X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=a12850b2b347f02b0391166b8cb90ed191716083;hb=7e7dddda61cb3ccef02dbefd06a9cbaf39a94581;hp=538ed6cdd69168bf32316d683daa90cfbd57deca;hpb=33de52d9660ab86caafdd0ae4abb496dbc072778;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index 538ed6c..a12850b 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 @@ -771,6 +805,82 @@ 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 @@ -1237,7 +1347,7 @@ 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 ): #{ @@ -1812,10 +1922,14 @@ 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 @@ -2535,6 +2649,31 @@ 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="" ) @@ -2573,6 +2712,7 @@ 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) ]) #} @@ -2601,7 +2741,7 @@ 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' @@ -2894,7 +3034,8 @@ 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(): #{ @@ -2911,6 +3052,7 @@ 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')