even more collision filtering
[carveJwlIkooP6JGAAIwe30JlM.git] / blender_export.py
index 4508bca48d8f0f53b3c759ce61bcda421f8297dd..7b0751e1fee2d63fef019248239dfec1088f2cc9 100644 (file)
@@ -71,6 +71,7 @@ class mdl_material(Structure):
    _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),
@@ -293,6 +294,8 @@ class classtype_spawn(Structure):
          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
@@ -758,6 +761,49 @@ class classtype_audio(Structure):
    #}
 #}
 
+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                              #
@@ -1080,8 +1126,13 @@ def encoder_process_material( mat ):
    flags = 0x00
    if mat.cv_data.skate_surface: flags |= 0x1
    if mat.cv_data.collision: flags |= 0x2
+   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': 
@@ -1101,8 +1152,8 @@ def encoder_process_material( mat ):
    #{
       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':
@@ -1892,6 +1943,9 @@ def write_model(collection_name):
 #{
    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]
 
@@ -1907,8 +1961,6 @@ def write_model(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" )
@@ -2342,6 +2394,7 @@ class CV_OBJ_SETTINGS(bpy.types.PropertyGroup):
       ('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),
       ])
 #}
 
@@ -2405,6 +2458,14 @@ class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup):
       ('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",\
@@ -2416,6 +2477,11 @@ class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup):
          default=True,\
          description = "Should the game try to target this surface?" \
    )
+   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, \
@@ -2464,10 +2530,12 @@ class CV_MATERIAL_PANEL(bpy.types.Panel):
       info = material_info( active_mat )
 
       _.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, "grow_grass" )
 
       if active_mat.cv_data.shader == "terrain_blend":
       #{