_fields_ = [("pstr_name",c_uint32),
("shader",c_uint32),
("flags",c_uint32),
+ ("surface_prop",c_uint32),
("colour",c_float*4),
("colour1",c_float*4),
("tex_diffuse",c_uint32),
cv_view_verts += [(v1[0],v1[1],v1[2])]
cv_view_colours += [(0,1,1,1),(0,1,1,1)]
#}
+
+ cv_draw_sphere( obj.location, 20.0, [0.1,0,0.9,0.4] )
#}
@staticmethod
class classtype_bone(Structure):
#{
_pack_ = 1
- _fields_ = [("deform",c_uint32),
+ _fields_ = [("flags",c_uint32),
("ik_target",c_uint32),
("ik_pole",c_uint32),
- ("collider",c_uint32),
- ("use_limits",c_uint32),
- ("angle_limits",(c_float*3)*2),
- ("hitbox",(c_float*3)*2)]
+ ("hitbox",(c_float*3)*2),
+ ("conevx",c_float*3),
+ ("conevy",c_float*3),
+ ("coneva",c_float*3),
+ ("conet",c_float)]
def encode_obj(_, node,node_def):
#{
armature_def = node_def['linked_armature']
obj = node_def['bone']
- _.deform = node_def['deform']
+ _.flags = node_def['deform']
if 'ik_target' in node_def:
#{
+ _.flags |= 0x2
_.ik_target = armature_def['bones'].index( node_def['ik_target'] )
_.ik_pole = armature_def['bones'].index( node_def['ik_pole'] )
#}
# For ragdolls
#
- if obj.cv_data.collider:
+ if obj.cv_data.collider != 'collider_none':
#{
- _.collider = 1
+ if obj.cv_data.collider == 'collider_box':
+ _.flags |= 0x4
+ else:
+ _.flags |= 0x8
+
_.hitbox[0][0] = obj.cv_data.v0[0]
_.hitbox[0][1] = obj.cv_data.v0[2]
_.hitbox[0][2] = -obj.cv_data.v1[1]
if obj.cv_data.con0:
#{
- _.use_limits = 1
- _.angle_limits[0][0] = obj.cv_data.mins[0]
- _.angle_limits[0][1] = obj.cv_data.mins[2]
- _.angle_limits[0][2] = -obj.cv_data.maxs[1]
- _.angle_limits[1][0] = obj.cv_data.maxs[0]
- _.angle_limits[1][1] = obj.cv_data.maxs[2]
- _.angle_limits[1][2] = -obj.cv_data.mins[1]
+ _.flags |= 0x100
+ _.conevx[0] = obj.cv_data.conevx[0]
+ _.conevx[1] = obj.cv_data.conevx[2]
+ _.conevx[2] = -obj.cv_data.conevx[1]
+ _.conevy[0] = obj.cv_data.conevy[0]
+ _.conevy[1] = obj.cv_data.conevy[2]
+ _.conevy[2] = -obj.cv_data.conevy[1]
+ _.coneva[0] = obj.cv_data.coneva[0]
+ _.coneva[1] = obj.cv_data.coneva[2]
+ _.coneva[2] = -obj.cv_data.coneva[1]
+ _.conet = obj.cv_data.conet
#}
#}
#}
#}
#}
+class classtype_spawn_link(Structure):
+#{
+ _pack_ = 1
+ _fields_ = [("connections",c_uint32*4)]
+
+ def encode_obj(_, node,node_def ):
+ #{
+ node.classtype = 0
+ #}
+
+ @staticmethod
+ def editor_interface( layout, obj ):
+ #{
+ pass
+ #}
+
+ @staticmethod
+ def draw_scene_helpers( obj ):
+ #{
+ global cv_view_verts, cv_view_colours
+
+ count = 0
+
+ for obj1 in bpy.context.collection.objects:
+ #{
+ if (obj1.cv_data.classtype != 'classtype_spawn_link') and \
+ (obj1.cv_data.classtype != 'classtype_spawn') :
+ continue
+
+ if (obj1.location - obj.location).length < 40.0:
+ #{
+ cv_draw_line( obj.location, obj1.location, [1,1,1,1] )
+ count +=1
+ #}
+
+ if count == 4:
+ break
+ #}
+
+ cv_draw_sphere( obj.location, 20.0, [0.5,0,0.2,0.4] )
+ #}
+#}
+
# ---------------------------------------------------------------------------- #
# #
# Compiler section #
},
"Mix":
{
- "Color1": material_tex_image("tex_diffuse"),
- "Color2": material_tex_image("tex_decal")
+ "A": material_tex_image("tex_diffuse"),
+ "B": material_tex_image("tex_decal")
},
},
"Normal":
if isinstance( link_def, dict ):
#{
- node_link = node.inputs[link]
+ node_link = None
+ for x in node.inputs:
+ #{
+ if isinstance( x, bpy.types.NodeSocketColor ):
+ #{
+ if link == x.name:
+ #{
+ node_link = x
+ break
+ #}
+ #}
+ #}
- if node_link.is_linked:
+ if node_link and node_link.is_linked:
#{
# look for definitions for the connected node type
#
dest.pstr_name = encoder_process_pstr( mat.name )
flags = 0x00
- if mat.cv_data.skate_surface: flags |= 0x1
- if mat.cv_data.collision: flags |= 0x2
+ if mat.cv_data.collision:
+ flags |= 0x2
+ if mat.cv_data.skate_surface: flags |= 0x1
+ if mat.cv_data.grind_surface: flags |= (0x8|0x1)
+
+ if mat.cv_data.grow_grass: flags |= 0x4
dest.flags = flags
+ if mat.cv_data.surface_prop == 'concrete': dest.surface_prop = 0
+ if mat.cv_data.surface_prop == 'wood': dest.surface_prop = 1
+ if mat.cv_data.surface_prop == 'grass': dest.surface_prop = 2
+
if mat.cv_data.shader == 'standard': dest.shader = 0
if mat.cv_data.shader == 'standard_cutout': dest.shader = 1
if mat.cv_data.shader == 'terrain_blend':
#{
dest.shader = 3
- dest.colour1[0] = mat.cv_data.uv_offset[0]
- dest.colour1[1] = mat.cv_data.uv_offset[1]
+ dest.colour1[0] = mat.cv_data.blend_offset[0]
+ dest.colour1[1] = mat.cv_data.blend_offset[1]
#}
if mat.cv_data.shader == 'water':
#}
#}
- if n.cv_data.collider:
+ if n.cv_data.collider != 'collider_none':
tree['collider_count'] += 1
btree['deform'] = n.use_deform
int(norm[2]*m+0.5),
int(uv[0]*m+0.5),
int(uv[1]*m+0.5),
- colour[0]*m+0.5, # these guys are already quantized
- colour[1]*m+0.5, # .
- colour[2]*m+0.5, # .
- colour[3]*m+0.5, # .
- weights[0]*m+0.5, # v
- weights[1]*m+0.5,
- weights[2]*m+0.5,
- weights[3]*m+0.5,
- groups[0]*m+0.5,
- groups[1]*m+0.5,
- groups[2]*m+0.5,
- groups[3]*m+0.5)
+ colour[0], # these guys are already quantized
+ colour[1], # .
+ colour[2], # .
+ colour[3], # .
+ weights[0], # v
+ weights[1],
+ weights[2],
+ weights[3],
+ groups[0],
+ groups[1],
+ groups[2],
+ groups[3])
if key in vertex_reference:
return vertex_reference[key]
weights[ml] = max( weights[ml], 0 )
#}
#}
+ #}
+ else:
+ #{
+ li1 = tri.loops[(j+1)%3]
+ vi1 = data.loops[li1].vertex_index
+ e0 = data.edges[ data.loops[li].edge_index ]
+
+ if e0.use_freestyle_mark and \
+ ((e0.vertices[0] == vi and e0.vertices[1] == vi1) or \
+ (e0.vertices[0] == vi1 and e0.vertices[1] == vi)):
+ #{
+ weights[0] = 1
+ #}
+ #}
# Add vertex and expand bound box
#
#{
global g_encoder
print( F"Model graph | Create mode '{collection_name}'" )
+ folder = bpy.path.abspath(bpy.context.scene.cv_data.export_dir)
+ path = F"{folder}{collection_name}.mdl"
+ print( path )
collection = bpy.data.collections[collection_name]
# Write
#
- # TODO HOLY
- path = F"/home/harry/Documents/carve/models_src/{collection_name}.mdl"
encoder_write_to_file( path )
print( F"Completed {collection_name}.mdl" )
cv_draw_lines()
#}
+# Draw axis alligned sphere at position with radius
+#
+def cv_draw_halfsphere( pos, tx, ty, tz, radius, colour ):
+#{
+ global cv_view_verts, cv_view_colours
+
+ ly = pos + tz*radius
+ lx = pos + ty*radius
+ lz = pos + tz*radius
+
+ pi = 3.14159265358979323846264
+
+ for i in range(16):
+ #{
+ t = ((i+1.0) * 1.0/16.0) * pi
+ s = math.sin(t)
+ c = math.cos(t)
+
+ s1 = math.sin(t*2.0)
+ c1 = math.cos(t*2.0)
+
+ py = pos + s*tx*radius + c *tz*radius
+ px = pos + s*tx*radius + c *ty*radius
+ pz = pos + s1*ty*radius + c1*tz*radius
+
+ cv_view_verts += [ px, lx ]
+ cv_view_verts += [ py, ly ]
+ cv_view_verts += [ pz, lz ]
+
+ cv_view_colours += [ colour, colour, colour, colour, colour, colour ]
+
+ ly = py
+ lx = px
+ lz = pz
+ #}
+ cv_draw_lines()
+#}
+
# Draw transformed -1 -> 1 cube
#
def cv_draw_ucube( transform, colour ):
cv_draw_lines()
#}
-# Just the tx because we dont really need ty for this app
+#
#
-def cv_tangent_basis_tx( n, tx ):
+def cv_tangent_basis( n, tx, ty ):
#{
if abs( n[0] ) >= 0.57735027:
#{
#}
tx.normalize()
+ _ty = n.cross( tx )
+
+ ty[0] = _ty[0]
+ ty[1] = _ty[1]
+ ty[2] = _ty[2]
#}
# Draw coloured arrow
n.normalize()
tx = Vector((1,0,0))
- cv_tangent_basis_tx( n, tx )
+ ty = Vector((1,0,0))
+ cv_tangent_basis( n, tx, ty )
cv_view_verts += [p0,p1, midpt+(tx-n)*0.15,midpt, midpt+(-tx-n)*0.15,midpt ]
cv_view_colours += [c0,c0,c0,c0,c0,c0]
cv_draw_lines()
#}
+# Cone and twist limit
+#
+def draw_cone_twist( center, vx, vy, va ):
+#{
+ global cv_view_verts, cv_view_colours
+ axis = vy.cross( vx )
+ axis.normalize()
+
+ size = 0.12
+
+ cv_view_verts += [center, center+va*size]
+ cv_view_colours += [ (1,1,1,1), (1,1,1,1) ]
+
+ for x in range(32):
+ #{
+ t0 = (x/32) * math.tau
+ t1 = ((x+1)/32) * math.tau
+
+ c0 = math.cos(t0)
+ s0 = math.sin(t0)
+ c1 = math.cos(t1)
+ s1 = math.sin(t1)
+
+ p0 = center + (axis + vx*c0 + vy*s0).normalized() * size
+ p1 = center + (axis + vx*c1 + vy*s1).normalized() * size
+
+ col0 = ( abs(c0), abs(s0), 0.0, 1.0 )
+ col1 = ( abs(c1), abs(s1), 0.0, 1.0 )
+
+ cv_view_verts += [center, p0, p0, p1]
+ cv_view_colours += [ (0,0,0,0), col0, col0, col1 ]
+ #}
+
+ cv_draw_lines()
+#}
+
# Draws constraints and stuff for the skeleton. This isnt documented and wont be
#
def draw_skeleton_helpers( obj ):
#{
global cv_view_verts, cv_view_colours
+ if obj.data.pose_position != 'REST':
+ #{
+ return
+ #}
+
for bone in obj.data.bones:
#{
- if bone.cv_data.collider and (obj.data.pose_position == 'REST'):
+ c = bone.head_local
+ a = Vector((bone.cv_data.v0[0], bone.cv_data.v0[1], bone.cv_data.v0[2]))
+ b = Vector((bone.cv_data.v1[0], bone.cv_data.v1[1], bone.cv_data.v1[2]))
+
+ if bone.cv_data.collider == 'collider_box':
#{
- c = bone.head_local
- a = bone.cv_data.v0
- b = bone.cv_data.v1
vs = [None]*8
vs[0]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+a[2]))
cv_view_verts += [(v1[0],v1[1],v1[2])]
cv_view_colours += [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)]
#}
+ #}
+ elif bone.cv_data.collider == 'collider_capsule':
+ #{
+ v0 = b-a
+ major_axis = 0
+ largest = -1.0
- center = obj.matrix_world @ c
- if bone.cv_data.con0:
+ for i in range(3):
#{
- draw_limit( obj, c, Vector((0,1,0)),Vector((0,0,1)), \
- bone.cv_data.mins[0], bone.cv_data.maxs[0], \
- (1,0,0,1))
- draw_limit( obj, c, Vector((0,0,1)),Vector((1,0,0)), \
- bone.cv_data.mins[1], bone.cv_data.maxs[1], \
- (0,1,0,1))
- draw_limit( obj, c, Vector((1,0,0)),Vector((0,1,0)), \
- bone.cv_data.mins[2], bone.cv_data.maxs[2], \
- (0,0,1,1))
+ if abs(v0[i]) > largest:
+ #{
+ largest = abs(v0[i])
+ major_axis = i
+ #}
#}
+
+ v1 = Vector((0,0,0))
+ v1[major_axis] = 1.0
+
+ tx = Vector((0,0,0))
+ ty = Vector((0,0,0))
+
+ cv_tangent_basis( v1, tx, ty )
+ r = (abs(tx.dot( v0 )) + abs(ty.dot( v0 ))) * 0.25
+ l = v0[ major_axis ] - r*2
+
+ p0 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l*-0.5 )
+ p1 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l* 0.5 )
+
+ colour = [0.2,0.2,0.2,1.0]
+ colour[major_axis] = 0.5
+
+ cv_draw_halfsphere( p0, -v1, ty, tx, r, colour )
+ cv_draw_halfsphere( p1, v1, ty, tx, r, colour )
+ cv_draw_line( p0+tx* r, p1+tx* r, colour )
+ cv_draw_line( p0+tx*-r, p1+tx*-r, colour )
+ cv_draw_line( p0+ty* r, p1+ty* r, colour )
+ cv_draw_line( p0+ty*-r, p1+ty*-r, colour )
+ #}
+ else:
+ #{
+ continue
+ #}
+
+ center = obj.matrix_world @ c
+ if bone.cv_data.con0:
+ #{
+ vx = Vector([bone.cv_data.conevx[_] for _ in range(3)])
+ vy = Vector([bone.cv_data.conevy[_] for _ in range(3)])
+ va = Vector([bone.cv_data.coneva[_] for _ in range(3)])
+ draw_cone_twist( center, vx, vy, va )
+
+ #draw_limit( obj, c, Vector((0,0,1)),Vector((0,-1,0)), \
+ # bone.cv_data.mins[0], bone.cv_data.maxs[0], \
+ # (1,0,0,1))
+ #draw_limit( obj, c, Vector((0,-1,0)),Vector((1,0,0)), \
+ # bone.cv_data.mins[1], bone.cv_data.maxs[1], \
+ # (0,1,0,1))
+ #draw_limit( obj, c, Vector((1,0,0)),Vector((0,0,1)), \
+ # bone.cv_data.mins[2], bone.cv_data.maxs[2], \
+ # (0,0,1,1))
#}
#}
#}
('classtype_trigger',"classtype_trigger","",100),
('classtype_logic_achievement',"classtype_logic_achievement","",101),
('classtype_logic_relay',"classtype_logic_relay","",102),
+ ('classtype_spawn_link',"classtype_spawn_link","",150),
])
#}
class CV_BONE_SETTINGS(bpy.types.PropertyGroup):
#{
- collider: bpy.props.BoolProperty(name="Collider",default=False)
+ collider: bpy.props.EnumProperty(
+ name="Collider Type",
+ items = [
+ ('collider_none', "collider_none", "", 0),
+ ('collider_box', "collider_box", "", 1),
+ ('collider_capsule', "collider_capsule", "", 2),
+ ])
+
v0: bpy.props.FloatVectorProperty(name="v0",size=3)
v1: bpy.props.FloatVectorProperty(name="v1",size=3)
con0: bpy.props.BoolProperty(name="Constriant 0",default=False)
mins: bpy.props.FloatVectorProperty(name="mins",size=3)
maxs: bpy.props.FloatVectorProperty(name="maxs",size=3)
+
+ conevx: bpy.props.FloatVectorProperty(name="conevx",size=3)
+ conevy: bpy.props.FloatVectorProperty(name="conevy",size=3)
+ coneva: bpy.props.FloatVectorProperty(name="coneva",size=3)
+ conet: bpy.props.FloatProperty(name="conet")
#}
class CV_BONE_PANEL(bpy.types.Panel):
_.layout.label( text="Angle Limits" )
_.layout.prop( bone.cv_data, "con0" )
- _.layout.prop( bone.cv_data, "mins" )
- _.layout.prop( bone.cv_data, "maxs" )
+
+ _.layout.prop( bone.cv_data, "conevx" )
+ _.layout.prop( bone.cv_data, "conevy" )
+ _.layout.prop( bone.cv_data, "coneva" )
+ _.layout.prop( bone.cv_data, "conet" )
#}
#}
('vertex_blend', "vertex_blend", "", 3),
('water',"water","",4),
])
+
+ surface_prop: bpy.props.EnumProperty(
+ name="Surface Property",
+ items = [
+ ('concrete','concrete','',0),
+ ('wood','wood','',1),
+ ('grass','grass','',2)
+ ])
collision: bpy.props.BoolProperty( \
name="Collisions Enabled",\
default=True,\
description = "Should the game try to target this surface?" \
)
+ grind_surface: bpy.props.BoolProperty( \
+ name="Grind Surface", \
+ default=False,\
+ description = "Grind face?" \
+ )
+ grow_grass: bpy.props.BoolProperty( \
+ name="Grow Grass", \
+ default=False,\
+ description = "Spawn grass sprites on this surface?" \
+ )
blend_offset: bpy.props.FloatVectorProperty( \
name="Blend Offset", \
size=2, \
info = material_info( active_mat )
+ if 'tex_diffuse' in info:
+ #{
+ _.layout.label( icon='INFO', \
+ text=F"{info['tex_diffuse'].name} will be compiled" )
+ #}
+
_.layout.prop( active_mat.cv_data, "shader" )
+ _.layout.prop( active_mat.cv_data, "surface_prop" )
_.layout.prop( active_mat.cv_data, "collision" )
if active_mat.cv_data.collision:
_.layout.prop( active_mat.cv_data, "skate_surface" )
+ _.layout.prop( active_mat.cv_data, "grind_surface" )
+ _.layout.prop( active_mat.cv_data, "grow_grass" )
if active_mat.cv_data.shader == "terrain_blend":
#{