2 # =============================================================================
4 # Copyright . . . -----, ,----- ,---. .---.
5 # 2021-2022 |\ /| | / | | | | /|
6 # | \ / | +-- / +----- +---' | / |
7 # | \ / | | / | | \ | / |
8 # | \/ | | / | | \ | / |
9 # ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 # =============================================================================
13 # Python exporter for Blender, compiles .mdl format for Skate Rift.
15 # Its really slow, sorry, I don't know how to speed it up.
16 # Also not sure why you need to put # before {} in code blocks, there is errors
20 import bpy
, math
, gpu
, os
23 from mathutils
import *
24 from gpu_extras
.batch
import batch_for_shader
27 "name":"Skate Rift model compiler",
28 "author": "Harry Godden (hgn)",
35 "category":"Import/Export",
38 class mdl_vert(Structure
): # 48 bytes. Quite large. Could compress
39 #{ # the normals and uvs to i16s. Not an
40 _pack_
= 1 # real issue, yet.
41 _fields_
= [("co",c_float
*3),
45 ("weights",c_uint16
*4),
49 class mdl_submesh(Structure
):
52 _fields_
= [("indice_start",c_uint32
),
53 ("indice_count",c_uint32
),
54 ("vertex_start",c_uint32
),
55 ("vertex_count",c_uint32
),
56 ("bbx",(c_float
*3)*2),
57 ("material_id",c_uint32
)] # index into the material array
60 class mdl_texture(Structure
):
63 _fields_
= [("pstr_name",c_uint32
),
64 ("pack_offset",c_uint32
),
65 ("pack_length",c_uint32
)]
68 class mdl_material(Structure
):
71 _fields_
= [("pstr_name",c_uint32
),
74 ("surface_prop",c_uint32
),
76 ("colour1",c_float
*4),
77 ("tex_diffuse",c_uint32
),
78 ("tex_decal",c_uint32
),
79 ("tex_normal",c_uint32
)]
82 class mdl_node(Structure
):
85 _fields_
= [("co",c_float
*3),
88 ("sub_uid",c_uint32
), # dont use
89 ("submesh_start",c_uint32
),
90 ("submesh_count",c_uint32
),
91 ("classtype",c_uint32
),
94 ("pstr_name",c_uint32
)]
97 class mdl_header(Structure
):
100 _fields_
= [("identifier",c_uint32
),
101 ("version",c_uint32
),
102 ("file_length",c_uint32
),
105 ("node_count",c_uint32
),
106 ("node_offset",c_uint32
),
108 ("submesh_count",c_uint32
),
109 ("submesh_offset",c_uint32
),
111 ("material_count",c_uint32
),
112 ("material_offset",c_uint32
),
114 ("texture_count",c_uint32
),
115 ("texture_offset",c_uint32
),
117 ("anim_count",c_uint32
),
118 ("anim_offset",c_uint32
),
120 ("entdata_size",c_uint32
),
121 ("entdata_offset",c_uint32
),
123 ("strings_size",c_uint32
),
124 ("strings_offset",c_uint32
),
126 ("keyframe_count",c_uint32
),
127 ("keyframe_offset",c_uint32
),
129 ("vertex_count",c_uint32
),
130 ("vertex_offset",c_uint32
),
132 ("indice_count",c_uint32
),
133 ("indice_offset",c_uint32
),
135 ("pack_size",c_uint32
),
136 ("pack_offset",c_uint32
)]
139 class mdl_animation(Structure
):
142 _fields_
= [("pstr_name",c_uint32
),
148 class mdl_keyframe(Structure
):
151 _fields_
= [("co",c_float
*3),
156 # ---------------------------------------------------------------------------- #
158 # Entity definitions #
160 # ---------------------------------------------------------------------------- #
162 # ctypes _fields_ defines the data which is filled in by:
163 # def encode_obj( _, node, node_def ):
165 # gizmos get drawn into the viewport via:
167 # def draw_scene_helpers( obj ):
169 # editor enterface, simiraliy:
171 # def editor_interface( layout, obj ):
176 # Purpose: A rift. must target another gate, the target gate can not have more
177 # than one target nodes of its own.
179 class classtype_gate(Structure
):
182 _fields_
= [("target",c_uint32
),
185 def encode_obj(_
, node
,node_def
):
189 obj
= node_def
['obj']
191 if obj
.cv_data
.target
!= None:
192 _
.target
= obj
.cv_data
.target
.cv_data
.uid
194 if obj
.type == 'MESH':
196 _
.dims
[0] = obj
.data
.cv_data
.v0
[0]
197 _
.dims
[1] = obj
.data
.cv_data
.v0
[1]
198 _
.dims
[2] = obj
.data
.cv_data
.v0
[2]
202 _
.dims
[0] = obj
.cv_data
.v0
[0]
203 _
.dims
[1] = obj
.cv_data
.v0
[1]
204 _
.dims
[2] = obj
.cv_data
.v0
[2]
209 def draw_scene_helpers( obj
):
211 global cv_view_verts
, cv_view_colours
213 if obj
.type == 'MESH':
214 dims
= obj
.data
.cv_data
.v0
216 dims
= obj
.cv_data
.v0
219 c
= Vector((0,0,dims
[2]))
221 vs
[0] = obj
.matrix_world
@ Vector((-dims
[0],0.0,-dims
[1]+dims
[2]))
222 vs
[1] = obj
.matrix_world
@ Vector((-dims
[0],0.0, dims
[1]+dims
[2]))
223 vs
[2] = obj
.matrix_world
@ Vector(( dims
[0],0.0, dims
[1]+dims
[2]))
224 vs
[3] = obj
.matrix_world
@ Vector(( dims
[0],0.0,-dims
[1]+dims
[2]))
225 vs
[4] = obj
.matrix_world
@ (c
+Vector((-1,0,-2)))
226 vs
[5] = obj
.matrix_world
@ (c
+Vector((-1,0, 2)))
227 vs
[6] = obj
.matrix_world
@ (c
+Vector(( 1,0, 2)))
228 vs
[7] = obj
.matrix_world
@ (c
+Vector((-1,0, 0)))
229 vs
[8] = obj
.matrix_world
@ (c
+Vector(( 1,0, 0)))
231 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)]
237 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
238 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
239 cv_view_colours
+= [(1,1,0,1),(1,1,0,1)]
242 sw
= (0.4,0.4,0.4,0.2)
243 if obj
.cv_data
.target
!= None:
244 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, sw
)
248 def editor_interface( layout
, obj
):
250 layout
.prop( obj
.cv_data
, "target" )
253 layout
.label( text
=F
"(i) Data is stored in {mesh.name}" )
254 layout
.prop( mesh
.cv_data
, "v0", text
="Gate dimensions" )
260 # Purpose: player can reset here, its a safe place
261 # spawns can share the same name, the closest one will be picked
263 # when the world loads it will pick the one named 'start' first.
265 class classtype_spawn(Structure
):
268 _fields_
= [("pstr_alias",c_uint32
)]
270 def encode_obj(_
, node
,node_def
):
273 _
.pstr_alias
= encoder_process_pstr( node_def
['obj'].cv_data
.strp
)
277 def draw_scene_helpers( obj
):
279 global cv_view_verts
, cv_view_colours
282 vs
[0] = obj
.matrix_world
@ Vector((0,0,0))
283 vs
[1] = obj
.matrix_world
@ Vector((0,2,0))
284 vs
[2] = obj
.matrix_world
@ Vector((0.5,1,0))
285 vs
[3] = obj
.matrix_world
@ Vector((-0.5,1,0))
286 indices
= [(0,1),(1,2),(1,3)]
293 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
294 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
295 cv_view_colours
+= [(0,1,1,1),(0,1,1,1)]
298 cv_draw_sphere( obj
.location
, 20.0, [0.1,0,0.9,0.4] )
302 def editor_interface( layout
, obj
):
304 layout
.prop( obj
.cv_data
, "strp", text
="Alias" )
310 # Purpose: Tells the game to draw water HERE, at this entity.
312 class classtype_water(Structure
):
315 _fields_
= [("temp",c_uint32
)]
317 def encode_obj(_
, node
,node_def
):
326 # Purpose: Defines a route node and links to up to two more nodes
328 class classtype_route_node(Structure
):
331 _fields_
= [("target",c_uint32
),
332 ("target1",c_uint32
)]
334 def encode_obj(_
, node
,node_def
):
337 obj
= node_def
['obj']
339 if obj
.cv_data
.target
!= None:
340 _
.target
= obj
.cv_data
.target
.cv_data
.uid
341 if obj
.cv_data
.target1
!= None:
342 _
.target1
= obj
.cv_data
.target1
.cv_data
.uid
346 def draw_scene_helpers( obj
):
348 global cv_view_verts
, cv_view_colours
350 sw
= Vector((0.4,0.4,0.4,0.2))
351 sw2
= Vector((1.5,0.2,0.2,0.0))
352 if obj
.cv_data
.target
!= None:
353 cv_draw_bpath( obj
, obj
.cv_data
.target
, sw
, sw
)
354 if obj
.cv_data
.target1
!= None:
355 cv_draw_bpath( obj
, obj
.cv_data
.target1
, sw
, sw
)
357 cv_draw_bhandle( obj
, 1.0, (0.8,0.8,0.8,1.0) )
358 cv_draw_bhandle( obj
, -1.0, (0.4,0.4,0.4,1.0) )
361 obj
.matrix_world
.to_quaternion() @ Vector((0,0,-6+1.5))
362 cv_draw_arrow( obj
.location
, p1
, sw
)
366 def editor_interface( layout
, obj
):
368 layout
.prop( obj
.cv_data
, "target", text
="Left" )
369 layout
.prop( obj
.cv_data
, "target1", text
="Right" )
375 # Purpose: Defines a route, its 'starting' point, and the colour to use for it
377 class classtype_route(Structure
):
380 _fields_
= [("id_start",c_uint32
),
381 ("pstr_name",c_uint32
),
382 ("colour",c_float
*3)]
384 def encode_obj(_
, node
,node_def
):
387 obj
= node_def
['obj']
389 _
.colour
[0] = obj
.cv_data
.colour
[0]
390 _
.colour
[1] = obj
.cv_data
.colour
[1]
391 _
.colour
[2] = obj
.cv_data
.colour
[2]
392 _
.pstr_name
= encoder_process_pstr( obj
.cv_data
.strp
)
394 if obj
.cv_data
.target
!= None:
395 _
.id_start
= obj
.cv_data
.target
.cv_data
.uid
399 def draw_scene_helpers( obj
):
401 global cv_view_verts
, cv_view_colours
, cv_view_course_i
403 if obj
.cv_data
.target
:
404 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, [1,1,1,1] )
406 # Tries to simulate how we do it in the game
410 stack
[0] = obj
.cv_data
.target
412 loop_complete
= False
416 if stack_i
[si
-1] == 2:
421 if si
== 0: # Loop failed to complete
427 targets
= [None,None]
428 targets
[0] = node
.cv_data
.target
430 if node
.cv_data
.classtype
== 'classtype_route_node':
432 targets
[1] = node
.cv_data
.target1
435 nextnode
= targets
[stack_i
[si
-1]]
438 if nextnode
!= None: # branch
440 if nextnode
== stack
[0]: # Loop completed
449 if stack
[sj
] == nextnode
: # invalidated path
468 cc
= Vector((obj
.cv_data
.colour
[0],\
469 obj
.cv_data
.colour
[1],\
470 obj
.cv_data
.colour
[2],\
477 if stack
[sj
].cv_data
.classtype
== 'classtype_gate' and \
478 stack
[sk
].cv_data
.classtype
== 'classtype_gate':
480 dist
= (stack
[sj
].location
-stack
[sk
].location
).magnitude
481 cv_draw_sbpath( stack
[sj
], stack
[sk
], cc
*0.4, cc
, dist
, dist
)
484 cv_draw_bpath( stack
[sj
], stack
[sk
], cc
, cc
)
487 cv_view_course_i
+= 1
492 def editor_interface( layout
, obj
):
494 layout
.prop( obj
.cv_data
, "target", text
="'Start' from" )
495 layout
.prop( obj
.cv_data
, "colour" )
496 layout
.prop( obj
.cv_data
, "strp", text
="Name" )
502 # Purpose: links an mesh node to a type 11
504 class classtype_skin(Structure
):
507 _fields_
= [("skeleton",c_uint32
)]
509 def encode_obj(_
, node
,node_def
):
513 armature_def
= node_def
['linked_armature']
514 _
.skeleton
= armature_def
['obj'].cv_data
.uid
520 # Purpose: defines the allocation requirements for a skeleton
522 class classtype_skeleton(Structure
):
525 _fields_
= [("channels",c_uint32
),
526 ("ik_count",c_uint32
),
527 ("collider_count",c_uint32
),
528 ("anim_start",c_uint32
),
529 ("anim_count",c_uint32
)]
531 def encode_obj(_
, node
,node_def
):
535 _
.channels
= len( node_def
['bones'] )
536 _
.ik_count
= node_def
['ik_count']
537 _
.collider_count
= node_def
['collider_count']
538 _
.anim_start
= node_def
['anim_start']
539 _
.anim_count
= node_def
['anim_count']
546 # Purpose: intrinsic bone type, stores collision information and limits too
548 class classtype_bone(Structure
):
551 _fields_
= [("flags",c_uint32
),
552 ("ik_target",c_uint32
),
553 ("ik_pole",c_uint32
),
554 ("hitbox",(c_float
*3)*2),
555 ("conevx",c_float
*3),
556 ("conevy",c_float
*3),
557 ("coneva",c_float
*3),
560 def encode_obj(_
, node
,node_def
):
564 armature_def
= node_def
['linked_armature']
565 obj
= node_def
['bone']
567 _
.flags
= node_def
['deform']
569 if 'ik_target' in node_def
:
572 _
.ik_target
= armature_def
['bones'].index( node_def
['ik_target'] )
573 _
.ik_pole
= armature_def
['bones'].index( node_def
['ik_pole'] )
578 if obj
.cv_data
.collider
!= 'collider_none':
580 if obj
.cv_data
.collider
== 'collider_box':
585 _
.hitbox
[0][0] = obj
.cv_data
.v0
[0]
586 _
.hitbox
[0][1] = obj
.cv_data
.v0
[2]
587 _
.hitbox
[0][2] = -obj
.cv_data
.v1
[1]
588 _
.hitbox
[1][0] = obj
.cv_data
.v1
[0]
589 _
.hitbox
[1][1] = obj
.cv_data
.v1
[2]
590 _
.hitbox
[1][2] = -obj
.cv_data
.v0
[1]
596 _
.conevx
[0] = obj
.cv_data
.conevx
[0]
597 _
.conevx
[1] = obj
.cv_data
.conevx
[2]
598 _
.conevx
[2] = -obj
.cv_data
.conevx
[1]
599 _
.conevy
[0] = obj
.cv_data
.conevy
[0]
600 _
.conevy
[1] = obj
.cv_data
.conevy
[2]
601 _
.conevy
[2] = -obj
.cv_data
.conevy
[1]
602 _
.coneva
[0] = obj
.cv_data
.coneva
[0]
603 _
.coneva
[1] = obj
.cv_data
.coneva
[2]
604 _
.coneva
[2] = -obj
.cv_data
.coneva
[1]
605 _
.conet
= obj
.cv_data
.conet
612 # Purpose: sends a signal to another entity
614 class classtype_trigger(Structure
):
617 _fields_
= [("target",c_uint32
)]
619 def encode_obj(_
, node
,node_def
):
622 if node_def
['obj'].cv_data
.target
:
623 _
.target
= node_def
['obj'].cv_data
.target
.cv_data
.uid
627 def draw_scene_helpers( obj
):
629 global cv_view_verts
, cv_view_colours
630 cv_draw_ucube( obj
.matrix_world
, [0,1,0,1] )
632 if obj
.cv_data
.target
:
633 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, [1,1,1,1] )
637 def editor_interface( layout
, obj
):
639 layout
.prop( obj
.cv_data
, "target", text
="Triggers" )
645 # Purpose: Gives the player an achievement.
646 # No cheating! You shouldn't use this entity anyway, since only ME can
647 # add achievements to the steam ;)
649 class classtype_logic_achievement(Structure
):
652 _fields_
= [("pstr_name",c_uint32
)]
654 def encode_obj(_
, node
,node_def
):
657 _
.pstr_name
= encoder_process_pstr( node_def
['obj'].cv_data
.strp
)
661 def editor_interface( layout
, obj
):
663 layout
.prop( obj
.cv_data
, "strp", text
="Achievement ID" )
669 # Purpose: sends a signal to another entity
671 class classtype_logic_relay(Structure
):
674 _fields_
= [("targets",c_uint32
*4)]
676 def encode_obj(_
, node
,node_def
):
679 obj
= node_def
['obj']
680 if obj
.cv_data
.target
:
681 _
.targets
[0] = obj
.cv_data
.target
.cv_data
.uid
682 if obj
.cv_data
.target1
:
683 _
.targets
[1] = obj
.cv_data
.target1
.cv_data
.uid
684 if obj
.cv_data
.target2
:
685 _
.targets
[2] = obj
.cv_data
.target2
.cv_data
.uid
686 if obj
.cv_data
.target3
:
687 _
.targets
[3] = obj
.cv_data
.target3
.cv_data
.uid
691 def draw_scene_helpers( obj
):
693 global cv_view_verts
, cv_view_colours
695 if obj
.cv_data
.target
:
696 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, [1,1,1,1] )
697 if obj
.cv_data
.target1
:
698 cv_draw_arrow( obj
.location
, obj
.cv_data
.target1
.location
, [1,1,1,1] )
699 if obj
.cv_data
.target2
:
700 cv_draw_arrow( obj
.location
, obj
.cv_data
.target2
.location
, [1,1,1,1] )
701 if obj
.cv_data
.target3
:
702 cv_draw_arrow( obj
.location
, obj
.cv_data
.target3
.location
, [1,1,1,1] )
706 def editor_interface( layout
, obj
):
708 layout
.prop( obj
.cv_data
, "target", text
="Triggers" )
709 layout
.prop( obj
.cv_data
, "target1", text
="Triggers" )
710 layout
.prop( obj
.cv_data
, "target2", text
="Triggers" )
711 layout
.prop( obj
.cv_data
, "target3", text
="Triggers" )
717 # Purpose: Plays some audio (44100hz .ogg vorbis only)
718 # NOTE: There is a 32mb limit on the audio buffer, world audio is
719 # decompressed and stored in signed 16 bit integers (2 bytes)
722 # volume: not used if has 3D flag
724 # AUDIO_FLAG_LOOP 0x1
725 # AUDIO_FLAG_ONESHOT 0x2 (DONT USE THIS, it breaks semaphores)
726 # AUDIO_FLAG_SPACIAL_3D 0x4 (Probably what you want)
727 # AUDIO_FLAG_AUTO_START 0x8 (Play when the world starts)
729 # the rest are just internal flags, only use the above 3.
731 class classtype_audio(Structure
):
734 _fields_
= [("pstr_file",c_uint32
),
738 def encode_obj(_
, node
,node_def
):
742 obj
= node_def
['obj']
744 _
.pstr_file
= encoder_process_pstr( obj
.cv_data
.strp
)
747 if obj
.cv_data
.bp0
: flags |
= 0x1
748 if obj
.cv_data
.bp1
: flags |
= 0x4
749 if obj
.cv_data
.bp2
: flags |
= 0x8
752 _
.volume
= obj
.cv_data
.fltp
756 def editor_interface( layout
, obj
):
758 layout
.prop( obj
.cv_data
, "strp" )
760 layout
.prop( obj
.cv_data
, "bp0", text
= "Looping" )
761 layout
.prop( obj
.cv_data
, "bp1", text
= "3D Audio" )
762 layout
.prop( obj
.cv_data
, "bp2", text
= "Auto Start" )
766 def draw_scene_helpers( obj
):
768 global cv_view_verts
, cv_view_colours
770 cv_draw_sphere( obj
.location
, obj
.scale
[0], [1,1,0,1] )
774 class classtype_spawn_link(Structure
):
777 _fields_
= [("connections",c_uint32
*4)]
779 def encode_obj(_
, node
,node_def
):
785 def editor_interface( layout
, obj
):
791 def draw_scene_helpers( obj
):
793 global cv_view_verts
, cv_view_colours
797 for obj1
in bpy
.context
.collection
.objects
:
799 if (obj1
.cv_data
.classtype
!= 'classtype_spawn_link') and \
800 (obj1
.cv_data
.classtype
!= 'classtype_spawn') :
803 if (obj1
.location
- obj
.location
).length
< 40.0:
805 cv_draw_line( obj
.location
, obj1
.location
, [1,1,1,1] )
813 cv_draw_sphere( obj
.location
, 20.0, [0.5,0,0.2,0.4] )
817 # ---------------------------------------------------------------------------- #
821 # ---------------------------------------------------------------------------- #
823 # Current encoder state
829 def encoder_init( collection
):
835 # The actual file header
837 'header': mdl_header(),
841 'pack_textures': collection
.cv_data
.pack_textures
,
843 # Compiled data chunks (each can be read optionally by the client)
847 #1---------------------------------
848 'node': [], # Metadata 'chunk'
853 'entdata': bytearray(), # variable width
854 'strings': bytearray(), # .
855 #2---------------------------------
856 'keyframe': [], # Animations
857 #3---------------------------------
858 'vertex': [], # Mesh data
860 #4---------------------------------
861 'pack': bytearray() # Other generic packed data
864 # All objects of the model in their final heirachy
870 # Allows us to reuse definitions
874 'material_cache': {},
878 g_encoder
['header'].identifier
= 0xABCD0000
879 g_encoder
['header'].version
= 1
881 # Add fake NoneID material and texture
883 none_material
= mdl_material()
884 none_material
.pstr_name
= encoder_process_pstr( "" )
885 none_material
.texture_id
= 0
887 none_texture
= mdl_texture()
888 none_texture
.pstr_name
= encoder_process_pstr( "" )
889 none_texture
.pack_offset
= 0
890 none_texture
.pack_length
= 0
892 g_encoder
['data']['material'] += [none_material
]
893 g_encoder
['data']['texture'] += [none_texture
]
895 g_encoder
['data']['pack'].extend( b
'datapack\0\0\0\0\0\0\0\0' )
910 root
.pstr_name
= encoder_process_pstr('')
911 root
.submesh_start
= 0
912 root
.submesh_count
= 0
915 root
.parent
= 0xffffffff
917 g_encoder
['data']['node'] += [root
]
921 # fill with 0x00 until a multiple of align. Returns how many bytes it added
923 def bytearray_align_to( buffer, align
, offset
=0 ):
927 while ((len(buffer)+offset
) % align
) != 0:
929 buffer.extend( b
'\0' )
936 # Add a string to the string buffer except if it already exists there then we
937 # just return its ID.
939 def encoder_process_pstr( s
):
943 cache
= g_encoder
['string_cache']
948 cache
[s
] = len( g_encoder
['data']['strings'] )
950 buffer = g_encoder
['data']['strings']
951 buffer.extend( s
.encode('utf-8') )
952 buffer.extend( b
'\0' )
954 bytearray_align_to( buffer, 4 )
958 def get_texture_resource_name( img
):
960 return os
.path
.splitext( img
.name
)[0]
965 def encoder_process_texture( img
):
972 cache
= g_encoder
['texture_cache']
973 buffer = g_encoder
['data']['texture']
974 pack
= g_encoder
['data']['pack']
976 name
= get_texture_resource_name( img
)
981 cache
[name
] = len( buffer )
984 tex
.pstr_name
= encoder_process_pstr( name
)
986 if g_encoder
['pack_textures']:
988 tex
.pack_offset
= len( pack
)
989 pack
.extend( qoi_encode( img
) )
990 tex
.pack_length
= len( pack
) - tex
.pack_offset
999 def material_tex_image(v
):
1009 cxr_graph_mapping
= \
1011 # Default shader setup
1018 "image": "tex_diffuse"
1022 "A": material_tex_image("tex_diffuse"),
1023 "B": material_tex_image("tex_decal")
1030 "Color": material_tex_image("tex_normal")
1036 # https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164
1038 def material_info(mat
):
1042 # Using the cv_graph_mapping as a reference, go through the shader
1043 # graph and gather all $props from it.
1045 def _graph_read( node_def
, node
=None, depth
=0 ):
1054 _graph_read
.extracted
= []
1056 for node_idname
in node_def
:
1058 for n
in mat
.node_tree
.nodes
:
1060 if n
.name
== node_idname
:
1062 node_def
= node_def
[node_idname
]
1070 for link
in node_def
:
1072 link_def
= node_def
[link
]
1074 if isinstance( link_def
, dict ):
1077 for x
in node
.inputs
:
1079 if isinstance( x
, bpy
.types
.NodeSocketColor
):
1089 if node_link
and node_link
.is_linked
:
1091 # look for definitions for the connected node type
1093 from_node
= node_link
.links
[0].from_node
1095 node_name
= from_node
.name
.split('.')[0]
1096 if node_name
in link_def
:
1098 from_node_def
= link_def
[ node_name
]
1100 _graph_read( from_node_def
, from_node
, depth
+1 )
1104 # TODO: Make a warning for this?
1108 if "default" in link_def
:
1110 prop
= link_def
['default']
1111 info
[prop
] = node_link
.default_value
1118 info
[prop
] = getattr( node
, link
)
1123 _graph_read( cxr_graph_mapping
)
1127 # Add a material to the material buffer. Returns 0 (None ID) if invalid
1129 def encoder_process_material( mat
):
1136 cache
= g_encoder
['material_cache']
1137 buffer = g_encoder
['data']['material']
1139 if mat
.name
in cache
:
1140 return cache
[mat
.name
]
1142 cache
[mat
.name
] = len( buffer )
1144 dest
= mdl_material()
1145 dest
.pstr_name
= encoder_process_pstr( mat
.name
)
1148 if mat
.cv_data
.collision
:
1150 if mat
.cv_data
.skate_surface
: flags |
= 0x1
1151 if mat
.cv_data
.grind_surface
: flags |
= (0x8|
0x1)
1153 if mat
.cv_data
.grow_grass
: flags |
= 0x4
1156 if mat
.cv_data
.surface_prop
== 'concrete': dest
.surface_prop
= 0
1157 if mat
.cv_data
.surface_prop
== 'wood': dest
.surface_prop
= 1
1158 if mat
.cv_data
.surface_prop
== 'grass': dest
.surface_prop
= 2
1160 if mat
.cv_data
.shader
== 'standard': dest
.shader
= 0
1161 if mat
.cv_data
.shader
== 'standard_cutout': dest
.shader
= 1
1162 if mat
.cv_data
.shader
== 'terrain_blend':
1166 dest
.colour
[0] = pow( mat
.cv_data
.sand_colour
[0], 1.0/2.2 )
1167 dest
.colour
[1] = pow( mat
.cv_data
.sand_colour
[1], 1.0/2.2 )
1168 dest
.colour
[2] = pow( mat
.cv_data
.sand_colour
[2], 1.0/2.2 )
1169 dest
.colour
[3] = 1.0
1171 dest
.colour1
[0] = mat
.cv_data
.blend_offset
[0]
1172 dest
.colour1
[1] = mat
.cv_data
.blend_offset
[1]
1175 if mat
.cv_data
.shader
== 'vertex_blend':
1179 dest
.colour1
[0] = mat
.cv_data
.blend_offset
[0]
1180 dest
.colour1
[1] = mat
.cv_data
.blend_offset
[1]
1183 if mat
.cv_data
.shader
== 'water':
1187 dest
.colour
[0] = pow( mat
.cv_data
.shore_colour
[0], 1.0/2.2 )
1188 dest
.colour
[1] = pow( mat
.cv_data
.shore_colour
[1], 1.0/2.2 )
1189 dest
.colour
[2] = pow( mat
.cv_data
.shore_colour
[2], 1.0/2.2 )
1190 dest
.colour
[3] = 1.0
1191 dest
.colour1
[0] = pow( mat
.cv_data
.ocean_colour
[0], 1.0/2.2 )
1192 dest
.colour1
[1] = pow( mat
.cv_data
.ocean_colour
[1], 1.0/2.2 )
1193 dest
.colour1
[2] = pow( mat
.cv_data
.ocean_colour
[2], 1.0/2.2 )
1194 dest
.colour1
[3] = 1.0
1197 inf
= material_info( mat
)
1199 if mat
.cv_data
.shader
== 'standard' or \
1200 mat
.cv_data
.shader
== 'standard_cutout' or \
1201 mat
.cv_data
.shader
== 'terrain_blend' or \
1202 mat
.cv_data
.shader
== 'vertex_blend':
1204 if 'tex_diffuse' in inf
:
1205 dest
.tex_diffuse
= encoder_process_texture(inf
['tex_diffuse'])
1209 return cache
[mat
.name
]
1212 # Create a tree structure containing all the objects in the collection
1214 def encoder_build_scene_graph( collection
):
1218 print( " creating scene graph" )
1222 graph
= g_encoder
['scene_graph']
1223 graph_lookup
= g_encoder
['graph_lookup']
1226 graph
["children"] = []
1228 graph
["parent"] = None
1233 uid
= g_encoder
['uid_count']
1234 g_encoder
['uid_count'] += 1
1238 for obj
in collection
.all_objects
:
1240 if obj
.parent
: continue
1242 def _extend( p
, n
, d
):
1247 tree
["children"] = []
1253 # Descend into amature
1255 if n
.type == 'ARMATURE':
1257 tree
["bones"] = [None] # None is the root transform
1258 tree
["ik_count"] = 0
1259 tree
["collider_count"] = 0
1261 # Here also collects some information about constraints, ik and
1262 # counts colliders for the armature.
1264 def _extendb( p
, n
, d
):
1270 btree
["linked_armature"] = tree
1271 btree
["uid"] = _new_uid()
1272 btree
["children"] = []
1275 tree
["bones"] += [n
.name
]
1277 for c
in n
.children
:
1279 _extendb( btree
, c
, d
+1 )
1282 for c
in tree
['obj'].pose
.bones
[n
.name
].constraints
:
1286 btree
["ik_target"] = c
.subtarget
1287 btree
["ik_pole"] = c
.pole_subtarget
1288 tree
["ik_count"] += 1
1292 if n
.cv_data
.collider
!= 'collider_none':
1293 tree
['collider_count'] += 1
1295 btree
['deform'] = n
.use_deform
1296 p
['children'] += [btree
]
1299 for b
in n
.data
.bones
:
1301 _extendb( tree
, b
, d
+1 )
1304 # Recurse into children of this object
1306 for obj1
in n
.children
:
1309 for c1
in obj1
.users_collection
:
1311 if c1
== collection
:
1313 _extend( tree
, obj1
, d
+1 )
1319 p
["children"] += [tree
]
1320 graph_lookup
[n
] = tree
1324 _extend( graph
, obj
, 1 )
1330 # Kind of a useless thing i made but it looks cool and adds complexity!!1
1332 def encoder_graph_iterator( root
):
1334 for c
in root
['children']:
1337 yield from encoder_graph_iterator(c
)
1342 # Push a vertex into the model file, or return a cached index (c_uint32)
1344 def encoder_vertex_push( vertex_reference
, co
,norm
,uv
,colour
,groups
,weights
):
1347 buffer = g_encoder
['data']['vertex']
1350 m
= float(10**TOLERENCE
)
1352 # Would be nice to know if this can be done faster than it currently runs,
1355 key
= (int(co
[0]*m
+0.5),
1363 colour
[0], # these guys are already quantized
1376 if key
in vertex_reference
:
1377 return vertex_reference
[key
]
1380 index
= c_uint32( len(vertex_reference
) )
1381 vertex_reference
[key
] = index
1389 v
.norm
[2] = -norm
[1]
1392 v
.colour
[0] = colour
[0]
1393 v
.colour
[1] = colour
[1]
1394 v
.colour
[2] = colour
[2]
1395 v
.colour
[3] = colour
[3]
1396 v
.weights
[0] = weights
[0]
1397 v
.weights
[1] = weights
[1]
1398 v
.weights
[2] = weights
[2]
1399 v
.weights
[3] = weights
[3]
1400 v
.groups
[0] = groups
[0]
1401 v
.groups
[1] = groups
[1]
1402 v
.groups
[2] = groups
[2]
1403 v
.groups
[3] = groups
[3]
1411 # Compile a mesh (or use one from the cache) onto node, based on node_def
1414 def encoder_compile_mesh( node
, node_def
):
1418 graph
= g_encoder
['scene_graph']
1419 graph_lookup
= g_encoder
['graph_lookup']
1420 mesh_cache
= g_encoder
['mesh_cache']
1421 obj
= node_def
['obj']
1423 can_use_cache
= True
1425 # Check for modifiers that typically change the data per-instance
1426 # there is no well defined rule for the choices here, its just what i've
1427 # needed while producing the game.
1429 # It may be possible to detect these cases automatically.
1431 for mod
in obj
.modifiers
:
1433 if mod
.type == 'DATA_TRANSFER' or mod
.type == 'SHRINKWRAP' or \
1434 mod
.type == 'BOOLEAN' or mod
.type == 'CURVE' or \
1435 mod
.type == 'ARRAY':
1437 can_use_cache
= False
1440 if mod
.type == 'ARMATURE':
1441 armature_def
= graph_lookup
[mod
.object]
1443 # Check the cache first
1445 if can_use_cache
and (obj
.data
.name
in mesh_cache
):
1447 ref
= mesh_cache
[obj
.data
.name
]
1448 node
.submesh_start
= ref
.submesh_start
1449 node
.submesh_count
= ref
.submesh_count
1453 # Compile a whole new mesh
1455 node
.submesh_start
= len( g_encoder
['data']['submesh'] )
1456 node
.submesh_count
= 0
1458 dgraph
= bpy
.context
.evaluated_depsgraph_get()
1459 data
= obj
.evaluated_get(dgraph
).data
1460 data
.calc_loop_triangles()
1461 data
.calc_normals_split()
1463 # Mesh is split into submeshes based on their material
1465 mat_list
= data
.materials
if len(data
.materials
) > 0 else [None]
1466 for material_id
, mat
in enumerate(mat_list
):
1471 sm
.indice_start
= len( g_encoder
['data']['indice'] )
1472 sm
.vertex_start
= len( g_encoder
['data']['vertex'] )
1475 sm
.material_id
= encoder_process_material( mat
)
1479 sm
.bbx
[0][i
] = 999999
1480 sm
.bbx
[1][i
] = -999999
1483 # Keep a reference to very very very similar vertices
1485 vertex_reference
= {}
1487 # Write the vertex / indice data
1489 for tri_index
, tri
in enumerate(data
.loop_triangles
):
1491 if tri
.material_index
!= material_id
:
1496 vert
= data
.vertices
[tri
.vertices
[j
]]
1498 vi
= data
.loops
[li
].vertex_index
1500 # Gather vertex information
1503 norm
= data
.loops
[li
].normal
1505 colour
= (255,255,255,255)
1512 uv
= data
.uv_layers
.active
.data
[li
].uv
1516 if data
.vertex_colors
:
1518 colour
= data
.vertex_colors
.active
.data
[li
].color
1519 colour
= (int(colour
[0]*255.0),\
1520 int(colour
[1]*255.0),\
1521 int(colour
[2]*255.0),\
1522 int(colour
[3]*255.0))
1525 # Weight groups: truncates to the 3 with the most influence. The
1526 # fourth bone ID is never used by the shader so it is
1531 src_groups
= [_
for _
in data
.vertices
[vi
].groups \
1532 if obj
.vertex_groups
[_
.group
].name
in \
1533 armature_def
['bones']]
1535 weight_groups
= sorted( src_groups
, key
= \
1536 lambda a
: a
.weight
, reverse
=True )
1540 if len(weight_groups
) > ml
:
1542 g
= weight_groups
[ml
]
1543 name
= obj
.vertex_groups
[g
.group
].name
1546 weights
[ml
] = weight
1547 groups
[ml
] = armature_def
['bones'].index(name
)
1552 if len(weight_groups
) > 0:
1554 inv_norm
= (1.0/tot
) * 65535.0
1557 weights
[ml
] = int( weights
[ml
] * inv_norm
)
1558 weights
[ml
] = min( weights
[ml
], 65535 )
1559 weights
[ml
] = max( weights
[ml
], 0 )
1565 li1
= tri
.loops
[(j
+1)%3]
1566 vi1
= data
.loops
[li1
].vertex_index
1567 e0
= data
.edges
[ data
.loops
[li
].edge_index
]
1569 if e0
.use_freestyle_mark
and \
1570 ((e0
.vertices
[0] == vi
and e0
.vertices
[1] == vi1
) or \
1571 (e0
.vertices
[0] == vi1
and e0
.vertices
[1] == vi
)):
1577 # Add vertex and expand bound box
1579 index
= encoder_vertex_push( vertex_reference
, co
, \
1585 g_encoder
['data']['indice'] += [index
]
1589 # How many unique verts did we add in total
1591 sm
.vertex_count
= len(g_encoder
['data']['vertex']) - sm
.vertex_start
1592 sm
.indice_count
= len(g_encoder
['data']['indice']) - sm
.indice_start
1594 # Make sure bounding box isn't -inf -> inf if no vertices
1596 if sm
.vertex_count
== 0:
1602 for j
in range(sm
.vertex_count
):
1604 vert
= g_encoder
['data']['vertex'][ sm
.vertex_start
+ j
]
1608 sm
.bbx
[0][i
] = min( sm
.bbx
[0][i
], vert
.co
[i
] )
1609 sm
.bbx
[1][i
] = max( sm
.bbx
[1][i
], vert
.co
[i
] )
1614 # Add submesh to encoder
1616 g_encoder
['data']['submesh'] += [sm
]
1617 node
.submesh_count
+= 1
1621 # Save a reference to this node since we want to reuse the submesh indices
1623 g_encoder
['mesh_cache'][obj
.data
.name
] = node
1627 def encoder_compile_ent_as( name
, node
, node_def
):
1631 if name
== 'classtype_none':
1637 elif name
not in globals():
1639 print( "Classtype '" +name
+ "' is unknown!" )
1643 buffer = g_encoder
['data']['entdata']
1644 node
.offset
= len(buffer)
1646 cl
= globals()[ name
]
1648 inst
.encode_obj( node
, node_def
)
1650 buffer.extend( bytearray(inst
) )
1651 bytearray_align_to( buffer, 4 )
1654 # Compiles animation data into model and gives us some extra node_def entries
1656 def encoder_compile_armature( node
, node_def
):
1660 entdata
= g_encoder
['data']['entdata']
1661 animdata
= g_encoder
['data']['anim']
1662 keyframedata
= g_encoder
['data']['keyframe']
1663 mesh_cache
= g_encoder
['mesh_cache']
1664 obj
= node_def
['obj']
1665 bones
= node_def
['bones']
1668 node_def
['anim_start'] = len(animdata
)
1669 node_def
['anim_count'] = 0
1673 if obj
.animation_data
:
1675 # So we can restore later
1677 previous_frame
= bpy
.context
.scene
.frame_current
1678 previous_action
= obj
.animation_data
.action
1679 POSE_OR_REST_CACHE
= obj
.data
.pose_position
1680 obj
.data
.pose_position
= 'POSE'
1682 for NLALayer
in obj
.animation_data
.nla_tracks
:
1684 for NLAStrip
in NLALayer
.strips
:
1688 for a
in bpy
.data
.actions
:
1690 if a
.name
== NLAStrip
.name
:
1692 obj
.animation_data
.action
= a
1697 # Clip to NLA settings
1699 anim_start
= int(NLAStrip
.action_frame_start
)
1700 anim_end
= int(NLAStrip
.action_frame_end
)
1704 anim
= mdl_animation()
1705 anim
.pstr_name
= encoder_process_pstr( NLAStrip
.action
.name
)
1707 anim
.offset
= len(keyframedata
)
1708 anim
.length
= anim_end
-anim_start
1710 # Export the keyframes
1711 for frame
in range(anim_start
,anim_end
):
1713 bpy
.context
.scene
.frame_set(frame
)
1715 for bone_name
in bones
:
1717 for pb
in obj
.pose
.bones
:
1719 if pb
.name
!= bone_name
: continue
1721 rb
= obj
.data
.bones
[ bone_name
]
1723 # relative bone matrix
1724 if rb
.parent
is not None:
1726 offset_mtx
= rb
.parent
.matrix_local
1727 offset_mtx
= offset_mtx
.inverted_safe() @ \
1730 inv_parent
= pb
.parent
.matrix
@ offset_mtx
1731 inv_parent
.invert_safe()
1732 fpm
= inv_parent
@ pb
.matrix
1736 bone_mtx
= rb
.matrix
.to_4x4()
1737 local_inv
= rb
.matrix_local
.inverted_safe()
1738 fpm
= bone_mtx
@ local_inv
@ pb
.matrix
1741 loc
, rot
, sca
= fpm
.decompose()
1744 final_pos
= Vector(( loc
[0], loc
[2], -loc
[1] ))
1747 lc_m
= pb
.matrix_channel
.to_3x3()
1748 if pb
.parent
is not None:
1750 smtx
= pb
.parent
.matrix_channel
.to_3x3()
1751 lc_m
= smtx
.inverted() @ lc_m
1753 rq
= lc_m
.to_quaternion()
1756 kf
.co
[0] = final_pos
[0]
1757 kf
.co
[1] = final_pos
[1]
1758 kf
.co
[2] = final_pos
[2]
1770 keyframedata
+= [kf
]
1776 # Add to animation buffer
1779 node_def
['anim_count'] += 1
1783 status_name
= F
" " + " |"*(node_def
['depth']-1)
1784 print( F
"{status_name} | *anim: {NLAStrip.action.name}" )
1788 # Restore context to how it was before
1790 bpy
.context
.scene
.frame_set( previous_frame
)
1791 obj
.animation_data
.action
= previous_action
1792 obj
.data
.pose_position
= POSE_OR_REST_CACHE
1796 # We are trying to compile this node_def
1798 def encoder_process_definition( node_def
):
1802 # data sources for object/bone are taken differently
1804 if 'obj' in node_def
:
1806 obj
= node_def
['obj']
1808 obj_co
= obj
.location
1810 if obj_type
== 'ARMATURE':
1811 obj_classtype
= 'classtype_skeleton'
1814 obj_classtype
= obj
.cv_data
.classtype
1816 # Check for armature deform
1818 for mod
in obj
.modifiers
:
1820 if mod
.type == 'ARMATURE':
1822 obj_classtype
= 'classtype_skin'
1824 # Make sure to freeze armature in rest while we collect
1825 # vertex information
1827 armature_def
= g_encoder
['graph_lookup'][mod
.object]
1828 POSE_OR_REST_CACHE
= armature_def
['obj'].data
.pose_position
1829 armature_def
['obj'].data
.pose_position
= 'REST'
1830 node_def
['linked_armature'] = armature_def
1837 elif 'bone' in node_def
:
1839 obj
= node_def
['bone']
1841 obj_co
= obj
.head_local
1842 obj_classtype
= 'classtype_bone'
1848 node
.pstr_name
= encoder_process_pstr( obj
.name
)
1850 if node_def
["parent"]:
1851 node
.parent
= node_def
["parent"]["uid"]
1855 node
.co
[0] = obj_co
[0]
1856 node
.co
[1] = obj_co
[2]
1857 node
.co
[2] = -obj_co
[1]
1859 # Convert rotation quat to our space type
1861 quat
= obj
.matrix_local
.to_quaternion()
1864 node
.q
[2] = -quat
[2]
1867 # Bone scale is just a vector to the tail
1869 if obj_type
== 'BONE':
1871 node
.s
[0] = obj
.tail_local
[0] - node
.co
[0]
1872 node
.s
[1] = obj
.tail_local
[2] - node
.co
[1]
1873 node
.s
[2] = -obj
.tail_local
[1] - node
.co
[2]
1877 node
.s
[0] = obj
.scale
[0]
1878 node
.s
[1] = obj
.scale
[2]
1879 node
.s
[2] = obj
.scale
[1]
1884 tot_uid
= g_encoder
['uid_count']-1
1885 obj_uid
= node_def
['uid']
1886 obj_depth
= node_def
['depth']-1
1888 status_id
= F
" [{obj_uid: 3}/{tot_uid}]" + " |"*obj_depth
1889 status_name
= status_id
+ F
" L {obj.name}"
1891 if obj_classtype
!= 'classtype_none': status_type
= obj_classtype
1892 else: status_type
= obj_type
1894 status_parent
= F
"{node.parent: 3}"
1897 if obj_classtype
== 'classtype_skin':
1898 status_armref
= F
" [armature -> {armature_def['obj'].cv_data.uid}]"
1900 print(F
"{status_name:<32} {status_type:<22} {status_parent} {status_armref}")
1902 # Process mesh if needed
1904 if obj_type
== 'MESH':
1906 encoder_compile_mesh( node
, node_def
)
1908 elif obj_type
== 'ARMATURE':
1910 encoder_compile_armature( node
, node_def
)
1913 encoder_compile_ent_as( obj_classtype
, node
, node_def
)
1915 # Make sure to reset the armature we just mucked about with
1917 if obj_classtype
== 'classtype_skin':
1918 armature_def
['obj'].data
.pose_position
= POSE_OR_REST_CACHE
1920 g_encoder
['data']['node'] += [node
]
1923 # The post processing step or the pre processing to the writing step
1925 def encoder_write_to_file( path
):
1929 # Compile down to a byte array
1931 header
= g_encoder
['header']
1932 file_pos
= sizeof(header
)
1933 file_data
= bytearray()
1934 print( " Compositing data arrays" )
1936 for array_name
in g_encoder
['data']:
1938 file_pos
+= bytearray_align_to( file_data
, 16, sizeof(header
) )
1939 arr
= g_encoder
['data'][array_name
]
1941 setattr( header
, array_name
+ "_offset", file_pos
)
1943 print( F
" {array_name:<16} @{file_pos:> 8X}[{len(arr)}]" )
1945 if isinstance( arr
, bytearray
):
1947 setattr( header
, array_name
+ "_size", len(arr
) )
1949 file_data
.extend( arr
)
1950 file_pos
+= len(arr
)
1954 setattr( header
, array_name
+ "_count", len(arr
) )
1958 bbytes
= bytearray(item
)
1959 file_data
.extend( bbytes
)
1960 file_pos
+= sizeof(item
)
1965 # This imperitive for this field to be santized in the future!
1967 header
.file_length
= file_pos
1969 print( " Writing file" )
1970 # Write header and data chunk to file
1972 fp
= open( path
, "wb" )
1973 fp
.write( bytearray( header
) )
1974 fp
.write( file_data
)
1978 # Main compiler, uses string as the identifier for the collection
1980 def write_model(collection_name
):
1983 print( F
"Model graph | Create mode '{collection_name}'" )
1984 folder
= bpy
.path
.abspath(bpy
.context
.scene
.cv_data
.export_dir
)
1985 path
= F
"{folder}{collection_name}.mdl"
1988 collection
= bpy
.data
.collections
[collection_name
]
1990 encoder_init( collection
)
1991 encoder_build_scene_graph( collection
)
1995 print( " Comping objects" )
1996 it
= encoder_graph_iterator( g_encoder
['scene_graph'] )
1998 encoder_process_definition( node_def
)
2002 encoder_write_to_file( path
)
2004 print( F
"Completed {collection_name}.mdl" )
2007 # ---------------------------------------------------------------------------- #
2011 # ---------------------------------------------------------------------------- #
2013 cv_view_draw_handler
= None
2014 cv_view_shader
= gpu
.shader
.from_builtin('3D_SMOOTH_COLOR')
2016 cv_view_colours
= []
2017 cv_view_course_i
= 0
2019 # Draw axis alligned sphere at position with radius
2021 def cv_draw_sphere( pos
, radius
, colour
):
2023 global cv_view_verts
, cv_view_colours
2025 ly
= pos
+ Vector((0,0,radius
))
2026 lx
= pos
+ Vector((0,radius
,0))
2027 lz
= pos
+ Vector((0,0,radius
))
2029 pi
= 3.14159265358979323846264
2033 t
= ((i
+1.0) * 1.0/16.0) * pi
* 2.0
2037 py
= pos
+ Vector((s
*radius
,0.0,c
*radius
))
2038 px
= pos
+ Vector((s
*radius
,c
*radius
,0.0))
2039 pz
= pos
+ Vector((0.0,s
*radius
,c
*radius
))
2041 cv_view_verts
+= [ px
, lx
]
2042 cv_view_verts
+= [ py
, ly
]
2043 cv_view_verts
+= [ pz
, lz
]
2045 cv_view_colours
+= [ colour
, colour
, colour
, colour
, colour
, colour
]
2054 # Draw axis alligned sphere at position with radius
2056 def cv_draw_halfsphere( pos
, tx
, ty
, tz
, radius
, colour
):
2058 global cv_view_verts
, cv_view_colours
2060 ly
= pos
+ tz
*radius
2061 lx
= pos
+ ty
*radius
2062 lz
= pos
+ tz
*radius
2064 pi
= 3.14159265358979323846264
2068 t
= ((i
+1.0) * 1.0/16.0) * pi
2072 s1
= math
.sin(t
*2.0)
2073 c1
= math
.cos(t
*2.0)
2075 py
= pos
+ s
*tx
*radius
+ c
*tz
*radius
2076 px
= pos
+ s
*tx
*radius
+ c
*ty
*radius
2077 pz
= pos
+ s1
*ty
*radius
+ c1
*tz
*radius
2079 cv_view_verts
+= [ px
, lx
]
2080 cv_view_verts
+= [ py
, ly
]
2081 cv_view_verts
+= [ pz
, lz
]
2083 cv_view_colours
+= [ colour
, colour
, colour
, colour
, colour
, colour
]
2092 # Draw transformed -1 -> 1 cube
2094 def cv_draw_ucube( transform
, colour
):
2096 global cv_view_verts
, cv_view_colours
2098 a
= Vector((-1,-1,-1))
2102 vs
[0] = transform
@ Vector((a
[0], a
[1], a
[2]))
2103 vs
[1] = transform
@ Vector((a
[0], b
[1], a
[2]))
2104 vs
[2] = transform
@ Vector((b
[0], b
[1], a
[2]))
2105 vs
[3] = transform
@ Vector((b
[0], a
[1], a
[2]))
2106 vs
[4] = transform
@ Vector((a
[0], a
[1], b
[2]))
2107 vs
[5] = transform
@ Vector((a
[0], b
[1], b
[2]))
2108 vs
[6] = transform
@ Vector((b
[0], b
[1], b
[2]))
2109 vs
[7] = transform
@ Vector((b
[0], a
[1], b
[2]))
2111 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
2112 (0,4),(1,5),(2,6),(3,7)]
2118 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
2119 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
2120 cv_view_colours
+= [(0,1,0,1),(0,1,0,1)]
2125 # Draw line with colour
2127 def cv_draw_line( p0
, p1
, colour
):
2129 global cv_view_verts
, cv_view_colours
2131 cv_view_verts
+= [p0
,p1
]
2132 cv_view_colours
+= [colour
, colour
]
2136 # Draw line with colour(s)
2138 def cv_draw_line2( p0
, p1
, c0
, c1
):
2140 global cv_view_verts
, cv_view_colours
2142 cv_view_verts
+= [p0
,p1
]
2143 cv_view_colours
+= [c0
,c1
]
2149 def cv_tangent_basis( n
, tx
, ty
):
2151 if abs( n
[0] ) >= 0.57735027:
2172 # Draw coloured arrow
2174 def cv_draw_arrow( p0
, p1
, c0
):
2176 global cv_view_verts
, cv_view_colours
2182 tx
= Vector((1,0,0))
2183 ty
= Vector((1,0,0))
2184 cv_tangent_basis( n
, tx
, ty
)
2186 cv_view_verts
+= [p0
,p1
, midpt
+(tx
-n
)*0.15,midpt
, midpt
+(-tx
-n
)*0.15,midpt
]
2187 cv_view_colours
+= [c0
,c0
,c0
,c0
,c0
,c0
]
2191 # Drawhandles of a bezier control point
2193 def cv_draw_bhandle( obj
, direction
, colour
):
2195 global cv_view_verts
, cv_view_colours
2198 h0
= obj
.matrix_world
@ Vector((0,direction
,0))
2200 cv_view_verts
+= [p0
]
2201 cv_view_verts
+= [h0
]
2202 cv_view_colours
+= [colour
,colour
]
2206 # Draw a bezier curve (at fixed resolution 10)
2208 def cv_draw_bezier( p0
,h0
,p1
,h1
,c0
,c1
):
2210 global cv_view_verts
, cv_view_colours
2220 p
=ttt
*p1
+(3*tt
-3*ttt
)*h1
+(3*ttt
-6*tt
+3*t
)*h0
+(3*tt
-ttt
-3*t
+1)*p0
2222 cv_view_verts
+= [(last
[0],last
[1],last
[2])]
2223 cv_view_verts
+= [(p
[0],p
[1],p
[2])]
2224 cv_view_colours
+= [c0
*a0
+c1
*(1-a0
),c0
*a0
+c1
*(1-a0
)]
2231 # I think this one extends the handles of the bezier otwards......
2233 def cv_draw_sbpath( o0
,o1
,c0
,c1
,s0
,s1
):
2235 global cv_view_course_i
2237 offs
= ((cv_view_course_i
% 2)*2-1) * cv_view_course_i
* 0.02
2239 p0
= o0
.matrix_world
@ Vector((offs
, 0,0))
2240 h0
= o0
.matrix_world
@ Vector((offs
, s0
,0))
2241 p1
= o1
.matrix_world
@ Vector((offs
, 0,0))
2242 h1
= o1
.matrix_world
@ Vector((offs
,-s1
,0))
2244 cv_draw_bezier( p0
,h0
,p1
,h1
,c0
,c1
)
2248 # Flush the lines buffers. This is called often because god help you if you want
2249 # to do fixed, fast buffers in this catastrophic programming language.
2251 def cv_draw_lines():
2253 global cv_view_shader
, cv_view_verts
, cv_view_colours
2255 if len(cv_view_verts
) < 2:
2258 lines
= batch_for_shader(\
2259 cv_view_shader
, 'LINES', \
2260 { "pos":cv_view_verts
, "color":cv_view_colours
})
2262 lines
.draw( cv_view_shader
)
2265 cv_view_colours
= []
2268 # I dont remember what this does exactly
2270 def cv_draw_bpath( o0
,o1
,c0
,c1
):
2272 cv_draw_sbpath( o0
,o1
,c0
,c1
,1.0,1.0 )
2275 # Semi circle to show the limit. and some lines
2277 def draw_limit( obj
, center
, major
, minor
, amin
, amax
, colour
):
2279 global cv_view_verts
, cv_view_colours
2288 a0
= amin
*(1.0-t0
)+amax
*t0
2289 a1
= amin
*(1.0-t1
)+amax
*t1
2291 p0
= center
+ major
*f
*math
.cos(a0
) + minor
*f
*math
.sin(a0
)
2292 p1
= center
+ major
*f
*math
.cos(a1
) + minor
*f
*math
.sin(a1
)
2294 p0
=obj
.matrix_world
@ p0
2295 p1
=obj
.matrix_world
@ p1
2296 cv_view_verts
+= [p0
,p1
]
2297 cv_view_colours
+= [colour
,colour
]
2301 cv_view_verts
+= [p0
,center
]
2302 cv_view_colours
+= [colour
,colour
]
2306 cv_view_verts
+= [p1
,center
]
2307 cv_view_colours
+= [colour
,colour
]
2311 cv_view_verts
+= [center
+major
*1.2*f
,center
+major
*f
*0.8]
2312 cv_view_colours
+= [colour
,colour
]
2317 # Cone and twist limit
2319 def draw_cone_twist( center
, vx
, vy
, va
):
2321 global cv_view_verts
, cv_view_colours
2322 axis
= vy
.cross( vx
)
2327 cv_view_verts
+= [center
, center
+va
*size
]
2328 cv_view_colours
+= [ (1,1,1,1), (1,1,1,1) ]
2332 t0
= (x
/32) * math
.tau
2333 t1
= ((x
+1)/32) * math
.tau
2340 p0
= center
+ (axis
+ vx
*c0
+ vy
*s0
).normalized() * size
2341 p1
= center
+ (axis
+ vx
*c1
+ vy
*s1
).normalized() * size
2343 col0
= ( abs(c0
), abs(s0
), 0.0, 1.0 )
2344 col1
= ( abs(c1
), abs(s1
), 0.0, 1.0 )
2346 cv_view_verts
+= [center
, p0
, p0
, p1
]
2347 cv_view_colours
+= [ (0,0,0,0), col0
, col0
, col1
]
2353 # Draws constraints and stuff for the skeleton. This isnt documented and wont be
2355 def draw_skeleton_helpers( obj
):
2357 global cv_view_verts
, cv_view_colours
2359 if obj
.data
.pose_position
!= 'REST':
2364 for bone
in obj
.data
.bones
:
2367 a
= Vector((bone
.cv_data
.v0
[0], bone
.cv_data
.v0
[1], bone
.cv_data
.v0
[2]))
2368 b
= Vector((bone
.cv_data
.v1
[0], bone
.cv_data
.v1
[1], bone
.cv_data
.v1
[2]))
2370 if bone
.cv_data
.collider
== 'collider_box':
2374 vs
[0]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+a
[1],c
[2]+a
[2]))
2375 vs
[1]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+b
[1],c
[2]+a
[2]))
2376 vs
[2]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+b
[1],c
[2]+a
[2]))
2377 vs
[3]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+a
[1],c
[2]+a
[2]))
2378 vs
[4]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+a
[1],c
[2]+b
[2]))
2379 vs
[5]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+b
[1],c
[2]+b
[2]))
2380 vs
[6]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+b
[1],c
[2]+b
[2]))
2381 vs
[7]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+a
[1],c
[2]+b
[2]))
2383 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
2384 (0,4),(1,5),(2,6),(3,7)]
2391 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
2392 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
2393 cv_view_colours
+= [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)]
2396 elif bone
.cv_data
.collider
== 'collider_capsule':
2404 if abs(v0
[i
]) > largest
:
2406 largest
= abs(v0
[i
])
2411 v1
= Vector((0,0,0))
2412 v1
[major_axis
] = 1.0
2414 tx
= Vector((0,0,0))
2415 ty
= Vector((0,0,0))
2417 cv_tangent_basis( v1
, tx
, ty
)
2418 r
= (abs(tx
.dot( v0
)) + abs(ty
.dot( v0
))) * 0.25
2419 l
= v0
[ major_axis
] - r
*2
2421 p0
= obj
.matrix_world
@Vector( c
+ (a
+b
)*0.5 + v1
*l
*-0.5 )
2422 p1
= obj
.matrix_world
@Vector( c
+ (a
+b
)*0.5 + v1
*l
* 0.5 )
2424 colour
= [0.2,0.2,0.2,1.0]
2425 colour
[major_axis
] = 0.5
2427 cv_draw_halfsphere( p0
, -v1
, ty
, tx
, r
, colour
)
2428 cv_draw_halfsphere( p1
, v1
, ty
, tx
, r
, colour
)
2429 cv_draw_line( p0
+tx
* r
, p1
+tx
* r
, colour
)
2430 cv_draw_line( p0
+tx
*-r
, p1
+tx
*-r
, colour
)
2431 cv_draw_line( p0
+ty
* r
, p1
+ty
* r
, colour
)
2432 cv_draw_line( p0
+ty
*-r
, p1
+ty
*-r
, colour
)
2439 center
= obj
.matrix_world
@ c
2440 if bone
.cv_data
.con0
:
2442 vx
= Vector([bone
.cv_data
.conevx
[_
] for _
in range(3)])
2443 vy
= Vector([bone
.cv_data
.conevy
[_
] for _
in range(3)])
2444 va
= Vector([bone
.cv_data
.coneva
[_
] for _
in range(3)])
2445 draw_cone_twist( center
, vx
, vy
, va
)
2447 #draw_limit( obj, c, Vector((0,0,1)),Vector((0,-1,0)), \
2448 # bone.cv_data.mins[0], bone.cv_data.maxs[0], \
2450 #draw_limit( obj, c, Vector((0,-1,0)),Vector((1,0,0)), \
2451 # bone.cv_data.mins[1], bone.cv_data.maxs[1], \
2453 #draw_limit( obj, c, Vector((1,0,0)),Vector((0,0,1)), \
2454 # bone.cv_data.mins[2], bone.cv_data.maxs[2], \
2462 global cv_view_shader
2463 global cv_view_verts
2464 global cv_view_colours
2465 global cv_view_course_i
2467 cv_view_course_i
= 0
2469 cv_view_colours
= []
2471 cv_view_shader
.bind()
2472 gpu
.state
.depth_mask_set(False)
2473 gpu
.state
.line_width_set(2.0)
2474 gpu
.state
.face_culling_set('BACK')
2475 gpu
.state
.depth_test_set('LESS')
2476 gpu
.state
.blend_set('NONE')
2478 for obj
in bpy
.context
.collection
.objects
:
2480 if obj
.type == 'ARMATURE':
2482 if obj
.data
.pose_position
== 'REST':
2483 draw_skeleton_helpers( obj
)
2487 classtype
= obj
.cv_data
.classtype
2488 if (classtype
!= 'classtype_none') and (classtype
in globals()):
2490 cl
= globals()[ classtype
]
2492 if getattr( cl
, "draw_scene_helpers", None ):
2494 cl
.draw_scene_helpers( obj
)
2505 # ---------------------------------------------------------------------------- #
2509 # ---------------------------------------------------------------------------- #
2511 # Checks whether this object has a classtype assigned. we can only target other
2513 def cv_poll_target(scene
, obj
):
2515 if obj
== bpy
.context
.active_object
:
2517 if obj
.cv_data
.classtype
== 'classtype_none':
2523 class CV_MESH_SETTINGS(bpy
.types
.PropertyGroup
):
2525 v0
: bpy
.props
.FloatVectorProperty(name
="v0",size
=3)
2526 v1
: bpy
.props
.FloatVectorProperty(name
="v1",size
=3)
2527 v2
: bpy
.props
.FloatVectorProperty(name
="v2",size
=3)
2528 v3
: bpy
.props
.FloatVectorProperty(name
="v3",size
=3)
2531 class CV_OBJ_SETTINGS(bpy
.types
.PropertyGroup
):
2533 uid
: bpy
.props
.IntProperty( name
="" )
2535 strp
: bpy
.props
.StringProperty( name
="strp" )
2536 intp
: bpy
.props
.IntProperty( name
="intp" )
2537 fltp
: bpy
.props
.FloatProperty( name
="fltp" )
2538 bp0
: bpy
.props
.BoolProperty( name
="bp0" )
2539 bp1
: bpy
.props
.BoolProperty( name
="bp1" )
2540 bp2
: bpy
.props
.BoolProperty( name
="bp2" )
2541 bp3
: bpy
.props
.BoolProperty( name
="bp3" )
2543 target
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target", \
2544 poll
=cv_poll_target
)
2545 target1
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target1", \
2546 poll
=cv_poll_target
)
2547 target2
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target2", \
2548 poll
=cv_poll_target
)
2549 target3
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target3", \
2550 poll
=cv_poll_target
)
2552 colour
: bpy
.props
.FloatVectorProperty( name
="colour",subtype
='COLOR',\
2555 classtype
: bpy
.props
.EnumProperty(
2558 ('classtype_none', "classtype_none", "", 0),
2559 ('classtype_gate', "classtype_gate", "", 1),
2560 ('classtype_spawn', "classtype_spawn", "", 3),
2561 ('classtype_water', "classtype_water", "", 4),
2562 ('classtype_route_node', "classtype_route_node", "", 8 ),
2563 ('classtype_route', "classtype_route", "", 9 ),
2564 ('classtype_audio',"classtype_audio","",14),
2565 ('classtype_trigger',"classtype_trigger","",100),
2566 ('classtype_logic_achievement',"classtype_logic_achievement","",101),
2567 ('classtype_logic_relay',"classtype_logic_relay","",102),
2568 ('classtype_spawn_link',"classtype_spawn_link","",150),
2572 class CV_BONE_SETTINGS(bpy
.types
.PropertyGroup
):
2574 collider
: bpy
.props
.EnumProperty(
2575 name
="Collider Type",
2577 ('collider_none', "collider_none", "", 0),
2578 ('collider_box', "collider_box", "", 1),
2579 ('collider_capsule', "collider_capsule", "", 2),
2582 v0
: bpy
.props
.FloatVectorProperty(name
="v0",size
=3)
2583 v1
: bpy
.props
.FloatVectorProperty(name
="v1",size
=3)
2585 con0
: bpy
.props
.BoolProperty(name
="Constriant 0",default
=False)
2586 mins
: bpy
.props
.FloatVectorProperty(name
="mins",size
=3)
2587 maxs
: bpy
.props
.FloatVectorProperty(name
="maxs",size
=3)
2589 conevx
: bpy
.props
.FloatVectorProperty(name
="conevx",size
=3)
2590 conevy
: bpy
.props
.FloatVectorProperty(name
="conevy",size
=3)
2591 coneva
: bpy
.props
.FloatVectorProperty(name
="coneva",size
=3)
2592 conet
: bpy
.props
.FloatProperty(name
="conet")
2595 class CV_BONE_PANEL(bpy
.types
.Panel
):
2597 bl_label
="Bone Config"
2598 bl_idname
="SCENE_PT_cv_bone"
2599 bl_space_type
='PROPERTIES'
2600 bl_region_type
='WINDOW'
2603 def draw(_
,context
):
2605 active_object
= context
.active_object
2606 if active_object
== None: return
2608 bone
= active_object
.data
.bones
.active
2609 if bone
== None: return
2611 _
.layout
.prop( bone
.cv_data
, "collider" )
2612 _
.layout
.prop( bone
.cv_data
, "v0" )
2613 _
.layout
.prop( bone
.cv_data
, "v1" )
2615 _
.layout
.label( text
="Angle Limits" )
2616 _
.layout
.prop( bone
.cv_data
, "con0" )
2618 _
.layout
.prop( bone
.cv_data
, "conevx" )
2619 _
.layout
.prop( bone
.cv_data
, "conevy" )
2620 _
.layout
.prop( bone
.cv_data
, "coneva" )
2621 _
.layout
.prop( bone
.cv_data
, "conet" )
2625 class CV_SCENE_SETTINGS(bpy
.types
.PropertyGroup
):
2627 use_hidden
: bpy
.props
.BoolProperty( name
="use hidden", default
=False )
2628 export_dir
: bpy
.props
.StringProperty( name
="Export Dir", subtype
='DIR_PATH' )
2631 class CV_COLLECTION_SETTINGS(bpy
.types
.PropertyGroup
):
2633 pack_textures
: bpy
.props
.BoolProperty( name
="Pack Textures", default
=False )
2636 class CV_MATERIAL_SETTINGS(bpy
.types
.PropertyGroup
):
2638 shader
: bpy
.props
.EnumProperty(
2641 ('standard',"standard","",0),
2642 ('standard_cutout', "standard_cutout", "", 1),
2643 ('terrain_blend', "terrain_blend", "", 2),
2644 ('vertex_blend', "vertex_blend", "", 3),
2645 ('water',"water","",4),
2648 surface_prop
: bpy
.props
.EnumProperty(
2649 name
="Surface Property",
2651 ('concrete','concrete','',0),
2652 ('wood','wood','',1),
2653 ('grass','grass','',2)
2656 collision
: bpy
.props
.BoolProperty( \
2657 name
="Collisions Enabled",\
2659 description
= "Can the player collide with this material"\
2661 skate_surface
: bpy
.props
.BoolProperty( \
2662 name
="Skate Surface", \
2664 description
= "Should the game try to target this surface?" \
2666 grind_surface
: bpy
.props
.BoolProperty( \
2667 name
="Grind Surface", \
2669 description
= "Grind face?" \
2671 grow_grass
: bpy
.props
.BoolProperty( \
2672 name
="Grow Grass", \
2674 description
= "Spawn grass sprites on this surface?" \
2676 blend_offset
: bpy
.props
.FloatVectorProperty( \
2677 name
="Blend Offset", \
2679 default
=Vector((0.5,0.0)),\
2680 description
="When surface is more than 45 degrees, add this vector " +\
2683 sand_colour
: bpy
.props
.FloatVectorProperty( \
2684 name
="Sand Colour",\
2687 default
=Vector((0.79,0.63,0.48)),\
2688 description
="Blend to this colour near the 0 coordinate on UP axis"\
2690 shore_colour
: bpy
.props
.FloatVectorProperty( \
2691 name
="Shore Colour",\
2694 default
=Vector((0.03,0.32,0.61)),\
2695 description
="Water colour at the shoreline"\
2697 ocean_colour
: bpy
.props
.FloatVectorProperty( \
2698 name
="Ocean Colour",\
2701 default
=Vector((0.0,0.006,0.03)),\
2702 description
="Water colour in the deep bits"\
2706 class CV_MATERIAL_PANEL(bpy
.types
.Panel
):
2708 bl_label
="Skate Rift material"
2709 bl_idname
="MATERIAL_PT_cv_material"
2710 bl_space_type
='PROPERTIES'
2711 bl_region_type
='WINDOW'
2712 bl_context
="material"
2714 def draw(_
,context
):
2716 active_object
= bpy
.context
.active_object
2717 if active_object
== None: return
2718 active_mat
= active_object
.active_material
2719 if active_mat
== None: return
2721 info
= material_info( active_mat
)
2723 if 'tex_diffuse' in info
:
2725 _
.layout
.label( icon
='INFO', \
2726 text
=F
"{info['tex_diffuse'].name} will be compiled" )
2729 _
.layout
.prop( active_mat
.cv_data
, "shader" )
2730 _
.layout
.prop( active_mat
.cv_data
, "surface_prop" )
2731 _
.layout
.prop( active_mat
.cv_data
, "collision" )
2733 if active_mat
.cv_data
.collision
:
2734 _
.layout
.prop( active_mat
.cv_data
, "skate_surface" )
2735 _
.layout
.prop( active_mat
.cv_data
, "grind_surface" )
2736 _
.layout
.prop( active_mat
.cv_data
, "grow_grass" )
2738 if active_mat
.cv_data
.shader
== "terrain_blend":
2740 box
= _
.layout
.box()
2741 box
.prop( active_mat
.cv_data
, "blend_offset" )
2742 box
.prop( active_mat
.cv_data
, "sand_colour" )
2744 elif active_mat
.cv_data
.shader
== "vertex_blend":
2746 box
= _
.layout
.box()
2747 box
.label( icon
='INFO', text
="Uses vertex colours, the R channel" )
2748 box
.prop( active_mat
.cv_data
, "blend_offset" )
2750 elif active_mat
.cv_data
.shader
== "water":
2752 box
= _
.layout
.box()
2753 box
.label( icon
='INFO', text
="Depth scale of 16 meters" )
2754 box
.prop( active_mat
.cv_data
, "shore_colour" )
2755 box
.prop( active_mat
.cv_data
, "ocean_colour" )
2760 class CV_OBJ_PANEL(bpy
.types
.Panel
):
2762 bl_label
="Entity Config"
2763 bl_idname
="SCENE_PT_cv_entity"
2764 bl_space_type
='PROPERTIES'
2765 bl_region_type
='WINDOW'
2768 def draw(_
,context
):
2770 active_object
= bpy
.context
.active_object
2771 if active_object
== None: return
2772 if active_object
.type == 'ARMATURE':
2774 row
= _
.layout
.row()
2776 row
.label( text
="This object has the intrinsic classtype of skeleton" )
2780 _
.layout
.prop( active_object
.cv_data
, "classtype" )
2782 classtype
= active_object
.cv_data
.classtype
2784 if (classtype
!= 'classtype_none') and (classtype
in globals()):
2786 cl
= globals()[ classtype
]
2788 if getattr( cl
, "editor_interface", None ):
2790 cl
.editor_interface( _
.layout
, active_object
)
2796 class CV_COMPILE(bpy
.types
.Operator
):
2798 bl_idname
="carve.compile_all"
2799 bl_label
="Compile All"
2801 def execute(_
,context
):
2803 view_layer
= bpy
.context
.view_layer
2804 for col
in view_layer
.layer_collection
.children
["export"].children
:
2805 if not col
.hide_viewport
or bpy
.context
.scene
.cv_data
.use_hidden
:
2806 write_model( col
.name
)
2812 class CV_COMPILE_THIS(bpy
.types
.Operator
):
2814 bl_idname
="carve.compile_this"
2815 bl_label
="Compile This collection"
2817 def execute(_
,context
):
2819 col
= bpy
.context
.collection
2820 write_model( col
.name
)
2826 class CV_INTERFACE(bpy
.types
.Panel
):
2828 bl_idname
= "VIEW3D_PT_carve"
2829 bl_label
= "Skate Rift"
2830 bl_space_type
= 'VIEW_3D'
2831 bl_region_type
= 'UI'
2832 bl_category
= "Skate Rift"
2834 def draw(_
, context
):
2837 layout
.prop( context
.scene
.cv_data
, "export_dir" )
2839 col
= bpy
.context
.collection
2841 found_in_export
= False
2843 view_layer
= bpy
.context
.view_layer
2844 for c1
in view_layer
.layer_collection
.children
["export"].children
:
2846 if not c1
.hide_viewport
or bpy
.context
.scene
.cv_data
.use_hidden
:
2849 if c1
.name
== col
.name
:
2851 found_in_export
= True
2858 box
.label( text
=col
.name
+ ".mdl" )
2859 box
.prop( col
.cv_data
, "pack_textures" )
2860 box
.operator( "carve.compile_this" )
2866 row
.label( text
=col
.name
)
2867 box
.label( text
="This collection is not in the export group" )
2873 split
= row
.split( factor
= 0.3, align
=True )
2874 split
.prop( context
.scene
.cv_data
, "use_hidden", text
="hidden" )
2877 if export_count
== 0:
2879 row1
.operator( "carve.compile_all", \
2880 text
=F
"Compile all ({export_count} collections)" )
2885 classes
= [CV_OBJ_SETTINGS
,CV_OBJ_PANEL
,CV_COMPILE
,CV_INTERFACE
,\
2886 CV_MESH_SETTINGS
, CV_SCENE_SETTINGS
, CV_BONE_SETTINGS
,\
2887 CV_BONE_PANEL
, CV_COLLECTION_SETTINGS
, CV_COMPILE_THIS
,\
2888 CV_MATERIAL_SETTINGS
, CV_MATERIAL_PANEL
]
2892 global cv_view_draw_handler
2895 bpy
.utils
.register_class(c
)
2897 bpy
.types
.Object
.cv_data
= bpy
.props
.PointerProperty(type=CV_OBJ_SETTINGS
)
2898 bpy
.types
.Mesh
.cv_data
= bpy
.props
.PointerProperty(type=CV_MESH_SETTINGS
)
2899 bpy
.types
.Scene
.cv_data
= bpy
.props
.PointerProperty(type=CV_SCENE_SETTINGS
)
2900 bpy
.types
.Bone
.cv_data
= bpy
.props
.PointerProperty(type=CV_BONE_SETTINGS
)
2901 bpy
.types
.Collection
.cv_data
= \
2902 bpy
.props
.PointerProperty(type=CV_COLLECTION_SETTINGS
)
2903 bpy
.types
.Material
.cv_data
= \
2904 bpy
.props
.PointerProperty(type=CV_MATERIAL_SETTINGS
)
2906 cv_view_draw_handler
= bpy
.types
.SpaceView3D
.draw_handler_add(\
2907 cv_draw
,(),'WINDOW','POST_VIEW')
2912 global cv_view_draw_handler
2915 bpy
.utils
.unregister_class(c
)
2917 bpy
.types
.SpaceView3D
.draw_handler_remove(cv_view_draw_handler
,'WINDOW')
2920 # ---------------------------------------------------------------------------- #
2924 # ---------------------------------------------------------------------------- #
2926 # Transliteration of: #
2927 # https://github.com/phoboslab/qoi/blob/master/qoi.h #
2929 # Copyright (c) 2021, Dominic Szablewski - https://phoboslab.org #
2930 # SPDX-License-Identifier: MIT #
2931 # QOI - The "Quite OK Image" format for fast, lossless image compression #
2933 # ---------------------------------------------------------------------------- #
2935 class qoi_rgba_t(Structure
):
2938 _fields_
= [("r",c_uint8
),
2944 QOI_OP_INDEX
= 0x00 # 00xxxxxx
2945 QOI_OP_DIFF
= 0x40 # 01xxxxxx
2946 QOI_OP_LUMA
= 0x80 # 10xxxxxx
2947 QOI_OP_RUN
= 0xc0 # 11xxxxxx
2948 QOI_OP_RGB
= 0xfe # 11111110
2949 QOI_OP_RGBA
= 0xff # 11111111
2951 QOI_MASK_2
= 0xc0 # 11000000
2953 def qoi_colour_hash( c
):
2955 return c
.r
*3 + c
.g
*5 + c
.b
*7 + c
.a
*11
2960 return (a
.r
==b
.r
) and (a
.g
==b
.g
) and (a
.b
==b
.b
) and (a
.a
==b
.a
)
2965 return bytearray([ (0xff000000 & v
) >> 24, \
2966 (0x00ff0000 & v
) >> 16, \
2967 (0x0000ff00 & v
) >> 8, \
2971 def qoi_encode( img
):
2975 print(F
" . Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]")
2977 index
= [ qoi_rgba_t() for _
in range(64) ]
2981 data
.extend( bytearray(c_uint32(0x66696f71)) )
2982 data
.extend( qoi_32bit( img
.size
[0] ) )
2983 data
.extend( qoi_32bit( img
.size
[1] ) )
2984 data
.extend( bytearray(c_uint8(4)) )
2985 data
.extend( bytearray(c_uint8(0)) )
2988 px_prev
= qoi_rgba_t()
2989 px_prev
.r
= c_uint8(0)
2990 px_prev
.g
= c_uint8(0)
2991 px_prev
.b
= c_uint8(0)
2992 px_prev
.a
= c_uint8(255)
3000 px_len
= img
.size
[0] * img
.size
[1]
3002 paxels
= [ int(min(max(_
,0),1)*255) for _
in img
.pixels
]
3004 for px_pos
in range( px_len
):
3006 idx
= px_pos
* img
.channels
3009 px
.r
= paxels
[idx
+min(0,nc
)]
3010 px
.g
= paxels
[idx
+min(1,nc
)]
3011 px
.b
= paxels
[idx
+min(2,nc
)]
3012 px
.a
= paxels
[idx
+min(3,nc
)]
3014 if qoi_eq( px
, px_prev
):
3018 if (run
== 62) or (px_pos
== px_len
-1):
3020 data
.extend( bytearray( c_uint8(QOI_OP_RUN |
(run
-1))) )
3028 data
.extend( bytearray( c_uint8(QOI_OP_RUN |
(run
-1))) )
3032 index_pos
= qoi_colour_hash(px
) % 64
3034 if qoi_eq( index
[index_pos
], px
):
3036 data
.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos
)) )
3040 index
[ index_pos
].r
= px
.r
3041 index
[ index_pos
].g
= px
.g
3042 index
[ index_pos
].b
= px
.b
3043 index
[ index_pos
].a
= px
.a
3045 if px
.a
== px_prev
.a
:
3047 vr
= int(px
.r
) - int(px_prev
.r
)
3048 vg
= int(px
.g
) - int(px_prev
.g
)
3049 vb
= int(px
.b
) - int(px_prev
.b
)
3054 if (vr
> -3) and (vr
< 2) and\
3055 (vg
> -3) and (vg
< 2) and\
3056 (vb
> -3) and (vb
< 2):
3058 op
= QOI_OP_DIFF |
(vr
+2) << 4 |
(vg
+2) << 2 |
(vb
+2)
3059 data
.extend( bytearray( c_uint8(op
) ))
3061 elif (vg_r
> -9) and (vg_r
< 8) and\
3062 (vg
> -33) and (vg
< 32 ) and\
3063 (vg_b
> -9) and (vg_b
< 8):
3065 op
= QOI_OP_LUMA |
(vg
+32)
3066 delta
= (vg_r
+8) << 4 |
(vg_b
+ 8)
3067 data
.extend( bytearray( c_uint8(op
) ) )
3068 data
.extend( bytearray( c_uint8(delta
) ))
3072 data
.extend( bytearray( c_uint8(QOI_OP_RGB
) ) )
3073 data
.extend( bytearray( c_uint8(px
.r
) ))
3074 data
.extend( bytearray( c_uint8(px
.g
) ))
3075 data
.extend( bytearray( c_uint8(px
.b
) ))
3080 data
.extend( bytearray( c_uint8(QOI_OP_RGBA
) ) )
3081 data
.extend( bytearray( c_uint8(px
.r
) ))
3082 data
.extend( bytearray( c_uint8(px
.g
) ))
3083 data
.extend( bytearray( c_uint8(px
.b
) ))
3084 data
.extend( bytearray( c_uint8(px
.a
) ))
3097 data
.extend( bytearray( c_uint8(0) ))
3098 data
.extend( bytearray( c_uint8(1) ))
3099 bytearray_align_to( data
, 16, 0 )