36ca3681d866831fdf74430cc34176450c85435a
[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 ("purpose",c_int32),
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 volume._anon.trigger.event_leave = obj_data.target_event_leave
1855 #}
1856
1857 sr_ent_push(volume)
1858 #}
1859 elif ent_type == 'ent_marker':#{
1860 marker = ent_marker()
1861 marker.name = sr_compile_string( obj.SR_data.ent_marker[0].alias )
1862 compile_obj_transform( obj, marker.transform )
1863 sr_ent_push(marker)
1864 #}
1865 elif ent_type == 'ent_skateshop':#{
1866 skateshop = ent_skateshop()
1867 obj_data = obj.SR_data.ent_skateshop[0]
1868 skateshop.type = int(obj_data.tipo)
1869 if skateshop.type == 0:#{
1870 boardshop = skateshop._anonymous_union.boards
1871 boardshop.id_display = sr_entity_id( obj_data.mark_display )
1872 boardshop.id_info = sr_entity_id( obj_data.mark_info )
1873 boardshop.id_rack = sr_entity_id( obj_data.mark_rack )
1874 #}
1875 elif skateshop.type == 1:#{
1876 charshop = skateshop._anonymous_union.character
1877 charshop.id_display = sr_entity_id( obj_data.mark_display )
1878 charshop.id_info = sr_entity_id( obj_data.mark_info )
1879 #}
1880 elif skateshop.type == 2:#{
1881 worldshop = skateshop._anonymous_union.worlds
1882 worldshop.id_display = sr_entity_id( obj_data.mark_display )
1883 worldshop.id_info = sr_entity_id( obj_data.mark_info )
1884 #}
1885 skateshop.id_camera = sr_entity_id( obj_data.cam )
1886 compile_obj_transform( obj, skateshop.transform )
1887 sr_ent_push(skateshop)
1888 #}
1889 elif ent_type == 'ent_swspreview':#{
1890 workshop_preview = ent_swspreview()
1891 obj_data = obj.SR_data.ent_swspreview[0]
1892 workshop_preview.id_display = sr_entity_id( obj_data.mark_display )
1893 workshop_preview.id_display1 = sr_entity_id( obj_data.mark_display1)
1894 workshop_preview.id_camera = sr_entity_id( obj_data.cam )
1895 sr_ent_push( workshop_preview )
1896 #}
1897 elif ent_type == 'ent_worldinfo':#{
1898 worldinfo = ent_worldinfo()
1899 obj_data = obj.SR_data.ent_worldinfo[0]
1900 worldinfo.pstr_name = sr_compile_string( obj_data.name )
1901 worldinfo.pstr_author = sr_compile_string( obj_data.author )
1902 worldinfo.pstr_desc = sr_compile_string( obj_data.desc )
1903 worldinfo.timezone = obj_data.timezone
1904 worldinfo.pstr_skybox = sr_compile_string( obj_data.skybox )
1905 sr_ent_push( worldinfo )
1906 #}
1907 elif ent_type == 'ent_ccmd':#{
1908 ccmd = ent_ccmd()
1909 obj_data = obj.SR_data.ent_ccmd[0]
1910 ccmd.pstr_command = sr_compile_string( obj_data.command )
1911 sr_ent_push( ccmd )
1912 #}
1913 elif ent_type == 'ent_objective':#{
1914 objective = ent_objective()
1915 obj_data = obj.SR_data.ent_objective[0]
1916 objective.id_next = sr_entity_id( obj_data.proxima )
1917 objective.id_win = sr_entity_id( obj_data.target )
1918 objective.win_event = obj_data.target_event
1919 objective.filter = int(obj_data.filtrar)
1920 objective.filter2 = 0
1921 objective.time_limit = obj_data.time_limit
1922
1923 compile_obj_transform( obj, objective.transform )
1924 objective.submesh_start, objective.submesh_count, _ = \
1925 sr_compile_mesh_internal( obj )
1926
1927 sr_ent_push( objective )
1928 #}
1929 elif ent_type == 'ent_challenge':#{
1930 challenge = ent_challenge()
1931 obj_data = obj.SR_data.ent_challenge[0]
1932 compile_obj_transform( obj, challenge.transform )
1933 challenge.pstr_alias = sr_compile_string( obj_data.alias )
1934 challenge.target = sr_entity_id( obj_data.target )
1935 challenge.target_event = obj_data.target_event
1936 challenge.reset = sr_entity_id( obj_data.reset )
1937 challenge.reset_event = obj_data.reset_event
1938 challenge.first = sr_entity_id( obj_data.first )
1939 challenge.flags = 0x00
1940 challenge.camera = sr_entity_id( obj_data.camera )
1941 if obj_data.time_limit: challenge.flags |= 0x01
1942 challenge.status = 0
1943 sr_ent_push( challenge )
1944 #}
1945 elif ent_type == 'ent_relay':#{
1946 relay = ent_relay()
1947 obj_data = obj.SR_data.ent_relay[0]
1948 relay.targets[0][0] = sr_entity_id( obj_data.target0 )
1949 relay.targets[1][0] = sr_entity_id( obj_data.target1 )
1950 relay.targets[2][0] = sr_entity_id( obj_data.target2 )
1951 relay.targets[3][0] = sr_entity_id( obj_data.target3 )
1952 relay.targets[0][1] = obj_data.target0_event
1953 relay.targets[1][1] = obj_data.target1_event
1954 relay.targets[2][1] = obj_data.target2_event
1955 relay.targets[3][1] = obj_data.target3_event
1956 sr_ent_push( relay )
1957 #}
1958 elif ent_type == 'ent_cubemap':#{
1959 cubemap = ent_cubemap()
1960 co = obj.matrix_world @ Vector((0,0,0))
1961 cubemap.co[0] = co[0]
1962 cubemap.co[1] = co[2]
1963 cubemap.co[2] = -co[1]
1964 cubemap.resolution = 0
1965 cubemap.live = 60
1966 sr_ent_push( cubemap )
1967 #}
1968 elif ent_type == 'ent_miniworld':#{
1969 miniworld = ent_miniworld()
1970 obj_data = obj.SR_data.ent_miniworld[0]
1971
1972 compile_obj_transform( obj, miniworld.transform )
1973 miniworld.pstr_world = sr_compile_string( obj_data.world )
1974 miniworld.proxy = sr_entity_id( obj_data.proxy )
1975 sr_ent_push( miniworld )
1976 #}
1977 elif ent_type == 'ent_prop':#{
1978 prop = ent_prop()
1979 compile_obj_transform( obj, prop.transform )
1980 prop.submesh_start, prop.submesh_count, _ = \
1981 sr_compile_mesh_internal( obj )
1982 prop.flags = 0
1983 sr_ent_push( prop )
1984 #}
1985 #}
1986 #}
1987
1988 sr_compile_menus( collection )
1989 sr_compile_fonts( collection )
1990
1991 def _children( col ):#{
1992 yield col
1993 for c in col.children:#{
1994 yield from _children(c)
1995 #}
1996 #}
1997
1998 checkpoint_count = 0
1999 pathindice_count = 0
2000 routenode_count = 0
2001
2002 for col in _children(collection):#{
2003 print( F"Adding routes for subcollection: {col.name}" )
2004 route_gates = []
2005 route_curves = []
2006 routes = []
2007 traffics = []
2008
2009 for obj in col.objects:#{
2010 if obj.type == 'ARMATURE': pass
2011 else:#{
2012 ent_type = obj_ent_type( obj )
2013
2014 if ent_type == 'ent_gate':
2015 route_gates += [obj]
2016 elif ent_type == 'ent_route_node':#{
2017 if obj.type == 'CURVE':#{
2018 route_curves += [obj]
2019 #}
2020 #}
2021 elif ent_type == 'ent_route':
2022 routes += [obj]
2023 elif ent_type == 'ent_traffic':
2024 traffics += [obj]
2025 #}
2026 #}
2027
2028 dij = create_node_graph( route_curves, route_gates )
2029
2030 for obj in routes:#{
2031 obj_data = obj.SR_data.ent_route[0]
2032 route = ent_route()
2033 route.pstr_name = sr_compile_string( obj_data.alias )
2034 route.checkpoints_start = checkpoint_count
2035 route.checkpoints_count = 0
2036 route.id_camera = sr_entity_id( obj_data.cam )
2037
2038 for ci in range(3):
2039 route.colour[ci] = obj_data.colour[ci]
2040 route.colour[3] = 1.0
2041
2042 compile_obj_transform( obj, route.transform )
2043 checkpoints = obj_data.gates
2044
2045 for i in range(len(checkpoints)):#{
2046 gi = checkpoints[i].target
2047 gj = checkpoints[(i+1)%len(checkpoints)].target
2048 gate = gi
2049
2050 if gi:#{
2051 dest = gi.SR_data.ent_gate[0].target
2052 gi = dest
2053 #}
2054
2055 if gi==gj: continue # error?
2056 if not gi or not gj: continue
2057
2058 checkpoint = ent_checkpoint()
2059 checkpoint.gate_index = sr_compile.entity_ids[gate.name]
2060 checkpoint.path_start = pathindice_count
2061 checkpoint.path_count = 0
2062
2063 path = solve_graph( dij, gi.name, gj.name )
2064
2065 if path:#{
2066 for pi in range(len(path)):#{
2067 pathindice = ent_path_index()
2068 pathindice.index = routenode_count + path[pi]
2069 sr_ent_push( pathindice )
2070
2071 checkpoint.path_count += 1
2072 pathindice_count += 1
2073 #}
2074 #}
2075
2076 sr_ent_push( checkpoint )
2077 route.checkpoints_count += 1
2078 checkpoint_count += 1
2079 #}
2080
2081 sr_ent_push( route )
2082 #}
2083
2084 for obj in traffics:#{
2085 traffic = ent_traffic()
2086 compile_obj_transform( obj, traffic.transform )
2087 traffic.submesh_start, traffic.submesh_count, _ = \
2088 sr_compile_mesh_internal( obj )
2089
2090 # find best subsection
2091
2092 graph_keys = list(dij.graph)
2093 min_dist = 100.0
2094 best_point = 0
2095
2096 for j in range(len(dij.points)):#{
2097 point = dij.points[j]
2098 dist = (point-obj.location).magnitude
2099
2100 if dist < min_dist:#{
2101 min_dist = dist
2102 best_point = j
2103 #}
2104 #}
2105
2106 # scan to each edge
2107 best_begin = best_point
2108 best_end = best_point
2109
2110 while True:#{
2111 map0 = dij.subsections[best_begin]
2112 if map0[1] == -1: break
2113 best_begin = map0[1]
2114 #}
2115 while True:#{
2116 map1 = dij.subsections[best_end]
2117 if map1[2] == -1: break
2118 best_end = map1[2]
2119 #}
2120
2121 traffic.start_node = routenode_count + best_begin
2122 traffic.node_count = best_end - best_begin
2123 traffic.index = best_point - best_begin
2124 traffic.speed = obj.SR_data.ent_traffic[0].speed
2125 traffic.t = 0.0
2126
2127 sr_ent_push(traffic)
2128 #}
2129
2130 for point in dij.points:#{
2131 rn = ent_route_node()
2132 rn.co[0] = point[0]
2133 rn.co[1] = point[2]
2134 rn.co[2] = -point[1]
2135 sr_ent_push( rn )
2136 #}
2137
2138 routenode_count += len(dij.points)
2139 #}
2140
2141 print( F"[SR] Writing file" )
2142
2143 file_array_instructions = {}
2144 file_offset = 0
2145
2146 def _write_array( name, item_size, data ):#{
2147 nonlocal file_array_instructions, file_offset
2148
2149 count = len(data)//item_size
2150 file_array_instructions[name] = {'count':count, 'size':item_size,\
2151 'data':data, 'offset': file_offset}
2152 file_offset += len(data)
2153 file_offset = int_align_to( file_offset, 8 )
2154 #}
2155
2156 _write_array( 'strings', 1, sr_compile.string_data )
2157 _write_array( 'mdl_mesh', sizeof(mdl_mesh), sr_compile.mesh_data )
2158 _write_array( 'mdl_submesh', sizeof(mdl_submesh), sr_compile.submesh_data )
2159 _write_array( 'mdl_material', sizeof(mdl_material), sr_compile.material_data)
2160 _write_array( 'mdl_texture', sizeof(mdl_texture), sr_compile.texture_data)
2161 _write_array( 'mdl_armature', sizeof(mdl_armature), sr_compile.armature_data)
2162 _write_array( 'mdl_bone', sizeof(mdl_bone), sr_compile.bone_data )
2163
2164 for name, buffer in sr_compile.entity_data.items():#{
2165 _write_array( name, sr_compile.entity_info[name]['size'], buffer )
2166 #}
2167
2168 _write_array( 'mdl_animation', sizeof(mdl_animation), sr_compile.anim_data)
2169 _write_array( 'mdl_keyframe', sizeof(mdl_transform),sr_compile.keyframe_data)
2170 _write_array( 'mdl_vert', sizeof(mdl_vert), sr_compile.vertex_data )
2171 _write_array( 'mdl_indice', sizeof(c_uint32), sr_compile.indice_data )
2172 _write_array( 'pack', 1, sr_compile.pack_data )
2173
2174 header_size = int_align_to( sizeof(mdl_header), 8 )
2175 index_size = int_align_to( sizeof(mdl_array)*len(file_array_instructions),8 )
2176
2177 folder = bpy.path.abspath(bpy.context.scene.SR_data.export_dir)
2178 path = F"{folder}{collection.name}.mdl"
2179 print( path )
2180
2181 os.makedirs(os.path.dirname(path),exist_ok=True)
2182 fp = open( path, "wb" )
2183 header = mdl_header()
2184 header.version = MDL_VERSION_NR
2185 sr_array_title( header.arrays, \
2186 'index', len(file_array_instructions), \
2187 sizeof(mdl_array), header_size )
2188
2189 fp.write( bytearray_align_to( bytearray(header), 8 ) )
2190
2191 print( F'[SR] {"name":>16}| count | offset' )
2192 index = bytearray()
2193 for name,info in file_array_instructions.items():#{
2194 arr = mdl_array()
2195 offset = info['offset'] + header_size + index_size
2196 sr_array_title( arr, name, info['count'], info['size'], offset )
2197 index.extend( bytearray(arr) )
2198
2199 print( F'[SR] {name:>16}| {info["count"]: 8} '+\
2200 F' 0x{info["offset"]:02x}' )
2201 #}
2202 fp.write( bytearray_align_to( index, 8 ) )
2203 #bytearray_print_hex( index )
2204
2205 for name,info in file_array_instructions.items():#{
2206 fp.write( bytearray_align_to( info['data'], 8 ) )
2207 #}
2208
2209 fp.close()
2210
2211 print( '[SR] done' )
2212 #}
2213
2214 class SR_SCENE_SETTINGS(bpy.types.PropertyGroup):
2215 #{
2216 use_hidden: bpy.props.BoolProperty( name="use hidden", default=False )
2217 export_dir: bpy.props.StringProperty( name="Export Dir", subtype='DIR_PATH' )
2218 gizmos: bpy.props.BoolProperty( name="Draw Gizmos", default=False )
2219
2220 panel: bpy.props.EnumProperty(
2221 name='Panel',
2222 description='',
2223 items=[
2224 ('EXPORT', 'Export', '', 'MOD_BUILD',0),
2225 ('ENTITY', 'Entity', '', 'MONKEY',1),
2226 ('SETTINGS', 'Settings', 'Settings', 'PREFERENCES',2),
2227 ],
2228 )
2229 #}
2230
2231 class SR_COLLECTION_SETTINGS(bpy.types.PropertyGroup):
2232 #{
2233 pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False )
2234 animations: bpy.props.BoolProperty( name="Export animation", default=True)
2235 #}
2236
2237 def sr_get_mirror_bone( bones ):
2238 #{
2239 side = bones.active.name[-1:]
2240 other_name = bones.active.name[:-1]
2241 if side == 'L': other_name += 'R'
2242 elif side == 'R': other_name += 'L'
2243 else: return None
2244
2245 for b in bones:#{
2246 if b.name == other_name:
2247 return b
2248 #}
2249
2250 return None
2251 #}
2252
2253 class SR_MIRROR_BONE_X(bpy.types.Operator):
2254 #{
2255 bl_idname="skaterift.mirror_bone"
2256 bl_label="Mirror bone attributes - SkateRift"
2257
2258 def execute(_,context):
2259 #{
2260 active_object = context.active_object
2261 bones = active_object.data.bones
2262 a = bones.active
2263 b = sr_get_mirror_bone( bones )
2264
2265 if not b: return {'FINISHED'}
2266
2267 b.SR_data.collider = a.SR_data.collider
2268
2269 def _v3copyflipy( a, b ):#{
2270 b[0] = a[0]
2271 b[1] = -a[1]
2272 b[2] = a[2]
2273 #}
2274
2275 _v3copyflipy( a.SR_data.collider_min, b.SR_data.collider_min )
2276 _v3copyflipy( a.SR_data.collider_max, b.SR_data.collider_max )
2277 b.SR_data.collider_min[1] = -a.SR_data.collider_max[1]
2278 b.SR_data.collider_max[1] = -a.SR_data.collider_min[1]
2279
2280 b.SR_data.cone_constraint = a.SR_data.cone_constraint
2281
2282 _v3copyflipy( a.SR_data.conevx, b.SR_data.conevy )
2283 _v3copyflipy( a.SR_data.conevy, b.SR_data.conevx )
2284 _v3copyflipy( a.SR_data.coneva, b.SR_data.coneva )
2285
2286 b.SR_data.conet = a.SR_data.conet
2287
2288 # redraw
2289 ob = bpy.context.scene.objects[0]
2290 ob.hide_render = ob.hide_render
2291 return {'FINISHED'}
2292 #}
2293 #}
2294
2295 class SR_COMPILE(bpy.types.Operator):
2296 #{
2297 bl_idname="skaterift.compile_all"
2298 bl_label="Compile All"
2299
2300 def execute(_,context):
2301 #{
2302 view_layer = bpy.context.view_layer
2303 for col in view_layer.layer_collection.children["export"].children:
2304 if not col.hide_viewport or bpy.context.scene.SR_data.use_hidden:
2305 sr_compile( bpy.data.collections[col.name] )
2306
2307 return {'FINISHED'}
2308 #}
2309 #}
2310
2311 class SR_COMPILE_THIS(bpy.types.Operator):
2312 #{
2313 bl_idname="skaterift.compile_this"
2314 bl_label="Compile This collection"
2315
2316 def execute(_,context):
2317 #{
2318 col = bpy.context.collection
2319 sr_compile( col )
2320
2321 return {'FINISHED'}
2322 #}
2323 #}
2324
2325 class SR_INTERFACE(bpy.types.Panel):
2326 #{
2327 bl_idname = "VIEW3D_PT_skate_rift"
2328 bl_label = "Skate Rift"
2329 bl_space_type = 'VIEW_3D'
2330 bl_region_type = 'UI'
2331 bl_category = "Skate Rift"
2332
2333 def draw(_, context):
2334 #{
2335 # Compiler section
2336
2337 row = _.layout.row()
2338 row.scale_y = 1.75
2339 row.prop( context.scene.SR_data, 'panel', expand=True )
2340
2341 if context.scene.SR_data.panel == 'SETTINGS': #{
2342 _.layout.prop( context.scene.SR_data, 'gizmos' )
2343 #}
2344 elif context.scene.SR_data.panel == 'EXPORT': #{
2345 _.layout.prop( context.scene.SR_data, "export_dir" )
2346 col = bpy.context.collection
2347
2348 found_in_export = False
2349 export_count = 0
2350 view_layer = bpy.context.view_layer
2351 for c1 in view_layer.layer_collection.children["export"].children: #{
2352 if not c1.hide_viewport or bpy.context.scene.SR_data.use_hidden:
2353 export_count += 1
2354
2355 if c1.name == col.name: #{
2356 found_in_export = True
2357 #}
2358 #}
2359
2360 box = _.layout.box()
2361 row = box.row()
2362 row.alignment = 'CENTER'
2363 row.scale_y = 1.5
2364
2365 if found_in_export: #{
2366 row.label( text=col.name + ".mdl" )
2367 box.prop( col.SR_data, "pack_textures" )
2368 box.prop( col.SR_data, "animations" )
2369 box.operator( "skaterift.compile_this" )
2370 #}
2371 else: #{
2372 row.enabled=False
2373 row.label( text=col.name )
2374
2375 row = box.row()
2376 row.enabled=False
2377 row.alignment = 'CENTER'
2378 row.scale_y = 1.5
2379 row.label( text="This collection is not in the export group" )
2380 #}
2381
2382 box = _.layout.box()
2383 row = box.row()
2384
2385 split = row.split( factor=0.3, align=True )
2386 split.prop( context.scene.SR_data, "use_hidden", text="hidden" )
2387
2388 row1 = split.row()
2389 if export_count == 0:
2390 row1.enabled=False
2391 row1.operator( "skaterift.compile_all", \
2392 text=F"Compile all ({export_count} collections)" )
2393 #}
2394 elif context.scene.SR_data.panel == 'ENTITY': #{
2395 active_object = context.active_object
2396 if not active_object: return
2397
2398 amount = max( 0, len(context.selected_objects)-1 )
2399
2400 row = _.layout.row()
2401 row.operator( 'skaterift.copy_entity_data', \
2402 text=F'Copy entity data to {amount} other objects' )
2403 if amount == 0: row.enabled=False
2404
2405 box = _.layout.box()
2406 row = box.row()
2407 row.alignment = 'CENTER'
2408 row.label( text=active_object.name )
2409 row.scale_y = 1.5
2410
2411 def _draw_prop_collection( source, data ): #{
2412 nonlocal box
2413 row = box.row()
2414 row.alignment = 'CENTER'
2415 row.enabled = False
2416 row.scale_y = 1.5
2417 row.label( text=F'{source}' )
2418
2419 if hasattr(type(data[0]),'sr_inspector'):#{
2420 type(data[0]).sr_inspector( box, data )
2421 #}
2422 else:#{
2423 for a in data[0].__annotations__:
2424 box.prop( data[0], a )
2425 #}
2426 #}
2427
2428 if active_object.type == 'ARMATURE': #{
2429 if active_object.mode == 'POSE': #{
2430 bones = active_object.data.bones
2431 mb = sr_get_mirror_bone( bones )
2432 if mb:#{
2433 box.operator( "skaterift.mirror_bone", \
2434 text=F'Mirror attributes to {mb.name}' )
2435 #}
2436
2437 _draw_prop_collection( \
2438 F'bpy.types.Bone["{bones.active.name}"].SR_data',\
2439 [bones.active.SR_data ] )
2440 #}
2441 else: #{
2442 row = box.row()
2443 row.alignment='CENTER'
2444 row.scale_y=2.0
2445 row.enabled=False
2446 row.label( text="Enter pose mode to modify bone properties" )
2447 #}
2448 #}
2449 elif active_object.type == 'LIGHT': #{
2450 _draw_prop_collection( \
2451 F'bpy.types.Light["{active_object.data.name}"].SR_data', \
2452 [active_object.data.SR_data] )
2453 #}
2454 elif active_object.type in ['EMPTY','CURVE','MESH']:#{
2455 box.prop( active_object.SR_data, "ent_type" )
2456 ent_type = active_object.SR_data.ent_type
2457
2458 col = getattr( active_object.SR_data, ent_type, None )
2459 if col != None and len(col)!=0:
2460 _draw_prop_collection( \
2461 F'bpy.types.Object["{active_object.name}"].SR_data.{ent_type}[0]', \
2462 col )
2463
2464 if active_object.type == 'MESH':#{
2465 col = getattr( active_object.data.SR_data, ent_type, None )
2466 if col != None and len(col)!=0:
2467 _draw_prop_collection( \
2468 F'bpy.types.Mesh["{active_object.data.name}"].SR_data.{ent_type}[0]', \
2469 col )
2470 #}
2471 #}
2472 #}
2473 #}
2474 #}
2475
2476 class SR_MATERIAL_PANEL(bpy.types.Panel):
2477 #{
2478 bl_label="Skate Rift material"
2479 bl_idname="MATERIAL_PT_sr_material"
2480 bl_space_type='PROPERTIES'
2481 bl_region_type='WINDOW'
2482 bl_context="material"
2483
2484 def draw(_,context):
2485 #{
2486 active_object = bpy.context.active_object
2487 if active_object == None: return
2488 active_mat = active_object.active_material
2489 if active_mat == None: return
2490
2491 info = material_info( active_mat )
2492
2493 if 'tex_diffuse' in info:#{
2494 _.layout.label( icon='INFO', \
2495 text=F"{info['tex_diffuse'].name} will be compiled" )
2496 #}
2497
2498 _.layout.prop( active_mat.SR_data, "shader" )
2499 _.layout.prop( active_mat.SR_data, "surface_prop" )
2500 _.layout.prop( active_mat.SR_data, "collision" )
2501
2502 if active_mat.SR_data.collision:#{
2503 box = _.layout.box()
2504 row = box.row()
2505
2506 if (active_mat.SR_data.shader != 'invisible') and \
2507 (active_mat.SR_data.shader != 'boundary') and \
2508 (active_mat.SR_data.shader != 'walking'):#{
2509 row.prop( active_mat.SR_data, "skate_surface" )
2510 row.prop( active_mat.SR_data, "grind_surface" )
2511 row.prop( active_mat.SR_data, "grow_grass" )
2512 row.prop( active_mat.SR_data, "preview_visibile" )
2513 #}
2514 #}
2515
2516 if active_mat.SR_data.shader == "terrain_blend":#{
2517 box = _.layout.box()
2518 box.prop( active_mat.SR_data, "blend_offset" )
2519 box.prop( active_mat.SR_data, "sand_colour" )
2520 #}
2521 elif active_mat.SR_data.shader == "vertex_blend":#{
2522 box = _.layout.box()
2523 box.label( icon='INFO', text="Uses vertex colours, the R channel" )
2524 box.prop( active_mat.SR_data, "blend_offset" )
2525 #}
2526 elif active_mat.SR_data.shader == "water":#{
2527 box = _.layout.box()
2528 box.label( icon='INFO', text="Depth scale of 16 meters" )
2529 box.prop( active_mat.SR_data, "shore_colour" )
2530 box.prop( active_mat.SR_data, "ocean_colour" )
2531 #}
2532 elif active_mat.SR_data.shader == "cubemap":#{
2533 box = _.layout.box()
2534 box.prop( active_mat.SR_data, "cubemap" )
2535 box.prop( active_mat.SR_data, "tint" )
2536 #}
2537 #}
2538 #}
2539
2540 def sr_get_type_enum( scene, context ):
2541 #{
2542 items = [('none','None',"")]
2543 mesh_entities=['ent_gate','ent_water']
2544 point_entities=['ent_spawn','ent_route_node','ent_route']
2545
2546 for e in point_entities: items += [(e,e,'')]
2547
2548 if context.scene.SR_data.panel == 'ENTITY': #{
2549 if context.active_object.type == 'MESH': #{
2550 for e in mesh_entities: items += [(e,e,'')]
2551 #}
2552 #}
2553 else: #{
2554 for e in mesh_entities: items += [(e,e,'')]
2555 #}
2556
2557 return items
2558 #}
2559
2560 def sr_on_type_change( _, context ):
2561 #{
2562 obj = context.active_object
2563 ent_type = obj.SR_data.ent_type
2564 if ent_type == 'none': return
2565 if obj.type == 'MESH':#{
2566 col = getattr( obj.data.SR_data, ent_type, None )
2567 if col != None and len(col)==0: col.add()
2568 #}
2569
2570 col = getattr( obj.SR_data, ent_type, None )
2571 if col != None and len(col)==0: col.add()
2572 #}
2573
2574 class SR_OBJECT_ENT_SPAWN(bpy.types.PropertyGroup):
2575 #{
2576 alias: bpy.props.StringProperty( name='alias' )
2577 #}
2578
2579 class SR_OBJECT_ENT_GATE(bpy.types.PropertyGroup):
2580 #{
2581 target: bpy.props.PointerProperty( \
2582 type=bpy.types.Object, name="destination", \
2583 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
2584
2585 key: bpy.props.StringProperty()
2586 tipo: bpy.props.EnumProperty(items=(('default', 'Default', ""),
2587 ('nonlocal', 'Non-Local', "")))
2588
2589 flip: bpy.props.BoolProperty( name="Flip exit", default=False )
2590 custom: bpy.props.BoolProperty( name="Mesh is surface", default=False )
2591 locked: bpy.props.BoolProperty( name="Start Locked", default=False )
2592
2593 @staticmethod
2594 def sr_inspector( layout, data ):
2595 #{
2596 box = layout.box()
2597 box.prop( data[0], 'tipo', text="subtype" )
2598
2599 if data[0].tipo == 'default': box.prop( data[0], 'target' )
2600 elif data[0].tipo == 'nonlocal': box.prop( data[0], 'key' )
2601
2602 flags = box.box()
2603 flags.prop( data[0], 'flip' )
2604 flags.prop( data[0], 'custom' )
2605 flags.prop( data[0], 'locked' )
2606 #}
2607 #}
2608
2609 class SR_MESH_ENT_GATE(bpy.types.PropertyGroup):
2610 #{
2611 dimensions: bpy.props.FloatVectorProperty(name="dimensions",size=3)
2612 #}
2613
2614 class SR_OBJECT_ENT_ROUTE_ENTRY(bpy.types.PropertyGroup):
2615 #{
2616 target: bpy.props.PointerProperty( \
2617 type=bpy.types.Object, name='target', \
2618 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
2619 #}
2620
2621 class SR_OBJECT_ENT_MINIWORLD(bpy.types.PropertyGroup):
2622 #{
2623 world: bpy.props.StringProperty( name='world UID' )
2624 proxy: bpy.props.PointerProperty( \
2625 type=bpy.types.Object, name='proxy', \
2626 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_prop']))
2627 #}
2628
2629 class SR_UL_ROUTE_NODE_LIST(bpy.types.UIList):
2630 #{
2631 bl_idname = 'SR_UL_ROUTE_NODE_LIST'
2632
2633 def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
2634 #{
2635 layout.prop( item, 'target', text='', emboss=False )
2636 #}
2637 #}
2638
2639 def internal_listdel_execute(self,context,ent_name,collection_name):
2640 #{
2641 active_object = context.active_object
2642 data = getattr(active_object.SR_data,ent_name)[0]
2643 lista = getattr(data,collection_name)
2644 index = getattr(data,F'{collection_name}_index')
2645
2646 lista.remove(index)
2647
2648 setattr(data,F'{collection_name}_index', min(max(0,index-1), len(lista)-1))
2649 return{'FINISHED'}
2650 #}
2651
2652 def internal_listadd_execute(self,context,ent_name,collection_name):
2653 #{
2654 active_object = context.active_object
2655 getattr(getattr(active_object.SR_data,ent_name)[0],collection_name).add()
2656 return{'FINISHED'}
2657 #}
2658
2659 def copy_propgroup( de, to ):
2660 #{
2661 for a in de.__annotations__:#{
2662 if isinstance(getattr(de,a), bpy.types.bpy_prop_collection):#{
2663 ca = getattr(de,a)
2664 cb = getattr(to,a)
2665
2666 while len(cb) != len(ca):#{
2667 if len(cb) < len(ca): cb.add()
2668 else: cb.remove(0)
2669 #}
2670 for i in range(len(ca)):#{
2671 copy_propgroup(ca[i],cb[i])
2672 #}
2673 #}
2674 else:#{
2675 setattr(to,a,getattr(de,a))
2676 #}
2677 #}
2678 #}
2679
2680 class SR_OT_COPY_ENTITY_DATA(bpy.types.Operator):
2681 #{
2682 bl_idname = "skaterift.copy_entity_data"
2683 bl_label = "Copy entity data"
2684
2685 def execute(self, context):#{
2686 data = context.active_object.SR_data
2687 new_type = data.ent_type
2688 print( F"Copy entity data from: {context.active_object.name}" )
2689
2690 for obj in context.selected_objects:#{
2691 if obj != context.active_object:#{
2692 print( F" To: {obj.name}" )
2693
2694 obj.SR_data.ent_type = new_type
2695
2696 if active_object.type == 'MESH':#{
2697 col = getattr( obj.data.SR_data, new_type, None )
2698 if col != None and len(col)==0: col.add()
2699 mdata = context.active_object.data.SR_data
2700 copy_propgroup( getattr(mdata,new_type)[0], col[0] )
2701 #}
2702
2703 col = getattr( obj.SR_data, new_type, None )
2704 if col != None and len(col)==0: col.add()
2705 copy_propgroup( getattr(data,new_type)[0], col[0] )
2706 #}
2707 #}
2708 return{'FINISHED'}
2709 #}
2710 #}
2711
2712 class SR_OT_ROUTE_LIST_NEW_ITEM(bpy.types.Operator):
2713 #{
2714 bl_idname = "skaterift.new_entry"
2715 bl_label = "Add gate"
2716
2717 def execute(self, context):#{
2718 return internal_listadd_execute(self,context,'ent_route','gates')
2719 #}
2720 #}
2721
2722 class SR_OT_ROUTE_LIST_DEL_ITEM(bpy.types.Operator):
2723 #{
2724 bl_idname = "skaterift.del_entry"
2725 bl_label = "Remove gate"
2726
2727 @classmethod
2728 def poll(cls, context):#{
2729 active_object = context.active_object
2730 if obj_ent_type(active_object) == 'ent_route':#{
2731 return active_object.SR_data.ent_route[0].gates
2732 #}
2733 else: return False
2734 #}
2735
2736 def execute(self, context):#{
2737 return internal_listdel_execute(self,context,'ent_route','gates')
2738 #}
2739 #}
2740
2741 class SR_OT_AUDIO_LIST_NEW_ITEM(bpy.types.Operator):
2742 #{
2743 bl_idname = "skaterift.al_new_entry"
2744 bl_label = "Add file"
2745
2746 def execute(self, context):#{
2747 return internal_listadd_execute(self,context,'ent_audio','files')
2748 #}
2749 #}
2750
2751 class SR_OT_AUDIO_LIST_DEL_ITEM(bpy.types.Operator):
2752 #{
2753 bl_idname = "skaterift.al_del_entry"
2754 bl_label = "Remove file"
2755
2756 @classmethod
2757 def poll(cls, context):#{
2758 active_object = context.active_object
2759 if obj_ent_type(active_object) == 'ent_audio':#{
2760 return active_object.SR_data.ent_audio[0].files
2761 #}
2762 else: return False
2763 #}
2764
2765 def execute(self, context):#{
2766 return internal_listdel_execute(self,context,'ent_audio','files')
2767 return{'FINISHED'}
2768 #}
2769 #}
2770
2771 class SR_OT_GLYPH_LIST_NEW_ITEM(bpy.types.Operator):
2772 #{
2773 bl_idname = "skaterift.gl_new_entry"
2774 bl_label = "Add glyph"
2775
2776 def execute(self, context):#{
2777 active_object = context.active_object
2778
2779 font = active_object.SR_data.ent_font[0]
2780 font.glyphs.add()
2781
2782 if len(font.glyphs) > 1:#{
2783 prev = font.glyphs[-2]
2784 cur = font.glyphs[-1]
2785
2786 cur.bounds = prev.bounds
2787 cur.utf32 = prev.utf32+1
2788 #}
2789
2790 return{'FINISHED'}
2791 #}
2792 #}
2793
2794 class SR_OT_GLYPH_LIST_DEL_ITEM(bpy.types.Operator):
2795 #{
2796 bl_idname = "skaterift.gl_del_entry"
2797 bl_label = "Remove Glyph"
2798
2799 @classmethod
2800 def poll(cls, context):#{
2801 active_object = context.active_object
2802 if obj_ent_type(active_object) == 'ent_font':#{
2803 return active_object.SR_data.ent_font[0].glyphs
2804 #}
2805 else: return False
2806 #}
2807
2808 def execute(self, context):#{
2809 return internal_listdel_execute(self,context,'ent_font','glyphs')
2810 #}
2811 #}
2812
2813 class SR_OT_GLYPH_LIST_MOVE_ITEM(bpy.types.Operator):
2814 #{
2815 bl_idname = "skaterift.gl_move_item"
2816 bl_label = "aa"
2817 direction: bpy.props.EnumProperty(items=(('UP', 'Up', ""),
2818 ('DOWN', 'Down', ""),))
2819
2820 @classmethod
2821 def poll(cls, context):#{
2822 active_object = context.active_object
2823 if obj_ent_type(active_object) == 'ent_font':#{
2824 return active_object.SR_data.ent_font[0].glyphs
2825 #}
2826 else: return False
2827 #}
2828
2829 def execute(_, context):#{
2830 active_object = context.active_object
2831 data = active_object.SR_data.ent_font[0]
2832
2833 index = data.glyphs_index
2834 neighbor = index + (-1 if _.direction == 'UP' else 1)
2835 data.glyphs.move( neighbor, index )
2836
2837 list_length = len(data.glyphs) - 1
2838 new_index = index + (-1 if _.direction == 'UP' else 1)
2839
2840 data.glyphs_index = max(0, min(new_index, list_length))
2841
2842 return{'FINISHED'}
2843 #}
2844 #}
2845
2846 class SR_OT_FONT_VARIANT_LIST_NEW_ITEM(bpy.types.Operator):
2847 #{
2848 bl_idname = "skaterift.fv_new_entry"
2849 bl_label = "Add variant"
2850
2851 def execute(self, context):#{
2852 return internal_listadd_execute(self,context,'ent_font','variants')
2853 #}
2854 #}
2855
2856 class SR_OT_FONT_VARIANT_LIST_DEL_ITEM(bpy.types.Operator):
2857 #{
2858 bl_idname = "skaterift.fv_del_entry"
2859 bl_label = "Remove variant"
2860
2861 @classmethod
2862 def poll(cls, context):#{
2863 active_object = context.active_object
2864 if obj_ent_type(active_object) == 'ent_font':#{
2865 return active_object.SR_data.ent_font[0].variants
2866 #}
2867 else: return False
2868 #}
2869
2870 def execute(self, context):#{
2871 return internal_listdel_execute(self,context,'ent_font','variants')
2872 #}
2873 #}
2874
2875 class SR_OBJECT_ENT_AUDIO_FILE_ENTRY(bpy.types.PropertyGroup):
2876 #{
2877 path: bpy.props.StringProperty( name="Path" )
2878 probability: bpy.props.FloatProperty( name="Probability",default=100.0 )
2879 #}
2880
2881 class SR_UL_AUDIO_LIST(bpy.types.UIList):
2882 #{
2883 bl_idname = 'SR_UL_AUDIO_LIST'
2884
2885 def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
2886 #{
2887 split = layout.split(factor=0.7)
2888 c = split.column()
2889 c.prop( item, 'path', text='', emboss=False )
2890 c = split.column()
2891 c.prop( item, 'probability', text='%', emboss=True )
2892 #}
2893 #}
2894
2895 class SR_UL_FONT_VARIANT_LIST(bpy.types.UIList):
2896 #{
2897 bl_idname = 'SR_UL_FONT_VARIANT_LIST'
2898
2899 def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
2900 #{
2901 layout.prop( item, 'mesh', emboss=False )
2902 layout.prop( item, 'tipo' )
2903 #}
2904 #}
2905
2906 class SR_UL_FONT_GLYPH_LIST(bpy.types.UIList):
2907 #{
2908 bl_idname = 'SR_UL_FONT_GLYPH_LIST'
2909
2910 def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
2911 #{
2912 s0 = layout.split(factor=0.3)
2913 c = s0.column()
2914 s1 = c.split(factor=0.3)
2915 c = s1.column()
2916 row = c.row()
2917 lbl = chr(item.utf32) if item.utf32 >= 32 and item.utf32 <= 126 else \
2918 f'x{item.utf32:x}'
2919 row.label(text=lbl)
2920 c = s1.column()
2921 c.prop( item, 'utf32', text='', emboss=True )
2922 c = s0.column()
2923 row = c.row()
2924 row.prop( item, 'bounds', text='', emboss=False )
2925 #}
2926 #}
2927
2928 class SR_OBJECT_ENT_ROUTE(bpy.types.PropertyGroup):
2929 #{
2930 gates: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE_ENTRY)
2931 gates_index: bpy.props.IntProperty()
2932
2933 colour: bpy.props.FloatVectorProperty( \
2934 name="Colour",\
2935 subtype='COLOR',\
2936 min=0.0,max=1.0,\
2937 default=Vector((0.79,0.63,0.48)),\
2938 description="Route colour"\
2939 )
2940
2941 alias: bpy.props.StringProperty(\
2942 name="Alias",\
2943 default="Untitled Course")
2944
2945 cam: bpy.props.PointerProperty( \
2946 type=bpy.types.Object, name="Viewpoint", \
2947 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
2948
2949 @staticmethod
2950 def sr_inspector( layout, data ):
2951 #{
2952 layout.prop( data[0], 'alias' )
2953 layout.prop( data[0], 'colour' )
2954 layout.prop( data[0], 'cam' )
2955
2956 layout.label( text='Checkpoints' )
2957 layout.template_list('SR_UL_ROUTE_NODE_LIST', 'Checkpoints', \
2958 data[0], 'gates', data[0], 'gates_index', rows=5)
2959
2960 row = layout.row()
2961 row.operator( 'skaterift.new_entry', text='Add' )
2962 row.operator( 'skaterift.del_entry', text='Remove' )
2963 #}
2964 #}
2965
2966 class SR_OBJECT_ENT_VOLUME(bpy.types.PropertyGroup):#{
2967 subtype: bpy.props.EnumProperty(
2968 name="Subtype",
2969 items=[('0','Trigger',''),
2970 ('1','Particles (0.1s)','')]
2971 )
2972
2973 target: bpy.props.PointerProperty( \
2974 type=bpy.types.Object, name="Target", \
2975 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
2976 target_event: bpy.props.IntProperty( name="Enter Ev" )
2977 target_event_leave: bpy.props.IntProperty( name="Leave Ev" )
2978
2979 @staticmethod
2980 def inspect_target( layout, data, propname, evs = ['_event'] ):#{
2981 box = layout.box()
2982 box.prop( data[0], propname )
2983
2984 for evname in evs:#{
2985 row = box.row()
2986 row.prop( data[0], propname + evname )
2987
2988 target = getattr( data[0], propname )
2989 if target:#{
2990 tipo = target.SR_data.ent_type
2991 cls = globals()[ tipo ]
2992
2993 table = getattr( cls, 'sr_functions', None )
2994 if table:#{
2995 index = getattr( data[0], propname + evname )
2996 if index in table:
2997 row.label( text=table[index] )
2998 else:
2999 row.label( text="undefined function" )
3000 #}
3001 #}
3002 else:#{
3003 row.label( text="..." )
3004 row.enabled=False
3005 #}
3006 #}
3007 #}
3008
3009 @staticmethod
3010 def sr_inspector( layout, data ):#{
3011 layout.prop( data[0], 'subtype' )
3012 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target', \
3013 ['_event','_event_leave'] )
3014 #}
3015 #}
3016
3017 class SR_OBJECT_ENT_AUDIO(bpy.types.PropertyGroup):
3018 #{
3019 files: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_AUDIO_FILE_ENTRY)
3020 files_index: bpy.props.IntProperty()
3021
3022 flag_3d: bpy.props.BoolProperty( name="3D audio",default=True )
3023 flag_loop: bpy.props.BoolProperty( name="Loop",default=False )
3024 flag_auto: bpy.props.BoolProperty( name="Play at start",default=False )
3025 flag_nodoppler: bpy.props.BoolProperty( name="No Doppler",default=False )
3026
3027 group: bpy.props.IntProperty( name="Group ID", default=0 )
3028 formato: bpy.props.EnumProperty(
3029 name="Format",
3030 items=[('0','Uncompressed Mono',''),
3031 ('1','Compressed Vorbis',''),
3032 ('2','[vg] Bird Synthesis','')]
3033 )
3034 probability_curve: bpy.props.EnumProperty(
3035 name="Probability Curve",
3036 items=[('0','Constant',''),
3037 ('1','Wildlife Daytime',''),
3038 ('2','Wildlife Nighttime','')])
3039 channel_behaviour: bpy.props.EnumProperty(
3040 name="Channel Behaviour",
3041 items=[('0','Unlimited',''),
3042 ('1','Discard if group full', ''),
3043 ('2','Crossfade if group full','')])
3044
3045 transition_duration: bpy.props.FloatProperty(name="Transition Time",\
3046 default=0.2)
3047
3048 max_channels: bpy.props.IntProperty( name="Max Channels", default=1 )
3049 volume: bpy.props.FloatProperty( name="Volume",default=1.0 )
3050
3051 @staticmethod
3052 def sr_inspector( layout, data ):
3053 #{
3054 layout.prop( data[0], 'formato' )
3055 layout.prop( data[0], 'volume' )
3056
3057 box = layout.box()
3058 box.label( text='Channels' )
3059 split = box.split(factor=0.3)
3060 c = split.column()
3061 c.prop( data[0], 'max_channels' )
3062 c = split.column()
3063 c.prop( data[0], 'channel_behaviour', text='Behaviour' )
3064 if data[0].channel_behaviour >= '1':
3065 box.prop( data[0], 'group' )
3066 if data[0].channel_behaviour == '2':
3067 box.prop( data[0], 'transition_duration' )
3068
3069 box = layout.box()
3070 box.label( text='Flags' )
3071 box.prop( data[0], 'flag_3d' )
3072 if data[0].flag_3d: box.prop( data[0], 'flag_nodoppler' )
3073
3074 box.prop( data[0], 'flag_loop' )
3075 box.prop( data[0], 'flag_auto' )
3076
3077 layout.prop( data[0], 'probability_curve' )
3078
3079 split = layout.split(factor=0.7)
3080 c = split.column()
3081 c.label( text='Filepath' )
3082 c = split.column()
3083 c.label( text='Chance' )
3084 layout.template_list('SR_UL_AUDIO_LIST', 'Files', \
3085 data[0], 'files', data[0], 'files_index', rows=5)
3086
3087 row = layout.row()
3088 row.operator( 'skaterift.al_new_entry', text='Add' )
3089 row.operator( 'skaterift.al_del_entry', text='Remove' )
3090 #}
3091 #}
3092
3093 class SR_OBJECT_ENT_MARKER(bpy.types.PropertyGroup):
3094 #{
3095 alias: bpy.props.StringProperty()
3096 #}
3097
3098 class SR_OBJECT_ENT_GLYPH(bpy.types.PropertyGroup):
3099 #{
3100 mini: bpy.props.FloatVectorProperty(size=2)
3101 maxi: bpy.props.FloatVectorProperty(size=2)
3102 utf32: bpy.props.IntProperty()
3103 #}
3104
3105 class SR_OBJECT_ENT_GLYPH_ENTRY(bpy.types.PropertyGroup):
3106 #{
3107 bounds: bpy.props.FloatVectorProperty(size=4,subtype='NONE')
3108 utf32: bpy.props.IntProperty()
3109 #}
3110
3111 class SR_OBJECT_ENT_FONT_VARIANT(bpy.types.PropertyGroup):
3112 #{
3113 mesh: bpy.props.PointerProperty(type=bpy.types.Object)
3114 tipo: bpy.props.StringProperty()
3115 #}
3116
3117 class SR_OBJECT_ENT_FONT(bpy.types.PropertyGroup):
3118 #{
3119 variants: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_FONT_VARIANT)
3120 glyphs: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLYPH_ENTRY)
3121 alias: bpy.props.StringProperty()
3122
3123 glyphs_index: bpy.props.IntProperty()
3124 variants_index: bpy.props.IntProperty()
3125
3126 @staticmethod
3127 def sr_inspector( layout, data ):
3128 #{
3129 layout.prop( data[0], 'alias' )
3130
3131 layout.label( text='Variants' )
3132 layout.template_list('SR_UL_FONT_VARIANT_LIST', 'Variants', \
3133 data[0], 'variants', data[0], 'variants_index',\
3134 rows=5 )
3135 row = layout.row()
3136 row.operator( 'skaterift.fv_new_entry', text='Add' )
3137 row.operator( 'skaterift.fv_del_entry', text='Remove' )
3138
3139 layout.label( text='ASCII Glyphs' )
3140 layout.template_list('SR_UL_FONT_GLYPH_LIST', 'Glyphs', \
3141 data[0], 'glyphs', data[0], 'glyphs_index', rows=5)
3142
3143 row = layout.row()
3144 row.operator( 'skaterift.gl_new_entry', text='Add' )
3145 row.operator( 'skaterift.gl_del_entry', text='Remove' )
3146 row.operator( 'skaterift.gl_move_item', text='^' ).direction='UP'
3147 row.operator( 'skaterift.gl_move_item', text='v' ).direction='DOWN'
3148 #}
3149 #}
3150
3151 class SR_OBJECT_ENT_TRAFFIC(bpy.types.PropertyGroup):
3152 #{
3153 speed: bpy.props.FloatProperty(default=1.0)
3154 #}
3155
3156 class SR_OBJECT_ENT_SKATESHOP(bpy.types.PropertyGroup):
3157 #{
3158 tipo: bpy.props.EnumProperty( name='Type',
3159 items=[('0','boards',''),
3160 ('1','character',''),
3161 ('2','world','')] )
3162 mark_rack: bpy.props.PointerProperty( \
3163 type=bpy.types.Object, name="Board Rack", \
3164 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3165 mark_display: bpy.props.PointerProperty( \
3166 type=bpy.types.Object, name="Selected Board Display", \
3167 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3168 mark_info: bpy.props.PointerProperty( \
3169 type=bpy.types.Object, name="Selected Board Info", \
3170 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3171 cam: bpy.props.PointerProperty( \
3172 type=bpy.types.Object, name="Viewpoint", \
3173 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
3174 #}
3175
3176 class SR_OBJECT_ENT_WORKSHOP_PREVIEW(bpy.types.PropertyGroup):
3177 #{
3178 mark_display: bpy.props.PointerProperty( \
3179 type=bpy.types.Object, name="Board Display", \
3180 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3181 mark_display1: bpy.props.PointerProperty( \
3182 type=bpy.types.Object, name="Board Display (other side)", \
3183 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3184 cam: bpy.props.PointerProperty( \
3185 type=bpy.types.Object, name="Viewpoint", \
3186 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
3187 #}
3188
3189 class SR_OBJECT_ENT_MENU_ITEM(bpy.types.PropertyGroup):
3190 #{
3191 link0: bpy.props.PointerProperty( \
3192 type=bpy.types.Object, name="Link 0", \
3193 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3194 link1: bpy.props.PointerProperty( \
3195 type=bpy.types.Object, name="Link 1", \
3196 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3197 link2: bpy.props.PointerProperty( \
3198 type=bpy.types.Object, name="Link 2", \
3199 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3200 link3: bpy.props.PointerProperty( \
3201 type=bpy.types.Object, name="Link 3", \
3202 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3203
3204 newloc: bpy.props.PointerProperty( \
3205 type=bpy.types.Object, name="New location", \
3206 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3207 stack_behaviour: bpy.props.EnumProperty( name='Stack Behaviour',
3208 items=[('0','append',''),
3209 ('1','replace','')])
3210
3211 camera: bpy.props.PointerProperty( \
3212 type=bpy.types.Object, name="Camera", \
3213 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
3214
3215 slider_minloc: bpy.props.PointerProperty( \
3216 type=bpy.types.Object, name="Slider min", \
3217 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3218 slider_maxloc: bpy.props.PointerProperty( \
3219 type=bpy.types.Object, name="Slider max", \
3220 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
3221 slider_handle: bpy.props.PointerProperty( \
3222 type=bpy.types.Object, name="Slider handle", \
3223 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3224
3225 checkmark: bpy.props.PointerProperty( \
3226 type=bpy.types.Object, name="Checked", \
3227 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
3228
3229 font_variant: bpy.props.IntProperty( name="Font Variant" )
3230
3231 string: bpy.props.StringProperty( name="String" )
3232 tipo: bpy.props.EnumProperty( name='Type',
3233 items=[('0','visual',''),
3234 ('1','event button',''),
3235 ('2','page button',''),
3236 ('3','toggle', ''),
3237 ('4','slider',''),
3238 ('5','page',''),
3239 ('6','binding',''),
3240 ('7','visual(no colourize)','')])
3241
3242 @staticmethod
3243 def sr_inspector( layout, data ):
3244 #{
3245 data = data[0]
3246 box = layout.box()
3247 box.prop( data, 'tipo' )
3248
3249 if data.tipo == '0' or data.tipo == '7':#{
3250 box.prop( data, 'string', text='Name' )
3251 return
3252 #}
3253 elif data.tipo == '1':#{
3254 box.prop( data, 'string', text='Event' )
3255 #}
3256 elif data.tipo == '2':#{
3257 box.prop( data, 'string', text='Page' )
3258 box.prop( data, 'stack_behaviour' )
3259 #}
3260 elif data.tipo == '3':#{
3261 box.prop( data, 'string', text='Data (i32)' )
3262 box.prop( data, 'checkmark' )
3263 #}
3264 elif data.tipo == '4':#{
3265 box.prop( data, 'string', text='Data (f32)' )
3266 box.prop( data, 'slider_minloc' )
3267 box.prop( data, 'slider_maxloc' )
3268 box.prop( data, 'slider_handle' )
3269 box = box.box()
3270 box.label( text="Links" )
3271 box.prop( data, 'link0', text='v0' )
3272 box.prop( data, 'link1', text='v1' )
3273 return
3274 #}
3275 elif data.tipo == '5':#{
3276 box.prop( data, 'string', text='Page Name' )
3277 box.prop( data, 'newloc', text='Entry Point' )
3278 box.prop( data, 'camera', text='Viewpoint' )
3279 return
3280 #}
3281 elif data.tipo == '6':#{
3282 box.prop( data, 'string', text='ID' )
3283 box.prop( data, 'font_variant' )
3284 return
3285 #}
3286
3287 box = box.box()
3288 box.label( text="Links" )
3289 box.prop( data, 'link0' )
3290 box.prop( data, 'link1' )
3291 box.prop( data, 'link2' )
3292 box.prop( data, 'link3' )
3293 #}
3294 #}
3295
3296 class SR_OBJECT_ENT_WORLD_INFO(bpy.types.PropertyGroup):
3297 #{
3298 name: bpy.props.StringProperty(name="Name")
3299 desc: bpy.props.StringProperty(name="Description")
3300 author: bpy.props.StringProperty(name="Author")
3301 timezone: bpy.props.FloatProperty(name="Timezone(hrs) (UTC0 +hrs)")
3302 skybox: bpy.props.StringProperty(name="Skybox")
3303 #}
3304
3305 class SR_OBJECT_ENT_CCMD(bpy.types.PropertyGroup):
3306 #{
3307 command: bpy.props.StringProperty(name="Command Line")
3308 #}
3309
3310 class SR_OBJECT_ENT_OBJECTIVE(bpy.types.PropertyGroup):#{
3311 proxima: bpy.props.PointerProperty( \
3312 type=bpy.types.Object, name="Next", \
3313 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_objective']))
3314 target: bpy.props.PointerProperty( \
3315 type=bpy.types.Object, name="Win", \
3316 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3317 target_event: bpy.props.IntProperty( name="Event/Method" )
3318 time_limit: bpy.props.FloatProperty( name="Time Limit", default=1.0 )
3319 filtrar: bpy.props.EnumProperty( name='Filter',\
3320 items=[('0','none',''),
3321 (str(0x1),'trick_shuvit',''),
3322 (str(0x2),'trick_kickflip',''),
3323 (str(0x4),'trick_treflip',''),
3324 (str(0x1|0x2|0x4),'trick_any',''),
3325 (str(0x8),'flip_back',''),
3326 (str(0x10),'flip_front',''),
3327 (str(0x8|0x10),'flip_any',''),
3328 (str(0x20),'grind_truck_any',''),
3329 (str(0x40),'grind_board_any',''),
3330 (str(0x20|0x40),'grind_any',''),
3331 (str(0x80),'footplant',''),
3332 (str(0x100),'passthrough',''),
3333 ])
3334
3335 @staticmethod
3336 def sr_inspector( layout, data ):#{
3337 layout.prop( data[0], 'proxima' )
3338 layout.prop( data[0], 'time_limit' )
3339 layout.prop( data[0], 'filtrar' )
3340 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target' )
3341 #}
3342 #}
3343
3344 class SR_OBJECT_ENT_CHALLENGE(bpy.types.PropertyGroup):#{
3345 alias: bpy.props.StringProperty( name="Alias" )
3346
3347 target: bpy.props.PointerProperty( \
3348 type=bpy.types.Object, name="On Complete", \
3349 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3350 target_event: bpy.props.IntProperty( name="Event/Method" )
3351 reset: bpy.props.PointerProperty( \
3352 type=bpy.types.Object, name="On Reset", \
3353 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3354 reset_event: bpy.props.IntProperty( name="Event/Method" )
3355
3356 time_limit: bpy.props.BoolProperty( name="Time Limit" )
3357
3358 first: bpy.props.PointerProperty( \
3359 type=bpy.types.Object, name="First Objective", \
3360 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_objective']))
3361
3362 camera: bpy.props.PointerProperty( \
3363 type=bpy.types.Object, name="Camera", \
3364 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
3365
3366
3367 @staticmethod
3368 def sr_inspector( layout, data ):#{
3369 layout.prop( data[0], 'alias' )
3370 layout.prop( data[0], 'camera' )
3371 layout.prop( data[0], 'first' )
3372 layout.prop( data[0], 'time_limit' )
3373 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target' )
3374 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'reset' )
3375 #}
3376 #}
3377
3378 class SR_OBJECT_ENT_RELAY(bpy.types.PropertyGroup):#{
3379 target0: bpy.props.PointerProperty( \
3380 type=bpy.types.Object, name="Target 0", \
3381 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3382 target1: bpy.props.PointerProperty( \
3383 type=bpy.types.Object, name="Target 1", \
3384 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3385 target2: bpy.props.PointerProperty( \
3386 type=bpy.types.Object, name="Target 2", \
3387 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3388 target3: bpy.props.PointerProperty( \
3389 type=bpy.types.Object, name="Target 3", \
3390 poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
3391
3392 target0_event: bpy.props.IntProperty( name="Event" )
3393 target1_event: bpy.props.IntProperty( name="Event" )
3394 target2_event: bpy.props.IntProperty( name="Event" )
3395 target3_event: bpy.props.IntProperty( name="Event" )
3396
3397 @staticmethod
3398 def sr_inspector( layout, data ):#{
3399 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target0' )
3400 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target1' )
3401 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target2' )
3402 SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target3' )
3403 #}
3404 #}
3405
3406 class SR_OBJECT_PROPERTIES(bpy.types.PropertyGroup):
3407 #{
3408 ent_gate: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GATE)
3409 ent_spawn: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_SPAWN)
3410 ent_route: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE)
3411 ent_volume: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_VOLUME)
3412 ent_audio: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_AUDIO)
3413 ent_marker: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MARKER)
3414 ent_glyph: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLYPH)
3415 ent_font: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_FONT)
3416 ent_traffic: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_TRAFFIC)
3417 ent_skateshop: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_SKATESHOP)
3418 ent_swspreview: \
3419 bpy.props.CollectionProperty(type=SR_OBJECT_ENT_WORKSHOP_PREVIEW)
3420 ent_menuitem: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MENU_ITEM)
3421 ent_worldinfo: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_WORLD_INFO)
3422 ent_ccmd: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_CCMD)
3423 ent_objective: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_OBJECTIVE)
3424 ent_challenge: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_CHALLENGE)
3425 ent_relay: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_RELAY)
3426 ent_miniworld: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MINIWORLD)
3427
3428 ent_type: bpy.props.EnumProperty(
3429 name="Type",
3430 items=sr_entity_list,
3431 update=sr_on_type_change
3432 )
3433 #}
3434
3435 class SR_MESH_PROPERTIES(bpy.types.PropertyGroup):
3436 #{
3437 ent_gate: bpy.props.CollectionProperty(type=SR_MESH_ENT_GATE)
3438 #}
3439
3440 class SR_LIGHT_PROPERTIES(bpy.types.PropertyGroup):
3441 #{
3442 daytime: bpy.props.BoolProperty( name='Daytime' )
3443 #}
3444
3445 class SR_BONE_PROPERTIES(bpy.types.PropertyGroup):
3446 #{
3447 collider: bpy.props.EnumProperty( name='Collider Type',
3448 items=[('0','none',''),
3449 ('1','box',''),
3450 ('2','capsule','')])
3451
3452 collider_min: bpy.props.FloatVectorProperty( name='Collider Min', size=3 )
3453 collider_max: bpy.props.FloatVectorProperty( name='Collider Max', size=3 )
3454
3455 cone_constraint: bpy.props.BoolProperty( name='Cone constraint' )
3456
3457 conevx: bpy.props.FloatVectorProperty( name='vx' )
3458 conevy: bpy.props.FloatVectorProperty( name='vy' )
3459 coneva: bpy.props.FloatVectorProperty( name='va' )
3460 conet: bpy.props.FloatProperty( name='t' )
3461
3462 @staticmethod
3463 def sr_inspector( layout, data ):
3464 #{
3465 data = data[0]
3466 box = layout.box()
3467 box.prop( data, 'collider' )
3468
3469 if int(data.collider)>0:#{
3470 row = box.row()
3471 row.prop( data, 'collider_min' )
3472 row = box.row()
3473 row.prop( data, 'collider_max' )
3474 #}
3475
3476 box = layout.box()
3477 box.prop( data, 'cone_constraint' )
3478 if data.cone_constraint:#{
3479 row = box.row()
3480 row.prop( data, 'conevx' )
3481 row = box.row()
3482 row.prop( data, 'conevy' )
3483 row = box.row()
3484 row.prop( data, 'coneva' )
3485 box.prop( data, 'conet' )
3486 #}
3487 #}
3488 #}
3489
3490 class SR_MATERIAL_PROPERTIES(bpy.types.PropertyGroup):
3491 #{
3492 shader: bpy.props.EnumProperty(
3493 name="Format",
3494 items = [
3495 ('standard',"standard",''),
3496 ('standard_cutout', "standard_cutout", ''),
3497 ('terrain_blend', "terrain_blend", ''),
3498 ('vertex_blend', "vertex_blend", ''),
3499 ('water',"water",''),
3500 ('invisible','Invisible',''),
3501 ('boundary','Boundary',''),
3502 ('fxglow','FX Glow',''),
3503 ('cubemap','Cubemap',''),
3504 ('walking','Walking','')
3505 ])
3506
3507 surface_prop: bpy.props.EnumProperty(
3508 name="Surface Property",
3509 items = [
3510 ('0','concrete',''),
3511 ('1','wood',''),
3512 ('2','grass',''),
3513 ('3','tiles',''),
3514 ('4','metal','')
3515 ])
3516
3517 collision: bpy.props.BoolProperty( \
3518 name="Collisions Enabled",\
3519 default=True,\
3520 description = "Can the player collide with this material?"\
3521 )
3522 skate_surface: bpy.props.BoolProperty( \
3523 name="Skate Target", \
3524 default=True,\
3525 description = "Should the game try to target this surface?" \
3526 )
3527 grind_surface: bpy.props.BoolProperty( \
3528 name="Grindable", \
3529 default=True,\
3530 description = "Can you grind on this surface?" \
3531 )
3532 grow_grass: bpy.props.BoolProperty( \
3533 name="Grow Grass", \
3534 default=False,\
3535 description = "Spawn grass sprites on this surface?" \
3536 )
3537 preview_visibile: bpy.props.BoolProperty( \
3538 name="Preview visibile", \
3539 default=True,\
3540 description = "Show this material in preview models?" \
3541 )
3542 blend_offset: bpy.props.FloatVectorProperty( \
3543 name="Blend Offset", \
3544 size=2, \
3545 default=Vector((0.5,0.0)),\
3546 description="When surface is more than 45 degrees, add this vector " +\
3547 "to the UVs" \
3548 )
3549 sand_colour: bpy.props.FloatVectorProperty( \
3550 name="Sand Colour",\
3551 subtype='COLOR',\
3552 min=0.0,max=1.0,\
3553 default=Vector((0.79,0.63,0.48)),\
3554 description="Blend to this colour near the 0 coordinate on UP axis"\
3555 )
3556 shore_colour: bpy.props.FloatVectorProperty( \
3557 name="Shore Colour",\
3558 subtype='COLOR',\
3559 min=0.0,max=1.0,\
3560 default=Vector((0.03,0.32,0.61)),\
3561 description="Water colour at the shoreline"\
3562 )
3563 ocean_colour: bpy.props.FloatVectorProperty( \
3564 name="Ocean Colour",\
3565 subtype='COLOR',\
3566 min=0.0,max=1.0,\
3567 default=Vector((0.0,0.006,0.03)),\
3568 description="Water colour in the deep bits"\
3569 )
3570 tint: bpy.props.FloatVectorProperty( \
3571 name="Tint",\
3572 subtype='COLOR',\
3573 min=0.0,max=1.0,\
3574 size=4,\
3575 default=Vector((1.0,1.0,1.0,1.0)),\
3576 description="Reflection tint"\
3577 )
3578
3579 cubemap: bpy.props.PointerProperty( \
3580 type=bpy.types.Object, name="cubemap", \
3581 poll=lambda self,obj: sr_filter_ent_type(obj,['ent_cubemap']))
3582 #}
3583
3584 # ---------------------------------------------------------------------------- #
3585 # #
3586 # GUI section #
3587 # #
3588 # ---------------------------------------------------------------------------- #
3589
3590 cv_view_draw_handler = None
3591 cv_view_pixel_handler = None
3592 cv_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
3593 cv_view_verts = []
3594 cv_view_colours = []
3595 cv_view_course_i = 0
3596
3597 # Draw axis alligned sphere at position with radius
3598 #
3599 def cv_draw_sphere( pos, radius, colour ):
3600 #{
3601 global cv_view_verts, cv_view_colours
3602
3603 ly = pos + Vector((0,0,radius))
3604 lx = pos + Vector((0,radius,0))
3605 lz = pos + Vector((0,0,radius))
3606
3607 pi = 3.14159265358979323846264
3608
3609 for i in range(16):#{
3610 t = ((i+1.0) * 1.0/16.0) * pi * 2.0
3611 s = math.sin(t)
3612 c = math.cos(t)
3613
3614 py = pos + Vector((s*radius,0.0,c*radius))
3615 px = pos + Vector((s*radius,c*radius,0.0))
3616 pz = pos + Vector((0.0,s*radius,c*radius))
3617
3618 cv_view_verts += [ px, lx ]
3619 cv_view_verts += [ py, ly ]
3620 cv_view_verts += [ pz, lz ]
3621
3622 cv_view_colours += [ colour, colour, colour, colour, colour, colour ]
3623
3624 ly = py
3625 lx = px
3626 lz = pz
3627 #}
3628 cv_draw_lines()
3629 #}
3630
3631 # Draw axis alligned sphere at position with radius
3632 #
3633 def cv_draw_halfsphere( pos, tx, ty, tz, radius, colour ):
3634 #{
3635 global cv_view_verts, cv_view_colours
3636
3637 ly = pos + tz*radius
3638 lx = pos + ty*radius
3639 lz = pos + tz*radius
3640
3641 pi = 3.14159265358979323846264
3642
3643 for i in range(16):#{
3644 t = ((i+1.0) * 1.0/16.0) * pi
3645 s = math.sin(t)
3646 c = math.cos(t)
3647
3648 s1 = math.sin(t*2.0)
3649 c1 = math.cos(t*2.0)
3650
3651 py = pos + s*tx*radius + c *tz*radius
3652 px = pos + s*tx*radius + c *ty*radius
3653 pz = pos + s1*ty*radius + c1*tz*radius
3654
3655 cv_view_verts += [ px, lx ]
3656 cv_view_verts += [ py, ly ]
3657 cv_view_verts += [ pz, lz ]
3658
3659 cv_view_colours += [ colour, colour, colour, colour, colour, colour ]
3660
3661 ly = py
3662 lx = px
3663 lz = pz
3664 #}
3665 cv_draw_lines()
3666 #}
3667
3668 # Draw transformed -1 -> 1 cube
3669 #
3670 def cv_draw_ucube( transform, colour, s=Vector((1,1,1)), o=Vector((0,0,0)) ):
3671 #{
3672 global cv_view_verts, cv_view_colours
3673
3674 a = o + -1.0 * s
3675 b = o + 1.0 * s
3676
3677 vs = [None]*8
3678 vs[0] = transform @ Vector((a[0], a[1], a[2]))
3679 vs[1] = transform @ Vector((a[0], b[1], a[2]))
3680 vs[2] = transform @ Vector((b[0], b[1], a[2]))
3681 vs[3] = transform @ Vector((b[0], a[1], a[2]))
3682 vs[4] = transform @ Vector((a[0], a[1], b[2]))
3683 vs[5] = transform @ Vector((a[0], b[1], b[2]))
3684 vs[6] = transform @ Vector((b[0], b[1], b[2]))
3685 vs[7] = transform @ Vector((b[0], a[1], b[2]))
3686
3687 indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
3688 (0,4),(1,5),(2,6),(3,7)]
3689
3690 for l in indices:#{
3691 v0 = vs[l[0]]
3692 v1 = vs[l[1]]
3693 cv_view_verts += [(v0[0],v0[1],v0[2])]
3694 cv_view_verts += [(v1[0],v1[1],v1[2])]
3695 cv_view_colours += [colour, colour]
3696 #}
3697 cv_draw_lines()
3698 #}
3699
3700 # Draw line with colour
3701 #
3702 def cv_draw_line( p0, p1, colour ):
3703 #{
3704 global cv_view_verts, cv_view_colours
3705
3706 cv_view_verts += [p0,p1]
3707 cv_view_colours += [colour, colour]
3708 cv_draw_lines()
3709 #}
3710
3711 # Draw line with colour(s)
3712 #
3713 def cv_draw_line2( p0, p1, c0, c1 ):
3714 #{
3715 global cv_view_verts, cv_view_colours
3716
3717 cv_view_verts += [p0,p1]
3718 cv_view_colours += [c0,c1]
3719 cv_draw_lines()
3720 #}
3721
3722 #
3723 #
3724 def cv_tangent_basis( n, tx, ty ):
3725 #{
3726 if abs( n[0] ) >= 0.57735027:#{
3727 tx[0] = n[1]
3728 tx[1] = -n[0]
3729 tx[2] = 0.0
3730 #}
3731 else:#{
3732 tx[0] = 0.0
3733 tx[1] = n[2]
3734 tx[2] = -n[1]
3735 #}
3736
3737 tx.normalize()
3738 _ty = n.cross( tx )
3739
3740 ty[0] = _ty[0]
3741 ty[1] = _ty[1]
3742 ty[2] = _ty[2]
3743 #}
3744
3745 # Draw coloured arrow
3746 #
3747 def cv_draw_arrow( p0, p1, c0, size=0.25, outline=True ):
3748 #{
3749 global cv_view_verts, cv_view_colours
3750
3751 n = p1-p0
3752 midpt = p0 + n*0.5
3753 n.normalize()
3754
3755 tx = Vector((1,0,0))
3756 ty = Vector((1,0,0))
3757 cv_tangent_basis( n, tx, ty )
3758 tx *= 0.5
3759 ty *= 0.5
3760
3761 if outline:#{
3762 cv_draw_lines()
3763 gpu.state.line_width_set(1.0)
3764 #}
3765
3766 cv_view_verts += [p0,p1, midpt+(tx-n)*size,midpt, midpt+(-tx-n)*size,midpt ]
3767 cv_view_colours += [c0,c0,c0,c0,c0,c0]
3768 cv_draw_lines()
3769
3770 if outline:#{
3771 gpu.state.line_width_set(3.0)
3772 cv_view_verts += [p0,p1,midpt+(tx-n)*size,midpt,midpt+(-tx-n)*size,midpt]
3773 b0 = (0,0,0)
3774 cv_view_colours += [b0,b0,b0,b0,b0,b0]
3775 cv_draw_lines()
3776 gpu.state.line_width_set(2.0)
3777 #}
3778 #}
3779
3780 def cv_draw_line_dotted( p0, p1, c0, dots=10 ):
3781 #{
3782 global cv_view_verts, cv_view_colours
3783
3784 for i in range(dots):#{
3785 t0 = i/dots
3786 t1 = (i+0.25)/dots
3787
3788 p2 = p0*(1.0-t0)+p1*t0
3789 p3 = p0*(1.0-t1)+p1*t1
3790
3791 cv_view_verts += [p2,p3]
3792 cv_view_colours += [c0,c0]
3793 #}
3794 #cv_draw_lines()
3795 #}
3796
3797 # Drawhandles of a bezier control point
3798 #
3799 def cv_draw_bhandle( obj, direction, colour ):
3800 #{
3801 global cv_view_verts, cv_view_colours
3802
3803 p0 = obj.location
3804 h0 = obj.matrix_world @ Vector((0,direction,0))
3805
3806 cv_view_verts += [p0]
3807 cv_view_verts += [h0]
3808 cv_view_colours += [colour,colour]
3809 cv_draw_lines()
3810 #}
3811
3812 # Draw a bezier curve (at fixed resolution 10)
3813 #
3814 def cv_draw_bezier( p0,h0,p1,h1,c0,c1 ):
3815 #{
3816 global cv_view_verts, cv_view_colours
3817
3818 last = p0
3819 for i in range(10):#{
3820 t = (i+1)/10
3821 a0 = 1-t
3822
3823 tt = t*t
3824 ttt = tt*t
3825 p=ttt*p1+(3*tt-3*ttt)*h1+(3*ttt-6*tt+3*t)*h0+(3*tt-ttt-3*t+1)*p0
3826
3827 cv_view_verts += [(last[0],last[1],last[2])]
3828 cv_view_verts += [(p[0],p[1],p[2])]
3829 cv_view_colours += [c0*a0+c1*(1-a0),c0*a0+c1*(1-a0)]
3830
3831 last = p
3832 #}
3833 cv_draw_lines()
3834 #}
3835
3836 # I think this one extends the handles of the bezier otwards......
3837 #
3838 def cv_draw_sbpath( o0,o1,c0,c1,s0,s1 ):
3839 #{
3840 global cv_view_course_i
3841
3842 offs = ((cv_view_course_i % 2)*2-1) * cv_view_course_i * 0.02
3843
3844 p0 = o0.matrix_world @ Vector((offs, 0,0))
3845 h0 = o0.matrix_world @ Vector((offs, s0,0))
3846 p1 = o1.matrix_world @ Vector((offs, 0,0))
3847 h1 = o1.matrix_world @ Vector((offs,-s1,0))
3848
3849 cv_draw_bezier( p0,h0,p1,h1,c0,c1 )
3850 cv_draw_lines()
3851 #}
3852
3853 # Flush the lines buffers. This is called often because god help you if you want
3854 # to do fixed, fast buffers in this catastrophic programming language.
3855 #
3856 def cv_draw_lines():
3857 #{
3858 global cv_view_shader, cv_view_verts, cv_view_colours
3859
3860 if len(cv_view_verts) < 2:
3861 return
3862
3863 lines = batch_for_shader(\
3864 cv_view_shader, 'LINES', \
3865 { "pos":cv_view_verts, "color":cv_view_colours })
3866
3867 if bpy.context.scene.SR_data.gizmos:
3868 lines.draw( cv_view_shader )
3869
3870 cv_view_verts = []
3871 cv_view_colours = []
3872 #}
3873
3874 # I dont remember what this does exactly
3875 #
3876 def cv_draw_bpath( o0,o1,c0,c1 ):
3877 #{
3878 cv_draw_sbpath( o0,o1,c0,c1,1.0,1.0 )
3879 #}
3880
3881 # Semi circle to show the limit. and some lines
3882 #
3883 def draw_limit( obj, center, major, minor, amin, amax, colour ):
3884 #{
3885 global cv_view_verts, cv_view_colours
3886 f = 0.05
3887 ay = major*f
3888 ax = minor*f
3889
3890 for x in range(16):#{
3891 t0 = x/16
3892 t1 = (x+1)/16
3893 a0 = amin*(1.0-t0)+amax*t0
3894 a1 = amin*(1.0-t1)+amax*t1
3895
3896 p0 = center + major*f*math.cos(a0) + minor*f*math.sin(a0)
3897 p1 = center + major*f*math.cos(a1) + minor*f*math.sin(a1)
3898
3899 p0=obj.matrix_world @ p0
3900 p1=obj.matrix_world @ p1
3901 cv_view_verts += [p0,p1]
3902 cv_view_colours += [colour,colour]
3903
3904 if x == 0:#{
3905 cv_view_verts += [p0,center]
3906 cv_view_colours += [colour,colour]
3907 #}
3908 if x == 15:#{
3909 cv_view_verts += [p1,center]
3910 cv_view_colours += [colour,colour]
3911 #}
3912 #}
3913
3914 cv_view_verts += [center+major*1.2*f,center+major*f*0.8]
3915 cv_view_colours += [colour,colour]
3916
3917 cv_draw_lines()
3918 #}
3919
3920 # Cone and twist limit
3921 #
3922 def draw_cone_twist( center, vx, vy, va ):
3923 #{
3924 global cv_view_verts, cv_view_colours
3925 axis = vy.cross( vx )
3926 axis.normalize()
3927
3928 size = 0.12
3929
3930 cv_view_verts += [center, center+va*size]
3931 cv_view_colours += [ (1,1,1), (1,1,1) ]
3932
3933 for x in range(32):#{
3934 t0 = (x/32) * math.tau
3935 t1 = ((x+1)/32) * math.tau
3936
3937 c0 = math.cos(t0)
3938 s0 = math.sin(t0)
3939 c1 = math.cos(t1)
3940 s1 = math.sin(t1)
3941
3942 p0 = center + (axis + vx*c0 + vy*s0).normalized() * size
3943 p1 = center + (axis + vx*c1 + vy*s1).normalized() * size
3944
3945 col0 = ( abs(c0), abs(s0), 0.0 )
3946 col1 = ( abs(c1), abs(s1), 0.0 )
3947
3948 cv_view_verts += [center, p0, p0, p1]
3949 cv_view_colours += [ (0,0,0), col0, col0, col1 ]
3950 #}
3951
3952 cv_draw_lines()
3953 #}
3954
3955 # Draws constraints and stuff for the skeleton. This isnt documented and wont be
3956 #
3957 def draw_skeleton_helpers( obj ):
3958 #{
3959 global cv_view_verts, cv_view_colours
3960
3961 if obj.data.pose_position != 'REST':#{
3962 return
3963 #}
3964
3965 for bone in obj.data.bones:#{
3966 c = bone.head_local
3967 a = Vector((bone.SR_data.collider_min[0],
3968 bone.SR_data.collider_min[1],
3969 bone.SR_data.collider_min[2]))
3970 b = Vector((bone.SR_data.collider_max[0],
3971 bone.SR_data.collider_max[1],
3972 bone.SR_data.collider_max[2]))
3973
3974 if bone.SR_data.collider == '1':#{
3975 vs = [None]*8
3976 vs[0]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+a[2]))
3977 vs[1]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+a[2]))
3978 vs[2]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+a[2]))
3979 vs[3]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+a[2]))
3980 vs[4]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+b[2]))
3981 vs[5]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+b[2]))
3982 vs[6]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+b[2]))
3983 vs[7]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+b[2]))
3984
3985 indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
3986 (0,4),(1,5),(2,6),(3,7)]
3987
3988 for l in indices:#{
3989 v0 = vs[l[0]]
3990 v1 = vs[l[1]]
3991
3992 cv_view_verts += [(v0[0],v0[1],v0[2])]
3993 cv_view_verts += [(v1[0],v1[1],v1[2])]
3994 cv_view_colours += [(0.5,0.5,0.5),(0.5,0.5,0.5)]
3995 #}
3996 #}
3997 elif bone.SR_data.collider == '2':#{
3998 v0 = b-a
3999 major_axis = 0
4000 largest = -1.0
4001
4002 for i in range(3):#{
4003 if abs(v0[i]) > largest:#{
4004 largest = abs(v0[i])
4005 major_axis = i
4006 #}
4007 #}
4008
4009 v1 = Vector((0,0,0))
4010 v1[major_axis] = 1.0
4011
4012 tx = Vector((0,0,0))
4013 ty = Vector((0,0,0))
4014
4015 cv_tangent_basis( v1, tx, ty )
4016 r = (abs(tx.dot( v0 )) + abs(ty.dot( v0 ))) * 0.25
4017 l = v0[ major_axis ] - r*2
4018
4019 p0 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l*-0.5 )
4020 p1 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l* 0.5 )
4021
4022 colour = [0.2,0.2,0.2]
4023 colour[major_axis] = 0.5
4024
4025 cv_draw_halfsphere( p0, -v1, ty, tx, r, colour )
4026 cv_draw_halfsphere( p1, v1, ty, tx, r, colour )
4027 cv_draw_line( p0+tx* r, p1+tx* r, colour )
4028 cv_draw_line( p0+tx*-r, p1+tx*-r, colour )
4029 cv_draw_line( p0+ty* r, p1+ty* r, colour )
4030 cv_draw_line( p0+ty*-r, p1+ty*-r, colour )
4031 #}
4032 else:#{
4033 continue
4034 #}
4035
4036 center = obj.matrix_world @ c
4037 if bone.SR_data.cone_constraint:#{
4038 vx = Vector([bone.SR_data.conevx[_] for _ in range(3)])
4039 vy = Vector([bone.SR_data.conevy[_] for _ in range(3)])
4040 va = Vector([bone.SR_data.coneva[_] for _ in range(3)])
4041 draw_cone_twist( center, vx, vy, va )
4042 #}
4043 #}
4044 #}
4045
4046 def cv_ent_gate( obj ):
4047 #{
4048 global cv_view_verts, cv_view_colours
4049
4050 if obj.type != 'MESH': return
4051
4052 mesh_data = obj.data.SR_data.ent_gate[0]
4053 data = obj.SR_data.ent_gate[0]
4054 dims = mesh_data.dimensions
4055
4056 vs = [None]*9
4057 c = Vector((0,0,dims[2]))
4058
4059 vs[0] = obj.matrix_world @ Vector((-dims[0],0.0,-dims[1]+dims[2]))
4060 vs[1] = obj.matrix_world @ Vector((-dims[0],0.0, dims[1]+dims[2]))
4061 vs[2] = obj.matrix_world @ Vector(( dims[0],0.0, dims[1]+dims[2]))
4062 vs[3] = obj.matrix_world @ Vector(( dims[0],0.0,-dims[1]+dims[2]))
4063 vs[4] = obj.matrix_world @ (c+Vector((-1,0,-2)))
4064 vs[5] = obj.matrix_world @ (c+Vector((-1,0, 2)))
4065 vs[6] = obj.matrix_world @ (c+Vector(( 1,0, 2)))
4066 vs[7] = obj.matrix_world @ (c+Vector((-1,0, 0)))
4067 vs[8] = obj.matrix_world @ (c+Vector(( 1,0, 0)))
4068
4069 indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)]
4070
4071 r3d = bpy.context.area.spaces.active.region_3d
4072
4073 p0 = r3d.view_matrix.inverted().translation
4074 v0 = (obj.matrix_world@Vector((0,0,0))) - p0
4075 v1 = obj.matrix_world.to_3x3() @ Vector((0,1,0))
4076
4077 if v0.dot(v1) > 0.0: cc = (0,1,0)
4078 else: cc = (1,0,0)
4079
4080 for l in indices:#{
4081 v0 = vs[l[0]]
4082 v1 = vs[l[1]]
4083 cv_view_verts += [(v0[0],v0[1],v0[2])]
4084 cv_view_verts += [(v1[0],v1[1],v1[2])]
4085 cv_view_colours += [cc,cc]
4086 #}
4087
4088 sw = (0.4,0.4,0.4)
4089 if data.target != None:
4090 cv_draw_arrow( obj.location, data.target.location, sw )
4091 #}
4092
4093 def cv_ent_volume( obj ):
4094 #{
4095 global cv_view_verts, cv_view_colours
4096
4097 data = obj.SR_data.ent_volume[0]
4098
4099 if data.subtype == '0':#{
4100 cv_draw_ucube( obj.matrix_world, (0,1,0), Vector((0.99,0.99,0.99)) )
4101
4102 if data.target:#{
4103 cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
4104 #}
4105 #}
4106 elif data.subtype == '1':#{
4107 cv_draw_ucube( obj.matrix_world, (1,1,0) )
4108
4109 if data.target:#{
4110 cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
4111 #}
4112 #}
4113 #}
4114
4115 def dijkstra( graph, start_node, target_node ):
4116 #{
4117 unvisited = [_ for _ in graph]
4118 shortest_path = {}
4119 previous_nodes = {}
4120
4121 for n in unvisited:
4122 shortest_path[n] = 9999999.999999
4123 shortest_path[start_node] = 0
4124
4125 while unvisited:#{
4126 current_min_node = None
4127 for n in unvisited:#{
4128 if current_min_node == None:
4129 current_min_node = n
4130 elif shortest_path[n] < shortest_path[current_min_node]:
4131 current_min_node = n
4132 #}
4133
4134 for branch in graph[current_min_node]:#{
4135 tentative_value = shortest_path[current_min_node]
4136 tentative_value += graph[current_min_node][branch]
4137 if tentative_value < shortest_path[branch]:#{
4138 shortest_path[branch] = tentative_value
4139 previous_nodes[branch] = current_min_node
4140 #}
4141 #}
4142
4143 unvisited.remove(current_min_node)
4144 #}
4145
4146 path = []
4147 node = target_node
4148 while node != start_node:#{
4149 path.append(node)
4150
4151 if node not in previous_nodes: return None
4152 node = previous_nodes[node]
4153 #}
4154
4155 # Add the start node manually
4156 path.append(start_node)
4157 return path
4158 #}
4159
4160 class dij_graph():
4161 #{
4162 def __init__(_,points,graph,subsections):#{
4163 _.points = points
4164 _.graph = graph
4165 _.subsections = subsections
4166 #}
4167 #}
4168
4169 def create_node_graph( curves, gates ):
4170 #{
4171 # add endpoints of curves
4172 graph = {}
4173 route_points = []
4174 subsections = []
4175 point_count = 0
4176 spline_count = 0
4177
4178 for c in range(len(curves)):#{
4179 for s in range(len(curves[c].data.splines)):#{
4180 spline = curves[c].data.splines[s]
4181 l = len(spline.points)
4182 if l < 2: continue
4183
4184 dist = round(spline.calc_length(),2)
4185
4186 ia = point_count
4187 ib = point_count+l-1
4188
4189 graph[ia] = { ib: dist }
4190 graph[ib] = { ia: dist }
4191
4192 for i in range(len(spline.points)):#{
4193 wco = curves[c].matrix_world @ spline.points[i].co
4194 route_points.append(Vector((wco[0],wco[1],wco[2]+0.5)))
4195
4196 previous = ia+i-1
4197 proxima = ia+i+1
4198
4199 if i == 0: previous = -1
4200 if i == len(spline.points)-1: proxima = -1
4201
4202 subsections.append((spline_count,previous,proxima))
4203 point_count += 1
4204 #}
4205
4206 spline_count += 1
4207 #}
4208 #}
4209
4210 # link endpoints
4211 graph_keys = list(graph)
4212 for i in range(len(graph_keys)-1):#{
4213 for j in range(i+1, len(graph_keys)):#{
4214 if i%2==0 and i+1==j: continue
4215
4216 ni = graph_keys[i]
4217 nj = graph_keys[j]
4218 pi = route_points[ni]
4219 pj = route_points[nj]
4220
4221 dist = round((pj-pi).magnitude,2)
4222
4223 if dist < 10.0:#{
4224 graph[ni][nj] = dist
4225 graph[nj][ni] = dist
4226 #}
4227 #}
4228 #}
4229
4230 # add and link gates( by name )
4231 for gate in gates:#{
4232 v1 = gate.matrix_world.to_3x3() @ Vector((0,1,0))
4233 if gate.SR_data.ent_gate[0].target:
4234 v1 = v1 * -1.0
4235
4236 graph[ gate.name ] = {}
4237
4238 for i in range(len(graph_keys)):#{
4239 ni = graph_keys[i]
4240 pi = route_points[ni]
4241
4242 v0 = pi-gate.location
4243 if v0.dot(v1) < 0.0: continue
4244
4245 dist = round(v0.magnitude,2)
4246
4247 if dist < 10.0:#{
4248 graph[ gate.name ][ ni ] = dist
4249 graph[ ni ][ gate.name ] = dist
4250 #}
4251 #}
4252 #}
4253
4254 return dij_graph(route_points,graph,subsections)
4255 #}
4256
4257 def solve_graph( dij, start, end ):
4258 #{
4259 path = dijkstra( dij.graph, end, start )
4260 full = []
4261
4262 if path:#{
4263 for sj in range(1,len(path)-2):#{
4264 i0 = path[sj]
4265 i1 = path[sj+1]
4266 map0 = dij.subsections[i0]
4267 map1 = dij.subsections[i1]
4268
4269 if map0[0] == map1[0]:#{
4270 if map0[1] == -1: direction = 2
4271 else: direction = 1
4272 sent = 0
4273
4274 while True:#{
4275 map0 = dij.subsections[i0]
4276 i1 = map0[direction]
4277 if i1 == -1: break
4278
4279 full.append( i0 )
4280 sent += 1
4281 i0 = i1
4282 if sent > 50: break
4283 #}
4284 #}
4285 else:#{
4286 full.append( i0 )
4287 #}
4288 #}
4289
4290 full.append( path[-2] )
4291 #}
4292 return full
4293 #}
4294
4295 def cv_draw_route( route, dij ):
4296 #{
4297 pole = Vector((0.2,0.2,10))
4298 hat = Vector((1,8,0.2))
4299 cc = (route.SR_data.ent_route[0].colour[0],
4300 route.SR_data.ent_route[0].colour[1],
4301 route.SR_data.ent_route[0].colour[2])
4302
4303 cv_draw_ucube(route.matrix_world,cc,Vector((0.5,-7.5,6)),\
4304 Vector((0,-6.5,5.5)))
4305 cv_draw_ucube(route.matrix_world,cc,pole, Vector(( 0.5, 0.5,0)) )
4306 cv_draw_ucube(route.matrix_world,cc,pole, Vector(( 0.5,-13.5,0)) )
4307 cv_draw_ucube(route.matrix_world,cc,hat, Vector((-0.5,-6.5, 12)) )
4308 cv_draw_ucube(route.matrix_world,cc,hat, Vector((-0.5,-6.5,-1)) )
4309
4310 checkpoints = route.SR_data.ent_route[0].gates
4311
4312 for i in range(len(checkpoints)):#{
4313 gi = checkpoints[i].target
4314 gj = checkpoints[(i+1)%len(checkpoints)].target
4315
4316 if gi:#{
4317 dest = gi.SR_data.ent_gate[0].target
4318 if dest:
4319 cv_draw_line_dotted( gi.location, dest.location, cc )
4320 gi = dest
4321 #}
4322
4323 if gi==gj: continue # error?
4324 if not gi or not gj: continue
4325
4326 path = solve_graph( dij, gi.name, gj.name )
4327
4328 if path:#{
4329 cv_draw_arrow(gi.location,dij.points[path[0]],cc,1.5,False)
4330 cv_draw_arrow(dij.points[path[len(path)-1]],gj.location,cc,1.5,False)
4331 for j in range(len(path)-1):#{
4332 i0 = path[j]
4333 i1 = path[j+1]
4334 o0 = dij.points[ i0 ]
4335 o1 = dij.points[ i1 ]
4336 cv_draw_arrow(o0,o1,cc,1.5,False)
4337 #}
4338 #}
4339 else:#{
4340 cv_draw_line_dotted( gi.location, gj.location, cc )
4341 #}
4342 #}
4343 #}
4344
4345 def cv_draw():#{
4346 global cv_view_shader
4347 global cv_view_verts
4348 global cv_view_colours
4349 global cv_view_course_i
4350
4351 cv_view_course_i = 0
4352 cv_view_verts = []
4353 cv_view_colours = []
4354
4355 cv_view_shader.bind()
4356 gpu.state.depth_mask_set(True)
4357 gpu.state.line_width_set(2.0)
4358 gpu.state.face_culling_set('BACK')
4359 gpu.state.depth_test_set('LESS')
4360 gpu.state.blend_set('NONE')
4361
4362 route_gates = []
4363 route_curves = []
4364 routes = []
4365
4366 for obj in bpy.context.collection.objects:#{
4367 if obj.type == 'ARMATURE':#{
4368 if obj.data.pose_position == 'REST':
4369 draw_skeleton_helpers( obj )
4370 #}
4371 else:#{
4372 ent_type = obj_ent_type( obj )
4373
4374 if ent_type == 'ent_gate':#{
4375 cv_ent_gate( obj )
4376 route_gates += [obj]
4377 #}
4378 elif ent_type == 'ent_route_node':#{
4379 if obj.type == 'CURVE':#{
4380 route_curves += [obj]
4381 #}
4382 #}
4383 elif ent_type == 'ent_route':
4384 routes += [obj]
4385 elif ent_type == 'ent_volume':#{
4386 cv_ent_volume( obj )
4387 #}
4388 elif ent_type == 'ent_objective':#{
4389 data = obj.SR_data.ent_objective[0]
4390 if data.proxima:#{
4391 cv_draw_arrow( obj.location, data.proxima.location, (1,0.6,0.2) )
4392 #}
4393 if data.target:
4394 cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
4395 #}
4396 elif ent_type == 'ent_relay':#{
4397 data = obj.SR_data.ent_relay[0]
4398 if data.target0:
4399 cv_draw_arrow( obj.location, data.target0.location, (1,1,1) )
4400 if data.target1:
4401 cv_draw_arrow( obj.location, data.target1.location, (1,1,1) )
4402 if data.target2:
4403 cv_draw_arrow( obj.location, data.target2.location, (1,1,1) )
4404 if data.target3:
4405 cv_draw_arrow( obj.location, data.target3.location, (1,1,1) )
4406 #}
4407 elif ent_type == 'ent_challenge':#{
4408 data = obj.SR_data.ent_challenge[0]
4409 if data.target:
4410 cv_draw_arrow( obj.location, data.target.location, (1,1,1) )
4411 if data.reset:
4412 cv_draw_arrow( obj.location, data.reset.location, (0.9,0,0) )
4413 if data.first:
4414 cv_draw_arrow( obj.location, data.first.location, (1,0.6,0.2) )
4415
4416 cc1 = (0.4,0.3,0.2)
4417 info_cu = Vector((1.2,0.01,0.72))*0.5
4418 info_co = Vector((0.0,0.0,0.72))*0.5
4419 cv_draw_ucube( obj.matrix_world, cc1, info_cu, info_co)
4420 if data.camera:
4421 cv_draw_line_dotted( obj.location, data.camera.location, (1,1,1))
4422
4423 vs = [Vector((-0.2,0.0,0.10)),Vector((-0.2,0.0,0.62)),\
4424 Vector(( 0.2,0.0,0.62)),Vector((-0.2,0.0,0.30)),\
4425 Vector(( 0.1,0.0,0.30))]
4426 for v in range(len(vs)):#{
4427 vs[v] = obj.matrix_world @ vs[v]
4428 #}
4429
4430 cv_view_verts += [vs[0],vs[1],vs[1],vs[2],vs[3],vs[4]]
4431 cv_view_colours += [cc1,cc1,cc1,cc1,cc1,cc1]
4432 #}
4433 elif ent_type == 'ent_audio':#{
4434 if obj.SR_data.ent_audio[0].flag_3d:
4435 cv_draw_sphere( obj.location, obj.scale[0], (1,1,0) )
4436 #}
4437 elif ent_type == 'ent_font':#{
4438 data = obj.SR_data.ent_font[0]
4439
4440 for i in range(len(data.variants)):#{
4441 sub = data.variants[i].mesh
4442 if not sub: continue
4443
4444 for ch in data.glyphs:#{
4445 mini = (ch.bounds[0],ch.bounds[1])
4446 maxi = (ch.bounds[2]+mini[0],ch.bounds[3]+mini[1])
4447 p0 = sub.matrix_world @ Vector((mini[0],0.0,mini[1]))
4448 p1 = sub.matrix_world @ Vector((maxi[0],0.0,mini[1]))
4449 p2 = sub.matrix_world @ Vector((maxi[0],0.0,maxi[1]))
4450 p3 = sub.matrix_world @ Vector((mini[0],0.0,maxi[1]))
4451
4452 if i == data.variants_index: cc = (0.5,0.5,0.5)
4453 else: cc = (0,0,0)
4454
4455 cv_view_verts += [p0,p1,p1,p2,p2,p3,p3,p0]
4456 cv_view_colours += [cc,cc,cc,cc,cc,cc,cc,cc]
4457 #}
4458 #}
4459 #}
4460 elif ent_type == 'ent_skateshop':#{
4461 data = obj.SR_data.ent_skateshop[0]
4462 display = data.mark_display
4463 info = data.mark_info
4464
4465 if data.tipo == '0':#{
4466 cc = (0.0,0.9,0.6)
4467 cc1 = (0.4,0.9,0.2)
4468 cc2 = (0.9,0.6,0.1)
4469
4470 rack = data.mark_rack
4471
4472 rack_cu = Vector((3.15,2.0,0.1))*0.5
4473 rack_co = Vector((0.0,0.0,0.0))
4474 display_cu = Vector((0.3,1.2,0.1))*0.5
4475 display_co = Vector((0.0,0.0,0.1))*0.5
4476 info_cu = Vector((1.2,0.01,0.3))*0.5
4477 info_co = Vector((0.0,0.0,0.0))*0.5
4478 #}
4479 elif data.tipo == '1':#{
4480 rack = None
4481 cc1 = (1.0,0.0,0.0)
4482 cc2 = (1.0,0.5,0.0)
4483 display_cu = Vector((0.4,0.4,2.0))*0.5
4484 display_co = Vector((0.0,0.0,1.0))*0.5
4485 info_cu = Vector((1.2,0.01,0.3))*0.5
4486 info_co = Vector((0.0,0.0,0.0))*0.5
4487 #}
4488 elif data.tipo == '2':#{
4489 rack = None
4490 cc1 = (1.0,0.0,0.0)
4491 cc2 = (1.0,0.5,0.0)
4492 display_cu = Vector((1.0,1.0,0.5))*0.5
4493 display_co = Vector((0.0,0.0,0.5))*0.5
4494 info_cu = Vector((1.2,0.01,0.3))*0.5
4495 info_co = Vector((0.0,0.0,0.0))*0.5
4496 #}
4497 elif data.tipo == '3':#{
4498 rack = None
4499 display = None
4500 info = None
4501 #}
4502
4503 if rack:
4504 cv_draw_ucube( rack.matrix_world, cc, rack_cu, rack_co )
4505 if display:
4506 cv_draw_ucube( display.matrix_world, cc1, display_cu, display_co)
4507 if info:
4508 cv_draw_ucube( info.matrix_world, cc2, info_cu, info_co )
4509 #}
4510 elif ent_type == 'ent_swspreview':#{
4511 cc1 = (0.4,0.9,0.2)
4512 data = obj.SR_data.ent_swspreview[0]
4513 display = data.mark_display
4514 display1 = data.mark_display1
4515 display_cu = Vector((0.3,1.2,0.1))*0.5
4516 display_co = Vector((0.0,0.0,0.1))*0.5
4517 if display:
4518 cv_draw_ucube( display.matrix_world, cc1, display_cu, display_co)
4519 if display1:
4520 cv_draw_ucube(display1.matrix_world, cc1, display_cu, display_co)
4521 #}
4522 elif ent_type == 'ent_menuitem':#{
4523 for i,col in enumerate(obj.users_collection):#{
4524 colour32 = hash_djb2( col.name )
4525 r = pow(((colour32 ) & 0xff) / 255.0, 2.2 )
4526 g = pow(((colour32>>8 ) & 0xff) / 255.0, 2.2 )
4527 b = pow(((colour32>>16) & 0xff) / 255.0, 2.2 )
4528 cc = (r,g,b)
4529 vs = [None for _ in range(8)]
4530 scale = i*0.02
4531 for j in range(8):#{
4532 v0 = Vector([(obj.bound_box[j][z]+\
4533 ((-1.0 if obj.bound_box[j][z]<0.0 else 1.0)*scale)) \
4534 for z in range(3)])
4535 vs[j] = obj.matrix_world @ v0
4536 #}
4537 indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
4538 (0,4),(1,5),(2,6),(3,7)]
4539 for l in indices:#{
4540 v0 = vs[l[0]]
4541 v1 = vs[l[1]]
4542 cv_view_verts += [(v0[0],v0[1],v0[2])]
4543 cv_view_verts += [(v1[0],v1[1],v1[2])]
4544 cv_view_colours += [cc,cc]
4545 #}
4546 #}
4547 cv_draw_lines()
4548 cc = (1.0,1.0,1.0)
4549 data = obj.SR_data.ent_menuitem[0]
4550 if data.tipo == '4':#{
4551 if data.slider_minloc and data.slider_maxloc:#{
4552 v0 = data.slider_minloc.location
4553 v1 = data.slider_maxloc.location
4554 cv_draw_line( v0, v1, cc )
4555 #}
4556 #}
4557
4558 colour32 = hash_djb2(obj.name)
4559 r = ((colour32 ) & 0xff) / 255.0
4560 g = ((colour32>>8 ) & 0xff) / 255.0
4561 b = ((colour32>>16) & 0xff) / 255.0
4562 cc = (r,g,b)
4563 origin = obj.location + (Vector((r,g,b))*2.0-Vector((1.0,1.0,1.0)))\
4564 * 0.04
4565
4566 size = 0.01
4567
4568 if data.tipo != '0':#{
4569 if data.tipo == '4':#{
4570 if data.link0:#{
4571 cv_draw_arrow( origin, data.link0.location, cc, size )
4572 #}
4573 if data.link1:#{
4574 cv_draw_arrow( origin, data.link1.location, cc, size )
4575 #}
4576 #}
4577 else:#{
4578 if data.link0:#{
4579 cv_draw_arrow( origin, data.link0.location, cc, size )
4580 #}
4581 if data.link1:#{
4582 cv_draw_arrow( origin, data.link1.location, cc, size )
4583 #}
4584 if data.link2:#{
4585 cv_draw_arrow( origin, data.link2.location, cc, size )
4586 #}
4587 if data.link3:#{
4588 cv_draw_arrow( origin, data.link3.location, cc, size )
4589 #}
4590 #}
4591 #}
4592 #}
4593 #}
4594 #}
4595
4596 dij = create_node_graph( route_curves, route_gates )
4597
4598 #cv_draw_route_map( route_nodes )
4599 for route in routes:#{
4600 cv_draw_route( route, dij )
4601 #}
4602
4603 cv_draw_lines()
4604 #}
4605
4606 def pos3d_to_2d( pos ):#{
4607 return view3d_utils.location_3d_to_region_2d( \
4608 bpy.context.region, \
4609 bpy.context.space_data.region_3d, pos )
4610 #}
4611
4612 def cv_draw_pixel():#{
4613 if not bpy.context.scene.SR_data.gizmos: return
4614 blf.size(0,10)
4615 blf.color(0, 1.0,1.0,1.0,0.9)
4616 blf.enable(0,blf.SHADOW)
4617 blf.shadow(0,3,0.0,0.0,0.0,1.0)
4618 for obj in bpy.context.collection.objects:#{
4619 ent_type = obj_ent_type( obj )
4620
4621 if ent_type != 'none':#{
4622 co = pos3d_to_2d( obj.location )
4623
4624 if not co: continue
4625 blf.position(0,co[0],co[1],0)
4626 blf.draw(0,ent_type)
4627 #}
4628 #}
4629 #}
4630
4631 classes = [ SR_INTERFACE, SR_MATERIAL_PANEL,\
4632 SR_COLLECTION_SETTINGS, SR_SCENE_SETTINGS, \
4633 SR_COMPILE, SR_COMPILE_THIS, SR_MIRROR_BONE_X,\
4634 \
4635 SR_OBJECT_ENT_GATE, SR_MESH_ENT_GATE, SR_OBJECT_ENT_SPAWN, \
4636 SR_OBJECT_ENT_ROUTE_ENTRY, SR_UL_ROUTE_NODE_LIST, \
4637 SR_OBJECT_ENT_ROUTE, SR_OT_ROUTE_LIST_NEW_ITEM,\
4638 SR_OT_GLYPH_LIST_NEW_ITEM, SR_OT_GLYPH_LIST_DEL_ITEM,\
4639 SR_OT_GLYPH_LIST_MOVE_ITEM,\
4640 SR_OT_AUDIO_LIST_NEW_ITEM,SR_OT_AUDIO_LIST_DEL_ITEM,\
4641 SR_OT_FONT_VARIANT_LIST_NEW_ITEM,SR_OT_FONT_VARIANT_LIST_DEL_ITEM,\
4642 SR_OT_COPY_ENTITY_DATA, \
4643 SR_OBJECT_ENT_VOLUME, \
4644 SR_UL_AUDIO_LIST, SR_OBJECT_ENT_AUDIO_FILE_ENTRY,\
4645 SR_OT_ROUTE_LIST_DEL_ITEM,\
4646 SR_OBJECT_ENT_AUDIO,SR_OBJECT_ENT_MARKER,SR_OBJECT_ENT_GLYPH,\
4647 SR_OBJECT_ENT_FONT_VARIANT,
4648 SR_OBJECT_ENT_GLYPH_ENTRY,\
4649 SR_UL_FONT_VARIANT_LIST,SR_UL_FONT_GLYPH_LIST,\
4650 SR_OBJECT_ENT_FONT,SR_OBJECT_ENT_TRAFFIC,SR_OBJECT_ENT_SKATESHOP,\
4651 SR_OBJECT_ENT_WORKSHOP_PREVIEW,SR_OBJECT_ENT_MENU_ITEM,\
4652 SR_OBJECT_ENT_WORLD_INFO,SR_OBJECT_ENT_CCMD,\
4653 SR_OBJECT_ENT_OBJECTIVE,SR_OBJECT_ENT_CHALLENGE,\
4654 SR_OBJECT_ENT_RELAY,SR_OBJECT_ENT_MINIWORLD,\
4655 \
4656 SR_OBJECT_PROPERTIES, SR_LIGHT_PROPERTIES, SR_BONE_PROPERTIES,
4657 SR_MESH_PROPERTIES, SR_MATERIAL_PROPERTIES \
4658 ]
4659
4660 def register():
4661 #{
4662 for c in classes:
4663 bpy.utils.register_class(c)
4664
4665 bpy.types.Scene.SR_data = \
4666 bpy.props.PointerProperty(type=SR_SCENE_SETTINGS)
4667 bpy.types.Collection.SR_data = \
4668 bpy.props.PointerProperty(type=SR_COLLECTION_SETTINGS)
4669
4670 bpy.types.Object.SR_data = \
4671 bpy.props.PointerProperty(type=SR_OBJECT_PROPERTIES)
4672 bpy.types.Light.SR_data = \
4673 bpy.props.PointerProperty(type=SR_LIGHT_PROPERTIES)
4674 bpy.types.Bone.SR_data = \
4675 bpy.props.PointerProperty(type=SR_BONE_PROPERTIES)
4676 bpy.types.Mesh.SR_data = \
4677 bpy.props.PointerProperty(type=SR_MESH_PROPERTIES)
4678 bpy.types.Material.SR_data = \
4679 bpy.props.PointerProperty(type=SR_MATERIAL_PROPERTIES)
4680
4681 global cv_view_draw_handler, cv_view_pixel_handler
4682 cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\
4683 cv_draw,(),'WINDOW','POST_VIEW')
4684 cv_view_pixel_handler = bpy.types.SpaceView3D.draw_handler_add(\
4685 cv_draw_pixel,(),'WINDOW','POST_PIXEL')
4686 #}
4687
4688 def unregister():
4689 #{
4690 for c in classes:
4691 bpy.utils.unregister_class(c)
4692
4693 global cv_view_draw_handler, cv_view_pixel_handler
4694 bpy.types.SpaceView3D.draw_handler_remove(cv_view_draw_handler,'WINDOW')
4695 bpy.types.SpaceView3D.draw_handler_remove(cv_view_pixel_handler,'WINDOW')
4696 #}
4697
4698 # ---------------------------------------------------------------------------- #
4699 # #
4700 # QOI encoder #
4701 # #
4702 # ---------------------------------------------------------------------------- #
4703 # #
4704 # Transliteration of: #
4705 # https://github.com/phoboslab/qoi/blob/master/qoi.h #
4706 # #
4707 # Copyright (c) 2021, Dominic Szablewski - https://phoboslab.org #
4708 # SPDX-License-Identifier: MIT #
4709 # QOI - The "Quite OK Image" format for fast, lossless image compression #
4710 # #
4711 # ---------------------------------------------------------------------------- #
4712
4713 class qoi_rgba_t(Structure):
4714 #{
4715 _pack_ = 1
4716 _fields_ = [("r",c_uint8),
4717 ("g",c_uint8),
4718 ("b",c_uint8),
4719 ("a",c_uint8)]
4720 #}
4721
4722 QOI_OP_INDEX = 0x00 # 00xxxxxx
4723 QOI_OP_DIFF = 0x40 # 01xxxxxx
4724 QOI_OP_LUMA = 0x80 # 10xxxxxx
4725 QOI_OP_RUN = 0xc0 # 11xxxxxx
4726 QOI_OP_RGB = 0xfe # 11111110
4727 QOI_OP_RGBA = 0xff # 11111111
4728
4729 QOI_MASK_2 = 0xc0 # 11000000
4730
4731 def qoi_colour_hash( c ):
4732 #{
4733 return c.r*3 + c.g*5 + c.b*7 + c.a*11
4734 #}
4735
4736 def qoi_eq( a, b ):
4737 #{
4738 return (a.r==b.r) and (a.g==b.g) and (a.b==b.b) and (a.a==b.a)
4739 #}
4740
4741 def qoi_32bit( v ):
4742 #{
4743 return bytearray([ (0xff000000 & v) >> 24, \
4744 (0x00ff0000 & v) >> 16, \
4745 (0x0000ff00 & v) >> 8, \
4746 (0x000000ff & v) ])
4747 #}
4748
4749 def qoi_encode( img ):
4750 #{
4751 data = bytearray()
4752
4753 print(F"{' ':<30}",end='\r')
4754 print(F"[QOI] Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]",end='\r')
4755
4756 index = [ qoi_rgba_t() for _ in range(64) ]
4757
4758 # Header
4759 #
4760 data.extend( bytearray(c_uint32(0x66696f71)) )
4761 data.extend( qoi_32bit( img.size[0] ) )
4762 data.extend( qoi_32bit( img.size[1] ) )
4763 data.extend( bytearray(c_uint8(4)) )
4764 data.extend( bytearray(c_uint8(0)) )
4765
4766 run = 0
4767 px_prev = qoi_rgba_t()
4768 px_prev.r = c_uint8(0)
4769 px_prev.g = c_uint8(0)
4770 px_prev.b = c_uint8(0)
4771 px_prev.a = c_uint8(255)
4772
4773 px = qoi_rgba_t()
4774 px.r = c_uint8(0)
4775 px.g = c_uint8(0)
4776 px.b = c_uint8(0)
4777 px.a = c_uint8(255)
4778
4779 px_len = img.size[0] * img.size[1]
4780 paxels = [ int(min(max(_,0),1)*255) for _ in img.pixels ]
4781
4782 for px_pos in range( px_len ): #{
4783 idx = px_pos * img.channels
4784 nc = img.channels-1
4785
4786 px.r = paxels[idx+min(0,nc)]
4787 px.g = paxels[idx+min(1,nc)]
4788 px.b = paxels[idx+min(2,nc)]
4789 px.a = paxels[idx+min(3,nc)]
4790
4791 if qoi_eq( px, px_prev ): #{
4792 run += 1
4793
4794 if (run == 62) or (px_pos == px_len-1): #{
4795 data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) )
4796 run = 0
4797 #}
4798 #}
4799 else: #{
4800 if run > 0: #{
4801 data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) )
4802 run = 0
4803 #}
4804
4805 index_pos = qoi_colour_hash(px) % 64
4806
4807 if qoi_eq( index[index_pos], px ): #{
4808 data.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos)) )
4809 #}
4810 else: #{
4811 index[ index_pos ].r = px.r
4812 index[ index_pos ].g = px.g
4813 index[ index_pos ].b = px.b
4814 index[ index_pos ].a = px.a
4815
4816 if px.a == px_prev.a: #{
4817 vr = int(px.r) - int(px_prev.r)
4818 vg = int(px.g) - int(px_prev.g)
4819 vb = int(px.b) - int(px_prev.b)
4820
4821 vg_r = vr - vg
4822 vg_b = vb - vg
4823
4824 if (vr > -3) and (vr < 2) and\
4825 (vg > -3) and (vg < 2) and\
4826 (vb > -3) and (vb < 2):
4827 #{
4828 op = QOI_OP_DIFF | (vr+2) << 4 | (vg+2) << 2 | (vb+2)
4829 data.extend( bytearray( c_uint8(op) ))
4830 #}
4831 elif (vg_r > -9) and (vg_r < 8) and\
4832 (vg > -33) and (vg < 32 ) and\
4833 (vg_b > -9) and (vg_b < 8):
4834 #{
4835 op = QOI_OP_LUMA | (vg+32)
4836 delta = (vg_r+8) << 4 | (vg_b + 8)
4837 data.extend( bytearray( c_uint8(op) ) )
4838 data.extend( bytearray( c_uint8(delta) ))
4839 #}
4840 else: #{
4841 data.extend( bytearray( c_uint8(QOI_OP_RGB) ) )
4842 data.extend( bytearray( c_uint8(px.r) ))
4843 data.extend( bytearray( c_uint8(px.g) ))
4844 data.extend( bytearray( c_uint8(px.b) ))
4845 #}
4846 #}
4847 else: #{
4848 data.extend( bytearray( c_uint8(QOI_OP_RGBA) ) )
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 data.extend( bytearray( c_uint8(px.a) ))
4853 #}
4854 #}
4855 #}
4856
4857 px_prev.r = px.r
4858 px_prev.g = px.g
4859 px_prev.b = px.b
4860 px_prev.a = px.a
4861 #}
4862
4863 # Padding
4864 for i in range(7):
4865 data.extend( bytearray( c_uint8(0) ))
4866 data.extend( bytearray( c_uint8(1) ))
4867 bytearray_align_to( data, 16, b'\x00' )
4868
4869 return data
4870 #}