armature = None
944
945 submesh_start = 0
946 submesh_count = 0
947 armature_id = 0
948
949 for mod in obj.modifiers:#{
950 if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP' or \
951 mod.type == 'BOOLEAN' or mod.type == 'CURVE' or \
952 mod.type == 'ARRAY':
953 #{
954 can_use_cache = False
955 #}
956
957 if mod.type == 'ARMATURE': #{
958 armature = mod.object
959 rig_weight_groups = \
960 ['0 [ROOT]']+[_.name for _ in sr_armature_bones(mod.object)]
961 armature_id = sr_compile.entity_ids[armature.name]
962
963 POSE_OR_REST_CACHE = armature.data.pose_position
964 armature.data.pose_position = 'REST'
965 #}
966 #}
967
968 # Check the cache first
969 #
970 if can_use_cache and (obj.data.name in sr_compile.mesh_cache):#{
971 ref = sr_compile.mesh_cache[obj.data.name]
972 submesh_start = ref[0]
973 submesh_count = ref[1]
974 return (submesh_start,submesh_count,armature_id)
975 #}
976
977 # Compile a whole new mesh
978 #
979 submesh_start = len(sr_compile.submesh_data)//sizeof(mdl_submesh)
980 submesh_count = 0
981
982 dgraph = bpy.context.evaluated_depsgraph_get()
983 data = obj.evaluated_get(dgraph).data
984 data.calc_loop_triangles()
985 data.calc_normals_split()
986
987 # Mesh is split into submeshes based on their material
988 #
989 mat_list = data.materials if len(data.materials) > 0 else [None]
990 for material_id, mat in enumerate(mat_list): #{
991 mref = {}
992
993 sm = mdl_submesh()
994 sm.indice_start = len(sr_compile.indice_data)//sizeof(c_uint32)
995 sm.vertex_start = len(sr_compile.vertex_data)//sizeof(mdl_vert)
996 sm.vertex_count = 0
997 sm.indice_count = 0
998 sm.material_id = sr_compile_material( mat )
999
1000 INF=99999999.99999999
1001 for i in range(3):#{
1002 sm.bbx[0][i] = INF
1003 sm.bbx[1][i] = -INF
1004 #}
1005
1006 # Keep a reference to very very very similar vertices
1007 # i have no idea how to speed it up.
1008 #
1009 vertex_reference = {}
1010
1011 # Write the vertex / indice data
1012 #
1013 for tri_index, tri in enumerate(data.loop_triangles):#{
1014 if tri.material_index != material_id: continue
1015
1016 for j in range(3):#{
1017 vert = data.vertices[tri.vertices[j]]
1018 li = tri.loops[j]
1019 vi = data.loops[li].vertex_index
1020
1021 # Gather vertex information
1022 #
1023 co = vert.co
1024 norm = data.loops[li].normal
1025 uv = (0,0)
1026 colour = (255,255,255,255)
1027 groups = [0,0,0,0]
1028 weights = [0,0,0,0]
1029
1030 # Uvs
1031 #
1032 if data.uv_layers:
1033 uv = data.uv_layers.active.data[li].uv
1034
1035 # Vertex Colours
1036 #
1037 if data.vertex_colors:#{
1038 colour = data.vertex_colors.active.data[li].color
1039 colour = (int(colour[0]*255.0),\
1040 int(colour[1]*255.0),\
1041 int(colour[2]*255.0),\
1042 int(colour[3]*255.0))
1043 #}
1044
1045 # Weight groups: truncates to the 3 with the most influence. The
1046 # fourth bone ID is never used by the shader so it
1047 # is always 0
1048 #
1049 if armature:#{
1050 src_groups = [_ for _ in data.vertices[vi].groups \
1051 if obj.vertex_groups[_.group].name in \
1052 rig_weight_groups ]
1053
1054 weight_groups = sorted( src_groups, key = \
1055 lambda a: a.weight, reverse=True )
1056 tot = 0.0
1057 for ml in range(3):#{
1058 if len(weight_groups) > ml:#{
1059 g = weight_groups[ml]
1060 name = obj.vertex_groups[g.group].name
1061 weight = g.weight
1062 weights[ml] = weight
1063 groups[ml] = rig_weight_groups.index(name)
1064 tot += weight
1065 #}
1066 #}
1067
1068 if len(weight_groups) > 0:#{
1069 inv_norm = (1.0/tot) * 65535.0
1070 for ml in range(3):#{
1071 weights[ml] = int( weights[ml] * inv_norm )
1072 weights[ml] = min( weights[ml], 65535 )
1073 weights[ml] = max( weights[ml], 0 )
1074 #}
1075 #}
1076 #}
1077 else:#{
1078 li1 = tri.loops[(j+1)%3]
1079 vi1 = data.loops[li1].vertex_index
1080 e0 = data.edges[ data.loops[li].edge_index ]
1081
1082 if e0.use_freestyle_mark and \
1083 ((e0.vertices[0] == vi and e0.vertices[1] == vi1) or \
1084 (e0.vertices[0] == vi1 and e0.vertices[1] == vi)):
1085 #{
1086 weights[0] = 1
1087 #}
1088 #}
1089
1090 TOLERENCE = float(10**4)
1091 key = (int(co[0]*TOLERENCE+0.5),
1092 int(co[1]*TOLERENCE+0.5),
1093 int(co[2]*TOLERENCE+0.5),
1094 int(norm[0]*TOLERENCE+0.5),
1095 int(norm[1]*TOLERENCE+0.5),
1096 int(norm[2]*TOLERENCE+0.5),
1097 int(uv[0]*TOLERENCE+0.5),
1098 int(uv[1]*TOLERENCE+0.5),
1099 colour[0], # these guys are already quantized
1100 colour[1], # .
1101 colour[2], # .
1102 colour[3], # .
1103 weights[0], # v
1104 weights[1],
1105 weights[2],
1106 weights[3],
1107 groups[0],
1108 groups[1],
1109 groups[2],
1110 groups[3])
1111
1112 if key in vertex_reference:
1113 index = vertex_reference[key]
1114 else:#{
1115 index = bytearray(c_uint32(sm.vertex_count))
1116 sm.vertex_count+=1
1117
1118 vertex_reference[key] = index
1119 v = mdl_vert()
1120 v.co[0] = co[0]
1121 v.co[1] = co[2]
1122 v.co[2] = -co[1]
1123 v.norm[0] = norm[0]
1124 v.norm[1] = norm[2]
1125 v.norm[2] = -norm[1]
1126 v.uv[0] = uv[0]
1127 v.uv[1] = uv[1]
1128 v.colour[0] = colour[0]
1129 v.colour[1] = colour[1]
1130 v.colour[2] = colour[2]
1131 v.colour[3] = colour[3]
1132 v.weights[0] = weights[0]
1133 v.weights[1] = weights[1]
1134 v.weights[2] = weights[2]
1135 v.weights[3] = weights[3]
1136 v.groups[0] = groups[0]
1137 v.groups[1] = groups[1]
1138 v.groups[2] = groups[2]
1139 v.groups[3] = groups[3]
1140
1141 for i in range(3):#{
1142 sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] )
1143 sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] )
1144 #}
1145
1146 sr_compile.vertex_data.extend(bytearray(v))
1147 #}
1148
1149 sm.indice_count += 1
1150 sr_compile.indice_data.extend( index )
1151 #}
1152 #}
1153
1154 # Make sure bounding box isn't -inf -> inf if no vertices
1155 #
1156 if sm.vertex_count == 0:
1157 for j in range(2):
1158 for i in range(3):
1159 sm.bbx[j][i] = 0
1160
1161 # Add submesh to encoder
1162 #
1163 sr_compile.submesh_data.extend( bytearray(sm) )
1164 submesh_count += 1
1165 #}
1166
1167 if armature:#{
1168 armature.data.pose_position = POSE_OR_REST_CACHE
1169 #}
1170
1171 # Save a reference to this mesh since we want to reuse the submesh indices
1172 # later.
1173 sr_compile.mesh_cache[obj.data.name]=(submesh_start,submesh_count)
1174 return (submesh_start,submesh_count,armature_id)
1175 #}
1176
1177 def sr_compile_mesh( obj ):
1178 #{
1179 node=mdl_mesh()
1180 compile_obj_transform(obj, node.transform)
1181 node.pstr_name = sr_compile_string(obj.name)
1182 ent_type = obj_ent_type( obj )
1183
1184 node.entity_id = 0
1185
1186 if ent_type != 'none':#{
1187 ent_id_lwr = sr_compile.entity_ids[obj.name]
1188 ent_id_upr = get_entity_enum_id( obj_ent_type(obj) )
1189 node.entity_id = (ent_id_upr << 16) | ent_id_lwr
1190 #}
1191
1192 node.submesh_start, node.submesh_count, node.armature_id = \
1193 sr_compile_mesh_internal( obj )
1194
1195 sr_compile.mesh_data.extend(bytearray(node))
1196 #}
1197
1198 def sr_compile_fonts( collection ):
1199 #{
1200 print( F"[SR] Compiling fonts" )
1201
1202 glyph_count = 0
1203 variant_count = 0
1204
1205 for obj in collection.all_objects:#{
1206 if obj_ent_type(obj) != 'ent_font': continue
1207
1208 data = obj.SR_data.ent_font[0]
1209
1210 font=ent_font()
1211 font.alias = sr_compile_string( data.alias )
1212 font.variant_start = variant_count
1213 font.variant_count = 0
1214 font.glyph_start = glyph_count
1215
1216 glyph_base = data.glyphs[0].utf32
1217 glyph_range = data.glyphs[-1].utf32+1 - glyph_base
1218
1219 font.glyph_utf32_base = glyph_base
1220 font.glyph_count = glyph_range
1221
1222 for i in range(len(data.variants)):#{
1223 data_var = data.variants[i]
1224 if not data_var.mesh: continue
1225
1226 mesh = data_var.mesh.data
1227
1228 variant = ent_font_variant()
1229 variant.name = sr_compile_string( data_var.tipo )
1230
1231 # fonts (variants) only support one material each
1232 mat = None
1233 if len(mesh.materials) != 0:
1234 mat = mesh.materials[0]
1235 variant.material_id = sr_compile_material( mat )
1236
1237 font.variant_count += 1
1238
1239 islands = mesh_utils.mesh_linked_triangles(mesh)
1240 centroids = [Vector((0,0)) for _ in range(len(islands))]
1241
1242 for j in range(len(islands)):#{
1243 for tri in islands[j]:#{
1244 centroids[j].x += tri.center[0]
1245 centroids[j].y += tri.center[2]
1246 #}
1247
1248 centroids[j] /= len(islands[j])
1249 #}
1250
1251 for j in range(glyph_range):#{
1252 data_glyph = data.glyphs[j]
1253 glyph = ent_glyph()
1254 glyph.indice_start = len(sr_compile.indice_data)//sizeof(c_uint32)
1255 glyph.indice_count = 0
1256 glyph.size[0] = data_glyph.bounds[2]
1257 glyph.size[1] = data_glyph.bounds[3]
1258
1259 vertex_reference = {}
1260
1261 for k in range(len(islands)):#{
1262 if centroids[k].x < data_glyph.bounds[0] or \
1263 centroids[k].x > data_glyph.bounds[0]+data_glyph.bounds[2] or\
1264 centroids[k].y < data_glyph.bounds[1] or \
1265 centroids[k].y > data_glyph.bounds[1]+data_glyph.bounds[3]:
1266 #{
1267 continue
1268 #}
1269
1270 for l in range(len(islands[k])):#{
1271 tri = islands[k][l]
1272 for m in range(3):#{
1273 vert = mesh.vertices[tri.vertices[m]]
1274 li = tri.loops[m]
1275 vi = mesh.loops[li].vertex_index
1276
1277 # Gather vertex information
1278 #
1279 co = [vert.co[_] for _ in range(3)]
1280 co[0] -= data_glyph.bounds[0]
1281 co[2] -= data_glyph.bounds[1]
1282 norm = mesh.loops[li].normal
1283 uv = (0,0)
1284 if mesh.uv_layers: uv = mesh.uv_layers.active.data[li].uv
1285
1286 TOLERENCE = float(10**4)
1287 key = (int(co[0]*TOLERENCE+0.5),
1288 int(co[1]*TOLERENCE+0.5),
1289 int(co[2]*TOLERENCE+0.5),
1290 int(norm[0]*TOLERENCE+0.5),
1291 int(norm[1]*TOLERENCE+0.5),
1292 int(norm[2]*TOLERENCE+0.5),
1293 int(uv[0]*TOLERENCE+0.5),
1294 int(uv[1]*TOLERENCE+0.5))
1295
1296 if key in vertex_reference:
1297 index = vertex_reference[key]
1298 else:#{
1299 vindex = len(sr_compile.vertex_data)//sizeof(mdl_vert)
1300 index = bytearray(c_uint32(vindex))
1301 vertex_reference[key] = index
1302 v = mdl_vert()
1303 v.co[0] = co[0]
1304 v.co[1] = co[2]
1305 v.co[2] = -co[1]
1306 v.norm[0] = norm[0]
1307 v.norm[1] = norm[2]
1308 v.norm[2] = -norm[1]
1309 v.uv[0] = uv[0]
1310 v.uv[1] = uv[1]
1311
1312 sr_compile.vertex_data.extend(bytearray(v))
1313 #}
1314
1315 glyph.indice_count += 1
1316 sr_compile.indice_data.extend( index )
1317 #}
1318 #}
1319 #}
1320 sr_ent_push( glyph )
1321 #}
1322 sr_ent_push( variant )
1323 #}
1324 sr_ent_push( font )
1325 #}
1326 #}
1327
1328 def sr_compile_menus( collection ):
1329 #{
1330 print( "[SR1] Compiling menus" )
1331 groups = []
1332
1333 for obj in collection.all_objects:#{
1334 if obj_ent_type(obj) != 'ent_menuitem': continue
1335 obj_data = obj.SR_data.ent_menuitem[0]
1336
1337 bitmask = 0x00000000
1338
1339 for col in obj.users_collection:#{
1340 name = col.name
1341 if name not in groups: groups.append( name )
1342 bitmask |= (0x1 << groups.index(name))
1343 #}
1344
1345 item = ent_menuitem()
1346 item.type = int( obj_data.tipo )
1347 item.groups = bitmask
1348
1349 compile_obj_transform( obj, item.transform )
1350 if obj.type == 'MESH':#{
1351 item.submesh_start, item.submesh_count, _ = \
1352 sr_compile_mesh_internal( obj )
1353 #}
1354
1355 if item.type == 1 or item.type == 2 or item.type == 7:#{
1356 item_button = item._anonymous_union.button
1357 item_button.pstr = sr_compile_string( obj_data.string )
1358 item_button.stack_behaviour = int( obj_data.stack_behaviour )
1359 #}
1360 elif item.type == 0:#{
1361 item_visual = item._anonymous_union.visual
1362 item_visual.pstr_name = sr_compile_string( obj_data.string )
1363 #}
1364 elif item.type == 3:#{
1365 item_checkmark = item._anonymous_union.checkmark
1366 item_checkmark.pstr_data = sr_compile_string( obj_data.string )
1367 item_checkmark.id_check = sr_entity_id( obj_data.checkmark )
1368 delta = obj_data.checkmark.location - obj.location
1369 item_checkmark.offset[0] = delta[0]
1370 item_checkmark.offset[1] = delta[2]
1371 item_checkmark.offset[2] = -delta[1]
1372 #}
1373 elif item.type == 4:#{
1374 item_slider = item._anonymous_union.slider
1375 item_slider.id_min = sr_entity_id( obj_data.slider_minloc )
1376 item_slider.id_max = sr_entity_id( obj_data.slider_maxloc )
1377 item_slider.id_handle = sr_entity_id( obj_data.slider_handle )
1378 item_slider.pstr_data = sr_compile_string( obj_data.string )
1379 #}
1380 elif item.type == 5:#{
1381 item_page = item._anonymous_union.page
1382 item_page.pstr_name = sr_compile_string( obj_data.string )
1383 item_page.id_entrypoint = sr_entity_id( obj_data.newloc )
1384 item_page.id_viewpoint = sr_entity_id( obj_data.camera )
1385 #}
1386 elif item.type == 6:#{
1387 item_binding = item._anonymous_union.binding
1388 item_binding.pstr_bind = sr_compile_string( obj_data.string )
1389 item_binding.font_variant = obj_data.font_variant
1390 #}
1391
1392 if obj_data.link0:
1393 item.id_links[0] = sr_entity_id( obj_data.link0 )
1394 if obj_data.link1:
1395 item.id_links[1] = sr_entity_id( obj_data.link1 )
1396 if item.type != 4:#{
1397 if obj_data.link2:
1398 item.id_links[2] = sr_entity_id( obj_data.link2 )
1399 if obj_data.link3:
1400 item.id_links[3] = sr_entity_id( obj_data.link3 )
1401 #}
1402
1403 sr_ent_push( item )
1404 #}
1405 #}
1406
1407 def sr_compile_armature( obj ):
1408 #{
1409 node = mdl_armature()
1410 node.bone_start = len(sr_compile.bone_data)//sizeof(mdl_bone)
1411 node.bone_count = 0
1412 node.anim_start = len(sr_compile.anim_data)//sizeof(mdl_animation)
1413 node.anim_count = 0
1414
1415 bones = [_ for _ in sr_armature_bones(obj)]
1416 bones_names = [None]+[_.name for _ in bones]
1417
1418 for b in bones:#{
1419 bone = mdl_bone()
1420 if b.use_deform: bone.flags = 0x1
1421 if b.parent: bone.parent = bones_names.index(b.parent.name)
1422
1423 bone.collider = int(b.SR_data.collider)
1424
1425 if bone.collider>0:#{
1426 bone.hitbox[0][0] = b.SR_data.collider_min[0]
1427 bone.hitbox[0][1] = b.SR_data.collider_min[2]
1428 bone.hitbox[0][2] = -b.SR_data.collider_max[1]
1429 bone.hitbox[1][0] = b.SR_data.collider_max[0]
1430 bone.hitbox[1][1] = b.SR_data.collider_max[2]
1431 bone.hitbox[1][2] = -b.SR_data.collider_min[1]
1432 #}
1433
1434 if b.SR_data.cone_constraint:#{
1435 bone.flags |= 0x4
1436 bone.conevx[0] = b.SR_data.conevx[0]
1437 bone.conevx[1] = b.SR_data.conevx[2]
1438 bone.conevx[2] = -b.SR_data.conevx[1]
1439 bone.conevy[0] = b.SR_data.conevy[0]
1440 bone.conevy[1] = b.SR_data.conevy[2]
1441 bone.conevy[2] = -b.SR_data.conevy[1]
1442 bone.coneva[0] = b.SR_data.coneva[0]
1443 bone.coneva[1] = b.SR_data.coneva[2]
1444 bone.coneva[2] = -b.SR_data.coneva[1]
1445 bone.conet = b.SR_data.conet
1446 #}
1447
1448 bone.co[0] = b.head_local[0]
1449 bone.co[1] = b.head_local[2]
1450 bone.co[2] = -b.head_local[1]
1451 bone.end[0] = b.tail_local[0] - bone.co[0]
1452 bone.end[1] = b.tail_local[2] - bone.co[1]
1453 bone.end[2] = -b.tail_local[1] - bone.co[2]
1454 bone.pstr_name = sr_compile_string( b.name )
1455
1456 for c in obj.pose.bones[b.name].constraints:#{
1457 if c.type == 'IK':#{
1458 bone.flags |= 0x2
1459 bone.ik_target = bones_names.index(c.subtarget)
1460 bone.ik_pole = bones_names.index(c.pole_subtarget)
1461 #}
1462 #}
1463
1464 node.bone_count += 1
1465 sr_compile.bone_data.extend(bytearray(bone))
1466 #}
1467
1468 # Compile anims
1469 #
1470 if obj.animation_data and sr_compile.pack_animations: #{
1471 # So we can restore later
1472 #
1473 previous_frame = bpy.context.scene.frame_current
1474 previous_action = obj.animation_data.action
1475 POSE_OR_REST_CACHE = obj.data.pose_position
1476 obj.data.pose_position = 'POSE'
1477
1478 for NLALayer in obj.animation_data.nla_tracks:#{
1479 for NLAStrip in NLALayer.strips:#{
1480 # set active
1481 #
1482 for a in bpy.data.actions:#{
1483 if a.name == NLAStrip.name:#{
1484 obj.animation_data.action = a
1485 break
1486 #}
1487 #}
1488
1489 # Clip to NLA settings
1490 #
1491 anim_start = int(NLAStrip.action_frame_start)
1492 anim_end = int(NLAStrip.action_frame_end)
1493
1494 # Export strips
1495 #
1496 anim = mdl_animation()
1497 anim.pstr_name = sr_compile_string( NLAStrip.action.name )
1498 anim.rate = 30.0
1499 anim.keyframe_start = len(sr_compile.keyframe_data)//\
1500 sizeof(mdl_transform)
1501 anim.length = anim_end-anim_start
1502
1503 i = 0
1504 # Export the keyframes
1505 for frame in range(anim_start,anim_end):#{
1506 bpy.context.scene.frame_set(frame)
1507
1508 for rb in bones:#{
1509 pb = obj.pose.bones[rb.name]
1510
1511 # relative bone matrix
1512 if rb.parent is not None:#{
1513 offset_mtx = rb.parent.matrix_local
1514 offset_mtx = offset_mtx.inverted_safe() @ \
1515 rb.matrix_local
1516
1517 inv_parent = pb.parent.matrix @ offset_mtx
1518 inv_parent.invert_safe()
1519 fpm = inv_parent @ pb.matrix
1520 #}
1521 else:#{
1522 bone_mtx = rb.matrix.to_4x4()
1523 local_inv = rb.matrix_local.inverted_safe()
1524 fpm = bone_mtx @ local_inv @ pb.matrix
1525 #}
1526
1527 loc, rot, sca = fpm.decompose()
1528
1529 # rotation
1530 lc_m = pb.matrix_channel.to_3x3()
1531 if pb.parent is not None:#{
1532 smtx = pb.parent.matrix_channel.to_3x3()
1533 lc_m = smtx.inverted() @ lc_m
1534 #}
1535 rq = lc_m.to_quaternion()
1536 q_normalize( rq )
1537
1538 kf = mdl_transform()
1539 kf.co[0] = loc[0]
1540 kf.co[1] = loc[2]
1541 kf.co[2] = -loc[1]
1542 kf.q[0] = rq[1]
1543 kf.q[1] = rq[3]
1544 kf.q[2] = -rq[2]
1545 kf.q[3] = rq[0]
1546 kf.s[0] = sca[0]
1547 kf.s[1] = sca[1]
1548 kf.s[2] = sca[2]
1549 sr_compile.keyframe_data.extend(bytearray(kf))
1550
1551 i+=1
1552 #}
1553 #}
1554
1555 # Add to animation buffer
1556 #
1557 sr_compile.anim_data.extend(bytearray(anim))
1558 node.anim_count += 1
1559
1560 # Report progress
1561 #
1562 print( F"[SR] | anim( {NLAStrip.action.name} )" )
1563 #}
1564 #}
1565
1566 # Restore context to how it was before
1567 #
1568 bpy.context.scene.frame_set( previous_frame )
1569 obj.animation_data.action = previous_action
1570 obj.data.pose_position = POSE_OR_REST_CACHE
1571 #}
1572
1573 sr_compile.armature_data.extend(bytearray(node))
1574 #}
1575
1576 def sr_ent_push( struct ):
1577 #{
1578 clase = type(struct).__name__
1579
1580 if clase not in sr_compile.entity_data:#{
1581 sr_compile.entity_data[ clase ] = bytearray()
1582 sr_compile.entity_info[ clase ] = { 'size': sizeof(struct) }
1583 #}
1584
1585 index = len(sr_compile.entity_data[ clase ])//sizeof(struct)
1586 sr_compile.entity_data[ clase ].extend( bytearray(struct) )
1587 return index
1588 #}
1589
1590 def sr_array_title( arr, name, count, size, offset ):
1591 #{
1592 for i in range(len(name)):#{
1593 arr.name[i] = ord(name[i])
1594 #}
1595 arr.file_offset = offset
1596 arr.item_count = count
1597 arr.item_size = size
1598 #}
1599
1600 def hash_djb2(s):
1601 #{
1602 picadillo = 5381
1603 for x in s:#{
1604 picadillo = (((picadillo << 5) + picadillo) + ord(x)) & 0xFFFFFFFF
1605 #}
1606 return picadillo
1607 #}
1608
1609 def sr_compile( collection ):
1610 #{
1611 print( F"[SR] compiler begin ({collection.name}.mdl)" )
1612
1613 #settings
1614 sr_compile.pack_textures = collection.SR_data.pack_textures
1615 sr_compile.pack_animations = collection.SR_data.animations
1616
1617 # caches
1618 sr_compile.string_cache = {}
1619 sr_compile.mesh_cache = {}
1620 sr_compile.material_cache = {}
1621 sr_compile.texture_cache = {}
1622
1623 # compiled data
1624 sr_compile.mesh_data = bytearray()
1625 sr_compile.submesh_data = bytearray()
1626 sr_compile.vertex_data = bytearray()
1627 sr_compile.indice_data = bytearray()
1628 sr_compile.bone_data = bytearray()
1629 sr_compile.material_data = bytearray()
1630 sr_compile.armature_data = bytearray()
1631 sr_compile.anim_data = bytearray()
1632 sr_compile.keyframe_data = bytearray()
1633 sr_compile.texture_data = bytearray()
1634
1635 # just bytes not structures
1636 sr_compile.string_data = bytearray()
1637 sr_compile.pack_data = bytearray()
1638
1639 # variable
1640 sr_compile.entity_data = {}
1641 sr_compile.entity_info = {}
1642
1643 print( F"[SR] assign entity ID's" )
1644 sr_compile.entities = {}
1645 sr_compile.entity_ids = {}
1646
1647 # begin
1648 # -------------------------------------------------------
1649
1650 sr_compile_string( "null" )
1651
1652 mesh_count = 0
1653 for obj in collection.all_objects: #{
1654 if obj.type == 'MESH':#{
1655 mesh_count += 1
1656 #}
1657
1658 ent_type = obj_ent_type( obj )
1659 if ent_type == 'none': continue
1660
1661 if ent_type not in sr_compile.entities: sr_compile.entities[ent_type] = []
1662 sr_compile.entity_ids[obj.name] = len( sr_compile.entities[ent_type] )
1663 sr_compile.entities[ent_type] += [obj]
1664 #}
1665
1666 print( F"[SR] Compiling geometry" )
1667 i=0
1668 for obj in collection.all_objects:#{
1669 if obj.type == 'MESH':#{
1670 i+=1
1671
1672 ent_type = obj_ent_type( obj )
1673
1674 # entity ignore mesh list
1675 #
1676 if ent_type == 'ent_traffic': continue
1677 if ent_type == 'ent_prop': continue
1678 if ent_type == 'ent_font': continue
1679 if ent_type == 'ent_font_variant': continue
1680 if ent_type == 'ent_menuitem': continue
1681 if ent_type == 'ent_objective': continue
1682
1683 #TODO: This is messy.
1684 if ent_type == 'ent_gate':#{
1685 obj_data = obj.SR_data.ent_gate[0]
1686 if obj_data.custom: continue
1687 #}
1688 #--------------------------
1689
1690 print( F'[SR] {i: 3}/{mesh_count} {obj.name:<40}', end='\r' )
1691 sr_compile_mesh( obj )
1692 #}
1693 #}
1694
1695 audio_clip_count = 0
1696
1697 for ent_type, arr in sr_compile.entities.items():#{
1698 print(F"[SR] Compiling {len(arr)} {ent_type}{'s' if len(arr)>1 else ''}")
1699
1700 for i in range(len(arr)):#{
1701 obj = arr[i]
1702
1703 print( F"[SR] {i+1: 3}/{len(arr)} {obj.name:<40} ",end='\r' )
1704
1705 if ent_type == 'mdl_armature': sr_compile_armature(obj)
1706 elif ent_type == 'ent_light': #{
1707 light = ent_light()
1708 compile_obj_transform( obj, light.transform )
1709 light.daytime = obj.data.SR_data.daytime
1710 if obj.data.type == 'POINT':#{
1711 light.type = 0
1712 #}
1713 elif obj.data.type == 'SPOT':#{
1714 light.type = 1
1715 light.angle = obj.data.spot_size*0.5
1716 #}
1717 light.range = obj.data.cutoff_distance
1718 light.colour[0] = obj.data.color[0]
1719 light.colour[1] = obj.data.color[1]
1720 light.colour[2] = obj.data.color[2]
1721 light.colour[3] = obj.data.energy
1722 sr_ent_push( light )
1723 #}
1724 elif ent_type == 'ent_camera': #{
1725 cam = ent_camera()
1726 compile_obj_transform( obj, cam.transform )
1727 cam.fov = obj.data.angle * 45.0
1728 sr_ent_push(cam)
1729 #}
1730 elif ent_type == 'ent_gate': #{
1731 gate = ent_gate()
1732 obj_data = obj.SR_data.ent_gate[0]
1733 mesh_data = obj.data.SR_data.ent_gate[0]
1734
1735 flags = 0x0000
1736
1737 if obj_data.tipo == 'default':#{
1738 if obj_data.target:#{
1739 gate.target = sr_compile.entity_ids[obj_data.target.name]
1740 flags |= 0x0001
1741 #}
1742 #}
1743 elif obj_data.tipo == 'nonlocal':#{
1744 gate.target = 0
1745 gate.key = sr_compile_string(obj_data.key)
1746 flags |= 0x0002
1747 #}
1748
1749 if obj_data.flip: flags |= 0x0004
1750 if obj_data.custom:#{
1751 flags |= 0x0008
1752 gate.submesh_start, gate.submesh_count, _ = \
1753 sr_compile_mesh_internal( obj )
1754 #}
1755 if obj_data.locked: flags |= 0x0010
1756 gate.flags = flags
1757
1758 gate.dimensions[0] = mesh_data.dimensions[0]
1759 gate.dimensions[1] = mesh_data.dimensions[1]
1760 gate.dimensions[2] = mesh_data.dimensions[2]
1761
1762 q = [obj.matrix_local.to_quaternion(), (0,0,0,1)]
1763 co = [obj.matrix_world @ Vector((0,0,0)), (0,0,0)]
1764
1765 if obj_data.target:#{
1766 q[1] = obj_data.target.matrix_local.to_quaternion()
1767 co[1]= obj_data.target.matrix_world @ Vector((0,0,0))
1768 #}
1769
1770 # Setup transform
1771 #
1772 for x in range(2):#{
1773 gate.co[x][0] = co[x][0]
1774 gate.co[x][1] = co[x][2]
1775 gate.co[x][2] = -co[x][1]
1776 gate.q[x][0] = q[x][1]
1777 gate.q[x][1] = q[x][3]
1778 gate.q[x][2] = -q[x][2]
1779 gate.q[x][3] = q[x][0]
1780 #}
1781
1782 sr_ent_push( gate )
1783 #}
1784 elif ent_type == 'ent_spawn': #{
1785 spawn = ent_spawn()
1786 compile_obj_transform( obj, spawn.transform )
1787 obj_data = obj.SR_data.ent_spawn[0]
1788 spawn.pstr_name = sr_compile_string( obj_data.alias )
1789 sr_ent_push( spawn )
1790 #}
1791 elif ent_type == 'ent_water':#{
1792 water = ent_water()
1793 compile_obj_transform( obj, water.transform )
1794 water.max_dist = 0.0
1795 sr_ent_push( water )
1796 #}
1797 elif ent_type == 'ent_audio':#{
1798 obj_data = obj.SR_data.ent_audio[0]
1799 audio = ent_audio()
1800 compile_obj_transform( obj, audio.transform )
1801 audio.clip_start = audio_clip_count
1802 audio.clip_count = len(obj_data.files)
1803 audio_clip_count += audio.clip_count
1804 audio.max_channels = obj_data.max_channels
1805 audio.volume = obj_data.volume
1806
1807 # TODO flags:
1808 # - allow/disable doppler
1809 # - channel group tags with random colours
1810 # - transition properties
1811
1812 if obj_data.flag_loop: audio.flags |= 0x1
1813 if obj_data.flag_nodoppler: audio.flags |= 0x2
1814 if obj_data.flag_3d: audio.flags |= 0x4
1815 if obj_data.flag_auto: audio.flags |= 0x8
1816 if obj_data.formato == '0': audio.flags |= 0x000
1817 elif obj_data.formato == '1': audio.flags |= 0x400
1818 elif obj_data.formato == '2': audio.flags |= 0x1000
1819
1820 audio.channel_behaviour = int(obj_data.channel_behaviour)
1821 if audio.channel_behaviour >= 1:#{
1822 audio.group = obj_data.group
1823 #}
1824 if audio.channel_behaviour == 2:#{
1825 audio.crossfade = obj_data.transition_duration
1826 #}
1827 audio.probability_curve = int(obj_data.probability_curve)
1828
1829 for ci in range(audio.clip_count):#{
1830 entry = obj_data.files[ci]
1831 clip = ent_audio_clip()
1832 clip.probability = entry.probability
1833 if obj_data.formato == '2':#{
1834 sr_pack_file( clip._anon.file, '', vg_str_bin(entry.path) )
1835 #}
1836 else:#{
1837 clip._anon.file.path = sr_compile_string( entry.path )
1838 clip._anon.file.pack_offset = 0
1839 clip._anon.file.pack_size = 0
1840 #}
1841 sr_ent_push( clip )
1842 #}
1843 sr_ent_push( audio )
1844 #}
1845 elif ent_type == 'ent_volume':#{
1846 obj_data = obj.SR_data.ent_volume[0]
1847 volume = ent_volume()
1848 volume.type = int(obj_data.subtype)
1849 compile_obj_transform( obj, volume.transform )
1850
1851 if obj_data.target:#{
1852 volume.target = sr_entity_id( obj_data.target )
1853 volume._anon.trigger.event = obj_data.target_event
1854
1855 ev = 0xffffffff if obj_data.target_event_leave < 0 else \
1856 obj_data.target_event_leave
1857 volume._anon.trigger.event_leave = ev
1858 #}
1859
1860 sr_ent_push(volume)
1861 #}
1862 elif ent_type == 'ent_marker':#{
1863 marker = ent_marker()
1864 marker.name = sr_compile_string( obj.SR_data.ent_marker[0].alias )
1865 compile_obj_transform( obj, marker.transform )
1866 sr_ent_push(marker)
1867 #}
1868 elif ent_type == 'ent_skateshop':#{
1869 skateshop = ent_skateshop()
1870 obj_data = obj.SR_data.ent_skateshop[0]
1871 skateshop.type = int(obj_data.tipo)
1872 if skateshop.type == 0:#{
1873 boardshop = skateshop._anonymous_union.boards
1874 boardshop.id_display = sr_entity_id( obj_data.mark_display )
1875 boardshop.id_info = sr_entity_id( obj_data.mark_info )
1876 boardshop.id_rack = sr_entity_id( obj_data.mark_rack )
1877 #}
1878 elif skateshop.type == 1:#{
1879 charshop = skateshop._anonymous_union.character
1880 charshop.id_display = sr_entity_id( obj_data.mark_display )
1881 charshop.id_info = sr_entity_id( obj_data.mark_info )
1882 #}
1883 elif skateshop.type == 2:#{
1884 worldshop = skateshop._anonymous_union.worlds
1885 worldshop.id_display = sr_entity_id( obj_data.mark_display )
1886 worldshop.id_info = sr_entity_id( obj_data.mark_info )
1887 #}
1888 skateshop.id_camera = sr_entity_id( obj_data.cam )
1889 compile_obj_transform( obj, skateshop.transform )
1890 sr_ent_push(skateshop)
1891 #}
1892 elif ent_type == 'ent_swspreview':#{
1893 workshop_preview = ent_swspreview()
1894 obj_data = obj.SR_data.ent_swspreview[0]
1895 workshop_preview.id_display = sr_entity_id( obj_data.mark_display )
1896 workshop_preview.id_display1 = sr_entity_id( obj_data.mark_display1)
1897 workshop_preview.id_camera = sr_entity_id( obj_data.cam )
1898 sr_ent_push( workshop_preview )
1899 #}
1900 elif ent_type == 'ent_worldinfo':#{
1901 worldinfo = ent_worldinfo()
1902 obj_data = obj.SR_data.ent_worldinfo[0]
1903 worldinfo.pstr_name = sr_compile_string( obj_data.name )
1904 worldinfo.pstr_author = sr_compile_string( obj_data.author )
1905 worldinfo.pstr_desc = sr_compile_string( obj_data.desc )
1906 worldinfo.timezone = obj_data.timezone
1907 worldinfo.pstr_skybox = sr_compile_string( obj_data.skybox )
1908 sr_ent_push( worldinfo )
1909 #}
1910 elif ent_type == 'ent_ccmd':#{
1911 ccmd = ent_ccmd()
1912 obj_data = obj.SR_data.ent_ccmd[0]
1913 ccmd.pstr_command = sr_compile_string( obj_data.command )
1914 sr_ent_push( ccmd )
1915 #}
1916 elif ent_type == 'ent_objective':#{
1917 objective = ent_objective()
1918 obj_data = obj.SR_data.ent_objective[0]
1919 objective.id_next = sr_entity_id( obj_data.proxima )
1920 objective.id_win = sr_entity_id( obj_data.target )
1921 objective.win_event = obj_data.target_event
1922 objective.filter = int(obj_data.filtrar)
1923 objective.filter2 = 0
1924 objective.time_limit = obj_data.time_limit
1925
1926 compile_obj_transform( obj, objective.transform )
1927 objective.submesh_start, objective.submesh_count, _ = \
1928 sr_compile_mesh_internal( obj )
1929
1930 sr_ent_push( objective )
1931 #}
1932 elif ent_type == 'ent_challenge':#{
1933 challenge = ent_challenge()
1934 obj_data = obj.SR_data.ent_challenge[0]
1935 compile_obj_transform( obj, challenge.transform )
1936 challenge.pstr_alias = sr_compile_string( obj_data.alias )
1937 challenge.target = sr_entity_id( obj_data.target )
1938 challenge.target_event = obj_data.target_event
1939 challenge.reset = sr_entity_id( obj_data.reset )
1940 challenge.reset_event = obj_data.reset_event
1941 challenge.first = sr_entity_id( obj_data.first )
1942 challenge.flags = 0x00
1943 challenge.camera = sr_entity_id( obj_data.camera )
1944 if obj_data.time_limit: challenge.flags |= 0x01
1945 challenge.status = 0
1946 sr_ent_push( challenge )
1947 #}
1948 elif ent_type == 'ent_relay':#{
1949 relay = ent_relay()
1950 obj_data = obj.SR_data.ent_relay[0]
1951 relay.targets[0][0] = sr_entity_id( obj_data.target0 )
1952 relay.targets[1][0] = sr_entity_id( obj_data.target1 )
1953 relay.targets[2][0] = sr_entity_id( obj_data.target2 )
1954 relay.targets[3][0] = sr_entity_id( obj_data.target3 )
1955 relay.targets[0][1] = obj_data.target0_event
1956 relay.targets[1][1] = obj_data.target1_event
1957 relay.targets[2][1] = obj_data.target2_event
1958 relay.targets[3][1] = obj_data.target3_event
1959 sr_ent_push( relay )
1960 #}
1961 elif ent_type == 'ent_cubemap':#{
1962 cubemap = ent_cubemap()
1963 co = obj.matrix_world @ Vector((0,0,0))
1964 cubemap.co[0] = co[0]
1965 cubemap.co[1] = co[2]
1966 cubemap.co[2] = -co[1]
1967 cubemap.resolution = 0
1968 cubemap.live = 60
1969 sr_ent_push( cubemap )
1970 #}
1971 elif ent_type == 'ent_miniworld':#{
1972 miniworld = ent_miniworld()
1973 obj_data = obj.SR_data.ent_miniworld[0]
1974
1975 compile_obj_transform( obj, miniworld.transform )
1976 miniworld.pstr_world = sr_compile_string( obj_data.world )
1977 miniworld.proxy = sr_entity_id( obj_data.proxy )
1978 miniworld.camera = sr_entity_id( obj_data.camera )
1979 sr_ent_push( miniworld )
1980 #}
1981 elif ent_type == 'ent_prop':#{
1982 prop = ent_prop()
1983 compile_obj_transform( obj, prop.transform )
1984 prop.submesh_start, prop.submesh_count, _ = \
1985 sr_compile_mesh_internal( obj )
1986 prop.flags = 0
1987 sr_ent_push( prop )
1988 #}
1989 #}
1990 #}
1991
1992 sr_compile_menus( collection )
1993 sr_compile_fonts( collection )
1994
1995 def _children( col ):#{
1996 yield col
1997 for c in col.children:#{
1998 yield from _children(c)
1999 #}
2000 #}
2001
2002 checkpoint_count = 0
2003 pathindice_count = 0
2004 routenode_count = 0
2005
2006 for col in _children(collection):#{
2007 print( F"Adding routes for subcollection: {col.name}" )
2008 route_gates = []
2009 route_curves = []
2010 routes = []
2011 traffics = []
2012
2013 for obj in col.objects:#{
2014 if obj.type == 'ARMATURE': pass
2015 else:#{
2016 ent_type = obj_ent_type( obj )
2017
2018 if ent_type == 'ent_gate':
2019 route_gates += [obj]
2020 elif ent_type == 'ent_route_node':#{
2021 if obj.type == 'CURVE':#{
2022 route_curves += [obj]
2023 #}
2024 #}
2025 elif ent_type == 'ent_route':
2026 routes += [obj]
2027 elif ent_type == 'ent_traffic':
2028 traffics += [obj]
2029 #}
2030 #}
2031
2032 dij = create_node_graph( route_curves, route_gates )
2033
2034 for obj in routes:#{
2035 obj_data = obj.SR_data.ent_route[0]
2036 route = ent_route()
2037 route.pstr_name = sr_compile_string( obj_data.alias )
2038 route.checkpoints_start = checkpoint_count
2039 route.checkpoints_count = 0
2040 route.id_camera = sr_entity_id( obj_data.cam )
2041
2042 for ci in range(3):
2043 route.colour[ci] = obj_data.colour[ci]
2044 route.colour[3] = 1.0
2045
2046 compile_obj_transform( obj, route.transform )
2047 checkpoints = obj_data.gates
2048
2049 for i in range(len(checkpoints)):#{
2050 gi = checkpoints[i].target
2051 gj = checkpoints[(i+1)%len(checkpoints)].target
2052 gate = gi
2053
2054 if gi:#{
2055 dest = gi.SR_data.ent_gate[0].target
2056 gi = dest
2057 #}
2058
2059 if gi==gj: continue # error?
2060 if not gi or not gj: continue
2061
2062 checkpoint = ent_checkpoint()
2063 checkpoint.gate_index = sr_compile.entity_ids[gate.name]
2064 checkpoint.path_start = pathindice_count
2065 checkpoint.path_count = 0
2066
2067 path = solve_graph( dij, gi.name, gj.name )
2068
2069 if path:#{
2070 for pi in range(len(path)):#{
2071 pathindice = ent_path_index()
2072 pathindice.index = routenode_count + path[pi]
2073 sr_ent_push( pathindice )
2074
2075 checkpoint.path_count += 1
2076 pathindice_count += 1
2077 #}
2078 #}
2079
2080 sr_ent_push( checkpoint )
2081 route.checkpoints_count += 1
2082 checkpoint_count += 1
2083 #}
2084
2085 sr_ent_push( route )
2086 #}
2087
2088 for obj in traffics:#{
2089 traffic = ent_traffic()
2090 compile_obj_transform( obj, traffic.transform )
2091 traffic.submesh_start, traffic.submesh_count, _ = \
2092 sr_compile_mesh_internal( obj )
2093
2094 # find best subsection
2095
2096 graph_keys = list(dij.graph)
2097 min_dist = 100.0
2098 best_point = 0
2099
2100 for j in range(len(dij.points)):#{
2101 point = dij.points[j]
2102 dist = (point-obj.location).magnitude
2103
2104 if dist < min_dist:#{
2105 min_dist = dist
2106 best_point = j
2107 #}
2108 #}
2109
2110 # scan to each edge
2111 best_begin = best_point
2112 best_end = best_point
2113
2114 while True:#{
2115 map0 = dij.subsections[best_begin]
2116 if map0[1] == -1: break
2117 best_begin = map0[1]
2118 #}
2119 while True:#{
2120 map1 = dij.subsections[best_end]
2121 if map1[2] == -1: break
2122 best_end = map1[2]
2123 #}
2124
2125 traffic.start_node = routenode_count + best_begin
2126 traffic.node_count = best_end - best_begin
2127 traffic.index = best_point - best_begin
2128 traffic.speed = obj.SR_data.ent_traffic[0].speed
2129 traffic.t = 0.0
2130
2131 sr_ent_push(traffic)
2132 #}
2133
2134 for point in dij.points:#{
2135 rn = ent_route_node()
2136 rn.co[0] = point[0]
2137 rn.co[1] = point[2]
2138 rn.co[2] = -point[1]
2139 sr_ent_push( rn )
2140 #}
2141
2142 routenode_count += len(dij.points)
2143 #}
2144
2145 print( F"[SR] Writing file" )
2146
2147 file_array_instructions = {}
2148 file_offset = 0
2149
2150 def _write_array( name, item_size, data ):#{
2151 nonlocal file_array_instructions, file_offset
2152
2153 count = len(data)//item_size
2154 file_array_instructions[name] = {'count':count, 'size':item_size,\
2155 'data':data, 'offset': file_offset}
2156 file_offset += len(data)
2157 file_offset = int_align_to( file_offset, 8 )
2158 #}
2159
2160 _write_array( 'strings', 1, sr_compile.string_data )
2161 _write_array( 'mdl_mesh', sizeof(mdl_mesh), sr_compile.mesh_data )
2162 _write_array( 'mdl_submesh', sizeof(mdl_submesh), sr_compile.submesh_data )
2163 _write_array( 'mdl_material', sizeof(mdl_material), sr_compile.material_data)
2164 _write_array( 'mdl_texture', sizeof(mdl_texture), sr_compile.texture_data)
2165 _write_array( 'mdl_armature', sizeof(mdl_armature), sr_compile.armature_data)
2166 _write_array( 'mdl_bone', sizeof(mdl_bone), sr_compile.bone_data )
2167
2168 for name, buffer in sr_compile.entity_data.items():#{
2169 _write_array( name, sr_compile.entity_info[name]['size'], buffer )
2170 #}
2171
2172 _write_array( 'mdl_animation', sizeof(mdl_animation), sr_compile.anim_data)
2173 _write_array( 'mdl_keyframe', sizeof(mdl_transform),sr_compile.keyframe_data)
2174 _write_array( 'mdl_vert', sizeof(mdl_vert), sr_compile.vertex_data )
2175 _write_array( 'mdl_indice', sizeof(c_uint32), sr_compile.indice_data )
2176 _write_array( 'pack', 1, sr_compile.pack_data )
2177
2178 header_size = int_align_to( sizeof(mdl_header), 8 )
2179 index_size = int_align_to( sizeof(mdl_array)*len(file_array_instructions),8 )
2180
2181 folder = bpy.path.abspath(bpy.context.scene.SR_data.export_dir)
2182 path = F"{folder}{collection.name}.mdl"
2183 print( path )
2184
2185 os.makedirs(os.path.dirname(path),exist_ok=True)
2186 fp = open( path, "wb" )
2187 header = mdl_header()
2188 header.version = MDL_VERSION_NR
2189 sr_array_title( header.arrays, \
2190 'index', len(file_array_instructions), \
2191 sizeof(mdl_array), header_size )
2192
2193 fp.write( bytearray_align_to( bytearray(header), 8 ) )
2194
2195 print( F'[SR] {"name":>16}| count | offset' )
2196 index = bytearray()
2197 for name,info in file_array_instructions.items():#{
2198 arr = mdl_array()
2199 offset = info['offset'] + header_size + index_size
2200 sr_array_title( arr, name, info['count'], info['size'], offset )
2201 index.extend( bytearray(arr) )
2202
2203 print( F'[SR] {name:>16}| {info["count"]: 8} '+\
2204 F' 0x{info["offset"]:02x}' )
2205 #}
2206 fp.write( bytearray_align_to( index, 8 ) )
2207 #bytearray_print_hex( index )
2208
2209 for name,info in file_array_instructions.items():#{
2210 fp.write( bytearray_align_to( info['data'], 8 ) )
2211 #}
2212
2213 fp.close()
2214
2215 print( '[SR] done' )
2216 #}
2217
2218 class SR_SCENE_SETTINGS(bpy.types.PropertyGroup):
2219 #{
2220 use_hidden: bpy.props.BoolProperty( name="use hidden", default=False )
2221 export_dir: bpy.props.StringProperty( name="Export Dir", subtype='DIR_PATH' )
2222 gizmos: bpy.props.BoolProperty( name="Draw Gizmos", default=False )
2223
2224 panel: bpy.props.EnumProperty(
2225 name='Panel',
2226 description='',
2227 items=[
2228 ('EXPORT', 'Export', '', 'MOD_BUILD',0),
2229 ('ENTITY', 'Entity', '', 'MONKEY',1),
2230 ('SETTINGS', 'Settings', 'Settings', 'PREFERENCES',2),
2231 ],
2232 )
2233 #}
2234
2235 class SR_COLLECTION_SETTINGS(bpy.types.PropertyGroup):
2236 #{
2237 pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False )
2238 animations: bpy.props.BoolProperty( name="Export animation", default=True)
2239 #}
2240
2241 def sr_get_mirror_bone( bones ):
2242 #{
2243 side = bones.active.name[-1:]
2244 other_name = bones.active.name[:-1]
2245 if side == 'L': other_name += 'R'
2246 elif side == 'R': other_name += 'L'
2247 else: return None
2248
2249 for b in bones:#{
2250 if b.name == other_name:
2251 return b
2252 #}
2253
2254 return None
2255 #}
2256
2257 class SR_MIRROR_BONE_X(bpy.types.Operator):
2258 #{
2259 bl_idname="skaterift.mirror_bone"
2260 bl_label="Mirror bone attributes - SkateRift"
2261
2262 def execute(_,context):
2263 #{
2264 active_object = context.active_object
2265 bones = active_object.data.bones
2266 a = bones.active
2267 b = sr_get_mirror_bone( bones )
2268
2269 if not b: return {'FINISHED'}
2270
2271 b.SR_data.collider = a.SR_data.collider
2272
2273 def _v3copyflipy( a, b ):#{
2274 b[0] = a[0]
2275 b[1] = -a[1]
2276 b[2] = a[2]
2277 #}
2278
2279 _v3copyflipy( a.SR_data.collider_min, b.SR_data.collider_min )
2280 _v3copyflipy( a.SR_data.collider_max, b.SR_data.collider_max )
2281 b.SR_data.collider_min[1] = -a.SR_data.collider_max[1]
2282 b.SR_data.collider_max[1] = -a.SR_data.collider_min[1]
2283
2284 b.SR_data.cone_constraint = a.SR_data.cone_constraint
2285
2286 _v3copyflipy( a.SR_data.conevx, b.SR_data.conevy )
2287 _v3copyflipy( a.SR_data.conevy, b.SR_data.conevx )
2288 _v3copyflipy( a.SR_data.coneva, b.SR_data.coneva )
2289
2290 b.SR_data.conet = a.SR_data.conet
2291
2292 # redraw
2293 ob = bpy.context.scene.objects[0]
2294 ob.hide_render = ob.hide_render
2295 return {'FINISHED'}
2296 #}
2297 #}
2298
2299 class SR_COMPILE(bpy.types.Operator):
2300 #{
2301 bl_idname="skaterift.compile_all"
2302 bl_label="Compile All"
2303
2304 def execute(_,context):
2305 #{
2306 view_layer = bpy.context.view_layer
2307 for col in view_layer.layer_collection.children["export"].children:
2308 if not col.hide_viewport or bpy.context.scene.SR_data.use_hidden:
2309 sr_compile( bpy.data.collections[col.name] )
2310
2311 return {'FINISHED'}
2312 #}
2313 #}
2314
2315 class SR_COMPILE_THIS(bpy.types.Operator):
2316 #{
2317 bl_idname="skaterift.compile_this"
2318 bl_label="Compile This collection"
2319
2320 def execute(_,context):
2321 #{
2322 col = bpy.context.collection
2323 sr_compile( col )
2324
2325 return {'FINISHED'}
2326 #}
2327 #}
2328
2329 class SR_INTERFACE(bpy.types.Panel):
2330 #{
2331 bl_idname = "VIEW3D_PT_skate_rift"
2332 bl_label = "Skate Rift"
2333 bl_space_type = 'VIEW_3D'
2334 bl_region_type = 'UI'
2335 bl_category = "Skate Rift"
2336
2337 def draw(_, context):
2338 #{
2339 # Compiler section
2340
2341 row = _.layout.row()
2342 row.scale_y = 1.75
2343 row.prop( context.scene.SR_data, 'panel', expand=True )
2344
2345 if context.scene.SR_data.panel == 'SETTINGS': #{
2346 _.layout.prop( context.scene.SR_data, 'gizmos' )
2347 #}
2348 elif context.scene.SR_data.panel == 'EXPORT': #{
2349 _.layout.prop( context.scene.SR_data, "export_dir" )
2350 col = bpy.context.collection
2351
2352 found_in_export = False
2353 export_count = 0
2354 view_layer = bpy.context.view_layer
2355 for c1 in view_layer.layer_collection.children["export"].children: #{
2356 if not c1.hide_viewport or bpy.context.scene.SR_data.use_hidden:
2357 export_count += 1
2358
2359 if c1.name == col.name: #{
2360 found_in_export = True
2361 #}
2362 #}
2363
2364 box = _.layout.box()
2365 row = box.row()
2366 row.alignment = 'CENTER'
2367 row.scale_y = 1.5
2368
2369 if found_in_export: #{
2370 row.label( text=col.name + ".mdl" )
2371 box.prop( col.SR_data, "pack_textures" )
2372 box.prop( col.SR_data, "animations" )
2373 box.operator( "skaterift.compile_this" )
2374 #}
2375 else: #{
2376 row.enabled=False
2377 row.label( text=col.name )
2378
2379 row = box.row()
2380 row.enabled=False
2381 row.alignment = 'CENTER'
2382 row.scale_y = 1.5
2383 row.label( text="This collection is not in the export group" )
2384 #}
2385
2386 box = _.layout.box()
2387 row = box.row()
2388
2389 split = row.split( factor=0.3, align=True )
2390 split.prop( context.scene.SR_data, "use_hidden", text="hidden" )
2391
2392 row1 = split.row()
2393 if export_count == 0:
2394 row1.enabled=False
2395 row1.operator( "skaterift.compile_all", \
2396 text=F"Compile all ({export_count} collections)" )
2397 #}
2398 elif context.scene.SR_data.panel == 'ENTITY': #{
2399 active_object = context.active_object
2400 if not active_object: return
2401
2402 amount = max( 0, len(context.selected_objects)-1 )
2403
2404 row = _.layout.row()
2405 row.operator( 'skaterift.copy_entity_data', \
2406 text=F'Copy entity data to {amount} other objects' )
2407 if amount == 0: row.enabled=False
2408
2409 box = _.layout.box()
2410 row = box.row()
2411 row.alignment = 'CENTER'
2412 row.label( text=active_object.name )
2413 row.scale_y = 1.5
2414
2415 def _draw_prop_collection( source, data ): #{
2416 nonlocal box
2417 row = box.row()
2418 row.alignment = 'CENTER'
2419 row.enabled = False
2420 row.scale_y = 1.5
2421 row.label( text=F'{source}' )
2422
2423 if hasattr(type(data[0]),'sr_inspector'):#{
2424 type(data[0]).sr_inspector( box, data )
2425 #}
2426 else:#{
2427 for a in data[0].__annotations__:
2428 box.prop( data[0], a )
2429 #}
2430 #}
2431
2432 if active_object.type == 'ARMATURE': #{
2433 if active_object.mode == 'POSE': #{
2434 bones = active_object.data.bones
2435 mb = sr_get_mirror_bone( bones )
2436 if mb:#{
2437 box.operator( "skaterift.mirror_bone", \
2438 text=F'Mirror attributes to {mb.name}' )
2439 #}
2440
2441 _draw_prop_collection( \
2442 F'bpy.types.Bone["{bones.active.name}"].SR_data',\
2443 [bones.active.SR_data ] )
2444 #}
2445 else: #{
2446 row = box.row()
2447 row.alignment='CENTER'
2448 row.scale_y=2.0
2449 row.enabled=False
2450 row.label( text="Enter pose mode to modify bone properties" )
2451 #}
2452 #}
2453 elif active_object.type == 'LIGHT': #{
2454 _draw_prop_collection( \
2455 F'bpy.types.Light["{active_object.data.name}"].SR_data', \
2456 [active_object.data.SR_data] )
2457 #}
2458 elif active_object.type in ['EMPTY','CURVE','MESH']:#{
2459 box.prop( active_object.SR_data, "ent_type" )
2460 ent_type = active_object.SR_data.ent_type
2461
2462 col = getattr( active_object.SR_data, ent_type, None )
2463 if col != None and len(col)!=0:
2464 _draw_prop_collection( \
2465 F'bpy.types.Object["{active_object.name}"].SR_data.{ent_type}[0]', \
2466 col )
2467
2468 if active_object.type == 'MESH':#{
2469 col = getattr( active_object.data.SR_data, ent_type, None )
2470 if col != None and len(col)!=0:
2471 _draw_prop_collection( \
2472 F'bpy.types.Mesh["{active_object.data.name}"].SR_data.{ent_type}[0]', \
2473 col )
2474 #}
2475 #}
2476 #}
2477 #}
2478 #}
2479
2480 class SR_MATERIAL_PANEL(bpy.types.Panel):
2481 #{
2482 bl_label="Skate Rift material"
2483 bl_idname="MATERIAL_PT_sr_material"
2484 bl_space_type='PROPERTIES'
2485 bl_region_type='WINDOW'
2486 bl_context="material"
2487
2488 def draw(_,context):
2489 #{
2490 active_object = bpy.context.active_object
2491 if active_object == None: return
2492 active_mat = active_object.active_material
2493 if active_mat == None: return
2494
2495 info = material_info( active_mat )
2496
2497 if 'tex_diffuse' in info:#{
2498 _.layout.label( icon='INFO', \
2499 text=F"{info['tex_diffuse'].name} will be compiled" )
2500 #}
2501
2502 _.layout.prop( active_mat.SR_data, "shader" )
2503 _.layout.prop( active_mat.SR_data, "surface_prop" )
2504 _.layout.prop( active_mat.SR_data, "collision" )
2505
2506 if active_mat.SR_data.collision:#{
2507 box = _.layout.box()
2508 row = box.row()
2509
2510 if (active_mat.SR_data.shader != 'invisible') and \
2511 (active_mat.SR_data.shader != 'boundary') and \
2512 (active_mat.SR_data.shader != 'walking'):#{
2513 row.prop( active_mat.SR_data, "skate_surface" )
2514 row.prop( active_mat.SR_data, "grind_surface" )
2515 row.prop( active_mat.SR_data, "grow_grass" )
2516 row.prop( active_mat.SR_data, "preview_visibile" )
2517 #}
2518 #}
2519
2520 if active_mat.SR_data.shader == "terrain_blend":#{
2521 box = _.layout.box()
2522 box.prop( active_mat.SR_data, "blend_offset" )
2523 box.prop( active_mat.SR_data, "sand_colour" )
2524 #}
2525 elif active_mat.SR_data.shader == "vertex_blend":#{
2526 box = _.layout.box()
2527 box.label( icon='INFO', text="Uses vertex colours, the R channel" )
2528 box.prop( active_mat.SR_data, "blend_offset" )
2529 #}
2530 elif active_mat.SR_data.shader == "water":#{
2531 box = _.layout.box()
2532 box.label( icon='INFO', text="Depth scale of 16 meters" )
2533 box.prop( active_mat.SR_data, "shore_colour" )
2534 box.prop( active_mat.SR_data, "ocean_colour" )
2535 #}
2536 elif active_mat.SR_data.shader == "cubemap":#{
2537 box = _.layout.box()
2538 box.prop( active_mat.SR_data, "cubemap" )
2539 box.prop( active_mat.SR_data, "tint" )
2540 #}
2541 #}
2542 #}
2543
2544 def sr_get_type_enum( scene, context ):
2545 #{
2546 items = [('none','None',"")]
2547 mesh_entities=['ent_gate','ent_water']
2548 point_entities=['ent_spawn','ent_route_node','ent_route']
2549
2550 for e in point_entities: items += [(e,e,'')]
2551
2552 if context.scene.SR_data.panel == 'ENTITY': #{
2553 if context.active_object.type == 'MESH': #{
2554 for e in mesh_entities: items += [(e,e,'')]
2555 #}
2556 #}
2557 else: #{
2558 for e in mesh_entities: items += [(e,e,'')]
2559 #}
2560
2561 return items
2562 #}
2563
2564 def sr_on_type_change( _, context ):
2565 #{
2566 obj = context.active_object
2567 ent_type = obj.SR_data.ent_type
2568 if ent_type == 'none': return
2569 if obj.type == 'MESH':#{
2570 col = getattr( obj.data.SR_data, ent_type, None )
2571 if col != None and len(col)==0: col.add()
2572 #}
2573
2574 col = getattr( obj.SR_data, ent_type, None )
2575 if col != None and len(col)==0: col.add()
2576 #}
2577
2578 class SR_OBJECT_ENT_SPAWN(bpy.types.PropertyGroup):
2579 #{
2580 alias: bpy.props.StringProperty( name='alias' )
2581 #}
2582
2583 class SR_OBJECT_ENT_GATE(bpy.types.PropertyGroup):
2584 #{
2585 target: bpy.props.PointerProperty( \
2586 type=bpy.types.Object, name="destination", \
2587 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
2588
2589 key: bpy.props.StringProperty()
2590 tipo: bpy.props.EnumProperty(items=(('default', 'Default', ""),
2591 ('nonlocal', 'Non-Local', "")))
2592
2593 flip: bpy.props.BoolProperty( name="Flip exit", default=False )
2594 custom: bpy.props.BoolProperty( name="Mesh is surface", default=False )
2595 locked: bpy.props.BoolProperty( name="Start Locked", default=False )
2596
2597 @staticmethod
2598 def sr_inspector( layout, data ):
2599 #{
2600 box = layout.box()
2601 box.prop( data[0], 'tipo', text="subtype" )
2602
2603 if data[0].tipo == 'default': box.prop( data[0], 'target' )
2604 elif data[0].tipo == 'nonlocal': box.prop( data[0], 'key' )
2605
2606 flags = box.box()
2607 flags.prop( data[0], 'flip' )
2608 flags.prop( data[0], 'custom' )
2609 flags.prop( data[0], 'locked' )
2610 #}
2611 #}
2612
2613 class SR_MESH_ENT_GATE(bpy.types.PropertyGroup):
2614 #{
2615 dimensions: bpy.props.FloatVectorProperty(name="dimensions",size=3)
2616 #}
2617
2618 class SR_OBJECT_ENT_ROUTE_ENTRY(bpy.types.PropertyGroup):
2619 #{
2620 target: bpy.props.PointerProperty( \
2621 type=bpy.types.Object, name='target', \
2622 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
2623 #}
2624
2625 class SR_OBJECT_ENT_MINIWORLD(bpy.types.PropertyGroup):
2626 #{
2627 world: bpy.props.StringProperty( name='world UID' )
2628 proxy: bpy.props.PointerProperty( \
2629 type=bpy.types.Object, name='proxy', \
2630 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_prop']))
2631 camera: bpy.props.PointerProperty( \
2632 type=bpy.types.Object, name="Camera", \
2633 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
2634 #}
2635
2636 class SR_UL_ROUTE_NODE_LIST(bpy.types.UIList):
2637 #{
2638 bl_idname = 'SR_UL_ROUTE_NODE_LIST'
2639
2640 def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
2641 #{
2642 layout.prop( item, 'target', text='', emboss=False )
2643 #}
2644 #}
2645
2646 def internal_listdel_execute(self,context,ent_name,collection_name):
2647 #{
2648 active_object = context.active_object
2649 data = getattr(active_object.SR_data,ent_name)[0]
2650 lista = getattr(data,collection_name)
2651 index = getattr(data,F'{collection_name}_index')
2652
2653 lista.remove(index)
2654
2655 setattr(data,F'{collection_name}_index', min(max(0,index-1), len(lista)-1))
2656 return{'FINISHED'}
2657 #}
2658
2659 def internal_listadd_execute(self,context,ent_name,collection_name):
2660 #{
2661 active_object = context.active_object
2662 getattr(getattr(active_object.SR_data,ent_name)[0],collection_name).add()
2663 return{'FINISHED'}
2664 #}
2665
2666 def copy_propgroup( de, to ):
2667 #{
2668 for a in de.__annotations__:#{
2669 if isinstance(getattr(de,a), bpy.types.bpy_prop_collection):#{
2670 ca = getattr(de,a)
2671 cb = getattr(to,a)
2672
2673 while len(cb) != len(ca):#{
2674 if len(cb) < len(ca): cb.add()
2675 else: cb.remove(0)
2676 #}
2677 for i in range(len(ca)):#{
2678 copy_propgroup(ca[i],cb[i])
2679 #}
2680 #}
2681 else:#{
2682 setattr(to,a,getattr(de,a))
2683 #}
2684 #}
2685 #}
2686
2687 class SR_OT_COPY_ENTITY_DATA(bpy.types.Operator):
2688 #{
2689 bl_idname = "skaterift.copy_entity_data"
2690 bl_label = "Copy entity data"
2691
2692 def execute(self, context):#{
2693 data = context.active_object.SR_data
2694 new_type = data.ent_type
2695 print( F"Copy entity data from: {context.active_object.name}" )
2696
2697 for obj in context.selected_objects:#{
2698 if obj != context.active_object:#{
2699 print( F" To: {obj.name}" )
2700
2701 obj.SR_data.ent_type = new_type
2702
2703 if active_object.type == 'MESH':#{
2704 col = getattr( obj.data.SR_data, new_type, None )
2705 if col != None and len(col)==0: col.add()
2706 mdata = context.active_object.data.SR_data
2707 copy_propgroup( getattr(mdata,new_type)[0], col[0] )
2708 #}
2709
2710 col = getattr( obj.SR_data, new_type, None )
2711 if col != None and len(col)==0: col.add()
2712 copy_propgroup( getattr(data,new_type)[0], col[0] )
2713 #}
2714 #}
2715 return{'FINISHED'}
2716 #}
2717 #}
2718
2719 class SR_OT_ROUTE_LIST_NEW_ITEM(bpy.types.Operator):
2720 #{
2721 bl_idname = "skaterift.new_entry"
2722 bl_label = "Add gate"
2723
2724 def execute(self, context):#{
2725 return internal_listadd_execute(self,context,'ent_route','gates')
2726 #}
2727 #}
2728
2729 class SR_OT_ROUTE_LIST_DEL_ITEM(bpy.types.Operator):
2730 #{
2731 bl_idname = "skaterift.del_entry"
2732 bl_label = "Remove gate"
2733
2734 @classmethod
2735 def poll(cls, context):#{
2736 active_object = context.active_object
2737 if obj_ent_type(active_object) == 'ent_route':#{
2738 return active_object.SR_data.ent_route[0].gates
2739 #}
2740 else: return False
2741 #}
2742
2743 def execute(self, context):#{
2744 return internal_listdel_execute(self,context,'ent_route','gates')
2745 #}
2746 #}
2747
2748 class SR_OT_AUDIO_LIST_NEW_ITEM(bpy.types.Operator):
2749 #{
2750 bl_idname = "skaterift.al_new_entry"
2751 bl_label = "Add file"
2752
2753 def execute(self, context):#{
2754 return internal_listadd_execute(self,context,'ent_audio','files')
2755 #}
2756 #}
2757
2758 class SR_OT_AUDIO_LIST_DEL_ITEM(bpy.types.Operator):
2759 #{
2760 bl_idname = "skaterift.al_del_entry"
2761 bl_label = "Remove file"
2762
2763 @classmethod
2764 def poll(cls, context):#{
2765 active_object = context.active_object
2766 if obj_ent_type(active_object) == 'ent_audio':#{
2767 return active_object.SR_data.ent_audio[0].files
2768 #}
2769 else: return False
2770 #}
2771
2772 def execute(self, context):#{
2773 return internal_listdel_execute(self,context,'ent_audio','files')
2774 return{'FINISHED'}
2775 #}
2776 #}
2777
2778 class SR_OT_GLYPH_LIST_NEW_ITEM(bpy.types.Operator):
2779 #{
2780 bl_idname = "skaterift.gl_new_entry"
2781 bl_label = "Add glyph"
2782
2783 def execute(self, context):#{
2784 active_object = context.active_object
2785
2786 font = active_object.SR_data.ent_font[0]
2787 font.glyphs.add()
2788
2789 if len(font.glyphs) > 1:#{
2790 prev = font.glyphs[-2]
2791 cur = font.glyphs[-1]
2792
2793 cur.bounds = prev.bounds
2794 cur.utf32 = prev.utf32+1
2795 #}
2796
2797 return{'FINISHED'}
2798 #}
2799 #}
2800
2801 class SR_OT_GLYPH_LIST_DEL_ITEM(bpy.types.Operator):
2802 #{
2803 bl_idname = "skaterift.gl_del_entry"
2804 bl_label = "Remove Glyph"
2805
2806 @classmethod
2807 def poll(cls, context):#{
2808 active_object = context.active_object
2809 if obj_ent_type(active_object) == 'ent_font':#{
2810 return active_object.SR_data.ent_font[0].glyphs
2811 #}
2812 else: return False
2813 #}
2814
2815 def execute(self, context):#{
2816 return internal_listdel_execute(self,context,'ent_font','glyphs')
2817 #}
2818 #}
2819
2820 class SR_OT_GLYPH_LIST_MOVE_ITEM(bpy.types.Operator):
2821 #{
2822 bl_idname = "skaterift.gl_move_item"
2823 bl_label = "aa"
2824 direction: bpy.props.EnumProperty(items=(('UP', 'Up', ""),
2825 ('DOWN', 'Down', ""),))
2826
2827 @classmethod
2828 def poll(cls, context):#{
2829 active_object = context.active_object
2830 if obj_ent_type(active_object) == 'ent_font':#{
2831 return active_object.SR_data.ent_font[0].glyphs
2832 #}
2833 else: return False
2834 #}
2835
2836 def execute(_, context):#{
2837 active_object = context.active_object
2838 data = active_object.SR_data.ent_font[0]
2839
2840 index = data.glyphs_index
2841 neighbor = index + (-1 if _.direction == 'UP' else 1)
2842 data.glyphs.move( neighbor, index )
2843
2844 list_length = len(data.glyphs) - 1
2845 new_index = index + (-1 if _.direction == 'UP' else 1)
2846
2847 data.glyphs_index = max(0, min(new_index, list_length))
2848
2849 return{'FINISHED'}
2850 #}
2851 #}
2852
2853 class SR_OT_FONT_VARIANT_LIST_NEW_ITEM(bpy.types.Operator):
2854 #{
2855 bl_idname = "skaterift.fv_new_entry"
2856 bl_label = "Add variant"
2857
2858 def execute(self, context):#{
2859 return internal_listadd_execute(self,context,'ent_font','variants')
2860 #}
2861 #}
2862
2863 class SR_OT_FONT_VARIANT_LIST_DEL_ITEM(bpy.types.Operator):
2864 #{
2865 bl_idname = "skaterift.fv_del_entry"
2866 bl_label = "Remove variant"
2867
2868 @classmethod
2869 def poll(cls, context):#{
2870 active_object = context.active_object
2871 if obj_ent_type(active_object) == 'ent_font':#{
2872 return active_object.SR_data.ent_font[0].variants
2873 #}
2874 else: return False
2875 #}
2876
2877 def execute(self, context):#{
2878 return internal_listdel_execute(self,context,'ent_font','variants')
2879 #}
2880 #}
2881
2882 class SR_OBJECT_ENT_AUDIO_FILE_ENTRY(bpy.types.PropertyGroup):
2883 #{
2884 path: bpy.props.StringProperty( name="Path" )
2885 probability: bpy.props.FloatProperty( name="Probability",default=100.0 )
2886 #}
2887
2888 class SR_UL_AUDIO_LIST(bpy.types.UIList):
2889 #{
2890 bl_idname = 'SR_UL_AUDIO_LIST'
2891
2892 def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
2893 #{
2894 split = layout.split(factor=0.7)
2895 c = split.column()
2896 c.prop( item, 'path', text='', emboss=False )
2897 c = split.column()
2898 c.prop( item, 'probability', text='%', emboss=True )
2899 #}
2900 #}
2901
2902 class SR_UL_FONT_VARIANT_LIST(bpy.types.UIList):
2903 #{
2904 bl_idname = 'SR_UL_FONT_VARIANT_LIST'
2905
2906 def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
2907 #{
2908 layout.prop( item, 'mesh', emboss=False )
2909 layout.prop( item, 'tipo' )
2910 #}
2911 #}
2912
2913 class SR_UL_FONT_GLYPH_LIST(bpy.types.UIList):
2914 #{
2915 bl_idname = 'SR_UL_FONT_GLYPH_LIST'
2916
2917 def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
2918 #{
2919 s0 = layout.split(factor=0.3)
2920 c = s0.column()
2921 s1 = c.split(factor=0.3)
2922 c = s1.column()
2923 row = c.row()
2924 lbl = chr(item.utf32) if item.utf32 >= 32 and item.utf32 <= 126 else \
2925 f'x{item.utf32:x}'
2926 row.label(text=lbl)
2927 c = s1.column()
2928 c.prop( item, 'utf32', text='', emboss=True )
2929 c = s0.column()
2930 row = c.row()
2931 row.prop( item, 'bounds', text='', emboss=False )
2932 #}
2933 #}
2934
2935 class SR_OBJECT_ENT_ROUTE(bpy.types.PropertyGroup):
2936 #{
2937 gates: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE_ENTRY)
2938 gates_index: bpy.props.IntProperty()
2939
2940 colour: bpy.props.FloatVectorProperty( \
2941 name="Colour",\
2942 subtype='COLOR',\
2943 min=0.0,max=1.0,\
2944 default=Vector((0.79,0.63,0.48)),\
2945 description="Route colour"\
2946 )
2947
2948 alias: bpy.props.StringProperty(\
2949 name="Alias",\
2950 default="Untitled Course")
2951
2952 cam: bpy.props.PointerProperty( \
2953 type=bpy.types.Object, name="Viewpoint", \
2954 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
2955
2956 @staticmethod
2957 def sr_inspector( layout, data ):
2958 #{
2959 layout.prop( data[0], 'alias' )
2960 layout.prop( data[0], 'colour' )
2961 layout.prop( data[0], 'cam' )
2962
2963 layout.label( text='Checkpoints' )
2964 layout.template_list('SR_UL_ROUTE_NODE_LIST', 'Checkpoints', \
2965 data[0], 'gates', data[0], 'gates_index', rows=5)
2966
2967 row = layout.row()
2968 row.operator( 'skaterift.new_entry', text='Add' )
2969 row.operator( 'skaterift.del_entry', text='Remove' )
2970 #}
2971 #}
2972
2973 class SR_OBJECT_ENT_VOLUME(bpy.types.PropertyGroup):#{
2974 subtype: bpy.props.EnumProperty(
2975 name="Subtype",
2976 items=[('0','Trigger',''),
2977 ('1','Particles (0.1s)','')]
2978 )
2979
2980 target: bpy.props.PointerProperty( \
2981 type=bpy.types.Object, name="Target", \
2982 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
2983 target_event: bpy.props.IntProperty( name="Enter Ev" )
2984 target_event_leave: bpy.props.IntProperty( name="Leave Ev", default=-1 )
2985
2986 @staticmethod
2987 def inspect_target( layout, data, propname, evs = ['_event'] ):#{
2988 box = layout.box()
2989 box.prop( data[0], propname )
2990
2991 for evname in evs:#{
2992 row = box.row()
2993 row.prop( data[0], propname + evname )
2994
2995 target = getattr( data[0], propname )
2996 if target:#{
2997 tipo = target.SR_data.ent_type
2998 cls = globals()[ tipo ]
2999
3000 table = getattr( cls, 'sr_functions', None )
3001 if table:#{
3002 index = getattr( data[0], propname + evname )
3003 if index in table:
3004 row.label( text=table[index] )
3005 else:
3006 row.label( text="undefined function" )
3007 #}
3008 #}
3009 else:#{
3010 row.label( text="..." )
3011 row.enabled=False
3012 #}
3013 #}
3014 #}
3015
3016 @staticmethod
3017 def sr_inspector( layout, data ):#{
3018 layout.prop( data[0], 'subtype' )
3019 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target', \
3020 ['_event','_event_leave'] )
3021 #}
3022 #}
3023
3024 class SR_OBJECT_ENT_AUDIO(bpy.types.PropertyGroup):
3025 #{
3026 files: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_AUDIO_FILE_ENTRY)
3027 files_index: bpy.props.IntProperty()
3028
3029 flag_3d: bpy.props.BoolProperty( name="3D audio",default=True )
3030 flag_loop: bpy.props.BoolProperty( name="Loop",default=False )
3031 flag_auto: bpy.props.BoolProperty( name="Play at start",default=False )
3032 flag_nodoppler: bpy.props.BoolProperty( name="No Doppler",default=False )
3033
3034 group: bpy.props.IntProperty( name="Group ID", default=0 )
3035 formato: bpy.props.EnumProperty(
3036 name="Format",
3037 items=[('0','Uncompressed Mono',''),
3038 ('1','Compressed Vorbis',''),
3039 ('2','[vg] Bird Synthesis','')]
3040 )
3041 probability_curve: bpy.props.EnumProperty(
3042 name="Probability Curve",
3043 items=[('0','Constant',''),
3044 ('1','Wildlife Daytime',''),
3045 ('2','Wildlife Nighttime','')])
3046 channel_behaviour: bpy.props.EnumProperty(
3047 name="Channel Behaviour",
3048 items=[('0','Unlimited',''),
3049 ('1','Discard if group full', ''),
3050 ('2','Crossfade if group full','')])
3051
3052 transition_duration: bpy.props.FloatProperty(name="Transition Time",\
3053 default=0.2)
3054
3055 max_channels: bpy.props.IntProperty( name="Max Channels", default=1 )
3056 volume: bpy.props.FloatProperty( name="Volume",default=1.0 )
3057
3058 @staticmethod
3059 def sr_inspector( layout, data ):
3060 #{
3061 layout.prop( data[0], 'formato' )
3062 layout.prop( data[0], 'volume' )
3063
3064 box = layout.box()
3065 box.label( text='Channels' )
3066 split = box.split(factor=0.3)
3067 c = split.column()
3068 c.prop( data[0], 'max_channels' )
3069 c = split.column()
3070 c.prop( data[0], 'channel_behaviour', text='Behaviour' )
3071 if data[0].channel_behaviour >= '1':
3072 box.prop( data[0], 'group' )
3073 if data[0].channel_behaviour == '2':
3074 box.prop( data[0], 'transition_duration' )
3075
3076 box = layout.box()
3077 box.label( text='Flags' )
3078 box.prop( data[0], 'flag_3d' )
3079 if data[0].flag_3d: box.prop( data[0], 'flag_nodoppler' )
3080
3081 box.prop( data[0], 'flag_loop' )
3082 box.prop( data[0], 'flag_auto' )
3083
3084 layout.prop( data[0], 'probability_curve' )
3085
3086 split = layout.split(factor=0.7)
3087 c = split.column()
3088 c.label( text='Filepath' )
3089 c = split.column()
3090 c.label( text='Chance' )
3091 layout.template_list('SR_UL_AUDIO_LIST', 'Files', \
3092 data[0], 'files', data[0], 'files_index', rows=5)
3093
3094 row = layout.row()
3095 row.operator( 'skaterift.al_new_entry', text='Add' )
3096 row.operator( 'skaterift.al_del_entry', text='Remove' )
3097 #}
3098 #}
3099
3100 class SR_OBJECT_ENT_MARKER(bpy.types.PropertyGroup):
3101 #{
3102 alias: bpy.props.StringProperty()
3103 #}
3104
3105 class SR_OBJECT_ENT_GLYPH(bpy.types.PropertyGroup):
3106 #{
3107 mini: bpy.props.FloatVectorProperty(size=2)
3108 maxi: bpy.props.FloatVectorProperty(size=2)
3109 utf32: bpy.props.IntProperty()
3110 #}
3111
3112 class SR_OBJECT_ENT_GLYPH_ENTRY(bpy.types.PropertyGroup):
3113 #{
3114 bounds: bpy.props.FloatVectorProperty(size=4,subtype='NONE')
3115 utf32: bpy.props.IntProperty()
3116 #}
3117
3118 class SR_OBJECT_ENT_FONT_VARIANT(bpy.types.PropertyGroup):
3119 #{
3120 mesh: bpy.props.PointerProperty(type=bpy.types.Object)
3121 tipo: bpy.props.StringProperty()
3122 #}
3123
3124 class SR_OBJECT_ENT_FONT(bpy.types.PropertyGroup):
3125 #{
3126 variants: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_FONT_VARIANT)
3127 glyphs: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLYPH_ENTRY)
3128 alias: bpy.props.StringProperty()
3129
3130 glyphs_index: bpy.props.IntProperty()
3131 variants_index: bpy.props.IntProperty()
3132
3133 @staticmethod
3134 def sr_inspector( layout, data ):
3135 #{
3136 layout.prop( data[0], 'alias' )
3137
3138 layout.label( text='Variants' )
3139 layout.template_list('SR_UL_FONT_VARIANT_LIST', 'Variants', \
3140 data[0], 'variants', data[0], 'variants_index',\
3141 rows=5 )
3142 row = layout.row()
3143 row.operator( 'skaterift.fv_new_entry', text='Add' )
3144 row.operator( 'skaterift.fv_del_entry', text='Remove' )
3145
3146 layout.label( text='ASCII Glyphs' )
3147 layout.template_list('SR_UL_FONT_GLYPH_LIST', 'Glyphs', \
3148 data[0], 'glyphs', data[0], 'glyphs_index', rows=5)
3149
3150 row = layout.row()
3151 row.operator( 'skaterift.gl_new_entry', text='Add' )
3152 row.operator( 'skaterift.gl_del_entry', text='Remove' )
3153 row.operator( 'skaterift.gl_move_item', text='^' ).direction='UP'
3154 row.operator( 'skaterift.gl_move_item', text='v' ).direction='DOWN'
3155 #}
3156 #}
3157
3158 class SR_OBJECT_ENT_TRAFFIC(bpy.types.PropertyGroup):
3159 #{
3160 speed: bpy.props.FloatProperty(default=1.0)
3161 #}
3162
3163 class SR_OBJECT_ENT_SKATESHOP(bpy.types.PropertyGroup):
3164 #{
3165 tipo: bpy.props.EnumProperty( name='Type',
3166 items=[('0','boards',''),
3167 ('1','character',''),
3168 ('2','world','')] )
3169 mark_rack: bpy.props.PointerProperty( \
3170 type=bpy.types.Object, name="Board Rack", \
3171 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3172 mark_display: bpy.props.PointerProperty( \
3173 type=bpy.types.Object, name="Selected Board Display", \
3174 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3175 mark_info: bpy.props.PointerProperty( \
3176 type=bpy.types.Object, name="Selected Board Info", \
3177 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3178 cam: bpy.props.PointerProperty( \
3179 type=bpy.types.Object, name="Viewpoint", \
3180 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
3181 #}
3182
3183 class SR_OBJECT_ENT_WORKSHOP_PREVIEW(bpy.types.PropertyGroup):
3184 #{
3185 mark_display: bpy.props.PointerProperty( \
3186 type=bpy.types.Object, name="Board Display", \
3187 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3188 mark_display1: bpy.props.PointerProperty( \
3189 type=bpy.types.Object, name="Board Display (other side)", \
3190 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3191 cam: bpy.props.PointerProperty( \
3192 type=bpy.types.Object, name="Viewpoint", \
3193 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
3194 #}
3195
3196 class SR_OBJECT_ENT_MENU_ITEM(bpy.types.PropertyGroup):
3197 #{
3198 link0: bpy.props.PointerProperty( \
3199 type=bpy.types.Object, name="Link 0", \
3200 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3201 link1: bpy.props.PointerProperty( \
3202 type=bpy.types.Object, name="Link 1", \
3203 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3204 link2: bpy.props.PointerProperty( \
3205 type=bpy.types.Object, name="Link 2", \
3206 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3207 link3: bpy.props.PointerProperty( \
3208 type=bpy.types.Object, name="Link 3", \
3209 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3210
3211 newloc: bpy.props.PointerProperty( \
3212 type=bpy.types.Object, name="New location", \
3213 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3214 stack_behaviour: bpy.props.EnumProperty( name='Stack Behaviour',
3215 items=[('0','append',''),
3216 ('1','replace','')])
3217
3218 camera: bpy.props.PointerProperty( \
3219 type=bpy.types.Object, name="Camera", \
3220 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
3221
3222 slider_minloc: bpy.props.PointerProperty( \
3223 type=bpy.types.Object, name="Slider min", \
3224 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3225 slider_maxloc: bpy.props.PointerProperty( \
3226 type=bpy.types.Object, name="Slider max", \
3227 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3228 slider_handle: bpy.props.PointerProperty( \
3229 type=bpy.types.Object, name="Slider handle", \
3230 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3231
3232 checkmark: bpy.props.PointerProperty( \
3233 type=bpy.types.Object, name="Checked", \
3234 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3235
3236 font_variant: bpy.props.IntProperty( name="Font Variant" )
3237
3238 string: bpy.props.StringProperty( name="String" )
3239 tipo: bpy.props.EnumProperty( name='Type',
3240 items=[('0','visual',''),
3241 ('1','event button',''),
3242 ('2','page button',''),
3243 ('3','toggle', ''),
3244 ('4','slider',''),
3245 ('5','page',''),
3246 ('6','binding',''),
3247 ('7','visual(no colourize)','')])
3248
3249 @staticmethod
3250 def sr_inspector( layout, data ):
3251 #{
3252 data = data[0]
3253 box = layout.box()
3254 box.prop( data, 'tipo' )
3255
3256 if data.tipo == '0' or data.tipo == '7':#{
3257 box.prop( data, 'string', text='Name' )
3258 return
3259 #}
3260 elif data.tipo == '1':#{
3261 box.prop( data, 'string', text='Event' )
3262 #}
3263 elif data.tipo == '2':#{
3264 box.prop( data, 'string', text='Page' )
3265 box.prop( data, 'stack_behaviour' )
3266 #}
3267 elif data.tipo == '3':#{
3268 box.prop( data, 'string', text='Data (i32)' )
3269 box.prop( data, 'checkmark' )
3270 #}
3271 elif data.tipo == '4':#{
3272 box.prop( data, 'string', text='Data (f32)' )
3273 box.prop( data, 'slider_minloc' )
3274 box.prop( data, 'slider_maxloc' )
3275 box.prop( data, 'slider_handle' )
3276 box = box.box()
3277 box.label( text="Links" )
3278 box.prop( data, 'link0', text='v0' )
3279 box.prop( data, 'link1', text='v1' )
3280 return
3281 #}
3282 elif data.tipo == '5':#{
3283 box.prop( data, 'string', text='Page Name' )
3284 box.prop( data, 'newloc', text='Entry Point' )
3285 box.prop( data, 'camera', text='Viewpoint' )
3286 return
3287 #}
3288 elif data.tipo == '6':#{
3289 box.prop( data, 'string', text='ID' )
3290 box.prop( data, 'font_variant' )
3291 return
3292 #}
3293
3294 box = box.box()
3295 box.label( text="Links" )
3296 box.prop( data, 'link0' )
3297 box.prop( data, 'link1' )
3298 box.prop( data, 'link2' )
3299 box.prop( data, 'link3' )
3300 #}
3301 #}
3302
3303 class SR_OBJECT_ENT_WORLD_INFO(bpy.types.PropertyGroup):
3304 #{
3305 name: bpy.props.StringProperty(name="Name")
3306 desc: bpy.props.StringProperty(name="Description")
3307 author: bpy.props.StringProperty(name="Author")
3308 timezone: bpy.props.FloatProperty(name="Timezone(hrs) (UTC0 +hrs)")
3309 skybox: bpy.props.StringProperty(name="Skybox")
3310 #}
3311
3312 class SR_OBJECT_ENT_CCMD(bpy.types.PropertyGroup):
3313 #{
3314 command: bpy.props.StringProperty(name="Command Line")
3315 #}
3316
3317 class SR_OBJECT_ENT_OBJECTIVE(bpy.types.PropertyGroup):#{
3318 proxima: bpy.props.PointerProperty( \
3319 type=bpy.types.Object, name="Next", \
3320 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_objective']))
3321 target: bpy.props.PointerProperty( \
3322 type=bpy.types.Object, name="Win", \
3323 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3324 target_event: bpy.props.IntProperty( name="Event/Method" )
3325 time_limit: bpy.props.FloatProperty( name="Time Limit", default=1.0 )
3326 filtrar: bpy.props.EnumProperty( name='Filter',\
3327 items=[('0','none',''),
3328 (str(0x1),'trick_shuvit',''),
3329 (str(0x2),'trick_kickflip',''),
3330 (str(0x4),'trick_treflip',''),
3331 (str(0x1|0x2|0x4),'trick_any',''),
3332 (str(0x8),'flip_back',''),
3333 (str(0x10),'flip_front',''),
3334 (str(0x8|0x10),'flip_any',''),
3335 (str(0x20),'grind_truck_any',''),
3336 (str(0x40),'grind_board_any',''),
3337 (str(0x20|0x40),'grind_any',''),
3338 (str(0x80),'footplant',''),
3339 (str(0x100),'passthrough',''),
3340 ])
3341
3342 @staticmethod
3343 def sr_inspector( layout, data ):#{
3344 layout.prop( data[0], 'proxima' )
3345 layout.prop( data[0], 'time_limit' )
3346 layout.prop( data[0], 'filtrar' )
3347 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target' )
3348 #}
3349 #}
3350
3351 class SR_OBJECT_ENT_CHALLENGE(bpy.types.PropertyGroup):#{
3352 alias: bpy.props.StringProperty( name="Alias" )
3353
3354 target: bpy.props.PointerProperty( \
3355 type=bpy.types.Object, name="On Complete", \
3356 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3357 target_event: bpy.props.IntProperty( name="Event/Method" )
3358 reset: bpy.props.PointerProperty( \
3359 type=bpy.types.Object, name="On Reset", \
3360 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3361 reset_event: bpy.props.IntProperty( name="Event/Method" )
3362
3363 time_limit: bpy.props.BoolProperty( name="Time Limit" )
3364
3365 first: bpy.props.PointerProperty( \
3366 type=bpy.types.Object, name="First Objective", \
3367 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_objective']))
3368
3369 camera: bpy.props.PointerProperty( \
3370 type=bpy.types.Object, name="Camera", \
3371 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
3372
3373
3374 @staticmethod
3375 def sr_inspector( layout, data ):#{
3376 layout.prop( data[0], 'alias' )
3377 layout.prop( data[0], 'camera' )
3378 layout.prop( data[0], 'first' )
3379 layout.prop( data[0], 'time_limit' )
3380 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target' )
3381 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'reset' )
3382 #}
3383 #}
3384
3385 class SR_OBJECT_ENT_RELAY(bpy.types.PropertyGroup):#{
3386 target0: bpy.props.PointerProperty( \
3387 type=bpy.types.Object, name="Target 0", \
3388 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3389 target1: bpy.props.PointerProperty( \
3390 type=bpy.types.Object, name="Target 1", \
3391 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3392 target2: bpy.props.PointerProperty( \
3393 type=bpy.types.Object, name="Target 2", \
3394 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3395 target3: bpy.props.PointerProperty( \
3396 type=bpy.types.Object, name="Target 3", \
3397 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3398
3399 target0_event: bpy.props.IntProperty( name="Event" )
3400 target1_event: bpy.props.IntProperty( name="Event" )
3401 target2_event: bpy.props.IntProperty( name="Event" )
3402 target3_event: bpy.props.IntProperty( name="Event" )
3403
3404 @staticmethod
3405 def sr_inspector( layout, data ):#{
3406 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target0' )
3407 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target1' )
3408 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target2' )
3409 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target3' )
3410 #}
3411 #}
3412
3413 class SR_OBJECT_PROPERTIES(bpy.types.PropertyGroup):
3414 #{
3415 ent_gate: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GATE)
3416 ent_spawn: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_SPAWN)
3417 ent_route: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE)
3418 ent_volume: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_VOLUME)
3419 ent_audio: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_AUDIO)
3420 ent_marker: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MARKER)
3421 ent_glyph: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLYPH)
3422 ent_font: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_FONT)
3423 ent_traffic: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_TRAFFIC)
3424 ent_skateshop: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_SKATESHOP)
3425 ent_swspreview: \
3426 bpy.props.CollectionProperty(type=SR_OBJECT_ENT_WORKSHOP_PREVIEW)
3427 ent_menuitem: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MENU_ITEM)
3428 ent_worldinfo: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_WORLD_INFO)
3429 ent_ccmd: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_CCMD)
3430 ent_objective: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_OBJECTIVE)
3431 ent_challenge: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_CHALLENGE)
3432 ent_relay: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_RELAY)
3433 ent_miniworld: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MINIWORLD)
3434
3435 ent_type: bpy.props.EnumProperty(
3436 name="Type",
3437 items=sr_entity_list,
3438 update=sr_on_type_change
3439 )
3440 #}
3441
3442 class SR_MESH_PROPERTIES(bpy.types.PropertyGroup):
3443 #{
3444 ent_gate: bpy.props.CollectionProperty(type=SR_MESH_ENT_GATE)
3445 #}
3446
3447 class SR_LIGHT_PROPERTIES(bpy.types.PropertyGroup):
3448 #{
3449 daytime: bpy.props.BoolProperty( name='Daytime' )
3450 #}
3451
3452 class SR_BONE_PROPERTIES(bpy.types.PropertyGroup):
3453 #{
3454 collider: bpy.props.EnumProperty( name='Collider Type',
3455 items=[('0','none',''),
3456 ('1','box',''),
3457 ('2','capsule','')])
3458
3459 collider_min: bpy.props.FloatVectorProperty( name='Collider Min', size=3 )
3460 collider_max: bpy.props.FloatVectorProperty( name='Collider Max', size=3 )
3461
3462 cone_constraint: bpy.props.BoolProperty( name='Cone constraint' )
3463
3464 conevx: bpy.props.FloatVectorProperty( name='vx' )
3465 conevy: bpy.props.FloatVectorProperty( name='vy' )
3466 coneva: bpy.props.FloatVectorProperty( name='va' )
3467 conet: bpy.props.FloatProperty( name='t' )
3468
3469 @staticmethod
3470 def sr_inspector( layout, data ):
3471 #{
3472 data = data[0]
3473 box = layout.box()
3474 box.prop( data, 'collider' )
3475
3476 if int(data.collider)>0:#{
3477 row = box.row()
3478 row.prop( data, 'collider_min' )
3479 row = box.row()
3480 row.prop( data, 'collider_max' )
3481 #}
3482
3483 box = layout.box()
3484 box.prop( data, 'cone_constraint' )
3485 if data.cone_constraint:#{
3486 row = box.row()
3487 row.prop( data, 'conevx' )
3488 row = box.row()
3489 row.prop( data, 'conevy' )
3490 row = box.row()
3491 row.prop( data, 'coneva' )
3492 box.prop( data, 'conet' )
3493 #}
3494 #}
3495 #}
3496
3497 class SR_MATERIAL_PROPERTIES(bpy.types.PropertyGroup):
3498 #{
3499 shader: bpy.props.EnumProperty(
3500 name="Format",
3501 items = [
3502 ('standard',"standard",''),
3503 ('standard_cutout', "standard_cutout", ''),
3504 ('terrain_blend', "terrain_blend", ''),
3505 ('vertex_blend', "vertex_blend", ''),
3506 ('water',"water",''),
3507 ('invisible','Invisible',''),
3508 ('boundary','Boundary',''),
3509 ('fxglow','FX Glow',''),
3510 ('cubemap','Cubemap',''),
3511 ('walking','Walking','')
3512 ])
3513
3514 surface_prop: bpy.props.EnumProperty(
3515 name="Surface Property",
3516 items = [
3517 ('0','concrete',''),
3518 ('1','wood',''),
3519 ('2','grass',''),
3520 ('3','tiles',''),
3521 ('4','metal','')
3522 ])
3523
3524 collision: bpy.props.BoolProperty( \
3525 name="Collisions Enabled",\
3526 default=True,\
3527 description = "Can the player collide with this material?"\
3528 )
3529 skate_surface: bpy.props.BoolProperty( \
3530 name="Skate Target", \
3531 default=True,\
3532 description = "Should the game try to target this surface?" \
3533 )
3534 grind_surface: bpy.props.BoolProperty( \
3535 name="Grindable", \
3536 default=True,\
3537 description = "Can you grind on this surface?" \
3538 )
3539 grow_grass: bpy.props.BoolProperty( \
3540 name="Grow Grass", \
3541 default=False,\
3542 description = "Spawn grass sprites on this surface?" \
3543 )
3544 preview_visibile: bpy.props.BoolProperty( \
3545 name="Preview visibile", \
3546 default=True,\
3547 description = "Show this material in preview models?" \
3548 )
3549 blend_offset: bpy.props.FloatVectorProperty( \
3550 name="Blend Offset", \
3551 size=2, \
3552 default=Vector((0.5,0.0)),\
3553 description="When surface is more than 45 degrees, add this vector " +\
3554 "to the UVs" \
3555 )
3556 sand_colour: bpy.props.FloatVectorProperty( \
3557 name="Sand Colour",\
3558 subtype='COLOR',\
3559 min=0.0,max=1.0,\
3560 default=Vector((0.79,0.63,0.48)),\
3561 description="Blend to this colour near the 0 coordinate on UP axis"\
3562 )
3563 shore_colour: bpy.props.FloatVectorProperty( \
3564 name="Shore Colour",\
3565 subtype='COLOR',\
3566 min=0.0,max=1.0,\
3567 default=Vector((0.03,0.32,0.61)),\
3568 description="Water colour at the shoreline"\
3569 )
3570 ocean_colour: bpy.props.FloatVectorProperty( \
3571 name="Ocean Colour",\
3572 subtype='COLOR',\
3573 min=0.0,max=1.0,\
3574 default=Vector((0.0,0.006,0.03)),\
3575 description="Water colour in the deep bits"\
3576 )
3577 tint: bpy.props.FloatVectorProperty( \
3578 name="Tint",\
3579 subtype='COLOR',\
3580 min=0.0,max=1.0,\
3581 size=4,\
3582 default=Vector((1.0,1.0,1.0,1.0)),\
3583 description="Reflection tint"\
3584 )
3585
3586 cubemap: bpy.props.PointerProperty( \
3587 type=bpy.types.Object, name="cubemap", \
3588 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_cubemap']))
3589 #}
3590
3591 # ---------------------------------------------------------------------------- #
3592 # #
3593 # GUI section #
3594 # #
3595 # ---------------------------------------------------------------------------- #
3596
3597 cv_view_draw_handler = None
3598 cv_view_pixel_handler = None
3599 cv_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
3600 cv_view_verts = []
3601 cv_view_colours = []
3602 cv_view_course_i = 0
3603
3604 # Draw axis alligned sphere at position with radius
3605 #
3606 def cv_draw_sphere( pos, radius, colour ):
3607 #{
3608 global cv_view_verts, cv_view_colours
3609
3610 ly = pos + Vector((0,0,radius))
3611 lx = pos + Vector((0,radius,0))
3612 lz = pos + Vector((0,0,radius))
3613
3614 pi = 3.14159265358979323846264
3615
3616 for i in range(16):#{
3617 t = ((i+1.0) * 1.0/16.0) * pi * 2.0
3618 s = math.sin(t)
3619 c = math.cos(t)
3620
3621 py = pos + Vector((s*radius,0.0,c*radius))
3622 px = pos + Vector((s*radius,c*radius,0.0))
3623 pz = pos + Vector((0.0,s*radius,c*radius))
3624
3625 cv_view_verts += [ px, lx ]
3626 cv_view_verts += [ py, ly ]
3627 cv_view_verts += [ pz, lz ]
3628
3629 cv_view_colours += [ colour, colour, colour, colour, colour, colour ]
3630
3631 ly = py
3632 lx = px
3633 lz = pz
3634 #}
3635 cv_draw_lines()
3636 #}
3637
3638 # Draw axis alligned sphere at position with radius
3639 #
3640 def cv_draw_halfsphere( pos, tx, ty, tz, radius, colour ):
3641 #{
3642 global cv_view_verts, cv_view_colours
3643
3644 ly = pos + tz*radius
3645 lx = pos + ty*radius
3646 lz = pos + tz*radius
3647
3648 pi = 3.14159265358979323846264
3649
3650 for i in range(16):#{
3651 t = ((i+1.0) * 1.0/16.0) * pi
3652 s = math.sin(t)
3653 c = math.cos(t)
3654
3655 s1 = math.sin(t*2.0)
3656 c1 = math.cos(t*2.0)
3657
3658 py = pos + s*tx*radius + c *tz*radius
3659 px = pos + s*tx*radius + c *ty*radius
3660 pz = pos + s1*ty*radius + c1*tz*radius
3661
3662 cv_view_verts += [ px, lx ]
3663 cv_view_verts += [ py, ly ]
3664 cv_view_verts += [ pz, lz ]
3665
3666 cv_view_colours += [ colour, colour, colour, colour, colour, colour ]
3667
3668 ly = py
3669 lx = px
3670 lz = pz
3671 #}
3672 cv_draw_lines()
3673 #}
3674
3675 # Draw transformed -1 -> 1 cube
3676 #
3677 def cv_draw_ucube( transform, colour, s=Vector((1,1,1)), o=Vector((0,0,0)) ):
3678 #{
3679 global cv_view_verts, cv_view_colours
3680
3681 a = o + -1.0 * s
3682 b = o + 1.0 * s
3683
3684 vs = [None]*8
3685 vs[0] = transform @ Vector((a[0], a[1], a[2]))
3686 vs[1] = transform @ Vector((a[0], b[1], a[2]))
3687 vs[2] = transform @ Vector((b[0], b[1], a[2]))
3688 vs[3] = transform @ Vector((b[0], a[1], a[2]))
3689 vs[4] = transform @ Vector((a[0], a[1], b[2]))
3690 vs[5] = transform @ Vector((a[0], b[1], b[2]))
3691 vs[6] = transform @ Vector((b[0], b[1], b[2]))
3692 vs[7] = transform @ Vector((b[0], a[1], b[2]))
3693
3694 indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
3695 (0,4),(1,5),(2,6),(3,7)]
3696
3697 for l in indices:#{
3698 v0 = vs[l[0]]
3699 v1 = vs[l[1]]
3700 cv_view_verts += [(v0[0],v0[1],v0[2])]
3701 cv_view_verts += [(v1[0],v1[1],v1[2])]
3702 cv_view_colours += [colour, colour]
3703 #}
3704 cv_draw_lines()
3705 #}
3706
3707 # Draw line with colour
3708 #
3709 def cv_draw_line( p0, p1, colour ):
3710 #{
3711 global cv_view_verts, cv_view_colours
3712
3713 cv_view_verts += [p0,p1]
3714 cv_view_colours += [colour, colour]
3715 cv_draw_lines()
3716 #}
3717
3718 # Draw line with colour(s)
3719 #
3720 def cv_draw_line2( p0, p1, c0, c1 ):
3721 #{
3722 global cv_view_verts, cv_view_colours
3723
3724 cv_view_verts += [p0,p1]
3725 cv_view_colours += [c0,c1]
3726 cv_draw_lines()
3727 #}
3728
3729 #
3730 #
3731 def cv_tangent_basis( n, tx, ty ):
3732 #{
3733 if abs( n[0] ) >= 0.57735027:#{
3734 tx[0] = n[1]
3735 tx[1] = -n[0]
3736 tx[2] = 0.0
3737 #}
3738 else:#{
3739 tx[0] = 0.0
3740 tx[1] = n[2]
3741 tx[2] = -n[1]
3742 #}
3743
3744 tx.normalize()
3745 _ty = n.cross( tx )
3746
3747 ty[0] = _ty[0]
3748 ty[1] = _ty[1]
3749 ty[2] = _ty[2]
3750 #}
3751
3752 # Draw coloured arrow
3753 #
3754 def cv_draw_arrow( p0, p1, c0, size=0.25, outline=True ):
3755 #{
3756 global cv_view_verts, cv_view_colours
3757
3758 n = p1-p0
3759 midpt = p0 + n*0.5
3760 n.normalize()
3761
3762 tx = Vector((1,0,0))
3763 ty = Vector((1,0,0))
3764 cv_tangent_basis( n, tx, ty )
3765 tx *= 0.5
3766 ty *= 0.5
3767
3768 if outline:#{
3769 cv_draw_lines()
3770 gpu.state.line_width_set(1.0)
3771 #}
3772
3773 cv_view_verts += [p0,p1, midpt+(tx-n)*size,midpt, midpt+(-tx-n)*size,midpt ]
3774 cv_view_colours += [c0,c0,c0,c0,c0,c0]
3775 cv_draw_lines()
3776
3777 if outline:#{
3778 gpu.state.line_width_set(3.0)
3779 cv_view_verts += [p0,p1,midpt+(tx-n)*size,midpt,midpt+(-tx-n)*size,midpt]
3780 b0 = (0,0,0)
3781 cv_view_colours += [b0,b0,b0,b0,b0,b0]
3782 cv_draw_lines()
3783 gpu.state.line_width_set(2.0)
3784 #}
3785 #}
3786
3787 def cv_draw_line_dotted( p0, p1, c0, dots=10 ):
3788 #{
3789 global cv_view_verts, cv_view_colours
3790
3791 for i in range(dots):#{
3792 t0 = i/dots
3793 t1 = (i+0.25)/dots
3794
3795 p2 = p0*(1.0-t0)+p1*t0
3796 p3 = p0*(1.0-t1)+p1*t1
3797
3798 cv_view_verts += [p2,p3]
3799 cv_view_colours += [c0,c0]
3800 #}
3801 #cv_draw_lines()
3802 #}
3803
3804 # Drawhandles of a bezier control point
3805 #
3806 def cv_draw_bhandle( obj, direction, colour ):
3807 #{
3808 global cv_view_verts, cv_view_colours
3809
3810 p0 = obj.location
3811 h0 = obj.matrix_world @ Vector((0,direction,0))
3812
3813 cv_view_verts += [p0]
3814 cv_view_verts += [h0]
3815 cv_view_colours += [colour,colour]
3816 cv_draw_lines()
3817 #}
3818
3819 # Draw a bezier curve (at fixed resolution 10)
3820 #
3821 def cv_draw_bezier( p0,h0,p1,h1,c0,c1 ):
3822 #{
3823 global cv_view_verts, cv_view_colours
3824
3825 last = p0
3826 for i in range(10):#{
3827 t = (i+1)/10
3828 a0 = 1-t
3829
3830 tt = t*t
3831 ttt = tt*t
3832 p=ttt*p1+(3*tt-3*ttt)*h1+(3*ttt-6*tt+3*t)*h0+(3*tt-ttt-3*t+1)*p0
3833
3834 cv_view_verts += [(last[0],last[1],last[2])]
3835 cv_view_verts += [(p[0],p[1],p[2])]
3836 cv_view_colours += [c0*a0+c1*(1-a0),c0*a0+c1*(1-a0)]
3837
3838 last = p
3839 #}
3840 cv_draw_lines()
3841 #}
3842
3843 # I think this one extends the handles of the bezier otwards......
3844 #
3845 def cv_draw_sbpath( o0,o1,c0,c1,s0,s1 ):
3846 #{
3847 global cv_view_course_i
3848
3849 offs = ((cv_view_course_i % 2)*2-1) * cv_view_course_i * 0.02
3850
3851 p0 = o0.matrix_world @ Vector((offs, 0,0))
3852 h0 = o0.matrix_world @ Vector((offs, s0,0))
3853 p1 = o1.matrix_world @ Vector((offs, 0,0))
3854 h1 = o1.matrix_world @ Vector((offs,-s1,0))
3855
3856 cv_draw_bezier( p0,h0,p1,h1,c0,c1 )
3857 cv_draw_lines()
3858 #}
3859
3860 # Flush the lines buffers. This is called often because god help you if you want
3861 # to do fixed, fast buffers in this catastrophic programming language.
3862 #
3863 def cv_draw_lines():
3864 #{
3865 global cv_view_shader, cv_view_verts, cv_view_colours
3866
3867 if len(cv_view_verts) < 2:
3868 return
3869
3870 lines = batch_for_shader(\
3871 cv_view_shader, 'LINES', \
3872 { "pos":cv_view_verts, "color":cv_view_colours })
3873
3874 if bpy.context.scene.SR_data.gizmos:
3875 lines.draw( cv_view_shader )
3876
3877 cv_view_verts = []
3878 cv_view_colours = []
3879 #}
3880
3881 # I dont remember what this does exactly
3882 #
3883 def cv_draw_bpath( o0,o1,c0,c1 ):
3884 #{
3885 cv_draw_sbpath( o0,o1,c0,c1,1.0,1.0 )
3886 #}
3887
3888 # Semi circle to show the limit. and some lines
3889 #
3890 def draw_limit( obj, center, major, minor, amin, amax, colour ):
3891 #{
3892 global cv_view_verts, cv_view_colours
3893 f = 0.05
3894 ay = major*f
3895 ax = minor*f
3896
3897 for x in range(16):#{
3898 t0 = x/16
3899 t1 = (x+1)/16
3900 a0 = amin*(1.0-t0)+amax*t0
3901 a1 = amin*(1.0-t1)+amax*t1
3902
3903 p0 = center + major*f*math.cos(a0) + minor*f*math.sin(a0)
3904 p1 = center + major*f*math.cos(a1) + minor*f*math.sin(a1)
3905
3906 p0=obj.matrix_world @ p0
3907 p1=obj.matrix_world @ p1
3908 cv_view_verts += [p0,p1]
3909 cv_view_colours += [colour,colour]
3910
3911 if x == 0:#{
3912 cv_view_verts += [p0,center]
3913 cv_view_colours += [colour,colour]
3914 #}
3915 if x == 15:#{
3916 cv_view_verts += [p1,center]
3917 cv_view_colours += [colour,colour]
3918 #}
3919 #}
3920
3921 cv_view_verts += [center+major*1.2*f,center+major*f*0.8]
3922 cv_view_colours += [colour,colour]
3923
3924 cv_draw_lines()
3925 #}
3926
3927 # Cone and twist limit
3928 #
3929 def draw_cone_twist( center, vx, vy, va ):
3930 #{
3931 global cv_view_verts, cv_view_colours
3932 axis = vy.cross( vx )
3933 axis.normalize()
3934
3935 size = 0.12
3936
3937 cv_view_verts += [center, center+va*size]
3938 cv_view_colours += [ (1,1,1), (1,1,1) ]
3939
3940 for x in range(32):#{
3941 t0 = (x/32) * math.tau
3942 t1 = ((x+1)/32) * math.tau
3943
3944 c0 = math.cos(t0)
3945 s0 = math.sin(t0)
3946 c1 = math.cos(t1)
3947 s1 = math.sin(t1)
3948
3949 p0 = center + (axis + vx*c0 + vy*s0).normalized() * size
3950 p1 = center + (axis + vx*c1 + vy*s1).normalized() * size
3951
3952 col0 = ( abs(c0), abs(s0), 0.0 )
3953 col1 = ( abs(c1), abs(s1), 0.0 )
3954
3955 cv_view_verts += [center, p0, p0, p1]
3956 cv_view_colours += [ (0,0,0), col0, col0, col1 ]
3957 #}
3958
3959 cv_draw_lines()
3960 #}
3961
3962 # Draws constraints and stuff for the skeleton. This isnt documented and wont be
3963 #
3964 def draw_skeleton_helpers( obj ):
3965 #{
3966 global cv_view_verts, cv_view_colours
3967
3968 if obj.data.pose_position != 'REST':#{
3969 return
3970 #}
3971
3972 for bone in obj.data.bones:#{
3973 c = bone.head_local
3974 a = Vector((bone.SR_data.collider_min[0],
3975 bone.SR_data.collider_min[1],
3976 bone.SR_data.collider_min[2]))
3977 b = Vector((bone.SR_data.collider_max[0],
3978 bone.SR_data.collider_max[1],
3979 bone.SR_data.collider_max[2]))
3980
3981 if bone.SR_data.collider == '1':#{
3982 vs = [None]*8
3983 vs[0]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+a[2]))
3984 vs[1]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+a[2]))
3985 vs[2]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+a[2]))
3986 vs[3]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+a[2]))
3987 vs[4]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+b[2]))
3988 vs[5]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+b[2]))
3989 vs[6]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+b[2]))
3990 vs[7]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+b[2]))
3991
3992 indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
3993 (0,4),(1,5),(2,6),(3,7)]
3994
3995 for l in indices:#{
3996 v0 = vs[l[0]]
3997 v1 = vs[l[1]]
3998
3999 cv_view_verts += [(v0[0],v0[1],v0[2])]
4000 cv_view_verts += [(v1[0],v1[1],v1[2])]
4001 cv_view_colours += [(0.5,0.5,0.5),(0.5,0.5,0.5)]
4002 #}
4003 #}
4004 elif bone.SR_data.collider == '2':#{
4005 v0 = b-a
4006 major_axis = 0
4007 largest = -1.0
4008
4009 for i in range(3):#{
4010 if abs(v0[i]) > largest:#{
4011 largest = abs(v0[i])
4012 major_axis = i
4013 #}
4014 #}
4015
4016 v1 = Vector((0,0,0))
4017 v1[major_axis] = 1.0
4018
4019 tx = Vector((0,0,0))
4020 ty = Vector((0,0,0))
4021
4022 cv_tangent_basis( v1, tx, ty )
4023 r = (abs(tx.dot( v0 )) + abs(ty.dot( v0 ))) * 0.25
4024 l = v0[ major_axis ] - r*2
4025
4026 p0 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l*-0.5 )
4027 p1 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l* 0.5 )
4028
4029 colour = [0.2,0.2,0.2]
4030 colour[major_axis] = 0.5
4031
4032 cv_draw_halfsphere( p0, -v1, ty, tx, r, colour )
4033 cv_draw_halfsphere( p1, v1, ty, tx, r, colour )
4034 cv_draw_line( p0+tx* r, p1+tx* r, colour )
4035 cv_draw_line( p0+tx*-r, p1+tx*-r, colour )
4036 cv_draw_line( p0+ty* r, p1+ty* r, colour )
4037 cv_draw_line( p0+ty*-r, p1+ty*-r, colour )
4038 #}
4039 else:#{
4040 continue
4041 #}
4042
4043 center = obj.matrix_world @ c
4044 if bone.SR_data.cone_constraint:#{
4045 vx = Vector([bone.SR_data.conevx[_] for _ in range(3)])
4046 vy = Vector([bone.SR_data.conevy[_] for _ in range(3)])
4047 va = Vector([bone.SR_data.coneva[_] for _ in range(3)])
4048 draw_cone_twist( center, vx, vy, va )
4049 #}
4050 #}
4051 #}
4052
4053 def cv_ent_gate( obj ):
4054 #{
4055 global cv_view_verts, cv_view_colours
4056
4057 if obj.type != 'MESH': return
4058
4059 mesh_data = obj.data.SR_data.ent_gate[0]
4060 data = obj.SR_data.ent_gate[0]
4061 dims = mesh_data.dimensions
4062
4063 vs = [None]*9
4064 c = Vector((0,0,dims[2]))
4065
4066 vs[0] = obj.matrix_world @ Vector((-dims[0],0.0,-dims[1]+dims[2]))
4067 vs[1] = obj.matrix_world @ Vector((-dims[0],0.0, dims[1]+dims[2]))
4068 vs[2] = obj.matrix_world @ Vector(( dims[0],0.0, dims[1]+dims[2]))
4069 vs[3] = obj.matrix_world @ Vector(( dims[0],0.0,-dims[1]+dims[2]))
4070 vs[4] = obj.matrix_world @ (c+Vector((-1,0,-2)))
4071 vs[5] = obj.matrix_world @ (c+Vector((-1,0, 2)))
4072 vs[6] = obj.matrix_world @ (c+Vector(( 1,0, 2)))
4073 vs[7] = obj.matrix_world @ (c+Vector((-1,0, 0)))
4074 vs[8] = obj.matrix_world @ (c+Vector(( 1,0, 0)))
4075
4076 indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)]
4077
4078 r3d = bpy.context.area.spaces.active.region_3d
4079
4080 p0 = r3d.view_matrix.inverted().translation
4081 v0 = (obj.matrix_world@Vector((0,0,0))) - p0
4082 v1 = obj.matrix_world.to_3x3() @ Vector((0,1,0))
4083
4084 if v0.dot(v1) > 0.0: cc = (0,1,0)
4085 else: cc = (1,0,0)
4086
4087 for l in indices:#{
4088 v0 = vs[l[0]]
4089 v1 = vs[l[1]]
4090 cv_view_verts += [(v0[0],v0[1],v0[2])]
4091 cv_view_verts += [(v1[0],v1[1],v1[2])]
4092 cv_view_colours += [cc,cc]
4093 #}
4094
4095 sw = (0.4,0.4,0.4)
4096 if data.target != None:
4097 cv_draw_arrow( obj.location, data.target.location, sw )
4098 #}
4099
4100 def cv_ent_volume( obj ):
4101 #{
4102 global cv_view_verts, cv_view_colours
4103
4104 data = obj.SR_data.ent_volume[0]
4105
4106 if data.subtype == '0':#{
4107 cv_draw_ucube( obj.matrix_world, (0,1,0), Vector((0.99,0.99,0.99)) )
4108
4109 if data.target:#{
4110 cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
4111 #}
4112 #}
4113 elif data.subtype == '1':#{
4114 cv_draw_ucube( obj.matrix_world, (1,1,0) )
4115
4116 if data.target:#{
4117 cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
4118 #}
4119 #}
4120 #}
4121
4122 def dijkstra( graph, start_node, target_node ):
4123 #{
4124 unvisited = [_ for _ in graph]
4125 shortest_path = {}
4126 previous_nodes = {}
4127
4128 for n in unvisited:
4129 shortest_path[n] = 9999999.999999
4130 shortest_path[start_node] = 0
4131
4132 while unvisited:#{
4133 current_min_node = None
4134 for n in unvisited:#{
4135 if current_min_node == None:
4136 current_min_node = n
4137 elif shortest_path[n] < shortest_path[current_min_node]:
4138 current_min_node = n
4139 #}
4140
4141 for branch in graph[current_min_node]:#{
4142 tentative_value = shortest_path[current_min_node]
4143 tentative_value += graph[current_min_node][branch]
4144 if tentative_value < shortest_path[branch]:#{
4145 shortest_path[branch] = tentative_value
4146 previous_nodes[branch] = current_min_node
4147 #}
4148 #}
4149
4150 unvisited.remove(current_min_node)
4151 #}
4152
4153 path = []
4154 node = target_node
4155 while node != start_node:#{
4156 path.append(node)
4157
4158 if node not in previous_nodes: return None
4159 node = previous_nodes[node]
4160 #}
4161
4162 # Add the start node manually
4163 path.append(start_node)
4164 return path
4165 #}
4166
4167 class dij_graph():
4168 #{
4169 def __init__(_,points,graph,subsections):#{
4170 _.points = points
4171 _.graph = graph
4172 _.subsections = subsections
4173 #}
4174 #}
4175
4176 def create_node_graph( curves, gates ):
4177 #{
4178 # add endpoints of curves
4179 graph = {}
4180 route_points = []
4181 subsections = []
4182 point_count = 0
4183 spline_count = 0
4184
4185 for c in range(len(curves)):#{
4186 for s in range(len(curves[c].data.splines)):#{
4187 spline = curves[c].data.splines[s]
4188 l = len(spline.points)
4189 if l < 2: continue
4190
4191 dist = round(spline.calc_length(),2)
4192
4193 ia = point_count
4194 ib = point_count+l-1
4195
4196 graph[ia] = { ib: dist }
4197 graph[ib] = { ia: dist }
4198
4199 for i in range(len(spline.points)):#{
4200 wco = curves[c].matrix_world @ spline.points[i].co
4201 route_points.append(Vector((wco[0],wco[1],wco[2]+0.5)))
4202
4203 previous = ia+i-1
4204 proxima = ia+i+1
4205
4206 if i == 0: previous = -1
4207 if i == len(spline.points)-1: proxima = -1
4208
4209 subsections.append((spline_count,previous,proxima))
4210 point_count += 1
4211 #}
4212
4213 spline_count += 1
4214 #}
4215 #}
4216
4217 # link endpoints
4218 graph_keys = list(graph)
4219 for i in range(len(graph_keys)-1):#{
4220 for j in range(i+1, len(graph_keys)):#{
4221 if i%2==0 and i+1==j: continue
4222
4223 ni = graph_keys[i]
4224 nj = graph_keys[j]
4225 pi = route_points[ni]
4226 pj = route_points[nj]
4227
4228 dist = round((pj-pi).magnitude,2)
4229
4230 if dist < 10.0:#{
4231 graph[ni][nj] = dist
4232 graph[nj][ni] = dist
4233 #}
4234 #}
4235 #}
4236
4237 # add and link gates( by name )
4238 for gate in gates:#{
4239 v1 = gate.matrix_world.to_3x3() @ Vector((0,1,0))
4240 if gate.SR_data.ent_gate[0].target:
4241 v1 = v1 * -1.0
4242
4243 graph[ gate.name ] = {}
4244
4245 for i in range(len(graph_keys)):#{
4246 ni = graph_keys[i]
4247 pi = route_points[ni]
4248
4249 v0 = pi-gate.location
4250 if v0.dot(v1) < 0.0: continue
4251
4252 dist = round(v0.magnitude,2)
4253
4254 if dist < 10.0:#{
4255 graph[ gate.name ][ ni ] = dist
4256 graph[ ni ][ gate.name ] = dist
4257 #}
4258 #}
4259 #}
4260
4261 return dij_graph(route_points,graph,subsections)
4262 #}
4263
4264 def solve_graph( dij, start, end ):
4265 #{
4266 path = dijkstra( dij.graph, end, start )
4267 full = []
4268
4269 if path:#{
4270 for sj in range(1,len(path)-2):#{
4271 i0 = path[sj]
4272 i1 = path[sj+1]
4273 map0 = dij.subsections[i0]
4274 map1 = dij.subsections[i1]
4275
4276 if map0[0] == map1[0]:#{
4277 if map0[1] == -1: direction = 2
4278 else: direction = 1
4279 sent = 0
4280
4281 while True:#{
4282 map0 = dij.subsections[i0]
4283 i1 = map0[direction]
4284 if i1 == -1: break
4285
4286 full.append( i0 )
4287 sent += 1
4288 i0 = i1
4289 if sent > 50: break
4290 #}
4291 #}
4292 else:#{
4293 full.append( i0 )
4294 #}
4295 #}
4296
4297 full.append( path[-2] )
4298 #}
4299 return full
4300 #}
4301
4302 def cv_draw_route( route, dij ):
4303 #{
4304 pole = Vector((0.2,0.2,10))
4305 hat = Vector((1,8,0.2))
4306 cc = (route.SR_data.ent_route[0].colour[0],
4307 route.SR_data.ent_route[0].colour[1],
4308 route.SR_data.ent_route[0].colour[2])
4309
4310 cv_draw_ucube(route.matrix_world,cc,Vector((0.5,-7.5,6)),\
4311 Vector((0,-6.5,5.5)))
4312 cv_draw_ucube(route.matrix_world,cc,pole, Vector(( 0.5, 0.5,0)) )
4313 cv_draw_ucube(route.matrix_world,cc,pole, Vector(( 0.5,-13.5,0)) )
4314 cv_draw_ucube(route.matrix_world,cc,hat, Vector((-0.5,-6.5, 12)) )
4315 cv_draw_ucube(route.matrix_world,cc,hat, Vector((-0.5,-6.5,-1)) )
4316
4317 checkpoints = route.SR_data.ent_route[0].gates
4318
4319 for i in range(len(checkpoints)):#{
4320 gi = checkpoints[i].target
4321 gj = checkpoints[(i+1)%len(checkpoints)].target
4322
4323 if gi:#{
4324 dest = gi.SR_data.ent_gate[0].target
4325 if dest:
4326 cv_draw_line_dotted( gi.location, dest.location, cc )
4327 gi = dest
4328 #}
4329
4330 if gi==gj: continue # error?
4331 if not gi or not gj: continue
4332
4333 path = solve_graph( dij, gi.name, gj.name )
4334
4335 if path:#{
4336 cv_draw_arrow(gi.location,dij.points[path[0]],cc,1.5,False)
4337 cv_draw_arrow(dij.points[path[len(path)-1]],gj.location,cc,1.5,False)
4338 for j in range(len(path)-1):#{
4339 i0 = path[j]
4340 i1 = path[j+1]
4341 o0 = dij.points[ i0 ]
4342 o1 = dij.points[ i1 ]
4343 cv_draw_arrow(o0,o1,cc,1.5,False)
4344 #}
4345 #}
4346 else:#{
4347 cv_draw_line_dotted( gi.location, gj.location, cc )
4348 #}
4349 #}
4350 #}
4351
4352 def cv_draw():#{
4353 global cv_view_shader
4354 global cv_view_verts
4355 global cv_view_colours
4356 global cv_view_course_i
4357
4358 cv_view_course_i = 0
4359 cv_view_verts = []
4360 cv_view_colours = []
4361
4362 cv_view_shader.bind()
4363 gpu.state.depth_mask_set(True)
4364 gpu.state.line_width_set(2.0)
4365 gpu.state.face_culling_set('BACK')
4366 gpu.state.depth_test_set('LESS')
4367 gpu.state.blend_set('NONE')
4368
4369 route_gates = []
4370 route_curves = []
4371 routes = []
4372
4373 for obj in bpy.context.collection.objects:#{
4374 if obj.type == 'ARMATURE':#{
4375 if obj.data.pose_position == 'REST':
4376 draw_skeleton_helpers( obj )
4377 #}
4378 else:#{
4379 ent_type = obj_ent_type( obj )
4380
4381 if ent_type == 'ent_gate':#{
4382 cv_ent_gate( obj )
4383 route_gates += [obj]
4384 #}
4385 elif ent_type == 'ent_route_node':#{
4386 if obj.type == 'CURVE':#{
4387 route_curves += [obj]
4388 #}
4389 #}
4390 elif ent_type == 'ent_route':
4391 routes += [obj]
4392 elif ent_type == 'ent_volume':#{
4393 cv_ent_volume( obj )
4394 #}
4395 elif ent_type == 'ent_objective':#{
4396 data = obj.SR_data.ent_objective[0]
4397 if data.proxima:#{
4398 cv_draw_arrow( obj.location, data.proxima.location, (1,0.6,0.2) )
4399 #}
4400 if data.target:
4401 cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
4402 #}
4403 elif ent_type == 'ent_relay':#{
4404 data = obj.SR_data.ent_relay[0]
4405 if data.target0:
4406 cv_draw_arrow( obj.location, data.target0.location, (1,1,1) )
4407 if data.target1:
4408 cv_draw_arrow( obj.location, data.target1.location, (1,1,1) )
4409 if data.target2:
4410 cv_draw_arrow( obj.location, data.target2.location, (1,1,1) )
4411 if data.target3:
4412 cv_draw_arrow( obj.location, data.target3.location, (1,1,1) )
4413 #}
4414 elif ent_type == 'ent_challenge':#{
4415 data = obj.SR_data.ent_challenge[0]
4416 if data.target:
4417 cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
4418 if data.reset:
4419 cv_draw_arrow( obj.location, data.reset.location, (0.9,0,0) )
4420 if data.first:
4421 cv_draw_arrow( obj.location, data.first.location, (1,0.6,0.2) )
4422
4423 cc1 = (0.4,0.3,0.2)
4424 info_cu = Vector((1.2,0.01,0.72))*0.5
4425 info_co = Vector((0.0,0.0,0.72))*0.5
4426 cv_draw_ucube( obj.matrix_world, cc1, info_cu, info_co)
4427 if data.camera:
4428 cv_draw_line_dotted( obj.location, data.camera.location, (1,1,1))
4429
4430 vs = [Vector((-0.2,0.0,0.10)),Vector((-0.2,0.0,0.62)),\
4431 Vector(( 0.2,0.0,0.62)),Vector((-0.2,0.0,0.30)),\
4432 Vector(( 0.1,0.0,0.30))]
4433 for v in range(len(vs)):#{
4434 vs[v] = obj.matrix_world @ vs[v]
4435 #}
4436
4437 cv_view_verts += [vs[0],vs[1],vs[1],vs[2],vs[3],vs[4]]
4438 cv_view_colours += [cc1,cc1,cc1,cc1,cc1,cc1]
4439 #}
4440 elif ent_type == 'ent_audio':#{
4441 if obj.SR_data.ent_audio[0].flag_3d:
4442 cv_draw_sphere( obj.location, obj.scale[0], (1,1,0) )
4443 #}
4444 elif ent_type == 'ent_font':#{
4445 data = obj.SR_data.ent_font[0]
4446
4447 for i in range(len(data.variants)):#{
4448 sub = data.variants[i].mesh
4449 if not sub: continue
4450
4451 for ch in data.glyphs:#{
4452 mini = (ch.bounds[0],ch.bounds[1])
4453 maxi = (ch.bounds[2]+mini[0],ch.bounds[3]+mini[1])
4454 p0 = sub.matrix_world @ Vector((mini[0],0.0,mini[1]))
4455 p1 = sub.matrix_world @ Vector((maxi[0],0.0,mini[1]))
4456 p2 = sub.matrix_world @ Vector((maxi[0],0.0,maxi[1]))
4457 p3 = sub.matrix_world @ Vector((mini[0],0.0,maxi[1]))
4458
4459 if i == data.variants_index: cc = (0.5,0.5,0.5)
4460 else: cc = (0,0,0)
4461
4462 cv_view_verts += [p0,p1,p1,p2,p2,p3,p3,p0]
4463 cv_view_colours += [cc,cc,cc,cc,cc,cc,cc,cc]
4464 #}
4465 #}
4466 #}
4467 elif ent_type == 'ent_skateshop':#{
4468 data = obj.SR_data.ent_skateshop[0]
4469 display = data.mark_display
4470 info = data.mark_info
4471
4472 if data.tipo == '0':#{
4473 cc = (0.0,0.9,0.6)
4474 cc1 = (0.4,0.9,0.2)
4475 cc2 = (0.9,0.6,0.1)
4476
4477 rack = data.mark_rack
4478
4479 rack_cu = Vector((3.15,2.0,0.1))*0.5
4480 rack_co = Vector((0.0,0.0,0.0))
4481 display_cu = Vector((0.3,1.2,0.1))*0.5
4482 display_co = Vector((0.0,0.0,0.1))*0.5
4483 info_cu = Vector((1.2,0.01,0.3))*0.5
4484 info_co = Vector((0.0,0.0,0.0))*0.5
4485 #}
4486 elif data.tipo == '1':#{
4487 rack = None
4488 cc1 = (1.0,0.0,0.0)
4489 cc2 = (1.0,0.5,0.0)
4490 display_cu = Vector((0.4,0.4,2.0))*0.5
4491 display_co = Vector((0.0,0.0,1.0))*0.5
4492 info_cu = Vector((1.2,0.01,0.3))*0.5
4493 info_co = Vector((0.0,0.0,0.0))*0.5
4494 #}
4495 elif data.tipo == '2':#{
4496 rack = None
4497 cc1 = (1.0,0.0,0.0)
4498 cc2 = (1.0,0.5,0.0)
4499 display_cu = Vector((1.0,1.0,0.5))*0.5
4500 display_co = Vector((0.0,0.0,0.5))*0.5
4501 info_cu = Vector((1.2,0.01,0.3))*0.5
4502 info_co = Vector((0.0,0.0,0.0))*0.5
4503 #}
4504 elif data.tipo == '3':#{
4505 rack = None
4506 display = None
4507 info = None
4508 #}
4509
4510 if rack:
4511 cv_draw_ucube( rack.matrix_world, cc, rack_cu, rack_co )
4512 if display:
4513 cv_draw_ucube( display.matrix_world, cc1, display_cu, display_co)
4514 if info:
4515 cv_draw_ucube( info.matrix_world, cc2, info_cu, info_co )
4516 #}
4517 elif ent_type == 'ent_swspreview':#{
4518 cc1 = (0.4,0.9,0.2)
4519 data = obj.SR_data.ent_swspreview[0]
4520 display = data.mark_display
4521 display1 = data.mark_display1
4522 display_cu = Vector((0.3,1.2,0.1))*0.5
4523 display_co = Vector((0.0,0.0,0.1))*0.5
4524 if display:
4525 cv_draw_ucube( display.matrix_world, cc1, display_cu, display_co)
4526 if display1:
4527 cv_draw_ucube(display1.matrix_world, cc1, display_cu, display_co)
4528 #}
4529 elif ent_type == 'ent_menuitem':#{
4530 for i,col in enumerate(obj.users_collection):#{
4531 colour32 = hash_djb2( col.name )
4532 r = pow(((colour32 ) & 0xff) / 255.0, 2.2 )
4533 g = pow(((colour32>>8 ) & 0xff) / 255.0, 2.2 )
4534 b = pow(((colour32>>16) & 0xff) / 255.0, 2.2 )
4535 cc = (r,g,b)
4536 vs = [None for _ in range(8)]
4537 scale = i*0.02
4538 for j in range(8):#{
4539 v0 = Vector([(obj.bound_box[j][z]+\
4540 ((-1.0 if obj.bound_box[j][z]<0.0 else 1.0)*scale)) \
4541 for z in range(3)])
4542 vs[j] = obj.matrix_world @ v0
4543 #}
4544 indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
4545 (0,4),(1,5),(2,6),(3,7)]
4546 for l in indices:#{
4547 v0 = vs[l[0]]
4548 v1 = vs[l[1]]
4549 cv_view_verts += [(v0[0],v0[1],v0[2])]
4550 cv_view_verts += [(v1[0],v1[1],v1[2])]
4551 cv_view_colours += [cc,cc]
4552 #}
4553 #}
4554 cv_draw_lines()
4555 cc = (1.0,1.0,1.0)
4556 data = obj.SR_data.ent_menuitem[0]
4557 if data.tipo == '4':#{
4558 if data.slider_minloc and data.slider_maxloc:#{
4559 v0 = data.slider_minloc.location
4560 v1 = data.slider_maxloc.location
4561 cv_draw_line( v0, v1, cc )
4562 #}
4563 #}
4564
4565 colour32 = hash_djb2(obj.name)
4566 r = ((colour32 ) & 0xff) / 255.0
4567 g = ((colour32>>8 ) & 0xff) / 255.0
4568 b = ((colour32>>16) & 0xff) / 255.0
4569 cc = (r,g,b)
4570 origin = obj.location + (Vector((r,g,b))*2.0-Vector((1.0,1.0,1.0)))\
4571 * 0.04
4572
4573 size = 0.01
4574
4575 if data.tipo != '0':#{
4576 if data.tipo == '4':#{
4577 if data.link0:#{
4578 cv_draw_arrow( origin, data.link0.location, cc, size )
4579 #}
4580 if data.link1:#{
4581 cv_draw_arrow( origin, data.link1.location, cc, size )
4582 #}
4583 #}
4584 else:#{
4585 if data.link0:#{
4586 cv_draw_arrow( origin, data.link0.location, cc, size )
4587 #}
4588 if data.link1:#{
4589 cv_draw_arrow( origin, data.link1.location, cc, size )
4590 #}
4591 if data.link2:#{
4592 cv_draw_arrow( origin, data.link2.location, cc, size )
4593 #}
4594 if data.link3:#{
4595 cv_draw_arrow( origin, data.link3.location, cc, size )
4596 #}
4597 #}
4598 #}
4599 #}
4600 #}
4601 #}
4602
4603 dij = create_node_graph( route_curves, route_gates )
4604
4605 #cv_draw_route_map( route_nodes )
4606 for route in routes:#{
4607 cv_draw_route( route, dij )
4608 #}
4609
4610 cv_draw_lines()
4611 #}
4612
4613 def pos3d_to_2d( pos ):#{
4614 return view3d_utils.location_3d_to_region_2d( \
4615 bpy.context.region, \
4616 bpy.context.space_data.region_3d, pos )
4617 #}
4618
4619 def cv_draw_pixel():#{
4620 if not bpy.context.scene.SR_data.gizmos: return
4621 blf.size(0,10)
4622 blf.color(0, 1.0,1.0,1.0,0.9)
4623 blf.enable(0,blf.SHADOW)
4624 blf.shadow(0,3,0.0,0.0,0.0,1.0)
4625 for obj in bpy.context.collection.objects:#{
4626 ent_type = obj_ent_type( obj )
4627
4628 if ent_type != 'none':#{
4629 co = pos3d_to_2d( obj.location )
4630
4631 if not co: continue
4632 blf.position(0,co[0],co[1],0)
4633 blf.draw(0,ent_type)
4634 #}
4635 #}
4636 #}
4637
4638 classes = [ SR_INTERFACE, SR_MATERIAL_PANEL,\
4639 SR_COLLECTION_SETTINGS, SR_SCENE_SETTINGS, \
4640 SR_COMPILE, SR_COMPILE_THIS, SR_MIRROR_BONE_X,\
4641 \
4642 SR_OBJECT_ENT_GATE, SR_MESH_ENT_GATE, SR_OBJECT_ENT_SPAWN, \
4643 SR_OBJECT_ENT_ROUTE_ENTRY, SR_UL_ROUTE_NODE_LIST, \
4644 SR_OBJECT_ENT_ROUTE, SR_OT_ROUTE_LIST_NEW_ITEM,\
4645 SR_OT_GLYPH_LIST_NEW_ITEM, SR_OT_GLYPH_LIST_DEL_ITEM,\
4646 SR_OT_GLYPH_LIST_MOVE_ITEM,\
4647 SR_OT_AUDIO_LIST_NEW_ITEM,SR_OT_AUDIO_LIST_DEL_ITEM,\
4648 SR_OT_FONT_VARIANT_LIST_NEW_ITEM,SR_OT_FONT_VARIANT_LIST_DEL_ITEM,\
4649 SR_OT_COPY_ENTITY_DATA, \
4650 SR_OBJECT_ENT_VOLUME, \
4651 SR_UL_AUDIO_LIST, SR_OBJECT_ENT_AUDIO_FILE_ENTRY,\
4652 SR_OT_ROUTE_LIST_DEL_ITEM,\
4653 SR_OBJECT_ENT_AUDIO,SR_OBJECT_ENT_MARKER,SR_OBJECT_ENT_GLYPH,\
4654 SR_OBJECT_ENT_FONT_VARIANT,
4655 SR_OBJECT_ENT_GLYPH_ENTRY,\
4656 SR_UL_FONT_VARIANT_LIST,SR_UL_FONT_GLYPH_LIST,\
4657 SR_OBJECT_ENT_FONT,SR_OBJECT_ENT_TRAFFIC,SR_OBJECT_ENT_SKATESHOP,\
4658 SR_OBJECT_ENT_WORKSHOP_PREVIEW,SR_OBJECT_ENT_MENU_ITEM,\
4659 SR_OBJECT_ENT_WORLD_INFO,SR_OBJECT_ENT_CCMD,\
4660 SR_OBJECT_ENT_OBJECTIVE,SR_OBJECT_ENT_CHALLENGE,\
4661 SR_OBJECT_ENT_RELAY,SR_OBJECT_ENT_MINIWORLD,\
4662 \
4663 SR_OBJECT_PROPERTIES, SR_LIGHT_PROPERTIES, SR_BONE_PROPERTIES,
4664 SR_MESH_PROPERTIES, SR_MATERIAL_PROPERTIES \
4665 ]
4666
4667 def register():
4668 #{
4669 for c in classes:
4670 bpy.utils.register_class(c)
4671
4672 bpy.types.Scene.SR_data = \
4673 bpy.props.PointerProperty(type=SR_SCENE_SETTINGS)
4674 bpy.types.Collection.SR_data = \
4675 bpy.props.PointerProperty(type=SR_COLLECTION_SETTINGS)
4676
4677 bpy.types.Object.SR_data = \
4678 bpy.props.PointerProperty(type=SR_OBJECT_PROPERTIES)
4679 bpy.types.Light.SR_data = \
4680 bpy.props.PointerProperty(type=SR_LIGHT_PROPERTIES)
4681 bpy.types.Bone.SR_data = \
4682 bpy.props.PointerProperty(type=SR_BONE_PROPERTIES)
4683 bpy.types.Mesh.SR_data = \
4684 bpy.props.PointerProperty(type=SR_MESH_PROPERTIES)
4685 bpy.types.Material.SR_data = \
4686 bpy.props.PointerProperty(type=SR_MATERIAL_PROPERTIES)
4687
4688 global cv_view_draw_handler, cv_view_pixel_handler
4689 cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\
4690 cv_draw,(),'WINDOW','POST_VIEW')
4691 cv_view_pixel_handler = bpy.types.SpaceView3D.draw_handler_add(\
4692 cv_draw_pixel,(),'WINDOW','POST_PIXEL')
4693 #}
4694
4695 def unregister():
4696 #{
4697 for c in classes:
4698 bpy.utils.unregister_class(c)
4699
4700 global cv_view_draw_handler, cv_view_pixel_handler
4701 bpy.types.SpaceView3D.draw_handler_remove(cv_view_draw_handler,'WINDOW')
4702 bpy.types.SpaceView3D.draw_handler_remove(cv_view_pixel_handler,'WINDOW')
4703 #}
4704
4705 # ---------------------------------------------------------------------------- #
4706 # #
4707 # QOI encoder #
4708 # #
4709 # ---------------------------------------------------------------------------- #
4710 # #
4711 # Transliteration of: #
4712 # https://github.com/phoboslab/qoi/blob/master/qoi.h #
4713 # #
4714 # Copyright (c) 2021, Dominic Szablewski - https://phoboslab.org #
4715 # SPDX-License-Identifier: MIT #
4716 # QOI - The "Quite OK Image" format for fast, lossless image compression #
4717 # #
4718 # ---------------------------------------------------------------------------- #
4719
4720 class qoi_rgba_t(Structure):
4721 #{
4722 _pack_ = 1
4723 _fields_ = [("r",c_uint8),
4724 ("g",c_uint8),
4725 ("b",c_uint8),
4726 ("a",c_uint8)]
4727 #}
4728
4729 QOI_OP_INDEX = 0x00 # 00xxxxxx
4730 QOI_OP_DIFF = 0x40 # 01xxxxxx
4731 QOI_OP_LUMA = 0x80 # 10xxxxxx
4732 QOI_OP_RUN = 0xc0 # 11xxxxxx
4733 QOI_OP_RGB = 0xfe # 11111110
4734 QOI_OP_RGBA = 0xff # 11111111
4735
4736 QOI_MASK_2 = 0xc0 # 11000000
4737
4738 def qoi_colour_hash( c ):
4739 #{
4740 return c.r*3 + c.g*5 + c.b*7 + c.a*11
4741 #}
4742
4743 def qoi_eq( a, b ):
4744 #{
4745 return (a.r==b.r) and (a.g==b.g) and (a.b==b.b) and (a.a==b.a)
4746 #}
4747
4748 def qoi_32bit( v ):
4749 #{
4750 return bytearray([ (0xff000000 & v) >> 24, \
4751 (0x00ff0000 & v) >> 16, \
4752 (0x0000ff00 & v) >> 8, \
4753 (0x000000ff & v) ])
4754 #}
4755
4756 def qoi_encode( img ):
4757 #{
4758 data = bytearray()
4759
4760 print(F"{' ':<30}",end='\r')
4761 print(F"[QOI] Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]",end='\r')
4762
4763 index = [ qoi_rgba_t() for _ in range(64) ]
4764
4765 # Header
4766 #
4767 data.extend( bytearray(c_uint32(0x66696f71)) )
4768 data.extend( qoi_32bit( img.size[0] ) )
4769 data.extend( qoi_32bit( img.size[1] ) )
4770 data.extend( bytearray(c_uint8(4)) )
4771 data.extend( bytearray(c_uint8(0)) )
4772
4773 run = 0
4774 px_prev = qoi_rgba_t()
4775 px_prev.r = c_uint8(0)
4776 px_prev.g = c_uint8(0)
4777 px_prev.b = c_uint8(0)
4778 px_prev.a = c_uint8(255)
4779
4780 px = qoi_rgba_t()
4781 px.r = c_uint8(0)
4782 px.g = c_uint8(0)
4783 px.b = c_uint8(0)
4784 px.a = c_uint8(255)
4785
4786 px_len = img.size[0] * img.size[1]
4787 paxels = [ int(min(max(_,0),1)*255) for _ in img.pixels ]
4788
4789 for px_pos in range( px_len ): #{
4790 idx = px_pos * img.channels
4791 nc = img.channels-1
4792
4793 px.r = paxels[idx+min(0,nc)]
4794 px.g = paxels[idx+min(1,nc)]
4795 px.b = paxels[idx+min(2,nc)]
4796 px.a = paxels[idx+min(3,nc)]
4797
4798 if qoi_eq( px, px_prev ): #{
4799 run += 1
4800
4801 if (run == 62) or (px_pos == px_len-1): #{
4802 data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) )
4803 run = 0
4804 #}
4805 #}
4806 else: #{
4807 if run > 0: #{
4808 data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) )
4809 run = 0
4810 #}
4811
4812 index_pos = qoi_colour_hash(px) % 64
4813
4814 if qoi_eq( index[index_pos], px ): #{
4815 data.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos)) )
4816 #}
4817 else: #{
4818 index[ index_pos ].r = px.r
4819 index[ index_pos ].g = px.g
4820 index[ index_pos ].b = px.b
4821 index[ index_pos ].a = px.a
4822
4823 if px.a == px_prev.a: #{
4824 vr = int(px.r) - int(px_prev.r)
4825 vg = int(px.g) - int(px_prev.g)
4826 vb = int(px.b) - int(px_prev.b)
4827
4828 vg_r = vr - vg
4829 vg_b = vb - vg
4830
4831 if (vr > -3) and (vr < 2) and\
4832 (vg > -3) and (vg < 2) and\
4833 (vb > -3) and (vb < 2):
4834 #{
4835 op = QOI_OP_DIFF | (vr+2) << 4 | (vg+2) << 2 | (vb+2)
4836 data.extend( bytearray( c_uint8(op) ))
4837 #}
4838 elif (vg_r > -9) and (vg_r < 8) and\
4839 (vg > -33) and (vg < 32 ) and\
4840 (vg_b > -9) and (vg_b < 8):
4841 #{
4842 op = QOI_OP_LUMA | (vg+32)
4843 delta = (vg_r+8) << 4 | (vg_b + 8)
4844 data.extend( bytearray( c_uint8(op) ) )
4845 data.extend( bytearray( c_uint8(delta) ))
4846 #}
4847 else: #{
4848 data.extend( bytearray( c_uint8(QOI_OP_RGB) ) )
4849 data.extend( bytearray( c_uint8(px.r) ))
4850 data.extend( bytearray( c_uint8(px.g) ))
4851 data.extend( bytearray( c_uint8(px.b) ))
4852 #}
4853 #}
4854 else: #{
4855 data.extend( bytearray( c_uint8(QOI_OP_RGBA) ) )
4856 data.extend( bytearray( c_uint8(px.r) ))
4857 data.extend( bytearray( c_uint8(px.g) ))
4858 data.extend( bytearray( c_uint8(px.b) ))
4859 data.extend( bytearray( c_uint8(px.a) ))
4860 #}
4861 #}
4862 #}
4863
4864 px_prev.r = px.r
4865 px_prev.g = px.g
4866 px_prev.b = px.b
4867 px_prev.a = px.a
4868 #}
4869
4870 # Padding
4871 for i in range(7):
4872 data.extend( bytearray( c_uint8(0) ))
4873 data.extend( bytearray( c_uint8(1) ))
4874 bytearray_align_to( data, 16, b'\x00' )
4875
4876 return data
4877 #}