+ print( F"Completed {name}.mdl" )
+
+# Clicky clicky GUI
+# ------------------------------------------------------------------------------
+
+cv_view_draw_handler = None
+cv_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
+
+def cv_draw():
+ global cv_view_shader
+ cv_view_shader.bind()
+ gpu.state.depth_mask_set(False)
+ gpu.state.line_width_set(2.0)
+ gpu.state.face_culling_set('BACK')
+ gpu.state.depth_test_set('LESS')
+ gpu.state.blend_set('NONE')
+
+ verts = []
+ colours = []
+
+ #def drawbezier(p0,h0,p1,h1,c0,c1):
+ # nonlocal verts, colours
+
+ # verts += [p0]
+ # verts += [h0]
+ # colours += [(0.5,0.5,0.5,1.0),(0.5,0.5,0.5,1)]
+ # verts += [p1]
+ # verts += [h1]
+ # colours += [(1.0,1.0,1,1),(1,1,1,1)]
+ #
+ # last = p0
+ # for i in range(10):
+ # t = (i+1)/10
+ # a0 = 1-t
+
+ # tt = t*t
+ # ttt = tt*t
+ # p=ttt*p1+(3*tt-3*ttt)*h1+(3*ttt-6*tt+3*t)*h0+(3*tt-ttt-3*t+1)*p0
+ # verts += [(last[0],last[1],last[2])]
+ # verts += [(p[0],p[1],p[2])]
+ # colours += [c0*a0+c1*(1-a0),c0*a0+c1*(1-a0)]
+ # last = p
+
+ course_count = 0
+
+ def drawbhandle(obj, direction, colour):
+ nonlocal verts, colours
+ p0 = obj.location
+ h0 = obj.matrix_world @ Vector((0,direction,0))
+ verts += [p0]
+ verts += [h0]
+ colours += [colour,colour]
+
+ def drawbezier(p0,h0,p1,h1,c0,c1):
+ nonlocal verts, colours
+
+ last = p0
+ for i in range(10):
+ t = (i+1)/10
+ a0 = 1-t
+
+ tt = t*t
+ ttt = tt*t
+ p=ttt*p1+(3*tt-3*ttt)*h1+(3*ttt-6*tt+3*t)*h0+(3*tt-ttt-3*t+1)*p0
+ verts += [(last[0],last[1],last[2])]
+ verts += [(p[0],p[1],p[2])]
+ colours += [c0*a0+c1*(1-a0),c0*a0+c1*(1-a0)]
+ last = p
+
+ def drawsbpath(o0,o1,c0,c1,s0,s1):
+ nonlocal course_count
+
+ offs = ((course_count % 2)*2-1) * course_count * 0.02
+
+ p0 = o0.matrix_world @ Vector((offs, 0,0))
+ h0 = o0.matrix_world @ Vector((offs, s0,0))
+ p1 = o1.matrix_world @ Vector((offs, 0,0))
+ h1 = o1.matrix_world @ Vector((offs,-s1,0))
+ drawbezier(p0,h0,p1,h1,c0,c1)
+
+ def drawbpath(o0,o1,c0,c1):
+ drawsbpath(o0,o1,c0,c1,1.0,1.0)
+
+ def drawbline(o0,o1,c0,c1):
+ nonlocal verts, colours
+ verts += [o0.location]
+ verts += [o1.location]
+ colours += [c0,c1]
+
+ for obj in bpy.context.collection.objects:
+ if obj.cv_data.classtype == 'k_classtype_gate' and False:
+ if obj.cv_data.target != None:
+ p0 = obj.location
+ p1 = obj.cv_data.target.location
+
+ for i in range(20):
+ t = i/20.0
+ t1 = (i+0.5)/20.0
+
+ pa = p0*t+p1*(1.0-t)
+ pb = p0*t1+p1*(1.0-t1)
+
+ verts += [(pa[0],pa[1],pa[2])]
+ verts += [(pb[0],pb[1],pb[2])]
+ colours += [(0,1,0,1.0),(1,0,0,1.0)]
+
+ if obj.type == 'MESH':
+ dims = obj.data.cv_data.v0
+ else:
+ dims = obj.cv_data.v0
+
+ vs = [None]*9
+ c = Vector((0,0,dims[2]))
+
+ vs[0] = obj.matrix_world @ Vector((-dims[0],0.0,-dims[1]+dims[2]))
+ vs[1] = obj.matrix_world @ Vector((-dims[0],0.0, dims[1]+dims[2]))
+ vs[2] = obj.matrix_world @ Vector(( dims[0],0.0, dims[1]+dims[2]))
+ vs[3] = obj.matrix_world @ Vector(( dims[0],0.0,-dims[1]+dims[2]))
+ vs[4] = obj.matrix_world @ (c+Vector((-1,0,-2)))
+ vs[5] = obj.matrix_world @ (c+Vector((-1,0, 2)))
+ vs[6] = obj.matrix_world @ (c+Vector(( 1,0, 2)))
+ vs[7] = obj.matrix_world @ (c+Vector((-1,0, 0)))
+ vs[8] = obj.matrix_world @ (c+Vector(( 1,0, 0)))
+
+ indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)]
+
+ for l in indices:
+ v0 = vs[l[0]]
+ v1 = vs[l[1]]
+ verts += [(v0[0],v0[1],v0[2])]
+ verts += [(v1[0],v1[1],v1[2])]
+ colours += [(1,1,0,1),(1,1,0,1)]
+
+ elif obj.cv_data.classtype == 'k_classtype_block':
+ a = obj.data.cv_data.v0
+ b = obj.data.cv_data.v1
+
+ vs = [None]*8
+ vs[0] = obj.matrix_world @ Vector((a[0], a[1], a[2]))
+ vs[1] = obj.matrix_world @ Vector((a[0], b[1], a[2]))
+ vs[2] = obj.matrix_world @ Vector((b[0], b[1], a[2]))
+ vs[3] = obj.matrix_world @ Vector((b[0], a[1], a[2]))
+ vs[4] = obj.matrix_world @ Vector((a[0], a[1], b[2]))
+ vs[5] = obj.matrix_world @ Vector((a[0], b[1], b[2]))
+ vs[6] = obj.matrix_world @ Vector((b[0], b[1], b[2]))
+ vs[7] = obj.matrix_world @ Vector((b[0], a[1], b[2]))
+
+ indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
+ (0,4),(1,5),(2,6),(3,7)]
+
+ for l in indices:
+ v0 = vs[l[0]]
+ v1 = vs[l[1]]
+ verts += [(v0[0],v0[1],v0[2])]
+ verts += [(v1[0],v1[1],v1[2])]
+ colours += [(1,1,0,1),(1,1,0,1)]
+
+ elif obj.cv_data.classtype == 'k_classtype_capsule':
+ h = obj.data.cv_data.v0[0]
+ r = obj.data.cv_data.v0[1]
+
+ vs = [None]*10
+ vs[0] = obj.matrix_world @ Vector((0.0,0.0, h*0.5 ))
+ vs[1] = obj.matrix_world @ Vector((0.0,0.0,-h*0.5 ))
+ vs[2] = obj.matrix_world @ Vector(( r,0.0, h*0.5-r))
+ vs[3] = obj.matrix_world @ Vector(( -r,0.0, h*0.5-r))
+ vs[4] = obj.matrix_world @ Vector(( r,0.0,-h*0.5+r))
+ vs[5] = obj.matrix_world @ Vector(( -r,0.0,-h*0.5+r))
+ vs[6] = obj.matrix_world @ Vector((0.0, r , h*0.5-r))
+ vs[7] = obj.matrix_world @ Vector((0.0,-r , h*0.5-r))
+ vs[8] = obj.matrix_world @ Vector((0.0, r ,-h*0.5+r))
+ vs[9] = obj.matrix_world @ Vector((0.0,-r ,-h*0.5+r))
+
+ indices = [(0,1),(2,3),(4,5),(6,7),(8,9)]
+
+ for l in indices:
+ v0 = vs[l[0]]
+ v1 = vs[l[1]]
+ verts += [(v0[0],v0[1],v0[2])]
+ verts += [(v1[0],v1[1],v1[2])]
+ colours += [(0.5,1,0,1),(0.5,1,0,1)]
+
+ elif obj.cv_data.classtype == 'k_classtype_spawn':
+ vs = [None]*4
+ vs[0] = obj.matrix_world @ Vector((0,0,0))
+ vs[1] = obj.matrix_world @ Vector((0,2,0))
+ vs[2] = obj.matrix_world @ Vector((0.5,1,0))
+ vs[3] = obj.matrix_world @ Vector((-0.5,1,0))
+ indices = [(0,1),(1,2),(1,3)]
+ for l in indices:
+ v0 = vs[l[0]]
+ v1 = vs[l[1]]
+ verts += [(v0[0],v0[1],v0[2])]
+ verts += [(v1[0],v1[1],v1[2])]
+ colours += [(0,1,1,1),(0,1,1,1)]
+
+ elif obj.cv_data.classtype == 'k_classtype_route':
+ vs = [None]*2
+ vs[0] = obj.location
+ vs[1] = obj.cv_data.target.location
+ indices = [(0,1)]
+ for l in indices:
+ v0 = vs[l[0]]
+ v1 = vs[l[1]]
+ verts += [(v0[0],v0[1],v0[2])]
+ verts += [(v1[0],v1[1],v1[2])]
+ colours += [(0,1,1,1),(0,1,1,1)]
+
+ stack = [None]*64
+ stack_i = [0]*64
+ stack[0] = obj.cv_data.target
+ si = 1
+ loop_complete = False
+
+ while si > 0:
+ node = stack[si-1]
+
+ targets = [None,None]
+ targets[0] = node.cv_data.target
+
+ if node.cv_data.classtype == 'k_classtype_route_node':
+ targets[1] = node.cv_data.target1
+
+ nextnode = targets[stack_i[si-1]]
+ stack_i[si-1] += 1
+
+ if nextnode != None: # branch
+ if nextnode == stack[0]: # Loop completed
+ loop_complete = True
+ break
+
+ valid=True
+ for sj in range(si):
+ if stack[sj] == nextnode: # invalidated path
+ valid=False
+ break
+
+ if valid:
+ stack_i[si] = 0
+ stack[si] = nextnode
+ si += 1
+ continue
+
+ if stack_i[si-1] == 2:
+ si -= 1
+
+ if si == 0: # Loop failed to complete
+ break
+
+ if loop_complete:
+ course_colours = [Vector((0,0.8,0.2,1.0)), \
+ Vector((0,0.3,0.9,1.0)), \
+ Vector((0.4,0.0,0.8,1.0)),\
+ Vector((0.5,0.8,0.0,1.0)),\
+ Vector((0.0,0.7,0.6,1.0)),\
+ Vector((0.2,0.9,0.5,1.0)) ]
+
+ cc = course_colours[ course_count % len(course_colours) ]
+
+ for sj in range(si):
+ sk = (sj+1)%si
+
+ if stack[sj].cv_data.classtype == 'k_classtype_gate' and \
+ stack[sk].cv_data.classtype == 'k_classtype_gate':
+ dist = (stack[sj].location-stack[sk].location).magnitude
+ drawsbpath( stack[sj], stack[sk], cc*0.4, cc, dist, dist )
+
+ else:
+ drawbpath( stack[sj], stack[sk], cc, cc )
+
+ course_count += 1
+
+ elif obj.cv_data.classtype == 'k_classtype_car_path':
+ v0 = obj.matrix_world.to_quaternion() @ Vector((0,1,0))
+ c0 = Vector((v0.x*0.5+0.5, v0.y*0.5+0.5, 0.0, 1.0))
+ drawbhandle( obj, 1.0, (0.9,0.9,0.9,1.0) )
+
+ if obj.cv_data.target != None:
+ v1 = obj.cv_data.target.matrix_world.to_quaternion()@Vector((0,1,0))
+ c1 = Vector((v1.x*0.5+0.5, v1.y*0.5+0.5, 0.0, 1.0))
+
+ drawbhandle( obj.cv_data.target, -1.0, (0.5,0.5,0.5,1.0) )
+ drawbpath( obj, obj.cv_data.target, c0, c1 )
+
+ if obj.cv_data.target1 != None:
+ v1 = obj.cv_data.target1.matrix_world.to_quaternion()@Vector((0,1,0))
+ c1 = Vector((v1.x*0.5+0.5, v1.y*0.5+0.5, 0.0, 1.0))
+
+ drawbhandle( obj.cv_data.target1, -1.0, (0.5,0.5,0.5,1.0) )
+ drawbpath( obj, obj.cv_data.target1, c0, c1 )
+
+ lines = batch_for_shader(\
+ cv_view_shader, 'LINES', \
+ { "pos":verts, "color":colours })
+
+ lines.draw( cv_view_shader )
+
+def cv_poll_target(scene, obj):
+ if obj == bpy.context.active_object:
+ return False
+ if obj.cv_data.classtype == 'k_classtype_none':
+ return False
+ return True
+
+class CV_MESH_SETTINGS(bpy.types.PropertyGroup):
+ v0: bpy.props.FloatVectorProperty(name="v0",size=3)
+ v1: bpy.props.FloatVectorProperty(name="v1",size=3)
+ v2: bpy.props.FloatVectorProperty(name="v2",size=3)
+ v3: bpy.props.FloatVectorProperty(name="v3",size=3)
+
+class CV_OBJ_SETTINGS(bpy.types.PropertyGroup):
+ uid: bpy.props.IntProperty( name="" )
+
+ target: bpy.props.PointerProperty( type=bpy.types.Object, name="target", \
+ poll=cv_poll_target )
+ target1: bpy.props.PointerProperty( type=bpy.types.Object, name="target1", \
+ poll=cv_poll_target )
+
+ classtype: bpy.props.EnumProperty(
+ name="Format",
+ items = [
+ ('k_classtype_none', "k_classtype_none", "", 0),
+ ('k_classtype_gate', "k_classtype_gate", "", 1),
+ ('k_classtype_block', "k_classtype_block", "", 2),
+ ('k_classtype_spawn', "k_classtype_spawn", "", 3),
+ ('k_classtype_water', "k_classtype_water", "", 4),
+ ('k_classtype_car_path', "k_classtype_car_path", "", 5),
+ ('k_classtype_capsule', "k_classtype_capsule", "", 7 ),
+ ('k_classtype_route_node', "k_classtype_route_node", "", 8 ),
+ ('k_classtype_route', "k_classtype_route", "", 9 )
+ ])
+
+class CV_OBJ_PANEL(bpy.types.Panel):
+ bl_label="Entity Config"
+ bl_idname="SCENE_PT_cv_entity"
+ bl_space_type='PROPERTIES'
+ bl_region_type='WINDOW'
+ bl_context="object"
+
+ def draw(_,context):
+ active_object = bpy.context.active_object
+ if active_object == None: return
+ _.layout.prop( active_object.cv_data, "classtype" )
+
+ if active_object.cv_data.classtype == 'k_classtype_gate':
+ _.layout.prop( active_object.cv_data, "target" )
+
+ mesh = active_object.data
+ _.layout.label( text=F"(i) Data is stored in {mesh.name}" )
+ _.layout.prop( mesh.cv_data, "v0" )
+
+ elif active_object.cv_data.classtype == 'k_classtype_car_path' or \
+ active_object.cv_data.classtype == 'k_classtype_route_node':
+ _.layout.prop( active_object.cv_data, "target" )
+ _.layout.prop( active_object.cv_data, "target1" )
+
+ elif active_object.cv_data.classtype == 'k_classtype_route':
+ _.layout.prop( active_object.cv_data, "target" )
+
+ elif active_object.cv_data.classtype == 'k_classtype_block':
+ mesh = active_object.data
+
+ _.layout.label( text=F"(i) Data is stored in {mesh.name}" )
+ _.layout.prop( mesh.cv_data, "v0" )
+ _.layout.prop( mesh.cv_data, "v1" )
+ _.layout.prop( mesh.cv_data, "v2" )
+ _.layout.prop( mesh.cv_data, "v3" )
+ elif active_object.cv_data.classtype == 'k_classtype_capsule':
+ mesh = active_object.data
+ _.layout.label( text=F"(i) Data is stored in {mesh.name}" )
+ _.layout.prop( mesh.cv_data, "v0" )
+
+class CV_INTERFACE(bpy.types.Panel):
+ bl_idname = "VIEW3D_PT_carve"
+ bl_label = "Carve"
+ bl_space_type = 'VIEW_3D'
+ bl_region_type = 'UI'
+ bl_category = "Carve"
+
+ def draw(_, context):
+ layout = _.layout
+ layout.operator( "carve.compile_all" )
+
+def test_compile():
+ for col in bpy.data.collections["export"].children:
+ write_model( col.name )
+
+class CV_COMPILE(bpy.types.Operator):
+ bl_idname="carve.compile_all"
+ bl_label="Compile All"
+
+ def execute(_,context):
+ test_compile()
+ #cProfile.runctx("test_compile()",globals(),locals(),sort=1)
+ #for col in bpy.data.collections["export"].children:
+ # write_model( col.name )
+
+ return {'FINISHED'}
+
+classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\
+ CV_MESH_SETTINGS]
+
+def register():
+ global cv_view_draw_handler
+
+ for c in classes:
+ bpy.utils.register_class(c)
+
+ bpy.types.Object.cv_data = bpy.props.PointerProperty(type=CV_OBJ_SETTINGS)
+ bpy.types.Mesh.cv_data = bpy.props.PointerProperty(type=CV_MESH_SETTINGS)
+
+ cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\
+ cv_draw,(),'WINDOW','POST_VIEW')
+
+def unregister():
+ global cv_view_draw_handler
+
+ for c in classes:
+ bpy.utils.unregister_class(c)