+ # Add submesh to encoder
+ #
+ sr_compile.submesh_data.extend( bytearray(sm) )
+ submesh_count += 1
+ #}
+
+ if armature:#{
+ armature.data.pose_position = POSE_OR_REST_CACHE
+ #}
+
+ # Save a reference to this mesh since we want to reuse the submesh indices
+ # later.
+ sr_compile.mesh_cache[obj.data.name]=(submesh_start,submesh_count)
+ return (submesh_start,submesh_count,armature_id)
+#}
+
+def sr_compile_mesh( obj ):
+#{
+ node=mdl_mesh()
+ compile_obj_transform(obj, node.transform)
+ node.pstr_name = sr_compile_string(obj.name)
+ ent_type = obj_ent_type( obj )
+
+ node.entity_id = 0
+
+ if ent_type != 'none':#{
+ ent_id_lwr = sr_compile.entity_ids[obj.name]
+ ent_id_upr = get_entity_enum_id( obj_ent_type(obj) )
+ node.entity_id = (ent_id_upr << 16) | ent_id_lwr
+ #}
+
+ node.submesh_start, node.submesh_count, node.armature_id = \
+ sr_compile_mesh_internal( obj )
+
+ sr_compile.mesh_data.extend(bytearray(node))
+#}
+
+def sr_compile_fonts( collection ):
+#{
+ print( F"[SR] Compiling fonts" )
+
+ glyph_count = 0
+ variant_count = 0
+
+ for obj in collection.all_objects:#{
+ if obj_ent_type(obj) != 'ent_font': continue
+
+ data = obj.SR_data.ent_font[0]
+
+ font=ent_font()
+ font.alias = sr_compile_string( data.alias )
+ font.variant_start = variant_count
+ font.variant_count = 0
+ font.glyph_start = glyph_count
+
+ glyph_base = data.glyphs[0].utf32
+ glyph_range = data.glyphs[-1].utf32 - glyph_base
+
+ font.glyph_utf32_base = glyph_base
+ font.glyph_count = glyph_range
+
+ for i in range(len(data.variants)):#{
+ data_var = data.variants[i]
+ if not data_var.mesh: continue
+
+ mesh = data_var.mesh.data
+
+ variant = ent_font_variant()
+ variant.name = sr_compile_string( data_var.tipo )
+
+ # fonts (variants) only support one material each
+ mat = None
+ if len(mesh.materials) != 0:
+ mat = mesh.materials[0]
+ variant.material_id = sr_compile_material( mat )
+
+ font.variant_count += 1
+
+ islands = mesh_utils.mesh_linked_triangles(mesh)
+ centroids = [Vector((0,0)) for _ in range(len(islands))]
+
+ for j in range(len(islands)):#{
+ for tri in islands[j]:#{
+ centroids[j].x += tri.center[0]
+ centroids[j].y += tri.center[2]
+ #}
+
+ centroids[j] /= len(islands[j])
+ #}
+
+ for j in range(glyph_range):#{
+ data_glyph = data.glyphs[j]
+ glyph = ent_glyph()
+ glyph.indice_start = len(sr_compile.indice_data)//sizeof(c_uint32)
+ glyph.indice_count = 0
+ glyph.size[0] = data_glyph.bounds[2]
+ glyph.size[1] = data_glyph.bounds[3]
+
+ vertex_reference = {}
+
+ for k in range(len(islands)):#{
+ if centroids[k].x < data_glyph.bounds[0] or \
+ centroids[k].x > data_glyph.bounds[0]+data_glyph.bounds[2] or\
+ centroids[k].y < data_glyph.bounds[1] or \
+ centroids[k].y > data_glyph.bounds[1]+data_glyph.bounds[3]:
+ #{
+ continue
+ #}
+
+ for l in range(len(islands[k])):#{
+ tri = islands[k][l]
+ for m in range(3):#{
+ vert = mesh.vertices[tri.vertices[m]]
+ li = tri.loops[m]
+ vi = mesh.loops[li].vertex_index
+
+ # Gather vertex information
+ #
+ co = [vert.co[_] for _ in range(3)]
+ co[0] -= data_glyph.bounds[0]
+ co[2] -= data_glyph.bounds[1]
+ norm = mesh.loops[li].normal
+ uv = (0,0)
+ if mesh.uv_layers: uv = mesh.uv_layers.active.data[li].uv
+
+ TOLERENCE = float(10**4)
+ key = (int(co[0]*TOLERENCE+0.5),
+ int(co[1]*TOLERENCE+0.5),
+ int(co[2]*TOLERENCE+0.5),
+ int(norm[0]*TOLERENCE+0.5),
+ int(norm[1]*TOLERENCE+0.5),
+ int(norm[2]*TOLERENCE+0.5),
+ int(uv[0]*TOLERENCE+0.5),
+ int(uv[1]*TOLERENCE+0.5))
+
+ if key in vertex_reference:
+ index = vertex_reference[key]
+ else:#{
+ vindex = len(sr_compile.vertex_data)//sizeof(mdl_vert)
+ index = bytearray(c_uint32(vindex))
+ vertex_reference[key] = index
+ v = mdl_vert()
+ v.co[0] = co[0]
+ v.co[1] = co[2]
+ v.co[2] = -co[1]
+ v.norm[0] = norm[0]
+ v.norm[1] = norm[2]
+ v.norm[2] = -norm[1]
+ v.uv[0] = uv[0]
+ v.uv[1] = uv[1]
+
+ sr_compile.vertex_data.extend(bytearray(v))
+ #}
+
+ glyph.indice_count += 1
+ sr_compile.indice_data.extend( index )
+ #}
+ #}
+ #}
+ sr_ent_push( glyph )
+ #}
+ sr_ent_push( variant )
+ #}
+ sr_ent_push( font )
+ #}
+#}
+
+def sr_compile_armature( obj ):
+#{
+ node = mdl_armature()
+ node.bone_start = len(sr_compile.bone_data)//sizeof(mdl_bone)
+ node.bone_count = 0
+ node.anim_start = len(sr_compile.anim_data)//sizeof(mdl_animation)
+ node.anim_count = 0
+
+ bones = [_ for _ in sr_armature_bones(obj)]
+ bones_names = [None]+[_.name for _ in bones]
+
+ for b in bones:#{
+ bone = mdl_bone()
+ if b.use_deform: bone.flags = 0x1
+ if b.parent: bone.parent = bones_names.index(b.parent.name)
+
+ bone.collider = int(b.SR_data.collider)
+
+ if bone.collider>0:#{
+ bone.hitbox[0][0] = b.SR_data.collider_min[0]
+ bone.hitbox[0][1] = b.SR_data.collider_min[2]
+ bone.hitbox[0][2] = -b.SR_data.collider_max[1]
+ bone.hitbox[1][0] = b.SR_data.collider_max[0]
+ bone.hitbox[1][1] = b.SR_data.collider_max[2]
+ bone.hitbox[1][2] = -b.SR_data.collider_min[1]
+ #}
+
+ if b.SR_data.cone_constraint:#{
+ bone.flags |= 0x4
+ bone.conevx[0] = b.SR_data.conevx[0]
+ bone.conevx[1] = b.SR_data.conevx[2]
+ bone.conevx[2] = -b.SR_data.conevx[1]
+ bone.conevy[0] = b.SR_data.conevy[0]
+ bone.conevy[1] = b.SR_data.conevy[2]
+ bone.conevy[2] = -b.SR_data.conevy[1]
+ bone.coneva[0] = b.SR_data.coneva[0]
+ bone.coneva[1] = b.SR_data.coneva[2]
+ bone.coneva[2] = -b.SR_data.coneva[1]
+ bone.conet = b.SR_data.conet
+ #}
+
+ bone.co[0] = b.head_local[0]
+ bone.co[1] = b.head_local[2]
+ bone.co[2] = -b.head_local[1]
+ bone.end[0] = b.tail_local[0] - bone.co[0]
+ bone.end[1] = b.tail_local[2] - bone.co[1]
+ bone.end[2] = -b.tail_local[1] - bone.co[2]
+ bone.pstr_name = sr_compile_string( b.name )
+
+ for c in obj.pose.bones[b.name].constraints:#{
+ if c.type == 'IK':#{
+ bone.flags |= 0x2
+ bone.ik_target = bones_names.index(c.subtarget)
+ bone.ik_pole = bones_names.index(c.pole_subtarget)
+ #}
+ #}
+
+ node.bone_count += 1
+ sr_compile.bone_data.extend(bytearray(bone))
+ #}
+
+ # Compile anims
+ #
+ if obj.animation_data and sr_compile.pack_animations: #{
+ # So we can restore later
+ #
+ previous_frame = bpy.context.scene.frame_current
+ previous_action = obj.animation_data.action
+ POSE_OR_REST_CACHE = obj.data.pose_position
+ obj.data.pose_position = 'POSE'
+
+ for NLALayer in obj.animation_data.nla_tracks:#{
+ for NLAStrip in NLALayer.strips:#{
+ # set active
+ #
+ for a in bpy.data.actions:#{
+ if a.name == NLAStrip.name:#{
+ obj.animation_data.action = a
+ break
+ #}
+ #}
+
+ # Clip to NLA settings
+ #
+ anim_start = int(NLAStrip.action_frame_start)
+ anim_end = int(NLAStrip.action_frame_end)
+
+ # Export strips
+ #
+ anim = mdl_animation()
+ anim.pstr_name = sr_compile_string( NLAStrip.action.name )
+ anim.rate = 30.0
+ anim.keyframe_start = len(sr_compile.keyframe_data)//\
+ sizeof(mdl_transform)
+ anim.length = anim_end-anim_start
+
+ i = 0
+ # Export the keyframes
+ for frame in range(anim_start,anim_end):#{
+ bpy.context.scene.frame_set(frame)
+
+ for rb in bones:#{
+ pb = obj.pose.bones[rb.name]
+
+ # relative bone matrix
+ if rb.parent is not None:#{
+ offset_mtx = rb.parent.matrix_local
+ offset_mtx = offset_mtx.inverted_safe() @ \
+ rb.matrix_local
+
+ inv_parent = pb.parent.matrix @ offset_mtx
+ inv_parent.invert_safe()
+ fpm = inv_parent @ pb.matrix
+ #}
+ else:#{
+ bone_mtx = rb.matrix.to_4x4()
+ local_inv = rb.matrix_local.inverted_safe()
+ fpm = bone_mtx @ local_inv @ pb.matrix
+ #}
+
+ loc, rot, sca = fpm.decompose()
+
+ # rotation
+ lc_m = pb.matrix_channel.to_3x3()
+ if pb.parent is not None:#{
+ smtx = pb.parent.matrix_channel.to_3x3()
+ lc_m = smtx.inverted() @ lc_m
+ #}
+ rq = lc_m.to_quaternion()
+
+ kf = mdl_transform()
+ kf.co[0] = loc[0]
+ kf.co[1] = loc[2]
+ kf.co[2] = -loc[1]
+ kf.q[0] = rq[1]
+ kf.q[1] = rq[3]
+ kf.q[2] = -rq[2]
+ kf.q[3] = rq[0]
+ kf.s[0] = sca[0]
+ kf.s[1] = sca[1]
+ kf.s[2] = sca[2]
+ sr_compile.keyframe_data.extend(bytearray(kf))
+
+ i+=1
+ #}
+ #}
+
+ # Add to animation buffer
+ #
+ sr_compile.anim_data.extend(bytearray(anim))
+ node.anim_count += 1
+
+ # Report progress
+ #
+ print( F"[SR] | anim( {NLAStrip.action.name} )" )
+ #}
+ #}
+
+ # Restore context to how it was before
+ #
+ bpy.context.scene.frame_set( previous_frame )
+ obj.animation_data.action = previous_action
+ obj.data.pose_position = POSE_OR_REST_CACHE
+ #}
+
+ sr_compile.armature_data.extend(bytearray(node))
+#}
+
+def sr_ent_push( struct ):
+#{
+ clase = type(struct).__name__
+
+ if clase not in sr_compile.entity_data:#{
+ sr_compile.entity_data[ clase ] = bytearray()
+ sr_compile.entity_info[ clase ] = { 'size': sizeof(struct) }
+ #}
+
+ index = len(sr_compile.entity_data[ clase ])//sizeof(struct)
+ sr_compile.entity_data[ clase ].extend( bytearray(struct) )
+ return index
+#}
+
+def sr_array_title( arr, name, count, size, offset ):
+#{
+ for i in range(len(name)):#{
+ arr.name[i] = ord(name[i])
+ #}
+ arr.file_offset = offset
+ arr.item_count = count
+ arr.item_size = size
+#}
+
+def sr_compile( collection ):
+#{
+ print( F"[SR] compiler begin ({collection.name}.mdl)" )
+
+ #settings
+ sr_compile.pack_textures = collection.SR_data.pack_textures
+ sr_compile.pack_animations = collection.SR_data.animations
+
+ # caches
+ sr_compile.string_cache = {}
+ sr_compile.mesh_cache = {}
+ sr_compile.material_cache = {}
+ sr_compile.texture_cache = {}
+
+ # compiled data
+ sr_compile.mesh_data = bytearray()
+ sr_compile.submesh_data = bytearray()
+ sr_compile.vertex_data = bytearray()
+ sr_compile.indice_data = bytearray()
+ sr_compile.bone_data = bytearray()
+ sr_compile.material_data = bytearray()
+ sr_compile.armature_data = bytearray()
+ sr_compile.anim_data = bytearray()
+ sr_compile.keyframe_data = bytearray()
+ sr_compile.texture_data = bytearray()
+
+ # just bytes not structures
+ sr_compile.string_data = bytearray()
+ sr_compile.pack_data = bytearray()
+
+ # variable
+ sr_compile.entity_data = {}
+ sr_compile.entity_info = {}
+
+ print( F"[SR] assign entity ID's" )
+ sr_compile.entities = {}
+ sr_compile.entity_ids = {}
+
+ mesh_count = 0
+ for obj in collection.all_objects: #{
+ if obj.type == 'MESH':#{
+ mesh_count += 1
+ #}
+
+ ent_type = obj_ent_type( obj )
+ if ent_type == 'none': continue
+
+ if ent_type not in sr_compile.entities: sr_compile.entities[ent_type] = []
+ sr_compile.entity_ids[obj.name] = len( sr_compile.entities[ent_type] )
+ sr_compile.entities[ent_type] += [obj]
+ #}
+
+ print( F"[SR] Compiling geometry" )
+ i=0
+ for obj in collection.all_objects:#{
+ if obj.type == 'MESH':#{
+ i+=1
+
+ ent_type = obj_ent_type( obj )
+
+ # entity ignore mesh list
+ #
+ if ent_type == 'ent_traffic': continue
+ if ent_type == 'ent_font': continue
+ if ent_type == 'ent_font_variant': continue
+ #--------------------------
+
+ print( F'[SR] {i: 3}/{mesh_count} {obj.name:<40}', end='\r' )
+ sr_compile_mesh( obj )
+ #}
+ #}
+
+ audio_clip_count = 0
+
+ for ent_type, arr in sr_compile.entities.items():#{
+ print(F"[SR] Compiling {len(arr)} {ent_type}{'s' if len(arr)>1 else ''}")
+
+ for i in range(len(arr)):#{
+ obj = arr[i]
+
+ print( F"[SR] {i+1: 3}/{len(arr)} {obj.name:<40} ",end='\r' )
+
+ if ent_type == 'mdl_armature': sr_compile_armature(obj)
+ elif ent_type == 'ent_light': #{
+ light = ent_light()
+ compile_obj_transform( obj, light.transform )
+ light.daytime = obj.data.SR_data.daytime
+ if obj.data.type == 'POINT':#{
+ light.type = 0
+ #}
+ elif obj.data.type == 'SPOT':#{
+ light.type = 1
+ light.angle = obj.data.spot_size*0.5
+ #}
+ light.range = obj.data.cutoff_distance
+ light.colour[0] = obj.data.color[0]
+ light.colour[1] = obj.data.color[1]
+ light.colour[2] = obj.data.color[2]
+ light.colour[3] = obj.data.energy
+ sr_ent_push( light )
+ #}
+ elif ent_type == 'ent_gate': #{
+ gate = ent_gate()
+ obj_data = obj.SR_data.ent_gate[0]
+ mesh_data = obj.data.SR_data.ent_gate[0]
+
+ if obj_data.tipo == 'default':#{
+ if obj_data.target:#{
+ gate.target = sr_compile.entity_ids[obj_data.target.name]
+ gate.type = 1
+ #}
+ #}
+ elif obj_data.tipo == 'nonlocal':#{
+ gate.target = sr_compile_string(obj_data.key)
+ gate.type = 2
+ #}
+ else: gate.type = 0
+
+ gate.dimensions[0] = mesh_data.dimensions[0]
+ gate.dimensions[1] = mesh_data.dimensions[1]
+ gate.dimensions[2] = mesh_data.dimensions[2]
+
+ q = [obj.matrix_local.to_quaternion(), (0,0,0,1)]
+ co = [obj.matrix_world @ Vector((0,0,0)), (0,0,0)]
+
+ if obj_data.target:#{
+ q[1] = obj_data.target.matrix_local.to_quaternion()
+ co[1]= obj_data.target.matrix_world @ Vector((0,0,0))
+ #}
+
+ # Setup transform
+ #
+ for x in range(2):#{
+ gate.co[x][0] = co[x][0]
+ gate.co[x][1] = co[x][2]
+ gate.co[x][2] = -co[x][1]
+ gate.q[x][0] = q[x][1]
+ gate.q[x][1] = q[x][3]
+ gate.q[x][2] = -q[x][2]
+ gate.q[x][3] = q[x][0]
+ #}
+
+ sr_ent_push( gate )
+ #}
+ elif ent_type == 'ent_spawn': #{
+ spawn = ent_spawn()
+ compile_obj_transform( obj, spawn.transform )
+ obj_data = obj.SR_data.ent_spawn[0]
+ spawn.pstr_name = sr_compile_string( obj_data.alias )
+ sr_ent_push( spawn )
+ #}
+ elif ent_type == 'ent_water':#{
+ water = ent_water()
+ compile_obj_transform( obj, water.transform )
+ water.max_dist = 0.0
+ sr_ent_push( water )
+ #}
+ elif ent_type == 'ent_audio':#{
+ obj_data = obj.SR_data.ent_audio[0]
+ audio = ent_audio()
+ compile_obj_transform( obj, audio.transform )
+ audio.clip_start = audio_clip_count
+ audio.clip_count = len(obj_data.files)
+ audio_clip_count += audio.clip_count
+ audio.max_channels = obj_data.max_channels
+ audio.volume = obj_data.volume
+
+ # TODO flags:
+ # - allow/disable doppler
+ # - channel group tags with random colours
+ # - transition properties
+
+ if obj_data.flag_loop: audio.flags |= 0x1
+ if obj_data.flag_nodoppler: audio.flags |= 0x2
+ if obj_data.flag_3d: audio.flags |= 0x4
+ if obj_data.flag_auto: audio.flags |= 0x8
+ if obj_data.formato == '0': audio.flags |= 0x000
+ elif obj_data.formato == '1': audio.flags |= 0x400
+ elif obj_data.formato == '2': audio.flags |= 0x1000
+
+ audio.channel_behaviour = int(obj_data.channel_behaviour)
+ if audio.channel_behaviour >= 1:#{
+ audio.group = obj_data.group
+ #}
+ if audio.channel_behaviour == 2:#{
+ audio.crossfade = obj_data.transition_duration
+ #}
+ audio.probability_curve = int(obj_data.probability_curve)
+
+ for ci in range(audio.clip_count):#{
+ entry = obj_data.files[ci]
+ clip = ent_audio_clip()
+ clip.probability = entry.probability
+ if obj_data.formato == '2':#{
+ sr_pack_file( clip._anon.file, '', vg_str_bin(entry.path) )
+ #}
+ else:#{
+ clip._anon.file.path = sr_compile_string( entry.path )
+ clip._anon.file.pack_offset = 0
+ clip._anon.file.pack_size = 0
+ #}
+ sr_ent_push( clip )
+ #}
+ sr_ent_push( audio )
+ #}
+ elif ent_type == 'ent_volume':#{
+ obj_data = obj.SR_data.ent_volume[0]
+ volume = ent_volume()
+ volume.type = int(obj_data.subtype)
+ compile_obj_transform( obj, volume.transform )
+
+ if obj_data.target:#{
+ target = obj_data.target
+ volume.target.type = get_entity_enum_id( obj_ent_type(target) )
+ volume.target.index = sr_compile.entity_ids[ target.name ]
+ #}
+
+ sr_ent_push(volume)
+ #}
+ elif ent_type == 'ent_marker':#{
+ marker = ent_marker()
+ marker.name = sr_compile_string( obj.SR_data.ent_marker[0].alias )
+ compile_obj_transform( obj, marker.transform )
+ sr_ent_push(marker)
+ #}
+ #}
+ #}
+
+ sr_compile_fonts(collection)
+
+ def _children( col ):#{
+ yield col
+ for c in col.children:#{
+ yield from _children(c)
+ #}
+ #}
+
+ checkpoint_count = 0
+ pathindice_count = 0
+ routenode_count = 0
+
+ for col in _children(collection):#{
+ print( F"Adding routes for subcollection: {col.name}" )
+ route_gates = []
+ route_curves = []
+ routes = []
+ traffics = []
+
+ for obj in col.objects:#{
+ if obj.type == 'ARMATURE': pass
+ else:#{
+ ent_type = obj_ent_type( obj )
+
+ if ent_type == 'ent_gate':
+ route_gates += [obj]
+ elif ent_type == 'ent_route_node':#{
+ if obj.type == 'CURVE':#{
+ route_curves += [obj]
+ #}
+ #}
+ elif ent_type == 'ent_route':
+ routes += [obj]
+ elif ent_type == 'ent_traffic':
+ traffics += [obj]
+ #}
+ #}
+
+ dij = create_node_graph( route_curves, route_gates )
+
+ for obj in routes:#{
+ obj_data = obj.SR_data.ent_route[0]
+ route = ent_route()
+ route.pstr_name = sr_compile_string( obj_data.alias )
+ route.checkpoints_start = checkpoint_count
+ route.checkpoints_count = 0
+
+ for ci in range(3):
+ route.colour[ci] = obj_data.colour[ci]
+ route.colour[3] = 1.0
+
+ compile_obj_transform( obj, route.transform )
+ checkpoints = obj_data.gates
+
+ for i in range(len(checkpoints)):#{
+ gi = checkpoints[i].target
+ gj = checkpoints[(i+1)%len(checkpoints)].target
+ gate = gi
+
+ if gi:#{
+ dest = gi.SR_data.ent_gate[0].target
+ gi = dest
+ #}
+
+ if gi==gj: continue # error?
+ if not gi or not gj: continue
+
+ checkpoint = ent_checkpoint()
+ checkpoint.gate_index = sr_compile.entity_ids[gate.name]
+ checkpoint.path_start = pathindice_count
+ checkpoint.path_count = 0
+
+ path = solve_graph( dij, gi.name, gj.name )
+
+ if path:#{
+ for pi in range(len(path)):#{
+ pathindice = ent_path_index()
+ pathindice.index = routenode_count + path[pi]
+ sr_ent_push( pathindice )
+
+ checkpoint.path_count += 1
+ pathindice_count += 1
+ #}
+ #}
+
+ sr_ent_push( checkpoint )
+ route.checkpoints_count += 1
+ checkpoint_count += 1
+ #}
+
+ sr_ent_push( route )
+ #}
+
+ for obj in traffics:#{
+ traffic = ent_traffic()
+ compile_obj_transform( obj, traffic.transform )
+ traffic.submesh_start, traffic.submesh_count, _ = \
+ sr_compile_mesh_internal( obj )
+
+ # find best subsection
+
+ graph_keys = list(dij.graph)
+ min_dist = 100.0
+ best_point = 0
+
+ for j in range(len(dij.points)):#{
+ point = dij.points[j]
+ dist = (point-obj.location).magnitude
+
+ if dist < min_dist:#{
+ min_dist = dist
+ best_point = j
+ #}
+ #}
+
+ # scan to each edge
+ best_begin = best_point
+ best_end = best_point
+
+ while True:#{
+ map0 = dij.subsections[best_begin]
+ if map0[1] == -1: break
+ best_begin = map0[1]
+ #}
+ while True:#{
+ map1 = dij.subsections[best_end]
+ if map1[2] == -1: break
+ best_end = map1[2]
+ #}
+
+ traffic.start_node = routenode_count + best_begin
+ traffic.node_count = best_end - best_begin
+ traffic.index = best_point - best_begin
+ traffic.speed = obj.SR_data.ent_traffic[0].speed
+ traffic.t = 0.0
+
+ sr_ent_push(traffic)
+ #}
+
+ for point in dij.points:#{
+ rn = ent_route_node()
+ rn.co[0] = point[0]
+ rn.co[1] = point[2]
+ rn.co[2] = -point[1]
+ sr_ent_push( rn )
+ #}
+
+ routenode_count += len(dij.points)
+ #}
+
+ print( F"[SR] Writing file" )
+
+ file_array_instructions = {}
+ file_offset = 0
+
+ def _write_array( name, item_size, data ):#{
+ nonlocal file_array_instructions, file_offset
+
+ count = len(data)//item_size
+ file_array_instructions[name] = {'count':count, 'size':item_size,\
+ 'data':data, 'offset': file_offset}
+ file_offset += len(data)
+ file_offset = int_align_to( file_offset, 8 )
+ #}
+
+ _write_array( 'strings', 1, sr_compile.string_data )
+ _write_array( 'mdl_mesh', sizeof(mdl_mesh), sr_compile.mesh_data )
+ _write_array( 'mdl_submesh', sizeof(mdl_submesh), sr_compile.submesh_data )
+ _write_array( 'mdl_material', sizeof(mdl_material), sr_compile.material_data)
+ _write_array( 'mdl_texture', sizeof(mdl_texture), sr_compile.texture_data)
+ _write_array( 'mdl_armature', sizeof(mdl_armature), sr_compile.armature_data)
+ _write_array( 'mdl_bone', sizeof(mdl_bone), sr_compile.bone_data )
+
+ for name, buffer in sr_compile.entity_data.items():#{
+ _write_array( name, sr_compile.entity_info[name]['size'], buffer )
+ #}
+
+ _write_array( 'mdl_animation', sizeof(mdl_animation), sr_compile.anim_data)
+ _write_array( 'mdl_keyframe', sizeof(mdl_transform),sr_compile.keyframe_data)
+ _write_array( 'mdl_vert', sizeof(mdl_vert), sr_compile.vertex_data )
+ _write_array( 'mdl_indice', sizeof(c_uint32), sr_compile.indice_data )
+ _write_array( 'pack', 1, sr_compile.pack_data )
+
+ header_size = int_align_to( sizeof(mdl_header), 8 )
+ index_size = int_align_to( sizeof(mdl_array)*len(file_array_instructions),8 )
+
+ folder = bpy.path.abspath(bpy.context.scene.SR_data.export_dir)
+ path = F"{folder}{collection.name}.mdl"
+ print( path )
+
+ fp = open( path, "wb" )
+ header = mdl_header()
+ header.version = 100
+ sr_array_title( header.arrays, \
+ 'index', len(file_array_instructions), \
+ sizeof(mdl_array), header_size )
+
+ fp.write( bytearray_align_to( bytearray(header), 8 ) )
+
+ print( F'[SR] {"name":>16}| count | offset' )
+ index = bytearray()
+ for name,info in file_array_instructions.items():#{
+ arr = mdl_array()
+ offset = info['offset'] + header_size + index_size
+ sr_array_title( arr, name, info['count'], info['size'], offset )
+ index.extend( bytearray(arr) )
+
+ print( F'[SR] {name:>16}| {info["count"]: 8} '+\
+ F' 0x{info["offset"]:02x}' )
+ #}
+ fp.write( bytearray_align_to( index, 8 ) )
+ #bytearray_print_hex( index )
+
+ for name,info in file_array_instructions.items():#{
+ fp.write( bytearray_align_to( info['data'], 8 ) )
+ #}
+
+ fp.close()
+
+ print( '[SR] done' )
+#}
+
+class SR_SCENE_SETTINGS(bpy.types.PropertyGroup):
+#{
+ use_hidden: bpy.props.BoolProperty( name="use hidden", default=False )
+ export_dir: bpy.props.StringProperty( name="Export Dir", subtype='DIR_PATH' )
+ gizmos: bpy.props.BoolProperty( name="Draw Gizmos", default=True )
+
+ panel: bpy.props.EnumProperty(
+ name='Panel',
+ description='',
+ items=[
+ ('EXPORT', 'Export', '', 'MOD_BUILD',0),
+ ('ENTITY', 'Entity', '', 'MONKEY',1),
+ ('SETTINGS', 'Settings', 'Settings', 'PREFERENCES',2),
+ ],
+ )
+#}
+
+class SR_COLLECTION_SETTINGS(bpy.types.PropertyGroup):
+#{
+ pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False )
+ animations: bpy.props.BoolProperty( name="Export animation", default=True)
+#}
+
+def sr_get_mirror_bone( bones ):
+#{
+ side = bones.active.name[-1:]
+ other_name = bones.active.name[:-1]
+ if side == 'L': other_name += 'R'
+ elif side == 'R': other_name += 'L'
+ else: return None
+
+ for b in bones:#{
+ if b.name == other_name:
+ return b
+ #}
+
+ return None
+#}
+
+class SR_MIRROR_BONE_X(bpy.types.Operator):
+#{
+ bl_idname="skaterift.mirror_bone"
+ bl_label="Mirror bone attributes - SkateRift"
+
+ def execute(_,context):
+ #{
+ active_object = context.active_object
+ bones = active_object.data.bones
+ a = bones.active
+ b = sr_get_mirror_bone( bones )
+
+ if not b: return {'FINISHED'}
+
+ b.SR_data.collider = a.SR_data.collider
+
+ def _v3copyflipy( a, b ):#{
+ b[0] = a[0]
+ b[1] = -a[1]
+ b[2] = a[2]
+ #}
+
+ _v3copyflipy( a.SR_data.collider_min, b.SR_data.collider_min )
+ _v3copyflipy( a.SR_data.collider_max, b.SR_data.collider_max )
+ b.SR_data.collider_min[1] = -a.SR_data.collider_max[1]
+ b.SR_data.collider_max[1] = -a.SR_data.collider_min[1]
+
+ b.SR_data.cone_constraint = a.SR_data.cone_constraint
+
+ _v3copyflipy( a.SR_data.conevx, b.SR_data.conevy )
+ _v3copyflipy( a.SR_data.conevy, b.SR_data.conevx )
+ _v3copyflipy( a.SR_data.coneva, b.SR_data.coneva )
+
+ b.SR_data.conet = a.SR_data.conet
+
+ # redraw
+ ob = bpy.context.scene.objects[0]
+ ob.hide_render = ob.hide_render
+ return {'FINISHED'}
+ #}
+#}
+
+class SR_COMPILE(bpy.types.Operator):
+#{
+ bl_idname="skaterift.compile_all"
+ bl_label="Compile All"
+
+ def execute(_,context):
+ #{
+ view_layer = bpy.context.view_layer
+ for col in view_layer.layer_collection.children["export"].children:
+ if not col.hide_viewport or bpy.context.scene.SR_data.use_hidden:
+ sr_compile( bpy.data.collections[col.name] )
+
+ return {'FINISHED'}
+ #}
+#}
+
+class SR_COMPILE_THIS(bpy.types.Operator):
+#{
+ bl_idname="skaterift.compile_this"
+ bl_label="Compile This collection"
+
+ def execute(_,context):
+ #{
+ col = bpy.context.collection
+ sr_compile( col )
+
+ return {'FINISHED'}
+ #}
+#}
+
+class SR_INTERFACE(bpy.types.Panel):
+#{
+ bl_idname = "VIEW3D_PT_skate_rift"
+ bl_label = "Skate Rift"
+ bl_space_type = 'VIEW_3D'
+ bl_region_type = 'UI'
+ bl_category = "Skate Rift"
+
+ def draw(_, context):
+ #{
+ # Compiler section
+
+ row = _.layout.row()
+ row.scale_y = 1.75
+ row.prop( context.scene.SR_data, 'panel', expand=True )
+
+ if context.scene.SR_data.panel == 'SETTINGS': #{
+ _.layout.prop( context.scene.SR_data, 'gizmos' )
+ #}
+ elif context.scene.SR_data.panel == 'EXPORT': #{
+ _.layout.prop( context.scene.SR_data, "export_dir" )
+ col = bpy.context.collection
+
+ found_in_export = False
+ export_count = 0
+ view_layer = bpy.context.view_layer
+ for c1 in view_layer.layer_collection.children["export"].children: #{
+ if not c1.hide_viewport or bpy.context.scene.SR_data.use_hidden:
+ export_count += 1
+
+ if c1.name == col.name: #{
+ found_in_export = True
+ #}
+ #}
+
+ box = _.layout.box()
+ row = box.row()
+ row.alignment = 'CENTER'
+ row.scale_y = 1.5
+
+ if found_in_export: #{
+ row.label( text=col.name + ".mdl" )
+ box.prop( col.SR_data, "pack_textures" )
+ box.prop( col.SR_data, "animations" )
+ box.operator( "skaterift.compile_this" )
+ #}
+ else: #{
+ row.enabled=False
+ row.label( text=col.name )
+
+ row = box.row()
+ row.enabled=False
+ row.alignment = 'CENTER'
+ row.scale_y = 1.5
+ row.label( text="This collection is not in the export group" )
+ #}
+
+ box = _.layout.box()
+ row = box.row()
+
+ split = row.split( factor=0.3, align=True )
+ split.prop( context.scene.SR_data, "use_hidden", text="hidden" )
+
+ row1 = split.row()
+ if export_count == 0:
+ row1.enabled=False
+ row1.operator( "skaterift.compile_all", \
+ text=F"Compile all ({export_count} collections)" )
+ #}
+ elif context.scene.SR_data.panel == 'ENTITY': #{
+ active_object = context.active_object
+ if not active_object: return
+
+ _.layout.operator( 'skaterift.copy_entity_data', \
+ text=F'Copy entity data to {len(context.selected_objects)-1} '+\
+ F'other objects' )
+
+ box = _.layout.box()
+ row = box.row()
+ row.alignment = 'CENTER'
+ row.label( text=active_object.name )
+ row.scale_y = 1.5
+
+ def _draw_prop_collection( data ): #{
+ nonlocal box
+ row = box.row()
+ row.alignment = 'CENTER'
+ row.enabled = False
+ row.scale_y = 1.5
+ row.label( text=F'{data[0]}' )
+
+ if hasattr(type(data[0]),'sr_inspector'):#{
+ type(data[0]).sr_inspector( box, data )
+ #}
+ else:#{
+ for a in data[0].__annotations__:
+ box.prop( data[0], a )
+ #}
+ #}
+
+ if active_object.type == 'ARMATURE': #{
+ if active_object.mode == 'POSE': #{
+ bones = active_object.data.bones
+ mb = sr_get_mirror_bone( bones )
+ if mb:#{
+ box.operator( "skaterift.mirror_bone", \
+ text=F'Mirror attributes to {mb.name}' )
+ #}
+
+ _draw_prop_collection( [bones.active.SR_data ] )
+ #}
+ else: #{
+ row = box.row()
+ row.alignment='CENTER'
+ row.scale_y=2.0
+ row.enabled=False
+ row.label( text="Enter pose mode to modify bone properties" )
+ #}
+ #}
+ elif active_object.type == 'LIGHT': #{
+ _draw_prop_collection( [active_object.data.SR_data] )
+ #}
+ elif active_object.type in ['EMPTY','CURVE','MESH']:#{
+ box.prop( active_object.SR_data, "ent_type" )
+ ent_type = active_object.SR_data.ent_type
+
+ col = getattr( active_object.SR_data, ent_type, None )
+ if col != None and len(col)!=0: _draw_prop_collection( col )
+
+ if active_object.type == 'MESH':#{
+ col = getattr( active_object.data.SR_data, ent_type, None )
+ if col != None and len(col)!=0: _draw_prop_collection( col )
+ #}
+ #}
+ #}
+ #}
+#}
+
+class SR_MATERIAL_PANEL(bpy.types.Panel):
+#{
+ bl_label="Skate Rift material"
+ bl_idname="MATERIAL_PT_sr_material"
+ bl_space_type='PROPERTIES'
+ bl_region_type='WINDOW'
+ bl_context="material"
+
+ def draw(_,context):
+ #{
+ active_object = bpy.context.active_object
+ if active_object == None: return
+ active_mat = active_object.active_material
+ if active_mat == None: return
+
+ 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.SR_data, "shader" )
+ _.layout.prop( active_mat.SR_data, "surface_prop" )
+ _.layout.prop( active_mat.SR_data, "collision" )
+
+ if active_mat.SR_data.collision:#{
+ box = _.layout.box()
+ row = box.row()
+
+ if (active_mat.SR_data.shader != 'invisible') and \
+ (active_mat.SR_data.shader != 'boundary'):#{
+ row.prop( active_mat.SR_data, "skate_surface" )
+ row.prop( active_mat.SR_data, "grind_surface" )
+ row.prop( active_mat.SR_data, "grow_grass" )
+ #}
+ #}
+
+ if active_mat.SR_data.shader == "terrain_blend":#{
+ box = _.layout.box()
+ box.prop( active_mat.SR_data, "blend_offset" )
+ box.prop( active_mat.SR_data, "sand_colour" )
+ #}
+ elif active_mat.SR_data.shader == "vertex_blend":#{
+ box = _.layout.box()
+ box.label( icon='INFO', text="Uses vertex colours, the R channel" )
+ box.prop( active_mat.SR_data, "blend_offset" )
+ #}
+ elif active_mat.SR_data.shader == "water":#{
+ box = _.layout.box()
+ box.label( icon='INFO', text="Depth scale of 16 meters" )
+ box.prop( active_mat.SR_data, "shore_colour" )
+ box.prop( active_mat.SR_data, "ocean_colour" )
+ #}
+ #}
+#}
+
+def sr_get_type_enum( scene, context ):
+#{
+ items = [('none','None',"")]
+ mesh_entities=['ent_gate','ent_water']
+ point_entities=['ent_spawn','ent_route_node','ent_route']
+
+ for e in point_entities: items += [(e,e,'')]
+
+ if context.scene.SR_data.panel == 'ENTITY': #{
+ if context.active_object.type == 'MESH': #{
+ for e in mesh_entities: items += [(e,e,'')]
+ #}
+ #}
+ else: #{
+ for e in mesh_entities: items += [(e,e,'')]
+ #}
+
+ return items
+#}
+
+def sr_on_type_change( _, context ):
+#{
+ obj = context.active_object
+ ent_type = obj.SR_data.ent_type
+ if ent_type == 'none': return
+ if obj.type == 'MESH':#{
+ col = getattr( obj.data.SR_data, ent_type, None )
+ if col != None and len(col)==0: col.add()
+ #}
+
+ col = getattr( obj.SR_data, ent_type, None )
+ if col != None and len(col)==0: col.add()
+#}
+
+class SR_OBJECT_ENT_SPAWN(bpy.types.PropertyGroup):
+#{
+ alias: bpy.props.StringProperty( name='alias' )
+#}
+
+class SR_OBJECT_ENT_GATE(bpy.types.PropertyGroup):
+#{
+ target: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="destination", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
+
+ key: bpy.props.StringProperty()
+ tipo: bpy.props.EnumProperty(items=(('default', 'Default', ""),
+ ('nonlocal', 'Non-Local', ""),))
+
+ @staticmethod
+ def sr_inspector( layout, data ):
+ #{
+ box = layout.box()
+ box.prop( data[0], 'tipo', text="subtype" )
+
+ if data[0].tipo == 'default': box.prop( data[0], 'target' )
+ elif data[0].tipo == 'nonlocal': box.prop( data[0], 'key' )
+ #}
+#}
+
+class SR_MESH_ENT_GATE(bpy.types.PropertyGroup):
+#{
+ dimensions: bpy.props.FloatVectorProperty(name="dimensions",size=3)
+#}
+
+class SR_OBJECT_ENT_ROUTE_ENTRY(bpy.types.PropertyGroup):
+#{
+ target: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name='target', \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
+#}
+
+class SR_UL_ROUTE_NODE_LIST(bpy.types.UIList):
+#{
+ bl_idname = 'SR_UL_ROUTE_NODE_LIST'
+
+ def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
+ #{
+ layout.prop( item, 'target', text='', emboss=False )
+ #}
+#}
+
+def internal_listdel_execute(self,context,ent_name,collection_name):
+#{
+ active_object = context.active_object
+ data = getattr(active_object.SR_data,ent_name)[0]
+ lista = getattr(data,collection_name)
+ index = getattr(data,F'{collection_name}_index')
+
+ lista.remove(index)
+
+ setattr(data,F'{collection_name}_index', min(max(0,index-1), len(lista)-1))
+ return{'FINISHED'}
+#}
+
+def internal_listadd_execute(self,context,ent_name,collection_name):
+#{
+ active_object = context.active_object
+ getattr(getattr(active_object.SR_data,ent_name)[0],collection_name).add()
+ return{'FINISHED'}
+#}
+
+def copy_propgroup( de, to ):
+#{
+ for a in de.__annotations__:#{
+ if isinstance(getattr(de,a), bpy.types.bpy_prop_collection):#{
+ ca = getattr(de,a)
+ cb = getattr(to,a)
+
+ while len(cb) != len(ca):#{
+ if len(cb) < len(ca): cb.add()
+ else: cb.remove(0)
+ #}
+ for i in range(len(ca)):#{
+ copy_propgroup(ca[i],cb[i])