X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=515acd770322a82979dc1391b40b1a81aef3c62a;hb=2a238d32da833812e837cf38e16a7685c98db5c3;hp=8cd60ea7d15240eb82ade9c56dc8afb5471a9b93;hpb=cbce8a9ec86c6f061c292eec1855eacafc6a3a4f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index 8cd60ea..515acd7 100644 --- a/blender_export.py +++ b/blender_export.py @@ -548,13 +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): #{ @@ -563,19 +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] @@ -586,13 +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 #} #} #} @@ -1279,7 +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 @@ -2041,6 +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 ): @@ -2096,9 +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: #{ @@ -2114,6 +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 @@ -2127,7 +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] @@ -2260,19 +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])) @@ -2296,20 +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)) #} #} #} @@ -2428,13 +2571,25 @@ class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): 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): @@ -2459,8 +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" ) #} #}