assorted crap
[carveJwlIkooP6JGAAIwe30JlM.git] / blender_export.py
index 81951235c49258de1574e7faa2ec73aebba24fef..cf6d3f7dd9d4fcde68765723ec608ed3ffa2291a 100644 (file)
@@ -294,6 +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
@@ -759,6 +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                              #
@@ -1079,8 +1124,11 @@ def encoder_process_material( mat ):
    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
 
@@ -1291,18 +1339,18 @@ def encoder_vertex_push( vertex_reference, co,norm,uv,colour,groups,weights ):
           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]
@@ -1490,6 +1538,20 @@ def encoder_compile_mesh( node, node_def ):
                      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
             #
@@ -1898,6 +1960,9 @@ 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]
 
@@ -1913,8 +1978,6 @@ 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" )
@@ -2348,6 +2411,7 @@ 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),
       ])
 #}
 
@@ -2430,6 +2494,11 @@ class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup):
          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,\
@@ -2488,6 +2557,7 @@ class CV_MATERIAL_PANEL(bpy.types.Panel):
 
       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":