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 ):
175 # ---------------------------------------------------------------------------- #
177 # Purpose: intrinsic bone type, stores collision information and limits too
179 class classtype_bone(Structure
):
182 _fields_
= [("flags",c_uint32
),
183 ("ik_target",c_uint32
),
184 ("ik_pole",c_uint32
),
185 ("hitbox",(c_float
*3)*2),
186 ("conevx",c_float
*3),
187 ("conevy",c_float
*3),
188 ("coneva",c_float
*3),
191 def encode_obj(_
, node
,node_def
):
195 armature_def
= node_def
['linked_armature']
196 obj
= node_def
['bone']
198 _
.flags
= node_def
['deform']
200 if 'ik_target' in node_def
:
203 _
.ik_target
= armature_def
['bones'].index( node_def
['ik_target'] )
204 _
.ik_pole
= armature_def
['bones'].index( node_def
['ik_pole'] )
209 if obj
.cv_data
.collider
!= 'collider_none':
211 if obj
.cv_data
.collider
== 'collider_box':
216 _
.hitbox
[0][0] = obj
.cv_data
.v0
[0]
217 _
.hitbox
[0][1] = obj
.cv_data
.v0
[2]
218 _
.hitbox
[0][2] = -obj
.cv_data
.v1
[1]
219 _
.hitbox
[1][0] = obj
.cv_data
.v1
[0]
220 _
.hitbox
[1][1] = obj
.cv_data
.v1
[2]
221 _
.hitbox
[1][2] = -obj
.cv_data
.v0
[1]
227 _
.conevx
[0] = obj
.cv_data
.conevx
[0]
228 _
.conevx
[1] = obj
.cv_data
.conevx
[2]
229 _
.conevx
[2] = -obj
.cv_data
.conevx
[1]
230 _
.conevy
[0] = obj
.cv_data
.conevy
[0]
231 _
.conevy
[1] = obj
.cv_data
.conevy
[2]
232 _
.conevy
[2] = -obj
.cv_data
.conevy
[1]
233 _
.coneva
[0] = obj
.cv_data
.coneva
[0]
234 _
.coneva
[1] = obj
.cv_data
.coneva
[2]
235 _
.coneva
[2] = -obj
.cv_data
.coneva
[1]
236 _
.conet
= obj
.cv_data
.conet
241 # Purpose: defines the allocation requirements for a skeleton
243 class classtype_skeleton(Structure
):
246 _fields_
= [("channels",c_uint32
),
247 ("ik_count",c_uint32
),
248 ("collider_count",c_uint32
),
249 ("anim_start",c_uint32
),
250 ("anim_count",c_uint32
)]
252 def encode_obj(_
, node
,node_def
):
256 _
.channels
= len( node_def
['bones'] )
257 _
.ik_count
= node_def
['ik_count']
258 _
.collider_count
= node_def
['collider_count']
259 _
.anim_start
= node_def
['anim_start']
260 _
.anim_count
= node_def
['anim_count']
264 # Purpose: links an mesh node to a type 11
266 class classtype_skin(Structure
):
269 _fields_
= [("skeleton",c_uint32
)]
271 def encode_obj(_
, node
,node_def
):
275 armature_def
= node_def
['linked_armature']
276 _
.skeleton
= armature_def
['obj'].cv_data
.uid
280 # Purpose: world light
282 class classtype_world_light( Structure
):
285 _fields_
= [("type",c_uint32
),
286 ("colour",c_float
*4),
290 def encode_obj(_
, node
, node_def
):
294 obj
= node_def
['obj']
296 _
.colour
[0] = data
.color
[0]
297 _
.colour
[1] = data
.color
[1]
298 _
.colour
[2] = data
.color
[2]
299 _
.colour
[3] = data
.energy
300 _
.range = data
.cutoff_distance
# this has to be manually set
301 # TODO: At some point, automate a min
304 if obj
.data
.type == 'POINT':
309 elif obj
.data
.type == 'SPOT':
312 _
.angle
= data
.spot_size
*0.5
320 def editor_interface( layout
, obj
):
327 # ---------------------------------------------------------------------------- #
329 # Purpose: A rift. must target another gate, the target gate can not have more
330 # than one target nodes of its own.
332 class classtype_gate(Structure
):
335 _fields_
= [("target",c_uint32
),
338 def encode_obj(_
, node
,node_def
):
342 obj
= node_def
['obj']
344 if obj
.cv_data
.target
!= None:
345 _
.target
= obj
.cv_data
.target
.cv_data
.uid
347 if obj
.type == 'MESH':
349 _
.dims
[0] = obj
.data
.cv_data
.v0
[0]
350 _
.dims
[1] = obj
.data
.cv_data
.v0
[1]
351 _
.dims
[2] = obj
.data
.cv_data
.v0
[2]
355 _
.dims
[0] = obj
.cv_data
.v0
[0]
356 _
.dims
[1] = obj
.cv_data
.v0
[1]
357 _
.dims
[2] = obj
.cv_data
.v0
[2]
362 def draw_scene_helpers( obj
):
364 global cv_view_verts
, cv_view_colours
366 if obj
.type == 'MESH':
367 dims
= obj
.data
.cv_data
.v0
369 dims
= obj
.cv_data
.v0
372 c
= Vector((0,0,dims
[2]))
374 vs
[0] = obj
.matrix_world
@ Vector((-dims
[0],0.0,-dims
[1]+dims
[2]))
375 vs
[1] = obj
.matrix_world
@ Vector((-dims
[0],0.0, dims
[1]+dims
[2]))
376 vs
[2] = obj
.matrix_world
@ Vector(( dims
[0],0.0, dims
[1]+dims
[2]))
377 vs
[3] = obj
.matrix_world
@ Vector(( dims
[0],0.0,-dims
[1]+dims
[2]))
378 vs
[4] = obj
.matrix_world
@ (c
+Vector((-1,0,-2)))
379 vs
[5] = obj
.matrix_world
@ (c
+Vector((-1,0, 2)))
380 vs
[6] = obj
.matrix_world
@ (c
+Vector(( 1,0, 2)))
381 vs
[7] = obj
.matrix_world
@ (c
+Vector((-1,0, 0)))
382 vs
[8] = obj
.matrix_world
@ (c
+Vector(( 1,0, 0)))
384 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)]
390 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
391 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
392 cv_view_colours
+= [(1,1,0,1),(1,1,0,1)]
395 sw
= (0.4,0.4,0.4,0.2)
396 if obj
.cv_data
.target
!= None:
397 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, sw
)
401 def editor_interface( layout
, obj
):
403 layout
.prop( obj
.cv_data
, "target" )
406 layout
.label( text
=F
"(i) Data is stored in {mesh.name}" )
407 layout
.prop( mesh
.cv_data
, "v0", text
="Gate dimensions" )
411 class classtype_nonlocal_gate(classtype_gate
):
413 def encode_obj(_
,node
,node_def
):
417 obj
= node_def
['obj']
418 _
.target
= encoder_process_pstr( node_def
['obj'].cv_data
.strp
)
420 if obj
.type == 'MESH':
422 _
.dims
[0] = obj
.data
.cv_data
.v0
[0]
423 _
.dims
[1] = obj
.data
.cv_data
.v0
[1]
424 _
.dims
[2] = obj
.data
.cv_data
.v0
[2]
428 _
.dims
[0] = obj
.cv_data
.v0
[0]
429 _
.dims
[1] = obj
.cv_data
.v0
[1]
430 _
.dims
[2] = obj
.cv_data
.v0
[2]
435 def editor_interface( layout
, obj
):
437 layout
.prop( obj
.cv_data
, "strp", text
="Nonlocal ID" )
440 layout
.label( text
=F
"(i) Data is stored in {mesh.name}" )
441 layout
.prop( mesh
.cv_data
, "v0", text
="Gate dimensions" )
445 # 200: Spawns/Waypoints
446 # ---------------------------------------------------------------------------- #
448 # Purpose: player can reset here, its a safe place
449 # spawns can share the same name, the closest one will be picked
451 # when the world loads it will pick the one named 'start' first.
453 class classtype_spawn(Structure
):
456 _fields_
= [("pstr_alias",c_uint32
)]
458 def encode_obj(_
, node
,node_def
):
461 _
.pstr_alias
= encoder_process_pstr( node_def
['obj'].cv_data
.strp
)
465 def draw_scene_helpers( obj
):
467 global cv_view_verts
, cv_view_colours
470 vs
[0] = obj
.matrix_world
@ Vector((0,0,0))
471 vs
[1] = obj
.matrix_world
@ Vector((0,2,0))
472 vs
[2] = obj
.matrix_world
@ Vector((0.5,1,0))
473 vs
[3] = obj
.matrix_world
@ Vector((-0.5,1,0))
474 indices
= [(0,1),(1,2),(1,3)]
481 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
482 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
483 cv_view_colours
+= [(0,1,1,1),(0,1,1,1)]
486 cv_draw_sphere( obj
.location
, 20.0, [0.1,0,0.9,0.4] )
490 def editor_interface( layout
, obj
):
492 layout
.prop( obj
.cv_data
, "strp", text
="Alias" )
497 # ---------------------------------------------------------------------------- #
499 # Purpose: Tells the game to draw water HERE, at this entity.
501 class classtype_water(Structure
):
504 _fields_
= [("temp",c_uint32
)]
506 def encode_obj(_
, node
,node_def
):
514 # ---------------------------------------------------------------------------- #
516 # Purpose: Defines a route, its 'starting' point, and the colour to use for it
518 class classtype_route(Structure
):
521 _fields_
= [("id_start",c_uint32
),
522 ("pstr_name",c_uint32
),
523 ("colour",c_float
*3)]
525 def encode_obj(_
, node
,node_def
):
528 obj
= node_def
['obj']
530 _
.colour
[0] = obj
.cv_data
.colour
[0]
531 _
.colour
[1] = obj
.cv_data
.colour
[1]
532 _
.colour
[2] = obj
.cv_data
.colour
[2]
533 _
.pstr_name
= encoder_process_pstr( obj
.cv_data
.strp
)
535 if obj
.cv_data
.target
!= None:
536 _
.id_start
= obj
.cv_data
.target
.cv_data
.uid
540 def draw_scene_helpers( obj
):
542 global cv_view_verts
, cv_view_colours
, cv_view_course_i
544 if obj
.cv_data
.target
:
545 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, [1,1,1,1] )
547 # Tries to simulate how we do it in the game
551 stack
[0] = obj
.cv_data
.target
553 loop_complete
= False
557 if stack_i
[si
-1] == 2:
562 if si
== 0: # Loop failed to complete
568 targets
= [None,None]
569 targets
[0] = node
.cv_data
.target
571 if node
.cv_data
.classtype
== 'classtype_route_node':
573 targets
[1] = node
.cv_data
.target1
576 nextnode
= targets
[stack_i
[si
-1]]
579 if nextnode
!= None: # branch
581 if nextnode
== stack
[0]: # Loop completed
590 if stack
[sj
] == nextnode
: # invalidated path
609 cc
= Vector((obj
.cv_data
.colour
[0],\
610 obj
.cv_data
.colour
[1],\
611 obj
.cv_data
.colour
[2],\
618 if stack
[sj
].cv_data
.classtype
== 'classtype_gate' and \
619 stack
[sk
].cv_data
.classtype
== 'classtype_gate':
621 dist
= (stack
[sj
].location
-stack
[sk
].location
).magnitude
622 cv_draw_sbpath( stack
[sj
], stack
[sk
], cc
*0.4, cc
, dist
, dist
)
625 cv_draw_bpath( stack
[sj
], stack
[sk
], cc
, cc
)
628 cv_view_course_i
+= 1
633 def editor_interface( layout
, obj
):
635 layout
.prop( obj
.cv_data
, "target", text
="'Start' from" )
636 layout
.prop( obj
.cv_data
, "colour" )
637 layout
.prop( obj
.cv_data
, "strp", text
="Name" )
641 # Purpose: Defines a route node and links to up to two more nodes
643 class classtype_route_node(Structure
):
646 _fields_
= [("target",c_uint32
),
647 ("target1",c_uint32
)]
649 def encode_obj(_
, node
,node_def
):
652 obj
= node_def
['obj']
654 if obj
.cv_data
.target
!= None:
655 _
.target
= obj
.cv_data
.target
.cv_data
.uid
656 if obj
.cv_data
.target1
!= None:
657 _
.target1
= obj
.cv_data
.target1
.cv_data
.uid
661 def draw_scene_helpers( obj
):
663 global cv_view_verts
, cv_view_colours
665 sw
= Vector((0.4,0.4,0.4,0.2))
666 sw2
= Vector((1.5,0.2,0.2,0.0))
667 if obj
.cv_data
.target
!= None:
668 cv_draw_bpath( obj
, obj
.cv_data
.target
, sw
, sw
)
669 if obj
.cv_data
.target1
!= None:
670 cv_draw_bpath( obj
, obj
.cv_data
.target1
, sw
, sw
)
672 cv_draw_bhandle( obj
, 1.0, (0.8,0.8,0.8,1.0) )
673 cv_draw_bhandle( obj
, -1.0, (0.4,0.4,0.4,1.0) )
676 obj
.matrix_world
.to_quaternion() @ Vector((0,0,-6+1.5))
677 cv_draw_arrow( obj
.location
, p1
, sw
)
681 def editor_interface( layout
, obj
):
683 layout
.prop( obj
.cv_data
, "target", text
="Left" )
684 layout
.prop( obj
.cv_data
, "target1", text
="Right" )
690 # ---------------------------------------------------------------------------- #
692 AUDIO_SPRITE_CATEGORIES_ENUM
= [
694 ('1', "Nocturnal Bird", ""),
698 ('5', "Wood Creaks", ""),
702 # AUDIO_FLAG_LOOP 0x1
703 # AUDIO_FLAG_SPACIAL_3D 0x4 (Probably what you want)
705 class classtype_audio(Structure
):
708 _fields_
= [("pstr_file",c_uint32
),
715 ('2', "remain compressed", ""),
716 ('3', "synthetic bird",""),
719 def encode_obj(_
, node
,node_def
):
723 obj
= node_def
['obj']
725 _
.pstr_file
= encoder_process_pstr( obj
.cv_data
.strp
)
728 if obj
.cv_data
.bp0
: flags |
= 0x1
729 if obj
.cv_data
.bp1
: flags |
= 0x4
730 if obj
.cv_data
.bp2
: flags |
= 0x8
732 if obj
.cv_data
.dynamic_enum
== '1': flags |
= 0x200
733 if obj
.cv_data
.dynamic_enum
== '2': flags |
= 0x400
734 if obj
.cv_data
.dynamic_enum
== '3': flags |
= 0x1000
737 _
.volume
= obj
.cv_data
.fltp
741 def editor_interface( layout
, obj
):
743 layout
.prop( obj
.cv_data
, "strp", text
= "File (.ogg/DATA)" )
745 layout
.prop( obj
.cv_data
, "bp0", text
= "Looping" )
746 layout
.prop( obj
.cv_data
, "bp1", text
= "3D Audio" )
747 layout
.prop( obj
.cv_data
, "bp2", text
= "Play here" )
748 layout
.prop( obj
.cv_data
, "dynamic_enum" )
750 layout
.prop( obj
.cv_data
, "fltp", text
= "Volume (0-1)" )
754 def draw_scene_helpers( obj
):
756 global cv_view_verts
, cv_view_colours
758 if bpy
.context
.active_object
== obj
:
759 cv_draw_sphere( obj
.location
, obj
.scale
[0], [1,1,0,1] )
763 class classtype_audio_sprite(Structure
):
766 _fields_
= [("audio",c_uint32
),
767 ("category",c_uint32
),
768 ("probability",c_float
)]
770 dynamic_enum
= AUDIO_SPRITE_CATEGORIES_ENUM
772 def encode_obj(_
, node
,node_def
):
775 obj
= node_def
['obj']
777 _
.category
= int( obj
.cv_data
.dynamic_enum
)
778 _
.probability
= obj
.cv_data
.fltp
780 if obj
.cv_data
.target
:
781 _
.audio
= obj
.cv_data
.target
.cv_data
.uid
785 def editor_interface( layout
, obj
):
787 layout
.prop( obj
.cv_data
, "dynamic_enum", text
="Category" )
788 layout
.prop( obj
.cv_data
, "target", text
="Sound" )
789 layout
.prop( obj
.cv_data
, "fltp", text
="Probability" )
793 def draw_scene_helpers( obj
):
795 global cv_view_verts
, cv_view_colours
797 purple
= (0.5,0.2,1,1)
798 if obj
.cv_data
.target
:
799 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, purple
, 0.1 )
805 # ---------------------------------------------------------------------------- #
807 class classtype_volume_audio(Structure
):
810 _fields_
= [("category",c_uint32
)]
812 dynamic_enum
= AUDIO_SPRITE_CATEGORIES_ENUM
814 def encode_obj(_
, node
,node_def
):
818 obj
= node_def
['obj']
819 _
.category
= int(obj
.cv_data
.dynamic_enum
)
823 def draw_scene_helpers( obj
):
825 global cv_view_verts
, cv_view_colours
826 cv_draw_ucube( obj
.matrix_world
, [1,0.8,0,1] )
830 def editor_interface( layout
, obj
):
832 layout
.prop( obj
.cv_data
, "dynamic_enum", text
="Category" )
836 class classtype_volume_event(Structure
):
839 _fields_
= [("event",c_uint32
)]
841 def encode_obj(_
, node
,node_def
):
844 obj
= node_def
['obj']
845 _
.event
= encoder_process_pstr( obj
.cv_data
.strp
)
849 def draw_scene_helpers( obj
):
851 global cv_view_verts
, cv_view_colours
852 cv_draw_ucube( obj
.matrix_world
, [0.0,1.0,0,1] )
856 # ---------------------------------------------------------------------------- #
860 # ---------------------------------------------------------------------------- #
862 # Current encoder state
868 def encoder_init( collection
):
874 # The actual file header
876 'header': mdl_header(),
880 'pack_textures': collection
.cv_data
.pack_textures
,
882 # Compiled data chunks (each can be read optionally by the client)
886 #1---------------------------------
887 'node': [], # Metadata 'chunk'
892 'entdata': bytearray(), # variable width
893 'strings': bytearray(), # .
894 #2---------------------------------
895 'keyframe': [], # Animations
896 #3---------------------------------
897 'vertex': [], # Mesh data
899 #4---------------------------------
900 'pack': bytearray() # Other generic packed data
903 # All objects of the model in their final heirachy
909 # Allows us to reuse definitions
913 'material_cache': {},
917 g_encoder
['header'].identifier
= 0xABCD0000
918 g_encoder
['header'].version
= 1
920 # Add fake NoneID material and texture
922 none_material
= mdl_material()
923 none_material
.pstr_name
= encoder_process_pstr( "" )
924 none_material
.texture_id
= 0
926 none_texture
= mdl_texture()
927 none_texture
.pstr_name
= encoder_process_pstr( "" )
928 none_texture
.pack_offset
= 0
929 none_texture
.pack_length
= 0
931 g_encoder
['data']['material'] += [none_material
]
932 g_encoder
['data']['texture'] += [none_texture
]
934 g_encoder
['data']['pack'].extend( b
'datapack\0\0\0\0\0\0\0\0' )
949 root
.pstr_name
= encoder_process_pstr('')
950 root
.submesh_start
= 0
951 root
.submesh_count
= 0
954 root
.parent
= 0xffffffff
956 g_encoder
['data']['node'] += [root
]
960 # fill with 0x00 until a multiple of align. Returns how many bytes it added
962 def bytearray_align_to( buffer, align
, offset
=0 ):
966 while ((len(buffer)+offset
) % align
) != 0:
968 buffer.extend( b
'\0' )
975 # Add a string to the string buffer except if it already exists there then we
976 # just return its ID.
978 def encoder_process_pstr( s
):
982 cache
= g_encoder
['string_cache']
987 cache
[s
] = len( g_encoder
['data']['strings'] )
989 buffer = g_encoder
['data']['strings']
990 buffer.extend( s
.encode('utf-8') )
991 buffer.extend( b
'\0' )
993 bytearray_align_to( buffer, 4 )
997 def get_texture_resource_name( img
):
999 return os
.path
.splitext( img
.name
)[0]
1004 def encoder_process_texture( img
):
1011 cache
= g_encoder
['texture_cache']
1012 buffer = g_encoder
['data']['texture']
1013 pack
= g_encoder
['data']['pack']
1015 name
= get_texture_resource_name( img
)
1020 cache
[name
] = len( buffer )
1023 tex
.pstr_name
= encoder_process_pstr( name
)
1025 if g_encoder
['pack_textures']:
1027 tex
.pack_offset
= len( pack
)
1028 pack
.extend( qoi_encode( img
) )
1029 tex
.pack_length
= len( pack
) - tex
.pack_offset
1038 def material_tex_image(v
):
1048 cxr_graph_mapping
= \
1050 # Default shader setup
1057 "image": "tex_diffuse"
1061 "A": material_tex_image("tex_diffuse"),
1062 "B": material_tex_image("tex_decal")
1069 "Color": material_tex_image("tex_normal")
1075 # https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164
1077 def material_info(mat
):
1081 # Using the cv_graph_mapping as a reference, go through the shader
1082 # graph and gather all $props from it.
1084 def _graph_read( node_def
, node
=None, depth
=0 ):
1093 _graph_read
.extracted
= []
1095 for node_idname
in node_def
:
1097 for n
in mat
.node_tree
.nodes
:
1099 if n
.name
== node_idname
:
1101 node_def
= node_def
[node_idname
]
1109 for link
in node_def
:
1111 link_def
= node_def
[link
]
1113 if isinstance( link_def
, dict ):
1116 for x
in node
.inputs
:
1118 if isinstance( x
, bpy
.types
.NodeSocketColor
):
1128 if node_link
and node_link
.is_linked
:
1130 # look for definitions for the connected node type
1132 from_node
= node_link
.links
[0].from_node
1134 node_name
= from_node
.name
.split('.')[0]
1135 if node_name
in link_def
:
1137 from_node_def
= link_def
[ node_name
]
1139 _graph_read( from_node_def
, from_node
, depth
+1 )
1143 # TODO: Make a warning for this?
1147 if "default" in link_def
:
1149 prop
= link_def
['default']
1150 info
[prop
] = node_link
.default_value
1157 info
[prop
] = getattr( node
, link
)
1162 _graph_read( cxr_graph_mapping
)
1166 # Add a material to the material buffer. Returns 0 (None ID) if invalid
1168 def encoder_process_material( mat
):
1175 cache
= g_encoder
['material_cache']
1176 buffer = g_encoder
['data']['material']
1178 if mat
.name
in cache
:
1179 return cache
[mat
.name
]
1181 cache
[mat
.name
] = len( buffer )
1183 dest
= mdl_material()
1184 dest
.pstr_name
= encoder_process_pstr( mat
.name
)
1187 if mat
.cv_data
.collision
:
1189 if mat
.cv_data
.skate_surface
: flags |
= 0x1
1190 if mat
.cv_data
.grind_surface
: flags |
= (0x8|
0x1)
1192 if mat
.cv_data
.grow_grass
: flags |
= 0x4
1195 if mat
.cv_data
.surface_prop
== 'concrete': dest
.surface_prop
= 0
1196 if mat
.cv_data
.surface_prop
== 'wood': dest
.surface_prop
= 1
1197 if mat
.cv_data
.surface_prop
== 'grass': dest
.surface_prop
= 2
1198 if mat
.cv_data
.surface_prop
== 'tiles': dest
.surface_prop
= 3
1200 if mat
.cv_data
.shader
== 'standard': dest
.shader
= 0
1201 if mat
.cv_data
.shader
== 'standard_cutout': dest
.shader
= 1
1202 if mat
.cv_data
.shader
== 'terrain_blend':
1206 dest
.colour
[0] = pow( mat
.cv_data
.sand_colour
[0], 1.0/2.2 )
1207 dest
.colour
[1] = pow( mat
.cv_data
.sand_colour
[1], 1.0/2.2 )
1208 dest
.colour
[2] = pow( mat
.cv_data
.sand_colour
[2], 1.0/2.2 )
1209 dest
.colour
[3] = 1.0
1211 dest
.colour1
[0] = mat
.cv_data
.blend_offset
[0]
1212 dest
.colour1
[1] = mat
.cv_data
.blend_offset
[1]
1215 if mat
.cv_data
.shader
== 'vertex_blend':
1219 dest
.colour1
[0] = mat
.cv_data
.blend_offset
[0]
1220 dest
.colour1
[1] = mat
.cv_data
.blend_offset
[1]
1223 if mat
.cv_data
.shader
== 'water':
1227 dest
.colour
[0] = pow( mat
.cv_data
.shore_colour
[0], 1.0/2.2 )
1228 dest
.colour
[1] = pow( mat
.cv_data
.shore_colour
[1], 1.0/2.2 )
1229 dest
.colour
[2] = pow( mat
.cv_data
.shore_colour
[2], 1.0/2.2 )
1230 dest
.colour
[3] = 1.0
1231 dest
.colour1
[0] = pow( mat
.cv_data
.ocean_colour
[0], 1.0/2.2 )
1232 dest
.colour1
[1] = pow( mat
.cv_data
.ocean_colour
[1], 1.0/2.2 )
1233 dest
.colour1
[2] = pow( mat
.cv_data
.ocean_colour
[2], 1.0/2.2 )
1234 dest
.colour1
[3] = 1.0
1237 inf
= material_info( mat
)
1239 if mat
.cv_data
.shader
== 'standard' or \
1240 mat
.cv_data
.shader
== 'standard_cutout' or \
1241 mat
.cv_data
.shader
== 'terrain_blend' or \
1242 mat
.cv_data
.shader
== 'vertex_blend':
1244 if 'tex_diffuse' in inf
:
1245 dest
.tex_diffuse
= encoder_process_texture(inf
['tex_diffuse'])
1249 return cache
[mat
.name
]
1252 # Create a tree structure containing all the objects in the collection
1254 def encoder_build_scene_graph( collection
):
1258 print( " creating scene graph" )
1262 graph
= g_encoder
['scene_graph']
1263 graph_lookup
= g_encoder
['graph_lookup']
1266 graph
["children"] = []
1268 graph
["parent"] = None
1273 uid
= g_encoder
['uid_count']
1274 g_encoder
['uid_count'] += 1
1278 for obj
in collection
.all_objects
:
1280 #if obj.parent: continue
1282 def _extend( p
, n
, d
):
1289 tree
["children"] = []
1295 # Descend into amature
1297 if n
.type == 'ARMATURE':
1299 tree
["bones"] = [None] # None is the root transform
1300 tree
["ik_count"] = 0
1301 tree
["collider_count"] = 0
1302 tree
["compile_animation"] = collection
.cv_data
.animations
1304 # Here also collects some information about constraints, ik and
1305 # counts colliders for the armature.
1307 def _extendb( p
, n
, d
):
1313 btree
["linked_armature"] = tree
1314 btree
["uid"] = _new_uid()
1315 btree
["children"] = []
1318 tree
["bones"] += [n
.name
]
1320 for c
in n
.children
:
1322 _extendb( btree
, c
, d
+1 )
1325 for c
in tree
['obj'].pose
.bones
[n
.name
].constraints
:
1329 btree
["ik_target"] = c
.subtarget
1330 btree
["ik_pole"] = c
.pole_subtarget
1331 tree
["ik_count"] += 1
1335 if n
.cv_data
.collider
!= 'collider_none':
1336 tree
['collider_count'] += 1
1338 btree
['deform'] = n
.use_deform
1339 p
['children'] += [btree
]
1342 for b
in n
.data
.bones
:
1344 _extendb( tree
, b
, d
+1 )
1347 # Recurse into children of this object
1349 for obj1
in n
.children
:
1351 for c1
in obj1
.users_collection
:
1353 if c1
== collection
:
1355 _extend( tree
, obj1
, d
+1 )
1361 p
["children"] += [tree
]
1362 graph_lookup
[n
] = tree
1366 _extend( graph
, obj
, 1 )
1372 # Kind of a useless thing i made but it looks cool and adds complexity!!1
1374 def encoder_graph_iterator( root
):
1376 for c
in root
['children']:
1379 yield from encoder_graph_iterator(c
)
1384 # Push a vertex into the model file, or return a cached index (c_uint32)
1386 def encoder_vertex_push( vertex_reference
, co
,norm
,uv
,colour
,groups
,weights
):
1389 buffer = g_encoder
['data']['vertex']
1392 m
= float(10**TOLERENCE
)
1394 # Would be nice to know if this can be done faster than it currently runs,
1397 key
= (int(co
[0]*m
+0.5),
1405 colour
[0], # these guys are already quantized
1418 if key
in vertex_reference
:
1419 return vertex_reference
[key
]
1422 index
= c_uint32( len(vertex_reference
) )
1423 vertex_reference
[key
] = index
1431 v
.norm
[2] = -norm
[1]
1434 v
.colour
[0] = colour
[0]
1435 v
.colour
[1] = colour
[1]
1436 v
.colour
[2] = colour
[2]
1437 v
.colour
[3] = colour
[3]
1438 v
.weights
[0] = weights
[0]
1439 v
.weights
[1] = weights
[1]
1440 v
.weights
[2] = weights
[2]
1441 v
.weights
[3] = weights
[3]
1442 v
.groups
[0] = groups
[0]
1443 v
.groups
[1] = groups
[1]
1444 v
.groups
[2] = groups
[2]
1445 v
.groups
[3] = groups
[3]
1453 # Compile a mesh (or use one from the cache) onto node, based on node_def
1456 def encoder_compile_mesh( node
, node_def
):
1460 graph
= g_encoder
['scene_graph']
1461 graph_lookup
= g_encoder
['graph_lookup']
1462 mesh_cache
= g_encoder
['mesh_cache']
1463 obj
= node_def
['obj']
1465 can_use_cache
= True
1467 # Check for modifiers that typically change the data per-instance
1468 # there is no well defined rule for the choices here, its just what i've
1469 # needed while producing the game.
1471 # It may be possible to detect these cases automatically.
1473 for mod
in obj
.modifiers
:
1475 if mod
.type == 'DATA_TRANSFER' or mod
.type == 'SHRINKWRAP' or \
1476 mod
.type == 'BOOLEAN' or mod
.type == 'CURVE' or \
1477 mod
.type == 'ARRAY':
1479 can_use_cache
= False
1482 if mod
.type == 'ARMATURE':
1483 armature_def
= graph_lookup
[mod
.object]
1485 # Check the cache first
1487 if can_use_cache
and (obj
.data
.name
in mesh_cache
):
1489 ref
= mesh_cache
[obj
.data
.name
]
1490 node
.submesh_start
= ref
.submesh_start
1491 node
.submesh_count
= ref
.submesh_count
1495 # Compile a whole new mesh
1497 node
.submesh_start
= len( g_encoder
['data']['submesh'] )
1498 node
.submesh_count
= 0
1500 dgraph
= bpy
.context
.evaluated_depsgraph_get()
1501 data
= obj
.evaluated_get(dgraph
).data
1502 data
.calc_loop_triangles()
1503 data
.calc_normals_split()
1505 # Mesh is split into submeshes based on their material
1507 mat_list
= data
.materials
if len(data
.materials
) > 0 else [None]
1508 for material_id
, mat
in enumerate(mat_list
):
1513 sm
.indice_start
= len( g_encoder
['data']['indice'] )
1514 sm
.vertex_start
= len( g_encoder
['data']['vertex'] )
1517 sm
.material_id
= encoder_process_material( mat
)
1521 sm
.bbx
[0][i
] = 999999
1522 sm
.bbx
[1][i
] = -999999
1525 # Keep a reference to very very very similar vertices
1527 vertex_reference
= {}
1529 # Write the vertex / indice data
1531 for tri_index
, tri
in enumerate(data
.loop_triangles
):
1533 if tri
.material_index
!= material_id
:
1538 vert
= data
.vertices
[tri
.vertices
[j
]]
1540 vi
= data
.loops
[li
].vertex_index
1542 # Gather vertex information
1545 norm
= data
.loops
[li
].normal
1547 colour
= (255,255,255,255)
1554 uv
= data
.uv_layers
.active
.data
[li
].uv
1558 if data
.vertex_colors
:
1560 colour
= data
.vertex_colors
.active
.data
[li
].color
1561 colour
= (int(colour
[0]*255.0),\
1562 int(colour
[1]*255.0),\
1563 int(colour
[2]*255.0),\
1564 int(colour
[3]*255.0))
1567 # Weight groups: truncates to the 3 with the most influence. The
1568 # fourth bone ID is never used by the shader so it is
1573 src_groups
= [_
for _
in data
.vertices
[vi
].groups \
1574 if obj
.vertex_groups
[_
.group
].name
in \
1575 armature_def
['bones']]
1577 weight_groups
= sorted( src_groups
, key
= \
1578 lambda a
: a
.weight
, reverse
=True )
1582 if len(weight_groups
) > ml
:
1584 g
= weight_groups
[ml
]
1585 name
= obj
.vertex_groups
[g
.group
].name
1588 weights
[ml
] = weight
1589 groups
[ml
] = armature_def
['bones'].index(name
)
1594 if len(weight_groups
) > 0:
1596 inv_norm
= (1.0/tot
) * 65535.0
1599 weights
[ml
] = int( weights
[ml
] * inv_norm
)
1600 weights
[ml
] = min( weights
[ml
], 65535 )
1601 weights
[ml
] = max( weights
[ml
], 0 )
1607 li1
= tri
.loops
[(j
+1)%3]
1608 vi1
= data
.loops
[li1
].vertex_index
1609 e0
= data
.edges
[ data
.loops
[li
].edge_index
]
1611 if e0
.use_freestyle_mark
and \
1612 ((e0
.vertices
[0] == vi
and e0
.vertices
[1] == vi1
) or \
1613 (e0
.vertices
[0] == vi1
and e0
.vertices
[1] == vi
)):
1619 # Add vertex and expand bound box
1621 index
= encoder_vertex_push( vertex_reference
, co
, \
1627 g_encoder
['data']['indice'] += [index
]
1631 # How many unique verts did we add in total
1633 sm
.vertex_count
= len(g_encoder
['data']['vertex']) - sm
.vertex_start
1634 sm
.indice_count
= len(g_encoder
['data']['indice']) - sm
.indice_start
1636 # Make sure bounding box isn't -inf -> inf if no vertices
1638 if sm
.vertex_count
== 0:
1644 for j
in range(sm
.vertex_count
):
1646 vert
= g_encoder
['data']['vertex'][ sm
.vertex_start
+ j
]
1650 sm
.bbx
[0][i
] = min( sm
.bbx
[0][i
], vert
.co
[i
] )
1651 sm
.bbx
[1][i
] = max( sm
.bbx
[1][i
], vert
.co
[i
] )
1656 # Add submesh to encoder
1658 g_encoder
['data']['submesh'] += [sm
]
1659 node
.submesh_count
+= 1
1663 # Save a reference to this node since we want to reuse the submesh indices
1665 g_encoder
['mesh_cache'][obj
.data
.name
] = node
1669 def encoder_compile_ent_as( name
, node
, node_def
):
1673 if name
== 'classtype_none':
1679 elif name
not in globals():
1681 print( "Classtype '" +name
+ "' is unknown!" )
1685 buffer = g_encoder
['data']['entdata']
1686 node
.offset
= len(buffer)
1688 cl
= globals()[ name
]
1690 inst
.encode_obj( node
, node_def
)
1692 buffer.extend( bytearray(inst
) )
1693 bytearray_align_to( buffer, 4 )
1696 # Compiles animation data into model and gives us some extra node_def entries
1698 def encoder_compile_armature( node
, node_def
):
1702 entdata
= g_encoder
['data']['entdata']
1703 animdata
= g_encoder
['data']['anim']
1704 keyframedata
= g_encoder
['data']['keyframe']
1705 mesh_cache
= g_encoder
['mesh_cache']
1706 obj
= node_def
['obj']
1707 bones
= node_def
['bones']
1710 node_def
['anim_start'] = len(animdata
)
1711 node_def
['anim_count'] = 0
1713 if not node_def
['compile_animation']:
1720 if obj
.animation_data
:
1722 # So we can restore later
1724 previous_frame
= bpy
.context
.scene
.frame_current
1725 previous_action
= obj
.animation_data
.action
1726 POSE_OR_REST_CACHE
= obj
.data
.pose_position
1727 obj
.data
.pose_position
= 'POSE'
1729 for NLALayer
in obj
.animation_data
.nla_tracks
:
1731 for NLAStrip
in NLALayer
.strips
:
1735 for a
in bpy
.data
.actions
:
1737 if a
.name
== NLAStrip
.name
:
1739 obj
.animation_data
.action
= a
1744 # Clip to NLA settings
1746 anim_start
= int(NLAStrip
.action_frame_start
)
1747 anim_end
= int(NLAStrip
.action_frame_end
)
1751 anim
= mdl_animation()
1752 anim
.pstr_name
= encoder_process_pstr( NLAStrip
.action
.name
)
1754 anim
.offset
= len(keyframedata
)
1755 anim
.length
= anim_end
-anim_start
1757 # Export the keyframes
1758 for frame
in range(anim_start
,anim_end
):
1760 bpy
.context
.scene
.frame_set(frame
)
1762 for bone_name
in bones
:
1764 for pb
in obj
.pose
.bones
:
1766 if pb
.name
!= bone_name
: continue
1768 rb
= obj
.data
.bones
[ bone_name
]
1770 # relative bone matrix
1771 if rb
.parent
is not None:
1773 offset_mtx
= rb
.parent
.matrix_local
1774 offset_mtx
= offset_mtx
.inverted_safe() @ \
1777 inv_parent
= pb
.parent
.matrix
@ offset_mtx
1778 inv_parent
.invert_safe()
1779 fpm
= inv_parent
@ pb
.matrix
1783 bone_mtx
= rb
.matrix
.to_4x4()
1784 local_inv
= rb
.matrix_local
.inverted_safe()
1785 fpm
= bone_mtx
@ local_inv
@ pb
.matrix
1788 loc
, rot
, sca
= fpm
.decompose()
1791 final_pos
= Vector(( loc
[0], loc
[2], -loc
[1] ))
1794 lc_m
= pb
.matrix_channel
.to_3x3()
1795 if pb
.parent
is not None:
1797 smtx
= pb
.parent
.matrix_channel
.to_3x3()
1798 lc_m
= smtx
.inverted() @ lc_m
1800 rq
= lc_m
.to_quaternion()
1803 kf
.co
[0] = final_pos
[0]
1804 kf
.co
[1] = final_pos
[1]
1805 kf
.co
[2] = final_pos
[2]
1817 keyframedata
+= [kf
]
1823 # Add to animation buffer
1826 node_def
['anim_count'] += 1
1830 status_name
= F
" " + " |"*(node_def
['depth']-1)
1831 print( F
"{status_name} | *anim: {NLAStrip.action.name}" )
1835 # Restore context to how it was before
1837 bpy
.context
.scene
.frame_set( previous_frame
)
1838 obj
.animation_data
.action
= previous_action
1839 obj
.data
.pose_position
= POSE_OR_REST_CACHE
1843 # We are trying to compile this node_def
1845 def encoder_process_definition( node_def
):
1849 # data sources for object/bone are taken differently
1851 if 'obj' in node_def
:
1853 obj
= node_def
['obj']
1855 obj_co
= obj
.matrix_world
@ Vector((0,0,0))
1857 if obj_type
== 'ARMATURE':
1858 obj_classtype
= 'classtype_skeleton'
1859 elif obj_type
== 'LIGHT':
1861 obj_classtype
= 'classtype_world_light'
1865 obj_classtype
= obj
.cv_data
.classtype
1867 # Check for armature deform
1869 for mod
in obj
.modifiers
:
1871 if mod
.type == 'ARMATURE':
1873 obj_classtype
= 'classtype_skin'
1875 # Make sure to freeze armature in rest while we collect
1876 # vertex information
1878 armature_def
= g_encoder
['graph_lookup'][mod
.object]
1879 POSE_OR_REST_CACHE
= armature_def
['obj'].data
.pose_position
1880 armature_def
['obj'].data
.pose_position
= 'REST'
1881 node_def
['linked_armature'] = armature_def
1888 elif 'bone' in node_def
:
1890 obj
= node_def
['bone']
1892 obj_co
= obj
.head_local
1893 obj_classtype
= 'classtype_bone'
1899 node
.pstr_name
= encoder_process_pstr( obj
.name
)
1901 if node_def
["parent"]:
1902 node
.parent
= node_def
["parent"]["uid"]
1906 node
.co
[0] = obj_co
[0]
1907 node
.co
[1] = obj_co
[2]
1908 node
.co
[2] = -obj_co
[1]
1910 # Convert rotation quat to our space type
1912 quat
= obj
.matrix_local
.to_quaternion()
1915 node
.q
[2] = -quat
[2]
1918 # Bone scale is just a vector to the tail
1920 if obj_type
== 'BONE':
1922 node
.s
[0] = obj
.tail_local
[0] - node
.co
[0]
1923 node
.s
[1] = obj
.tail_local
[2] - node
.co
[1]
1924 node
.s
[2] = -obj
.tail_local
[1] - node
.co
[2]
1928 node
.s
[0] = obj
.scale
[0]
1929 node
.s
[1] = obj
.scale
[2]
1930 node
.s
[2] = obj
.scale
[1]
1935 tot_uid
= g_encoder
['uid_count']-1
1936 obj_uid
= node_def
['uid']
1937 obj_depth
= node_def
['depth']-1
1939 status_id
= F
" [{obj_uid: 3}/{tot_uid}]" + " |"*obj_depth
1940 status_name
= status_id
+ F
" L {obj.name}"
1942 if obj_classtype
!= 'classtype_none': status_type
= obj_classtype
1943 else: status_type
= obj_type
1945 status_parent
= F
"{node.parent: 3}"
1948 if obj_classtype
== 'classtype_skin':
1949 status_armref
= F
" [armature -> {armature_def['obj'].cv_data.uid}]"
1951 print(F
"{status_name:<32} {status_type:<22} {status_parent} {status_armref}")
1953 # Process mesh if needed
1955 if obj_type
== 'MESH':
1957 encoder_compile_mesh( node
, node_def
)
1959 elif obj_type
== 'ARMATURE':
1961 encoder_compile_armature( node
, node_def
)
1964 encoder_compile_ent_as( obj_classtype
, node
, node_def
)
1966 # Make sure to reset the armature we just mucked about with
1968 if obj_classtype
== 'classtype_skin':
1969 armature_def
['obj'].data
.pose_position
= POSE_OR_REST_CACHE
1971 g_encoder
['data']['node'] += [node
]
1974 # The post processing step or the pre processing to the writing step
1976 def encoder_write_to_file( path
):
1980 # Compile down to a byte array
1982 header
= g_encoder
['header']
1983 file_pos
= sizeof(header
)
1984 file_data
= bytearray()
1985 print( " Compositing data arrays" )
1987 for array_name
in g_encoder
['data']:
1989 file_pos
+= bytearray_align_to( file_data
, 16, sizeof(header
) )
1990 arr
= g_encoder
['data'][array_name
]
1992 setattr( header
, array_name
+ "_offset", file_pos
)
1994 print( F
" {array_name:<16} @{file_pos:> 8X}[{len(arr)}]" )
1996 if isinstance( arr
, bytearray
):
1998 setattr( header
, array_name
+ "_size", len(arr
) )
2000 file_data
.extend( arr
)
2001 file_pos
+= len(arr
)
2005 setattr( header
, array_name
+ "_count", len(arr
) )
2009 bbytes
= bytearray(item
)
2010 file_data
.extend( bbytes
)
2011 file_pos
+= sizeof(item
)
2016 # This imperitive for this field to be santized in the future!
2018 header
.file_length
= file_pos
2020 print( " Writing file" )
2021 # Write header and data chunk to file
2023 fp
= open( path
, "wb" )
2024 fp
.write( bytearray( header
) )
2025 fp
.write( file_data
)
2029 # Main compiler, uses string as the identifier for the collection
2031 def write_model(collection_name
):
2034 print( F
"Model graph | Create mode '{collection_name}'" )
2035 folder
= bpy
.path
.abspath(bpy
.context
.scene
.cv_data
.export_dir
)
2036 path
= F
"{folder}{collection_name}.mdl"
2039 collection
= bpy
.data
.collections
[collection_name
]
2041 encoder_init( collection
)
2042 encoder_build_scene_graph( collection
)
2046 print( " Comping objects" )
2047 it
= encoder_graph_iterator( g_encoder
['scene_graph'] )
2049 encoder_process_definition( node_def
)
2053 encoder_write_to_file( path
)
2055 print( F
"Completed {collection_name}.mdl" )
2058 # ---------------------------------------------------------------------------- #
2062 # ---------------------------------------------------------------------------- #
2064 cv_view_draw_handler
= None
2065 cv_view_shader
= gpu
.shader
.from_builtin('3D_SMOOTH_COLOR')
2067 cv_view_colours
= []
2068 cv_view_course_i
= 0
2070 # Draw axis alligned sphere at position with radius
2072 def cv_draw_sphere( pos
, radius
, colour
):
2074 global cv_view_verts
, cv_view_colours
2076 ly
= pos
+ Vector((0,0,radius
))
2077 lx
= pos
+ Vector((0,radius
,0))
2078 lz
= pos
+ Vector((0,0,radius
))
2080 pi
= 3.14159265358979323846264
2084 t
= ((i
+1.0) * 1.0/16.0) * pi
* 2.0
2088 py
= pos
+ Vector((s
*radius
,0.0,c
*radius
))
2089 px
= pos
+ Vector((s
*radius
,c
*radius
,0.0))
2090 pz
= pos
+ Vector((0.0,s
*radius
,c
*radius
))
2092 cv_view_verts
+= [ px
, lx
]
2093 cv_view_verts
+= [ py
, ly
]
2094 cv_view_verts
+= [ pz
, lz
]
2096 cv_view_colours
+= [ colour
, colour
, colour
, colour
, colour
, colour
]
2105 # Draw axis alligned sphere at position with radius
2107 def cv_draw_halfsphere( pos
, tx
, ty
, tz
, radius
, colour
):
2109 global cv_view_verts
, cv_view_colours
2111 ly
= pos
+ tz
*radius
2112 lx
= pos
+ ty
*radius
2113 lz
= pos
+ tz
*radius
2115 pi
= 3.14159265358979323846264
2119 t
= ((i
+1.0) * 1.0/16.0) * pi
2123 s1
= math
.sin(t
*2.0)
2124 c1
= math
.cos(t
*2.0)
2126 py
= pos
+ s
*tx
*radius
+ c
*tz
*radius
2127 px
= pos
+ s
*tx
*radius
+ c
*ty
*radius
2128 pz
= pos
+ s1
*ty
*radius
+ c1
*tz
*radius
2130 cv_view_verts
+= [ px
, lx
]
2131 cv_view_verts
+= [ py
, ly
]
2132 cv_view_verts
+= [ pz
, lz
]
2134 cv_view_colours
+= [ colour
, colour
, colour
, colour
, colour
, colour
]
2143 # Draw transformed -1 -> 1 cube
2145 def cv_draw_ucube( transform
, colour
):
2147 global cv_view_verts
, cv_view_colours
2149 a
= Vector((-1,-1,-1))
2153 vs
[0] = transform
@ Vector((a
[0], a
[1], a
[2]))
2154 vs
[1] = transform
@ Vector((a
[0], b
[1], a
[2]))
2155 vs
[2] = transform
@ Vector((b
[0], b
[1], a
[2]))
2156 vs
[3] = transform
@ Vector((b
[0], a
[1], a
[2]))
2157 vs
[4] = transform
@ Vector((a
[0], a
[1], b
[2]))
2158 vs
[5] = transform
@ Vector((a
[0], b
[1], b
[2]))
2159 vs
[6] = transform
@ Vector((b
[0], b
[1], b
[2]))
2160 vs
[7] = transform
@ Vector((b
[0], a
[1], b
[2]))
2162 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
2163 (0,4),(1,5),(2,6),(3,7)]
2169 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
2170 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
2171 cv_view_colours
+= [colour
, colour
]
2176 # Draw line with colour
2178 def cv_draw_line( p0
, p1
, colour
):
2180 global cv_view_verts
, cv_view_colours
2182 cv_view_verts
+= [p0
,p1
]
2183 cv_view_colours
+= [colour
, colour
]
2187 # Draw line with colour(s)
2189 def cv_draw_line2( p0
, p1
, c0
, c1
):
2191 global cv_view_verts
, cv_view_colours
2193 cv_view_verts
+= [p0
,p1
]
2194 cv_view_colours
+= [c0
,c1
]
2200 def cv_tangent_basis( n
, tx
, ty
):
2202 if abs( n
[0] ) >= 0.57735027:
2223 # Draw coloured arrow
2225 def cv_draw_arrow( p0
, p1
, c0
, size
=0.15 ):
2227 global cv_view_verts
, cv_view_colours
2233 tx
= Vector((1,0,0))
2234 ty
= Vector((1,0,0))
2235 cv_tangent_basis( n
, tx
, ty
)
2237 cv_view_verts
+= [p0
,p1
, midpt
+(tx
-n
)*size
,midpt
, midpt
+(-tx
-n
)*size
,midpt
]
2238 cv_view_colours
+= [c0
,c0
,c0
,c0
,c0
,c0
]
2242 # Drawhandles of a bezier control point
2244 def cv_draw_bhandle( obj
, direction
, colour
):
2246 global cv_view_verts
, cv_view_colours
2249 h0
= obj
.matrix_world
@ Vector((0,direction
,0))
2251 cv_view_verts
+= [p0
]
2252 cv_view_verts
+= [h0
]
2253 cv_view_colours
+= [colour
,colour
]
2257 # Draw a bezier curve (at fixed resolution 10)
2259 def cv_draw_bezier( p0
,h0
,p1
,h1
,c0
,c1
):
2261 global cv_view_verts
, cv_view_colours
2271 p
=ttt
*p1
+(3*tt
-3*ttt
)*h1
+(3*ttt
-6*tt
+3*t
)*h0
+(3*tt
-ttt
-3*t
+1)*p0
2273 cv_view_verts
+= [(last
[0],last
[1],last
[2])]
2274 cv_view_verts
+= [(p
[0],p
[1],p
[2])]
2275 cv_view_colours
+= [c0
*a0
+c1
*(1-a0
),c0
*a0
+c1
*(1-a0
)]
2282 # I think this one extends the handles of the bezier otwards......
2284 def cv_draw_sbpath( o0
,o1
,c0
,c1
,s0
,s1
):
2286 global cv_view_course_i
2288 offs
= ((cv_view_course_i
% 2)*2-1) * cv_view_course_i
* 0.02
2290 p0
= o0
.matrix_world
@ Vector((offs
, 0,0))
2291 h0
= o0
.matrix_world
@ Vector((offs
, s0
,0))
2292 p1
= o1
.matrix_world
@ Vector((offs
, 0,0))
2293 h1
= o1
.matrix_world
@ Vector((offs
,-s1
,0))
2295 cv_draw_bezier( p0
,h0
,p1
,h1
,c0
,c1
)
2299 # Flush the lines buffers. This is called often because god help you if you want
2300 # to do fixed, fast buffers in this catastrophic programming language.
2302 def cv_draw_lines():
2304 global cv_view_shader
, cv_view_verts
, cv_view_colours
2306 if len(cv_view_verts
) < 2:
2309 lines
= batch_for_shader(\
2310 cv_view_shader
, 'LINES', \
2311 { "pos":cv_view_verts
, "color":cv_view_colours
})
2313 lines
.draw( cv_view_shader
)
2316 cv_view_colours
= []
2319 # I dont remember what this does exactly
2321 def cv_draw_bpath( o0
,o1
,c0
,c1
):
2323 cv_draw_sbpath( o0
,o1
,c0
,c1
,1.0,1.0 )
2326 # Semi circle to show the limit. and some lines
2328 def draw_limit( obj
, center
, major
, minor
, amin
, amax
, colour
):
2330 global cv_view_verts
, cv_view_colours
2339 a0
= amin
*(1.0-t0
)+amax
*t0
2340 a1
= amin
*(1.0-t1
)+amax
*t1
2342 p0
= center
+ major
*f
*math
.cos(a0
) + minor
*f
*math
.sin(a0
)
2343 p1
= center
+ major
*f
*math
.cos(a1
) + minor
*f
*math
.sin(a1
)
2345 p0
=obj
.matrix_world
@ p0
2346 p1
=obj
.matrix_world
@ p1
2347 cv_view_verts
+= [p0
,p1
]
2348 cv_view_colours
+= [colour
,colour
]
2352 cv_view_verts
+= [p0
,center
]
2353 cv_view_colours
+= [colour
,colour
]
2357 cv_view_verts
+= [p1
,center
]
2358 cv_view_colours
+= [colour
,colour
]
2362 cv_view_verts
+= [center
+major
*1.2*f
,center
+major
*f
*0.8]
2363 cv_view_colours
+= [colour
,colour
]
2368 # Cone and twist limit
2370 def draw_cone_twist( center
, vx
, vy
, va
):
2372 global cv_view_verts
, cv_view_colours
2373 axis
= vy
.cross( vx
)
2378 cv_view_verts
+= [center
, center
+va
*size
]
2379 cv_view_colours
+= [ (1,1,1,1), (1,1,1,1) ]
2383 t0
= (x
/32) * math
.tau
2384 t1
= ((x
+1)/32) * math
.tau
2391 p0
= center
+ (axis
+ vx
*c0
+ vy
*s0
).normalized() * size
2392 p1
= center
+ (axis
+ vx
*c1
+ vy
*s1
).normalized() * size
2394 col0
= ( abs(c0
), abs(s0
), 0.0, 1.0 )
2395 col1
= ( abs(c1
), abs(s1
), 0.0, 1.0 )
2397 cv_view_verts
+= [center
, p0
, p0
, p1
]
2398 cv_view_colours
+= [ (0,0,0,0), col0
, col0
, col1
]
2404 # Draws constraints and stuff for the skeleton. This isnt documented and wont be
2406 def draw_skeleton_helpers( obj
):
2408 global cv_view_verts
, cv_view_colours
2410 if obj
.data
.pose_position
!= 'REST':
2415 for bone
in obj
.data
.bones
:
2418 a
= Vector((bone
.cv_data
.v0
[0], bone
.cv_data
.v0
[1], bone
.cv_data
.v0
[2]))
2419 b
= Vector((bone
.cv_data
.v1
[0], bone
.cv_data
.v1
[1], bone
.cv_data
.v1
[2]))
2421 if bone
.cv_data
.collider
== 'collider_box':
2425 vs
[0]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+a
[1],c
[2]+a
[2]))
2426 vs
[1]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+b
[1],c
[2]+a
[2]))
2427 vs
[2]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+b
[1],c
[2]+a
[2]))
2428 vs
[3]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+a
[1],c
[2]+a
[2]))
2429 vs
[4]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+a
[1],c
[2]+b
[2]))
2430 vs
[5]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+b
[1],c
[2]+b
[2]))
2431 vs
[6]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+b
[1],c
[2]+b
[2]))
2432 vs
[7]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+a
[1],c
[2]+b
[2]))
2434 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
2435 (0,4),(1,5),(2,6),(3,7)]
2442 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
2443 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
2444 cv_view_colours
+= [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)]
2447 elif bone
.cv_data
.collider
== 'collider_capsule':
2455 if abs(v0
[i
]) > largest
:
2457 largest
= abs(v0
[i
])
2462 v1
= Vector((0,0,0))
2463 v1
[major_axis
] = 1.0
2465 tx
= Vector((0,0,0))
2466 ty
= Vector((0,0,0))
2468 cv_tangent_basis( v1
, tx
, ty
)
2469 r
= (abs(tx
.dot( v0
)) + abs(ty
.dot( v0
))) * 0.25
2470 l
= v0
[ major_axis
] - r
*2
2472 p0
= obj
.matrix_world
@Vector( c
+ (a
+b
)*0.5 + v1
*l
*-0.5 )
2473 p1
= obj
.matrix_world
@Vector( c
+ (a
+b
)*0.5 + v1
*l
* 0.5 )
2475 colour
= [0.2,0.2,0.2,1.0]
2476 colour
[major_axis
] = 0.5
2478 cv_draw_halfsphere( p0
, -v1
, ty
, tx
, r
, colour
)
2479 cv_draw_halfsphere( p1
, v1
, ty
, tx
, r
, colour
)
2480 cv_draw_line( p0
+tx
* r
, p1
+tx
* r
, colour
)
2481 cv_draw_line( p0
+tx
*-r
, p1
+tx
*-r
, colour
)
2482 cv_draw_line( p0
+ty
* r
, p1
+ty
* r
, colour
)
2483 cv_draw_line( p0
+ty
*-r
, p1
+ty
*-r
, colour
)
2490 center
= obj
.matrix_world
@ c
2491 if bone
.cv_data
.con0
:
2493 vx
= Vector([bone
.cv_data
.conevx
[_
] for _
in range(3)])
2494 vy
= Vector([bone
.cv_data
.conevy
[_
] for _
in range(3)])
2495 va
= Vector([bone
.cv_data
.coneva
[_
] for _
in range(3)])
2496 draw_cone_twist( center
, vx
, vy
, va
)
2498 #draw_limit( obj, c, Vector((0,0,1)),Vector((0,-1,0)), \
2499 # bone.cv_data.mins[0], bone.cv_data.maxs[0], \
2501 #draw_limit( obj, c, Vector((0,-1,0)),Vector((1,0,0)), \
2502 # bone.cv_data.mins[1], bone.cv_data.maxs[1], \
2504 #draw_limit( obj, c, Vector((1,0,0)),Vector((0,0,1)), \
2505 # bone.cv_data.mins[2], bone.cv_data.maxs[2], \
2513 global cv_view_shader
2514 global cv_view_verts
2515 global cv_view_colours
2516 global cv_view_course_i
2518 cv_view_course_i
= 0
2520 cv_view_colours
= []
2522 cv_view_shader
.bind()
2523 gpu
.state
.depth_mask_set(False)
2524 gpu
.state
.line_width_set(2.0)
2525 gpu
.state
.face_culling_set('BACK')
2526 gpu
.state
.depth_test_set('LESS')
2527 gpu
.state
.blend_set('NONE')
2529 for obj
in bpy
.context
.collection
.objects
:
2531 if obj
.type == 'ARMATURE':
2533 if obj
.data
.pose_position
== 'REST':
2534 draw_skeleton_helpers( obj
)
2538 classtype
= obj
.cv_data
.classtype
2539 if (classtype
!= 'classtype_none') and (classtype
in globals()):
2541 cl
= globals()[ classtype
]
2543 if getattr( cl
, "draw_scene_helpers", None ):
2545 cl
.draw_scene_helpers( obj
)
2556 # ---------------------------------------------------------------------------- #
2560 # ---------------------------------------------------------------------------- #
2562 # Checks whether this object has a classtype assigned. we can only target other
2564 def cv_poll_target(scene
, obj
):
2566 if obj
== bpy
.context
.active_object
:
2568 if obj
.cv_data
.classtype
== 'classtype_none':
2574 class CV_MESH_SETTINGS(bpy
.types
.PropertyGroup
):
2576 v0
: bpy
.props
.FloatVectorProperty(name
="v0",size
=3)
2577 v1
: bpy
.props
.FloatVectorProperty(name
="v1",size
=3)
2578 v2
: bpy
.props
.FloatVectorProperty(name
="v2",size
=3)
2579 v3
: bpy
.props
.FloatVectorProperty(name
="v3",size
=3)
2582 class CV_LIGHT_SETTINGS(bpy
.types
.PropertyGroup
):
2584 bp0
: bpy
.props
.BoolProperty( name
="bp0" );
2587 class CV_LIGHT_PANEL(bpy
.types
.Panel
):
2589 bl_label
="[Skate Rift]"
2590 bl_idname
="SCENE_PT_cv_light"
2591 bl_space_type
='PROPERTIES'
2592 bl_region_type
='WINDOW'
2595 def draw(_
,context
):
2597 active_object
= context
.active_object
2598 if active_object
== None: return
2600 if active_object
.type != 'LIGHT': return
2602 data
= active_object
.data
.cv_data
2603 _
.layout
.prop( data
, "bp0", text
="Only on during night" )
2607 def cv_variable_enum( scene
, context
):
2609 obj
= context
.object
2610 invalid
= [('0',"",""),
2621 classtype
= obj
.cv_data
.classtype
2623 if classtype
in globals():
2625 cl
= globals()[ classtype
]
2626 if getattr( cl
, "dynamic_enum", None ):
2627 if len(cl
.dynamic_enum
)>0:
2628 return cl
.dynamic_enum
2634 class CV_OBJ_SETTINGS(bpy
.types
.PropertyGroup
):
2636 uid
: bpy
.props
.IntProperty( name
="" )
2638 strp
: bpy
.props
.StringProperty( name
="strp" )
2639 intp
: bpy
.props
.IntProperty( name
="intp" )
2640 intp1
: bpy
.props
.IntProperty( name
="intp1" )
2641 fltp
: bpy
.props
.FloatProperty( name
="fltp" )
2642 bp0
: bpy
.props
.BoolProperty( name
="bp0" )
2643 bp1
: bpy
.props
.BoolProperty( name
="bp1" )
2644 bp2
: bpy
.props
.BoolProperty( name
="bp2" )
2645 bp3
: bpy
.props
.BoolProperty( name
="bp3" )
2647 target
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target", \
2648 poll
=cv_poll_target
)
2649 target1
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target1", \
2650 poll
=cv_poll_target
)
2651 target2
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target2", \
2652 poll
=cv_poll_target
)
2653 target3
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target3", \
2654 poll
=cv_poll_target
)
2656 colour
: bpy
.props
.FloatVectorProperty( name
="colour",subtype
='COLOR',\
2659 dynamic_enum
: bpy
.props
.EnumProperty(
2661 items
= cv_variable_enum
2664 classtype
: bpy
.props
.EnumProperty(
2667 ('classtype_none', "None", ""), #000
2668 ('classtype_gate', "Gate", ""), #100
2669 ('classtype_nonlocal_gate', "Gate:NonLocal", ""), #101
2670 ('classtype_spawn', "Spawn", ""), #200
2671 ('classtype_water', "Water Surface", ""), #300
2672 ('classtype_route', "Route", ""), #400
2673 ('classtype_route_node', "Route:Node", ""), #401
2674 ('classtype_audio', "Audio:File", ""), #500
2675 ('classtype_audio_player', "Audio:Player", ""), #501
2676 ('classtype_audio_sprite', "Audio:Sprite", ""), #502
2677 ('classtype_volume_audio', "Volume:Audio", ""), #600
2678 ('classtype_volume_event', "Volume:Event", ""), #601
2680 ('300', "ERROR", "",300)
2684 class CV_BONE_SETTINGS(bpy
.types
.PropertyGroup
):
2686 collider
: bpy
.props
.EnumProperty(
2687 name
="Collider Type",
2689 ('collider_none', "collider_none", "", 0),
2690 ('collider_box', "collider_box", "", 1),
2691 ('collider_capsule', "collider_capsule", "", 2),
2694 v0
: bpy
.props
.FloatVectorProperty(name
="v0",size
=3)
2695 v1
: bpy
.props
.FloatVectorProperty(name
="v1",size
=3)
2697 con0
: bpy
.props
.BoolProperty(name
="Constriant 0",default
=False)
2698 mins
: bpy
.props
.FloatVectorProperty(name
="mins",size
=3)
2699 maxs
: bpy
.props
.FloatVectorProperty(name
="maxs",size
=3)
2701 conevx
: bpy
.props
.FloatVectorProperty(name
="conevx",size
=3)
2702 conevy
: bpy
.props
.FloatVectorProperty(name
="conevy",size
=3)
2703 coneva
: bpy
.props
.FloatVectorProperty(name
="coneva",size
=3)
2704 conet
: bpy
.props
.FloatProperty(name
="conet")
2707 class CV_BONE_PANEL(bpy
.types
.Panel
):
2709 bl_label
="[Skate Rift]"
2710 bl_idname
="SCENE_PT_cv_bone"
2711 bl_space_type
='PROPERTIES'
2712 bl_region_type
='WINDOW'
2715 def draw(_
,context
):
2717 active_object
= context
.active_object
2718 if active_object
== None: return
2720 bone
= active_object
.data
.bones
.active
2721 if bone
== None: return
2723 _
.layout
.prop( bone
.cv_data
, "collider" )
2724 _
.layout
.prop( bone
.cv_data
, "v0" )
2725 _
.layout
.prop( bone
.cv_data
, "v1" )
2727 _
.layout
.label( text
="Angle Limits" )
2728 _
.layout
.prop( bone
.cv_data
, "con0" )
2730 _
.layout
.prop( bone
.cv_data
, "conevx" )
2731 _
.layout
.prop( bone
.cv_data
, "conevy" )
2732 _
.layout
.prop( bone
.cv_data
, "coneva" )
2733 _
.layout
.prop( bone
.cv_data
, "conet" )
2737 class CV_SCENE_SETTINGS(bpy
.types
.PropertyGroup
):
2739 use_hidden
: bpy
.props
.BoolProperty( name
="use hidden", default
=False )
2740 export_dir
: bpy
.props
.StringProperty( name
="Export Dir", subtype
='DIR_PATH' )
2743 class CV_COLLECTION_SETTINGS(bpy
.types
.PropertyGroup
):
2745 pack_textures
: bpy
.props
.BoolProperty( name
="Pack Textures", default
=False )
2746 animations
: bpy
.props
.BoolProperty( name
="Export animation", default
=True)
2749 class CV_MATERIAL_SETTINGS(bpy
.types
.PropertyGroup
):
2751 shader
: bpy
.props
.EnumProperty(
2754 ('standard',"standard","",0),
2755 ('standard_cutout', "standard_cutout", "", 1),
2756 ('terrain_blend', "terrain_blend", "", 2),
2757 ('vertex_blend', "vertex_blend", "", 3),
2758 ('water',"water","",4),
2761 surface_prop
: bpy
.props
.EnumProperty(
2762 name
="Surface Property",
2764 ('concrete','concrete','',0),
2765 ('wood','wood','',1),
2766 ('grass','grass','',2),
2767 ('tiles','tiles','',3)
2770 collision
: bpy
.props
.BoolProperty( \
2771 name
="Collisions Enabled",\
2773 description
= "Can the player collide with this material"\
2775 skate_surface
: bpy
.props
.BoolProperty( \
2776 name
="Skate Surface", \
2778 description
= "Should the game try to target this surface?" \
2780 grind_surface
: bpy
.props
.BoolProperty( \
2781 name
="Grind Surface", \
2783 description
= "Grind face?" \
2785 grow_grass
: bpy
.props
.BoolProperty( \
2786 name
="Grow Grass", \
2788 description
= "Spawn grass sprites on this surface?" \
2790 blend_offset
: bpy
.props
.FloatVectorProperty( \
2791 name
="Blend Offset", \
2793 default
=Vector((0.5,0.0)),\
2794 description
="When surface is more than 45 degrees, add this vector " +\
2797 sand_colour
: bpy
.props
.FloatVectorProperty( \
2798 name
="Sand Colour",\
2801 default
=Vector((0.79,0.63,0.48)),\
2802 description
="Blend to this colour near the 0 coordinate on UP axis"\
2804 shore_colour
: bpy
.props
.FloatVectorProperty( \
2805 name
="Shore Colour",\
2808 default
=Vector((0.03,0.32,0.61)),\
2809 description
="Water colour at the shoreline"\
2811 ocean_colour
: bpy
.props
.FloatVectorProperty( \
2812 name
="Ocean Colour",\
2815 default
=Vector((0.0,0.006,0.03)),\
2816 description
="Water colour in the deep bits"\
2820 class CV_MATERIAL_PANEL(bpy
.types
.Panel
):
2822 bl_label
="Skate Rift material"
2823 bl_idname
="MATERIAL_PT_cv_material"
2824 bl_space_type
='PROPERTIES'
2825 bl_region_type
='WINDOW'
2826 bl_context
="material"
2828 def draw(_
,context
):
2830 active_object
= bpy
.context
.active_object
2831 if active_object
== None: return
2832 active_mat
= active_object
.active_material
2833 if active_mat
== None: return
2835 info
= material_info( active_mat
)
2837 if 'tex_diffuse' in info
:
2839 _
.layout
.label( icon
='INFO', \
2840 text
=F
"{info['tex_diffuse'].name} will be compiled" )
2843 _
.layout
.prop( active_mat
.cv_data
, "shader" )
2844 _
.layout
.prop( active_mat
.cv_data
, "surface_prop" )
2845 _
.layout
.prop( active_mat
.cv_data
, "collision" )
2847 if active_mat
.cv_data
.collision
:
2848 _
.layout
.prop( active_mat
.cv_data
, "skate_surface" )
2849 _
.layout
.prop( active_mat
.cv_data
, "grind_surface" )
2850 _
.layout
.prop( active_mat
.cv_data
, "grow_grass" )
2852 if active_mat
.cv_data
.shader
== "terrain_blend":
2854 box
= _
.layout
.box()
2855 box
.prop( active_mat
.cv_data
, "blend_offset" )
2856 box
.prop( active_mat
.cv_data
, "sand_colour" )
2858 elif active_mat
.cv_data
.shader
== "vertex_blend":
2860 box
= _
.layout
.box()
2861 box
.label( icon
='INFO', text
="Uses vertex colours, the R channel" )
2862 box
.prop( active_mat
.cv_data
, "blend_offset" )
2864 elif active_mat
.cv_data
.shader
== "water":
2866 box
= _
.layout
.box()
2867 box
.label( icon
='INFO', text
="Depth scale of 16 meters" )
2868 box
.prop( active_mat
.cv_data
, "shore_colour" )
2869 box
.prop( active_mat
.cv_data
, "ocean_colour" )
2874 class CV_OBJ_PANEL(bpy
.types
.Panel
):
2876 bl_label
="Entity Config"
2877 bl_idname
="SCENE_PT_cv_entity"
2878 bl_space_type
='PROPERTIES'
2879 bl_region_type
='WINDOW'
2882 def draw(_
,context
):
2884 active_object
= bpy
.context
.active_object
2885 if active_object
== None: return
2886 if active_object
.type == 'ARMATURE':
2888 row
= _
.layout
.row()
2890 row
.label( text
="This object has the intrinsic classtype of skeleton" )
2894 _
.layout
.prop( active_object
.cv_data
, "classtype" )
2896 classtype
= active_object
.cv_data
.classtype
2898 if (classtype
!= 'classtype_none') and (classtype
in globals()):
2900 cl
= globals()[ classtype
]
2902 if getattr( cl
, "editor_interface", None ):
2904 cl
.editor_interface( _
.layout
, active_object
)
2910 class CV_COMPILE(bpy
.types
.Operator
):
2912 bl_idname
="carve.compile_all"
2913 bl_label
="Compile All"
2915 def execute(_
,context
):
2917 view_layer
= bpy
.context
.view_layer
2918 for col
in view_layer
.layer_collection
.children
["export"].children
:
2919 if not col
.hide_viewport
or bpy
.context
.scene
.cv_data
.use_hidden
:
2920 write_model( col
.name
)
2926 class CV_COMPILE_THIS(bpy
.types
.Operator
):
2928 bl_idname
="carve.compile_this"
2929 bl_label
="Compile This collection"
2931 def execute(_
,context
):
2933 col
= bpy
.context
.collection
2934 write_model( col
.name
)
2940 class CV_INTERFACE(bpy
.types
.Panel
):
2942 bl_idname
= "VIEW3D_PT_carve"
2943 bl_label
= "Skate Rift"
2944 bl_space_type
= 'VIEW_3D'
2945 bl_region_type
= 'UI'
2946 bl_category
= "Skate Rift"
2948 def draw(_
, context
):
2951 layout
.prop( context
.scene
.cv_data
, "export_dir" )
2953 col
= bpy
.context
.collection
2955 found_in_export
= False
2957 view_layer
= bpy
.context
.view_layer
2958 for c1
in view_layer
.layer_collection
.children
["export"].children
:
2960 if not c1
.hide_viewport
or bpy
.context
.scene
.cv_data
.use_hidden
:
2963 if c1
.name
== col
.name
:
2965 found_in_export
= True
2972 box
.label( text
=col
.name
+ ".mdl" )
2973 box
.prop( col
.cv_data
, "pack_textures" )
2974 box
.prop( col
.cv_data
, "animations" )
2975 box
.operator( "carve.compile_this" )
2981 row
.label( text
=col
.name
)
2982 box
.label( text
="This collection is not in the export group" )
2988 split
= row
.split( factor
= 0.3, align
=True )
2989 split
.prop( context
.scene
.cv_data
, "use_hidden", text
="hidden" )
2992 if export_count
== 0:
2994 row1
.operator( "carve.compile_all", \
2995 text
=F
"Compile all ({export_count} collections)" )
3000 classes
= [CV_OBJ_SETTINGS
,CV_OBJ_PANEL
,CV_COMPILE
,CV_INTERFACE
,\
3001 CV_MESH_SETTINGS
, CV_SCENE_SETTINGS
, CV_BONE_SETTINGS
,\
3002 CV_BONE_PANEL
, CV_COLLECTION_SETTINGS
, CV_COMPILE_THIS
,\
3003 CV_MATERIAL_SETTINGS
, CV_MATERIAL_PANEL
, CV_LIGHT_SETTINGS
,\
3008 global cv_view_draw_handler
3011 bpy
.utils
.register_class(c
)
3013 bpy
.types
.Object
.cv_data
= bpy
.props
.PointerProperty(type=CV_OBJ_SETTINGS
)
3014 bpy
.types
.Mesh
.cv_data
= bpy
.props
.PointerProperty(type=CV_MESH_SETTINGS
)
3015 bpy
.types
.Scene
.cv_data
= bpy
.props
.PointerProperty(type=CV_SCENE_SETTINGS
)
3016 bpy
.types
.Bone
.cv_data
= bpy
.props
.PointerProperty(type=CV_BONE_SETTINGS
)
3017 bpy
.types
.Collection
.cv_data
= \
3018 bpy
.props
.PointerProperty(type=CV_COLLECTION_SETTINGS
)
3019 bpy
.types
.Material
.cv_data
= \
3020 bpy
.props
.PointerProperty(type=CV_MATERIAL_SETTINGS
)
3021 bpy
.types
.Light
.cv_data
= bpy
.props
.PointerProperty(type=CV_LIGHT_SETTINGS
)
3023 cv_view_draw_handler
= bpy
.types
.SpaceView3D
.draw_handler_add(\
3024 cv_draw
,(),'WINDOW','POST_VIEW')
3029 global cv_view_draw_handler
3032 bpy
.utils
.unregister_class(c
)
3034 bpy
.types
.SpaceView3D
.draw_handler_remove(cv_view_draw_handler
,'WINDOW')
3037 # ---------------------------------------------------------------------------- #
3041 # ---------------------------------------------------------------------------- #
3043 # Transliteration of: #
3044 # https://github.com/phoboslab/qoi/blob/master/qoi.h #
3046 # Copyright (c) 2021, Dominic Szablewski - https://phoboslab.org #
3047 # SPDX-License-Identifier: MIT #
3048 # QOI - The "Quite OK Image" format for fast, lossless image compression #
3050 # ---------------------------------------------------------------------------- #
3052 class qoi_rgba_t(Structure
):
3055 _fields_
= [("r",c_uint8
),
3061 QOI_OP_INDEX
= 0x00 # 00xxxxxx
3062 QOI_OP_DIFF
= 0x40 # 01xxxxxx
3063 QOI_OP_LUMA
= 0x80 # 10xxxxxx
3064 QOI_OP_RUN
= 0xc0 # 11xxxxxx
3065 QOI_OP_RGB
= 0xfe # 11111110
3066 QOI_OP_RGBA
= 0xff # 11111111
3068 QOI_MASK_2
= 0xc0 # 11000000
3070 def qoi_colour_hash( c
):
3072 return c
.r
*3 + c
.g
*5 + c
.b
*7 + c
.a
*11
3077 return (a
.r
==b
.r
) and (a
.g
==b
.g
) and (a
.b
==b
.b
) and (a
.a
==b
.a
)
3082 return bytearray([ (0xff000000 & v
) >> 24, \
3083 (0x00ff0000 & v
) >> 16, \
3084 (0x0000ff00 & v
) >> 8, \
3088 def qoi_encode( img
):
3092 print(F
" . Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]")
3094 index
= [ qoi_rgba_t() for _
in range(64) ]
3098 data
.extend( bytearray(c_uint32(0x66696f71)) )
3099 data
.extend( qoi_32bit( img
.size
[0] ) )
3100 data
.extend( qoi_32bit( img
.size
[1] ) )
3101 data
.extend( bytearray(c_uint8(4)) )
3102 data
.extend( bytearray(c_uint8(0)) )
3105 px_prev
= qoi_rgba_t()
3106 px_prev
.r
= c_uint8(0)
3107 px_prev
.g
= c_uint8(0)
3108 px_prev
.b
= c_uint8(0)
3109 px_prev
.a
= c_uint8(255)
3117 px_len
= img
.size
[0] * img
.size
[1]
3119 paxels
= [ int(min(max(_
,0),1)*255) for _
in img
.pixels
]
3121 for px_pos
in range( px_len
):
3123 idx
= px_pos
* img
.channels
3126 px
.r
= paxels
[idx
+min(0,nc
)]
3127 px
.g
= paxels
[idx
+min(1,nc
)]
3128 px
.b
= paxels
[idx
+min(2,nc
)]
3129 px
.a
= paxels
[idx
+min(3,nc
)]
3131 if qoi_eq( px
, px_prev
):
3135 if (run
== 62) or (px_pos
== px_len
-1):
3137 data
.extend( bytearray( c_uint8(QOI_OP_RUN |
(run
-1))) )
3145 data
.extend( bytearray( c_uint8(QOI_OP_RUN |
(run
-1))) )
3149 index_pos
= qoi_colour_hash(px
) % 64
3151 if qoi_eq( index
[index_pos
], px
):
3153 data
.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos
)) )
3157 index
[ index_pos
].r
= px
.r
3158 index
[ index_pos
].g
= px
.g
3159 index
[ index_pos
].b
= px
.b
3160 index
[ index_pos
].a
= px
.a
3162 if px
.a
== px_prev
.a
:
3164 vr
= int(px
.r
) - int(px_prev
.r
)
3165 vg
= int(px
.g
) - int(px_prev
.g
)
3166 vb
= int(px
.b
) - int(px_prev
.b
)
3171 if (vr
> -3) and (vr
< 2) and\
3172 (vg
> -3) and (vg
< 2) and\
3173 (vb
> -3) and (vb
< 2):
3175 op
= QOI_OP_DIFF |
(vr
+2) << 4 |
(vg
+2) << 2 |
(vb
+2)
3176 data
.extend( bytearray( c_uint8(op
) ))
3178 elif (vg_r
> -9) and (vg_r
< 8) and\
3179 (vg
> -33) and (vg
< 32 ) and\
3180 (vg_b
> -9) and (vg_b
< 8):
3182 op
= QOI_OP_LUMA |
(vg
+32)
3183 delta
= (vg_r
+8) << 4 |
(vg_b
+ 8)
3184 data
.extend( bytearray( c_uint8(op
) ) )
3185 data
.extend( bytearray( c_uint8(delta
) ))
3189 data
.extend( bytearray( c_uint8(QOI_OP_RGB
) ) )
3190 data
.extend( bytearray( c_uint8(px
.r
) ))
3191 data
.extend( bytearray( c_uint8(px
.g
) ))
3192 data
.extend( bytearray( c_uint8(px
.b
) ))
3197 data
.extend( bytearray( c_uint8(QOI_OP_RGBA
) ) )
3198 data
.extend( bytearray( c_uint8(px
.r
) ))
3199 data
.extend( bytearray( c_uint8(px
.g
) ))
3200 data
.extend( bytearray( c_uint8(px
.b
) ))
3201 data
.extend( bytearray( c_uint8(px
.a
) ))
3214 data
.extend( bytearray( c_uint8(0) ))
3215 data
.extend( bytearray( c_uint8(1) ))
3216 bytearray_align_to( data
, 16, 0 )