X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=515acd770322a82979dc1391b40b1a81aef3c62a;hb=2a238d32da833812e837cf38e16a7685c98db5c3;hp=4508bca48d8f0f53b3c759ce61bcda421f8297dd;hpb=1f0e3292c021e8263716e5f4544a1efcedf3f03d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index 4508bca..515acd7 100644 --- a/blender_export.py +++ b/blender_export.py @@ -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 @@ -545,13 +548,14 @@ class classtype_skeleton(Structure): class classtype_bone(Structure): #{ _pack_ = 1 - _fields_ = [("deform",c_uint32), + _fields_ = [("flags",c_uint32), ("ik_target",c_uint32), ("ik_pole",c_uint32), - ("collider",c_uint32), - ("use_limits",c_uint32), - ("angle_limits",(c_float*3)*2), - ("hitbox",(c_float*3)*2)] + ("hitbox",(c_float*3)*2), + ("conevx",c_float*3), + ("conevy",c_float*3), + ("coneva",c_float*3), + ("conet",c_float)] def encode_obj(_, node,node_def): #{ @@ -560,19 +564,24 @@ class classtype_bone(Structure): armature_def = node_def['linked_armature'] obj = node_def['bone'] - _.deform = node_def['deform'] + _.flags = node_def['deform'] if 'ik_target' in node_def: #{ + _.flags |= 0x2 _.ik_target = armature_def['bones'].index( node_def['ik_target'] ) _.ik_pole = armature_def['bones'].index( node_def['ik_pole'] ) #} # For ragdolls # - if obj.cv_data.collider: + if obj.cv_data.collider != 'collider_none': #{ - _.collider = 1 + if obj.cv_data.collider == 'collider_box': + _.flags |= 0x4 + else: + _.flags |= 0x8 + _.hitbox[0][0] = obj.cv_data.v0[0] _.hitbox[0][1] = obj.cv_data.v0[2] _.hitbox[0][2] = -obj.cv_data.v1[1] @@ -583,13 +592,17 @@ class classtype_bone(Structure): if obj.cv_data.con0: #{ - _.use_limits = 1 - _.angle_limits[0][0] = obj.cv_data.mins[0] - _.angle_limits[0][1] = obj.cv_data.mins[2] - _.angle_limits[0][2] = -obj.cv_data.maxs[1] - _.angle_limits[1][0] = obj.cv_data.maxs[0] - _.angle_limits[1][1] = obj.cv_data.maxs[2] - _.angle_limits[1][2] = -obj.cv_data.mins[1] + _.flags |= 0x100 + _.conevx[0] = obj.cv_data.conevx[0] + _.conevx[1] = obj.cv_data.conevx[2] + _.conevx[2] = -obj.cv_data.conevx[1] + _.conevy[0] = obj.cv_data.conevy[0] + _.conevy[1] = obj.cv_data.conevy[2] + _.conevy[2] = -obj.cv_data.conevy[1] + _.coneva[0] = obj.cv_data.coneva[0] + _.coneva[1] = obj.cv_data.coneva[2] + _.coneva[2] = -obj.cv_data.coneva[1] + _.conet = obj.cv_data.conet #} #} #} @@ -758,6 +771,49 @@ 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 # @@ -963,8 +1019,8 @@ cxr_graph_mapping = \ }, "Mix": { - "Color1": material_tex_image("tex_diffuse"), - "Color2": material_tex_image("tex_decal") + "A": material_tex_image("tex_diffuse"), + "B": material_tex_image("tex_decal") }, }, "Normal": @@ -1017,9 +1073,20 @@ def material_info(mat): if isinstance( link_def, dict ): #{ - node_link = node.inputs[link] + node_link = None + for x in node.inputs: + #{ + if isinstance( x, bpy.types.NodeSocketColor ): + #{ + if link == x.name: + #{ + node_link = x + break + #} + #} + #} - if node_link.is_linked: + if node_link and node_link.is_linked: #{ # look for definitions for the connected node type # @@ -1078,10 +1145,18 @@ 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 + 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 +1176,8 @@ 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': @@ -1214,7 +1289,7 @@ def encoder_build_scene_graph( collection ): #} #} - if n.cv_data.collider: + if n.cv_data.collider != 'collider_none': tree['collider_count'] += 1 btree['deform'] = n.use_deform @@ -1285,18 +1360,18 @@ 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] @@ -1484,6 +1559,20 @@ 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 # @@ -1892,6 +1981,9 @@ 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 +1999,6 @@ 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" ) @@ -1961,6 +2051,44 @@ def cv_draw_sphere( pos, radius, colour ): cv_draw_lines() #} +# Draw axis alligned sphere at position with radius +# +def cv_draw_halfsphere( pos, tx, ty, tz, radius, colour ): +#{ + global cv_view_verts, cv_view_colours + + ly = pos + tz*radius + lx = pos + ty*radius + lz = pos + tz*radius + + pi = 3.14159265358979323846264 + + for i in range(16): + #{ + t = ((i+1.0) * 1.0/16.0) * pi + s = math.sin(t) + c = math.cos(t) + + s1 = math.sin(t*2.0) + c1 = math.cos(t*2.0) + + py = pos + s*tx*radius + c *tz*radius + px = pos + s*tx*radius + c *ty*radius + pz = pos + s1*ty*radius + c1*tz*radius + + cv_view_verts += [ px, lx ] + cv_view_verts += [ py, ly ] + cv_view_verts += [ pz, lz ] + + cv_view_colours += [ colour, colour, colour, colour, colour, colour ] + + ly = py + lx = px + lz = pz + #} + cv_draw_lines() +#} + # Draw transformed -1 -> 1 cube # def cv_draw_ucube( transform, colour ): @@ -2016,9 +2144,9 @@ def cv_draw_line2( p0, p1, c0, c1 ): cv_draw_lines() #} -# Just the tx because we dont really need ty for this app +# # -def cv_tangent_basis_tx( n, tx ): +def cv_tangent_basis( n, tx, ty ): #{ if abs( n[0] ) >= 0.57735027: #{ @@ -2034,6 +2162,11 @@ def cv_tangent_basis_tx( n, tx ): #} tx.normalize() + _ty = n.cross( tx ) + + ty[0] = _ty[0] + ty[1] = _ty[1] + ty[2] = _ty[2] #} # Draw coloured arrow @@ -2047,7 +2180,8 @@ def cv_draw_arrow( p0, p1, c0 ): n.normalize() tx = Vector((1,0,0)) - cv_tangent_basis_tx( n, tx ) + ty = Vector((1,0,0)) + cv_tangent_basis( n, tx, ty ) cv_view_verts += [p0,p1, midpt+(tx-n)*0.15,midpt, midpt+(-tx-n)*0.15,midpt ] cv_view_colours += [c0,c0,c0,c0,c0,c0] @@ -2180,19 +2314,61 @@ def draw_limit( obj, center, major, minor, amin, amax, colour ): cv_draw_lines() #} +# Cone and twist limit +# +def draw_cone_twist( center, vx, vy, va ): +#{ + global cv_view_verts, cv_view_colours + axis = vy.cross( vx ) + axis.normalize() + + size = 0.12 + + cv_view_verts += [center, center+va*size] + cv_view_colours += [ (1,1,1,1), (1,1,1,1) ] + + for x in range(32): + #{ + t0 = (x/32) * math.tau + t1 = ((x+1)/32) * math.tau + + c0 = math.cos(t0) + s0 = math.sin(t0) + c1 = math.cos(t1) + s1 = math.sin(t1) + + p0 = center + (axis + vx*c0 + vy*s0).normalized() * size + p1 = center + (axis + vx*c1 + vy*s1).normalized() * size + + col0 = ( abs(c0), abs(s0), 0.0, 1.0 ) + col1 = ( abs(c1), abs(s1), 0.0, 1.0 ) + + cv_view_verts += [center, p0, p0, p1] + cv_view_colours += [ (0,0,0,0), col0, col0, col1 ] + #} + + cv_draw_lines() +#} + # Draws constraints and stuff for the skeleton. This isnt documented and wont be # def draw_skeleton_helpers( obj ): #{ global cv_view_verts, cv_view_colours + if obj.data.pose_position != 'REST': + #{ + return + #} + for bone in obj.data.bones: #{ - if bone.cv_data.collider and (obj.data.pose_position == 'REST'): + c = bone.head_local + a = Vector((bone.cv_data.v0[0], bone.cv_data.v0[1], bone.cv_data.v0[2])) + b = Vector((bone.cv_data.v1[0], bone.cv_data.v1[1], bone.cv_data.v1[2])) + + if bone.cv_data.collider == 'collider_box': #{ - c = bone.head_local - a = bone.cv_data.v0 - b = bone.cv_data.v1 vs = [None]*8 vs[0]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+a[2])) @@ -2216,20 +2392,67 @@ def draw_skeleton_helpers( obj ): cv_view_verts += [(v1[0],v1[1],v1[2])] cv_view_colours += [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)] #} + #} + elif bone.cv_data.collider == 'collider_capsule': + #{ + v0 = b-a + major_axis = 0 + largest = -1.0 - center = obj.matrix_world @ c - if bone.cv_data.con0: + for i in range(3): #{ - draw_limit( obj, c, Vector((0,1,0)),Vector((0,0,1)), \ - bone.cv_data.mins[0], bone.cv_data.maxs[0], \ - (1,0,0,1)) - draw_limit( obj, c, Vector((0,0,1)),Vector((1,0,0)), \ - bone.cv_data.mins[1], bone.cv_data.maxs[1], \ - (0,1,0,1)) - draw_limit( obj, c, Vector((1,0,0)),Vector((0,1,0)), \ - bone.cv_data.mins[2], bone.cv_data.maxs[2], \ - (0,0,1,1)) + if abs(v0[i]) > largest: + #{ + largest = abs(v0[i]) + major_axis = i + #} #} + + v1 = Vector((0,0,0)) + v1[major_axis] = 1.0 + + tx = Vector((0,0,0)) + ty = Vector((0,0,0)) + + cv_tangent_basis( v1, tx, ty ) + r = (abs(tx.dot( v0 )) + abs(ty.dot( v0 ))) * 0.25 + l = v0[ major_axis ] - r*2 + + p0 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l*-0.5 ) + p1 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l* 0.5 ) + + colour = [0.2,0.2,0.2,1.0] + colour[major_axis] = 0.5 + + cv_draw_halfsphere( p0, -v1, ty, tx, r, colour ) + cv_draw_halfsphere( p1, v1, ty, tx, r, colour ) + cv_draw_line( p0+tx* r, p1+tx* r, colour ) + cv_draw_line( p0+tx*-r, p1+tx*-r, colour ) + cv_draw_line( p0+ty* r, p1+ty* r, colour ) + cv_draw_line( p0+ty*-r, p1+ty*-r, colour ) + #} + else: + #{ + continue + #} + + center = obj.matrix_world @ c + if bone.cv_data.con0: + #{ + vx = Vector([bone.cv_data.conevx[_] for _ in range(3)]) + vy = Vector([bone.cv_data.conevy[_] for _ in range(3)]) + va = Vector([bone.cv_data.coneva[_] for _ in range(3)]) + draw_cone_twist( center, vx, vy, va ) + + #draw_limit( obj, c, Vector((0,0,1)),Vector((0,-1,0)), \ + # bone.cv_data.mins[0], bone.cv_data.maxs[0], \ + # (1,0,0,1)) + #draw_limit( obj, c, Vector((0,-1,0)),Vector((1,0,0)), \ + # bone.cv_data.mins[1], bone.cv_data.maxs[1], \ + # (0,1,0,1)) + #draw_limit( obj, c, Vector((1,0,0)),Vector((0,0,1)), \ + # bone.cv_data.mins[2], bone.cv_data.maxs[2], \ + # (0,0,1,1)) #} #} #} @@ -2342,18 +2565,31 @@ 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), ]) #} class CV_BONE_SETTINGS(bpy.types.PropertyGroup): #{ - collider: bpy.props.BoolProperty(name="Collider",default=False) + collider: bpy.props.EnumProperty( + name="Collider Type", + items = [ + ('collider_none', "collider_none", "", 0), + ('collider_box', "collider_box", "", 1), + ('collider_capsule', "collider_capsule", "", 2), + ]) + v0: bpy.props.FloatVectorProperty(name="v0",size=3) v1: bpy.props.FloatVectorProperty(name="v1",size=3) con0: bpy.props.BoolProperty(name="Constriant 0",default=False) mins: bpy.props.FloatVectorProperty(name="mins",size=3) maxs: bpy.props.FloatVectorProperty(name="maxs",size=3) + + conevx: bpy.props.FloatVectorProperty(name="conevx",size=3) + conevy: bpy.props.FloatVectorProperty(name="conevy",size=3) + coneva: bpy.props.FloatVectorProperty(name="coneva",size=3) + conet: bpy.props.FloatProperty(name="conet") #} class CV_BONE_PANEL(bpy.types.Panel): @@ -2378,8 +2614,11 @@ class CV_BONE_PANEL(bpy.types.Panel): _.layout.label( text="Angle Limits" ) _.layout.prop( bone.cv_data, "con0" ) - _.layout.prop( bone.cv_data, "mins" ) - _.layout.prop( bone.cv_data, "maxs" ) + + _.layout.prop( bone.cv_data, "conevx" ) + _.layout.prop( bone.cv_data, "conevy" ) + _.layout.prop( bone.cv_data, "coneva" ) + _.layout.prop( bone.cv_data, "conet" ) #} #} @@ -2405,6 +2644,14 @@ 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 +2663,16 @@ 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,\ + description = "Spawn grass sprites on this surface?" \ + ) blend_offset: bpy.props.FloatVectorProperty( \ name="Blend Offset", \ size=2, \ @@ -2463,11 +2720,20 @@ class CV_MATERIAL_PANEL(bpy.types.Panel): 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.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, "grind_surface" ) + _.layout.prop( active_mat.cv_data, "grow_grass" ) if active_mat.cv_data.shader == "terrain_blend": #{