2 # =============================================================================
4 # Copyright . . . -----, ,----- ,---. .---.
5 # 2021-2023 |\ /| | / | | | | /|
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" )
258 class classtype_nonlocal_gate(classtype_gate
):
260 def encode_obj(_
,node
,node_def
):
264 obj
= node_def
['obj']
265 _
.target
= encoder_process_pstr( node_def
['obj'].cv_data
.strp
)
267 if obj
.type == 'MESH':
269 _
.dims
[0] = obj
.data
.cv_data
.v0
[0]
270 _
.dims
[1] = obj
.data
.cv_data
.v0
[1]
271 _
.dims
[2] = obj
.data
.cv_data
.v0
[2]
275 _
.dims
[0] = obj
.cv_data
.v0
[0]
276 _
.dims
[1] = obj
.cv_data
.v0
[1]
277 _
.dims
[2] = obj
.cv_data
.v0
[2]
282 def editor_interface( layout
, obj
):
284 layout
.prop( obj
.cv_data
, "strp", text
="Nonlocal ID" )
287 layout
.label( text
=F
"(i) Data is stored in {mesh.name}" )
288 layout
.prop( mesh
.cv_data
, "v0", text
="Gate dimensions" )
294 # Purpose: player can reset here, its a safe place
295 # spawns can share the same name, the closest one will be picked
297 # when the world loads it will pick the one named 'start' first.
299 class classtype_spawn(Structure
):
302 _fields_
= [("pstr_alias",c_uint32
)]
304 def encode_obj(_
, node
,node_def
):
307 _
.pstr_alias
= encoder_process_pstr( node_def
['obj'].cv_data
.strp
)
311 def draw_scene_helpers( obj
):
313 global cv_view_verts
, cv_view_colours
316 vs
[0] = obj
.matrix_world
@ Vector((0,0,0))
317 vs
[1] = obj
.matrix_world
@ Vector((0,2,0))
318 vs
[2] = obj
.matrix_world
@ Vector((0.5,1,0))
319 vs
[3] = obj
.matrix_world
@ Vector((-0.5,1,0))
320 indices
= [(0,1),(1,2),(1,3)]
327 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
328 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
329 cv_view_colours
+= [(0,1,1,1),(0,1,1,1)]
332 cv_draw_sphere( obj
.location
, 20.0, [0.1,0,0.9,0.4] )
336 def editor_interface( layout
, obj
):
338 layout
.prop( obj
.cv_data
, "strp", text
="Alias" )
344 # Purpose: Tells the game to draw water HERE, at this entity.
346 class classtype_water(Structure
):
349 _fields_
= [("temp",c_uint32
)]
351 def encode_obj(_
, node
,node_def
):
360 # Purpose: Defines a route node and links to up to two more nodes
362 class classtype_route_node(Structure
):
365 _fields_
= [("target",c_uint32
),
366 ("target1",c_uint32
)]
368 def encode_obj(_
, node
,node_def
):
371 obj
= node_def
['obj']
373 if obj
.cv_data
.target
!= None:
374 _
.target
= obj
.cv_data
.target
.cv_data
.uid
375 if obj
.cv_data
.target1
!= None:
376 _
.target1
= obj
.cv_data
.target1
.cv_data
.uid
380 def draw_scene_helpers( obj
):
382 global cv_view_verts
, cv_view_colours
384 sw
= Vector((0.4,0.4,0.4,0.2))
385 sw2
= Vector((1.5,0.2,0.2,0.0))
386 if obj
.cv_data
.target
!= None:
387 cv_draw_bpath( obj
, obj
.cv_data
.target
, sw
, sw
)
388 if obj
.cv_data
.target1
!= None:
389 cv_draw_bpath( obj
, obj
.cv_data
.target1
, sw
, sw
)
391 cv_draw_bhandle( obj
, 1.0, (0.8,0.8,0.8,1.0) )
392 cv_draw_bhandle( obj
, -1.0, (0.4,0.4,0.4,1.0) )
395 obj
.matrix_world
.to_quaternion() @ Vector((0,0,-6+1.5))
396 cv_draw_arrow( obj
.location
, p1
, sw
)
400 def editor_interface( layout
, obj
):
402 layout
.prop( obj
.cv_data
, "target", text
="Left" )
403 layout
.prop( obj
.cv_data
, "target1", text
="Right" )
409 # Purpose: Defines a route, its 'starting' point, and the colour to use for it
411 class classtype_route(Structure
):
414 _fields_
= [("id_start",c_uint32
),
415 ("pstr_name",c_uint32
),
416 ("colour",c_float
*3)]
418 def encode_obj(_
, node
,node_def
):
421 obj
= node_def
['obj']
423 _
.colour
[0] = obj
.cv_data
.colour
[0]
424 _
.colour
[1] = obj
.cv_data
.colour
[1]
425 _
.colour
[2] = obj
.cv_data
.colour
[2]
426 _
.pstr_name
= encoder_process_pstr( obj
.cv_data
.strp
)
428 if obj
.cv_data
.target
!= None:
429 _
.id_start
= obj
.cv_data
.target
.cv_data
.uid
433 def draw_scene_helpers( obj
):
435 global cv_view_verts
, cv_view_colours
, cv_view_course_i
437 if obj
.cv_data
.target
:
438 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, [1,1,1,1] )
440 # Tries to simulate how we do it in the game
444 stack
[0] = obj
.cv_data
.target
446 loop_complete
= False
450 if stack_i
[si
-1] == 2:
455 if si
== 0: # Loop failed to complete
461 targets
= [None,None]
462 targets
[0] = node
.cv_data
.target
464 if node
.cv_data
.classtype
== 'classtype_route_node':
466 targets
[1] = node
.cv_data
.target1
469 nextnode
= targets
[stack_i
[si
-1]]
472 if nextnode
!= None: # branch
474 if nextnode
== stack
[0]: # Loop completed
483 if stack
[sj
] == nextnode
: # invalidated path
502 cc
= Vector((obj
.cv_data
.colour
[0],\
503 obj
.cv_data
.colour
[1],\
504 obj
.cv_data
.colour
[2],\
511 if stack
[sj
].cv_data
.classtype
== 'classtype_gate' and \
512 stack
[sk
].cv_data
.classtype
== 'classtype_gate':
514 dist
= (stack
[sj
].location
-stack
[sk
].location
).magnitude
515 cv_draw_sbpath( stack
[sj
], stack
[sk
], cc
*0.4, cc
, dist
, dist
)
518 cv_draw_bpath( stack
[sj
], stack
[sk
], cc
, cc
)
521 cv_view_course_i
+= 1
526 def editor_interface( layout
, obj
):
528 layout
.prop( obj
.cv_data
, "target", text
="'Start' from" )
529 layout
.prop( obj
.cv_data
, "colour" )
530 layout
.prop( obj
.cv_data
, "strp", text
="Name" )
536 # Purpose: links an mesh node to a type 11
538 class classtype_skin(Structure
):
541 _fields_
= [("skeleton",c_uint32
)]
543 def encode_obj(_
, node
,node_def
):
547 armature_def
= node_def
['linked_armature']
548 _
.skeleton
= armature_def
['obj'].cv_data
.uid
554 # Purpose: defines the allocation requirements for a skeleton
556 class classtype_skeleton(Structure
):
559 _fields_
= [("channels",c_uint32
),
560 ("ik_count",c_uint32
),
561 ("collider_count",c_uint32
),
562 ("anim_start",c_uint32
),
563 ("anim_count",c_uint32
)]
565 def encode_obj(_
, node
,node_def
):
569 _
.channels
= len( node_def
['bones'] )
570 _
.ik_count
= node_def
['ik_count']
571 _
.collider_count
= node_def
['collider_count']
572 _
.anim_start
= node_def
['anim_start']
573 _
.anim_count
= node_def
['anim_count']
580 # Purpose: intrinsic bone type, stores collision information and limits too
582 class classtype_bone(Structure
):
585 _fields_
= [("flags",c_uint32
),
586 ("ik_target",c_uint32
),
587 ("ik_pole",c_uint32
),
588 ("hitbox",(c_float
*3)*2),
589 ("conevx",c_float
*3),
590 ("conevy",c_float
*3),
591 ("coneva",c_float
*3),
594 def encode_obj(_
, node
,node_def
):
598 armature_def
= node_def
['linked_armature']
599 obj
= node_def
['bone']
601 _
.flags
= node_def
['deform']
603 if 'ik_target' in node_def
:
606 _
.ik_target
= armature_def
['bones'].index( node_def
['ik_target'] )
607 _
.ik_pole
= armature_def
['bones'].index( node_def
['ik_pole'] )
612 if obj
.cv_data
.collider
!= 'collider_none':
614 if obj
.cv_data
.collider
== 'collider_box':
619 _
.hitbox
[0][0] = obj
.cv_data
.v0
[0]
620 _
.hitbox
[0][1] = obj
.cv_data
.v0
[2]
621 _
.hitbox
[0][2] = -obj
.cv_data
.v1
[1]
622 _
.hitbox
[1][0] = obj
.cv_data
.v1
[0]
623 _
.hitbox
[1][1] = obj
.cv_data
.v1
[2]
624 _
.hitbox
[1][2] = -obj
.cv_data
.v0
[1]
630 _
.conevx
[0] = obj
.cv_data
.conevx
[0]
631 _
.conevx
[1] = obj
.cv_data
.conevx
[2]
632 _
.conevx
[2] = -obj
.cv_data
.conevx
[1]
633 _
.conevy
[0] = obj
.cv_data
.conevy
[0]
634 _
.conevy
[1] = obj
.cv_data
.conevy
[2]
635 _
.conevy
[2] = -obj
.cv_data
.conevy
[1]
636 _
.coneva
[0] = obj
.cv_data
.coneva
[0]
637 _
.coneva
[1] = obj
.cv_data
.coneva
[2]
638 _
.coneva
[2] = -obj
.cv_data
.coneva
[1]
639 _
.conet
= obj
.cv_data
.conet
646 # Purpose: sends a signal to another entity
648 class classtype_trigger(Structure
):
651 _fields_
= [("target",c_uint32
)]
653 def encode_obj(_
, node
,node_def
):
656 if node_def
['obj'].cv_data
.target
:
657 _
.target
= node_def
['obj'].cv_data
.target
.cv_data
.uid
661 def draw_scene_helpers( obj
):
663 global cv_view_verts
, cv_view_colours
664 cv_draw_ucube( obj
.matrix_world
, [0,1,0,1] )
666 if obj
.cv_data
.target
:
667 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, [1,1,1,1] )
671 def editor_interface( layout
, obj
):
673 layout
.prop( obj
.cv_data
, "target", text
="Triggers" )
679 # Purpose: Gives the player an achievement.
680 # No cheating! You shouldn't use this entity anyway, since only ME can
681 # add achievements to the steam ;)
683 class classtype_logic_achievement(Structure
):
686 _fields_
= [("pstr_name",c_uint32
)]
688 def encode_obj(_
, node
,node_def
):
691 _
.pstr_name
= encoder_process_pstr( node_def
['obj'].cv_data
.strp
)
695 def editor_interface( layout
, obj
):
697 layout
.prop( obj
.cv_data
, "strp", text
="Achievement ID" )
703 # Purpose: sends a signal to another entity
705 class classtype_logic_relay(Structure
):
708 _fields_
= [("targets",c_uint32
*4)]
710 def encode_obj(_
, node
,node_def
):
713 obj
= node_def
['obj']
714 if obj
.cv_data
.target
:
715 _
.targets
[0] = obj
.cv_data
.target
.cv_data
.uid
716 if obj
.cv_data
.target1
:
717 _
.targets
[1] = obj
.cv_data
.target1
.cv_data
.uid
718 if obj
.cv_data
.target2
:
719 _
.targets
[2] = obj
.cv_data
.target2
.cv_data
.uid
720 if obj
.cv_data
.target3
:
721 _
.targets
[3] = obj
.cv_data
.target3
.cv_data
.uid
725 def draw_scene_helpers( obj
):
727 global cv_view_verts
, cv_view_colours
729 if obj
.cv_data
.target
:
730 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, [1,1,1,1] )
731 if obj
.cv_data
.target1
:
732 cv_draw_arrow( obj
.location
, obj
.cv_data
.target1
.location
, [1,1,1,1] )
733 if obj
.cv_data
.target2
:
734 cv_draw_arrow( obj
.location
, obj
.cv_data
.target2
.location
, [1,1,1,1] )
735 if obj
.cv_data
.target3
:
736 cv_draw_arrow( obj
.location
, obj
.cv_data
.target3
.location
, [1,1,1,1] )
740 def editor_interface( layout
, obj
):
742 layout
.prop( obj
.cv_data
, "target", text
="Triggers" )
743 layout
.prop( obj
.cv_data
, "target1", text
="Triggers" )
744 layout
.prop( obj
.cv_data
, "target2", text
="Triggers" )
745 layout
.prop( obj
.cv_data
, "target3", text
="Triggers" )
751 # Purpose: Plays some audio (44100hz .ogg vorbis only)
752 # NOTE: There is a 32mb limit on the audio buffer, world audio is
753 # decompressed and stored in signed 16 bit integers (2 bytes)
756 # volume: not used if has 3D flag
758 # AUDIO_FLAG_LOOP 0x1
759 # AUDIO_FLAG_ONESHOT 0x2 (DONT USE THIS, it breaks semaphores)
760 # AUDIO_FLAG_SPACIAL_3D 0x4 (Probably what you want)
761 # AUDIO_FLAG_AUTO_START 0x8 (Play when the world starts)
763 # the rest are just internal flags, only use the above 3.
765 class classtype_audio(Structure
):
768 _fields_
= [("pstr_file",c_uint32
),
772 def encode_obj(_
, node
,node_def
):
776 obj
= node_def
['obj']
778 _
.pstr_file
= encoder_process_pstr( obj
.cv_data
.strp
)
781 if obj
.cv_data
.bp0
: flags |
= 0x1
782 if obj
.cv_data
.bp1
: flags |
= 0x4
783 if obj
.cv_data
.bp2
: flags |
= 0x8
786 _
.volume
= obj
.cv_data
.fltp
790 def editor_interface( layout
, obj
):
792 layout
.prop( obj
.cv_data
, "strp" )
794 layout
.prop( obj
.cv_data
, "bp0", text
= "Looping" )
795 layout
.prop( obj
.cv_data
, "bp1", text
= "3D Audio" )
796 layout
.prop( obj
.cv_data
, "bp2", text
= "Auto Start" )
800 def draw_scene_helpers( obj
):
802 global cv_view_verts
, cv_view_colours
804 cv_draw_sphere( obj
.location
, obj
.scale
[0], [1,1,0,1] )
810 # Purpose: world light
812 class classtype_world_light( Structure
):
815 _fields_
= [("type",c_uint32
),
816 ("colour",c_float
*4),
820 def encode_obj(_
, node
, node_def
):
824 obj
= node_def
['obj']
826 _
.colour
[0] = data
.color
[0]
827 _
.colour
[1] = data
.color
[1]
828 _
.colour
[2] = data
.color
[2]
829 _
.colour
[3] = data
.energy
830 _
.range = data
.cutoff_distance
# this has to be manually set
831 # TODO: At some point, automate a min
834 if obj
.data
.type == 'POINT':
839 elif obj
.data
.type == 'SPOT':
842 _
.angle
= data
.spot_size
*0.5
850 def editor_interface( layout
, obj
):
858 # Purpose: lighting settings for world
860 class classtype_lighting_info(Structure
):
863 _fields_
= [("colours",(c_float
*3)*3),
864 ("directions",(c_float
*2)*3),
865 ("states",c_uint32
*3),
866 ("shadow_spread",c_float
),
867 ("shadow_length",c_float
),
868 ("ambient",c_float
*3)]
870 def encode_obj(_
, node
, node_def
):
878 def editor_interface( layout
, obj
):
884 class classtype_spawn_link(Structure
):
887 _fields_
= [("connections",c_uint32
*4)]
889 def encode_obj(_
, node
,node_def
):
895 def editor_interface( layout
, obj
):
901 def draw_scene_helpers( obj
):
903 global cv_view_verts
, cv_view_colours
907 for obj1
in bpy
.context
.collection
.objects
:
909 if (obj1
.cv_data
.classtype
!= 'classtype_spawn_link') and \
910 (obj1
.cv_data
.classtype
!= 'classtype_spawn') :
913 if (obj1
.location
- obj
.location
).length
< 40.0:
915 cv_draw_line( obj
.location
, obj1
.location
, [1,1,1,1] )
923 cv_draw_sphere( obj
.location
, 20.0, [0.5,0,0.2,0.4] )
927 # ---------------------------------------------------------------------------- #
931 # ---------------------------------------------------------------------------- #
933 # Current encoder state
939 def encoder_init( collection
):
945 # The actual file header
947 'header': mdl_header(),
951 'pack_textures': collection
.cv_data
.pack_textures
,
953 # Compiled data chunks (each can be read optionally by the client)
957 #1---------------------------------
958 'node': [], # Metadata 'chunk'
963 'entdata': bytearray(), # variable width
964 'strings': bytearray(), # .
965 #2---------------------------------
966 'keyframe': [], # Animations
967 #3---------------------------------
968 'vertex': [], # Mesh data
970 #4---------------------------------
971 'pack': bytearray() # Other generic packed data
974 # All objects of the model in their final heirachy
980 # Allows us to reuse definitions
984 'material_cache': {},
988 g_encoder
['header'].identifier
= 0xABCD0000
989 g_encoder
['header'].version
= 1
991 # Add fake NoneID material and texture
993 none_material
= mdl_material()
994 none_material
.pstr_name
= encoder_process_pstr( "" )
995 none_material
.texture_id
= 0
997 none_texture
= mdl_texture()
998 none_texture
.pstr_name
= encoder_process_pstr( "" )
999 none_texture
.pack_offset
= 0
1000 none_texture
.pack_length
= 0
1002 g_encoder
['data']['material'] += [none_material
]
1003 g_encoder
['data']['texture'] += [none_texture
]
1005 g_encoder
['data']['pack'].extend( b
'datapack\0\0\0\0\0\0\0\0' )
1020 root
.pstr_name
= encoder_process_pstr('')
1021 root
.submesh_start
= 0
1022 root
.submesh_count
= 0
1025 root
.parent
= 0xffffffff
1027 g_encoder
['data']['node'] += [root
]
1031 # fill with 0x00 until a multiple of align. Returns how many bytes it added
1033 def bytearray_align_to( buffer, align
, offset
=0 ):
1037 while ((len(buffer)+offset
) % align
) != 0:
1039 buffer.extend( b
'\0' )
1046 # Add a string to the string buffer except if it already exists there then we
1047 # just return its ID.
1049 def encoder_process_pstr( s
):
1053 cache
= g_encoder
['string_cache']
1058 cache
[s
] = len( g_encoder
['data']['strings'] )
1060 buffer = g_encoder
['data']['strings']
1061 buffer.extend( s
.encode('utf-8') )
1062 buffer.extend( b
'\0' )
1064 bytearray_align_to( buffer, 4 )
1068 def get_texture_resource_name( img
):
1070 return os
.path
.splitext( img
.name
)[0]
1075 def encoder_process_texture( img
):
1082 cache
= g_encoder
['texture_cache']
1083 buffer = g_encoder
['data']['texture']
1084 pack
= g_encoder
['data']['pack']
1086 name
= get_texture_resource_name( img
)
1091 cache
[name
] = len( buffer )
1094 tex
.pstr_name
= encoder_process_pstr( name
)
1096 if g_encoder
['pack_textures']:
1098 tex
.pack_offset
= len( pack
)
1099 pack
.extend( qoi_encode( img
) )
1100 tex
.pack_length
= len( pack
) - tex
.pack_offset
1109 def material_tex_image(v
):
1119 cxr_graph_mapping
= \
1121 # Default shader setup
1128 "image": "tex_diffuse"
1132 "A": material_tex_image("tex_diffuse"),
1133 "B": material_tex_image("tex_decal")
1140 "Color": material_tex_image("tex_normal")
1146 # https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164
1148 def material_info(mat
):
1152 # Using the cv_graph_mapping as a reference, go through the shader
1153 # graph and gather all $props from it.
1155 def _graph_read( node_def
, node
=None, depth
=0 ):
1164 _graph_read
.extracted
= []
1166 for node_idname
in node_def
:
1168 for n
in mat
.node_tree
.nodes
:
1170 if n
.name
== node_idname
:
1172 node_def
= node_def
[node_idname
]
1180 for link
in node_def
:
1182 link_def
= node_def
[link
]
1184 if isinstance( link_def
, dict ):
1187 for x
in node
.inputs
:
1189 if isinstance( x
, bpy
.types
.NodeSocketColor
):
1199 if node_link
and node_link
.is_linked
:
1201 # look for definitions for the connected node type
1203 from_node
= node_link
.links
[0].from_node
1205 node_name
= from_node
.name
.split('.')[0]
1206 if node_name
in link_def
:
1208 from_node_def
= link_def
[ node_name
]
1210 _graph_read( from_node_def
, from_node
, depth
+1 )
1214 # TODO: Make a warning for this?
1218 if "default" in link_def
:
1220 prop
= link_def
['default']
1221 info
[prop
] = node_link
.default_value
1228 info
[prop
] = getattr( node
, link
)
1233 _graph_read( cxr_graph_mapping
)
1237 # Add a material to the material buffer. Returns 0 (None ID) if invalid
1239 def encoder_process_material( mat
):
1246 cache
= g_encoder
['material_cache']
1247 buffer = g_encoder
['data']['material']
1249 if mat
.name
in cache
:
1250 return cache
[mat
.name
]
1252 cache
[mat
.name
] = len( buffer )
1254 dest
= mdl_material()
1255 dest
.pstr_name
= encoder_process_pstr( mat
.name
)
1258 if mat
.cv_data
.collision
:
1260 if mat
.cv_data
.skate_surface
: flags |
= 0x1
1261 if mat
.cv_data
.grind_surface
: flags |
= (0x8|
0x1)
1263 if mat
.cv_data
.grow_grass
: flags |
= 0x4
1266 if mat
.cv_data
.surface_prop
== 'concrete': dest
.surface_prop
= 0
1267 if mat
.cv_data
.surface_prop
== 'wood': dest
.surface_prop
= 1
1268 if mat
.cv_data
.surface_prop
== 'grass': dest
.surface_prop
= 2
1270 if mat
.cv_data
.shader
== 'standard': dest
.shader
= 0
1271 if mat
.cv_data
.shader
== 'standard_cutout': dest
.shader
= 1
1272 if mat
.cv_data
.shader
== 'terrain_blend':
1276 dest
.colour
[0] = pow( mat
.cv_data
.sand_colour
[0], 1.0/2.2 )
1277 dest
.colour
[1] = pow( mat
.cv_data
.sand_colour
[1], 1.0/2.2 )
1278 dest
.colour
[2] = pow( mat
.cv_data
.sand_colour
[2], 1.0/2.2 )
1279 dest
.colour
[3] = 1.0
1281 dest
.colour1
[0] = mat
.cv_data
.blend_offset
[0]
1282 dest
.colour1
[1] = mat
.cv_data
.blend_offset
[1]
1285 if mat
.cv_data
.shader
== 'vertex_blend':
1289 dest
.colour1
[0] = mat
.cv_data
.blend_offset
[0]
1290 dest
.colour1
[1] = mat
.cv_data
.blend_offset
[1]
1293 if mat
.cv_data
.shader
== 'water':
1297 dest
.colour
[0] = pow( mat
.cv_data
.shore_colour
[0], 1.0/2.2 )
1298 dest
.colour
[1] = pow( mat
.cv_data
.shore_colour
[1], 1.0/2.2 )
1299 dest
.colour
[2] = pow( mat
.cv_data
.shore_colour
[2], 1.0/2.2 )
1300 dest
.colour
[3] = 1.0
1301 dest
.colour1
[0] = pow( mat
.cv_data
.ocean_colour
[0], 1.0/2.2 )
1302 dest
.colour1
[1] = pow( mat
.cv_data
.ocean_colour
[1], 1.0/2.2 )
1303 dest
.colour1
[2] = pow( mat
.cv_data
.ocean_colour
[2], 1.0/2.2 )
1304 dest
.colour1
[3] = 1.0
1307 inf
= material_info( mat
)
1309 if mat
.cv_data
.shader
== 'standard' or \
1310 mat
.cv_data
.shader
== 'standard_cutout' or \
1311 mat
.cv_data
.shader
== 'terrain_blend' or \
1312 mat
.cv_data
.shader
== 'vertex_blend':
1314 if 'tex_diffuse' in inf
:
1315 dest
.tex_diffuse
= encoder_process_texture(inf
['tex_diffuse'])
1319 return cache
[mat
.name
]
1322 # Create a tree structure containing all the objects in the collection
1324 def encoder_build_scene_graph( collection
):
1328 print( " creating scene graph" )
1332 graph
= g_encoder
['scene_graph']
1333 graph_lookup
= g_encoder
['graph_lookup']
1336 graph
["children"] = []
1338 graph
["parent"] = None
1343 uid
= g_encoder
['uid_count']
1344 g_encoder
['uid_count'] += 1
1348 for obj
in collection
.all_objects
:
1350 #if obj.parent: continue
1352 def _extend( p
, n
, d
):
1359 tree
["children"] = []
1365 # Descend into amature
1367 if n
.type == 'ARMATURE':
1369 tree
["bones"] = [None] # None is the root transform
1370 tree
["ik_count"] = 0
1371 tree
["collider_count"] = 0
1372 tree
["compile_animation"] = collection
.cv_data
.animations
1374 # Here also collects some information about constraints, ik and
1375 # counts colliders for the armature.
1377 def _extendb( p
, n
, d
):
1383 btree
["linked_armature"] = tree
1384 btree
["uid"] = _new_uid()
1385 btree
["children"] = []
1388 tree
["bones"] += [n
.name
]
1390 for c
in n
.children
:
1392 _extendb( btree
, c
, d
+1 )
1395 for c
in tree
['obj'].pose
.bones
[n
.name
].constraints
:
1399 btree
["ik_target"] = c
.subtarget
1400 btree
["ik_pole"] = c
.pole_subtarget
1401 tree
["ik_count"] += 1
1405 if n
.cv_data
.collider
!= 'collider_none':
1406 tree
['collider_count'] += 1
1408 btree
['deform'] = n
.use_deform
1409 p
['children'] += [btree
]
1412 for b
in n
.data
.bones
:
1414 _extendb( tree
, b
, d
+1 )
1417 # Recurse into children of this object
1419 for obj1
in n
.children
:
1421 for c1
in obj1
.users_collection
:
1423 if c1
== collection
:
1425 _extend( tree
, obj1
, d
+1 )
1431 p
["children"] += [tree
]
1432 graph_lookup
[n
] = tree
1436 _extend( graph
, obj
, 1 )
1442 # Kind of a useless thing i made but it looks cool and adds complexity!!1
1444 def encoder_graph_iterator( root
):
1446 for c
in root
['children']:
1449 yield from encoder_graph_iterator(c
)
1454 # Push a vertex into the model file, or return a cached index (c_uint32)
1456 def encoder_vertex_push( vertex_reference
, co
,norm
,uv
,colour
,groups
,weights
):
1459 buffer = g_encoder
['data']['vertex']
1462 m
= float(10**TOLERENCE
)
1464 # Would be nice to know if this can be done faster than it currently runs,
1467 key
= (int(co
[0]*m
+0.5),
1475 colour
[0], # these guys are already quantized
1488 if key
in vertex_reference
:
1489 return vertex_reference
[key
]
1492 index
= c_uint32( len(vertex_reference
) )
1493 vertex_reference
[key
] = index
1501 v
.norm
[2] = -norm
[1]
1504 v
.colour
[0] = colour
[0]
1505 v
.colour
[1] = colour
[1]
1506 v
.colour
[2] = colour
[2]
1507 v
.colour
[3] = colour
[3]
1508 v
.weights
[0] = weights
[0]
1509 v
.weights
[1] = weights
[1]
1510 v
.weights
[2] = weights
[2]
1511 v
.weights
[3] = weights
[3]
1512 v
.groups
[0] = groups
[0]
1513 v
.groups
[1] = groups
[1]
1514 v
.groups
[2] = groups
[2]
1515 v
.groups
[3] = groups
[3]
1523 # Compile a mesh (or use one from the cache) onto node, based on node_def
1526 def encoder_compile_mesh( node
, node_def
):
1530 graph
= g_encoder
['scene_graph']
1531 graph_lookup
= g_encoder
['graph_lookup']
1532 mesh_cache
= g_encoder
['mesh_cache']
1533 obj
= node_def
['obj']
1535 can_use_cache
= True
1537 # Check for modifiers that typically change the data per-instance
1538 # there is no well defined rule for the choices here, its just what i've
1539 # needed while producing the game.
1541 # It may be possible to detect these cases automatically.
1543 for mod
in obj
.modifiers
:
1545 if mod
.type == 'DATA_TRANSFER' or mod
.type == 'SHRINKWRAP' or \
1546 mod
.type == 'BOOLEAN' or mod
.type == 'CURVE' or \
1547 mod
.type == 'ARRAY':
1549 can_use_cache
= False
1552 if mod
.type == 'ARMATURE':
1553 armature_def
= graph_lookup
[mod
.object]
1555 # Check the cache first
1557 if can_use_cache
and (obj
.data
.name
in mesh_cache
):
1559 ref
= mesh_cache
[obj
.data
.name
]
1560 node
.submesh_start
= ref
.submesh_start
1561 node
.submesh_count
= ref
.submesh_count
1565 # Compile a whole new mesh
1567 node
.submesh_start
= len( g_encoder
['data']['submesh'] )
1568 node
.submesh_count
= 0
1570 dgraph
= bpy
.context
.evaluated_depsgraph_get()
1571 data
= obj
.evaluated_get(dgraph
).data
1572 data
.calc_loop_triangles()
1573 data
.calc_normals_split()
1575 # Mesh is split into submeshes based on their material
1577 mat_list
= data
.materials
if len(data
.materials
) > 0 else [None]
1578 for material_id
, mat
in enumerate(mat_list
):
1583 sm
.indice_start
= len( g_encoder
['data']['indice'] )
1584 sm
.vertex_start
= len( g_encoder
['data']['vertex'] )
1587 sm
.material_id
= encoder_process_material( mat
)
1591 sm
.bbx
[0][i
] = 999999
1592 sm
.bbx
[1][i
] = -999999
1595 # Keep a reference to very very very similar vertices
1597 vertex_reference
= {}
1599 # Write the vertex / indice data
1601 for tri_index
, tri
in enumerate(data
.loop_triangles
):
1603 if tri
.material_index
!= material_id
:
1608 vert
= data
.vertices
[tri
.vertices
[j
]]
1610 vi
= data
.loops
[li
].vertex_index
1612 # Gather vertex information
1615 norm
= data
.loops
[li
].normal
1617 colour
= (255,255,255,255)
1624 uv
= data
.uv_layers
.active
.data
[li
].uv
1628 if data
.vertex_colors
:
1630 colour
= data
.vertex_colors
.active
.data
[li
].color
1631 colour
= (int(colour
[0]*255.0),\
1632 int(colour
[1]*255.0),\
1633 int(colour
[2]*255.0),\
1634 int(colour
[3]*255.0))
1637 # Weight groups: truncates to the 3 with the most influence. The
1638 # fourth bone ID is never used by the shader so it is
1643 src_groups
= [_
for _
in data
.vertices
[vi
].groups \
1644 if obj
.vertex_groups
[_
.group
].name
in \
1645 armature_def
['bones']]
1647 weight_groups
= sorted( src_groups
, key
= \
1648 lambda a
: a
.weight
, reverse
=True )
1652 if len(weight_groups
) > ml
:
1654 g
= weight_groups
[ml
]
1655 name
= obj
.vertex_groups
[g
.group
].name
1658 weights
[ml
] = weight
1659 groups
[ml
] = armature_def
['bones'].index(name
)
1664 if len(weight_groups
) > 0:
1666 inv_norm
= (1.0/tot
) * 65535.0
1669 weights
[ml
] = int( weights
[ml
] * inv_norm
)
1670 weights
[ml
] = min( weights
[ml
], 65535 )
1671 weights
[ml
] = max( weights
[ml
], 0 )
1677 li1
= tri
.loops
[(j
+1)%3]
1678 vi1
= data
.loops
[li1
].vertex_index
1679 e0
= data
.edges
[ data
.loops
[li
].edge_index
]
1681 if e0
.use_freestyle_mark
and \
1682 ((e0
.vertices
[0] == vi
and e0
.vertices
[1] == vi1
) or \
1683 (e0
.vertices
[0] == vi1
and e0
.vertices
[1] == vi
)):
1689 # Add vertex and expand bound box
1691 index
= encoder_vertex_push( vertex_reference
, co
, \
1697 g_encoder
['data']['indice'] += [index
]
1701 # How many unique verts did we add in total
1703 sm
.vertex_count
= len(g_encoder
['data']['vertex']) - sm
.vertex_start
1704 sm
.indice_count
= len(g_encoder
['data']['indice']) - sm
.indice_start
1706 # Make sure bounding box isn't -inf -> inf if no vertices
1708 if sm
.vertex_count
== 0:
1714 for j
in range(sm
.vertex_count
):
1716 vert
= g_encoder
['data']['vertex'][ sm
.vertex_start
+ j
]
1720 sm
.bbx
[0][i
] = min( sm
.bbx
[0][i
], vert
.co
[i
] )
1721 sm
.bbx
[1][i
] = max( sm
.bbx
[1][i
], vert
.co
[i
] )
1726 # Add submesh to encoder
1728 g_encoder
['data']['submesh'] += [sm
]
1729 node
.submesh_count
+= 1
1733 # Save a reference to this node since we want to reuse the submesh indices
1735 g_encoder
['mesh_cache'][obj
.data
.name
] = node
1739 def encoder_compile_ent_as( name
, node
, node_def
):
1743 if name
== 'classtype_none':
1749 elif name
not in globals():
1751 print( "Classtype '" +name
+ "' is unknown!" )
1755 buffer = g_encoder
['data']['entdata']
1756 node
.offset
= len(buffer)
1758 cl
= globals()[ name
]
1760 inst
.encode_obj( node
, node_def
)
1762 buffer.extend( bytearray(inst
) )
1763 bytearray_align_to( buffer, 4 )
1766 # Compiles animation data into model and gives us some extra node_def entries
1768 def encoder_compile_armature( node
, node_def
):
1772 entdata
= g_encoder
['data']['entdata']
1773 animdata
= g_encoder
['data']['anim']
1774 keyframedata
= g_encoder
['data']['keyframe']
1775 mesh_cache
= g_encoder
['mesh_cache']
1776 obj
= node_def
['obj']
1777 bones
= node_def
['bones']
1780 node_def
['anim_start'] = len(animdata
)
1781 node_def
['anim_count'] = 0
1783 if not node_def
['compile_animation']:
1790 if obj
.animation_data
:
1792 # So we can restore later
1794 previous_frame
= bpy
.context
.scene
.frame_current
1795 previous_action
= obj
.animation_data
.action
1796 POSE_OR_REST_CACHE
= obj
.data
.pose_position
1797 obj
.data
.pose_position
= 'POSE'
1799 for NLALayer
in obj
.animation_data
.nla_tracks
:
1801 for NLAStrip
in NLALayer
.strips
:
1805 for a
in bpy
.data
.actions
:
1807 if a
.name
== NLAStrip
.name
:
1809 obj
.animation_data
.action
= a
1814 # Clip to NLA settings
1816 anim_start
= int(NLAStrip
.action_frame_start
)
1817 anim_end
= int(NLAStrip
.action_frame_end
)
1821 anim
= mdl_animation()
1822 anim
.pstr_name
= encoder_process_pstr( NLAStrip
.action
.name
)
1824 anim
.offset
= len(keyframedata
)
1825 anim
.length
= anim_end
-anim_start
1827 # Export the keyframes
1828 for frame
in range(anim_start
,anim_end
):
1830 bpy
.context
.scene
.frame_set(frame
)
1832 for bone_name
in bones
:
1834 for pb
in obj
.pose
.bones
:
1836 if pb
.name
!= bone_name
: continue
1838 rb
= obj
.data
.bones
[ bone_name
]
1840 # relative bone matrix
1841 if rb
.parent
is not None:
1843 offset_mtx
= rb
.parent
.matrix_local
1844 offset_mtx
= offset_mtx
.inverted_safe() @ \
1847 inv_parent
= pb
.parent
.matrix
@ offset_mtx
1848 inv_parent
.invert_safe()
1849 fpm
= inv_parent
@ pb
.matrix
1853 bone_mtx
= rb
.matrix
.to_4x4()
1854 local_inv
= rb
.matrix_local
.inverted_safe()
1855 fpm
= bone_mtx
@ local_inv
@ pb
.matrix
1858 loc
, rot
, sca
= fpm
.decompose()
1861 final_pos
= Vector(( loc
[0], loc
[2], -loc
[1] ))
1864 lc_m
= pb
.matrix_channel
.to_3x3()
1865 if pb
.parent
is not None:
1867 smtx
= pb
.parent
.matrix_channel
.to_3x3()
1868 lc_m
= smtx
.inverted() @ lc_m
1870 rq
= lc_m
.to_quaternion()
1873 kf
.co
[0] = final_pos
[0]
1874 kf
.co
[1] = final_pos
[1]
1875 kf
.co
[2] = final_pos
[2]
1887 keyframedata
+= [kf
]
1893 # Add to animation buffer
1896 node_def
['anim_count'] += 1
1900 status_name
= F
" " + " |"*(node_def
['depth']-1)
1901 print( F
"{status_name} | *anim: {NLAStrip.action.name}" )
1905 # Restore context to how it was before
1907 bpy
.context
.scene
.frame_set( previous_frame
)
1908 obj
.animation_data
.action
= previous_action
1909 obj
.data
.pose_position
= POSE_OR_REST_CACHE
1913 # We are trying to compile this node_def
1915 def encoder_process_definition( node_def
):
1919 # data sources for object/bone are taken differently
1921 if 'obj' in node_def
:
1923 obj
= node_def
['obj']
1925 obj_co
= obj
.matrix_world
@ Vector((0,0,0))
1927 if obj_type
== 'ARMATURE':
1928 obj_classtype
= 'classtype_skeleton'
1929 elif obj_type
== 'LIGHT':
1931 obj_classtype
= 'classtype_world_light'
1935 obj_classtype
= obj
.cv_data
.classtype
1937 # Check for armature deform
1939 for mod
in obj
.modifiers
:
1941 if mod
.type == 'ARMATURE':
1943 obj_classtype
= 'classtype_skin'
1945 # Make sure to freeze armature in rest while we collect
1946 # vertex information
1948 armature_def
= g_encoder
['graph_lookup'][mod
.object]
1949 POSE_OR_REST_CACHE
= armature_def
['obj'].data
.pose_position
1950 armature_def
['obj'].data
.pose_position
= 'REST'
1951 node_def
['linked_armature'] = armature_def
1958 elif 'bone' in node_def
:
1960 obj
= node_def
['bone']
1962 obj_co
= obj
.head_local
1963 obj_classtype
= 'classtype_bone'
1969 node
.pstr_name
= encoder_process_pstr( obj
.name
)
1971 if node_def
["parent"]:
1972 node
.parent
= node_def
["parent"]["uid"]
1976 node
.co
[0] = obj_co
[0]
1977 node
.co
[1] = obj_co
[2]
1978 node
.co
[2] = -obj_co
[1]
1980 # Convert rotation quat to our space type
1982 quat
= obj
.matrix_local
.to_quaternion()
1985 node
.q
[2] = -quat
[2]
1988 # Bone scale is just a vector to the tail
1990 if obj_type
== 'BONE':
1992 node
.s
[0] = obj
.tail_local
[0] - node
.co
[0]
1993 node
.s
[1] = obj
.tail_local
[2] - node
.co
[1]
1994 node
.s
[2] = -obj
.tail_local
[1] - node
.co
[2]
1998 node
.s
[0] = obj
.scale
[0]
1999 node
.s
[1] = obj
.scale
[2]
2000 node
.s
[2] = obj
.scale
[1]
2005 tot_uid
= g_encoder
['uid_count']-1
2006 obj_uid
= node_def
['uid']
2007 obj_depth
= node_def
['depth']-1
2009 status_id
= F
" [{obj_uid: 3}/{tot_uid}]" + " |"*obj_depth
2010 status_name
= status_id
+ F
" L {obj.name}"
2012 if obj_classtype
!= 'classtype_none': status_type
= obj_classtype
2013 else: status_type
= obj_type
2015 status_parent
= F
"{node.parent: 3}"
2018 if obj_classtype
== 'classtype_skin':
2019 status_armref
= F
" [armature -> {armature_def['obj'].cv_data.uid}]"
2021 print(F
"{status_name:<32} {status_type:<22} {status_parent} {status_armref}")
2023 # Process mesh if needed
2025 if obj_type
== 'MESH':
2027 encoder_compile_mesh( node
, node_def
)
2029 elif obj_type
== 'ARMATURE':
2031 encoder_compile_armature( node
, node_def
)
2034 encoder_compile_ent_as( obj_classtype
, node
, node_def
)
2036 # Make sure to reset the armature we just mucked about with
2038 if obj_classtype
== 'classtype_skin':
2039 armature_def
['obj'].data
.pose_position
= POSE_OR_REST_CACHE
2041 g_encoder
['data']['node'] += [node
]
2044 # The post processing step or the pre processing to the writing step
2046 def encoder_write_to_file( path
):
2050 # Compile down to a byte array
2052 header
= g_encoder
['header']
2053 file_pos
= sizeof(header
)
2054 file_data
= bytearray()
2055 print( " Compositing data arrays" )
2057 for array_name
in g_encoder
['data']:
2059 file_pos
+= bytearray_align_to( file_data
, 16, sizeof(header
) )
2060 arr
= g_encoder
['data'][array_name
]
2062 setattr( header
, array_name
+ "_offset", file_pos
)
2064 print( F
" {array_name:<16} @{file_pos:> 8X}[{len(arr)}]" )
2066 if isinstance( arr
, bytearray
):
2068 setattr( header
, array_name
+ "_size", len(arr
) )
2070 file_data
.extend( arr
)
2071 file_pos
+= len(arr
)
2075 setattr( header
, array_name
+ "_count", len(arr
) )
2079 bbytes
= bytearray(item
)
2080 file_data
.extend( bbytes
)
2081 file_pos
+= sizeof(item
)
2086 # This imperitive for this field to be santized in the future!
2088 header
.file_length
= file_pos
2090 print( " Writing file" )
2091 # Write header and data chunk to file
2093 fp
= open( path
, "wb" )
2094 fp
.write( bytearray( header
) )
2095 fp
.write( file_data
)
2099 # Main compiler, uses string as the identifier for the collection
2101 def write_model(collection_name
):
2104 print( F
"Model graph | Create mode '{collection_name}'" )
2105 folder
= bpy
.path
.abspath(bpy
.context
.scene
.cv_data
.export_dir
)
2106 path
= F
"{folder}{collection_name}.mdl"
2109 collection
= bpy
.data
.collections
[collection_name
]
2111 encoder_init( collection
)
2112 encoder_build_scene_graph( collection
)
2116 print( " Comping objects" )
2117 it
= encoder_graph_iterator( g_encoder
['scene_graph'] )
2119 encoder_process_definition( node_def
)
2123 encoder_write_to_file( path
)
2125 print( F
"Completed {collection_name}.mdl" )
2128 # ---------------------------------------------------------------------------- #
2132 # ---------------------------------------------------------------------------- #
2134 cv_view_draw_handler
= None
2135 cv_view_shader
= gpu
.shader
.from_builtin('3D_SMOOTH_COLOR')
2137 cv_view_colours
= []
2138 cv_view_course_i
= 0
2140 # Draw axis alligned sphere at position with radius
2142 def cv_draw_sphere( pos
, radius
, colour
):
2144 global cv_view_verts
, cv_view_colours
2146 ly
= pos
+ Vector((0,0,radius
))
2147 lx
= pos
+ Vector((0,radius
,0))
2148 lz
= pos
+ Vector((0,0,radius
))
2150 pi
= 3.14159265358979323846264
2154 t
= ((i
+1.0) * 1.0/16.0) * pi
* 2.0
2158 py
= pos
+ Vector((s
*radius
,0.0,c
*radius
))
2159 px
= pos
+ Vector((s
*radius
,c
*radius
,0.0))
2160 pz
= pos
+ Vector((0.0,s
*radius
,c
*radius
))
2162 cv_view_verts
+= [ px
, lx
]
2163 cv_view_verts
+= [ py
, ly
]
2164 cv_view_verts
+= [ pz
, lz
]
2166 cv_view_colours
+= [ colour
, colour
, colour
, colour
, colour
, colour
]
2175 # Draw axis alligned sphere at position with radius
2177 def cv_draw_halfsphere( pos
, tx
, ty
, tz
, radius
, colour
):
2179 global cv_view_verts
, cv_view_colours
2181 ly
= pos
+ tz
*radius
2182 lx
= pos
+ ty
*radius
2183 lz
= pos
+ tz
*radius
2185 pi
= 3.14159265358979323846264
2189 t
= ((i
+1.0) * 1.0/16.0) * pi
2193 s1
= math
.sin(t
*2.0)
2194 c1
= math
.cos(t
*2.0)
2196 py
= pos
+ s
*tx
*radius
+ c
*tz
*radius
2197 px
= pos
+ s
*tx
*radius
+ c
*ty
*radius
2198 pz
= pos
+ s1
*ty
*radius
+ c1
*tz
*radius
2200 cv_view_verts
+= [ px
, lx
]
2201 cv_view_verts
+= [ py
, ly
]
2202 cv_view_verts
+= [ pz
, lz
]
2204 cv_view_colours
+= [ colour
, colour
, colour
, colour
, colour
, colour
]
2213 # Draw transformed -1 -> 1 cube
2215 def cv_draw_ucube( transform
, colour
):
2217 global cv_view_verts
, cv_view_colours
2219 a
= Vector((-1,-1,-1))
2223 vs
[0] = transform
@ Vector((a
[0], a
[1], a
[2]))
2224 vs
[1] = transform
@ Vector((a
[0], b
[1], a
[2]))
2225 vs
[2] = transform
@ Vector((b
[0], b
[1], a
[2]))
2226 vs
[3] = transform
@ Vector((b
[0], a
[1], a
[2]))
2227 vs
[4] = transform
@ Vector((a
[0], a
[1], b
[2]))
2228 vs
[5] = transform
@ Vector((a
[0], b
[1], b
[2]))
2229 vs
[6] = transform
@ Vector((b
[0], b
[1], b
[2]))
2230 vs
[7] = transform
@ Vector((b
[0], a
[1], b
[2]))
2232 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
2233 (0,4),(1,5),(2,6),(3,7)]
2239 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
2240 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
2241 cv_view_colours
+= [(0,1,0,1),(0,1,0,1)]
2246 # Draw line with colour
2248 def cv_draw_line( p0
, p1
, colour
):
2250 global cv_view_verts
, cv_view_colours
2252 cv_view_verts
+= [p0
,p1
]
2253 cv_view_colours
+= [colour
, colour
]
2257 # Draw line with colour(s)
2259 def cv_draw_line2( p0
, p1
, c0
, c1
):
2261 global cv_view_verts
, cv_view_colours
2263 cv_view_verts
+= [p0
,p1
]
2264 cv_view_colours
+= [c0
,c1
]
2270 def cv_tangent_basis( n
, tx
, ty
):
2272 if abs( n
[0] ) >= 0.57735027:
2293 # Draw coloured arrow
2295 def cv_draw_arrow( p0
, p1
, c0
):
2297 global cv_view_verts
, cv_view_colours
2303 tx
= Vector((1,0,0))
2304 ty
= Vector((1,0,0))
2305 cv_tangent_basis( n
, tx
, ty
)
2307 cv_view_verts
+= [p0
,p1
, midpt
+(tx
-n
)*0.15,midpt
, midpt
+(-tx
-n
)*0.15,midpt
]
2308 cv_view_colours
+= [c0
,c0
,c0
,c0
,c0
,c0
]
2312 # Drawhandles of a bezier control point
2314 def cv_draw_bhandle( obj
, direction
, colour
):
2316 global cv_view_verts
, cv_view_colours
2319 h0
= obj
.matrix_world
@ Vector((0,direction
,0))
2321 cv_view_verts
+= [p0
]
2322 cv_view_verts
+= [h0
]
2323 cv_view_colours
+= [colour
,colour
]
2327 # Draw a bezier curve (at fixed resolution 10)
2329 def cv_draw_bezier( p0
,h0
,p1
,h1
,c0
,c1
):
2331 global cv_view_verts
, cv_view_colours
2341 p
=ttt
*p1
+(3*tt
-3*ttt
)*h1
+(3*ttt
-6*tt
+3*t
)*h0
+(3*tt
-ttt
-3*t
+1)*p0
2343 cv_view_verts
+= [(last
[0],last
[1],last
[2])]
2344 cv_view_verts
+= [(p
[0],p
[1],p
[2])]
2345 cv_view_colours
+= [c0
*a0
+c1
*(1-a0
),c0
*a0
+c1
*(1-a0
)]
2352 # I think this one extends the handles of the bezier otwards......
2354 def cv_draw_sbpath( o0
,o1
,c0
,c1
,s0
,s1
):
2356 global cv_view_course_i
2358 offs
= ((cv_view_course_i
% 2)*2-1) * cv_view_course_i
* 0.02
2360 p0
= o0
.matrix_world
@ Vector((offs
, 0,0))
2361 h0
= o0
.matrix_world
@ Vector((offs
, s0
,0))
2362 p1
= o1
.matrix_world
@ Vector((offs
, 0,0))
2363 h1
= o1
.matrix_world
@ Vector((offs
,-s1
,0))
2365 cv_draw_bezier( p0
,h0
,p1
,h1
,c0
,c1
)
2369 # Flush the lines buffers. This is called often because god help you if you want
2370 # to do fixed, fast buffers in this catastrophic programming language.
2372 def cv_draw_lines():
2374 global cv_view_shader
, cv_view_verts
, cv_view_colours
2376 if len(cv_view_verts
) < 2:
2379 lines
= batch_for_shader(\
2380 cv_view_shader
, 'LINES', \
2381 { "pos":cv_view_verts
, "color":cv_view_colours
})
2383 lines
.draw( cv_view_shader
)
2386 cv_view_colours
= []
2389 # I dont remember what this does exactly
2391 def cv_draw_bpath( o0
,o1
,c0
,c1
):
2393 cv_draw_sbpath( o0
,o1
,c0
,c1
,1.0,1.0 )
2396 # Semi circle to show the limit. and some lines
2398 def draw_limit( obj
, center
, major
, minor
, amin
, amax
, colour
):
2400 global cv_view_verts
, cv_view_colours
2409 a0
= amin
*(1.0-t0
)+amax
*t0
2410 a1
= amin
*(1.0-t1
)+amax
*t1
2412 p0
= center
+ major
*f
*math
.cos(a0
) + minor
*f
*math
.sin(a0
)
2413 p1
= center
+ major
*f
*math
.cos(a1
) + minor
*f
*math
.sin(a1
)
2415 p0
=obj
.matrix_world
@ p0
2416 p1
=obj
.matrix_world
@ p1
2417 cv_view_verts
+= [p0
,p1
]
2418 cv_view_colours
+= [colour
,colour
]
2422 cv_view_verts
+= [p0
,center
]
2423 cv_view_colours
+= [colour
,colour
]
2427 cv_view_verts
+= [p1
,center
]
2428 cv_view_colours
+= [colour
,colour
]
2432 cv_view_verts
+= [center
+major
*1.2*f
,center
+major
*f
*0.8]
2433 cv_view_colours
+= [colour
,colour
]
2438 # Cone and twist limit
2440 def draw_cone_twist( center
, vx
, vy
, va
):
2442 global cv_view_verts
, cv_view_colours
2443 axis
= vy
.cross( vx
)
2448 cv_view_verts
+= [center
, center
+va
*size
]
2449 cv_view_colours
+= [ (1,1,1,1), (1,1,1,1) ]
2453 t0
= (x
/32) * math
.tau
2454 t1
= ((x
+1)/32) * math
.tau
2461 p0
= center
+ (axis
+ vx
*c0
+ vy
*s0
).normalized() * size
2462 p1
= center
+ (axis
+ vx
*c1
+ vy
*s1
).normalized() * size
2464 col0
= ( abs(c0
), abs(s0
), 0.0, 1.0 )
2465 col1
= ( abs(c1
), abs(s1
), 0.0, 1.0 )
2467 cv_view_verts
+= [center
, p0
, p0
, p1
]
2468 cv_view_colours
+= [ (0,0,0,0), col0
, col0
, col1
]
2474 # Draws constraints and stuff for the skeleton. This isnt documented and wont be
2476 def draw_skeleton_helpers( obj
):
2478 global cv_view_verts
, cv_view_colours
2480 if obj
.data
.pose_position
!= 'REST':
2485 for bone
in obj
.data
.bones
:
2488 a
= Vector((bone
.cv_data
.v0
[0], bone
.cv_data
.v0
[1], bone
.cv_data
.v0
[2]))
2489 b
= Vector((bone
.cv_data
.v1
[0], bone
.cv_data
.v1
[1], bone
.cv_data
.v1
[2]))
2491 if bone
.cv_data
.collider
== 'collider_box':
2495 vs
[0]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+a
[1],c
[2]+a
[2]))
2496 vs
[1]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+b
[1],c
[2]+a
[2]))
2497 vs
[2]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+b
[1],c
[2]+a
[2]))
2498 vs
[3]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+a
[1],c
[2]+a
[2]))
2499 vs
[4]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+a
[1],c
[2]+b
[2]))
2500 vs
[5]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+b
[1],c
[2]+b
[2]))
2501 vs
[6]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+b
[1],c
[2]+b
[2]))
2502 vs
[7]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+a
[1],c
[2]+b
[2]))
2504 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
2505 (0,4),(1,5),(2,6),(3,7)]
2512 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
2513 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
2514 cv_view_colours
+= [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)]
2517 elif bone
.cv_data
.collider
== 'collider_capsule':
2525 if abs(v0
[i
]) > largest
:
2527 largest
= abs(v0
[i
])
2532 v1
= Vector((0,0,0))
2533 v1
[major_axis
] = 1.0
2535 tx
= Vector((0,0,0))
2536 ty
= Vector((0,0,0))
2538 cv_tangent_basis( v1
, tx
, ty
)
2539 r
= (abs(tx
.dot( v0
)) + abs(ty
.dot( v0
))) * 0.25
2540 l
= v0
[ major_axis
] - r
*2
2542 p0
= obj
.matrix_world
@Vector( c
+ (a
+b
)*0.5 + v1
*l
*-0.5 )
2543 p1
= obj
.matrix_world
@Vector( c
+ (a
+b
)*0.5 + v1
*l
* 0.5 )
2545 colour
= [0.2,0.2,0.2,1.0]
2546 colour
[major_axis
] = 0.5
2548 cv_draw_halfsphere( p0
, -v1
, ty
, tx
, r
, colour
)
2549 cv_draw_halfsphere( p1
, v1
, ty
, tx
, r
, colour
)
2550 cv_draw_line( p0
+tx
* r
, p1
+tx
* r
, colour
)
2551 cv_draw_line( p0
+tx
*-r
, p1
+tx
*-r
, colour
)
2552 cv_draw_line( p0
+ty
* r
, p1
+ty
* r
, colour
)
2553 cv_draw_line( p0
+ty
*-r
, p1
+ty
*-r
, colour
)
2560 center
= obj
.matrix_world
@ c
2561 if bone
.cv_data
.con0
:
2563 vx
= Vector([bone
.cv_data
.conevx
[_
] for _
in range(3)])
2564 vy
= Vector([bone
.cv_data
.conevy
[_
] for _
in range(3)])
2565 va
= Vector([bone
.cv_data
.coneva
[_
] for _
in range(3)])
2566 draw_cone_twist( center
, vx
, vy
, va
)
2568 #draw_limit( obj, c, Vector((0,0,1)),Vector((0,-1,0)), \
2569 # bone.cv_data.mins[0], bone.cv_data.maxs[0], \
2571 #draw_limit( obj, c, Vector((0,-1,0)),Vector((1,0,0)), \
2572 # bone.cv_data.mins[1], bone.cv_data.maxs[1], \
2574 #draw_limit( obj, c, Vector((1,0,0)),Vector((0,0,1)), \
2575 # bone.cv_data.mins[2], bone.cv_data.maxs[2], \
2583 global cv_view_shader
2584 global cv_view_verts
2585 global cv_view_colours
2586 global cv_view_course_i
2588 cv_view_course_i
= 0
2590 cv_view_colours
= []
2592 cv_view_shader
.bind()
2593 gpu
.state
.depth_mask_set(False)
2594 gpu
.state
.line_width_set(2.0)
2595 gpu
.state
.face_culling_set('BACK')
2596 gpu
.state
.depth_test_set('LESS')
2597 gpu
.state
.blend_set('NONE')
2599 for obj
in bpy
.context
.collection
.objects
:
2601 if obj
.type == 'ARMATURE':
2603 if obj
.data
.pose_position
== 'REST':
2604 draw_skeleton_helpers( obj
)
2608 classtype
= obj
.cv_data
.classtype
2609 if (classtype
!= 'classtype_none') and (classtype
in globals()):
2611 cl
= globals()[ classtype
]
2613 if getattr( cl
, "draw_scene_helpers", None ):
2615 cl
.draw_scene_helpers( obj
)
2626 # ---------------------------------------------------------------------------- #
2630 # ---------------------------------------------------------------------------- #
2632 # Checks whether this object has a classtype assigned. we can only target other
2634 def cv_poll_target(scene
, obj
):
2636 if obj
== bpy
.context
.active_object
:
2638 if obj
.cv_data
.classtype
== 'classtype_none':
2644 class CV_MESH_SETTINGS(bpy
.types
.PropertyGroup
):
2646 v0
: bpy
.props
.FloatVectorProperty(name
="v0",size
=3)
2647 v1
: bpy
.props
.FloatVectorProperty(name
="v1",size
=3)
2648 v2
: bpy
.props
.FloatVectorProperty(name
="v2",size
=3)
2649 v3
: bpy
.props
.FloatVectorProperty(name
="v3",size
=3)
2652 class CV_LIGHT_SETTINGS(bpy
.types
.PropertyGroup
):
2654 bp0
: bpy
.props
.BoolProperty( name
="bp0" );
2657 class CV_LIGHT_PANEL(bpy
.types
.Panel
):
2659 bl_label
="[Skate Rift]"
2660 bl_idname
="SCENE_PT_cv_light"
2661 bl_space_type
='PROPERTIES'
2662 bl_region_type
='WINDOW'
2665 def draw(_
,context
):
2667 active_object
= context
.active_object
2668 if active_object
== None: return
2670 if active_object
.type != 'LIGHT': return
2672 data
= active_object
.data
.cv_data
2673 _
.layout
.prop( data
, "bp0", text
="Only on during night" )
2677 class CV_OBJ_SETTINGS(bpy
.types
.PropertyGroup
):
2679 uid
: bpy
.props
.IntProperty( name
="" )
2681 strp
: bpy
.props
.StringProperty( name
="strp" )
2682 intp
: bpy
.props
.IntProperty( name
="intp" )
2683 fltp
: bpy
.props
.FloatProperty( name
="fltp" )
2684 bp0
: bpy
.props
.BoolProperty( name
="bp0" )
2685 bp1
: bpy
.props
.BoolProperty( name
="bp1" )
2686 bp2
: bpy
.props
.BoolProperty( name
="bp2" )
2687 bp3
: bpy
.props
.BoolProperty( name
="bp3" )
2689 target
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target", \
2690 poll
=cv_poll_target
)
2691 target1
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target1", \
2692 poll
=cv_poll_target
)
2693 target2
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target2", \
2694 poll
=cv_poll_target
)
2695 target3
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target3", \
2696 poll
=cv_poll_target
)
2698 colour
: bpy
.props
.FloatVectorProperty( name
="colour",subtype
='COLOR',\
2701 classtype
: bpy
.props
.EnumProperty(
2704 ('classtype_none', "classtype_none", "", 0),
2705 ('classtype_gate', "classtype_gate", "", 1),
2706 ('classtype_spawn', "classtype_spawn", "", 3),
2707 ('classtype_water', "classtype_water", "", 4),
2708 ('classtype_route_node', "classtype_route_node", "", 8 ),
2709 ('classtype_route', "classtype_route", "", 9 ),
2710 ('classtype_audio',"classtype_audio","",14),
2711 ('classtype_trigger',"classtype_trigger","",100),
2712 ('classtype_logic_achievement',"classtype_logic_achievement","",101),
2713 ('classtype_logic_relay',"classtype_logic_relay","",102),
2714 ('classtype_spawn_link',"classtype_spawn_link","",150),
2715 ('classtype_nonlocal_gate', "classtype_nonlocal_gate", "", 300)
2719 class CV_BONE_SETTINGS(bpy
.types
.PropertyGroup
):
2721 collider
: bpy
.props
.EnumProperty(
2722 name
="Collider Type",
2724 ('collider_none', "collider_none", "", 0),
2725 ('collider_box', "collider_box", "", 1),
2726 ('collider_capsule', "collider_capsule", "", 2),
2729 v0
: bpy
.props
.FloatVectorProperty(name
="v0",size
=3)
2730 v1
: bpy
.props
.FloatVectorProperty(name
="v1",size
=3)
2732 con0
: bpy
.props
.BoolProperty(name
="Constriant 0",default
=False)
2733 mins
: bpy
.props
.FloatVectorProperty(name
="mins",size
=3)
2734 maxs
: bpy
.props
.FloatVectorProperty(name
="maxs",size
=3)
2736 conevx
: bpy
.props
.FloatVectorProperty(name
="conevx",size
=3)
2737 conevy
: bpy
.props
.FloatVectorProperty(name
="conevy",size
=3)
2738 coneva
: bpy
.props
.FloatVectorProperty(name
="coneva",size
=3)
2739 conet
: bpy
.props
.FloatProperty(name
="conet")
2742 class CV_BONE_PANEL(bpy
.types
.Panel
):
2744 bl_label
="[Skate Rift]"
2745 bl_idname
="SCENE_PT_cv_bone"
2746 bl_space_type
='PROPERTIES'
2747 bl_region_type
='WINDOW'
2750 def draw(_
,context
):
2752 active_object
= context
.active_object
2753 if active_object
== None: return
2755 bone
= active_object
.data
.bones
.active
2756 if bone
== None: return
2758 _
.layout
.prop( bone
.cv_data
, "collider" )
2759 _
.layout
.prop( bone
.cv_data
, "v0" )
2760 _
.layout
.prop( bone
.cv_data
, "v1" )
2762 _
.layout
.label( text
="Angle Limits" )
2763 _
.layout
.prop( bone
.cv_data
, "con0" )
2765 _
.layout
.prop( bone
.cv_data
, "conevx" )
2766 _
.layout
.prop( bone
.cv_data
, "conevy" )
2767 _
.layout
.prop( bone
.cv_data
, "coneva" )
2768 _
.layout
.prop( bone
.cv_data
, "conet" )
2772 class CV_SCENE_SETTINGS(bpy
.types
.PropertyGroup
):
2774 use_hidden
: bpy
.props
.BoolProperty( name
="use hidden", default
=False )
2775 export_dir
: bpy
.props
.StringProperty( name
="Export Dir", subtype
='DIR_PATH' )
2778 class CV_COLLECTION_SETTINGS(bpy
.types
.PropertyGroup
):
2780 pack_textures
: bpy
.props
.BoolProperty( name
="Pack Textures", default
=False )
2781 animations
: bpy
.props
.BoolProperty( name
="Export animation", default
=True)
2784 class CV_MATERIAL_SETTINGS(bpy
.types
.PropertyGroup
):
2786 shader
: bpy
.props
.EnumProperty(
2789 ('standard',"standard","",0),
2790 ('standard_cutout', "standard_cutout", "", 1),
2791 ('terrain_blend', "terrain_blend", "", 2),
2792 ('vertex_blend', "vertex_blend", "", 3),
2793 ('water',"water","",4),
2796 surface_prop
: bpy
.props
.EnumProperty(
2797 name
="Surface Property",
2799 ('concrete','concrete','',0),
2800 ('wood','wood','',1),
2801 ('grass','grass','',2)
2804 collision
: bpy
.props
.BoolProperty( \
2805 name
="Collisions Enabled",\
2807 description
= "Can the player collide with this material"\
2809 skate_surface
: bpy
.props
.BoolProperty( \
2810 name
="Skate Surface", \
2812 description
= "Should the game try to target this surface?" \
2814 grind_surface
: bpy
.props
.BoolProperty( \
2815 name
="Grind Surface", \
2817 description
= "Grind face?" \
2819 grow_grass
: bpy
.props
.BoolProperty( \
2820 name
="Grow Grass", \
2822 description
= "Spawn grass sprites on this surface?" \
2824 blend_offset
: bpy
.props
.FloatVectorProperty( \
2825 name
="Blend Offset", \
2827 default
=Vector((0.5,0.0)),\
2828 description
="When surface is more than 45 degrees, add this vector " +\
2831 sand_colour
: bpy
.props
.FloatVectorProperty( \
2832 name
="Sand Colour",\
2835 default
=Vector((0.79,0.63,0.48)),\
2836 description
="Blend to this colour near the 0 coordinate on UP axis"\
2838 shore_colour
: bpy
.props
.FloatVectorProperty( \
2839 name
="Shore Colour",\
2842 default
=Vector((0.03,0.32,0.61)),\
2843 description
="Water colour at the shoreline"\
2845 ocean_colour
: bpy
.props
.FloatVectorProperty( \
2846 name
="Ocean Colour",\
2849 default
=Vector((0.0,0.006,0.03)),\
2850 description
="Water colour in the deep bits"\
2854 class CV_MATERIAL_PANEL(bpy
.types
.Panel
):
2856 bl_label
="Skate Rift material"
2857 bl_idname
="MATERIAL_PT_cv_material"
2858 bl_space_type
='PROPERTIES'
2859 bl_region_type
='WINDOW'
2860 bl_context
="material"
2862 def draw(_
,context
):
2864 active_object
= bpy
.context
.active_object
2865 if active_object
== None: return
2866 active_mat
= active_object
.active_material
2867 if active_mat
== None: return
2869 info
= material_info( active_mat
)
2871 if 'tex_diffuse' in info
:
2873 _
.layout
.label( icon
='INFO', \
2874 text
=F
"{info['tex_diffuse'].name} will be compiled" )
2877 _
.layout
.prop( active_mat
.cv_data
, "shader" )
2878 _
.layout
.prop( active_mat
.cv_data
, "surface_prop" )
2879 _
.layout
.prop( active_mat
.cv_data
, "collision" )
2881 if active_mat
.cv_data
.collision
:
2882 _
.layout
.prop( active_mat
.cv_data
, "skate_surface" )
2883 _
.layout
.prop( active_mat
.cv_data
, "grind_surface" )
2884 _
.layout
.prop( active_mat
.cv_data
, "grow_grass" )
2886 if active_mat
.cv_data
.shader
== "terrain_blend":
2888 box
= _
.layout
.box()
2889 box
.prop( active_mat
.cv_data
, "blend_offset" )
2890 box
.prop( active_mat
.cv_data
, "sand_colour" )
2892 elif active_mat
.cv_data
.shader
== "vertex_blend":
2894 box
= _
.layout
.box()
2895 box
.label( icon
='INFO', text
="Uses vertex colours, the R channel" )
2896 box
.prop( active_mat
.cv_data
, "blend_offset" )
2898 elif active_mat
.cv_data
.shader
== "water":
2900 box
= _
.layout
.box()
2901 box
.label( icon
='INFO', text
="Depth scale of 16 meters" )
2902 box
.prop( active_mat
.cv_data
, "shore_colour" )
2903 box
.prop( active_mat
.cv_data
, "ocean_colour" )
2908 class CV_OBJ_PANEL(bpy
.types
.Panel
):
2910 bl_label
="Entity Config"
2911 bl_idname
="SCENE_PT_cv_entity"
2912 bl_space_type
='PROPERTIES'
2913 bl_region_type
='WINDOW'
2916 def draw(_
,context
):
2918 active_object
= bpy
.context
.active_object
2919 if active_object
== None: return
2920 if active_object
.type == 'ARMATURE':
2922 row
= _
.layout
.row()
2924 row
.label( text
="This object has the intrinsic classtype of skeleton" )
2928 _
.layout
.prop( active_object
.cv_data
, "classtype" )
2930 classtype
= active_object
.cv_data
.classtype
2932 if (classtype
!= 'classtype_none') and (classtype
in globals()):
2934 cl
= globals()[ classtype
]
2936 if getattr( cl
, "editor_interface", None ):
2938 cl
.editor_interface( _
.layout
, active_object
)
2944 class CV_COMPILE(bpy
.types
.Operator
):
2946 bl_idname
="carve.compile_all"
2947 bl_label
="Compile All"
2949 def execute(_
,context
):
2951 view_layer
= bpy
.context
.view_layer
2952 for col
in view_layer
.layer_collection
.children
["export"].children
:
2953 if not col
.hide_viewport
or bpy
.context
.scene
.cv_data
.use_hidden
:
2954 write_model( col
.name
)
2960 class CV_COMPILE_THIS(bpy
.types
.Operator
):
2962 bl_idname
="carve.compile_this"
2963 bl_label
="Compile This collection"
2965 def execute(_
,context
):
2967 col
= bpy
.context
.collection
2968 write_model( col
.name
)
2974 class CV_INTERFACE(bpy
.types
.Panel
):
2976 bl_idname
= "VIEW3D_PT_carve"
2977 bl_label
= "Skate Rift"
2978 bl_space_type
= 'VIEW_3D'
2979 bl_region_type
= 'UI'
2980 bl_category
= "Skate Rift"
2982 def draw(_
, context
):
2985 layout
.prop( context
.scene
.cv_data
, "export_dir" )
2987 col
= bpy
.context
.collection
2989 found_in_export
= False
2991 view_layer
= bpy
.context
.view_layer
2992 for c1
in view_layer
.layer_collection
.children
["export"].children
:
2994 if not c1
.hide_viewport
or bpy
.context
.scene
.cv_data
.use_hidden
:
2997 if c1
.name
== col
.name
:
2999 found_in_export
= True
3006 box
.label( text
=col
.name
+ ".mdl" )
3007 box
.prop( col
.cv_data
, "pack_textures" )
3008 box
.prop( col
.cv_data
, "animations" )
3009 box
.operator( "carve.compile_this" )
3015 row
.label( text
=col
.name
)
3016 box
.label( text
="This collection is not in the export group" )
3022 split
= row
.split( factor
= 0.3, align
=True )
3023 split
.prop( context
.scene
.cv_data
, "use_hidden", text
="hidden" )
3026 if export_count
== 0:
3028 row1
.operator( "carve.compile_all", \
3029 text
=F
"Compile all ({export_count} collections)" )
3034 classes
= [CV_OBJ_SETTINGS
,CV_OBJ_PANEL
,CV_COMPILE
,CV_INTERFACE
,\
3035 CV_MESH_SETTINGS
, CV_SCENE_SETTINGS
, CV_BONE_SETTINGS
,\
3036 CV_BONE_PANEL
, CV_COLLECTION_SETTINGS
, CV_COMPILE_THIS
,\
3037 CV_MATERIAL_SETTINGS
, CV_MATERIAL_PANEL
, CV_LIGHT_SETTINGS
,\
3042 global cv_view_draw_handler
3045 bpy
.utils
.register_class(c
)
3047 bpy
.types
.Object
.cv_data
= bpy
.props
.PointerProperty(type=CV_OBJ_SETTINGS
)
3048 bpy
.types
.Mesh
.cv_data
= bpy
.props
.PointerProperty(type=CV_MESH_SETTINGS
)
3049 bpy
.types
.Scene
.cv_data
= bpy
.props
.PointerProperty(type=CV_SCENE_SETTINGS
)
3050 bpy
.types
.Bone
.cv_data
= bpy
.props
.PointerProperty(type=CV_BONE_SETTINGS
)
3051 bpy
.types
.Collection
.cv_data
= \
3052 bpy
.props
.PointerProperty(type=CV_COLLECTION_SETTINGS
)
3053 bpy
.types
.Material
.cv_data
= \
3054 bpy
.props
.PointerProperty(type=CV_MATERIAL_SETTINGS
)
3055 bpy
.types
.Light
.cv_data
= bpy
.props
.PointerProperty(type=CV_LIGHT_SETTINGS
)
3057 cv_view_draw_handler
= bpy
.types
.SpaceView3D
.draw_handler_add(\
3058 cv_draw
,(),'WINDOW','POST_VIEW')
3063 global cv_view_draw_handler
3066 bpy
.utils
.unregister_class(c
)
3068 bpy
.types
.SpaceView3D
.draw_handler_remove(cv_view_draw_handler
,'WINDOW')
3071 # ---------------------------------------------------------------------------- #
3075 # ---------------------------------------------------------------------------- #
3077 # Transliteration of: #
3078 # https://github.com/phoboslab/qoi/blob/master/qoi.h #
3080 # Copyright (c) 2021, Dominic Szablewski - https://phoboslab.org #
3081 # SPDX-License-Identifier: MIT #
3082 # QOI - The "Quite OK Image" format for fast, lossless image compression #
3084 # ---------------------------------------------------------------------------- #
3086 class qoi_rgba_t(Structure
):
3089 _fields_
= [("r",c_uint8
),
3095 QOI_OP_INDEX
= 0x00 # 00xxxxxx
3096 QOI_OP_DIFF
= 0x40 # 01xxxxxx
3097 QOI_OP_LUMA
= 0x80 # 10xxxxxx
3098 QOI_OP_RUN
= 0xc0 # 11xxxxxx
3099 QOI_OP_RGB
= 0xfe # 11111110
3100 QOI_OP_RGBA
= 0xff # 11111111
3102 QOI_MASK_2
= 0xc0 # 11000000
3104 def qoi_colour_hash( c
):
3106 return c
.r
*3 + c
.g
*5 + c
.b
*7 + c
.a
*11
3111 return (a
.r
==b
.r
) and (a
.g
==b
.g
) and (a
.b
==b
.b
) and (a
.a
==b
.a
)
3116 return bytearray([ (0xff000000 & v
) >> 24, \
3117 (0x00ff0000 & v
) >> 16, \
3118 (0x0000ff00 & v
) >> 8, \
3122 def qoi_encode( img
):
3126 print(F
" . Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]")
3128 index
= [ qoi_rgba_t() for _
in range(64) ]
3132 data
.extend( bytearray(c_uint32(0x66696f71)) )
3133 data
.extend( qoi_32bit( img
.size
[0] ) )
3134 data
.extend( qoi_32bit( img
.size
[1] ) )
3135 data
.extend( bytearray(c_uint8(4)) )
3136 data
.extend( bytearray(c_uint8(0)) )
3139 px_prev
= qoi_rgba_t()
3140 px_prev
.r
= c_uint8(0)
3141 px_prev
.g
= c_uint8(0)
3142 px_prev
.b
= c_uint8(0)
3143 px_prev
.a
= c_uint8(255)
3151 px_len
= img
.size
[0] * img
.size
[1]
3153 paxels
= [ int(min(max(_
,0),1)*255) for _
in img
.pixels
]
3155 for px_pos
in range( px_len
):
3157 idx
= px_pos
* img
.channels
3160 px
.r
= paxels
[idx
+min(0,nc
)]
3161 px
.g
= paxels
[idx
+min(1,nc
)]
3162 px
.b
= paxels
[idx
+min(2,nc
)]
3163 px
.a
= paxels
[idx
+min(3,nc
)]
3165 if qoi_eq( px
, px_prev
):
3169 if (run
== 62) or (px_pos
== px_len
-1):
3171 data
.extend( bytearray( c_uint8(QOI_OP_RUN |
(run
-1))) )
3179 data
.extend( bytearray( c_uint8(QOI_OP_RUN |
(run
-1))) )
3183 index_pos
= qoi_colour_hash(px
) % 64
3185 if qoi_eq( index
[index_pos
], px
):
3187 data
.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos
)) )
3191 index
[ index_pos
].r
= px
.r
3192 index
[ index_pos
].g
= px
.g
3193 index
[ index_pos
].b
= px
.b
3194 index
[ index_pos
].a
= px
.a
3196 if px
.a
== px_prev
.a
:
3198 vr
= int(px
.r
) - int(px_prev
.r
)
3199 vg
= int(px
.g
) - int(px_prev
.g
)
3200 vb
= int(px
.b
) - int(px_prev
.b
)
3205 if (vr
> -3) and (vr
< 2) and\
3206 (vg
> -3) and (vg
< 2) and\
3207 (vb
> -3) and (vb
< 2):
3209 op
= QOI_OP_DIFF |
(vr
+2) << 4 |
(vg
+2) << 2 |
(vb
+2)
3210 data
.extend( bytearray( c_uint8(op
) ))
3212 elif (vg_r
> -9) and (vg_r
< 8) and\
3213 (vg
> -33) and (vg
< 32 ) and\
3214 (vg_b
> -9) and (vg_b
< 8):
3216 op
= QOI_OP_LUMA |
(vg
+32)
3217 delta
= (vg_r
+8) << 4 |
(vg_b
+ 8)
3218 data
.extend( bytearray( c_uint8(op
) ) )
3219 data
.extend( bytearray( c_uint8(delta
) ))
3223 data
.extend( bytearray( c_uint8(QOI_OP_RGB
) ) )
3224 data
.extend( bytearray( c_uint8(px
.r
) ))
3225 data
.extend( bytearray( c_uint8(px
.g
) ))
3226 data
.extend( bytearray( c_uint8(px
.b
) ))
3231 data
.extend( bytearray( c_uint8(QOI_OP_RGBA
) ) )
3232 data
.extend( bytearray( c_uint8(px
.r
) ))
3233 data
.extend( bytearray( c_uint8(px
.g
) ))
3234 data
.extend( bytearray( c_uint8(px
.b
) ))
3235 data
.extend( bytearray( c_uint8(px
.a
) ))
3248 data
.extend( bytearray( c_uint8(0) ))
3249 data
.extend( bytearray( c_uint8(1) ))
3250 bytearray_align_to( data
, 16, 0 )