X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=3e4704ea466fa1e6d8d97eb3a4f44b6bb0dee6f2;hb=0136a935c00e3ea1f231fd88b38b44982fd409ac;hp=515acd770322a82979dc1391b40b1a81aef3c62a;hpb=2a238d32da833812e837cf38e16a7685c98db5c3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index 515acd7..3e4704e 100644 --- a/blender_export.py +++ b/blender_export.py @@ -2,7 +2,7 @@ # ============================================================================= # # Copyright . . . -----, ,----- ,---. .---. -# 2021-2022 |\ /| | / | | | | /| +# 2021-2023 |\ /| | / | | | | /| # | \ / | +-- / +----- +---' | / | # | \ / | | / | | \ | / | # | \/ | | / | | \ | / | @@ -255,6 +255,40 @@ class classtype_gate(Structure): #} #} +class classtype_nonlocal_gate(classtype_gate): +#{ + def encode_obj(_,node,node_def): + #{ + node.classtype = 300 + + obj = node_def['obj'] + _.target = encoder_process_pstr( node_def['obj'].cv_data.strp ) + + if obj.type == 'MESH': + #{ + _.dims[0] = obj.data.cv_data.v0[0] + _.dims[1] = obj.data.cv_data.v0[1] + _.dims[2] = obj.data.cv_data.v0[2] + #} + else: + #{ + _.dims[0] = obj.cv_data.v0[0] + _.dims[1] = obj.cv_data.v0[1] + _.dims[2] = obj.cv_data.v0[2] + #} + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + layout.prop( obj.cv_data, "strp", text="Nonlocal ID" ) + + mesh = obj.data + layout.label( text=F"(i) Data is stored in {mesh.name}" ) + layout.prop( mesh.cv_data, "v0", text="Gate dimensions" ) + #} +#} + # Classtype 3 # # Purpose: player can reset here, its a safe place @@ -748,6 +782,11 @@ class classtype_audio(Structure): if obj.cv_data.bp1: flags |= 0x4 if obj.cv_data.bp2: flags |= 0x8 + if obj.cv_data.audio_format == 'stereo': + flags |= 0x200 + if obj.cv_data.audio_format == 'remain compressed': + flags |= 0x400 + _.flags = flags _.volume = obj.cv_data.fltp #} @@ -755,11 +794,14 @@ class classtype_audio(Structure): @staticmethod def editor_interface( layout, obj ): #{ - layout.prop( obj.cv_data, "strp" ) + layout.prop( obj.cv_data, "strp", text = "File (.ogg)" ) layout.prop( obj.cv_data, "bp0", text = "Looping" ) layout.prop( obj.cv_data, "bp1", text = "3D Audio" ) layout.prop( obj.cv_data, "bp2", text = "Auto Start" ) + layout.prop( obj.cv_data, "audio_format" ) + + layout.prop( obj.cv_data, "fltp", text = "Volume (0-1)" ) #} @staticmethod @@ -771,6 +813,82 @@ class classtype_audio(Structure): #} #} +# Classtype 200 +# +# Purpose: world light +# +class classtype_world_light( Structure ): +#{ + _pack_ = 1 + _fields_ = [("type",c_uint32), + ("colour",c_float*4), + ("angle",c_float), + ("range",c_float)] + + def encode_obj(_, node, node_def): + #{ + node.classtype = 200 + + obj = node_def['obj'] + data = obj.data + _.colour[0] = data.color[0] + _.colour[1] = data.color[1] + _.colour[2] = data.color[2] + _.colour[3] = data.energy + _.range = data.cutoff_distance # this has to be manually set + # TODO: At some point, automate a min + # threshold value + + if obj.data.type == 'POINT': + #{ + _.type = 0 + _.angle = 0.0 + #} + elif obj.data.type == 'SPOT': + #{ + _.type = 1 + _.angle = data.spot_size*0.5 + #} + + if data.cv_data.bp0: + _.type += 2 + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + pass + #} +#} + +# Classtype 201 +# +# Purpose: lighting settings for world +# +class classtype_lighting_info(Structure): +#{ + _pack_ = 1 + _fields_ = [("colours",(c_float*3)*3), + ("directions",(c_float*2)*3), + ("states",c_uint32*3), + ("shadow_spread",c_float), + ("shadow_length",c_float), + ("ambient",c_float*3)] + + def encode_obj(_, node, node_def): + #{ + node.classtype = 201 + + # TODO + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + pass + #} +#} + class classtype_spawn_link(Structure): #{ _pack_ = 1 @@ -1156,6 +1274,7 @@ def encoder_process_material( mat ): 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.surface_prop == 'tiles': dest.surface_prop = 3 if mat.cv_data.shader == 'standard': dest.shader = 0 if mat.cv_data.shader == 'standard_cutout': dest.shader = 1 @@ -1237,10 +1356,12 @@ def encoder_build_scene_graph( collection ): for obj in collection.all_objects: #{ - if obj.parent: continue + #if obj.parent: continue def _extend( p, n, d ): #{ + nonlocal collection + uid = _new_uid() tree = {} tree["uid"] = uid @@ -1249,7 +1370,7 @@ def encoder_build_scene_graph( collection ): tree["obj"] = n tree["parent"] = p n.cv_data.uid = uid - + # Descend into amature # if n.type == 'ARMATURE': @@ -1257,6 +1378,7 @@ def encoder_build_scene_graph( collection ): tree["bones"] = [None] # None is the root transform tree["ik_count"] = 0 tree["collider_count"] = 0 + tree["compile_animation"] = collection.cv_data.animations # Here also collects some information about constraints, ik and # counts colliders for the armature. @@ -1305,7 +1427,6 @@ def encoder_build_scene_graph( collection ): # for obj1 in n.children: #{ - nonlocal collection for c1 in obj1.users_collection: #{ if c1 == collection: @@ -1667,7 +1788,12 @@ def encoder_compile_armature( node, node_def ): # extra info node_def['anim_start'] = len(animdata) node_def['anim_count'] = 0 - + + if not node_def['compile_animation']: + #{ + return + #} + # Compile anims # if obj.animation_data: @@ -1805,10 +1931,14 @@ def encoder_process_definition( node_def ): #{ obj = node_def['obj'] obj_type = obj.type - obj_co = obj.location + obj_co = obj.matrix_world @ Vector((0,0,0)) if obj_type == 'ARMATURE': obj_classtype = 'classtype_skeleton' + elif obj_type == 'LIGHT': + #{ + obj_classtype = 'classtype_world_light' + #} else: #{ obj_classtype = obj.cv_data.classtype @@ -2528,6 +2658,31 @@ class CV_MESH_SETTINGS(bpy.types.PropertyGroup): v3: bpy.props.FloatVectorProperty(name="v3",size=3) #} +class CV_LIGHT_SETTINGS(bpy.types.PropertyGroup): +#{ + bp0: bpy.props.BoolProperty( name="bp0" ); +#} + +class CV_LIGHT_PANEL(bpy.types.Panel): +#{ + bl_label="[Skate Rift]" + bl_idname="SCENE_PT_cv_light" + bl_space_type='PROPERTIES' + bl_region_type='WINDOW' + bl_context='data' + + def draw(_,context): + #{ + active_object = context.active_object + if active_object == None: return + + if active_object.type != 'LIGHT': return + + data = active_object.data.cv_data + _.layout.prop( data, "bp0", text="Only on during night" ) + #} +#} + class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): #{ uid: bpy.props.IntProperty( name="" ) @@ -2566,6 +2721,15 @@ class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): ('classtype_logic_achievement',"classtype_logic_achievement","",101), ('classtype_logic_relay',"classtype_logic_relay","",102), ('classtype_spawn_link',"classtype_spawn_link","",150), + ('classtype_nonlocal_gate', "classtype_nonlocal_gate", "", 300) + ]) + + audio_format: bpy.props.EnumProperty( + name="Loaded format", + items = [ + ('mono', "mono", "", 0), + ('stereo', "stereo", "", 1), + ('remain compressed', "remain compressed", "", 2) ]) #} @@ -2594,7 +2758,7 @@ class CV_BONE_SETTINGS(bpy.types.PropertyGroup): class CV_BONE_PANEL(bpy.types.Panel): #{ - bl_label="Bone Config" + bl_label="[Skate Rift]" bl_idname="SCENE_PT_cv_bone" bl_space_type='PROPERTIES' bl_region_type='WINDOW' @@ -2631,6 +2795,7 @@ class CV_SCENE_SETTINGS(bpy.types.PropertyGroup): class CV_COLLECTION_SETTINGS(bpy.types.PropertyGroup): #{ pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False ) + animations: bpy.props.BoolProperty( name="Export animation", default=True) #} class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup): @@ -2650,7 +2815,8 @@ class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup): items = [ ('concrete','concrete','',0), ('wood','wood','',1), - ('grass','grass','',2) + ('grass','grass','',2), + ('tiles','tiles','',3) ]) collision: bpy.props.BoolProperty( \ @@ -2857,6 +3023,7 @@ class CV_INTERFACE(bpy.types.Panel): #{ box.label( text=col.name + ".mdl" ) box.prop( col.cv_data, "pack_textures" ) + box.prop( col.cv_data, "animations" ) box.operator( "carve.compile_this" ) #} else: @@ -2885,7 +3052,8 @@ class CV_INTERFACE(bpy.types.Panel): classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\ CV_MESH_SETTINGS, CV_SCENE_SETTINGS, CV_BONE_SETTINGS,\ CV_BONE_PANEL, CV_COLLECTION_SETTINGS, CV_COMPILE_THIS,\ - CV_MATERIAL_SETTINGS, CV_MATERIAL_PANEL ] + CV_MATERIAL_SETTINGS, CV_MATERIAL_PANEL, CV_LIGHT_SETTINGS,\ + CV_LIGHT_PANEL] def register(): #{ @@ -2902,6 +3070,7 @@ def register(): bpy.props.PointerProperty(type=CV_COLLECTION_SETTINGS) bpy.types.Material.cv_data = \ bpy.props.PointerProperty(type=CV_MATERIAL_SETTINGS) + bpy.types.Light.cv_data = bpy.props.PointerProperty(type=CV_LIGHT_SETTINGS) cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\ cv_draw,(),'WINDOW','POST_VIEW')