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" )
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] )
776 # Purpose: point light
778 class classtype_point_light(Structure
):
781 _fields_
= [("colour",c_float
*4)]
783 def encode_obj(_
, node
, node_def
):
787 data
= node_def
['obj'].data
788 _
.colour
[0] = data
.color
[0]
789 _
.colour
[1] = data
.color
[1]
790 _
.colour
[2] = data
.color
[2]
791 _
.colour
[3] = data
.energy
795 def editor_interface( layout
, obj
):
803 # Purpose: lighting settings for world
805 class classtype_lighting_info(Structure
):
808 _fields_
= [("colours",(c_float
*3)*3),
809 ("directions",(c_float
*2)*3),
810 ("states",c_uint32
*3),
811 ("shadow_spread",c_float
),
812 ("shadow_length",c_float
),
813 ("ambient",c_float
*3)]
815 def encode_obj(_
, node
, node_def
):
823 def editor_interface( layout
, obj
):
829 class classtype_spawn_link(Structure
):
832 _fields_
= [("connections",c_uint32
*4)]
834 def encode_obj(_
, node
,node_def
):
840 def editor_interface( layout
, obj
):
846 def draw_scene_helpers( obj
):
848 global cv_view_verts
, cv_view_colours
852 for obj1
in bpy
.context
.collection
.objects
:
854 if (obj1
.cv_data
.classtype
!= 'classtype_spawn_link') and \
855 (obj1
.cv_data
.classtype
!= 'classtype_spawn') :
858 if (obj1
.location
- obj
.location
).length
< 40.0:
860 cv_draw_line( obj
.location
, obj1
.location
, [1,1,1,1] )
868 cv_draw_sphere( obj
.location
, 20.0, [0.5,0,0.2,0.4] )
872 # ---------------------------------------------------------------------------- #
876 # ---------------------------------------------------------------------------- #
878 # Current encoder state
884 def encoder_init( collection
):
890 # The actual file header
892 'header': mdl_header(),
896 'pack_textures': collection
.cv_data
.pack_textures
,
898 # Compiled data chunks (each can be read optionally by the client)
902 #1---------------------------------
903 'node': [], # Metadata 'chunk'
908 'entdata': bytearray(), # variable width
909 'strings': bytearray(), # .
910 #2---------------------------------
911 'keyframe': [], # Animations
912 #3---------------------------------
913 'vertex': [], # Mesh data
915 #4---------------------------------
916 'pack': bytearray() # Other generic packed data
919 # All objects of the model in their final heirachy
925 # Allows us to reuse definitions
929 'material_cache': {},
933 g_encoder
['header'].identifier
= 0xABCD0000
934 g_encoder
['header'].version
= 1
936 # Add fake NoneID material and texture
938 none_material
= mdl_material()
939 none_material
.pstr_name
= encoder_process_pstr( "" )
940 none_material
.texture_id
= 0
942 none_texture
= mdl_texture()
943 none_texture
.pstr_name
= encoder_process_pstr( "" )
944 none_texture
.pack_offset
= 0
945 none_texture
.pack_length
= 0
947 g_encoder
['data']['material'] += [none_material
]
948 g_encoder
['data']['texture'] += [none_texture
]
950 g_encoder
['data']['pack'].extend( b
'datapack\0\0\0\0\0\0\0\0' )
965 root
.pstr_name
= encoder_process_pstr('')
966 root
.submesh_start
= 0
967 root
.submesh_count
= 0
970 root
.parent
= 0xffffffff
972 g_encoder
['data']['node'] += [root
]
976 # fill with 0x00 until a multiple of align. Returns how many bytes it added
978 def bytearray_align_to( buffer, align
, offset
=0 ):
982 while ((len(buffer)+offset
) % align
) != 0:
984 buffer.extend( b
'\0' )
991 # Add a string to the string buffer except if it already exists there then we
992 # just return its ID.
994 def encoder_process_pstr( s
):
998 cache
= g_encoder
['string_cache']
1003 cache
[s
] = len( g_encoder
['data']['strings'] )
1005 buffer = g_encoder
['data']['strings']
1006 buffer.extend( s
.encode('utf-8') )
1007 buffer.extend( b
'\0' )
1009 bytearray_align_to( buffer, 4 )
1013 def get_texture_resource_name( img
):
1015 return os
.path
.splitext( img
.name
)[0]
1020 def encoder_process_texture( img
):
1027 cache
= g_encoder
['texture_cache']
1028 buffer = g_encoder
['data']['texture']
1029 pack
= g_encoder
['data']['pack']
1031 name
= get_texture_resource_name( img
)
1036 cache
[name
] = len( buffer )
1039 tex
.pstr_name
= encoder_process_pstr( name
)
1041 if g_encoder
['pack_textures']:
1043 tex
.pack_offset
= len( pack
)
1044 pack
.extend( qoi_encode( img
) )
1045 tex
.pack_length
= len( pack
) - tex
.pack_offset
1054 def material_tex_image(v
):
1064 cxr_graph_mapping
= \
1066 # Default shader setup
1073 "image": "tex_diffuse"
1077 "A": material_tex_image("tex_diffuse"),
1078 "B": material_tex_image("tex_decal")
1085 "Color": material_tex_image("tex_normal")
1091 # https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164
1093 def material_info(mat
):
1097 # Using the cv_graph_mapping as a reference, go through the shader
1098 # graph and gather all $props from it.
1100 def _graph_read( node_def
, node
=None, depth
=0 ):
1109 _graph_read
.extracted
= []
1111 for node_idname
in node_def
:
1113 for n
in mat
.node_tree
.nodes
:
1115 if n
.name
== node_idname
:
1117 node_def
= node_def
[node_idname
]
1125 for link
in node_def
:
1127 link_def
= node_def
[link
]
1129 if isinstance( link_def
, dict ):
1132 for x
in node
.inputs
:
1134 if isinstance( x
, bpy
.types
.NodeSocketColor
):
1144 if node_link
and node_link
.is_linked
:
1146 # look for definitions for the connected node type
1148 from_node
= node_link
.links
[0].from_node
1150 node_name
= from_node
.name
.split('.')[0]
1151 if node_name
in link_def
:
1153 from_node_def
= link_def
[ node_name
]
1155 _graph_read( from_node_def
, from_node
, depth
+1 )
1159 # TODO: Make a warning for this?
1163 if "default" in link_def
:
1165 prop
= link_def
['default']
1166 info
[prop
] = node_link
.default_value
1173 info
[prop
] = getattr( node
, link
)
1178 _graph_read( cxr_graph_mapping
)
1182 # Add a material to the material buffer. Returns 0 (None ID) if invalid
1184 def encoder_process_material( mat
):
1191 cache
= g_encoder
['material_cache']
1192 buffer = g_encoder
['data']['material']
1194 if mat
.name
in cache
:
1195 return cache
[mat
.name
]
1197 cache
[mat
.name
] = len( buffer )
1199 dest
= mdl_material()
1200 dest
.pstr_name
= encoder_process_pstr( mat
.name
)
1203 if mat
.cv_data
.collision
:
1205 if mat
.cv_data
.skate_surface
: flags |
= 0x1
1206 if mat
.cv_data
.grind_surface
: flags |
= (0x8|
0x1)
1208 if mat
.cv_data
.grow_grass
: flags |
= 0x4
1211 if mat
.cv_data
.surface_prop
== 'concrete': dest
.surface_prop
= 0
1212 if mat
.cv_data
.surface_prop
== 'wood': dest
.surface_prop
= 1
1213 if mat
.cv_data
.surface_prop
== 'grass': dest
.surface_prop
= 2
1215 if mat
.cv_data
.shader
== 'standard': dest
.shader
= 0
1216 if mat
.cv_data
.shader
== 'standard_cutout': dest
.shader
= 1
1217 if mat
.cv_data
.shader
== 'terrain_blend':
1221 dest
.colour
[0] = pow( mat
.cv_data
.sand_colour
[0], 1.0/2.2 )
1222 dest
.colour
[1] = pow( mat
.cv_data
.sand_colour
[1], 1.0/2.2 )
1223 dest
.colour
[2] = pow( mat
.cv_data
.sand_colour
[2], 1.0/2.2 )
1224 dest
.colour
[3] = 1.0
1226 dest
.colour1
[0] = mat
.cv_data
.blend_offset
[0]
1227 dest
.colour1
[1] = mat
.cv_data
.blend_offset
[1]
1230 if mat
.cv_data
.shader
== 'vertex_blend':
1234 dest
.colour1
[0] = mat
.cv_data
.blend_offset
[0]
1235 dest
.colour1
[1] = mat
.cv_data
.blend_offset
[1]
1238 if mat
.cv_data
.shader
== 'water':
1242 dest
.colour
[0] = pow( mat
.cv_data
.shore_colour
[0], 1.0/2.2 )
1243 dest
.colour
[1] = pow( mat
.cv_data
.shore_colour
[1], 1.0/2.2 )
1244 dest
.colour
[2] = pow( mat
.cv_data
.shore_colour
[2], 1.0/2.2 )
1245 dest
.colour
[3] = 1.0
1246 dest
.colour1
[0] = pow( mat
.cv_data
.ocean_colour
[0], 1.0/2.2 )
1247 dest
.colour1
[1] = pow( mat
.cv_data
.ocean_colour
[1], 1.0/2.2 )
1248 dest
.colour1
[2] = pow( mat
.cv_data
.ocean_colour
[2], 1.0/2.2 )
1249 dest
.colour1
[3] = 1.0
1252 inf
= material_info( mat
)
1254 if mat
.cv_data
.shader
== 'standard' or \
1255 mat
.cv_data
.shader
== 'standard_cutout' or \
1256 mat
.cv_data
.shader
== 'terrain_blend' or \
1257 mat
.cv_data
.shader
== 'vertex_blend':
1259 if 'tex_diffuse' in inf
:
1260 dest
.tex_diffuse
= encoder_process_texture(inf
['tex_diffuse'])
1264 return cache
[mat
.name
]
1267 # Create a tree structure containing all the objects in the collection
1269 def encoder_build_scene_graph( collection
):
1273 print( " creating scene graph" )
1277 graph
= g_encoder
['scene_graph']
1278 graph_lookup
= g_encoder
['graph_lookup']
1281 graph
["children"] = []
1283 graph
["parent"] = None
1288 uid
= g_encoder
['uid_count']
1289 g_encoder
['uid_count'] += 1
1293 for obj
in collection
.all_objects
:
1295 if obj
.parent
: continue
1297 def _extend( p
, n
, d
):
1304 tree
["children"] = []
1310 # Descend into amature
1312 if n
.type == 'ARMATURE':
1314 tree
["bones"] = [None] # None is the root transform
1315 tree
["ik_count"] = 0
1316 tree
["collider_count"] = 0
1317 tree
["compile_animation"] = collection
.cv_data
.animations
1319 # Here also collects some information about constraints, ik and
1320 # counts colliders for the armature.
1322 def _extendb( p
, n
, d
):
1328 btree
["linked_armature"] = tree
1329 btree
["uid"] = _new_uid()
1330 btree
["children"] = []
1333 tree
["bones"] += [n
.name
]
1335 for c
in n
.children
:
1337 _extendb( btree
, c
, d
+1 )
1340 for c
in tree
['obj'].pose
.bones
[n
.name
].constraints
:
1344 btree
["ik_target"] = c
.subtarget
1345 btree
["ik_pole"] = c
.pole_subtarget
1346 tree
["ik_count"] += 1
1350 if n
.cv_data
.collider
!= 'collider_none':
1351 tree
['collider_count'] += 1
1353 btree
['deform'] = n
.use_deform
1354 p
['children'] += [btree
]
1357 for b
in n
.data
.bones
:
1359 _extendb( tree
, b
, d
+1 )
1362 # Recurse into children of this object
1364 for obj1
in n
.children
:
1366 for c1
in obj1
.users_collection
:
1368 if c1
== collection
:
1370 _extend( tree
, obj1
, d
+1 )
1376 p
["children"] += [tree
]
1377 graph_lookup
[n
] = tree
1381 _extend( graph
, obj
, 1 )
1387 # Kind of a useless thing i made but it looks cool and adds complexity!!1
1389 def encoder_graph_iterator( root
):
1391 for c
in root
['children']:
1394 yield from encoder_graph_iterator(c
)
1399 # Push a vertex into the model file, or return a cached index (c_uint32)
1401 def encoder_vertex_push( vertex_reference
, co
,norm
,uv
,colour
,groups
,weights
):
1404 buffer = g_encoder
['data']['vertex']
1407 m
= float(10**TOLERENCE
)
1409 # Would be nice to know if this can be done faster than it currently runs,
1412 key
= (int(co
[0]*m
+0.5),
1420 colour
[0], # these guys are already quantized
1433 if key
in vertex_reference
:
1434 return vertex_reference
[key
]
1437 index
= c_uint32( len(vertex_reference
) )
1438 vertex_reference
[key
] = index
1446 v
.norm
[2] = -norm
[1]
1449 v
.colour
[0] = colour
[0]
1450 v
.colour
[1] = colour
[1]
1451 v
.colour
[2] = colour
[2]
1452 v
.colour
[3] = colour
[3]
1453 v
.weights
[0] = weights
[0]
1454 v
.weights
[1] = weights
[1]
1455 v
.weights
[2] = weights
[2]
1456 v
.weights
[3] = weights
[3]
1457 v
.groups
[0] = groups
[0]
1458 v
.groups
[1] = groups
[1]
1459 v
.groups
[2] = groups
[2]
1460 v
.groups
[3] = groups
[3]
1468 # Compile a mesh (or use one from the cache) onto node, based on node_def
1471 def encoder_compile_mesh( node
, node_def
):
1475 graph
= g_encoder
['scene_graph']
1476 graph_lookup
= g_encoder
['graph_lookup']
1477 mesh_cache
= g_encoder
['mesh_cache']
1478 obj
= node_def
['obj']
1480 can_use_cache
= True
1482 # Check for modifiers that typically change the data per-instance
1483 # there is no well defined rule for the choices here, its just what i've
1484 # needed while producing the game.
1486 # It may be possible to detect these cases automatically.
1488 for mod
in obj
.modifiers
:
1490 if mod
.type == 'DATA_TRANSFER' or mod
.type == 'SHRINKWRAP' or \
1491 mod
.type == 'BOOLEAN' or mod
.type == 'CURVE' or \
1492 mod
.type == 'ARRAY':
1494 can_use_cache
= False
1497 if mod
.type == 'ARMATURE':
1498 armature_def
= graph_lookup
[mod
.object]
1500 # Check the cache first
1502 if can_use_cache
and (obj
.data
.name
in mesh_cache
):
1504 ref
= mesh_cache
[obj
.data
.name
]
1505 node
.submesh_start
= ref
.submesh_start
1506 node
.submesh_count
= ref
.submesh_count
1510 # Compile a whole new mesh
1512 node
.submesh_start
= len( g_encoder
['data']['submesh'] )
1513 node
.submesh_count
= 0
1515 dgraph
= bpy
.context
.evaluated_depsgraph_get()
1516 data
= obj
.evaluated_get(dgraph
).data
1517 data
.calc_loop_triangles()
1518 data
.calc_normals_split()
1520 # Mesh is split into submeshes based on their material
1522 mat_list
= data
.materials
if len(data
.materials
) > 0 else [None]
1523 for material_id
, mat
in enumerate(mat_list
):
1528 sm
.indice_start
= len( g_encoder
['data']['indice'] )
1529 sm
.vertex_start
= len( g_encoder
['data']['vertex'] )
1532 sm
.material_id
= encoder_process_material( mat
)
1536 sm
.bbx
[0][i
] = 999999
1537 sm
.bbx
[1][i
] = -999999
1540 # Keep a reference to very very very similar vertices
1542 vertex_reference
= {}
1544 # Write the vertex / indice data
1546 for tri_index
, tri
in enumerate(data
.loop_triangles
):
1548 if tri
.material_index
!= material_id
:
1553 vert
= data
.vertices
[tri
.vertices
[j
]]
1555 vi
= data
.loops
[li
].vertex_index
1557 # Gather vertex information
1560 norm
= data
.loops
[li
].normal
1562 colour
= (255,255,255,255)
1569 uv
= data
.uv_layers
.active
.data
[li
].uv
1573 if data
.vertex_colors
:
1575 colour
= data
.vertex_colors
.active
.data
[li
].color
1576 colour
= (int(colour
[0]*255.0),\
1577 int(colour
[1]*255.0),\
1578 int(colour
[2]*255.0),\
1579 int(colour
[3]*255.0))
1582 # Weight groups: truncates to the 3 with the most influence. The
1583 # fourth bone ID is never used by the shader so it is
1588 src_groups
= [_
for _
in data
.vertices
[vi
].groups \
1589 if obj
.vertex_groups
[_
.group
].name
in \
1590 armature_def
['bones']]
1592 weight_groups
= sorted( src_groups
, key
= \
1593 lambda a
: a
.weight
, reverse
=True )
1597 if len(weight_groups
) > ml
:
1599 g
= weight_groups
[ml
]
1600 name
= obj
.vertex_groups
[g
.group
].name
1603 weights
[ml
] = weight
1604 groups
[ml
] = armature_def
['bones'].index(name
)
1609 if len(weight_groups
) > 0:
1611 inv_norm
= (1.0/tot
) * 65535.0
1614 weights
[ml
] = int( weights
[ml
] * inv_norm
)
1615 weights
[ml
] = min( weights
[ml
], 65535 )
1616 weights
[ml
] = max( weights
[ml
], 0 )
1622 li1
= tri
.loops
[(j
+1)%3]
1623 vi1
= data
.loops
[li1
].vertex_index
1624 e0
= data
.edges
[ data
.loops
[li
].edge_index
]
1626 if e0
.use_freestyle_mark
and \
1627 ((e0
.vertices
[0] == vi
and e0
.vertices
[1] == vi1
) or \
1628 (e0
.vertices
[0] == vi1
and e0
.vertices
[1] == vi
)):
1634 # Add vertex and expand bound box
1636 index
= encoder_vertex_push( vertex_reference
, co
, \
1642 g_encoder
['data']['indice'] += [index
]
1646 # How many unique verts did we add in total
1648 sm
.vertex_count
= len(g_encoder
['data']['vertex']) - sm
.vertex_start
1649 sm
.indice_count
= len(g_encoder
['data']['indice']) - sm
.indice_start
1651 # Make sure bounding box isn't -inf -> inf if no vertices
1653 if sm
.vertex_count
== 0:
1659 for j
in range(sm
.vertex_count
):
1661 vert
= g_encoder
['data']['vertex'][ sm
.vertex_start
+ j
]
1665 sm
.bbx
[0][i
] = min( sm
.bbx
[0][i
], vert
.co
[i
] )
1666 sm
.bbx
[1][i
] = max( sm
.bbx
[1][i
], vert
.co
[i
] )
1671 # Add submesh to encoder
1673 g_encoder
['data']['submesh'] += [sm
]
1674 node
.submesh_count
+= 1
1678 # Save a reference to this node since we want to reuse the submesh indices
1680 g_encoder
['mesh_cache'][obj
.data
.name
] = node
1684 def encoder_compile_ent_as( name
, node
, node_def
):
1688 if name
== 'classtype_none':
1694 elif name
not in globals():
1696 print( "Classtype '" +name
+ "' is unknown!" )
1700 buffer = g_encoder
['data']['entdata']
1701 node
.offset
= len(buffer)
1703 cl
= globals()[ name
]
1705 inst
.encode_obj( node
, node_def
)
1707 buffer.extend( bytearray(inst
) )
1708 bytearray_align_to( buffer, 4 )
1711 # Compiles animation data into model and gives us some extra node_def entries
1713 def encoder_compile_armature( node
, node_def
):
1717 entdata
= g_encoder
['data']['entdata']
1718 animdata
= g_encoder
['data']['anim']
1719 keyframedata
= g_encoder
['data']['keyframe']
1720 mesh_cache
= g_encoder
['mesh_cache']
1721 obj
= node_def
['obj']
1722 bones
= node_def
['bones']
1725 node_def
['anim_start'] = len(animdata
)
1726 node_def
['anim_count'] = 0
1728 if not node_def
['compile_animation']:
1735 if obj
.animation_data
:
1737 # So we can restore later
1739 previous_frame
= bpy
.context
.scene
.frame_current
1740 previous_action
= obj
.animation_data
.action
1741 POSE_OR_REST_CACHE
= obj
.data
.pose_position
1742 obj
.data
.pose_position
= 'POSE'
1744 for NLALayer
in obj
.animation_data
.nla_tracks
:
1746 for NLAStrip
in NLALayer
.strips
:
1750 for a
in bpy
.data
.actions
:
1752 if a
.name
== NLAStrip
.name
:
1754 obj
.animation_data
.action
= a
1759 # Clip to NLA settings
1761 anim_start
= int(NLAStrip
.action_frame_start
)
1762 anim_end
= int(NLAStrip
.action_frame_end
)
1766 anim
= mdl_animation()
1767 anim
.pstr_name
= encoder_process_pstr( NLAStrip
.action
.name
)
1769 anim
.offset
= len(keyframedata
)
1770 anim
.length
= anim_end
-anim_start
1772 # Export the keyframes
1773 for frame
in range(anim_start
,anim_end
):
1775 bpy
.context
.scene
.frame_set(frame
)
1777 for bone_name
in bones
:
1779 for pb
in obj
.pose
.bones
:
1781 if pb
.name
!= bone_name
: continue
1783 rb
= obj
.data
.bones
[ bone_name
]
1785 # relative bone matrix
1786 if rb
.parent
is not None:
1788 offset_mtx
= rb
.parent
.matrix_local
1789 offset_mtx
= offset_mtx
.inverted_safe() @ \
1792 inv_parent
= pb
.parent
.matrix
@ offset_mtx
1793 inv_parent
.invert_safe()
1794 fpm
= inv_parent
@ pb
.matrix
1798 bone_mtx
= rb
.matrix
.to_4x4()
1799 local_inv
= rb
.matrix_local
.inverted_safe()
1800 fpm
= bone_mtx
@ local_inv
@ pb
.matrix
1803 loc
, rot
, sca
= fpm
.decompose()
1806 final_pos
= Vector(( loc
[0], loc
[2], -loc
[1] ))
1809 lc_m
= pb
.matrix_channel
.to_3x3()
1810 if pb
.parent
is not None:
1812 smtx
= pb
.parent
.matrix_channel
.to_3x3()
1813 lc_m
= smtx
.inverted() @ lc_m
1815 rq
= lc_m
.to_quaternion()
1818 kf
.co
[0] = final_pos
[0]
1819 kf
.co
[1] = final_pos
[1]
1820 kf
.co
[2] = final_pos
[2]
1832 keyframedata
+= [kf
]
1838 # Add to animation buffer
1841 node_def
['anim_count'] += 1
1845 status_name
= F
" " + " |"*(node_def
['depth']-1)
1846 print( F
"{status_name} | *anim: {NLAStrip.action.name}" )
1850 # Restore context to how it was before
1852 bpy
.context
.scene
.frame_set( previous_frame
)
1853 obj
.animation_data
.action
= previous_action
1854 obj
.data
.pose_position
= POSE_OR_REST_CACHE
1858 # We are trying to compile this node_def
1860 def encoder_process_definition( node_def
):
1864 # data sources for object/bone are taken differently
1866 if 'obj' in node_def
:
1868 obj
= node_def
['obj']
1870 obj_co
= obj
.location
1872 if obj_type
== 'ARMATURE':
1873 obj_classtype
= 'classtype_skeleton'
1874 elif obj_type
== 'LIGHT':
1876 if obj
.data
.type == 'POINT':
1877 obj_classtype
= 'classtype_point_light'
1881 obj_classtype
= obj
.cv_data
.classtype
1883 # Check for armature deform
1885 for mod
in obj
.modifiers
:
1887 if mod
.type == 'ARMATURE':
1889 obj_classtype
= 'classtype_skin'
1891 # Make sure to freeze armature in rest while we collect
1892 # vertex information
1894 armature_def
= g_encoder
['graph_lookup'][mod
.object]
1895 POSE_OR_REST_CACHE
= armature_def
['obj'].data
.pose_position
1896 armature_def
['obj'].data
.pose_position
= 'REST'
1897 node_def
['linked_armature'] = armature_def
1904 elif 'bone' in node_def
:
1906 obj
= node_def
['bone']
1908 obj_co
= obj
.head_local
1909 obj_classtype
= 'classtype_bone'
1915 node
.pstr_name
= encoder_process_pstr( obj
.name
)
1917 if node_def
["parent"]:
1918 node
.parent
= node_def
["parent"]["uid"]
1922 node
.co
[0] = obj_co
[0]
1923 node
.co
[1] = obj_co
[2]
1924 node
.co
[2] = -obj_co
[1]
1926 # Convert rotation quat to our space type
1928 quat
= obj
.matrix_local
.to_quaternion()
1931 node
.q
[2] = -quat
[2]
1934 # Bone scale is just a vector to the tail
1936 if obj_type
== 'BONE':
1938 node
.s
[0] = obj
.tail_local
[0] - node
.co
[0]
1939 node
.s
[1] = obj
.tail_local
[2] - node
.co
[1]
1940 node
.s
[2] = -obj
.tail_local
[1] - node
.co
[2]
1944 node
.s
[0] = obj
.scale
[0]
1945 node
.s
[1] = obj
.scale
[2]
1946 node
.s
[2] = obj
.scale
[1]
1951 tot_uid
= g_encoder
['uid_count']-1
1952 obj_uid
= node_def
['uid']
1953 obj_depth
= node_def
['depth']-1
1955 status_id
= F
" [{obj_uid: 3}/{tot_uid}]" + " |"*obj_depth
1956 status_name
= status_id
+ F
" L {obj.name}"
1958 if obj_classtype
!= 'classtype_none': status_type
= obj_classtype
1959 else: status_type
= obj_type
1961 status_parent
= F
"{node.parent: 3}"
1964 if obj_classtype
== 'classtype_skin':
1965 status_armref
= F
" [armature -> {armature_def['obj'].cv_data.uid}]"
1967 print(F
"{status_name:<32} {status_type:<22} {status_parent} {status_armref}")
1969 # Process mesh if needed
1971 if obj_type
== 'MESH':
1973 encoder_compile_mesh( node
, node_def
)
1975 elif obj_type
== 'ARMATURE':
1977 encoder_compile_armature( node
, node_def
)
1980 encoder_compile_ent_as( obj_classtype
, node
, node_def
)
1982 # Make sure to reset the armature we just mucked about with
1984 if obj_classtype
== 'classtype_skin':
1985 armature_def
['obj'].data
.pose_position
= POSE_OR_REST_CACHE
1987 g_encoder
['data']['node'] += [node
]
1990 # The post processing step or the pre processing to the writing step
1992 def encoder_write_to_file( path
):
1996 # Compile down to a byte array
1998 header
= g_encoder
['header']
1999 file_pos
= sizeof(header
)
2000 file_data
= bytearray()
2001 print( " Compositing data arrays" )
2003 for array_name
in g_encoder
['data']:
2005 file_pos
+= bytearray_align_to( file_data
, 16, sizeof(header
) )
2006 arr
= g_encoder
['data'][array_name
]
2008 setattr( header
, array_name
+ "_offset", file_pos
)
2010 print( F
" {array_name:<16} @{file_pos:> 8X}[{len(arr)}]" )
2012 if isinstance( arr
, bytearray
):
2014 setattr( header
, array_name
+ "_size", len(arr
) )
2016 file_data
.extend( arr
)
2017 file_pos
+= len(arr
)
2021 setattr( header
, array_name
+ "_count", len(arr
) )
2025 bbytes
= bytearray(item
)
2026 file_data
.extend( bbytes
)
2027 file_pos
+= sizeof(item
)
2032 # This imperitive for this field to be santized in the future!
2034 header
.file_length
= file_pos
2036 print( " Writing file" )
2037 # Write header and data chunk to file
2039 fp
= open( path
, "wb" )
2040 fp
.write( bytearray( header
) )
2041 fp
.write( file_data
)
2045 # Main compiler, uses string as the identifier for the collection
2047 def write_model(collection_name
):
2050 print( F
"Model graph | Create mode '{collection_name}'" )
2051 folder
= bpy
.path
.abspath(bpy
.context
.scene
.cv_data
.export_dir
)
2052 path
= F
"{folder}{collection_name}.mdl"
2055 collection
= bpy
.data
.collections
[collection_name
]
2057 encoder_init( collection
)
2058 encoder_build_scene_graph( collection
)
2062 print( " Comping objects" )
2063 it
= encoder_graph_iterator( g_encoder
['scene_graph'] )
2065 encoder_process_definition( node_def
)
2069 encoder_write_to_file( path
)
2071 print( F
"Completed {collection_name}.mdl" )
2074 # ---------------------------------------------------------------------------- #
2078 # ---------------------------------------------------------------------------- #
2080 cv_view_draw_handler
= None
2081 cv_view_shader
= gpu
.shader
.from_builtin('3D_SMOOTH_COLOR')
2083 cv_view_colours
= []
2084 cv_view_course_i
= 0
2086 # Draw axis alligned sphere at position with radius
2088 def cv_draw_sphere( pos
, radius
, colour
):
2090 global cv_view_verts
, cv_view_colours
2092 ly
= pos
+ Vector((0,0,radius
))
2093 lx
= pos
+ Vector((0,radius
,0))
2094 lz
= pos
+ Vector((0,0,radius
))
2096 pi
= 3.14159265358979323846264
2100 t
= ((i
+1.0) * 1.0/16.0) * pi
* 2.0
2104 py
= pos
+ Vector((s
*radius
,0.0,c
*radius
))
2105 px
= pos
+ Vector((s
*radius
,c
*radius
,0.0))
2106 pz
= pos
+ Vector((0.0,s
*radius
,c
*radius
))
2108 cv_view_verts
+= [ px
, lx
]
2109 cv_view_verts
+= [ py
, ly
]
2110 cv_view_verts
+= [ pz
, lz
]
2112 cv_view_colours
+= [ colour
, colour
, colour
, colour
, colour
, colour
]
2121 # Draw axis alligned sphere at position with radius
2123 def cv_draw_halfsphere( pos
, tx
, ty
, tz
, radius
, colour
):
2125 global cv_view_verts
, cv_view_colours
2127 ly
= pos
+ tz
*radius
2128 lx
= pos
+ ty
*radius
2129 lz
= pos
+ tz
*radius
2131 pi
= 3.14159265358979323846264
2135 t
= ((i
+1.0) * 1.0/16.0) * pi
2139 s1
= math
.sin(t
*2.0)
2140 c1
= math
.cos(t
*2.0)
2142 py
= pos
+ s
*tx
*radius
+ c
*tz
*radius
2143 px
= pos
+ s
*tx
*radius
+ c
*ty
*radius
2144 pz
= pos
+ s1
*ty
*radius
+ c1
*tz
*radius
2146 cv_view_verts
+= [ px
, lx
]
2147 cv_view_verts
+= [ py
, ly
]
2148 cv_view_verts
+= [ pz
, lz
]
2150 cv_view_colours
+= [ colour
, colour
, colour
, colour
, colour
, colour
]
2159 # Draw transformed -1 -> 1 cube
2161 def cv_draw_ucube( transform
, colour
):
2163 global cv_view_verts
, cv_view_colours
2165 a
= Vector((-1,-1,-1))
2169 vs
[0] = transform
@ Vector((a
[0], a
[1], a
[2]))
2170 vs
[1] = transform
@ Vector((a
[0], b
[1], a
[2]))
2171 vs
[2] = transform
@ Vector((b
[0], b
[1], a
[2]))
2172 vs
[3] = transform
@ Vector((b
[0], a
[1], a
[2]))
2173 vs
[4] = transform
@ Vector((a
[0], a
[1], b
[2]))
2174 vs
[5] = transform
@ Vector((a
[0], b
[1], b
[2]))
2175 vs
[6] = transform
@ Vector((b
[0], b
[1], b
[2]))
2176 vs
[7] = transform
@ Vector((b
[0], a
[1], b
[2]))
2178 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
2179 (0,4),(1,5),(2,6),(3,7)]
2185 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
2186 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
2187 cv_view_colours
+= [(0,1,0,1),(0,1,0,1)]
2192 # Draw line with colour
2194 def cv_draw_line( p0
, p1
, colour
):
2196 global cv_view_verts
, cv_view_colours
2198 cv_view_verts
+= [p0
,p1
]
2199 cv_view_colours
+= [colour
, colour
]
2203 # Draw line with colour(s)
2205 def cv_draw_line2( p0
, p1
, c0
, c1
):
2207 global cv_view_verts
, cv_view_colours
2209 cv_view_verts
+= [p0
,p1
]
2210 cv_view_colours
+= [c0
,c1
]
2216 def cv_tangent_basis( n
, tx
, ty
):
2218 if abs( n
[0] ) >= 0.57735027:
2239 # Draw coloured arrow
2241 def cv_draw_arrow( p0
, p1
, c0
):
2243 global cv_view_verts
, cv_view_colours
2249 tx
= Vector((1,0,0))
2250 ty
= Vector((1,0,0))
2251 cv_tangent_basis( n
, tx
, ty
)
2253 cv_view_verts
+= [p0
,p1
, midpt
+(tx
-n
)*0.15,midpt
, midpt
+(-tx
-n
)*0.15,midpt
]
2254 cv_view_colours
+= [c0
,c0
,c0
,c0
,c0
,c0
]
2258 # Drawhandles of a bezier control point
2260 def cv_draw_bhandle( obj
, direction
, colour
):
2262 global cv_view_verts
, cv_view_colours
2265 h0
= obj
.matrix_world
@ Vector((0,direction
,0))
2267 cv_view_verts
+= [p0
]
2268 cv_view_verts
+= [h0
]
2269 cv_view_colours
+= [colour
,colour
]
2273 # Draw a bezier curve (at fixed resolution 10)
2275 def cv_draw_bezier( p0
,h0
,p1
,h1
,c0
,c1
):
2277 global cv_view_verts
, cv_view_colours
2287 p
=ttt
*p1
+(3*tt
-3*ttt
)*h1
+(3*ttt
-6*tt
+3*t
)*h0
+(3*tt
-ttt
-3*t
+1)*p0
2289 cv_view_verts
+= [(last
[0],last
[1],last
[2])]
2290 cv_view_verts
+= [(p
[0],p
[1],p
[2])]
2291 cv_view_colours
+= [c0
*a0
+c1
*(1-a0
),c0
*a0
+c1
*(1-a0
)]
2298 # I think this one extends the handles of the bezier otwards......
2300 def cv_draw_sbpath( o0
,o1
,c0
,c1
,s0
,s1
):
2302 global cv_view_course_i
2304 offs
= ((cv_view_course_i
% 2)*2-1) * cv_view_course_i
* 0.02
2306 p0
= o0
.matrix_world
@ Vector((offs
, 0,0))
2307 h0
= o0
.matrix_world
@ Vector((offs
, s0
,0))
2308 p1
= o1
.matrix_world
@ Vector((offs
, 0,0))
2309 h1
= o1
.matrix_world
@ Vector((offs
,-s1
,0))
2311 cv_draw_bezier( p0
,h0
,p1
,h1
,c0
,c1
)
2315 # Flush the lines buffers. This is called often because god help you if you want
2316 # to do fixed, fast buffers in this catastrophic programming language.
2318 def cv_draw_lines():
2320 global cv_view_shader
, cv_view_verts
, cv_view_colours
2322 if len(cv_view_verts
) < 2:
2325 lines
= batch_for_shader(\
2326 cv_view_shader
, 'LINES', \
2327 { "pos":cv_view_verts
, "color":cv_view_colours
})
2329 lines
.draw( cv_view_shader
)
2332 cv_view_colours
= []
2335 # I dont remember what this does exactly
2337 def cv_draw_bpath( o0
,o1
,c0
,c1
):
2339 cv_draw_sbpath( o0
,o1
,c0
,c1
,1.0,1.0 )
2342 # Semi circle to show the limit. and some lines
2344 def draw_limit( obj
, center
, major
, minor
, amin
, amax
, colour
):
2346 global cv_view_verts
, cv_view_colours
2355 a0
= amin
*(1.0-t0
)+amax
*t0
2356 a1
= amin
*(1.0-t1
)+amax
*t1
2358 p0
= center
+ major
*f
*math
.cos(a0
) + minor
*f
*math
.sin(a0
)
2359 p1
= center
+ major
*f
*math
.cos(a1
) + minor
*f
*math
.sin(a1
)
2361 p0
=obj
.matrix_world
@ p0
2362 p1
=obj
.matrix_world
@ p1
2363 cv_view_verts
+= [p0
,p1
]
2364 cv_view_colours
+= [colour
,colour
]
2368 cv_view_verts
+= [p0
,center
]
2369 cv_view_colours
+= [colour
,colour
]
2373 cv_view_verts
+= [p1
,center
]
2374 cv_view_colours
+= [colour
,colour
]
2378 cv_view_verts
+= [center
+major
*1.2*f
,center
+major
*f
*0.8]
2379 cv_view_colours
+= [colour
,colour
]
2384 # Cone and twist limit
2386 def draw_cone_twist( center
, vx
, vy
, va
):
2388 global cv_view_verts
, cv_view_colours
2389 axis
= vy
.cross( vx
)
2394 cv_view_verts
+= [center
, center
+va
*size
]
2395 cv_view_colours
+= [ (1,1,1,1), (1,1,1,1) ]
2399 t0
= (x
/32) * math
.tau
2400 t1
= ((x
+1)/32) * math
.tau
2407 p0
= center
+ (axis
+ vx
*c0
+ vy
*s0
).normalized() * size
2408 p1
= center
+ (axis
+ vx
*c1
+ vy
*s1
).normalized() * size
2410 col0
= ( abs(c0
), abs(s0
), 0.0, 1.0 )
2411 col1
= ( abs(c1
), abs(s1
), 0.0, 1.0 )
2413 cv_view_verts
+= [center
, p0
, p0
, p1
]
2414 cv_view_colours
+= [ (0,0,0,0), col0
, col0
, col1
]
2420 # Draws constraints and stuff for the skeleton. This isnt documented and wont be
2422 def draw_skeleton_helpers( obj
):
2424 global cv_view_verts
, cv_view_colours
2426 if obj
.data
.pose_position
!= 'REST':
2431 for bone
in obj
.data
.bones
:
2434 a
= Vector((bone
.cv_data
.v0
[0], bone
.cv_data
.v0
[1], bone
.cv_data
.v0
[2]))
2435 b
= Vector((bone
.cv_data
.v1
[0], bone
.cv_data
.v1
[1], bone
.cv_data
.v1
[2]))
2437 if bone
.cv_data
.collider
== 'collider_box':
2441 vs
[0]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+a
[1],c
[2]+a
[2]))
2442 vs
[1]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+b
[1],c
[2]+a
[2]))
2443 vs
[2]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+b
[1],c
[2]+a
[2]))
2444 vs
[3]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+a
[1],c
[2]+a
[2]))
2445 vs
[4]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+a
[1],c
[2]+b
[2]))
2446 vs
[5]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+b
[1],c
[2]+b
[2]))
2447 vs
[6]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+b
[1],c
[2]+b
[2]))
2448 vs
[7]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+a
[1],c
[2]+b
[2]))
2450 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
2451 (0,4),(1,5),(2,6),(3,7)]
2458 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
2459 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
2460 cv_view_colours
+= [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)]
2463 elif bone
.cv_data
.collider
== 'collider_capsule':
2471 if abs(v0
[i
]) > largest
:
2473 largest
= abs(v0
[i
])
2478 v1
= Vector((0,0,0))
2479 v1
[major_axis
] = 1.0
2481 tx
= Vector((0,0,0))
2482 ty
= Vector((0,0,0))
2484 cv_tangent_basis( v1
, tx
, ty
)
2485 r
= (abs(tx
.dot( v0
)) + abs(ty
.dot( v0
))) * 0.25
2486 l
= v0
[ major_axis
] - r
*2
2488 p0
= obj
.matrix_world
@Vector( c
+ (a
+b
)*0.5 + v1
*l
*-0.5 )
2489 p1
= obj
.matrix_world
@Vector( c
+ (a
+b
)*0.5 + v1
*l
* 0.5 )
2491 colour
= [0.2,0.2,0.2,1.0]
2492 colour
[major_axis
] = 0.5
2494 cv_draw_halfsphere( p0
, -v1
, ty
, tx
, r
, colour
)
2495 cv_draw_halfsphere( p1
, v1
, ty
, tx
, r
, colour
)
2496 cv_draw_line( p0
+tx
* r
, p1
+tx
* r
, colour
)
2497 cv_draw_line( p0
+tx
*-r
, p1
+tx
*-r
, colour
)
2498 cv_draw_line( p0
+ty
* r
, p1
+ty
* r
, colour
)
2499 cv_draw_line( p0
+ty
*-r
, p1
+ty
*-r
, colour
)
2506 center
= obj
.matrix_world
@ c
2507 if bone
.cv_data
.con0
:
2509 vx
= Vector([bone
.cv_data
.conevx
[_
] for _
in range(3)])
2510 vy
= Vector([bone
.cv_data
.conevy
[_
] for _
in range(3)])
2511 va
= Vector([bone
.cv_data
.coneva
[_
] for _
in range(3)])
2512 draw_cone_twist( center
, vx
, vy
, va
)
2514 #draw_limit( obj, c, Vector((0,0,1)),Vector((0,-1,0)), \
2515 # bone.cv_data.mins[0], bone.cv_data.maxs[0], \
2517 #draw_limit( obj, c, Vector((0,-1,0)),Vector((1,0,0)), \
2518 # bone.cv_data.mins[1], bone.cv_data.maxs[1], \
2520 #draw_limit( obj, c, Vector((1,0,0)),Vector((0,0,1)), \
2521 # bone.cv_data.mins[2], bone.cv_data.maxs[2], \
2529 global cv_view_shader
2530 global cv_view_verts
2531 global cv_view_colours
2532 global cv_view_course_i
2534 cv_view_course_i
= 0
2536 cv_view_colours
= []
2538 cv_view_shader
.bind()
2539 gpu
.state
.depth_mask_set(False)
2540 gpu
.state
.line_width_set(2.0)
2541 gpu
.state
.face_culling_set('BACK')
2542 gpu
.state
.depth_test_set('LESS')
2543 gpu
.state
.blend_set('NONE')
2545 for obj
in bpy
.context
.collection
.objects
:
2547 if obj
.type == 'ARMATURE':
2549 if obj
.data
.pose_position
== 'REST':
2550 draw_skeleton_helpers( obj
)
2554 classtype
= obj
.cv_data
.classtype
2555 if (classtype
!= 'classtype_none') and (classtype
in globals()):
2557 cl
= globals()[ classtype
]
2559 if getattr( cl
, "draw_scene_helpers", None ):
2561 cl
.draw_scene_helpers( obj
)
2572 # ---------------------------------------------------------------------------- #
2576 # ---------------------------------------------------------------------------- #
2578 # Checks whether this object has a classtype assigned. we can only target other
2580 def cv_poll_target(scene
, obj
):
2582 if obj
== bpy
.context
.active_object
:
2584 if obj
.cv_data
.classtype
== 'classtype_none':
2590 class CV_MESH_SETTINGS(bpy
.types
.PropertyGroup
):
2592 v0
: bpy
.props
.FloatVectorProperty(name
="v0",size
=3)
2593 v1
: bpy
.props
.FloatVectorProperty(name
="v1",size
=3)
2594 v2
: bpy
.props
.FloatVectorProperty(name
="v2",size
=3)
2595 v3
: bpy
.props
.FloatVectorProperty(name
="v3",size
=3)
2598 class CV_OBJ_SETTINGS(bpy
.types
.PropertyGroup
):
2600 uid
: bpy
.props
.IntProperty( name
="" )
2602 strp
: bpy
.props
.StringProperty( name
="strp" )
2603 intp
: bpy
.props
.IntProperty( name
="intp" )
2604 fltp
: bpy
.props
.FloatProperty( name
="fltp" )
2605 bp0
: bpy
.props
.BoolProperty( name
="bp0" )
2606 bp1
: bpy
.props
.BoolProperty( name
="bp1" )
2607 bp2
: bpy
.props
.BoolProperty( name
="bp2" )
2608 bp3
: bpy
.props
.BoolProperty( name
="bp3" )
2610 target
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target", \
2611 poll
=cv_poll_target
)
2612 target1
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target1", \
2613 poll
=cv_poll_target
)
2614 target2
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target2", \
2615 poll
=cv_poll_target
)
2616 target3
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target3", \
2617 poll
=cv_poll_target
)
2619 colour
: bpy
.props
.FloatVectorProperty( name
="colour",subtype
='COLOR',\
2622 classtype
: bpy
.props
.EnumProperty(
2625 ('classtype_none', "classtype_none", "", 0),
2626 ('classtype_gate', "classtype_gate", "", 1),
2627 ('classtype_spawn', "classtype_spawn", "", 3),
2628 ('classtype_water', "classtype_water", "", 4),
2629 ('classtype_route_node', "classtype_route_node", "", 8 ),
2630 ('classtype_route', "classtype_route", "", 9 ),
2631 ('classtype_audio',"classtype_audio","",14),
2632 ('classtype_trigger',"classtype_trigger","",100),
2633 ('classtype_logic_achievement',"classtype_logic_achievement","",101),
2634 ('classtype_logic_relay',"classtype_logic_relay","",102),
2635 ('classtype_spawn_link',"classtype_spawn_link","",150),
2639 class CV_BONE_SETTINGS(bpy
.types
.PropertyGroup
):
2641 collider
: bpy
.props
.EnumProperty(
2642 name
="Collider Type",
2644 ('collider_none', "collider_none", "", 0),
2645 ('collider_box', "collider_box", "", 1),
2646 ('collider_capsule', "collider_capsule", "", 2),
2649 v0
: bpy
.props
.FloatVectorProperty(name
="v0",size
=3)
2650 v1
: bpy
.props
.FloatVectorProperty(name
="v1",size
=3)
2652 con0
: bpy
.props
.BoolProperty(name
="Constriant 0",default
=False)
2653 mins
: bpy
.props
.FloatVectorProperty(name
="mins",size
=3)
2654 maxs
: bpy
.props
.FloatVectorProperty(name
="maxs",size
=3)
2656 conevx
: bpy
.props
.FloatVectorProperty(name
="conevx",size
=3)
2657 conevy
: bpy
.props
.FloatVectorProperty(name
="conevy",size
=3)
2658 coneva
: bpy
.props
.FloatVectorProperty(name
="coneva",size
=3)
2659 conet
: bpy
.props
.FloatProperty(name
="conet")
2662 class CV_BONE_PANEL(bpy
.types
.Panel
):
2664 bl_label
="Bone Config"
2665 bl_idname
="SCENE_PT_cv_bone"
2666 bl_space_type
='PROPERTIES'
2667 bl_region_type
='WINDOW'
2670 def draw(_
,context
):
2672 active_object
= context
.active_object
2673 if active_object
== None: return
2675 bone
= active_object
.data
.bones
.active
2676 if bone
== None: return
2678 _
.layout
.prop( bone
.cv_data
, "collider" )
2679 _
.layout
.prop( bone
.cv_data
, "v0" )
2680 _
.layout
.prop( bone
.cv_data
, "v1" )
2682 _
.layout
.label( text
="Angle Limits" )
2683 _
.layout
.prop( bone
.cv_data
, "con0" )
2685 _
.layout
.prop( bone
.cv_data
, "conevx" )
2686 _
.layout
.prop( bone
.cv_data
, "conevy" )
2687 _
.layout
.prop( bone
.cv_data
, "coneva" )
2688 _
.layout
.prop( bone
.cv_data
, "conet" )
2692 class CV_SCENE_SETTINGS(bpy
.types
.PropertyGroup
):
2694 use_hidden
: bpy
.props
.BoolProperty( name
="use hidden", default
=False )
2695 export_dir
: bpy
.props
.StringProperty( name
="Export Dir", subtype
='DIR_PATH' )
2698 class CV_COLLECTION_SETTINGS(bpy
.types
.PropertyGroup
):
2700 pack_textures
: bpy
.props
.BoolProperty( name
="Pack Textures", default
=False )
2701 animations
: bpy
.props
.BoolProperty( name
="Export animation", default
=True)
2704 class CV_MATERIAL_SETTINGS(bpy
.types
.PropertyGroup
):
2706 shader
: bpy
.props
.EnumProperty(
2709 ('standard',"standard","",0),
2710 ('standard_cutout', "standard_cutout", "", 1),
2711 ('terrain_blend', "terrain_blend", "", 2),
2712 ('vertex_blend', "vertex_blend", "", 3),
2713 ('water',"water","",4),
2716 surface_prop
: bpy
.props
.EnumProperty(
2717 name
="Surface Property",
2719 ('concrete','concrete','',0),
2720 ('wood','wood','',1),
2721 ('grass','grass','',2)
2724 collision
: bpy
.props
.BoolProperty( \
2725 name
="Collisions Enabled",\
2727 description
= "Can the player collide with this material"\
2729 skate_surface
: bpy
.props
.BoolProperty( \
2730 name
="Skate Surface", \
2732 description
= "Should the game try to target this surface?" \
2734 grind_surface
: bpy
.props
.BoolProperty( \
2735 name
="Grind Surface", \
2737 description
= "Grind face?" \
2739 grow_grass
: bpy
.props
.BoolProperty( \
2740 name
="Grow Grass", \
2742 description
= "Spawn grass sprites on this surface?" \
2744 blend_offset
: bpy
.props
.FloatVectorProperty( \
2745 name
="Blend Offset", \
2747 default
=Vector((0.5,0.0)),\
2748 description
="When surface is more than 45 degrees, add this vector " +\
2751 sand_colour
: bpy
.props
.FloatVectorProperty( \
2752 name
="Sand Colour",\
2755 default
=Vector((0.79,0.63,0.48)),\
2756 description
="Blend to this colour near the 0 coordinate on UP axis"\
2758 shore_colour
: bpy
.props
.FloatVectorProperty( \
2759 name
="Shore Colour",\
2762 default
=Vector((0.03,0.32,0.61)),\
2763 description
="Water colour at the shoreline"\
2765 ocean_colour
: bpy
.props
.FloatVectorProperty( \
2766 name
="Ocean Colour",\
2769 default
=Vector((0.0,0.006,0.03)),\
2770 description
="Water colour in the deep bits"\
2774 class CV_MATERIAL_PANEL(bpy
.types
.Panel
):
2776 bl_label
="Skate Rift material"
2777 bl_idname
="MATERIAL_PT_cv_material"
2778 bl_space_type
='PROPERTIES'
2779 bl_region_type
='WINDOW'
2780 bl_context
="material"
2782 def draw(_
,context
):
2784 active_object
= bpy
.context
.active_object
2785 if active_object
== None: return
2786 active_mat
= active_object
.active_material
2787 if active_mat
== None: return
2789 info
= material_info( active_mat
)
2791 if 'tex_diffuse' in info
:
2793 _
.layout
.label( icon
='INFO', \
2794 text
=F
"{info['tex_diffuse'].name} will be compiled" )
2797 _
.layout
.prop( active_mat
.cv_data
, "shader" )
2798 _
.layout
.prop( active_mat
.cv_data
, "surface_prop" )
2799 _
.layout
.prop( active_mat
.cv_data
, "collision" )
2801 if active_mat
.cv_data
.collision
:
2802 _
.layout
.prop( active_mat
.cv_data
, "skate_surface" )
2803 _
.layout
.prop( active_mat
.cv_data
, "grind_surface" )
2804 _
.layout
.prop( active_mat
.cv_data
, "grow_grass" )
2806 if active_mat
.cv_data
.shader
== "terrain_blend":
2808 box
= _
.layout
.box()
2809 box
.prop( active_mat
.cv_data
, "blend_offset" )
2810 box
.prop( active_mat
.cv_data
, "sand_colour" )
2812 elif active_mat
.cv_data
.shader
== "vertex_blend":
2814 box
= _
.layout
.box()
2815 box
.label( icon
='INFO', text
="Uses vertex colours, the R channel" )
2816 box
.prop( active_mat
.cv_data
, "blend_offset" )
2818 elif active_mat
.cv_data
.shader
== "water":
2820 box
= _
.layout
.box()
2821 box
.label( icon
='INFO', text
="Depth scale of 16 meters" )
2822 box
.prop( active_mat
.cv_data
, "shore_colour" )
2823 box
.prop( active_mat
.cv_data
, "ocean_colour" )
2828 class CV_OBJ_PANEL(bpy
.types
.Panel
):
2830 bl_label
="Entity Config"
2831 bl_idname
="SCENE_PT_cv_entity"
2832 bl_space_type
='PROPERTIES'
2833 bl_region_type
='WINDOW'
2836 def draw(_
,context
):
2838 active_object
= bpy
.context
.active_object
2839 if active_object
== None: return
2840 if active_object
.type == 'ARMATURE':
2842 row
= _
.layout
.row()
2844 row
.label( text
="This object has the intrinsic classtype of skeleton" )
2848 _
.layout
.prop( active_object
.cv_data
, "classtype" )
2850 classtype
= active_object
.cv_data
.classtype
2852 if (classtype
!= 'classtype_none') and (classtype
in globals()):
2854 cl
= globals()[ classtype
]
2856 if getattr( cl
, "editor_interface", None ):
2858 cl
.editor_interface( _
.layout
, active_object
)
2864 class CV_COMPILE(bpy
.types
.Operator
):
2866 bl_idname
="carve.compile_all"
2867 bl_label
="Compile All"
2869 def execute(_
,context
):
2871 view_layer
= bpy
.context
.view_layer
2872 for col
in view_layer
.layer_collection
.children
["export"].children
:
2873 if not col
.hide_viewport
or bpy
.context
.scene
.cv_data
.use_hidden
:
2874 write_model( col
.name
)
2880 class CV_COMPILE_THIS(bpy
.types
.Operator
):
2882 bl_idname
="carve.compile_this"
2883 bl_label
="Compile This collection"
2885 def execute(_
,context
):
2887 col
= bpy
.context
.collection
2888 write_model( col
.name
)
2894 class CV_INTERFACE(bpy
.types
.Panel
):
2896 bl_idname
= "VIEW3D_PT_carve"
2897 bl_label
= "Skate Rift"
2898 bl_space_type
= 'VIEW_3D'
2899 bl_region_type
= 'UI'
2900 bl_category
= "Skate Rift"
2902 def draw(_
, context
):
2905 layout
.prop( context
.scene
.cv_data
, "export_dir" )
2907 col
= bpy
.context
.collection
2909 found_in_export
= False
2911 view_layer
= bpy
.context
.view_layer
2912 for c1
in view_layer
.layer_collection
.children
["export"].children
:
2914 if not c1
.hide_viewport
or bpy
.context
.scene
.cv_data
.use_hidden
:
2917 if c1
.name
== col
.name
:
2919 found_in_export
= True
2926 box
.label( text
=col
.name
+ ".mdl" )
2927 box
.prop( col
.cv_data
, "pack_textures" )
2928 box
.prop( col
.cv_data
, "animations" )
2929 box
.operator( "carve.compile_this" )
2935 row
.label( text
=col
.name
)
2936 box
.label( text
="This collection is not in the export group" )
2942 split
= row
.split( factor
= 0.3, align
=True )
2943 split
.prop( context
.scene
.cv_data
, "use_hidden", text
="hidden" )
2946 if export_count
== 0:
2948 row1
.operator( "carve.compile_all", \
2949 text
=F
"Compile all ({export_count} collections)" )
2954 classes
= [CV_OBJ_SETTINGS
,CV_OBJ_PANEL
,CV_COMPILE
,CV_INTERFACE
,\
2955 CV_MESH_SETTINGS
, CV_SCENE_SETTINGS
, CV_BONE_SETTINGS
,\
2956 CV_BONE_PANEL
, CV_COLLECTION_SETTINGS
, CV_COMPILE_THIS
,\
2957 CV_MATERIAL_SETTINGS
, CV_MATERIAL_PANEL
]
2961 global cv_view_draw_handler
2964 bpy
.utils
.register_class(c
)
2966 bpy
.types
.Object
.cv_data
= bpy
.props
.PointerProperty(type=CV_OBJ_SETTINGS
)
2967 bpy
.types
.Mesh
.cv_data
= bpy
.props
.PointerProperty(type=CV_MESH_SETTINGS
)
2968 bpy
.types
.Scene
.cv_data
= bpy
.props
.PointerProperty(type=CV_SCENE_SETTINGS
)
2969 bpy
.types
.Bone
.cv_data
= bpy
.props
.PointerProperty(type=CV_BONE_SETTINGS
)
2970 bpy
.types
.Collection
.cv_data
= \
2971 bpy
.props
.PointerProperty(type=CV_COLLECTION_SETTINGS
)
2972 bpy
.types
.Material
.cv_data
= \
2973 bpy
.props
.PointerProperty(type=CV_MATERIAL_SETTINGS
)
2975 cv_view_draw_handler
= bpy
.types
.SpaceView3D
.draw_handler_add(\
2976 cv_draw
,(),'WINDOW','POST_VIEW')
2981 global cv_view_draw_handler
2984 bpy
.utils
.unregister_class(c
)
2986 bpy
.types
.SpaceView3D
.draw_handler_remove(cv_view_draw_handler
,'WINDOW')
2989 # ---------------------------------------------------------------------------- #
2993 # ---------------------------------------------------------------------------- #
2995 # Transliteration of: #
2996 # https://github.com/phoboslab/qoi/blob/master/qoi.h #
2998 # Copyright (c) 2021, Dominic Szablewski - https://phoboslab.org #
2999 # SPDX-License-Identifier: MIT #
3000 # QOI - The "Quite OK Image" format for fast, lossless image compression #
3002 # ---------------------------------------------------------------------------- #
3004 class qoi_rgba_t(Structure
):
3007 _fields_
= [("r",c_uint8
),
3013 QOI_OP_INDEX
= 0x00 # 00xxxxxx
3014 QOI_OP_DIFF
= 0x40 # 01xxxxxx
3015 QOI_OP_LUMA
= 0x80 # 10xxxxxx
3016 QOI_OP_RUN
= 0xc0 # 11xxxxxx
3017 QOI_OP_RGB
= 0xfe # 11111110
3018 QOI_OP_RGBA
= 0xff # 11111111
3020 QOI_MASK_2
= 0xc0 # 11000000
3022 def qoi_colour_hash( c
):
3024 return c
.r
*3 + c
.g
*5 + c
.b
*7 + c
.a
*11
3029 return (a
.r
==b
.r
) and (a
.g
==b
.g
) and (a
.b
==b
.b
) and (a
.a
==b
.a
)
3034 return bytearray([ (0xff000000 & v
) >> 24, \
3035 (0x00ff0000 & v
) >> 16, \
3036 (0x0000ff00 & v
) >> 8, \
3040 def qoi_encode( img
):
3044 print(F
" . Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]")
3046 index
= [ qoi_rgba_t() for _
in range(64) ]
3050 data
.extend( bytearray(c_uint32(0x66696f71)) )
3051 data
.extend( qoi_32bit( img
.size
[0] ) )
3052 data
.extend( qoi_32bit( img
.size
[1] ) )
3053 data
.extend( bytearray(c_uint8(4)) )
3054 data
.extend( bytearray(c_uint8(0)) )
3057 px_prev
= qoi_rgba_t()
3058 px_prev
.r
= c_uint8(0)
3059 px_prev
.g
= c_uint8(0)
3060 px_prev
.b
= c_uint8(0)
3061 px_prev
.a
= c_uint8(255)
3069 px_len
= img
.size
[0] * img
.size
[1]
3071 paxels
= [ int(min(max(_
,0),1)*255) for _
in img
.pixels
]
3073 for px_pos
in range( px_len
):
3075 idx
= px_pos
* img
.channels
3078 px
.r
= paxels
[idx
+min(0,nc
)]
3079 px
.g
= paxels
[idx
+min(1,nc
)]
3080 px
.b
= paxels
[idx
+min(2,nc
)]
3081 px
.a
= paxels
[idx
+min(3,nc
)]
3083 if qoi_eq( px
, px_prev
):
3087 if (run
== 62) or (px_pos
== px_len
-1):
3089 data
.extend( bytearray( c_uint8(QOI_OP_RUN |
(run
-1))) )
3097 data
.extend( bytearray( c_uint8(QOI_OP_RUN |
(run
-1))) )
3101 index_pos
= qoi_colour_hash(px
) % 64
3103 if qoi_eq( index
[index_pos
], px
):
3105 data
.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos
)) )
3109 index
[ index_pos
].r
= px
.r
3110 index
[ index_pos
].g
= px
.g
3111 index
[ index_pos
].b
= px
.b
3112 index
[ index_pos
].a
= px
.a
3114 if px
.a
== px_prev
.a
:
3116 vr
= int(px
.r
) - int(px_prev
.r
)
3117 vg
= int(px
.g
) - int(px_prev
.g
)
3118 vb
= int(px
.b
) - int(px_prev
.b
)
3123 if (vr
> -3) and (vr
< 2) and\
3124 (vg
> -3) and (vg
< 2) and\
3125 (vb
> -3) and (vb
< 2):
3127 op
= QOI_OP_DIFF |
(vr
+2) << 4 |
(vg
+2) << 2 |
(vb
+2)
3128 data
.extend( bytearray( c_uint8(op
) ))
3130 elif (vg_r
> -9) and (vg_r
< 8) and\
3131 (vg
> -33) and (vg
< 32 ) and\
3132 (vg_b
> -9) and (vg_b
< 8):
3134 op
= QOI_OP_LUMA |
(vg
+32)
3135 delta
= (vg_r
+8) << 4 |
(vg_b
+ 8)
3136 data
.extend( bytearray( c_uint8(op
) ) )
3137 data
.extend( bytearray( c_uint8(delta
) ))
3141 data
.extend( bytearray( c_uint8(QOI_OP_RGB
) ) )
3142 data
.extend( bytearray( c_uint8(px
.r
) ))
3143 data
.extend( bytearray( c_uint8(px
.g
) ))
3144 data
.extend( bytearray( c_uint8(px
.b
) ))
3149 data
.extend( bytearray( c_uint8(QOI_OP_RGBA
) ) )
3150 data
.extend( bytearray( c_uint8(px
.r
) ))
3151 data
.extend( bytearray( c_uint8(px
.g
) ))
3152 data
.extend( bytearray( c_uint8(px
.b
) ))
3153 data
.extend( bytearray( c_uint8(px
.a
) ))
3166 data
.extend( bytearray( c_uint8(0) ))
3167 data
.extend( bytearray( c_uint8(1) ))
3168 bytearray_align_to( data
, 16, 0 )