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