X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=6117ff871b80bbd0ead49466cec553776ac0176b;hb=791f807111a1f740f745c67db642aa7a8bee56e8;hp=ce4e8264af2fb32dfcdb3efbf73c98fd6733fb7c;hpb=be6707a307bfeec1b45cca8b3fb647e81262be87;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index ce4e826..6117ff8 100644 --- a/blender_export.py +++ b/blender_export.py @@ -2,7 +2,7 @@ # ============================================================================= # # Copyright . . . -----, ,----- ,---. .---. -# 2021-2022 |\ /| | / | | | | /| +# 2021-2023 |\ /| | / | | | | /| # | \ / | +-- / +----- +---' | / | # | \ / | | / | | \ | / | # | \/ | | / | | \ | / | @@ -17,7 +17,7 @@ # otherwise # -import bpy, math, gpu +import bpy, math, gpu, os import cProfile from ctypes import * from mathutils import * @@ -57,10 +57,26 @@ class mdl_submesh(Structure): ("material_id",c_uint32)] # index into the material array #} +class mdl_texture(Structure): +#{ + _pack_ = 1 + _fields_ = [("pstr_name",c_uint32), + ("pack_offset",c_uint32), + ("pack_length",c_uint32)] +#} + class mdl_material(Structure): #{ _pack_ = 1 - _fields_ = [("pstr_name",c_uint32)] + _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), + ("tex_decal",c_uint32), + ("tex_normal",c_uint32)] #} class mdl_node(Structure): @@ -95,6 +111,9 @@ class mdl_header(Structure): ("material_count",c_uint32), ("material_offset",c_uint32), + ("texture_count",c_uint32), + ("texture_offset",c_uint32), + ("anim_count",c_uint32), ("anim_offset",c_uint32), @@ -111,7 +130,10 @@ class mdl_header(Structure): ("vertex_offset",c_uint32), ("indice_count",c_uint32), - ("indice_offset",c_uint32),] + ("indice_offset",c_uint32), + + ("pack_size",c_uint32), + ("pack_offset",c_uint32)] #} class mdl_animation(Structure): @@ -209,11 +231,13 @@ class classtype_gate(Structure): indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)] for l in indices: + #{ v0 = vs[l[0]] v1 = vs[l[1]] cv_view_verts += [(v0[0],v0[1],v0[2])] cv_view_verts += [(v1[0],v1[1],v1[2])] cv_view_colours += [(1,1,0,1),(1,1,0,1)] + #} sw = (0.4,0.4,0.4,0.2) if obj.cv_data.target != None: @@ -231,6 +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 @@ -270,6 +328,8 @@ 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 @@ -522,13 +582,14 @@ 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): #{ @@ -537,19 +598,24 @@ 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] @@ -560,13 +626,17 @@ 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 #} #} #} @@ -735,6 +805,121 @@ 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)] + + 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 + + if obj.data.type == 'POINT': + #{ + _.type = 0 + _.angle = 0.0 + #} + elif obj.data.type == 'SPOT': + #{ + _.type = 1 + _.angle = math.cos(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 + _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 # @@ -747,7 +932,7 @@ g_encoder = None # Reset encoder # -def encoder_init(): +def encoder_init( collection ): #{ global g_encoder @@ -757,6 +942,10 @@ def encoder_init(): # 'header': mdl_header(), + # Options + # + 'pack_textures': collection.cv_data.pack_textures, + # Compiled data chunks (each can be read optionally by the client) # 'data': @@ -765,6 +954,7 @@ def encoder_init(): 'node': [], # Metadata 'chunk' 'submesh': [], 'material': [], + 'texture': [], 'anim': [], 'entdata': bytearray(), # variable width 'strings': bytearray(), # . @@ -773,6 +963,8 @@ def encoder_init(): #3--------------------------------- 'vertex': [], # Mesh data 'indice': [], + #4--------------------------------- + 'pack': bytearray() # Other generic packed data }, # All objects of the model in their final heirachy @@ -786,16 +978,27 @@ def encoder_init(): 'string_cache':{}, 'mesh_cache': {}, 'material_cache': {}, + 'texture_cache': {} } g_encoder['header'].identifier = 0xABCD0000 g_encoder['header'].version = 1 - # Add fake NoneID material + # Add fake NoneID material and texture # - none_material = c_uint32(1234) - none_material.name = "" - encoder_process_material( none_material ) + none_material = mdl_material() + none_material.pstr_name = encoder_process_pstr( "" ) + none_material.texture_id = 0 + + none_texture = mdl_texture() + none_texture.pstr_name = encoder_process_pstr( "" ) + none_texture.pack_offset = 0 + none_texture.pack_length = 0 + + g_encoder['data']['material'] += [none_material] + g_encoder['data']['texture'] += [none_texture] + + g_encoder['data']['pack'].extend( b'datapack\0\0\0\0\0\0\0\0' ) # Add root node # @@ -858,6 +1061,175 @@ def encoder_process_pstr( s ): return cache[s] #} +def get_texture_resource_name( img ): +#{ + return os.path.splitext( img.name )[0] +#} + +# Pack a texture +# +def encoder_process_texture( img ): +#{ + global g_encoder + + if img == None: + return 0 + + cache = g_encoder['texture_cache'] + buffer = g_encoder['data']['texture'] + pack = g_encoder['data']['pack'] + + name = get_texture_resource_name( img ) + + if name in cache: + return cache[name] + + cache[name] = len( buffer ) + + tex = mdl_texture() + tex.pstr_name = encoder_process_pstr( name ) + + if g_encoder['pack_textures']: + #{ + tex.pack_offset = len( pack ) + pack.extend( qoi_encode( img ) ) + tex.pack_length = len( pack ) - tex.pack_offset + #} + else: + tex.pack_offset = 0 + + buffer += [ tex ] + return cache[name] +#} + +def material_tex_image(v): +#{ + return { + "Image Texture": + { + "image": F"{v}" + } + } +#} + +cxr_graph_mapping = \ +{ + # Default shader setup + "Principled BSDF": + { + "Base Color": + { + "Image Texture": + { + "image": "tex_diffuse" + }, + "Mix": + { + "A": material_tex_image("tex_diffuse"), + "B": material_tex_image("tex_decal") + }, + }, + "Normal": + { + "Normal Map": + { + "Color": material_tex_image("tex_normal") + } + } + } +} + +# https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164 +# +def material_info(mat): +#{ + info = {} + + # Using the cv_graph_mapping as a reference, go through the shader + # graph and gather all $props from it. + # + def _graph_read( node_def, node=None, depth=0 ): + #{ + nonlocal mat + nonlocal info + + # Find rootnodes + # + if node == None: + #{ + _graph_read.extracted = [] + + for node_idname in node_def: + #{ + for n in mat.node_tree.nodes: + #{ + if n.name == node_idname: + #{ + node_def = node_def[node_idname] + node = n + break + #} + #} + #} + #} + + for link in node_def: + #{ + link_def = node_def[link] + + if isinstance( link_def, dict ): + #{ + 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 and node_link.is_linked: + #{ + # look for definitions for the connected node type + # + from_node = node_link.links[0].from_node + + node_name = from_node.name.split('.')[0] + if node_name in link_def: + #{ + from_node_def = link_def[ node_name ] + + _graph_read( from_node_def, from_node, depth+1 ) + #} + + # No definition! :( + # TODO: Make a warning for this? + #} + else: + #{ + if "default" in link_def: + #{ + prop = link_def['default'] + info[prop] = node_link.default_value + #} + #} + #} + else: + #{ + prop = link_def + info[prop] = getattr( node, link ) + #} + #} + #} + + _graph_read( cxr_graph_mapping ) + return info +#} + # Add a material to the material buffer. Returns 0 (None ID) if invalid # def encoder_process_material( mat ): @@ -877,8 +1249,69 @@ def encoder_process_material( mat ): dest = mdl_material() dest.pstr_name = encoder_process_pstr( mat.name ) - buffer += [dest] + + flags = 0x00 + 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': + #{ + dest.shader = 2 + + dest.colour[0] = pow( mat.cv_data.sand_colour[0], 1.0/2.2 ) + dest.colour[1] = pow( mat.cv_data.sand_colour[1], 1.0/2.2 ) + dest.colour[2] = pow( mat.cv_data.sand_colour[2], 1.0/2.2 ) + dest.colour[3] = 1.0 + + dest.colour1[0] = mat.cv_data.blend_offset[0] + dest.colour1[1] = mat.cv_data.blend_offset[1] + #} + + if mat.cv_data.shader == 'vertex_blend': + #{ + dest.shader = 3 + + dest.colour1[0] = mat.cv_data.blend_offset[0] + dest.colour1[1] = mat.cv_data.blend_offset[1] + #} + + if mat.cv_data.shader == 'water': + #{ + dest.shader = 4 + + dest.colour[0] = pow( mat.cv_data.shore_colour[0], 1.0/2.2 ) + dest.colour[1] = pow( mat.cv_data.shore_colour[1], 1.0/2.2 ) + dest.colour[2] = pow( mat.cv_data.shore_colour[2], 1.0/2.2 ) + dest.colour[3] = 1.0 + dest.colour1[0] = pow( mat.cv_data.ocean_colour[0], 1.0/2.2 ) + dest.colour1[1] = pow( mat.cv_data.ocean_colour[1], 1.0/2.2 ) + dest.colour1[2] = pow( mat.cv_data.ocean_colour[2], 1.0/2.2 ) + dest.colour1[3] = 1.0 + #} + + inf = material_info( mat ) + + if mat.cv_data.shader == 'standard' or \ + mat.cv_data.shader == 'standard_cutout' or \ + mat.cv_data.shader == 'terrain_blend' or \ + mat.cv_data.shader == 'vertex_blend': + #{ + if 'tex_diffuse' in inf: + dest.tex_diffuse = encoder_process_texture(inf['tex_diffuse']) + #} + buffer += [dest] return cache[mat.name] #} @@ -910,10 +1343,12 @@ 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 @@ -922,7 +1357,7 @@ def encoder_build_scene_graph( collection ): tree["obj"] = n tree["parent"] = p n.cv_data.uid = uid - + # Descend into amature # if n.type == 'ARMATURE': @@ -930,6 +1365,7 @@ 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. @@ -962,7 +1398,7 @@ 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 @@ -978,7 +1414,6 @@ def encoder_build_scene_graph( collection ): # for obj1 in n.children: #{ - nonlocal collection for c1 in obj1.users_collection: #{ if c1 == collection: @@ -1033,18 +1468,18 @@ 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] @@ -1128,9 +1563,6 @@ def encoder_compile_mesh( node, node_def ): node.submesh_start = len( g_encoder['data']['submesh'] ) node.submesh_count = 0 - default_mat = c_uint32(12345) - default_mat.name = "" - dgraph = bpy.context.evaluated_depsgraph_get() data = obj.evaluated_get(dgraph).data data.calc_loop_triangles() @@ -1138,7 +1570,7 @@ def encoder_compile_mesh( node, node_def ): # Mesh is split into submeshes based on their material # - mat_list = data.materials if len(data.materials) > 0 else [default_mat] + mat_list = data.materials if len(data.materials) > 0 else [None] for material_id, mat in enumerate(mat_list): #{ mref = {} @@ -1235,6 +1667,20 @@ 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 # @@ -1329,7 +1775,12 @@ 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: @@ -1467,10 +1918,14 @@ 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 @@ -1643,10 +2098,13 @@ 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] - encoder_init() + encoder_init( collection ) encoder_build_scene_graph( collection ) # Compile @@ -1658,8 +2116,6 @@ 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" ) @@ -1712,6 +2168,44 @@ 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 ): @@ -1767,9 +2261,9 @@ 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: #{ @@ -1785,6 +2279,11 @@ 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 @@ -1798,7 +2297,8 @@ 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] @@ -1931,19 +2431,61 @@ 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])) @@ -1967,20 +2509,67 @@ 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)) #} #} #} @@ -2056,6 +2645,31 @@ 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="" ) @@ -2093,23 +2707,37 @@ 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), + ('classtype_nonlocal_gate', "classtype_nonlocal_gate", "", 300) ]) #} 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): #{ - bl_label="Bone Config" + bl_label="[Skate Rift]" bl_idname="SCENE_PT_cv_bone" bl_space_type='PROPERTIES' bl_region_type='WINDOW' @@ -2129,14 +2757,148 @@ 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" ) #} #} class CV_SCENE_SETTINGS(bpy.types.PropertyGroup): #{ use_hidden: bpy.props.BoolProperty( name="use hidden", default=False ) + export_dir: bpy.props.StringProperty( name="Export Dir", subtype='DIR_PATH' ) +#} + +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): +#{ + shader: bpy.props.EnumProperty( + name="Format", + items = [ + ('standard',"standard","",0), + ('standard_cutout', "standard_cutout", "", 1), + ('terrain_blend', "terrain_blend", "", 2), + ('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",\ + default=True,\ + description = "Can the player collide with this material"\ + ) + skate_surface: bpy.props.BoolProperty( \ + name="Skate Surface", \ + 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, \ + default=Vector((0.5,0.0)),\ + description="When surface is more than 45 degrees, add this vector " +\ + "to the UVs" \ + ) + sand_colour: bpy.props.FloatVectorProperty( \ + name="Sand Colour",\ + subtype='COLOR',\ + min=0.0,max=1.0,\ + default=Vector((0.79,0.63,0.48)),\ + description="Blend to this colour near the 0 coordinate on UP axis"\ + ) + shore_colour: bpy.props.FloatVectorProperty( \ + name="Shore Colour",\ + subtype='COLOR',\ + min=0.0,max=1.0,\ + default=Vector((0.03,0.32,0.61)),\ + description="Water colour at the shoreline"\ + ) + ocean_colour: bpy.props.FloatVectorProperty( \ + name="Ocean Colour",\ + subtype='COLOR',\ + min=0.0,max=1.0,\ + default=Vector((0.0,0.006,0.03)),\ + description="Water colour in the deep bits"\ + ) +#} + +class CV_MATERIAL_PANEL(bpy.types.Panel): +#{ + bl_label="Skate Rift material" + bl_idname="MATERIAL_PT_cv_material" + bl_space_type='PROPERTIES' + bl_region_type='WINDOW' + bl_context="material" + + def draw(_,context): + #{ + active_object = bpy.context.active_object + if active_object == None: return + active_mat = active_object.active_material + if active_mat == None: return + + 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": + #{ + box = _.layout.box() + box.prop( active_mat.cv_data, "blend_offset" ) + box.prop( active_mat.cv_data, "sand_colour" ) + #} + elif active_mat.cv_data.shader == "vertex_blend": + #{ + box = _.layout.box() + box.label( icon='INFO', text="Uses vertex colours, the R channel" ) + box.prop( active_mat.cv_data, "blend_offset" ) + #} + elif active_mat.cv_data.shader == "water": + #{ + box = _.layout.box() + box.label( icon='INFO', text="Depth scale of 16 meters" ) + box.prop( active_mat.cv_data, "shore_colour" ) + box.prop( active_mat.cv_data, "ocean_colour" ) + #} + #} #} class CV_OBJ_PANEL(bpy.types.Panel): @@ -2175,49 +2937,101 @@ class CV_OBJ_PANEL(bpy.types.Panel): #} #} -class CV_INTERFACE(bpy.types.Panel): +class CV_COMPILE(bpy.types.Operator): #{ - bl_idname = "VIEW3D_PT_carve" - bl_label = "Carve" - bl_space_type = 'VIEW_3D' - bl_region_type = 'UI' - bl_category = "Carve" + bl_idname="carve.compile_all" + bl_label="Compile All" - def draw(_, context): + def execute(_,context): #{ - layout = _.layout - layout.prop( context.scene.cv_data, "use_hidden") - layout.operator( "carve.compile_all" ) + view_layer = bpy.context.view_layer + for col in view_layer.layer_collection.children["export"].children: + if not col.hide_viewport or bpy.context.scene.cv_data.use_hidden: + write_model( col.name ) + + return {'FINISHED'} #} #} -def test_compile(): +class CV_COMPILE_THIS(bpy.types.Operator): #{ - view_layer = bpy.context.view_layer - for col in view_layer.layer_collection.children["export"].children: - if not col.hide_viewport or bpy.context.scene.cv_data.use_hidden: - write_model( col.name ) + bl_idname="carve.compile_this" + bl_label="Compile This collection" + + def execute(_,context): + #{ + col = bpy.context.collection + write_model( col.name ) + + return {'FINISHED'} + #} #} -class CV_COMPILE(bpy.types.Operator): +class CV_INTERFACE(bpy.types.Panel): #{ - bl_idname="carve.compile_all" - bl_label="Compile All" + bl_idname = "VIEW3D_PT_carve" + bl_label = "Skate Rift" + bl_space_type = 'VIEW_3D' + bl_region_type = 'UI' + bl_category = "Skate Rift" - def execute(_,context): + def draw(_, context): #{ - test_compile() - #cProfile.runctx("test_compile()",globals(),locals(),sort=1) - #for col in bpy.data.collections["export"].children: - # write_model( col.name ) + layout = _.layout + layout.prop( context.scene.cv_data, "export_dir" ) + + col = bpy.context.collection + + found_in_export = False + export_count = 0 + view_layer = bpy.context.view_layer + for c1 in view_layer.layer_collection.children["export"].children: + #{ + if not c1.hide_viewport or bpy.context.scene.cv_data.use_hidden: + export_count += 1 - return {'FINISHED'} + if c1.name == col.name: + #{ + found_in_export = True + #} + #} + + box = layout.box() + if found_in_export: + #{ + 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: + #{ + row = box.row() + row.enabled=False + row.label( text=col.name ) + box.label( text="This collection is not in the export group" ) + #} + + box = layout.box() + row = box.row() + + split = row.split( factor = 0.3, align=True ) + split.prop( context.scene.cv_data, "use_hidden", text="hidden" ) + + row1 = split.row() + if export_count == 0: + row1.enabled=False + row1.operator( "carve.compile_all", \ + text=F"Compile all ({export_count} collections)" ) #} #} + classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\ CV_MESH_SETTINGS, CV_SCENE_SETTINGS, CV_BONE_SETTINGS,\ - CV_BONE_PANEL] + CV_BONE_PANEL, CV_COLLECTION_SETTINGS, CV_COMPILE_THIS,\ + CV_MATERIAL_SETTINGS, CV_MATERIAL_PANEL, CV_LIGHT_SETTINGS,\ + CV_LIGHT_PANEL] def register(): #{ @@ -2230,6 +3044,11 @@ def register(): bpy.types.Mesh.cv_data = bpy.props.PointerProperty(type=CV_MESH_SETTINGS) bpy.types.Scene.cv_data = bpy.props.PointerProperty(type=CV_SCENE_SETTINGS) bpy.types.Bone.cv_data = bpy.props.PointerProperty(type=CV_BONE_SETTINGS) + bpy.types.Collection.cv_data = \ + 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') @@ -2244,3 +3063,187 @@ def unregister(): bpy.types.SpaceView3D.draw_handler_remove(cv_view_draw_handler,'WINDOW') #} + +# ---------------------------------------------------------------------------- # +# # +# QOI encoder # +# # +# ---------------------------------------------------------------------------- # +# # +# Transliteration of: # +# https://github.com/phoboslab/qoi/blob/master/qoi.h # +# # +# Copyright (c) 2021, Dominic Szablewski - https://phoboslab.org # +# SPDX-License-Identifier: MIT # +# QOI - The "Quite OK Image" format for fast, lossless image compression # +# # +# ---------------------------------------------------------------------------- # + +class qoi_rgba_t(Structure): +#{ + _pack_ = 1 + _fields_ = [("r",c_uint8), + ("g",c_uint8), + ("b",c_uint8), + ("a",c_uint8)] +#} + +QOI_OP_INDEX = 0x00 # 00xxxxxx +QOI_OP_DIFF = 0x40 # 01xxxxxx +QOI_OP_LUMA = 0x80 # 10xxxxxx +QOI_OP_RUN = 0xc0 # 11xxxxxx +QOI_OP_RGB = 0xfe # 11111110 +QOI_OP_RGBA = 0xff # 11111111 + +QOI_MASK_2 = 0xc0 # 11000000 + +def qoi_colour_hash( c ): +#{ + return c.r*3 + c.g*5 + c.b*7 + c.a*11 +#} + +def qoi_eq( a, b ): +#{ + return (a.r==b.r) and (a.g==b.g) and (a.b==b.b) and (a.a==b.a) +#} + +def qoi_32bit( v ): +#{ + return bytearray([ (0xff000000 & v) >> 24, \ + (0x00ff0000 & v) >> 16, \ + (0x0000ff00 & v) >> 8, \ + (0x000000ff & v) ]) +#} + +def qoi_encode( img ): +#{ + data = bytearray() + + print(F" . Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]") + + index = [ qoi_rgba_t() for _ in range(64) ] + + # Header + # + data.extend( bytearray(c_uint32(0x66696f71)) ) + data.extend( qoi_32bit( img.size[0] ) ) + data.extend( qoi_32bit( img.size[1] ) ) + data.extend( bytearray(c_uint8(4)) ) + data.extend( bytearray(c_uint8(0)) ) + + run = 0 + px_prev = qoi_rgba_t() + px_prev.r = c_uint8(0) + px_prev.g = c_uint8(0) + px_prev.b = c_uint8(0) + px_prev.a = c_uint8(255) + + px = qoi_rgba_t() + px.r = c_uint8(0) + px.g = c_uint8(0) + px.b = c_uint8(0) + px.a = c_uint8(255) + + px_len = img.size[0] * img.size[1] + + paxels = [ int(min(max(_,0),1)*255) for _ in img.pixels ] + + for px_pos in range( px_len ): + #{ + idx = px_pos * img.channels + nc = img.channels-1 + + px.r = paxels[idx+min(0,nc)] + px.g = paxels[idx+min(1,nc)] + px.b = paxels[idx+min(2,nc)] + px.a = paxels[idx+min(3,nc)] + + if qoi_eq( px, px_prev ): + #{ + run += 1 + + if (run == 62) or (px_pos == px_len-1): + #{ + data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) ) + run = 0 + #} + #} + else: + #{ + if run > 0: + #{ + data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) ) + run = 0 + #} + + index_pos = qoi_colour_hash(px) % 64 + + if qoi_eq( index[index_pos], px ): + #{ + data.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos)) ) + #} + else: + #{ + index[ index_pos ].r = px.r + index[ index_pos ].g = px.g + index[ index_pos ].b = px.b + index[ index_pos ].a = px.a + + if px.a == px_prev.a: + #{ + vr = int(px.r) - int(px_prev.r) + vg = int(px.g) - int(px_prev.g) + vb = int(px.b) - int(px_prev.b) + + vg_r = vr - vg + vg_b = vb - vg + + if (vr > -3) and (vr < 2) and\ + (vg > -3) and (vg < 2) and\ + (vb > -3) and (vb < 2): + #{ + op = QOI_OP_DIFF | (vr+2) << 4 | (vg+2) << 2 | (vb+2) + data.extend( bytearray( c_uint8(op) )) + #} + elif (vg_r > -9) and (vg_r < 8) and\ + (vg > -33) and (vg < 32 ) and\ + (vg_b > -9) and (vg_b < 8): + #{ + op = QOI_OP_LUMA | (vg+32) + delta = (vg_r+8) << 4 | (vg_b + 8) + data.extend( bytearray( c_uint8(op) ) ) + data.extend( bytearray( c_uint8(delta) )) + #} + else: + #{ + data.extend( bytearray( c_uint8(QOI_OP_RGB) ) ) + data.extend( bytearray( c_uint8(px.r) )) + data.extend( bytearray( c_uint8(px.g) )) + data.extend( bytearray( c_uint8(px.b) )) + #} + #} + else: + #{ + data.extend( bytearray( c_uint8(QOI_OP_RGBA) ) ) + data.extend( bytearray( c_uint8(px.r) )) + data.extend( bytearray( c_uint8(px.g) )) + data.extend( bytearray( c_uint8(px.b) )) + data.extend( bytearray( c_uint8(px.a) )) + #} + #} + #} + + px_prev.r = px.r + px_prev.g = px.g + px_prev.b = px.b + px_prev.a = px.a + #} + + # Padding + for i in range(7): + data.extend( bytearray( c_uint8(0) )) + data.extend( bytearray( c_uint8(1) )) + bytearray_align_to( data, 16, 0 ) + + return data +#}