X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=b1e7677fb232cf5c071a74ff4cff5f6a26af3e21;hb=4eccfd7252f8ff165670842df537441afae5458b;hp=4508bca48d8f0f53b3c759ce61bcda421f8297dd;hpb=1f0e3292c021e8263716e5f4544a1efcedf3f03d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index 4508bca..b1e7677 100644 --- a/blender_export.py +++ b/blender_export.py @@ -1,40 +1,72 @@ -# -# ============================================================================= -# -# Copyright . . . -----, ,----- ,---. .---. -# 2021-2022 |\ /| | / | | | | /| -# | \ / | +-- / +----- +---' | / | -# | \ / | | / | | \ | / | -# | \/ | | / | | \ | / | -# ' ' '--' [] '----- '----- ' ' '---' SOFTWARE -# -# ============================================================================= -# -# Python exporter for Blender, compiles .mdl format for Skate Rift. -# -# Its really slow, sorry, I don't know how to speed it up. -# Also not sure why you need to put # before {} in code blocks, there is errors -# otherwise -# - -import bpy, math, gpu, os +import bpy, blf, math, gpu, os import cProfile from ctypes import * from mathutils import * from gpu_extras.batch import batch_for_shader +from bpy_extras import mesh_utils +from bpy_extras import view3d_utils bl_info = { - "name":"Skate Rift model compiler", + "name":"Skaterift .mdl exporter", "author": "Harry Godden (hgn)", "version": (0,2), "blender":(3,1,0), "location":"Export", - "descriptin":"", + "description":"", "warning":"", "wiki_url":"", "category":"Import/Export", } +sr_entity_list = [ + ('none', 'None', '', 0 ), + ('ent_gate', 'Gate', '', 1 ), + ('ent_spawn', 'Spawn Point', '', 2 ), + ('ent_route_node', 'Routing Path', '', 3 ), + ('ent_route', 'Skate Course', '', 4 ), + ('ent_water', 'Water Surface', '', 5 ), + ('ent_volume', 'Volume/Trigger', '', 6 ), + ('ent_audio', 'Audio', '', 7 ), + ('ent_marker', 'Marker', '', 8 ), + ('ent_font', 'Font', '', 9 ), + ('ent_font_variant', 'Font:Variant', '', 10 ), + ('ent_traffic', 'Traffic Model', '', 11 ), + ('ent_skateshop', 'Skate Shop', '', 12 ), + ('ent_camera', 'Camera', '', 13 ), + ('ent_swspreview', 'Workshop Preview', '', 14 ), + ('ent_menuitem', 'Menu Item', '', 15 ), + ('ent_worldinfo', 'World Info', '', 16 ), + ('ent_ccmd', 'CCmd', '', 17 ), + ('ent_objective', 'Objective', '', 18 ), + ('ent_challenge', 'Challenge', '', 19 ), + ('ent_relay', 'Relay', '', 20 ), + ('ent_miniworld', 'Mini World', '', 22 ), + ('ent_prop', 'Prop', '', 23 ), + ('ent_list', 'Entity List', '', 24 ), + ('ent_region', 'Region', '', 25 ), + ('ent_glider', 'Glider', '', 26 ), + ('ent_npc', 'npc', '', 27 ) +] + +MDL_VERSION_NR = 105 +SR_TRIGGERABLE = [ 'ent_audio', 'ent_ccmd', 'ent_gate', 'ent_challenge', \ + 'ent_relay', 'ent_skateshop', 'ent_objective', 'ent_route',\ + 'ent_miniworld', 'ent_region', 'ent_glider', 'ent_list',\ + 'ent_npc' ] + +def get_entity_enum_id( alias ): +#{ + for et in sr_entity_list:#{ + if et[0] == alias:#{ + return et[3] + #} + #} + + if alias == 'ent_cubemap': return 21 + + return 0 +#} + class mdl_vert(Structure): # 48 bytes. Quite large. Could compress #{ # the normals and uvs to i16s. Not an _pack_ = 1 # real issue, yet. @@ -46,898 +78,639 @@ class mdl_vert(Structure): # 48 bytes. Quite large. Could compress ("groups",c_uint8*4)] #} +class mdl_transform(Structure): +#{ + _fields_ = [("co",c_float*3), + ( "s",c_float*3), + ( "q",c_float*4)] +#} + class mdl_submesh(Structure): #{ - _pack_ = 1 _fields_ = [("indice_start",c_uint32), ("indice_count",c_uint32), ("vertex_start",c_uint32), ("vertex_count",c_uint32), ("bbx",(c_float*3)*2), - ("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)] + ("material_id",c_uint16), # index into the material array + ("flags",c_uint16)] #} class mdl_material(Structure): #{ - _pack_ = 1 _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)] + ("tex_none0",c_uint32), + ("tex_none1",c_uint32)] #} -class mdl_node(Structure): +class mdl_bone(Structure): #{ - _pack_ = 1 - _fields_ = [("co",c_float*3), - ( "q",c_float*4), - ( "s",c_float*3), - ("sub_uid",c_uint32), # dont use - ("submesh_start",c_uint32), - ("submesh_count",c_uint32), - ("classtype",c_uint32), - ("offset",c_uint32), + _fields_ = [("co",c_float*3),("end",c_float*3), ("parent",c_uint32), - ("pstr_name",c_uint32)] + ("collider",c_uint32), + ("ik_target",c_uint32), + ("ik_pole",c_uint32), + ("flags",c_uint32), + ("pstr_name",c_uint32), + ("hitbox",(c_float*3)*2), + ("conevx",c_float*3),("conevy",c_float*3),("coneva",c_float*3), + ("conet",c_float)] #} -class mdl_header(Structure): +class mdl_armature(Structure): #{ - _pack_ = 1 - _fields_ = [("identifier",c_uint32), - ("version",c_uint32), - ("file_length",c_uint32), - ("pad0",c_uint32), + _fields_ = [("transform",mdl_transform), + ("bone_start",c_uint32), + ("bone_count",c_uint32), + ("anim_start",c_uint32), + ("anim_count",c_uint32)] +#} - ("node_count",c_uint32), - ("node_offset",c_uint32), +class mdl_animation(Structure): +#{ + _fields_ = [("pstr_name",c_uint32), + ("length",c_uint32), + ("rate",c_float), + ("keyframe_start",c_uint32)] +#} +class mdl_mesh(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("submesh_start",c_uint32), ("submesh_count",c_uint32), - ("submesh_offset",c_uint32), - - ("material_count",c_uint32), - ("material_offset",c_uint32), + ("pstr_name",c_uint32), + ("entity_id",c_uint32), + ("armature_id",c_uint32)] +#} - ("texture_count",c_uint32), - ("texture_offset",c_uint32), +class mdl_file(Structure): +#{ + _fields_ = [("path",c_uint32), + ("pack_offset",c_uint32), + ("pack_size",c_uint32)] +#} - ("anim_count",c_uint32), - ("anim_offset",c_uint32), +class mdl_texture(Structure): +#{ + _fields_ = [("file",mdl_file), + ("glname",c_uint32)] +#} - ("entdata_size",c_uint32), - ("entdata_offset",c_uint32), - - ("strings_size",c_uint32), - ("strings_offset",c_uint32), +class mdl_array(Structure): +#{ + _fields_ = [("file_offset",c_uint32), + ("item_count",c_uint32), + ("item_size",c_uint32), + ("name",c_byte*16)] +#} - ("keyframe_count",c_uint32), - ("keyframe_offset",c_uint32), +class mdl_header(Structure): +#{ + _fields_ = [("version",c_uint32), + ("arrays",mdl_array)] +#} - ("vertex_count",c_uint32), - ("vertex_offset",c_uint32), +class ent_spawn(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("pstr_name",c_uint32)] +#} - ("indice_count",c_uint32), - ("indice_offset",c_uint32), +class ent_light(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("daytime",c_uint32), + ("type",c_uint32), + ("colour",c_float*4), + ("angle",c_float), + ("range",c_float), + ("inverse_world",(c_float*3)*4), # Runtime + ("angle_sin_cos",(c_float*2))] # Runtime +#} - ("pack_size",c_uint32), - ("pack_offset",c_uint32)] +class version_refcount_union(Union): +#{ + _fields_ = [("timing_version",c_uint32), + ("ref_count",c_uint8)] #} -class mdl_animation(Structure): +class ent_gate(Structure): #{ - _pack_ = 1 - _fields_ = [("pstr_name",c_uint32), - ("length",c_uint32), - ("rate",c_float), - ("offset",c_uint32)] + _fields_ = [("flags",c_uint32), + ("target", c_uint32), + ("key",c_uint32), + ("dimensions", c_float*3), + ("co", (c_float*3)*2), + ("q", (c_float*4)*2), + ("to_world",(c_float*3)*4), + ("transport",(c_float*3)*4), + ("_anonymous_union",version_refcount_union), + ("timing_time",c_double), + ("routes",c_uint16*4), + ("route_count",c_uint8), + ("submesh_start",c_uint32), # v102+ + ("submesh_count",c_uint32), # v102+ (can be 0) + ] + sr_functions = { 0: 'unlock' } #} -class mdl_keyframe(Structure): +class ent_route_node(Structure): #{ - _pack_ = 1 _fields_ = [("co",c_float*3), - ("q",c_float*4), - ("s",c_float*3)] + ("ref_count",c_uint8), + ("ref_total",c_uint8)] #} -# ---------------------------------------------------------------------------- # -# # -# Entity definitions # -# # -# ---------------------------------------------------------------------------- # -# -# ctypes _fields_ defines the data which is filled in by: -# def encode_obj( _, node, node_def ): -# -# gizmos get drawn into the viewport via: -# @staticmethod -# def draw_scene_helpers( obj ): -# -# editor enterface, simiraliy: -# @staticmethod -# def editor_interface( layout, obj ): -# - -# Classtype 1 -# -# Purpose: A rift. must target another gate, the target gate can not have more -# than one target nodes of its own. -# -class classtype_gate(Structure): +class ent_path_index(Structure): #{ - _pack_ = 1 - _fields_ = [("target",c_uint32), - ("dims",c_float*3)] + _fields_ = [("index",c_uint16)] +#} - def encode_obj(_, node,node_def): - #{ - node.classtype = 1 +class vg_audio_clip(Structure): +#{ + _fields_ = [("path",c_uint64), + ("flags",c_uint32), + ("size",c_uint32), + ("data",c_uint64)] +#} - obj = node_def['obj'] +class union_file_audio_clip(Union): +#{ + _fields_ = [("file",mdl_file), + ("reserved",vg_audio_clip)] +#} - if obj.cv_data.target != None: - _.target = obj.cv_data.target.cv_data.uid +# NOTE: not really an entity. no reason for ent_ -- makes more sense as file_, +# but then again, too late to change because compat. +class ent_audio_clip(Structure): +#{ + _fields_ = [("_anon",union_file_audio_clip), + ("probability",c_float)] +#} - 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] - #} - #} +class ent_list(Structure): +#{ + _fields_ = [("entity_ref_start",c_uint32), + ("entity_ref_count",c_uint32)] +#} - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours +# used in ent_list +class file_entity_ref(Structure): +#{ + _fields_ = [("index",c_uint32)] +#} - if obj.type == 'MESH': - dims = obj.data.cv_data.v0 - else: - dims = obj.cv_data.v0 +class ent_checkpoint(Structure): +#{ + _fields_ = [("gate_index",c_uint16), + ("path_start",c_uint16), + ("path_count",c_uint16)] +#} - vs = [None]*9 - c = Vector((0,0,dims[2])) +class ent_route(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("pstr_name",c_uint32), + ("checkpoints_start",c_uint16), + ("checkpoints_count",c_uint16), + ("colour",c_float*4), + ("active",c_uint32), #runtime + ("factive",c_float), + ("board_transform",(c_float*3)*4), + ("sm",mdl_submesh), + ("latest_pass",c_double), + ("id_camera",c_uint32), # v103+ + ] + + sr_functions = { 0: 'view' } +#} - vs[0] = obj.matrix_world @ Vector((-dims[0],0.0,-dims[1]+dims[2])) - vs[1] = obj.matrix_world @ Vector((-dims[0],0.0, dims[1]+dims[2])) - vs[2] = obj.matrix_world @ Vector(( dims[0],0.0, dims[1]+dims[2])) - vs[3] = obj.matrix_world @ Vector(( dims[0],0.0,-dims[1]+dims[2])) - vs[4] = obj.matrix_world @ (c+Vector((-1,0,-2))) - vs[5] = obj.matrix_world @ (c+Vector((-1,0, 2))) - vs[6] = obj.matrix_world @ (c+Vector(( 1,0, 2))) - vs[7] = obj.matrix_world @ (c+Vector((-1,0, 0))) - vs[8] = obj.matrix_world @ (c+Vector(( 1,0, 0))) +class ent_list(Structure):#{ + _fields_ = [("start",c_uint16),("count",c_uint16)] +#} - indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)] +class ent_glider(Structure):#{ + _fields_ = [("transform",mdl_transform), + ("flags",c_uint32), + ("cooldown",c_float)] + sr_functions = { 0: 'unlock', + 1: 'equip' } +#} - 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)] - #} +class ent_npc(Structure):#{ + _fields_ = [("transform",mdl_transform), + ("id",c_uint32), + ("context",c_uint32), + ("camera",c_uint32)] + sr_functions = { 0: 'proximity', -1: 'leave' } +#} - sw = (0.4,0.4,0.4,0.2) - if obj.cv_data.target != None: - cv_draw_arrow( obj.location, obj.cv_data.target.location, sw ) - #} +class ent_water(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("max_dist",c_float), + ("reserved0",c_uint32), + ("reserved1",c_uint32)] +#} - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "target" ) +class volume_trigger(Structure): +#{ + _fields_ = [("event",c_uint32), + ("event_leave",c_int32)] +#} - mesh = obj.data - layout.label( text=F"(i) Data is stored in {mesh.name}" ) - layout.prop( mesh.cv_data, "v0", text="Gate dimensions" ) - #} +class volume_particles(Structure): +#{ + _fields_ = [("blank",c_uint32), + ("blank2",c_uint32)] #} -# Classtype 3 -# -# Purpose: player can reset here, its a safe place -# spawns can share the same name, the closest one will be picked -# -# when the world loads it will pick the one named 'start' first. -# -class classtype_spawn(Structure): +class volume_union(Union): #{ - _pack_ = 1 - _fields_ = [("pstr_alias",c_uint32)] + _fields_ = [("trigger",volume_trigger), + ("particles",volume_particles)] +#} - def encode_obj(_, node,node_def): - #{ - node.classtype = 3 - _.pstr_alias = encoder_process_pstr( node_def['obj'].cv_data.strp ) - #} +class ent_volume(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("to_world",(c_float*3)*4), + ("to_local",(c_float*3)*4), + ("type",c_uint32), + ("target",c_uint32), + ("_anon",volume_union)] +#} - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours +class ent_audio(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("flags",c_uint32), + ("clip_start",c_uint32), + ("clip_count",c_uint32), + ("volume",c_float), + ("crossfade",c_float), + ("channel_behaviour",c_uint32), + ("group",c_uint32), + ("probability_curve",c_uint32), + ("max_channels",c_uint32)] +#} - vs = [None]*4 - vs[0] = obj.matrix_world @ Vector((0,0,0)) - vs[1] = obj.matrix_world @ Vector((0,2,0)) - vs[2] = obj.matrix_world @ Vector((0.5,1,0)) - vs[3] = obj.matrix_world @ Vector((-0.5,1,0)) - indices = [(0,1),(1,2),(1,3)] +class ent_marker(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("name",c_uint32)] +#} - 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 += [(0,1,1,1),(0,1,1,1)] - #} - #} +class ent_glyph(Structure): +#{ + _fields_ = [("size",c_float*2), + ("indice_start",c_uint32), + ("indice_count",c_uint32)] +#} - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "strp", text="Alias" ) - #} +class ent_font_variant(Structure): +#{ + _fields_ = [("name",c_uint32), + ("material_id",c_uint32)] #} -# Classtype 4 -# -# Purpose: Tells the game to draw water HERE, at this entity. -# -class classtype_water(Structure): +class ent_font(Structure): #{ - _pack_ = 1 - _fields_ = [("temp",c_uint32)] + _fields_ = [("alias",c_uint32), + ("variant_start",c_uint32), + ("variant_count",c_uint32), + ("glyph_start",c_uint32), + ("glyph_count",c_uint32), + ("glyph_utf32_base",c_uint32)] +#} - def encode_obj(_, node,node_def): - #{ - node.classtype = 4 - # no data, spooky - #} +class ent_traffic(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("submesh_start",c_uint32), + ("submesh_count",c_uint32), + ("start_node",c_uint32), + ("node_count",c_uint32), + ("speed",c_float), + ("t",c_float), + ("index",c_uint32)] #} -# Classtype 8 -# -# Purpose: Defines a route node and links to up to two more nodes -# -class classtype_route_node(Structure): +# Skateshop +# --------------------------------------------------------------- +class ent_skateshop_characters(Structure): #{ - _pack_ = 1 - _fields_ = [("target",c_uint32), - ("target1",c_uint32)] + _fields_ = [("id_display",c_uint32), + ("id_info",c_uint32)] +#} +class ent_skateshop_boards(Structure): +#{ + _fields_ = [("id_display",c_uint32), + ("id_info",c_uint32), + ("id_rack",c_uint32)] +#} +class ent_skateshop_worlds(Structure): +#{ + _fields_ = [("id_display",c_uint32), + ("id_info",c_uint32)] +#} +class ent_skateshop_server(Structure): +#{ + _fields_ = [("id_lever",c_uint32)] +#} +class ent_skateshop_anon_union(Union): +#{ + _fields_ = [("boards",ent_skateshop_boards), + ("character",ent_skateshop_characters), + ("worlds",ent_skateshop_worlds), + ("server",ent_skateshop_server)] +#} +class ent_skateshop(Structure): +#{ + _fields_ = [("transform",mdl_transform), ("type",c_uint32), + ("id_camera",c_uint32), + ("_anonymous_union",ent_skateshop_anon_union)] - def encode_obj(_, node,node_def): - #{ - node.classtype = 8 - obj = node_def['obj'] + sr_functions = { 0: 'trigger' } +#} - if obj.cv_data.target != None: - _.target = obj.cv_data.target.cv_data.uid - if obj.cv_data.target1 != None: - _.target1 = obj.cv_data.target1.cv_data.uid - #} +class ent_swspreview(Structure): +#{ + _fields_ = [("id_camera",c_uint32), + ("id_display",c_uint32), + ("id_display1",c_uint32)] +#} - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours +# Menu +# ----------------------------------------------------------------- +class ent_menuitem_visual(Structure): +#{ + _fields_ = [("pstr_name",c_uint32)] +#} +class ent_menuitem_slider(Structure): +#{ + _fields_ = [("id_min",c_uint32), + ("id_max",c_uint32), + ("id_handle",c_uint32), + ("pstr_data",c_uint32)] +#} +class ent_menuitem_button(Structure): +#{ + _fields_ = [("pstr",c_uint32), + ("stack_behaviour",c_uint32)] +#} +class ent_menuitem_checkmark(Structure): +#{ + _fields_ = [("id_check",c_uint32), + ("pstr_data",c_uint32), + ("offset",c_float*3)] +#} +class ent_menuitem_page(Structure): +#{ + _fields_ = [("pstr_name",c_uint32), + ("id_entrypoint",c_uint32), + ("id_viewpoint",c_uint32)] +#} +class ent_menuitem_binding(Structure): +#{ + _fields_ = [("pstr_bind",c_uint32), + ("font_variant",c_uint32)] +#} +class ent_menuitem_anon_union(Union): +#{ + _fields_ = [("slider",ent_menuitem_slider), + ("button",ent_menuitem_button), + ("checkmark",ent_menuitem_checkmark), + ("page",ent_menuitem_page), + ("visual",ent_menuitem_visual), + ("binding",ent_menuitem_binding)] +#} +class ent_menuitem(Structure): +#{ + _fields_ = [("type",c_uint32), ("groups",c_uint32), + ("id_links",c_uint32*4), + ("factive",c_float), ("fvisible",c_float), + #-- TODO: Refactor this into a simple mesh structure + ("transform",mdl_transform), + ("submesh_start",c_uint32),("submesh_count",c_uint32), + ("_u64",c_uint64), + #-- end + ("_anonymous_union", ent_menuitem_anon_union)] +#} - sw = Vector((0.4,0.4,0.4,0.2)) - sw2 = Vector((1.5,0.2,0.2,0.0)) - if obj.cv_data.target != None: - cv_draw_bpath( obj, obj.cv_data.target, sw, sw ) - if obj.cv_data.target1 != None: - cv_draw_bpath( obj, obj.cv_data.target1, sw, sw ) +class ent_camera(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("fov",c_float)] +#} - cv_draw_bhandle( obj, 1.0, (0.8,0.8,0.8,1.0) ) - cv_draw_bhandle( obj, -1.0, (0.4,0.4,0.4,1.0) ) +class ent_worldinfo(Structure): +#{ + _fields_ = [("pstr_name",c_uint32), + ("pstr_author",c_uint32), # unused + ("pstr_desc",c_uint32), # unused + ("timezone",c_float), + ("pstr_skybox",c_uint32), + ("flags",c_uint32)] +#} - p1 = obj.location+ \ - obj.matrix_world.to_quaternion() @ Vector((0,0,-6+1.5)) - cv_draw_arrow( obj.location, p1, sw ) - #} +class ent_ccmd(Structure): +#{ + _fields_ = [("pstr_command",c_uint32)] +#} - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "target", text="Left" ) - layout.prop( obj.cv_data, "target1", text="Right" ) - #} +class ent_objective(Structure):#{ + _fields_ = [("transform",mdl_transform), + ("submesh_start",c_uint32), ("submesh_count",c_uint32), + ("flags",c_uint32), + ("id_next",c_uint32), + ("filter",c_uint32),("filter2",c_uint32), + ("id_win",c_uint32), + ("win_event",c_int32), + ("time_limit",c_float)] + + sr_functions = { 0: 'trigger', + 2: 'show', + 3: 'hide' } #} -# Classtype 9 -# -# Purpose: Defines a route, its 'starting' point, and the colour to use for it -# -class classtype_route(Structure): -#{ - _pack_ = 1 - _fields_ = [("id_start",c_uint32), - ("pstr_name",c_uint32), - ("colour",c_float*3)] +class ent_challenge(Structure):#{ + _fields_ = [("transform",mdl_transform), + ("pstr_alias",c_uint32), + ("flags",c_uint32), + ("target",c_uint32), + ("target_event",c_int32), + ("reset",c_uint32), + ("reset_event",c_int32), + ("first",c_uint32), + ("camera",c_uint32), + ("status",c_uint32)] #runtime + sr_functions = { 0: 'unlock', + 1: 'view/reset' } +#} - def encode_obj(_, node,node_def): - #{ - node.classtype = 9 - obj = node_def['obj'] +class ent_region(Structure):#{ + _fields_ = [("transform",mdl_transform), + ("submesh_start",c_uint32), ("submesh_count",c_uint32), + ("pstr_title",c_uint32), + ("flags",c_uint32), + ("zone_volume",c_uint32), + #105+ + ("target0",c_uint32*2)] + sr_functions = { 0: 'enter', 1: 'leave' } +#} - _.colour[0] = obj.cv_data.colour[0] - _.colour[1] = obj.cv_data.colour[1] - _.colour[2] = obj.cv_data.colour[2] - _.pstr_name = encoder_process_pstr( obj.cv_data.strp ) +class ent_relay(Structure):#{ + _fields_ = [("targets",(c_uint32*2)*4), + ("targets_events",c_int32*4)] + sr_functions = { 0: 'trigger' } +#} - if obj.cv_data.target != None: - _.id_start = obj.cv_data.target.cv_data.uid - #} +class ent_cubemap(Structure):#{ + _fields_ = [("co",c_float*3), + ("resolution",c_uint32), #placeholder + ("live",c_uint32), #placeholder + ("texture_id",c_uint32), #engine + ("framebuffer_id",c_uint32),#engine + ("renderbuffer_id",c_uint32),#engine + ("placeholder",c_uint32*2)] +#} - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours, cv_view_course_i +print( sizeof(ent_cubemap) ) - if obj.cv_data.target: - cv_draw_arrow( obj.location, obj.cv_data.target.location, [1,1,1,1] ) - - # Tries to simulate how we do it in the game - # - stack = [None]*64 - stack_i = [0]*64 - stack[0] = obj.cv_data.target - si = 1 - loop_complete = False +class ent_miniworld(Structure):#{ + _fields_ = [("transform",mdl_transform), + ("pstr_world",c_uint32), + ("camera",c_uint32), + ("proxy",c_uint32)] - while si > 0: - #{ - if stack_i[si-1] == 2: - #{ - si -= 1 - continue + sr_functions = { 0: 'zone', 1: 'leave' } +#} - if si == 0: # Loop failed to complete - break - #} +class ent_prop(Structure):#{ + _fields_ = [("transform",mdl_transform), + ("submesh_start",c_uint32), + ("submesh_count",c_uint32), + ("flags",c_uint32), + ("pstr_alias",c_uint32)] +#} - node = stack[si-1] +def obj_ent_type( obj ): +#{ + if obj.type == 'ARMATURE': return 'mdl_armature' + elif obj.type == 'LIGHT': return 'ent_light' + elif obj.type == 'CAMERA': return 'ent_camera' + elif obj.type == 'LIGHT_PROBE' and obj.data.type == 'CUBEMAP': + return 'ent_cubemap' + else: return obj.SR_data.ent_type +#} - targets = [None,None] - targets[0] = node.cv_data.target +def sr_filter_ent_type( obj, ent_types ): +#{ + if obj == bpy.context.active_object: return False - if node.cv_data.classtype == 'classtype_route_node': - #{ - targets[1] = node.cv_data.target1 + for c0 in obj.users_collection:#{ + for c1 in bpy.context.active_object.users_collection:#{ + if c0 == c1:#{ + return obj_ent_type( obj ) in ent_types #} - - nextnode = targets[stack_i[si-1]] - stack_i[si-1] += 1 - - if nextnode != None: # branch - #{ - if nextnode == stack[0]: # Loop completed - #{ - loop_complete = True - break - #} + #} + #} - valid=True - for sj in range(si): - #{ - if stack[sj] == nextnode: # invalidated path - #{ - valid=False - break - #} - #} - - if valid: - #{ - stack_i[si] = 0 - stack[si] = nextnode - si += 1 - continue - #} - #} - #} - - if loop_complete: - #{ - cc = Vector((obj.cv_data.colour[0],\ - obj.cv_data.colour[1],\ - obj.cv_data.colour[2],\ - 1.0)) - - for sj in range(si): - #{ - sk = (sj+1)%si - - if stack[sj].cv_data.classtype == 'classtype_gate' and \ - stack[sk].cv_data.classtype == 'classtype_gate': - #{ - dist = (stack[sj].location-stack[sk].location).magnitude - cv_draw_sbpath( stack[sj], stack[sk], cc*0.4, cc, dist, dist ) - #} - else: - cv_draw_bpath( stack[sj], stack[sk], cc, cc ) - #} - - cv_view_course_i += 1 - #} - #} - - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "target", text="'Start' from" ) - layout.prop( obj.cv_data, "colour" ) - layout.prop( obj.cv_data, "strp", text="Name" ) - #} -#} - -# Classtype 12 -# -# Purpose: links an mesh node to a type 11 -# -class classtype_skin(Structure): -#{ - _pack_ = 1 - _fields_ = [("skeleton",c_uint32)] - - def encode_obj(_, node,node_def): - #{ - node.classtype = 12 - - armature_def = node_def['linked_armature'] - _.skeleton = armature_def['obj'].cv_data.uid - #} -#} - -# Classtype 11 -# -# Purpose: defines the allocation requirements for a skeleton -# -class classtype_skeleton(Structure): -#{ - _pack_ = 1 - _fields_ = [("channels",c_uint32), - ("ik_count",c_uint32), - ("collider_count",c_uint32), - ("anim_start",c_uint32), - ("anim_count",c_uint32)] - - def encode_obj(_, node,node_def): - #{ - node.classtype = 11 - - _.channels = len( node_def['bones'] ) - _.ik_count = node_def['ik_count'] - _.collider_count = node_def['collider_count'] - _.anim_start = node_def['anim_start'] - _.anim_count = node_def['anim_count'] - #} -#} - - -# Classtype 10 -# -# Purpose: intrinsic bone type, stores collision information and limits too -# -class classtype_bone(Structure): -#{ - _pack_ = 1 - _fields_ = [("deform",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)] - - def encode_obj(_, node,node_def): - #{ - node.classtype = 10 - - armature_def = node_def['linked_armature'] - obj = node_def['bone'] - - _.deform = node_def['deform'] - - if 'ik_target' in node_def: - #{ - _.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: - #{ - _.collider = 1 - _.hitbox[0][0] = obj.cv_data.v0[0] - _.hitbox[0][1] = obj.cv_data.v0[2] - _.hitbox[0][2] = -obj.cv_data.v1[1] - _.hitbox[1][0] = obj.cv_data.v1[0] - _.hitbox[1][1] = obj.cv_data.v1[2] - _.hitbox[1][2] = -obj.cv_data.v0[1] - #} - - 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] - #} - #} + return False #} -# Classtype 100 -# -# Purpose: sends a signal to another entity -# -class classtype_trigger(Structure): -#{ - _pack_ = 1 - _fields_ = [("target",c_uint32)] - - def encode_obj(_, node,node_def ): - #{ - node.classtype = 100 - if node_def['obj'].cv_data.target: - _.target = node_def['obj'].cv_data.target.cv_data.uid - #} - - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours - cv_draw_ucube( obj.matrix_world, [0,1,0,1] ) - - if obj.cv_data.target: - cv_draw_arrow( obj.location, obj.cv_data.target.location, [1,1,1,1] ) - #} - - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "target", text="Triggers" ) - #} +def v4_dot( a, b ):#{ + return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3] #} -# Classtype 101 -# -# Purpose: Gives the player an achievement. -# No cheating! You shouldn't use this entity anyway, since only ME can -# add achievements to the steam ;) -# -class classtype_logic_achievement(Structure): -#{ - _pack_ = 1 - _fields_ = [("pstr_name",c_uint32)] - - def encode_obj(_, node,node_def ): - #{ - node.classtype = 101 - _.pstr_name = encoder_process_pstr( node_def['obj'].cv_data.strp ) - #} - - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "strp", text="Achievement ID" ) - #} +def q_identity( q ):#{ + q[0] = 0.0 + q[1] = 0.0 + q[2] = 0.0 + q[3] = 1.0 #} -# Classtype 102 -# -# Purpose: sends a signal to another entity -# -class classtype_logic_relay(Structure): -#{ - _pack_ = 1 - _fields_ = [("targets",c_uint32*4)] - - def encode_obj(_, node,node_def ): - #{ - node.classtype = 102 - obj = node_def['obj'] - if obj.cv_data.target: - _.targets[0] = obj.cv_data.target.cv_data.uid - if obj.cv_data.target1: - _.targets[1] = obj.cv_data.target1.cv_data.uid - if obj.cv_data.target2: - _.targets[2] = obj.cv_data.target2.cv_data.uid - if obj.cv_data.target3: - _.targets[3] = obj.cv_data.target3.cv_data.uid - #} - - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours - - if obj.cv_data.target: - cv_draw_arrow( obj.location, obj.cv_data.target.location, [1,1,1,1] ) - if obj.cv_data.target1: - cv_draw_arrow( obj.location, obj.cv_data.target1.location, [1,1,1,1] ) - if obj.cv_data.target2: - cv_draw_arrow( obj.location, obj.cv_data.target2.location, [1,1,1,1] ) - if obj.cv_data.target3: - cv_draw_arrow( obj.location, obj.cv_data.target3.location, [1,1,1,1] ) +def q_normalize( q ):#{ + l2 = v4_dot(q,q) + if( l2 < 0.00001 ):#{ + q_identity( q ) #} - - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "target", text="Triggers" ) - layout.prop( obj.cv_data, "target1", text="Triggers" ) - layout.prop( obj.cv_data, "target2", text="Triggers" ) - layout.prop( obj.cv_data, "target3", text="Triggers" ) + else:#{ + s = 1.0/math.sqrt(l2) + q[0] *= s + q[1] *= s + q[2] *= s + q[3] *= s #} #} -# Classtype 14 -# -# Purpose: Plays some audio (44100hz .ogg vorbis only) -# NOTE: There is a 32mb limit on the audio buffer, world audio is -# decompressed and stored in signed 16 bit integers (2 bytes) -# per sample. -# -# volume: not used if has 3D flag -# flags: -# AUDIO_FLAG_LOOP 0x1 -# AUDIO_FLAG_ONESHOT 0x2 (DONT USE THIS, it breaks semaphores) -# AUDIO_FLAG_SPACIAL_3D 0x4 (Probably what you want) -# AUDIO_FLAG_AUTO_START 0x8 (Play when the world starts) -# ...... -# the rest are just internal flags, only use the above 3. -# -class classtype_audio(Structure): +def compile_obj_transform( obj, transform ): #{ - _pack_ = 1 - _fields_ = [("pstr_file",c_uint32), - ("flags",c_uint32), - ("volume",c_float)] + co = obj.matrix_world @ Vector((0,0,0)) - def encode_obj(_, node,node_def ): - #{ - node.classtype = 14 - - obj = node_def['obj'] - - _.pstr_file = encoder_process_pstr( obj.cv_data.strp ) - - flags = 0x00 - if obj.cv_data.bp0: flags |= 0x1 - if obj.cv_data.bp1: flags |= 0x4 - if obj.cv_data.bp2: flags |= 0x8 - - _.flags = flags - _.volume = obj.cv_data.fltp - #} + # This was changed from matrix_local on 09.05.23 + q = obj.matrix_world.to_quaternion() + s = obj.scale + q_normalize( q ) - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "strp" ) - - 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" ) - #} - - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours - - cv_draw_sphere( obj.location, obj.scale[0], [1,1,0,1] ) - #} -#} - -# ---------------------------------------------------------------------------- # -# # -# Compiler section # -# # -# ---------------------------------------------------------------------------- # - -# Current encoder state -# -g_encoder = None - -# Reset encoder -# -def encoder_init( collection ): -#{ - global g_encoder - - g_encoder = \ - { - # The actual file header - # - 'header': mdl_header(), - - # Options - # - 'pack_textures': collection.cv_data.pack_textures, - - # Compiled data chunks (each can be read optionally by the client) - # - 'data': - { - #1--------------------------------- - 'node': [], # Metadata 'chunk' - 'submesh': [], - 'material': [], - 'texture': [], - 'anim': [], - 'entdata': bytearray(), # variable width - 'strings': bytearray(), # . - #2--------------------------------- - 'keyframe': [], # Animations - #3--------------------------------- - 'vertex': [], # Mesh data - 'indice': [], - #4--------------------------------- - 'pack': bytearray() # Other generic packed data - }, - - # All objects of the model in their final heirachy - # - "uid_count": 1, - "scene_graph":{}, - "graph_lookup":{}, - - # Allows us to reuse definitions - # - 'string_cache':{}, - 'mesh_cache': {}, - 'material_cache': {}, - 'texture_cache': {} - } - - g_encoder['header'].identifier = 0xABCD0000 - g_encoder['header'].version = 1 - - # Add fake NoneID material and texture + # Setup transform # - 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' ) + transform.co[0] = co[0] + transform.co[1] = co[2] + transform.co[2] = -co[1] + transform.q[0] = q[1] + transform.q[1] = q[3] + transform.q[2] = -q[2] + transform.q[3] = q[0] + transform.s[0] = s[0] + transform.s[1] = s[2] + transform.s[2] = s[1] +#} - # Add root node - # - root = mdl_node() - root.co[0] = 0 - root.co[1] = 0 - root.co[2] = 0 - root.q[0] = 0 - root.q[1] = 0 - root.q[2] = 0 - root.q[3] = 1 - root.s[0] = 1 - root.s[1] = 1 - root.s[2] = 1 - root.pstr_name = encoder_process_pstr('') - root.submesh_start = 0 - root.submesh_count = 0 - root.offset = 0 - root.classtype = 0 - root.parent = 0xffffffff - - g_encoder['data']['node'] += [root] -#} - - -# fill with 0x00 until a multiple of align. Returns how many bytes it added -# -def bytearray_align_to( buffer, align, offset=0 ): +def int_align_to( v, align ): #{ - count = 0 - - while ((len(buffer)+offset) % align) != 0: - #{ - buffer.extend( b'\0' ) - count += 1 - #} - - return count + while(v%align)!=0: v += 1 + return v #} -# Add a string to the string buffer except if it already exists there then we -# just return its ID. -# -def encoder_process_pstr( s ): +def bytearray_align_to( buffer, align, w=b'\xaa' ): #{ - global g_encoder - - cache = g_encoder['string_cache'] - - if s in cache: - return cache[s] - - cache[s] = len( g_encoder['data']['strings'] ) - - buffer = g_encoder['data']['strings'] - buffer.extend( s.encode('utf-8') ) - buffer.extend( b'\0' ) - - bytearray_align_to( buffer, 4 ) - return cache[s] + while (len(buffer) % align) != 0: buffer.extend(w) + return buffer #} -def get_texture_resource_name( img ): +def bytearray_print_hex( s, w=16 ): #{ - return os.path.splitext( img.name )[0] + for r in range((len(s)+(w-1))//w):#{ + i0=(r+0)*w + i1=min((r+1)*w,len(s)) + print( F'{r*w:06x}| \x1B[31m', end='') + print( F"{' '.join('{:02x}'.format(x) for x in s[i0:i1]):<48}",end='' ) + print( "\x1B[0m", end='') + print( ''.join(chr(x) if (x>=33 and x<=126) else '.' for x in s[i0:i1] ) ) + #} #} -# Pack a texture -# -def encoder_process_texture( img ): +def sr_compile_string( s ): #{ - 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] + if s in sr_compile.string_cache: return sr_compile.string_cache[s] - 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] + index = len( sr_compile.string_data ) + sr_compile.string_cache[s] = index + sr_compile.string_data.extend( c_uint32(hash_djb2(s)) ) + sr_compile.string_data.extend( s.encode('utf-8') ) + sr_compile.string_data.extend( b'\0' ) + + bytearray_align_to( sr_compile.string_data, 4 ) + return index #} def material_tex_image(v): @@ -963,8 +736,8 @@ 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": @@ -974,6 +747,10 @@ cxr_graph_mapping = \ "Color": material_tex_image("tex_normal") } } + }, + "Emission": + { + "Color": material_tex_image("tex_diffuse") } } @@ -983,70 +760,66 @@ def material_info(mat): #{ info = {} - # Using the cv_graph_mapping as a reference, go through the shader + # Using the cxr_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 ): - #{ + def _graph_read( node_def, node=None, depth=0 ):#{ nonlocal mat nonlocal info # Find rootnodes # - if node == None: - #{ + if node == None:#{ _graph_read.extracted = [] - for node_idname in node_def: - #{ - for n in mat.node_tree.nodes: - #{ - if n.name == node_idname: - #{ + done = False + 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 + done = True break #} #} + if done: break #} #} - for link in node_def: - #{ + for link in node_def:#{ link_def = node_def[link] - if isinstance( link_def, dict ): - #{ - node_link = node.inputs[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.is_linked: - #{ + 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: - #{ + 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: - #{ + else:#{ + if "default" in link_def:#{ prop = link_def['default'] info[prop] = node_link.default_value #} #} #} - else: - #{ + else:#{ prop = link_def info[prop] = getattr( node, link ) #} @@ -1057,304 +830,193 @@ def material_info(mat): return info #} -# Add a material to the material buffer. Returns 0 (None ID) if invalid -# -def encoder_process_material( mat ): +def vg_str_bin( s ): +#{ + decoded = bytearray() + for i in range(len(s)//2):#{ + c = (ord(s[i*2+0])-0x41) + c |= (ord(s[i*2+1])-0x41)<<4 + decoded.extend(bytearray(c_uint8(c))) #?? + #} + return decoded +#} + +def sr_pack_file( file, path, data ): #{ - global g_encoder + file.path = sr_compile_string( path ) + file.pack_offset = len( sr_compile.pack_data ) + file.pack_size = len( data ) + + sr_compile.pack_data.extend( data ) + bytearray_align_to( sr_compile.pack_data, 16 ) +#} - if mat == None: +def sr_compile_texture( img ): +#{ + if img == None: return 0 - cache = g_encoder['material_cache'] - buffer = g_encoder['data']['material'] + name = os.path.splitext( img.name )[0] + + if name in sr_compile.texture_cache: + return sr_compile.texture_cache[name] + + texture_index = (len(sr_compile.texture_data)//sizeof(mdl_texture)) +1 - if mat.name in cache: - return cache[mat.name] + tex = mdl_texture() + tex.glname = 0 + + if sr_compile.pack_textures:#{ + filedata = qoi_encode( img ) + sr_pack_file( tex.file, name, filedata ) + #} + + sr_compile.texture_cache[name] = texture_index + sr_compile.texture_data.extend( bytearray(tex) ) + return texture_index +#} + +def sr_compile_material( mat ):#{ + if mat == None: + return 0 + if mat.name in sr_compile.material_cache: + return sr_compile.material_cache[mat.name] - cache[mat.name] = len( buffer ) + index = (len(sr_compile.material_data)//sizeof(mdl_material))+1 + sr_compile.material_cache[mat.name] = index - dest = mdl_material() - dest.pstr_name = encoder_process_pstr( mat.name ) + m = mdl_material() + m.pstr_name = sr_compile_string( mat.name ) flags = 0x00 - if mat.cv_data.skate_surface: flags |= 0x1 - if mat.cv_data.collision: flags |= 0x2 - dest.flags = flags + if mat.SR_data.collision:#{ + flags |= 0x2 # collision flag + if (mat.SR_data.shader != 'invisible') and \ + (mat.SR_data.shader != 'boundary'):#{ + if mat.SR_data.skate_surface: flags |= 0x1 + if mat.SR_data.grow_grass: flags |= 0x4 + if mat.SR_data.grind_surface: flags |= 0x8 + if mat.SR_data.preview_visibile: flags |= 0x40 + #} + if mat.SR_data.shader == 'invisible': flags |= 0x10 + if mat.SR_data.shader == 'boundary': flags |= (0x10|0x20) + if mat.SR_data.shader == 'walking': flags |= (0x10|0x80) + #} - 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 + m.flags = flags + + m.surface_prop = int(mat.SR_data.surface_prop) + inf = material_info( mat ) - 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 + if mat.SR_data.shader == 'standard': m.shader = 0 + if mat.SR_data.shader == 'standard_cutout': m.shader = 1 + if mat.SR_data.shader == 'foliage': m.shader = 10 + if mat.SR_data.shader == 'terrain_blend':#{ + m.shader = 2 - dest.colour1[0] = mat.cv_data.blend_offset[0] - dest.colour1[1] = mat.cv_data.blend_offset[1] + m.colour[0] = pow( mat.SR_data.sand_colour[0], 1.0/2.2 ) + m.colour[1] = pow( mat.SR_data.sand_colour[1], 1.0/2.2 ) + m.colour[2] = pow( mat.SR_data.sand_colour[2], 1.0/2.2 ) + m.colour[3] = 1.0 + + m.colour1[0] = mat.SR_data.blend_offset[0] + m.colour1[1] = mat.SR_data.blend_offset[1] #} - if mat.cv_data.shader == 'vertex_blend': - #{ - dest.shader = 3 + if mat.SR_data.shader == 'vertex_blend':#{ + m.shader = 3 - dest.colour1[0] = mat.cv_data.uv_offset[0] - dest.colour1[1] = mat.cv_data.uv_offset[1] + m.colour1[0] = mat.SR_data.blend_offset[0] + m.colour1[1] = mat.SR_data.blend_offset[1] #} - if mat.cv_data.shader == 'water': - #{ - dest.shader = 4 + if mat.SR_data.shader == 'water':#{ + m.shader = 4 + + m.colour[0] = pow( mat.SR_data.shore_colour[0], 1.0/2.2 ) + m.colour[1] = pow( mat.SR_data.shore_colour[1], 1.0/2.2 ) + m.colour[2] = pow( mat.SR_data.shore_colour[2], 1.0/2.2 ) + m.colour[3] = 1.0 + m.colour1[0] = pow( mat.SR_data.ocean_colour[0], 1.0/2.2 ) + m.colour1[1] = pow( mat.SR_data.ocean_colour[1], 1.0/2.2 ) + m.colour1[2] = pow( mat.SR_data.ocean_colour[2], 1.0/2.2 ) + m.colour1[3] = 1.0 + #} - 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 + if mat.SR_data.shader == 'invisible':#{ + m.shader = 5 + #} + + if mat.SR_data.shader == 'boundary':#{ + m.shader = 6 + #} + + if mat.SR_data.shader == 'fxglow':#{ + m.shader = 7 + #} + + if mat.SR_data.shader == 'cubemap':#{ + m.shader = 8 + m.tex_none0 = sr_entity_id( mat.SR_data.cubemap ) + + m.colour[0] = pow( mat.SR_data.tint[0], 1.0/2.2 ) + m.colour[1] = pow( mat.SR_data.tint[1], 1.0/2.2 ) + m.colour[2] = pow( mat.SR_data.tint[2], 1.0/2.2 ) + m.colour[3] = pow( mat.SR_data.tint[3], 1.0/2.2 ) + #} + + if mat.SR_data.shader == 'walking':#{ + m.shader = 9 #} - 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 mat.SR_data.shader in ['standard', 'standard_cutout', 'terrain_blend', \ + 'vertex_blend', 'fxglow', 'cubemap', \ + 'foliage' ]: #{ if 'tex_diffuse' in inf: - dest.tex_diffuse = encoder_process_texture(inf['tex_diffuse']) + m.tex_diffuse = sr_compile_texture(inf['tex_diffuse']) #} - buffer += [dest] - return cache[mat.name] + if mat.SR_data.tex_diffuse_rt >= 0:#{ + m.tex_diffuse = 0x80000000 | mat.SR_data.tex_diffuse_rt + #} + + sr_compile.material_data.extend( bytearray(m) ) + return index #} -# Create a tree structure containing all the objects in the collection -# -def encoder_build_scene_graph( collection ): +def sr_armature_bones( armature ): #{ - global g_encoder - - print( " creating scene graph" ) - - # initialize root - # - graph = g_encoder['scene_graph'] - graph_lookup = g_encoder['graph_lookup'] - graph["obj"] = None - graph["depth"] = 0 - graph["children"] = [] - graph["uid"] = 0 - graph["parent"] = None - - def _new_uid(): + def _recurse_bone( b ): #{ - global g_encoder - uid = g_encoder['uid_count'] - g_encoder['uid_count'] += 1 - return uid + yield b + for c in b.children: yield from _recurse_bone( c ) #} - for obj in collection.all_objects: - #{ - if obj.parent: continue + for b in armature.data.bones: + if not b.parent: + yield from _recurse_bone( b ) +#} - def _extend( p, n, d ): - #{ - uid = _new_uid() - tree = {} - tree["uid"] = uid - tree["children"] = [] - tree["depth"] = d - tree["obj"] = n - tree["parent"] = p - n.cv_data.uid = uid - - # Descend into amature - # - if n.type == 'ARMATURE': - #{ - tree["bones"] = [None] # None is the root transform - tree["ik_count"] = 0 - tree["collider_count"] = 0 - - # Here also collects some information about constraints, ik and - # counts colliders for the armature. - # - def _extendb( p, n, d ): - #{ - nonlocal tree - - btree = {} - btree["bone"] = n - btree["linked_armature"] = tree - btree["uid"] = _new_uid() - btree["children"] = [] - btree["depth"] = d - btree["parent"] = p - tree["bones"] += [n.name] - - for c in n.children: - #{ - _extendb( btree, c, d+1 ) - #} +def sr_entity_id( obj ):#{ + if not obj: return 0 + + tipo = get_entity_enum_id( obj_ent_type(obj) ) + index = sr_compile.entity_ids[ obj.name ] - for c in tree['obj'].pose.bones[n.name].constraints: - #{ - if c.type == 'IK': - #{ - btree["ik_target"] = c.subtarget - btree["ik_pole"] = c.pole_subtarget - tree["ik_count"] += 1 - #} - #} + return (tipo&0xffff)<<16 | (index&0xffff) +#} - if n.cv_data.collider: - tree['collider_count'] += 1 - - btree['deform'] = n.use_deform - p['children'] += [btree] - #} - - for b in n.data.bones: - if not b.parent: - _extendb( tree, b, d+1 ) - #} - - # Recurse into children of this object - # - for obj1 in n.children: - #{ - nonlocal collection - for c1 in obj1.users_collection: - #{ - if c1 == collection: - #{ - _extend( tree, obj1, d+1 ) - break - #} - #} - #} - - p["children"] += [tree] - graph_lookup[n] = tree - - #} - - _extend( graph, obj, 1 ) - - #} -#} - - -# Kind of a useless thing i made but it looks cool and adds complexity!!1 -# -def encoder_graph_iterator( root ): +# Returns submesh_start,count and armature_id +def sr_compile_mesh_internal( obj ): #{ - for c in root['children']: - #{ - yield c - yield from encoder_graph_iterator(c) - #} -#} - + can_use_cache = True + armature = None -# Push a vertex into the model file, or return a cached index (c_uint32) -# -def encoder_vertex_push( vertex_reference, co,norm,uv,colour,groups,weights ): -#{ - global g_encoder - buffer = g_encoder['data']['vertex'] + submesh_start = 0 + submesh_count = 0 + armature_id = 0 - TOLERENCE = 4 - m = float(10**TOLERENCE) - - # Would be nice to know if this can be done faster than it currently runs, - # its quite slow. - # - key = (int(co[0]*m+0.5), - int(co[1]*m+0.5), - int(co[2]*m+0.5), - int(norm[0]*m+0.5), - int(norm[1]*m+0.5), - 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) - - if key in vertex_reference: - return vertex_reference[key] - else: - #{ - index = c_uint32( len(vertex_reference) ) - vertex_reference[key] = index - - v = mdl_vert() - v.co[0] = co[0] - v.co[1] = co[2] - v.co[2] = -co[1] - v.norm[0] = norm[0] - v.norm[1] = norm[2] - v.norm[2] = -norm[1] - v.uv[0] = uv[0] - v.uv[1] = uv[1] - v.colour[0] = colour[0] - v.colour[1] = colour[1] - v.colour[2] = colour[2] - v.colour[3] = colour[3] - v.weights[0] = weights[0] - v.weights[1] = weights[1] - v.weights[2] = weights[2] - v.weights[3] = weights[3] - v.groups[0] = groups[0] - v.groups[1] = groups[1] - v.groups[2] = groups[2] - v.groups[3] = groups[3] - - buffer += [v] - return index - #} -#} - - -# Compile a mesh (or use one from the cache) onto node, based on node_def -# No return value -# -def encoder_compile_mesh( node, node_def ): -#{ - global g_encoder - - graph = g_encoder['scene_graph'] - graph_lookup = g_encoder['graph_lookup'] - mesh_cache = g_encoder['mesh_cache'] - obj = node_def['obj'] - armature_def = None - can_use_cache = True - - # Check for modifiers that typically change the data per-instance - # there is no well defined rule for the choices here, its just what i've - # needed while producing the game. - # - # It may be possible to detect these cases automatically. - # - for mod in obj.modifiers: - #{ + for mod in obj.modifiers:#{ if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP' or \ mod.type == 'BOOLEAN' or mod.type == 'CURVE' or \ mod.type == 'ARRAY': @@ -1362,23 +1024,30 @@ def encoder_compile_mesh( node, node_def ): can_use_cache = False #} - if mod.type == 'ARMATURE': - armature_def = graph_lookup[mod.object] + if mod.type == 'ARMATURE': #{ + armature = mod.object + rig_weight_groups = \ + ['0 [ROOT]']+[_.name for _ in sr_armature_bones(mod.object)] + armature_id = sr_compile.entity_ids[armature.name] + + POSE_OR_REST_CACHE = armature.data.pose_position + armature.data.pose_position = 'REST' + #} + #} # Check the cache first # - if can_use_cache and (obj.data.name in mesh_cache): - #{ - ref = mesh_cache[obj.data.name] - node.submesh_start = ref.submesh_start - node.submesh_count = ref.submesh_count - return + if can_use_cache and (obj.data.name in sr_compile.mesh_cache):#{ + ref = sr_compile.mesh_cache[obj.data.name] + submesh_start = ref[0] + submesh_count = ref[1] + return (submesh_start,submesh_count,armature_id) #} # Compile a whole new mesh # - node.submesh_start = len( g_encoder['data']['submesh'] ) - node.submesh_count = 0 + submesh_start = len(sr_compile.submesh_data)//sizeof(mdl_submesh) + submesh_count = 0 dgraph = bpy.context.evaluated_depsgraph_get() data = obj.evaluated_get(dgraph).data @@ -1388,36 +1057,33 @@ 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 [None] - for material_id, mat in enumerate(mat_list): - #{ + for material_id, mat in enumerate(mat_list): #{ mref = {} sm = mdl_submesh() - sm.indice_start = len( g_encoder['data']['indice'] ) - sm.vertex_start = len( g_encoder['data']['vertex'] ) + sm.indice_start = len(sr_compile.indice_data)//sizeof(c_uint32) + sm.vertex_start = len(sr_compile.vertex_data)//sizeof(mdl_vert) sm.vertex_count = 0 sm.indice_count = 0 - sm.material_id = encoder_process_material( mat ) + sm.material_id = sr_compile_material( mat ) - for i in range(3): - #{ - sm.bbx[0][i] = 999999 - sm.bbx[1][i] = -999999 + INF=99999999.99999999 + for i in range(3):#{ + sm.bbx[0][i] = INF + sm.bbx[1][i] = -INF #} # Keep a reference to very very very similar vertices + # i have no idea how to speed it up. # vertex_reference = {} # Write the vertex / indice data # - for tri_index, tri in enumerate(data.loop_triangles): - #{ - if tri.material_index != material_id: - continue + for tri_index, tri in enumerate(data.loop_triangles):#{ + if tri.material_index != material_id: continue - for j in range(3): - #{ + for j in range(3):#{ vert = data.vertices[tri.vertices[j]] li = tri.loops[j] vi = data.loops[li].vertex_index @@ -1438,8 +1104,7 @@ def encoder_compile_mesh( node, node_def ): # Vertex Colours # - if data.vertex_colors: - #{ + if data.vertex_colors:#{ colour = data.vertex_colors.active.data[li].color colour = (int(colour[0]*255.0),\ int(colour[1]*255.0),\ @@ -1448,141 +1113,431 @@ def encoder_compile_mesh( node, node_def ): #} # Weight groups: truncates to the 3 with the most influence. The - # fourth bone ID is never used by the shader so it is - # always 0 + # fourth bone ID is never used by the shader so it + # is always 0 # - if armature_def: - #{ + if armature:#{ src_groups = [_ for _ in data.vertices[vi].groups \ if obj.vertex_groups[_.group].name in \ - armature_def['bones']] + rig_weight_groups ] weight_groups = sorted( src_groups, key = \ lambda a: a.weight, reverse=True ) tot = 0.0 - for ml in range(3): - #{ - if len(weight_groups) > ml: - #{ + for ml in range(3):#{ + if len(weight_groups) > ml:#{ g = weight_groups[ml] name = obj.vertex_groups[g.group].name weight = g.weight - weights[ml] = weight - groups[ml] = armature_def['bones'].index(name) + groups[ml] = rig_weight_groups.index(name) tot += weight #} #} - if len(weight_groups) > 0: - #{ + if len(weight_groups) > 0:#{ inv_norm = (1.0/tot) * 65535.0 - for ml in range(3): - #{ + for ml in range(3):#{ weights[ml] = int( weights[ml] * inv_norm ) weights[ml] = min( weights[ml], 65535 ) 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 + #} + #} + + TOLERENCE = float(10**4) + key = (int(co[0]*TOLERENCE+0.5), + int(co[1]*TOLERENCE+0.5), + int(co[2]*TOLERENCE+0.5), + int(norm[0]*TOLERENCE+0.5), + int(norm[1]*TOLERENCE+0.5), + int(norm[2]*TOLERENCE+0.5), + int(uv[0]*TOLERENCE+0.5), + int(uv[1]*TOLERENCE+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: + index = vertex_reference[key] + else:#{ + index = bytearray(c_uint32(sm.vertex_count)) + sm.vertex_count+=1 + + vertex_reference[key] = index + v = mdl_vert() + v.co[0] = co[0] + v.co[1] = co[2] + v.co[2] = -co[1] + v.norm[0] = norm[0] + v.norm[1] = norm[2] + v.norm[2] = -norm[1] + v.uv[0] = uv[0] + v.uv[1] = uv[1] + v.colour[0] = colour[0] + v.colour[1] = colour[1] + v.colour[2] = colour[2] + v.colour[3] = colour[3] + v.weights[0] = weights[0] + v.weights[1] = weights[1] + v.weights[2] = weights[2] + v.weights[3] = weights[3] + v.groups[0] = groups[0] + v.groups[1] = groups[1] + v.groups[2] = groups[2] + v.groups[3] = groups[3] + + for i in range(3):#{ + sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] ) + sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] ) + #} + + sr_compile.vertex_data.extend(bytearray(v)) + #} - # Add vertex and expand bound box - # - index = encoder_vertex_push( vertex_reference, co, \ - norm, \ - uv, \ - colour, \ - groups, \ - weights ) - g_encoder['data']['indice'] += [index] + sm.indice_count += 1 + sr_compile.indice_data.extend( index ) #} #} - # How many unique verts did we add in total - # - sm.vertex_count = len(g_encoder['data']['vertex']) - sm.vertex_start - sm.indice_count = len(g_encoder['data']['indice']) - sm.indice_start - # Make sure bounding box isn't -inf -> inf if no vertices # if sm.vertex_count == 0: for j in range(2): for i in range(3): sm.bbx[j][i] = 0 - else: - #{ - for j in range(sm.vertex_count): - #{ - vert = g_encoder['data']['vertex'][ sm.vertex_start + j ] - for i in range(3): - #{ - sm.bbx[0][i] = min( sm.bbx[0][i], vert.co[i] ) - sm.bbx[1][i] = max( sm.bbx[1][i], vert.co[i] ) - #} - #} - #} - # Add submesh to encoder # - g_encoder['data']['submesh'] += [sm] - node.submesh_count += 1 + sr_compile.submesh_data.extend( bytearray(sm) ) + submesh_count += 1 + #} + if armature:#{ + armature.data.pose_position = POSE_OR_REST_CACHE #} - # Save a reference to this node since we want to reuse the submesh indices + # Save a reference to this mesh since we want to reuse the submesh indices # later. - g_encoder['mesh_cache'][obj.data.name] = node + sr_compile.mesh_cache[obj.data.name]=(submesh_start,submesh_count) + return (submesh_start,submesh_count,armature_id) #} - -def encoder_compile_ent_as( name, node, node_def ): +def sr_compile_mesh( obj ): #{ - global g_encoder + node=mdl_mesh() + compile_obj_transform(obj, node.transform) + node.pstr_name = sr_compile_string(obj.name) + ent_type = obj_ent_type( obj ) - if name == 'classtype_none': - #{ - node.offset = 0 - node.classtype = 0 - return - #} - elif name not in globals(): - #{ - print( "Classtype '" +name + "' is unknown!" ) - return + node.entity_id = 0 + + if ent_type != 'none':#{ + ent_id_lwr = sr_compile.entity_ids[obj.name] + ent_id_upr = get_entity_enum_id( obj_ent_type(obj) ) + node.entity_id = (ent_id_upr << 16) | ent_id_lwr #} - buffer = g_encoder['data']['entdata'] - node.offset = len(buffer) + node.submesh_start, node.submesh_count, node.armature_id = \ + sr_compile_mesh_internal( obj ) + + sr_compile.mesh_data.extend(bytearray(node)) +#} + +def sr_compile_fonts( collection ): +#{ + print( F"[SR] Compiling fonts" ) + + glyph_count = 0 + variant_count = 0 + + for obj in collection.all_objects:#{ + if obj_ent_type(obj) != 'ent_font': continue + + data = obj.SR_data.ent_font[0] + + font=ent_font() + font.alias = sr_compile_string( data.alias ) + font.variant_start = variant_count + font.variant_count = 0 + font.glyph_start = glyph_count + + glyph_base = data.glyphs[0].utf32 + glyph_range = data.glyphs[-1].utf32+1 - glyph_base + + font.glyph_utf32_base = glyph_base + font.glyph_count = glyph_range + + for i in range(len(data.variants)):#{ + data_var = data.variants[i] + if not data_var.mesh: continue + + mesh = data_var.mesh.data + + variant = ent_font_variant() + variant.name = sr_compile_string( data_var.tipo ) + + # fonts (variants) only support one material each + mat = None + if len(mesh.materials) != 0: + mat = mesh.materials[0] + variant.material_id = sr_compile_material( mat ) + + font.variant_count += 1 + + islands = mesh_utils.mesh_linked_triangles(mesh) + centroids = [Vector((0,0)) for _ in range(len(islands))] + + for j in range(len(islands)):#{ + for tri in islands[j]:#{ + centroids[j].x += tri.center[0] + centroids[j].y += tri.center[2] + #} - cl = globals()[ name ] - inst = cl() - inst.encode_obj( node, node_def ) + centroids[j] /= len(islands[j]) + #} + + for j in range(glyph_range):#{ + data_glyph = data.glyphs[j] + glyph = ent_glyph() + glyph.indice_start = len(sr_compile.indice_data)//sizeof(c_uint32) + glyph.indice_count = 0 + glyph.size[0] = data_glyph.bounds[2] + glyph.size[1] = data_glyph.bounds[3] + + vertex_reference = {} + + for k in range(len(islands)):#{ + if centroids[k].x < data_glyph.bounds[0] or \ + centroids[k].x > data_glyph.bounds[0]+data_glyph.bounds[2] or\ + centroids[k].y < data_glyph.bounds[1] or \ + centroids[k].y > data_glyph.bounds[1]+data_glyph.bounds[3]: + #{ + continue + #} - buffer.extend( bytearray(inst) ) - bytearray_align_to( buffer, 4 ) + for l in range(len(islands[k])):#{ + tri = islands[k][l] + for m in range(3):#{ + vert = mesh.vertices[tri.vertices[m]] + li = tri.loops[m] + vi = mesh.loops[li].vertex_index + + # Gather vertex information + # + co = [vert.co[_] for _ in range(3)] + co[0] -= data_glyph.bounds[0] + co[2] -= data_glyph.bounds[1] + norm = mesh.loops[li].normal + uv = (0,0) + if mesh.uv_layers: uv = mesh.uv_layers.active.data[li].uv + + TOLERENCE = float(10**4) + key = (int(co[0]*TOLERENCE+0.5), + int(co[1]*TOLERENCE+0.5), + int(co[2]*TOLERENCE+0.5), + int(norm[0]*TOLERENCE+0.5), + int(norm[1]*TOLERENCE+0.5), + int(norm[2]*TOLERENCE+0.5), + int(uv[0]*TOLERENCE+0.5), + int(uv[1]*TOLERENCE+0.5)) + + if key in vertex_reference: + index = vertex_reference[key] + else:#{ + vindex = len(sr_compile.vertex_data)//sizeof(mdl_vert) + index = bytearray(c_uint32(vindex)) + vertex_reference[key] = index + v = mdl_vert() + v.co[0] = co[0] + v.co[1] = co[2] + v.co[2] = -co[1] + v.norm[0] = norm[0] + v.norm[1] = norm[2] + v.norm[2] = -norm[1] + v.uv[0] = uv[0] + v.uv[1] = uv[1] + + sr_compile.vertex_data.extend(bytearray(v)) + #} + + glyph.indice_count += 1 + sr_compile.indice_data.extend( index ) + #} + #} + #} + sr_ent_push( glyph ) + #} + sr_ent_push( variant ) + #} + sr_ent_push( font ) + #} #} -# Compiles animation data into model and gives us some extra node_def entries -# -def encoder_compile_armature( node, node_def ): +def sr_compile_menus( collection ): #{ - global g_encoder - - entdata = g_encoder['data']['entdata'] - animdata = g_encoder['data']['anim'] - keyframedata = g_encoder['data']['keyframe'] - mesh_cache = g_encoder['mesh_cache'] - obj = node_def['obj'] - bones = node_def['bones'] - - # extra info - node_def['anim_start'] = len(animdata) - node_def['anim_count'] = 0 + print( "[SR1] Compiling menus" ) + groups = [] + + for obj in collection.all_objects:#{ + if obj_ent_type(obj) != 'ent_menuitem': continue + obj_data = obj.SR_data.ent_menuitem[0] + + bitmask = 0x00000000 + + for col in obj.users_collection:#{ + name = col.name + if name not in groups: groups.append( name ) + bitmask |= (0x1 << groups.index(name)) + #} + + item = ent_menuitem() + item.type = int( obj_data.tipo ) + item.groups = bitmask + + compile_obj_transform( obj, item.transform ) + if obj.type == 'MESH':#{ + item.submesh_start, item.submesh_count, _ = \ + sr_compile_mesh_internal( obj ) + #} + + if item.type == 1 or item.type == 2 or item.type == 7:#{ + item_button = item._anonymous_union.button + item_button.pstr = sr_compile_string( obj_data.string ) + item_button.stack_behaviour = int( obj_data.stack_behaviour ) + #} + elif item.type == 0:#{ + item_visual = item._anonymous_union.visual + item_visual.pstr_name = sr_compile_string( obj_data.string ) + #} + elif item.type == 3:#{ + item_checkmark = item._anonymous_union.checkmark + item_checkmark.pstr_data = sr_compile_string( obj_data.string ) + item_checkmark.id_check = sr_entity_id( obj_data.checkmark ) + delta = obj_data.checkmark.location - obj.location + item_checkmark.offset[0] = delta[0] + item_checkmark.offset[1] = delta[2] + item_checkmark.offset[2] = -delta[1] + #} + elif item.type == 4:#{ + item_slider = item._anonymous_union.slider + item_slider.id_min = sr_entity_id( obj_data.slider_minloc ) + item_slider.id_max = sr_entity_id( obj_data.slider_maxloc ) + item_slider.id_handle = sr_entity_id( obj_data.slider_handle ) + item_slider.pstr_data = sr_compile_string( obj_data.string ) + #} + elif item.type == 5:#{ + item_page = item._anonymous_union.page + item_page.pstr_name = sr_compile_string( obj_data.string ) + item_page.id_entrypoint = sr_entity_id( obj_data.newloc ) + item_page.id_viewpoint = sr_entity_id( obj_data.camera ) + #} + elif item.type == 6:#{ + item_binding = item._anonymous_union.binding + item_binding.pstr_bind = sr_compile_string( obj_data.string ) + item_binding.font_variant = obj_data.font_variant + #} + + if obj_data.link0: + item.id_links[0] = sr_entity_id( obj_data.link0 ) + if obj_data.link1: + item.id_links[1] = sr_entity_id( obj_data.link1 ) + if item.type != 4:#{ + if obj_data.link2: + item.id_links[2] = sr_entity_id( obj_data.link2 ) + if obj_data.link3: + item.id_links[3] = sr_entity_id( obj_data.link3 ) + #} + + sr_ent_push( item ) + #} +#} + +def sr_compile_armature( obj ): +#{ + node = mdl_armature() + node.bone_start = len(sr_compile.bone_data)//sizeof(mdl_bone) + node.bone_count = 0 + node.anim_start = len(sr_compile.anim_data)//sizeof(mdl_animation) + node.anim_count = 0 + bones = [_ for _ in sr_armature_bones(obj)] + bones_names = [None]+[_.name for _ in bones] + + for b in bones:#{ + bone = mdl_bone() + if b.use_deform: bone.flags = 0x1 + if b.parent: bone.parent = bones_names.index(b.parent.name) + + bone.collider = int(b.SR_data.collider) + + if bone.collider>0:#{ + bone.hitbox[0][0] = b.SR_data.collider_min[0] + bone.hitbox[0][1] = b.SR_data.collider_min[2] + bone.hitbox[0][2] = -b.SR_data.collider_max[1] + bone.hitbox[1][0] = b.SR_data.collider_max[0] + bone.hitbox[1][1] = b.SR_data.collider_max[2] + bone.hitbox[1][2] = -b.SR_data.collider_min[1] + #} + + if b.SR_data.cone_constraint:#{ + bone.flags |= 0x4 + bone.conevx[0] = b.SR_data.conevx[0] + bone.conevx[1] = b.SR_data.conevx[2] + bone.conevx[2] = -b.SR_data.conevx[1] + bone.conevy[0] = b.SR_data.conevy[0] + bone.conevy[1] = b.SR_data.conevy[2] + bone.conevy[2] = -b.SR_data.conevy[1] + bone.coneva[0] = b.SR_data.coneva[0] + bone.coneva[1] = b.SR_data.coneva[2] + bone.coneva[2] = -b.SR_data.coneva[1] + bone.conet = b.SR_data.conet + #} + + bone.co[0] = b.head_local[0] + bone.co[1] = b.head_local[2] + bone.co[2] = -b.head_local[1] + bone.end[0] = b.tail_local[0] - bone.co[0] + bone.end[1] = b.tail_local[2] - bone.co[1] + bone.end[2] = -b.tail_local[1] - bone.co[2] + bone.pstr_name = sr_compile_string( b.name ) + + for c in obj.pose.bones[b.name].constraints:#{ + if c.type == 'IK':#{ + bone.flags |= 0x2 + bone.ik_target = bones_names.index(c.subtarget) + bone.ik_pole = bones_names.index(c.pole_subtarget) + #} + #} + + node.bone_count += 1 + sr_compile.bone_data.extend(bytearray(bone)) + #} + # Compile anims # - if obj.animation_data: - #{ + if obj.animation_data and sr_compile.pack_animations: #{ # So we can restore later # previous_frame = bpy.context.scene.frame_current @@ -1590,16 +1545,12 @@ def encoder_compile_armature( node, node_def ): POSE_OR_REST_CACHE = obj.data.pose_position obj.data.pose_position = 'POSE' - for NLALayer in obj.animation_data.nla_tracks: - #{ - for NLAStrip in NLALayer.strips: - #{ + for NLALayer in obj.animation_data.nla_tracks:#{ + for NLAStrip in NLALayer.strips:#{ # set active # - for a in bpy.data.actions: - #{ - if a.name == NLAStrip.name: - #{ + for a in bpy.data.actions:#{ + if a.name == NLAStrip.name:#{ obj.animation_data.action = a break #} @@ -1613,305 +1564,2278 @@ def encoder_compile_armature( node, node_def ): # Export strips # anim = mdl_animation() - anim.pstr_name = encoder_process_pstr( NLAStrip.action.name ) + anim.pstr_name = sr_compile_string( NLAStrip.action.name ) anim.rate = 30.0 - anim.offset = len(keyframedata) + anim.keyframe_start = len(sr_compile.keyframe_data)//\ + sizeof(mdl_transform) anim.length = anim_end-anim_start + i = 0 # Export the keyframes - for frame in range(anim_start,anim_end): - #{ + for frame in range(anim_start,anim_end):#{ bpy.context.scene.frame_set(frame) - for bone_name in bones: - #{ - for pb in obj.pose.bones: - #{ - if pb.name != bone_name: continue + for rb in bones:#{ + pb = obj.pose.bones[rb.name] + + # relative bone matrix + if rb.parent is not None:#{ + offset_mtx = rb.parent.matrix_local + offset_mtx = offset_mtx.inverted_safe() @ \ + rb.matrix_local + + inv_parent = pb.parent.matrix @ offset_mtx + inv_parent.invert_safe() + fpm = inv_parent @ pb.matrix + #} + else:#{ + bone_mtx = rb.matrix.to_4x4() + local_inv = rb.matrix_local.inverted_safe() + fpm = bone_mtx @ local_inv @ pb.matrix + #} - rb = obj.data.bones[ bone_name ] - - # relative bone matrix - if rb.parent is not None: - #{ - offset_mtx = rb.parent.matrix_local - offset_mtx = offset_mtx.inverted_safe() @ \ - rb.matrix_local - - inv_parent = pb.parent.matrix @ offset_mtx - inv_parent.invert_safe() - fpm = inv_parent @ pb.matrix - #} - else: - #{ - bone_mtx = rb.matrix.to_4x4() - local_inv = rb.matrix_local.inverted_safe() - fpm = bone_mtx @ local_inv @ pb.matrix - #} + loc, rot, sca = fpm.decompose() + + # rotation + lc_m = pb.matrix_channel.to_3x3() + if pb.parent is not None:#{ + smtx = pb.parent.matrix_channel.to_3x3() + lc_m = smtx.inverted() @ lc_m + #} + rq = lc_m.to_quaternion() + q_normalize( rq ) + + kf = mdl_transform() + kf.co[0] = loc[0] + kf.co[1] = loc[2] + kf.co[2] = -loc[1] + kf.q[0] = rq[1] + kf.q[1] = rq[3] + kf.q[2] = -rq[2] + kf.q[3] = rq[0] + kf.s[0] = sca[0] + kf.s[1] = sca[1] + kf.s[2] = sca[2] + sr_compile.keyframe_data.extend(bytearray(kf)) + + i+=1 + #} + #} + + # Add to animation buffer + # + sr_compile.anim_data.extend(bytearray(anim)) + node.anim_count += 1 + + # Report progress + # + print( F"[SR] | anim( {NLAStrip.action.name} )" ) + #} + #} + + # Restore context to how it was before + # + bpy.context.scene.frame_set( previous_frame ) + obj.animation_data.action = previous_action + obj.data.pose_position = POSE_OR_REST_CACHE + #} - loc, rot, sca = fpm.decompose() + sr_compile.armature_data.extend(bytearray(node)) +#} - # local position - final_pos = Vector(( loc[0], loc[2], -loc[1] )) +def sr_ent_push( struct ): +#{ + clase = type(struct).__name__ - # rotation - lc_m = pb.matrix_channel.to_3x3() - if pb.parent is not None: - #{ - smtx = pb.parent.matrix_channel.to_3x3() - lc_m = smtx.inverted() @ lc_m - #} - rq = lc_m.to_quaternion() + if clase not in sr_compile.entity_data:#{ + sr_compile.entity_data[ clase ] = bytearray() + sr_compile.entity_info[ clase ] = { 'size': sizeof(struct) } + #} - kf = mdl_keyframe() - kf.co[0] = final_pos[0] - kf.co[1] = final_pos[1] - kf.co[2] = final_pos[2] + index = len(sr_compile.entity_data[ clase ])//sizeof(struct) + sr_compile.entity_data[ clase ].extend( bytearray(struct) ) + return index +#} - kf.q[0] = rq[1] - kf.q[1] = rq[3] - kf.q[2] = -rq[2] - kf.q[3] = rq[0] - - # scale - kf.s[0] = sca[0] - kf.s[1] = sca[2] - kf.s[2] = sca[1] +def sr_array_title( arr, name, count, size, offset ): +#{ + for i in range(len(name)):#{ + arr.name[i] = ord(name[i]) + #} + arr.file_offset = offset + arr.item_count = count + arr.item_size = size +#} - keyframedata += [kf] - break - #} +def hash_djb2(s): +#{ + picadillo = 5381 + for x in s:#{ + picadillo = (((picadillo << 5) + picadillo) + ord(x)) & 0xFFFFFFFF + #} + return picadillo +#} + +def sr_compile( collection ): +#{ + print( F"[SR] compiler begin ({collection.name}.mdl)" ) + + #settings + sr_compile.pack_textures = collection.SR_data.pack_textures + sr_compile.pack_animations = collection.SR_data.animations + + # caches + sr_compile.string_cache = {} + sr_compile.mesh_cache = {} + sr_compile.material_cache = {} + sr_compile.texture_cache = {} + + # compiled data + sr_compile.mesh_data = bytearray() + sr_compile.submesh_data = bytearray() + sr_compile.vertex_data = bytearray() + sr_compile.indice_data = bytearray() + sr_compile.bone_data = bytearray() + sr_compile.material_data = bytearray() + sr_compile.armature_data = bytearray() + sr_compile.anim_data = bytearray() + sr_compile.keyframe_data = bytearray() + sr_compile.texture_data = bytearray() + + # just bytes not structures + sr_compile.string_data = bytearray() + sr_compile.pack_data = bytearray() + + # variable + sr_compile.entity_data = {} + sr_compile.entity_info = {} + + print( F"[SR] assign entity ID's" ) + sr_compile.entities = {} + sr_compile.entity_ids = {} + + # begin + # ------------------------------------------------------- + + sr_compile_string( "null" ) + + mesh_count = 0 + for obj in collection.all_objects: #{ + if obj.type == 'MESH':#{ + mesh_count += 1 + #} + + ent_type = obj_ent_type( obj ) + if ent_type == 'none': continue + + if ent_type not in sr_compile.entities: sr_compile.entities[ent_type] = [] + sr_compile.entity_ids[obj.name] = len( sr_compile.entities[ent_type] ) + sr_compile.entities[ent_type] += [obj] + #} + + print( F"[SR] Compiling geometry" ) + i=0 + for obj in collection.all_objects:#{ + if obj.type == 'MESH':#{ + i+=1 + + ent_type = obj_ent_type( obj ) + + # entity ignore mesh list + # + if ent_type == 'ent_traffic': continue + if ent_type == 'ent_prop': continue + if ent_type == 'ent_font': continue + if ent_type == 'ent_font_variant': continue + if ent_type == 'ent_menuitem': continue + if ent_type == 'ent_objective': continue + if ent_type == 'ent_region': continue + + #TODO: This is messy. + if ent_type == 'ent_gate':#{ + obj_data = obj.SR_data.ent_gate[0] + if obj_data.custom: continue + #} + #-------------------------- + + print( F'[SR] {i: 3}/{mesh_count} {obj.name:<40}' ) + sr_compile_mesh( obj ) + #} + #} + + audio_clip_count = 0 + entity_file_ref_count = 0 + + for ent_type, arr in sr_compile.entities.items():#{ + print(F"[SR] Compiling {len(arr)} {ent_type}{'s' if len(arr)>1 else ''}") + + for i in range(len(arr)):#{ + obj = arr[i] + + print( F"[SR] {i+1: 3}/{len(arr)} {obj.name:<40} ",end='\r' ) + + if ent_type == 'mdl_armature': sr_compile_armature(obj) + elif ent_type == 'ent_light': #{ + light = ent_light() + compile_obj_transform( obj, light.transform ) + light.daytime = obj.data.SR_data.daytime + if obj.data.type == 'POINT':#{ + light.type = 0 + #} + elif obj.data.type == 'SPOT':#{ + light.type = 1 + light.angle = obj.data.spot_size*0.5 + #} + light.range = obj.data.cutoff_distance + light.colour[0] = obj.data.color[0] + light.colour[1] = obj.data.color[1] + light.colour[2] = obj.data.color[2] + light.colour[3] = obj.data.energy + sr_ent_push( light ) + #} + elif ent_type == 'ent_camera': #{ + cam = ent_camera() + compile_obj_transform( obj, cam.transform ) + cam.fov = obj.data.angle * 45.0 + sr_ent_push(cam) + #} + elif ent_type == 'ent_gate': #{ + gate = ent_gate() + obj_data = obj.SR_data.ent_gate[0] + mesh_data = obj.data.SR_data.ent_gate[0] + + flags = 0x0000 + + if obj_data.tipo == 'default':#{ + if obj_data.target:#{ + gate.target = sr_compile.entity_ids[obj_data.target.name] + flags |= 0x0001 #} #} + elif obj_data.tipo == 'nonlocal':#{ + gate.target = 0 + gate.key = sr_compile_string(obj_data.key) + flags |= 0x0002 + #} + + if obj_data.flip: flags |= 0x0004 + if obj_data.custom:#{ + flags |= 0x0008 + gate.submesh_start, gate.submesh_count, _ = \ + sr_compile_mesh_internal( obj ) + #} + if obj_data.locked: flags |= 0x0010 + gate.flags = flags - # Add to animation buffer - # - animdata += [anim] - node_def['anim_count'] += 1 + gate.dimensions[0] = mesh_data.dimensions[0] + gate.dimensions[1] = mesh_data.dimensions[1] + gate.dimensions[2] = mesh_data.dimensions[2] - # Report progress + q = [obj.matrix_local.to_quaternion(), (0,0,0,1)] + co = [obj.matrix_world @ Vector((0,0,0)), (0,0,0)] + + if obj_data.target:#{ + q[1] = obj_data.target.matrix_local.to_quaternion() + co[1]= obj_data.target.matrix_world @ Vector((0,0,0)) + #} + + # Setup transform # - status_name = F" " + " |"*(node_def['depth']-1) - print( F"{status_name} | *anim: {NLAStrip.action.name}" ) + for x in range(2):#{ + gate.co[x][0] = co[x][0] + gate.co[x][1] = co[x][2] + gate.co[x][2] = -co[x][1] + gate.q[x][0] = q[x][1] + gate.q[x][1] = q[x][3] + gate.q[x][2] = -q[x][2] + gate.q[x][3] = q[x][0] + #} + + sr_ent_push( gate ) + #} + elif ent_type == 'ent_spawn': #{ + spawn = ent_spawn() + compile_obj_transform( obj, spawn.transform ) + obj_data = obj.SR_data.ent_spawn[0] + spawn.pstr_name = sr_compile_string( obj_data.alias ) + sr_ent_push( spawn ) + #} + elif ent_type == 'ent_water':#{ + water = ent_water() + compile_obj_transform( obj, water.transform ) + water.max_dist = 0.0 + sr_ent_push( water ) + #} + elif ent_type == 'ent_audio':#{ + obj_data = obj.SR_data.ent_audio[0] + audio = ent_audio() + compile_obj_transform( obj, audio.transform ) + audio.clip_start = audio_clip_count + audio.clip_count = len(obj_data.files) + audio_clip_count += audio.clip_count + audio.max_channels = obj_data.max_channels + audio.volume = obj_data.volume + + # TODO flags: + # - allow/disable doppler + # - channel group tags with random colours + # - transition properties + + if obj_data.flag_loop: audio.flags |= 0x1 + if obj_data.flag_nodoppler: audio.flags |= 0x2 + if obj_data.flag_3d: audio.flags |= 0x4 + if obj_data.flag_auto: audio.flags |= 0x8 + if obj_data.formato == '0': audio.flags |= 0x000 + elif obj_data.formato == '1': audio.flags |= 0x400 + elif obj_data.formato == '2': audio.flags |= 0x1000 + + audio.channel_behaviour = int(obj_data.channel_behaviour) + if audio.channel_behaviour >= 1:#{ + audio.group = obj_data.group + #} + if audio.channel_behaviour == 2:#{ + audio.crossfade = obj_data.transition_duration + #} + audio.probability_curve = int(obj_data.probability_curve) + + for ci in range(audio.clip_count):#{ + entry = obj_data.files[ci] + clip = ent_audio_clip() + clip.probability = entry.probability + if obj_data.formato == '2':#{ + sr_pack_file( clip._anon.file, '', vg_str_bin(entry.path) ) + #} + else:#{ + clip._anon.file.path = sr_compile_string( entry.path ) + clip._anon.file.pack_offset = 0 + clip._anon.file.pack_size = 0 + #} + sr_ent_push( clip ) + #} + sr_ent_push( audio ) + #} + elif ent_type == 'ent_volume':#{ + obj_data = obj.SR_data.ent_volume[0] + volume = ent_volume() + volume.type = int(obj_data.subtype) + compile_obj_transform( obj, volume.transform ) + + if obj_data.target:#{ + volume.target = sr_entity_id( obj_data.target ) + volume._anon.trigger.event = obj_data.target_event + volume._anon.trigger.event_leave = obj_data.target_event_leave + #} + + sr_ent_push(volume) + #} + elif ent_type == 'ent_marker':#{ + marker = ent_marker() + marker.name = sr_compile_string( obj.SR_data.ent_marker[0].alias ) + compile_obj_transform( obj, marker.transform ) + sr_ent_push(marker) + #} + elif ent_type == 'ent_skateshop':#{ + skateshop = ent_skateshop() + obj_data = obj.SR_data.ent_skateshop[0] + skateshop.type = int(obj_data.tipo) + if skateshop.type == 0:#{ + boardshop = skateshop._anonymous_union.boards + boardshop.id_display = sr_entity_id( obj_data.mark_display ) + boardshop.id_info = sr_entity_id( obj_data.mark_info ) + boardshop.id_rack = sr_entity_id( obj_data.mark_rack ) + #} + elif skateshop.type == 1:#{ + charshop = skateshop._anonymous_union.character + charshop.id_display = sr_entity_id( obj_data.mark_display ) + charshop.id_info = sr_entity_id( obj_data.mark_info ) + #} + elif skateshop.type == 2:#{ + worldshop = skateshop._anonymous_union.worlds + worldshop.id_display = sr_entity_id( obj_data.mark_display ) + worldshop.id_info = sr_entity_id( obj_data.mark_info ) + #} + elif skateshop.type == 3:#{ + server = skateshop._anonymous_union.server + server.id_lever = sr_entity_id( obj_data.mark_display ) + #} + skateshop.id_camera = sr_entity_id( obj_data.cam ) + compile_obj_transform( obj, skateshop.transform ) + sr_ent_push(skateshop) + #} + elif ent_type == 'ent_swspreview':#{ + workshop_preview = ent_swspreview() + obj_data = obj.SR_data.ent_swspreview[0] + workshop_preview.id_display = sr_entity_id( obj_data.mark_display ) + workshop_preview.id_display1 = sr_entity_id( obj_data.mark_display1) + workshop_preview.id_camera = sr_entity_id( obj_data.cam ) + sr_ent_push( workshop_preview ) + #} + elif ent_type == 'ent_worldinfo':#{ + worldinfo = ent_worldinfo() + obj_data = obj.SR_data.ent_worldinfo[0] + worldinfo.pstr_name = sr_compile_string( obj_data.name ) + worldinfo.pstr_author = sr_compile_string( obj_data.author ) + worldinfo.pstr_desc = sr_compile_string( obj_data.desc ) + + flags = 0x00 + + if obj_data.fix_time:#{ + worldinfo.timezone = obj_data.fixed_time + flags |= 0x1 + #} + else: + worldinfo.timezone = obj_data.timezone + + worldinfo.flags = flags + worldinfo.pstr_skybox = sr_compile_string( obj_data.skybox ) + sr_ent_push( worldinfo ) + #} + elif ent_type == 'ent_ccmd':#{ + ccmd = ent_ccmd() + obj_data = obj.SR_data.ent_ccmd[0] + ccmd.pstr_command = sr_compile_string( obj_data.command ) + sr_ent_push( ccmd ) + #} + elif ent_type == 'ent_objective':#{ + objective = ent_objective() + obj_data = obj.SR_data.ent_objective[0] + objective.id_next = sr_entity_id( obj_data.proxima ) + objective.id_win = sr_entity_id( obj_data.target ) + objective.win_event = obj_data.target_event + objective.filter = int(obj_data.filtrar) + objective.filter2 = 0 + objective.time_limit = obj_data.time_limit + + compile_obj_transform( obj, objective.transform ) + objective.submesh_start, objective.submesh_count, _ = \ + sr_compile_mesh_internal( obj ) + + sr_ent_push( objective ) + #} + elif ent_type == 'ent_challenge':#{ + challenge = ent_challenge() + obj_data = obj.SR_data.ent_challenge[0] + compile_obj_transform( obj, challenge.transform ) + challenge.pstr_alias = sr_compile_string( obj_data.alias ) + challenge.target = sr_entity_id( obj_data.target ) + challenge.target_event = obj_data.target_event + challenge.reset = sr_entity_id( obj_data.reset ) + challenge.reset_event = obj_data.reset_event + challenge.first = sr_entity_id( obj_data.first ) + challenge.flags = 0x00 + challenge.camera = sr_entity_id( obj_data.camera ) + if obj_data.time_limit: challenge.flags |= 0x01 + challenge.status = 0 + sr_ent_push( challenge ) + #} + elif ent_type == 'ent_region':#{ + region = ent_region() + obj_data = obj.SR_data.ent_region[0] + compile_obj_transform( obj, region.transform ) + region.submesh_start, region.submesh_count, _ = \ + sr_compile_mesh_internal( obj ) + region.pstr_title = sr_compile_string( obj_data.title ) + region.zone_volume = sr_entity_id( obj_data.zone_volume ) + region.target0[0] = sr_entity_id( obj_data.target0 ) + region.target0[1] = obj_data.target0_event + sr_ent_push( region ) + #} + elif ent_type == 'ent_relay':#{ + relay = ent_relay() + obj_data = obj.SR_data.ent_relay[0] + relay.targets[0][0] = sr_entity_id( obj_data.target0 ) + relay.targets[1][0] = sr_entity_id( obj_data.target1 ) + relay.targets[2][0] = sr_entity_id( obj_data.target2 ) + relay.targets[3][0] = sr_entity_id( obj_data.target3 ) + relay.targets[0][1] = obj_data.target0_event + relay.targets[1][1] = obj_data.target1_event + relay.targets[2][1] = obj_data.target2_event + relay.targets[3][1] = obj_data.target3_event + sr_ent_push( relay ) + #} + # elif ent_type == 'ent_list':#{ + # lista = ent_list() + # obj_data = obj.SR_data.ent_list[0] + + # lista.entity_ref_start = entity_file_ref_count + # lista.entity_ref_count = len( obj_data.entities ) + # entity_file_ref_count += lista.entity_ref_count + + # for child in obj_data.entities:#{ + # reference_struct = file_entity_ref() + # reference_struct.index = sr_entity_id( child.target ) + # sr_ent_push( reference_struct ) + # #} + + # sr_ent_push( lista ) + # #} + elif ent_type == 'ent_glider':#{ + glider = ent_glider() + compile_obj_transform( obj, glider.transform ) + sr_ent_push( glider ) + #} + elif ent_type == 'ent_npc':#{ + obj_data = obj.SR_data.ent_npc[0] + npc = ent_npc() + compile_obj_transform( obj, npc.transform ) + npc.id = obj_data.au + npc.context = obj_data.context + npc.camera = sr_entity_id( obj_data.cam ) + sr_ent_push( npc ) + #} + elif ent_type == 'ent_cubemap':#{ + cubemap = ent_cubemap() + co = obj.matrix_world @ Vector((0,0,0)) + cubemap.co[0] = co[0] + cubemap.co[1] = co[2] + cubemap.co[2] = -co[1] + cubemap.resolution = 0 + cubemap.live = 60 + sr_ent_push( cubemap ) #} + elif ent_type == 'ent_miniworld':#{ + miniworld = ent_miniworld() + obj_data = obj.SR_data.ent_miniworld[0] + + compile_obj_transform( obj, miniworld.transform ) + miniworld.pstr_world = sr_compile_string( obj_data.world ) + miniworld.proxy = sr_entity_id( obj_data.proxy ) + miniworld.camera = sr_entity_id( obj_data.camera ) + sr_ent_push( miniworld ) + #} + elif ent_type == 'ent_prop':#{ + prop = ent_prop() + obj_data = obj.SR_data.ent_prop[0] + compile_obj_transform( obj, prop.transform ) + prop.submesh_start, prop.submesh_count, _ = \ + sr_compile_mesh_internal( obj ) + prop.flags = obj_data.flags + prop.pstr_alias = sr_compile_string( obj_data.alias ) + sr_ent_push( prop ) + #} + #} + #} + + sr_compile_menus( collection ) + sr_compile_fonts( collection ) + + def _children( col ):#{ + yield col + for c in col.children:#{ + yield from _children(c) + #} + #} + + checkpoint_count = 0 + pathindice_count = 0 + routenode_count = 0 + + for col in _children(collection):#{ + print( F"Adding routes for subcollection: {col.name}" ) + route_gates = [] + route_curves = [] + routes = [] + traffics = [] + + for obj in col.objects:#{ + if obj.type == 'ARMATURE': pass + else:#{ + ent_type = obj_ent_type( obj ) + + if ent_type == 'ent_gate': + route_gates += [obj] + elif ent_type == 'ent_route_node':#{ + if obj.type == 'CURVE':#{ + route_curves += [obj] + #} + #} + elif ent_type == 'ent_route': + routes += [obj] + elif ent_type == 'ent_traffic': + traffics += [obj] + #} + #} + + dij = create_node_graph( route_curves, route_gates ) + + for obj in routes:#{ + obj_data = obj.SR_data.ent_route[0] + route = ent_route() + route.pstr_name = sr_compile_string( obj_data.alias ) + route.checkpoints_start = checkpoint_count + route.checkpoints_count = 0 + route.id_camera = sr_entity_id( obj_data.cam ) + + for ci in range(3): + route.colour[ci] = obj_data.colour[ci] + route.colour[3] = 1.0 + + compile_obj_transform( obj, route.transform ) + checkpoints = obj_data.gates + + for i in range(len(checkpoints)):#{ + gi = checkpoints[i].target + gj = checkpoints[(i+1)%len(checkpoints)].target + gate = gi + + if gi:#{ + dest = gi.SR_data.ent_gate[0].target + gi = dest + #} + + if gi==gj: continue # error? + if not gi or not gj: continue + + checkpoint = ent_checkpoint() + checkpoint.gate_index = sr_compile.entity_ids[gate.name] + checkpoint.path_start = pathindice_count + checkpoint.path_count = 0 + + path = solve_graph( dij, gi.name, gj.name ) + + if path:#{ + for pi in range(len(path)):#{ + pathindice = ent_path_index() + pathindice.index = routenode_count + path[pi] + sr_ent_push( pathindice ) + + checkpoint.path_count += 1 + pathindice_count += 1 + #} + #} + + sr_ent_push( checkpoint ) + route.checkpoints_count += 1 + checkpoint_count += 1 + #} + + sr_ent_push( route ) + #} + + for obj in traffics:#{ + traffic = ent_traffic() + compile_obj_transform( obj, traffic.transform ) + traffic.submesh_start, traffic.submesh_count, _ = \ + sr_compile_mesh_internal( obj ) + + # find best subsection + + graph_keys = list(dij.graph) + min_dist = 100.0 + best_point = 0 + + for j in range(len(dij.points)):#{ + point = dij.points[j] + dist = (point-obj.location).magnitude + + if dist < min_dist:#{ + min_dist = dist + best_point = j + #} + #} + + # scan to each edge + best_begin = best_point + best_end = best_point + + while True:#{ + map0 = dij.subsections[best_begin] + if map0[1] == -1: break + best_begin = map0[1] + #} + while True:#{ + map1 = dij.subsections[best_end] + if map1[2] == -1: break + best_end = map1[2] + #} + + traffic.start_node = routenode_count + best_begin + traffic.node_count = best_end - best_begin + traffic.index = best_point - best_begin + traffic.speed = obj.SR_data.ent_traffic[0].speed + traffic.t = 0.0 + + sr_ent_push(traffic) + #} + + for point in dij.points:#{ + rn = ent_route_node() + rn.co[0] = point[0] + rn.co[1] = point[2] + rn.co[2] = -point[1] + sr_ent_push( rn ) + #} + + routenode_count += len(dij.points) + #} + + print( F"[SR] Writing file" ) + + file_array_instructions = {} + file_offset = 0 + + def _write_array( name, item_size, data ):#{ + nonlocal file_array_instructions, file_offset + + count = len(data)//item_size + file_array_instructions[name] = {'count':count, 'size':item_size,\ + 'data':data, 'offset': file_offset} + file_offset += len(data) + file_offset = int_align_to( file_offset, 8 ) + #} + + _write_array( 'strings', 1, sr_compile.string_data ) + _write_array( 'mdl_mesh', sizeof(mdl_mesh), sr_compile.mesh_data ) + _write_array( 'mdl_submesh', sizeof(mdl_submesh), sr_compile.submesh_data ) + _write_array( 'mdl_material', sizeof(mdl_material), sr_compile.material_data) + _write_array( 'mdl_texture', sizeof(mdl_texture), sr_compile.texture_data) + _write_array( 'mdl_armature', sizeof(mdl_armature), sr_compile.armature_data) + _write_array( 'mdl_bone', sizeof(mdl_bone), sr_compile.bone_data ) + + for name, buffer in sr_compile.entity_data.items():#{ + _write_array( name, sr_compile.entity_info[name]['size'], buffer ) + #} + + _write_array( 'mdl_animation', sizeof(mdl_animation), sr_compile.anim_data) + _write_array( 'mdl_keyframe', sizeof(mdl_transform),sr_compile.keyframe_data) + _write_array( 'mdl_vert', sizeof(mdl_vert), sr_compile.vertex_data ) + _write_array( 'mdl_indice', sizeof(c_uint32), sr_compile.indice_data ) + _write_array( 'pack', 1, sr_compile.pack_data ) + + header_size = int_align_to( sizeof(mdl_header), 8 ) + index_size = int_align_to( sizeof(mdl_array)*len(file_array_instructions),8 ) + + folder = bpy.path.abspath(bpy.context.scene.SR_data.export_dir) + path = F"{folder}{collection.name}.mdl" + print( path ) + + os.makedirs(os.path.dirname(path),exist_ok=True) + fp = open( path, "wb" ) + header = mdl_header() + header.version = MDL_VERSION_NR + sr_array_title( header.arrays, \ + 'index', len(file_array_instructions), \ + sizeof(mdl_array), header_size ) + + fp.write( bytearray_align_to( bytearray(header), 8 ) ) + + print( F'[SR] {"name":>16}| count | offset' ) + index = bytearray() + for name,info in file_array_instructions.items():#{ + arr = mdl_array() + offset = info['offset'] + header_size + index_size + sr_array_title( arr, name, info['count'], info['size'], offset ) + index.extend( bytearray(arr) ) + + print( F'[SR] {name:>16}| {info["count"]: 8} '+\ + F' 0x{info["offset"]:02x}' ) + #} + fp.write( bytearray_align_to( index, 8 ) ) + #bytearray_print_hex( index ) + + for name,info in file_array_instructions.items():#{ + fp.write( bytearray_align_to( info['data'], 8 ) ) + #} + + fp.close() + + print( '[SR] done' ) +#} + +class SR_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' ) + gizmos: bpy.props.BoolProperty( name="Draw Gizmos", default=False ) + + panel: bpy.props.EnumProperty( + name='Panel', + description='', + items=[ + ('EXPORT', 'Export', '', 'MOD_BUILD',0), + ('ENTITY', 'Entity', '', 'MONKEY',1), + ('SETTINGS', 'Settings', 'Settings', 'PREFERENCES',2), + ], + ) +#} + +class SR_COLLECTION_SETTINGS(bpy.types.PropertyGroup): +#{ + pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False ) + animations: bpy.props.BoolProperty( name="Export animation", default=True) +#} + +def sr_get_mirror_bone( bones ): +#{ + side = bones.active.name[-1:] + other_name = bones.active.name[:-1] + if side == 'L': other_name += 'R' + elif side == 'R': other_name += 'L' + else: return None + + for b in bones:#{ + if b.name == other_name: + return b + #} + + return None +#} + +class SR_MIRROR_BONE_X(bpy.types.Operator): +#{ + bl_idname="skaterift.mirror_bone" + bl_label="Mirror bone attributes - SkateRift" + + def execute(_,context): + #{ + active_object = context.active_object + bones = active_object.data.bones + a = bones.active + b = sr_get_mirror_bone( bones ) + + if not b: return {'FINISHED'} + + b.SR_data.collider = a.SR_data.collider + + def _v3copyflipy( a, b ):#{ + b[0] = a[0] + b[1] = -a[1] + b[2] = a[2] + #} + + _v3copyflipy( a.SR_data.collider_min, b.SR_data.collider_min ) + _v3copyflipy( a.SR_data.collider_max, b.SR_data.collider_max ) + b.SR_data.collider_min[1] = -a.SR_data.collider_max[1] + b.SR_data.collider_max[1] = -a.SR_data.collider_min[1] + + b.SR_data.cone_constraint = a.SR_data.cone_constraint + + _v3copyflipy( a.SR_data.conevx, b.SR_data.conevy ) + _v3copyflipy( a.SR_data.conevy, b.SR_data.conevx ) + _v3copyflipy( a.SR_data.coneva, b.SR_data.coneva ) + + b.SR_data.conet = a.SR_data.conet + + # redraw + ob = bpy.context.scene.objects[0] + ob.hide_render = ob.hide_render + return {'FINISHED'} + #} +#} + +class SR_COMPILE(bpy.types.Operator): +#{ + bl_idname="skaterift.compile_all" + bl_label="Compile All" + + def execute(_,context): + #{ + 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.SR_data.use_hidden: + sr_compile( bpy.data.collections[col.name] ) + + return {'FINISHED'} + #} +#} + +class SR_COMPILE_THIS(bpy.types.Operator): +#{ + bl_idname="skaterift.compile_this" + bl_label="Compile This collection" + + def execute(_,context): + #{ + col = bpy.context.collection + sr_compile( col ) + + return {'FINISHED'} + #} +#} + +class SR_INTERFACE(bpy.types.Panel): +#{ + bl_idname = "VIEW3D_PT_skate_rift" + bl_label = "Skate Rift" + bl_space_type = 'VIEW_3D' + bl_region_type = 'UI' + bl_category = "Skate Rift" + + def draw(_, context): + #{ + # Compiler section + + row = _.layout.row() + row.scale_y = 1.75 + row.prop( context.scene.SR_data, 'panel', expand=True ) + + if context.scene.SR_data.panel == 'SETTINGS': #{ + _.layout.prop( context.scene.SR_data, 'gizmos' ) + #} + elif context.scene.SR_data.panel == 'EXPORT': #{ + _.layout.prop( context.scene.SR_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.SR_data.use_hidden: + export_count += 1 + + if c1.name == col.name: #{ + found_in_export = True + #} + #} + + box = _.layout.box() + row = box.row() + row.alignment = 'CENTER' + row.scale_y = 1.5 + + if found_in_export: #{ + row.label( text=col.name + ".mdl" ) + box.prop( col.SR_data, "pack_textures" ) + box.prop( col.SR_data, "animations" ) + box.operator( "skaterift.compile_this" ) + #} + else: #{ + row.enabled=False + row.label( text=col.name ) + + row = box.row() + row.enabled=False + row.alignment = 'CENTER' + row.scale_y = 1.5 + row.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.SR_data, "use_hidden", text="hidden" ) + + row1 = split.row() + if export_count == 0: + row1.enabled=False + row1.operator( "skaterift.compile_all", \ + text=F"Compile all ({export_count} collections)" ) + #} + elif context.scene.SR_data.panel == 'ENTITY': #{ + active_object = context.active_object + if not active_object: return + + amount = max( 0, len(context.selected_objects)-1 ) + + row = _.layout.row() + row.operator( 'skaterift.copy_entity_data', \ + text=F'Copy entity data to {amount} other objects' ) + if amount == 0: row.enabled=False + + box = _.layout.box() + row = box.row() + row.alignment = 'CENTER' + row.label( text=active_object.name ) + row.scale_y = 1.5 + + def _draw_prop_collection( source, data ): #{ + nonlocal box + row = box.row() + row.alignment = 'CENTER' + row.enabled = False + row.scale_y = 1.5 + row.label( text=F'{source}' ) + + if hasattr(type(data[0]),'sr_inspector'):#{ + type(data[0]).sr_inspector( box, data ) + #} + else:#{ + for a in data[0].__annotations__: + box.prop( data[0], a ) + #} + #} + + if active_object.type == 'ARMATURE': #{ + if active_object.mode == 'POSE': #{ + bones = active_object.data.bones + mb = sr_get_mirror_bone( bones ) + if mb:#{ + box.operator( "skaterift.mirror_bone", \ + text=F'Mirror attributes to {mb.name}' ) + #} + + _draw_prop_collection( \ + F'bpy.types.Bone["{bones.active.name}"].SR_data',\ + [bones.active.SR_data ] ) + #} + else: #{ + row = box.row() + row.alignment='CENTER' + row.scale_y=2.0 + row.enabled=False + row.label( text="Enter pose mode to modify bone properties" ) + #} + #} + elif active_object.type == 'LIGHT': #{ + _draw_prop_collection( \ + F'bpy.types.Light["{active_object.data.name}"].SR_data', \ + [active_object.data.SR_data] ) + #} + elif active_object.type in ['EMPTY','CURVE','MESH']:#{ + box.prop( active_object.SR_data, "ent_type" ) + ent_type = active_object.SR_data.ent_type + + col = getattr( active_object.SR_data, ent_type, None ) + if col != None and len(col)!=0: + _draw_prop_collection( \ + F'bpy.types.Object["{active_object.name}"].SR_data.{ent_type}[0]', \ + col ) + + if active_object.type == 'MESH':#{ + col = getattr( active_object.data.SR_data, ent_type, None ) + if col != None and len(col)!=0: + _draw_prop_collection( \ + F'bpy.types.Mesh["{active_object.data.name}"].SR_data.{ent_type}[0]', \ + col ) + #} + #} + #} + #} +#} + +class SR_MATERIAL_PANEL(bpy.types.Panel): +#{ + bl_label="Skate Rift material" + bl_idname="MATERIAL_PT_sr_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.SR_data, "shader" ) + _.layout.prop( active_mat.SR_data, "surface_prop" ) + _.layout.prop( active_mat.SR_data, "collision" ) + + if active_mat.SR_data.collision:#{ + box = _.layout.box() + row = box.row() + + if (active_mat.SR_data.shader != 'invisible') and \ + (active_mat.SR_data.shader != 'boundary') and \ + (active_mat.SR_data.shader != 'walking'):#{ + row.prop( active_mat.SR_data, "skate_surface" ) + row.prop( active_mat.SR_data, "grind_surface" ) + row.prop( active_mat.SR_data, "grow_grass" ) + row.prop( active_mat.SR_data, "preview_visibile" ) + #} + #} + + if active_mat.SR_data.shader == "terrain_blend":#{ + box = _.layout.box() + box.prop( active_mat.SR_data, "blend_offset" ) + box.prop( active_mat.SR_data, "sand_colour" ) + #} + elif active_mat.SR_data.shader == "vertex_blend":#{ + box = _.layout.box() + box.label( icon='INFO', text="Uses vertex colours, the R channel" ) + box.prop( active_mat.SR_data, "blend_offset" ) + #} + elif active_mat.SR_data.shader == "water":#{ + box = _.layout.box() + box.label( icon='INFO', text="Depth scale of 16 meters" ) + box.prop( active_mat.SR_data, "shore_colour" ) + box.prop( active_mat.SR_data, "ocean_colour" ) + #} + elif active_mat.SR_data.shader == "cubemap":#{ + box = _.layout.box() + box.prop( active_mat.SR_data, "cubemap" ) + box.prop( active_mat.SR_data, "tint" ) + #} + + _.layout.label( text="" ) + _.layout.label( text="advanced (you probably don't want to edit these)" ) + _.layout.prop( active_mat.SR_data, "tex_diffuse_rt" ) + #} +#} + +def sr_get_type_enum( scene, context ): +#{ + items = [('none','None',"")] + mesh_entities=['ent_gate','ent_water'] + point_entities=['ent_spawn','ent_route_node','ent_route'] + + for e in point_entities: items += [(e,e,'')] + + if context.scene.SR_data.panel == 'ENTITY': #{ + if context.active_object.type == 'MESH': #{ + for e in mesh_entities: items += [(e,e,'')] + #} + #} + else: #{ + for e in mesh_entities: items += [(e,e,'')] + #} + + return items +#} + +def sr_on_type_change( _, context ): +#{ + obj = context.active_object + ent_type = obj.SR_data.ent_type + if ent_type == 'none': return + if obj.type == 'MESH':#{ + col = getattr( obj.data.SR_data, ent_type, None ) + if col != None and len(col)==0: col.add() + #} + + col = getattr( obj.SR_data, ent_type, None ) + if col != None and len(col)==0: col.add() +#} + +class SR_OBJECT_ENT_SPAWN(bpy.types.PropertyGroup): +#{ + alias: bpy.props.StringProperty( name='alias' ) +#} + +class SR_OBJECT_ENT_GATE(bpy.types.PropertyGroup): +#{ + target: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="destination", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate'])) + + key: bpy.props.StringProperty() + tipo: bpy.props.EnumProperty(items=(('default', 'Default', ""), + ('nonlocal', 'Non-Local', ""))) + + flip: bpy.props.BoolProperty( name="Flip exit", default=False ) + custom: bpy.props.BoolProperty( name="Mesh is surface", default=False ) + locked: bpy.props.BoolProperty( name="Start Locked", default=False ) + + @staticmethod + def sr_inspector( layout, data ): + #{ + box = layout.box() + box.prop( data[0], 'tipo', text="subtype" ) + + if data[0].tipo == 'default': box.prop( data[0], 'target' ) + elif data[0].tipo == 'nonlocal': box.prop( data[0], 'key' ) + + flags = box.box() + flags.prop( data[0], 'flip' ) + flags.prop( data[0], 'custom' ) + flags.prop( data[0], 'locked' ) + #} +#} + +class SR_MESH_ENT_GATE(bpy.types.PropertyGroup): +#{ + dimensions: bpy.props.FloatVectorProperty(name="dimensions",size=3) +#} + +class SR_OBJECT_ENT_ROUTE_ENTRY(bpy.types.PropertyGroup): +#{ + target: bpy.props.PointerProperty( \ + type=bpy.types.Object, name='target', \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate'])) +#} + +class SR_OBJECT_ENT_MINIWORLD(bpy.types.PropertyGroup): +#{ + world: bpy.props.StringProperty( name='world UID' ) + proxy: bpy.props.PointerProperty( \ + type=bpy.types.Object, name='proxy', \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_prop'])) + camera: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Camera", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera'])) +#} + +class SR_UL_ROUTE_NODE_LIST(bpy.types.UIList): +#{ + bl_idname = 'SR_UL_ROUTE_NODE_LIST' + + def draw_item(_,context,layout,data,item,icon,active_data,active_propname): + #{ + layout.prop( item, 'target', text='', emboss=False ) + #} +#} + +def internal_listdel_execute(self,context,ent_name,collection_name): +#{ + active_object = context.active_object + data = getattr(active_object.SR_data,ent_name)[0] + lista = getattr(data,collection_name) + index = getattr(data,F'{collection_name}_index') + + lista.remove(index) + + setattr(data,F'{collection_name}_index', min(max(0,index-1), len(lista)-1)) + return{'FINISHED'} +#} + +def internal_listadd_execute(self,context,ent_name,collection_name): +#{ + active_object = context.active_object + getattr(getattr(active_object.SR_data,ent_name)[0],collection_name).add() + return{'FINISHED'} +#} + +def copy_propgroup( de, to ): +#{ + for a in de.__annotations__:#{ + if isinstance(getattr(de,a), bpy.types.bpy_prop_collection):#{ + ca = getattr(de,a) + cb = getattr(to,a) + + while len(cb) != len(ca):#{ + if len(cb) < len(ca): cb.add() + else: cb.remove(0) + #} + for i in range(len(ca)):#{ + copy_propgroup(ca[i],cb[i]) + #} + #} + else:#{ + setattr(to,a,getattr(de,a)) + #} + #} +#} + +class SR_OT_COPY_ENTITY_DATA(bpy.types.Operator): +#{ + bl_idname = "skaterift.copy_entity_data" + bl_label = "Copy entity data" + + def execute(self, context):#{ + data = context.active_object.SR_data + new_type = data.ent_type + print( F"Copy entity data from: {context.active_object.name}" ) + + for obj in context.selected_objects:#{ + if obj != context.active_object:#{ + print( F" To: {obj.name}" ) + + obj.SR_data.ent_type = new_type + + if active_object.type == 'MESH':#{ + col = getattr( obj.data.SR_data, new_type, None ) + if col != None and len(col)==0: col.add() + mdata = context.active_object.data.SR_data + copy_propgroup( getattr(mdata,new_type)[0], col[0] ) + #} + + col = getattr( obj.SR_data, new_type, None ) + if col != None and len(col)==0: col.add() + copy_propgroup( getattr(data,new_type)[0], col[0] ) + #} + #} + return{'FINISHED'} + #} +#} + +class SR_OT_ROUTE_LIST_NEW_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.new_entry" + bl_label = "Add gate" + + def execute(self, context):#{ + return internal_listadd_execute(self,context,'ent_route','gates') + #} +#} + +class SR_OT_ROUTE_LIST_DEL_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.del_entry" + bl_label = "Remove gate" + + @classmethod + def poll(cls, context):#{ + active_object = context.active_object + if obj_ent_type(active_object) == 'ent_route':#{ + return active_object.SR_data.ent_route[0].gates + #} + else: return False + #} + + def execute(self, context):#{ + return internal_listdel_execute(self,context,'ent_route','gates') + #} +#} + +class SR_OT_AUDIO_LIST_NEW_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.al_new_entry" + bl_label = "Add file" + + def execute(self, context):#{ + return internal_listadd_execute(self,context,'ent_audio','files') + #} +#} + +class SR_OT_AUDIO_LIST_DEL_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.al_del_entry" + bl_label = "Remove file" + + @classmethod + def poll(cls, context):#{ + active_object = context.active_object + if obj_ent_type(active_object) == 'ent_audio':#{ + return active_object.SR_data.ent_audio[0].files + #} + else: return False + #} + + def execute(self, context):#{ + return internal_listdel_execute(self,context,'ent_audio','files') + return{'FINISHED'} + #} +#} + +class SR_OT_GLYPH_LIST_NEW_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.gl_new_entry" + bl_label = "Add glyph" + + def execute(self, context):#{ + active_object = context.active_object + + font = active_object.SR_data.ent_font[0] + font.glyphs.add() + + if len(font.glyphs) > 1:#{ + prev = font.glyphs[-2] + cur = font.glyphs[-1] + + cur.bounds = prev.bounds + cur.utf32 = prev.utf32+1 + #} + + return{'FINISHED'} + #} +#} + +class SR_OT_GLYPH_LIST_DEL_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.gl_del_entry" + bl_label = "Remove Glyph" + + @classmethod + def poll(cls, context):#{ + active_object = context.active_object + if obj_ent_type(active_object) == 'ent_font':#{ + return active_object.SR_data.ent_font[0].glyphs + #} + else: return False + #} + + def execute(self, context):#{ + return internal_listdel_execute(self,context,'ent_font','glyphs') + #} +#} + +class SR_OT_GLYPH_LIST_MOVE_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.gl_move_item" + bl_label = "aa" + direction: bpy.props.EnumProperty(items=(('UP', 'Up', ""), + ('DOWN', 'Down', ""),)) + + @classmethod + def poll(cls, context):#{ + active_object = context.active_object + if obj_ent_type(active_object) == 'ent_font':#{ + return active_object.SR_data.ent_font[0].glyphs + #} + else: return False + #} + + def execute(_, context):#{ + active_object = context.active_object + data = active_object.SR_data.ent_font[0] + + index = data.glyphs_index + neighbor = index + (-1 if _.direction == 'UP' else 1) + data.glyphs.move( neighbor, index ) + + list_length = len(data.glyphs) - 1 + new_index = index + (-1 if _.direction == 'UP' else 1) + + data.glyphs_index = max(0, min(new_index, list_length)) + + return{'FINISHED'} + #} +#} + +class SR_OT_FONT_VARIANT_LIST_NEW_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.fv_new_entry" + bl_label = "Add variant" + + def execute(self, context):#{ + return internal_listadd_execute(self,context,'ent_font','variants') + #} +#} + +class SR_OT_FONT_VARIANT_LIST_DEL_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.fv_del_entry" + bl_label = "Remove variant" + + @classmethod + def poll(cls, context):#{ + active_object = context.active_object + if obj_ent_type(active_object) == 'ent_font':#{ + return active_object.SR_data.ent_font[0].variants + #} + else: return False + #} + + def execute(self, context):#{ + return internal_listdel_execute(self,context,'ent_font','variants') + #} +#} + +class SR_OBJECT_ENT_AUDIO_FILE_ENTRY(bpy.types.PropertyGroup): +#{ + path: bpy.props.StringProperty( name="Path" ) + probability: bpy.props.FloatProperty( name="Probability",default=100.0 ) +#} + +class SR_UL_AUDIO_LIST(bpy.types.UIList): +#{ + bl_idname = 'SR_UL_AUDIO_LIST' + + def draw_item(_,context,layout,data,item,icon,active_data,active_propname): + #{ + split = layout.split(factor=0.7) + c = split.column() + c.prop( item, 'path', text='', emboss=False ) + c = split.column() + c.prop( item, 'probability', text='%', emboss=True ) + #} +#} + +class SR_UL_FONT_VARIANT_LIST(bpy.types.UIList): +#{ + bl_idname = 'SR_UL_FONT_VARIANT_LIST' + + def draw_item(_,context,layout,data,item,icon,active_data,active_propname): + #{ + layout.prop( item, 'mesh', emboss=False ) + layout.prop( item, 'tipo' ) + #} +#} + +class SR_UL_FONT_GLYPH_LIST(bpy.types.UIList): +#{ + bl_idname = 'SR_UL_FONT_GLYPH_LIST' + + def draw_item(_,context,layout,data,item,icon,active_data,active_propname): + #{ + s0 = layout.split(factor=0.3) + c = s0.column() + s1 = c.split(factor=0.3) + c = s1.column() + row = c.row() + lbl = chr(item.utf32) if item.utf32 >= 32 and item.utf32 <= 126 else \ + f'x{item.utf32:x}' + row.label(text=lbl) + c = s1.column() + c.prop( item, 'utf32', text='', emboss=True ) + c = s0.column() + row = c.row() + row.prop( item, 'bounds', text='', emboss=False ) + #} +#} + +class SR_OBJECT_ENT_ROUTE(bpy.types.PropertyGroup): +#{ + gates: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE_ENTRY) + gates_index: bpy.props.IntProperty() + + colour: bpy.props.FloatVectorProperty( \ + name="Colour",\ + subtype='COLOR',\ + min=0.0,max=1.0,\ + default=Vector((0.79,0.63,0.48)),\ + description="Route colour"\ + ) + + alias: bpy.props.StringProperty(\ + name="Alias",\ + default="Untitled Course") + + cam: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Viewpoint", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera'])) + + @staticmethod + def sr_inspector( layout, data ): + #{ + layout.prop( data[0], 'alias' ) + layout.prop( data[0], 'colour' ) + layout.prop( data[0], 'cam' ) + + layout.label( text='Checkpoints' ) + layout.template_list('SR_UL_ROUTE_NODE_LIST', 'Checkpoints', \ + data[0], 'gates', data[0], 'gates_index', rows=5) + + row = layout.row() + row.operator( 'skaterift.new_entry', text='Add' ) + row.operator( 'skaterift.del_entry', text='Remove' ) + #} +#} + + +class SR_OT_ENT_LIST_NEW_ITEM(bpy.types.Operator):#{ + bl_idname = "skaterift.ent_list_new_entry" + bl_label = "Add entity" + + def execute(self, context):#{ + return internal_listadd_execute(self,context,'ent_list','entities') + #} +#} + +class SR_OT_ENT_LIST_DEL_ITEM(bpy.types.Operator):#{ + bl_idname = "skaterift.ent_list_del_entry" + bl_label = "Remove entity" + + @classmethod + def poll(cls, context):#{ + active_object = context.active_object + if obj_ent_type(active_object) == 'ent_list':#{ + return active_object.SR_data.ent_list[0].entities + #} + else: return False + #} + + def execute(self, context):#{ + return internal_listdel_execute(self,context,'ent_list','entities') + #} +#} + +class SR_OBJECT_ENT_LIST_ENTRY(bpy.types.PropertyGroup): +#{ + target: bpy.props.PointerProperty( \ + type=bpy.types.Object, name='target' ) +#} + +class SR_UL_ENT_LIST(bpy.types.UIList):#{ + bl_idname = 'SR_UL_ENT_LIST' + + def draw_item(_,context,layout,data,item,icon,active_data,active_propname):#{ + layout.prop( item, 'target', text='', emboss=False ) + #} +#} + +class SR_OBJECT_ENT_LIST(bpy.types.PropertyGroup):#{ + entities: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_LIST_ENTRY) + entities_index: bpy.props.IntProperty() + + @staticmethod + def sr_inspector( layout, data ):#{ + layout.label( text='Entities' ) + layout.template_list('SR_UL_ENT_LIST', 'Entities', \ + data[0], 'entities', data[0], \ + 'entities_index', rows=5) + + row = layout.row() + row.operator( 'skaterift.ent_list_new_entry', text='Add' ) + row.operator( 'skaterift.ent_list_del_entry', text='Remove' ) + #} +#} + +class SR_OBJECT_ENT_GLIDER(bpy.types.PropertyGroup):#{ + nothing: bpy.props.StringProperty() +#} + +class SR_OBJECT_ENT_NPC(bpy.types.PropertyGroup):#{ + au: bpy.props.IntProperty() + context: bpy.props.IntProperty() + cam: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Viewpoint", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera'])) +#} + +class SR_OBJECT_ENT_VOLUME(bpy.types.PropertyGroup):#{ + subtype: bpy.props.EnumProperty( + name="Subtype", + items=[('0','Trigger',''), + ('1','Particles (0.1s)','')] + ) + + target: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Target", \ + poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE)) + target_event: bpy.props.IntProperty( name="Enter Ev" ) + target_event_leave: bpy.props.IntProperty( name="Leave Ev", default=-1 ) + + @staticmethod + def inspect_target( layout, data, propname, evs = ['_event'] ):#{ + box = layout.box() + box.prop( data[0], propname ) + + for evname in evs:#{ + row = box.row() + row.prop( data[0], propname + evname ) + + target = getattr( data[0], propname ) + if target:#{ + tipo = target.SR_data.ent_type + cls = globals()[ tipo ] + + table = getattr( cls, 'sr_functions', None ) + if table:#{ + index = getattr( data[0], propname + evname ) + if index in table: + row.label( text=table[index] ) + else: + row.label( text="undefined function" ) + #} + #} + else:#{ + row.label( text="..." ) + row.enabled=False + #} + #} + #} + + @staticmethod + def sr_inspector( layout, data ):#{ + layout.prop( data[0], 'subtype' ) + SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target', \ + ['_event','_event_leave'] ) + #} +#} + +class SR_OBJECT_ENT_AUDIO(bpy.types.PropertyGroup): +#{ + files: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_AUDIO_FILE_ENTRY) + files_index: bpy.props.IntProperty() + + flag_3d: bpy.props.BoolProperty( name="3D audio",default=True ) + flag_loop: bpy.props.BoolProperty( name="Loop",default=False ) + flag_auto: bpy.props.BoolProperty( name="Play at start",default=False ) + flag_nodoppler: bpy.props.BoolProperty( name="No Doppler",default=False ) + + group: bpy.props.IntProperty( name="Group ID", default=0 ) + formato: bpy.props.EnumProperty( + name="Format", + items=[('0','Uncompressed Mono',''), + ('1','Compressed Vorbis',''), + ('2','[vg] Bird Synthesis','')] + ) + probability_curve: bpy.props.EnumProperty( + name="Probability Curve", + items=[('0','Constant',''), + ('1','Wildlife Daytime',''), + ('2','Wildlife Nighttime','')]) + channel_behaviour: bpy.props.EnumProperty( + name="Channel Behaviour", + items=[('0','Unlimited',''), + ('1','Discard if group full', ''), + ('2','Crossfade if group full','')]) + + transition_duration: bpy.props.FloatProperty(name="Transition Time",\ + default=0.2) + + max_channels: bpy.props.IntProperty( name="Max Channels", default=1 ) + volume: bpy.props.FloatProperty( name="Volume",default=1.0 ) + + @staticmethod + def sr_inspector( layout, data ): + #{ + layout.prop( data[0], 'formato' ) + layout.prop( data[0], 'volume' ) + + box = layout.box() + box.label( text='Channels' ) + split = box.split(factor=0.3) + c = split.column() + c.prop( data[0], 'max_channels' ) + c = split.column() + c.prop( data[0], 'channel_behaviour', text='Behaviour' ) + if data[0].channel_behaviour >= '1': + box.prop( data[0], 'group' ) + if data[0].channel_behaviour == '2': + box.prop( data[0], 'transition_duration' ) + + box = layout.box() + box.label( text='Flags' ) + box.prop( data[0], 'flag_3d' ) + if data[0].flag_3d: box.prop( data[0], 'flag_nodoppler' ) + + box.prop( data[0], 'flag_loop' ) + box.prop( data[0], 'flag_auto' ) + + layout.prop( data[0], 'probability_curve' ) + + split = layout.split(factor=0.7) + c = split.column() + c.label( text='Filepath' ) + c = split.column() + c.label( text='Chance' ) + layout.template_list('SR_UL_AUDIO_LIST', 'Files', \ + data[0], 'files', data[0], 'files_index', rows=5) + + row = layout.row() + row.operator( 'skaterift.al_new_entry', text='Add' ) + row.operator( 'skaterift.al_del_entry', text='Remove' ) + #} +#} + +class SR_OBJECT_ENT_MARKER(bpy.types.PropertyGroup): +#{ + alias: bpy.props.StringProperty() + flags: bpy.props.IntProperty() +#} + +class SR_OBJECT_ENT_GLYPH(bpy.types.PropertyGroup): +#{ + mini: bpy.props.FloatVectorProperty(size=2) + maxi: bpy.props.FloatVectorProperty(size=2) + utf32: bpy.props.IntProperty() +#} + +class SR_OBJECT_ENT_GLYPH_ENTRY(bpy.types.PropertyGroup): +#{ + bounds: bpy.props.FloatVectorProperty(size=4,subtype='NONE') + utf32: bpy.props.IntProperty() +#} + +class SR_OBJECT_ENT_FONT_VARIANT(bpy.types.PropertyGroup): +#{ + mesh: bpy.props.PointerProperty(type=bpy.types.Object) + tipo: bpy.props.StringProperty() +#} + +class SR_OBJECT_ENT_FONT(bpy.types.PropertyGroup): +#{ + variants: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_FONT_VARIANT) + glyphs: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLYPH_ENTRY) + alias: bpy.props.StringProperty() + + glyphs_index: bpy.props.IntProperty() + variants_index: bpy.props.IntProperty() + + @staticmethod + def sr_inspector( layout, data ): + #{ + layout.prop( data[0], 'alias' ) + + layout.label( text='Variants' ) + layout.template_list('SR_UL_FONT_VARIANT_LIST', 'Variants', \ + data[0], 'variants', data[0], 'variants_index',\ + rows=5 ) + row = layout.row() + row.operator( 'skaterift.fv_new_entry', text='Add' ) + row.operator( 'skaterift.fv_del_entry', text='Remove' ) + + layout.label( text='ASCII Glyphs' ) + layout.template_list('SR_UL_FONT_GLYPH_LIST', 'Glyphs', \ + data[0], 'glyphs', data[0], 'glyphs_index', rows=5) + + row = layout.row() + row.operator( 'skaterift.gl_new_entry', text='Add' ) + row.operator( 'skaterift.gl_del_entry', text='Remove' ) + row.operator( 'skaterift.gl_move_item', text='^' ).direction='UP' + row.operator( 'skaterift.gl_move_item', text='v' ).direction='DOWN' + #} +#} + +class SR_OBJECT_ENT_TRAFFIC(bpy.types.PropertyGroup): +#{ + speed: bpy.props.FloatProperty(default=1.0) +#} + +class SR_OBJECT_ENT_SKATESHOP(bpy.types.PropertyGroup): +#{ + tipo: bpy.props.EnumProperty( name='Type', + items=[('0','boards',''), + ('1','character',''), + ('2','world',''), + ('4','server','')] ) + mark_rack: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Board Rack", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker'])) + mark_display: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Selected Board Display", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker'])) + mark_info: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Selected Board Info", \ + poll=lambda self,obj: sr_filter_ent_type(obj,\ + ['ent_marker','ent_prop'])) + cam: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Viewpoint", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera'])) +#} + +class SR_OBJECT_ENT_WORKSHOP_PREVIEW(bpy.types.PropertyGroup): +#{ + mark_display: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Board Display", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker'])) + mark_display1: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Board Display (other side)", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker'])) + cam: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Viewpoint", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera'])) +#} + +class SR_OBJECT_ENT_MENU_ITEM(bpy.types.PropertyGroup): +#{ + link0: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Link 0", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem'])) + link1: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Link 1", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem'])) + link2: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Link 2", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem'])) + link3: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Link 3", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem'])) + + newloc: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="New location", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem'])) + stack_behaviour: bpy.props.EnumProperty( name='Stack Behaviour', + items=[('0','append',''), + ('1','replace','')]) + + camera: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Camera", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera'])) + + slider_minloc: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Slider min", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker'])) + slider_maxloc: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Slider max", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker'])) + slider_handle: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Slider handle", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem'])) + + checkmark: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Checked", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem'])) + + font_variant: bpy.props.IntProperty( name="Font Variant" ) + + string: bpy.props.StringProperty( name="String" ) + tipo: bpy.props.EnumProperty( name='Type', + items=[('0','visual',''), + ('1','event button',''), + ('2','page button',''), + ('3','toggle', ''), + ('4','slider',''), + ('5','page',''), + ('6','binding',''), + ('7','visual(no colourize)','')]) + + @staticmethod + def sr_inspector( layout, data ): + #{ + data = data[0] + box = layout.box() + box.prop( data, 'tipo' ) + + if data.tipo == '0' or data.tipo == '7':#{ + box.prop( data, 'string', text='Name' ) + return + #} + elif data.tipo == '1':#{ + box.prop( data, 'string', text='Event' ) + #} + elif data.tipo == '2':#{ + box.prop( data, 'string', text='Page' ) + box.prop( data, 'stack_behaviour' ) + #} + elif data.tipo == '3':#{ + box.prop( data, 'string', text='Data (i32)' ) + box.prop( data, 'checkmark' ) + #} + elif data.tipo == '4':#{ + box.prop( data, 'string', text='Data (f32)' ) + box.prop( data, 'slider_minloc' ) + box.prop( data, 'slider_maxloc' ) + box.prop( data, 'slider_handle' ) + box = box.box() + box.label( text="Links" ) + box.prop( data, 'link0', text='v0' ) + box.prop( data, 'link1', text='v1' ) + return + #} + elif data.tipo == '5':#{ + box.prop( data, 'string', text='Page Name' ) + box.prop( data, 'newloc', text='Entry Point' ) + box.prop( data, 'camera', text='Viewpoint' ) + return + #} + elif data.tipo == '6':#{ + box.prop( data, 'string', text='ID' ) + box.prop( data, 'font_variant' ) + return #} - # Restore context to how it was before - # - bpy.context.scene.frame_set( previous_frame ) - obj.animation_data.action = previous_action - obj.data.pose_position = POSE_OR_REST_CACHE + box = box.box() + box.label( text="Links" ) + box.prop( data, 'link0' ) + box.prop( data, 'link1' ) + box.prop( data, 'link2' ) + box.prop( data, 'link3' ) #} #} -# We are trying to compile this node_def -# -def encoder_process_definition( node_def ): +class SR_OBJECT_ENT_WORLD_INFO(bpy.types.PropertyGroup): #{ - global g_encoder + name: bpy.props.StringProperty(name="Name") + desc: bpy.props.StringProperty(name="Description") + author: bpy.props.StringProperty(name="Author") + skybox: bpy.props.StringProperty(name="Skybox") - # data sources for object/bone are taken differently - # - if 'obj' in node_def: - #{ - obj = node_def['obj'] - obj_type = obj.type - obj_co = obj.location + fix_time: bpy.props.BoolProperty(name="Fix Time") + timezone: bpy.props.FloatProperty(name="Timezone(hrs) (UTC0 +hrs)") + fixed_time: bpy.props.FloatProperty(name="Fixed Time (0-1)") - if obj_type == 'ARMATURE': - obj_classtype = 'classtype_skeleton' + @staticmethod + def sr_inspector( layout, data ):#{ + layout.prop( data[0], 'name' ) + layout.prop( data[0], 'desc' ) + layout.prop( data[0], 'author' ) + + layout.prop( data[0], 'fix_time' ) + if data[0].fix_time: + layout.prop( data[0], 'fixed_time' ) else: - #{ - obj_classtype = obj.cv_data.classtype - - # Check for armature deform - # - for mod in obj.modifiers: - #{ - if mod.type == 'ARMATURE': - #{ - obj_classtype = 'classtype_skin' - - # Make sure to freeze armature in rest while we collect - # vertex information - # - armature_def = g_encoder['graph_lookup'][mod.object] - POSE_OR_REST_CACHE = armature_def['obj'].data.pose_position - armature_def['obj'].data.pose_position = 'REST' - node_def['linked_armature'] = armature_def - break - #} - #} - #} + layout.prop( data[0], 'timezone' ) #} +#} - elif 'bone' in node_def: - #{ - obj = node_def['bone'] - obj_type = 'BONE' - obj_co = obj.head_local - obj_classtype = 'classtype_bone' +class SR_OBJECT_ENT_CCMD(bpy.types.PropertyGroup): +#{ + command: bpy.props.StringProperty(name="Command Line") +#} + +class SR_OBJECT_ENT_OBJECTIVE(bpy.types.PropertyGroup):#{ + proxima: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Next", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_objective'])) + target: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Win", \ + poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE)) + target_event: bpy.props.IntProperty( name="Event/Method" ) + time_limit: bpy.props.FloatProperty( name="Time Limit", default=1.0 ) + filtrar: bpy.props.EnumProperty( name='Filter',\ + items=[('0','none',''), + (str(0x1),'trick_shuvit',''), + (str(0x2),'trick_kickflip',''), + (str(0x4),'trick_treflip',''), + (str(0x1|0x2|0x4),'trick_any',''), + (str(0x8),'flip_back',''), + (str(0x10),'flip_front',''), + (str(0x8|0x10),'flip_any',''), + (str(0x20),'grind_truck_any',''), + (str(0x40),'grind_board_any',''), + (str(0x20|0x40),'grind_any',''), + (str(0x80),'footplant',''), + (str(0x100),'passthrough',''), + ]) + + @staticmethod + def sr_inspector( layout, data ):#{ + layout.prop( data[0], 'proxima' ) + layout.prop( data[0], 'time_limit' ) + layout.prop( data[0], 'filtrar' ) + SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target' ) #} +#} - # Create node - # - node = mdl_node() - node.pstr_name = encoder_process_pstr( obj.name ) +class SR_OBJECT_ENT_CHALLENGE(bpy.types.PropertyGroup):#{ + alias: bpy.props.StringProperty( name="Alias" ) - if node_def["parent"]: - node.parent = node_def["parent"]["uid"] + target: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="On Complete", \ + poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE)) + target_event: bpy.props.IntProperty( name="Event/Method" ) + reset: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="On Reset", \ + poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE)) + reset_event: bpy.props.IntProperty( name="Event/Method" ) - # Setup transform - # - node.co[0] = obj_co[0] - node.co[1] = obj_co[2] - node.co[2] = -obj_co[1] - - # Convert rotation quat to our space type - # - quat = obj.matrix_local.to_quaternion() - node.q[0] = quat[1] - node.q[1] = quat[3] - node.q[2] = -quat[2] - node.q[3] = quat[0] - - # Bone scale is just a vector to the tail - # - if obj_type == 'BONE': - #{ - node.s[0] = obj.tail_local[0] - node.co[0] - node.s[1] = obj.tail_local[2] - node.co[1] - node.s[2] = -obj.tail_local[1] - node.co[2] - #} - else: - #{ - node.s[0] = obj.scale[0] - node.s[1] = obj.scale[2] - node.s[2] = obj.scale[1] - #} - - # Report status - # - tot_uid = g_encoder['uid_count']-1 - obj_uid = node_def['uid'] - obj_depth = node_def['depth']-1 + time_limit: bpy.props.BoolProperty( name="Time Limit" ) - status_id = F" [{obj_uid: 3}/{tot_uid}]" + " |"*obj_depth - status_name = status_id + F" L {obj.name}" + first: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="First Objective", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_objective'])) - if obj_classtype != 'classtype_none': status_type = obj_classtype - else: status_type = obj_type + camera: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Camera", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera'])) - status_parent = F"{node.parent: 3}" - status_armref = "" - if obj_classtype == 'classtype_skin': - status_armref = F" [armature -> {armature_def['obj'].cv_data.uid}]" + @staticmethod + def sr_inspector( layout, data ):#{ + layout.prop( data[0], 'alias' ) + layout.prop( data[0], 'camera' ) + layout.prop( data[0], 'first' ) + layout.prop( data[0], 'time_limit' ) + SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target' ) + SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'reset' ) + #} +#} - print(F"{status_name:<32} {status_type:<22} {status_parent} {status_armref}") +class SR_OBJECT_ENT_REGION(bpy.types.PropertyGroup):#{ + title: bpy.props.StringProperty( name="Title" ) + zone_volume: bpy.props.PointerProperty( + type=bpy.types.Object, name="Zone Volume", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_volume'])) - # Process mesh if needed - # - if obj_type == 'MESH': - #{ - encoder_compile_mesh( node, node_def ) + target0: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Triger on unlock", \ + poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE)) + target0_event: bpy.props.IntProperty( name="Event/Method" ) + + @staticmethod + def sr_inspector( layout, data ):#{ + layout.prop( data[0], 'title' ) + layout.prop( data[0], 'zone_volume' ) + SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target0' ) #} - elif obj_type == 'ARMATURE': - #{ - encoder_compile_armature( node, node_def ) +#} + +class SR_OBJECT_ENT_RELAY(bpy.types.PropertyGroup):#{ + target0: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Target 0", \ + poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE)) + target1: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Target 1", \ + poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE)) + target2: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Target 2", \ + poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE)) + target3: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Target 3", \ + poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE)) + + target0_event: bpy.props.IntProperty( name="Event" ) + target1_event: bpy.props.IntProperty( name="Event" ) + target2_event: bpy.props.IntProperty( name="Event" ) + target3_event: bpy.props.IntProperty( name="Event" ) + + @staticmethod + def sr_inspector( layout, data ):#{ + SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target0' ) + SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target1' ) + SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target2' ) + SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target3' ) #} +#} - encoder_compile_ent_as( obj_classtype, node, node_def ) +class SR_OBJECT_PROPERTIES(bpy.types.PropertyGroup): +#{ + ent_gate: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GATE) + ent_spawn: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_SPAWN) + ent_route: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE) + ent_volume: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_VOLUME) + ent_audio: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_AUDIO) + ent_marker: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MARKER) + ent_prop: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MARKER) + ent_glyph: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLYPH) + ent_font: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_FONT) + ent_traffic: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_TRAFFIC) + ent_skateshop: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_SKATESHOP) + ent_swspreview: \ + bpy.props.CollectionProperty(type=SR_OBJECT_ENT_WORKSHOP_PREVIEW) + ent_menuitem: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MENU_ITEM) + ent_worldinfo: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_WORLD_INFO) + ent_ccmd: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_CCMD) + ent_objective: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_OBJECTIVE) + ent_challenge: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_CHALLENGE) + ent_region: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_REGION) + ent_relay: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_RELAY) + ent_miniworld: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_MINIWORLD) + ent_list: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_LIST) + ent_glider: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLIDER) + ent_npc: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_NPC) + + ent_type: bpy.props.EnumProperty( + name="Type", + items=sr_entity_list, + update=sr_on_type_change + ) +#} - # Make sure to reset the armature we just mucked about with - # - if obj_classtype == 'classtype_skin': - armature_def['obj'].data.pose_position = POSE_OR_REST_CACHE +class SR_MESH_PROPERTIES(bpy.types.PropertyGroup): +#{ + ent_gate: bpy.props.CollectionProperty(type=SR_MESH_ENT_GATE) +#} - g_encoder['data']['node'] += [node] +class SR_LIGHT_PROPERTIES(bpy.types.PropertyGroup): +#{ + daytime: bpy.props.BoolProperty( name='Daytime' ) #} -# The post processing step or the pre processing to the writing step -# -def encoder_write_to_file( path ): +class SR_BONE_PROPERTIES(bpy.types.PropertyGroup): #{ - global g_encoder - - # Compile down to a byte array - # - header = g_encoder['header'] - file_pos = sizeof(header) - file_data = bytearray() - print( " Compositing data arrays" ) - - for array_name in g_encoder['data']: - #{ - file_pos += bytearray_align_to( file_data, 16, sizeof(header) ) - arr = g_encoder['data'][array_name] + collider: bpy.props.EnumProperty( name='Collider Type', + items=[('0','none',''), + ('1','box',''), + ('2','capsule','')]) - setattr( header, array_name + "_offset", file_pos ) + collider_min: bpy.props.FloatVectorProperty( name='Collider Min', size=3 ) + collider_max: bpy.props.FloatVectorProperty( name='Collider Max', size=3 ) - print( F" {array_name:<16} @{file_pos:> 8X}[{len(arr)}]" ) + cone_constraint: bpy.props.BoolProperty( name='Cone constraint' ) - if isinstance( arr, bytearray ): - #{ - setattr( header, array_name + "_size", len(arr) ) + conevx: bpy.props.FloatVectorProperty( name='vx' ) + conevy: bpy.props.FloatVectorProperty( name='vy' ) + coneva: bpy.props.FloatVectorProperty( name='va' ) + conet: bpy.props.FloatProperty( name='t' ) - file_data.extend( arr ) - file_pos += len(arr) - #} - else: - #{ - setattr( header, array_name + "_count", len(arr) ) + @staticmethod + def sr_inspector( layout, data ): + #{ + data = data[0] + box = layout.box() + box.prop( data, 'collider' ) - for item in arr: - #{ - bbytes = bytearray(item) - file_data.extend( bbytes ) - file_pos += sizeof(item) - #} + if int(data.collider)>0:#{ + row = box.row() + row.prop( data, 'collider_min' ) + row = box.row() + row.prop( data, 'collider_max' ) + #} + + box = layout.box() + box.prop( data, 'cone_constraint' ) + if data.cone_constraint:#{ + row = box.row() + row.prop( data, 'conevx' ) + row = box.row() + row.prop( data, 'conevy' ) + row = box.row() + row.prop( data, 'coneva' ) + box.prop( data, 'conet' ) #} #} - - # This imperitive for this field to be santized in the future! - # - header.file_length = file_pos - - print( " Writing file" ) - # Write header and data chunk to file - # - fp = open( path, "wb" ) - fp.write( bytearray( header ) ) - fp.write( file_data ) - fp.close() #} -# Main compiler, uses string as the identifier for the collection -# -def write_model(collection_name): +class SR_MATERIAL_PROPERTIES(bpy.types.PropertyGroup): #{ - global g_encoder - print( F"Model graph | Create mode '{collection_name}'" ) - - collection = bpy.data.collections[collection_name] - - encoder_init( collection ) - encoder_build_scene_graph( collection ) + shader: bpy.props.EnumProperty( + name="Format", + items = [ + ('standard',"standard",''), + ('standard_cutout', "standard_cutout", ''), + ('terrain_blend', "terrain_blend", ''), + ('vertex_blend', "vertex_blend", ''), + ('water',"water",''), + ('invisible','Invisible',''), + ('boundary','Boundary',''), + ('fxglow','FX Glow',''), + ('cubemap','Cubemap',''), + ('walking','Walking',''), + ('foliage','Foliage','') + ]) - # Compile - # - print( " Comping objects" ) - it = encoder_graph_iterator( g_encoder['scene_graph'] ) - for node_def in it: - encoder_process_definition( node_def ) + surface_prop: bpy.props.EnumProperty( + name="Surface Property", + items = [ + ('0','concrete',''), + ('1','wood',''), + ('2','grass',''), + ('3','tiles',''), + ('4','metal',''), + ('5','snow (low friction)',''), + ('6','sand (medium friction)','') + ]) + + collision: bpy.props.BoolProperty( \ + name="Collisions Enabled",\ + default=True,\ + description = "Can the player collide with this material?"\ + ) + skate_surface: bpy.props.BoolProperty( \ + name="Skate Target", \ + default=True,\ + description = "Should the game try to target this surface?" \ + ) + grind_surface: bpy.props.BoolProperty( \ + name="Grindable", \ + default=True,\ + description = "Can you grind on this surface?" \ + ) + grow_grass: bpy.props.BoolProperty( \ + name="Grow Grass", \ + default=False,\ + description = "Spawn grass sprites on this surface?" \ + ) + preview_visibile: bpy.props.BoolProperty( \ + name="Preview visibile", \ + default=True,\ + description = "Show this material in preview models?" \ + ) + 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"\ + ) + tint: bpy.props.FloatVectorProperty( \ + name="Tint",\ + subtype='COLOR',\ + min=0.0,max=1.0,\ + size=4,\ + default=Vector((1.0,1.0,1.0,1.0)),\ + description="Reflection tint"\ + ) - # Write - # - # TODO HOLY - path = F"/home/harry/Documents/carve/models_src/{collection_name}.mdl" - encoder_write_to_file( path ) + cubemap: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="cubemap", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_cubemap'])) - print( F"Completed {collection_name}.mdl" ) + tex_diffuse_rt: bpy.props.IntProperty( name="diffuse: RT index", default=-1 ) #} # ---------------------------------------------------------------------------- # @@ -1921,6 +3845,7 @@ def write_model(collection_name): # ---------------------------------------------------------------------------- # cv_view_draw_handler = None +cv_view_pixel_handler = None cv_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR') cv_view_verts = [] cv_view_colours = [] @@ -1938,8 +3863,7 @@ def cv_draw_sphere( pos, radius, colour ): pi = 3.14159265358979323846264 - for i in range(16): - #{ + for i in range(16):#{ t = ((i+1.0) * 1.0/16.0) * pi * 2.0 s = math.sin(t) c = math.cos(t) @@ -1961,14 +3885,51 @@ 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 ): +def cv_draw_ucube( transform, colour, s=Vector((1,1,1)), o=Vector((0,0,0)) ): #{ global cv_view_verts, cv_view_colours - a = Vector((-1,-1,-1)) - b = Vector((1,1,1)) + a = o + -1.0 * s + b = o + 1.0 * s vs = [None]*8 vs[0] = transform @ Vector((a[0], a[1], a[2])) @@ -1983,13 +3944,12 @@ def cv_draw_ucube( transform, colour ): indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\ (0,4),(1,5),(2,6),(3,7)] - for l in indices: - #{ + 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 += [(0,1,0,1),(0,1,0,1)] + cv_view_colours += [colour, colour] #} cv_draw_lines() #} @@ -2016,29 +3976,32 @@ 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: - #{ + if abs( n[0] ) >= 0.57735027:#{ tx[0] = n[1] tx[1] = -n[0] tx[2] = 0.0 #} - else: - #{ + else:#{ tx[0] = 0.0 tx[1] = n[2] tx[2] = -n[1] #} tx.normalize() + _ty = n.cross( tx ) + + ty[0] = _ty[0] + ty[1] = _ty[1] + ty[2] = _ty[2] #} # Draw coloured arrow # -def cv_draw_arrow( p0, p1, c0 ): +def cv_draw_arrow( p0, p1, c0, size=0.25, outline=True ): #{ global cv_view_verts, cv_view_colours @@ -2047,11 +4010,45 @@ def cv_draw_arrow( p0, p1, c0 ): n.normalize() tx = Vector((1,0,0)) - cv_tangent_basis_tx( n, tx ) - - cv_view_verts += [p0,p1, midpt+(tx-n)*0.15,midpt, midpt+(-tx-n)*0.15,midpt ] + ty = Vector((1,0,0)) + cv_tangent_basis( n, tx, ty ) + tx *= 0.5 + ty *= 0.5 + + if outline:#{ + cv_draw_lines() + gpu.state.line_width_set(1.0) + #} + + cv_view_verts += [p0,p1, midpt+(tx-n)*size,midpt, midpt+(-tx-n)*size,midpt ] cv_view_colours += [c0,c0,c0,c0,c0,c0] cv_draw_lines() + + if outline:#{ + gpu.state.line_width_set(3.0) + cv_view_verts += [p0,p1,midpt+(tx-n)*size,midpt,midpt+(-tx-n)*size,midpt] + b0 = (0,0,0) + cv_view_colours += [b0,b0,b0,b0,b0,b0] + cv_draw_lines() + gpu.state.line_width_set(2.0) + #} +#} + +def cv_draw_line_dotted( p0, p1, c0, dots=10 ): +#{ + global cv_view_verts, cv_view_colours + + for i in range(dots):#{ + t0 = i/dots + t1 = (i+0.25)/dots + + p2 = p0*(1.0-t0)+p1*t0 + p3 = p0*(1.0-t1)+p1*t1 + + cv_view_verts += [p2,p3] + cv_view_colours += [c0,c0] + #} + #cv_draw_lines() #} # Drawhandles of a bezier control point @@ -2076,8 +4073,7 @@ def cv_draw_bezier( p0,h0,p1,h1,c0,c1 ): global cv_view_verts, cv_view_colours last = p0 - for i in range(10): - #{ + for i in range(10):#{ t = (i+1)/10 a0 = 1-t @@ -2125,7 +4121,8 @@ def cv_draw_lines(): cv_view_shader, 'LINES', \ { "pos":cv_view_verts, "color":cv_view_colours }) - lines.draw( cv_view_shader ) + if bpy.context.scene.SR_data.gizmos: + lines.draw( cv_view_shader ) cv_view_verts = [] cv_view_colours = [] @@ -2147,8 +4144,7 @@ def draw_limit( obj, center, major, minor, amin, amax, colour ): ay = major*f ax = minor*f - for x in range(16): - #{ + for x in range(16):#{ t0 = x/16 t1 = (x+1)/16 a0 = amin*(1.0-t0)+amax*t0 @@ -2162,13 +4158,11 @@ def draw_limit( obj, center, major, minor, amin, amax, colour ): cv_view_verts += [p0,p1] cv_view_colours += [colour,colour] - if x == 0: - #{ + if x == 0:#{ cv_view_verts += [p0,center] cv_view_colours += [colour,colour] #} - if x == 15: - #{ + if x == 15:#{ cv_view_verts += [p1,center] cv_view_colours += [colour,colour] #} @@ -2180,20 +4174,61 @@ 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) ] + + 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 ) + col1 = ( abs(c1), abs(s1), 0.0 ) + + cv_view_verts += [center, p0, p0, p1] + cv_view_colours += [ (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 - for bone in obj.data.bones: - #{ - if bone.cv_data.collider and (obj.data.pose_position == 'REST'): - #{ - c = bone.head_local - a = bone.cv_data.v0 - b = bone.cv_data.v1 - + if obj.data.pose_position != 'REST':#{ + return + #} + + for bone in obj.data.bones:#{ + c = bone.head_local + a = Vector((bone.SR_data.collider_min[0], + bone.SR_data.collider_min[1], + bone.SR_data.collider_min[2])) + b = Vector((bone.SR_data.collider_max[0], + bone.SR_data.collider_max[1], + bone.SR_data.collider_max[2])) + + if bone.SR_data.collider == '1':#{ vs = [None]*8 vs[0]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+a[2])) vs[1]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+a[2])) @@ -2207,448 +4242,761 @@ def draw_skeleton_helpers( obj ): indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\ (0,4),(1,5),(2,6),(3,7)] - for l in indices: - #{ + 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 += [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)] - #} - - center = obj.matrix_world @ c - if bone.cv_data.con0: - #{ - 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)) + cv_view_colours += [(0.5,0.5,0.5),(0.5,0.5,0.5)] #} #} - #} -#} - -def cv_draw(): -#{ - global cv_view_shader - global cv_view_verts - global cv_view_colours - global cv_view_course_i + elif bone.SR_data.collider == '2':#{ + v0 = b-a + major_axis = 0 + largest = -1.0 + + for i in range(3):#{ + if abs(v0[i]) > largest:#{ + largest = abs(v0[i]) + major_axis = i + #} + #} - cv_view_course_i = 0 - cv_view_verts = [] - cv_view_colours = [] + v1 = Vector((0,0,0)) + v1[major_axis] = 1.0 - cv_view_shader.bind() - gpu.state.depth_mask_set(False) - gpu.state.line_width_set(2.0) - gpu.state.face_culling_set('BACK') - gpu.state.depth_test_set('LESS') - gpu.state.blend_set('NONE') + tx = Vector((0,0,0)) + ty = Vector((0,0,0)) - for obj in bpy.context.collection.objects: - #{ - if obj.type == 'ARMATURE': - #{ - if obj.data.pose_position == 'REST': - draw_skeleton_helpers( obj ) - #} - else: - #{ - classtype = obj.cv_data.classtype - if (classtype != 'classtype_none') and (classtype in globals()): - #{ - cl = globals()[ classtype ] - - if getattr( cl, "draw_scene_helpers", None ): - #{ - cl.draw_scene_helpers( obj ) - #} - #} - #} - #} + cv_tangent_basis( v1, tx, ty ) + r = (abs(tx.dot( v0 )) + abs(ty.dot( v0 ))) * 0.25 + l = v0[ major_axis ] - r*2 - cv_draw_lines() - return -#} - + 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 ) -# ---------------------------------------------------------------------------- # -# # -# Blender # -# # -# ---------------------------------------------------------------------------- # + colour = [0.2,0.2,0.2] + colour[major_axis] = 0.5 -# Checks whether this object has a classtype assigned. we can only target other -# classes -def cv_poll_target(scene, obj): -#{ - if obj == bpy.context.active_object: - return False - if obj.cv_data.classtype == 'classtype_none': - return False + 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 + #} - return True + center = obj.matrix_world @ c + if bone.SR_data.cone_constraint:#{ + vx = Vector([bone.SR_data.conevx[_] for _ in range(3)]) + vy = Vector([bone.SR_data.conevy[_] for _ in range(3)]) + va = Vector([bone.SR_data.coneva[_] for _ in range(3)]) + draw_cone_twist( center, vx, vy, va ) + #} + #} #} -class CV_MESH_SETTINGS(bpy.types.PropertyGroup): -#{ - v0: bpy.props.FloatVectorProperty(name="v0",size=3) - v1: bpy.props.FloatVectorProperty(name="v1",size=3) - v2: bpy.props.FloatVectorProperty(name="v2",size=3) - v3: bpy.props.FloatVectorProperty(name="v3",size=3) +def cv_draw_wireframe( mdl, points, colour ):#{ + for i in range(len(points)//2):#{ + p0 = mdl@points[i*2+0] + p1 = mdl@points[i*2+1] + cv_draw_line( p0, p1, colour ) + #} #} -class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): +def cv_ent_gate( obj ): #{ - uid: bpy.props.IntProperty( name="" ) + global cv_view_verts, cv_view_colours - strp: bpy.props.StringProperty( name="strp" ) - intp: bpy.props.IntProperty( name="intp" ) - fltp: bpy.props.FloatProperty( name="fltp" ) - bp0: bpy.props.BoolProperty( name="bp0" ) - bp1: bpy.props.BoolProperty( name="bp1" ) - bp2: bpy.props.BoolProperty( name="bp2" ) - bp3: bpy.props.BoolProperty( name="bp3" ) + if obj.type != 'MESH': return - target: bpy.props.PointerProperty( type=bpy.types.Object, name="target", \ - poll=cv_poll_target ) - target1: bpy.props.PointerProperty( type=bpy.types.Object, name="target1", \ - poll=cv_poll_target ) - target2: bpy.props.PointerProperty( type=bpy.types.Object, name="target2", \ - poll=cv_poll_target ) - target3: bpy.props.PointerProperty( type=bpy.types.Object, name="target3", \ - poll=cv_poll_target ) + mesh_data = obj.data.SR_data.ent_gate[0] + data = obj.SR_data.ent_gate[0] + dims = mesh_data.dimensions - colour: bpy.props.FloatVectorProperty( name="colour",subtype='COLOR',\ - min=0.0,max=1.0) + vs = [None]*9 + c = Vector((0,0,dims[2])) - classtype: bpy.props.EnumProperty( - name="Format", - items = [ - ('classtype_none', "classtype_none", "", 0), - ('classtype_gate', "classtype_gate", "", 1), - ('classtype_spawn', "classtype_spawn", "", 3), - ('classtype_water', "classtype_water", "", 4), - ('classtype_route_node', "classtype_route_node", "", 8 ), - ('classtype_route', "classtype_route", "", 9 ), - ('classtype_audio',"classtype_audio","",14), - ('classtype_trigger',"classtype_trigger","",100), - ('classtype_logic_achievement',"classtype_logic_achievement","",101), - ('classtype_logic_relay',"classtype_logic_relay","",102), - ]) -#} + vs[0] = obj.matrix_world @ Vector((-dims[0],0.0,-dims[1]+dims[2])) + vs[1] = obj.matrix_world @ Vector((-dims[0],0.0, dims[1]+dims[2])) + vs[2] = obj.matrix_world @ Vector(( dims[0],0.0, dims[1]+dims[2])) + vs[3] = obj.matrix_world @ Vector(( dims[0],0.0,-dims[1]+dims[2])) + vs[4] = obj.matrix_world @ (c+Vector((-1,0,-2))) + vs[5] = obj.matrix_world @ (c+Vector((-1,0, 2))) + vs[6] = obj.matrix_world @ (c+Vector(( 1,0, 2))) + vs[7] = obj.matrix_world @ (c+Vector((-1,0, 0))) + vs[8] = obj.matrix_world @ (c+Vector(( 1,0, 0))) -class CV_BONE_SETTINGS(bpy.types.PropertyGroup): -#{ - collider: bpy.props.BoolProperty(name="Collider",default=False) - v0: bpy.props.FloatVectorProperty(name="v0",size=3) - v1: bpy.props.FloatVectorProperty(name="v1",size=3) + indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)] + + r3d = bpy.context.area.spaces.active.region_3d + + p0 = r3d.view_matrix.inverted().translation + v0 = (obj.matrix_world@Vector((0,0,0))) - p0 + v1 = obj.matrix_world.to_3x3() @ Vector((0,1,0)) + + if v0.dot(v1) > 0.0: cc = (0,1,0) + else: cc = (1,0,0) + + 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 += [cc,cc] + #} - 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) + sw = (0.4,0.4,0.4) + if data.target != None: + cv_draw_arrow( obj.location, data.target.location, sw ) #} -class CV_BONE_PANEL(bpy.types.Panel): +def cv_ent_volume( obj ): #{ - bl_label="Bone Config" - bl_idname="SCENE_PT_cv_bone" - bl_space_type='PROPERTIES' - bl_region_type='WINDOW' - bl_context='bone' + global cv_view_verts, cv_view_colours - def draw(_,context): - #{ - active_object = context.active_object - if active_object == None: return + data = obj.SR_data.ent_volume[0] - bone = active_object.data.bones.active - if bone == None: return + if data.subtype == '0':#{ + cv_draw_ucube( obj.matrix_world, (0,1,0), Vector((0.99,0.99,0.99)) ) - _.layout.prop( bone.cv_data, "collider" ) - _.layout.prop( bone.cv_data, "v0" ) - _.layout.prop( bone.cv_data, "v1" ) + if data.target:#{ + cv_draw_arrow( obj.location, data.target.location, (1,1,1) ) + #} + #} + elif data.subtype == '1':#{ + cv_draw_ucube( obj.matrix_world, (1,1,0) ) - _.layout.label( text="Angle Limits" ) - _.layout.prop( bone.cv_data, "con0" ) - _.layout.prop( bone.cv_data, "mins" ) - _.layout.prop( bone.cv_data, "maxs" ) + if data.target:#{ + cv_draw_arrow( obj.location, data.target.location, (1,1,1) ) + #} #} #} -class CV_SCENE_SETTINGS(bpy.types.PropertyGroup): +def dijkstra( graph, start_node, target_node ): #{ - use_hidden: bpy.props.BoolProperty( name="use hidden", default=False ) - export_dir: bpy.props.StringProperty( name="Export Dir", subtype='DIR_PATH' ) -#} + unvisited = [_ for _ in graph] + shortest_path = {} + previous_nodes = {} + + for n in unvisited: + shortest_path[n] = 9999999.999999 + shortest_path[start_node] = 0 + + while unvisited:#{ + current_min_node = None + for n in unvisited:#{ + if current_min_node == None: + current_min_node = n + elif shortest_path[n] < shortest_path[current_min_node]: + current_min_node = n + #} -class CV_COLLECTION_SETTINGS(bpy.types.PropertyGroup): -#{ - pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False ) + for branch in graph[current_min_node]:#{ + tentative_value = shortest_path[current_min_node] + tentative_value += graph[current_min_node][branch] + if tentative_value < shortest_path[branch]:#{ + shortest_path[branch] = tentative_value + previous_nodes[branch] = current_min_node + #} + #} + + unvisited.remove(current_min_node) + #} + + path = [] + node = target_node + while node != start_node:#{ + path.append(node) + + if node not in previous_nodes: return None + node = previous_nodes[node] + #} + + # Add the start node manually + path.append(start_node) + return path #} -class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup): +class dij_graph(): #{ - 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), - ]) - - 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?" \ - ) - 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"\ - ) + def __init__(_,points,graph,subsections):#{ + _.points = points + _.graph = graph + _.subsections = subsections + #} #} -class CV_MATERIAL_PANEL(bpy.types.Panel): +def create_node_graph( curves, gates ): #{ - 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 + # add endpoints of curves + graph = {} + route_points = [] + subsections = [] + point_count = 0 + spline_count = 0 + + for c in range(len(curves)):#{ + for s in range(len(curves[c].data.splines)):#{ + spline = curves[c].data.splines[s] + l = len(spline.points) + if l < 2: continue + + dist = round(spline.calc_length(),2) + + ia = point_count + ib = point_count+l-1 + + graph[ia] = { ib: dist } + graph[ib] = { ia: dist } + + for i in range(len(spline.points)):#{ + wco = curves[c].matrix_world @ spline.points[i].co + route_points.append(Vector((wco[0],wco[1],wco[2]+0.5))) - info = material_info( active_mat ) + previous = ia+i-1 + proxima = ia+i+1 - _.layout.prop( active_mat.cv_data, "shader" ) - _.layout.prop( active_mat.cv_data, "collision" ) + if i == 0: previous = -1 + if i == len(spline.points)-1: proxima = -1 - if active_mat.cv_data.collision: - _.layout.prop( active_mat.cv_data, "skate_surface" ) + subsections.append((spline_count,previous,proxima)) + point_count += 1 + #} - 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" ) + spline_count += 1 #} #} -#} -class CV_OBJ_PANEL(bpy.types.Panel): -#{ - bl_label="Entity Config" - bl_idname="SCENE_PT_cv_entity" - bl_space_type='PROPERTIES' - bl_region_type='WINDOW' - bl_context="object" - - def draw(_,context): - #{ - active_object = bpy.context.active_object - if active_object == None: return - if active_object.type == 'ARMATURE': - #{ - row = _.layout.row() - row.enabled = False - row.label( text="This object has the intrinsic classtype of skeleton" ) - return + # link endpoints + graph_keys = list(graph) + for i in range(len(graph_keys)-1):#{ + for j in range(i+1, len(graph_keys)):#{ + if i%2==0 and i+1==j: continue + + ni = graph_keys[i] + nj = graph_keys[j] + pi = route_points[ni] + pj = route_points[nj] + + dist = round((pj-pi).magnitude,2) + + if dist < 10.0:#{ + graph[ni][nj] = dist + graph[nj][ni] = dist + #} #} + #} - _.layout.prop( active_object.cv_data, "classtype" ) + # add and link gates( by name ) + for gate in gates:#{ + v1 = gate.matrix_world.to_3x3() @ Vector((0,1,0)) + if gate.SR_data.ent_gate[0].target: + v1 = v1 * -1.0 - classtype = active_object.cv_data.classtype + graph[ gate.name ] = {} - if (classtype != 'classtype_none') and (classtype in globals()): - #{ - cl = globals()[ classtype ] + for i in range(len(graph_keys)):#{ + ni = graph_keys[i] + pi = route_points[ni] + + v0 = pi-gate.location + if v0.dot(v1) < 0.0: continue + + dist = round(v0.magnitude,2) - if getattr( cl, "editor_interface", None ): - #{ - cl.editor_interface( _.layout, active_object ) + if dist < 10.0:#{ + graph[ gate.name ][ ni ] = dist + graph[ ni ][ gate.name ] = dist #} #} #} + + return dij_graph(route_points,graph,subsections) #} -class CV_COMPILE(bpy.types.Operator): +def solve_graph( dij, start, end ): #{ - bl_idname="carve.compile_all" - bl_label="Compile All" - - def execute(_,context): - #{ - 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 ) + path = dijkstra( dij.graph, end, start ) + full = [] + + if path:#{ + for sj in range(1,len(path)-2):#{ + i0 = path[sj] + i1 = path[sj+1] + map0 = dij.subsections[i0] + map1 = dij.subsections[i1] + + if map0[0] == map1[0]:#{ + if map0[1] == -1: direction = 2 + else: direction = 1 + sent = 0 + + while True:#{ + map0 = dij.subsections[i0] + i1 = map0[direction] + if i1 == -1: break + + full.append( i0 ) + sent += 1 + i0 = i1 + if sent > 50: break + #} + #} + else:#{ + full.append( i0 ) + #} + #} - return {'FINISHED'} + full.append( path[-2] ) #} + return full #} -class CV_COMPILE_THIS(bpy.types.Operator): +def cv_draw_route( route, dij ): #{ - bl_idname="carve.compile_this" - bl_label="Compile This collection" + pole = Vector((0.2,0.2,10)) + hat = Vector((1,8,0.2)) + cc = (route.SR_data.ent_route[0].colour[0], + route.SR_data.ent_route[0].colour[1], + route.SR_data.ent_route[0].colour[2]) + + cv_draw_ucube(route.matrix_world,cc,Vector((0.5,-7.5,6)),\ + Vector((0,-6.5,5.5))) + cv_draw_ucube(route.matrix_world,cc,pole, Vector(( 0.5, 0.5,0)) ) + cv_draw_ucube(route.matrix_world,cc,pole, Vector(( 0.5,-13.5,0)) ) + cv_draw_ucube(route.matrix_world,cc,hat, Vector((-0.5,-6.5, 12)) ) + cv_draw_ucube(route.matrix_world,cc,hat, Vector((-0.5,-6.5,-1)) ) + + checkpoints = route.SR_data.ent_route[0].gates + + for i in range(len(checkpoints)):#{ + gi = checkpoints[i].target + gj = checkpoints[(i+1)%len(checkpoints)].target + + if gi:#{ + dest = gi.SR_data.ent_gate[0].target + if dest: + cv_draw_line_dotted( gi.location, dest.location, cc ) + gi = dest + #} - def execute(_,context): - #{ - col = bpy.context.collection - write_model( col.name ) + if gi==gj: continue # error? + if not gi or not gj: continue - return {'FINISHED'} + path = solve_graph( dij, gi.name, gj.name ) + + if path:#{ + cv_draw_arrow(gi.location,dij.points[path[0]],cc,1.5,False) + cv_draw_arrow(dij.points[path[len(path)-1]],gj.location,cc,1.5,False) + for j in range(len(path)-1):#{ + i0 = path[j] + i1 = path[j+1] + o0 = dij.points[ i0 ] + o1 = dij.points[ i1 ] + cv_draw_arrow(o0,o1,cc,1.5,False) + #} + #} + else:#{ + cv_draw_line_dotted( gi.location, gj.location, cc ) + #} #} #} -class CV_INTERFACE(bpy.types.Panel): -#{ - bl_idname = "VIEW3D_PT_carve" - bl_label = "Skate Rift" - bl_space_type = 'VIEW_3D' - bl_region_type = 'UI' - bl_category = "Skate Rift" +def cv_draw():#{ + global cv_view_shader + global cv_view_verts + global cv_view_colours + global cv_view_course_i - def draw(_, context): - #{ - 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 + cv_view_course_i = 0 + cv_view_verts = [] + cv_view_colours = [] - if c1.name == col.name: - #{ - found_in_export = True - #} - #} + cv_view_shader.bind() + gpu.state.depth_mask_set(True) + gpu.state.line_width_set(2.0) + gpu.state.face_culling_set('BACK') + gpu.state.depth_test_set('LESS') + gpu.state.blend_set('NONE') - box = layout.box() - if found_in_export: - #{ - box.label( text=col.name + ".mdl" ) - box.prop( col.cv_data, "pack_textures" ) - box.operator( "carve.compile_this" ) + route_gates = [] + route_curves = [] + routes = [] + + for obj in bpy.context.collection.objects:#{ + if obj.type == 'ARMATURE':#{ + if obj.data.pose_position == 'REST': + draw_skeleton_helpers( obj ) #} - else: - #{ - row = box.row() - row.enabled=False - row.label( text=col.name ) - box.label( text="This collection is not in the export group" ) + else:#{ + ent_type = obj_ent_type( obj ) + + if ent_type == 'ent_gate':#{ + cv_ent_gate( obj ) + route_gates += [obj] + #} + elif ent_type == 'ent_route_node':#{ + if obj.type == 'CURVE':#{ + route_curves += [obj] + #} + #} + elif ent_type == 'ent_route': + routes += [obj] + elif ent_type == 'ent_volume':#{ + cv_ent_volume( obj ) + #} + elif ent_type == 'ent_objective':#{ + data = obj.SR_data.ent_objective[0] + if data.proxima:#{ + cv_draw_arrow( obj.location, data.proxima.location, (1,0.6,0.2) ) + #} + if data.target: + cv_draw_arrow( obj.location, data.target.location, (1,1,1) ) + #} + elif ent_type == 'ent_relay':#{ + data = obj.SR_data.ent_relay[0] + if data.target0: + cv_draw_arrow( obj.location, data.target0.location, (1,1,1) ) + if data.target1: + cv_draw_arrow( obj.location, data.target1.location, (1,1,1) ) + if data.target2: + cv_draw_arrow( obj.location, data.target2.location, (1,1,1) ) + if data.target3: + cv_draw_arrow( obj.location, data.target3.location, (1,1,1) ) + #} + elif ent_type == 'ent_challenge':#{ + data = obj.SR_data.ent_challenge[0] + if data.target: + cv_draw_arrow( obj.location, data.target.location, (1,1,1) ) + if data.reset: + cv_draw_arrow( obj.location, data.reset.location, (0.9,0,0) ) + if data.first: + cv_draw_arrow( obj.location, data.first.location, (1,0.6,0.2) ) + + cc1 = (0.4,0.3,0.2) + info_cu = Vector((1.2,0.01,0.72))*0.5 + info_co = Vector((0.0,0.0,0.72))*0.5 + cv_draw_ucube( obj.matrix_world, cc1, info_cu, info_co) + if data.camera: + cv_draw_line_dotted( obj.location, data.camera.location, (1,1,1)) + + vs = [Vector((-0.2,0.0,0.10)),Vector((-0.2,0.0,0.62)),\ + Vector(( 0.2,0.0,0.62)),Vector((-0.2,0.0,0.30)),\ + Vector(( 0.1,0.0,0.30))] + for v in range(len(vs)):#{ + vs[v] = obj.matrix_world @ vs[v] + #} + + cv_view_verts += [vs[0],vs[1],vs[1],vs[2],vs[3],vs[4]] + cv_view_colours += [cc1,cc1,cc1,cc1,cc1,cc1] + #} + elif ent_type == 'ent_audio':#{ + if obj.SR_data.ent_audio[0].flag_3d: + cv_draw_sphere( obj.location, obj.scale[0], (1,1,0) ) + #} + elif ent_type == 'ent_font':#{ + data = obj.SR_data.ent_font[0] + + for i in range(len(data.variants)):#{ + sub = data.variants[i].mesh + if not sub: continue + + for ch in data.glyphs:#{ + mini = (ch.bounds[0],ch.bounds[1]) + maxi = (ch.bounds[2]+mini[0],ch.bounds[3]+mini[1]) + p0 = sub.matrix_world @ Vector((mini[0],0.0,mini[1])) + p1 = sub.matrix_world @ Vector((maxi[0],0.0,mini[1])) + p2 = sub.matrix_world @ Vector((maxi[0],0.0,maxi[1])) + p3 = sub.matrix_world @ Vector((mini[0],0.0,maxi[1])) + + if i == data.variants_index: cc = (0.5,0.5,0.5) + else: cc = (0,0,0) + + cv_view_verts += [p0,p1,p1,p2,p2,p3,p3,p0] + cv_view_colours += [cc,cc,cc,cc,cc,cc,cc,cc] + #} + #} + #} + elif ent_type == 'ent_glider':#{ + mesh = [Vector((-1.13982, 0.137084, -0.026358)), \ + Vector(( 1.13982, 0.137084, -0.026358)), \ + Vector(( 0.0, 1.6, 1.0)), \ + Vector(( 0.0, -3.0, 1.0)), \ + Vector(( -3.45, -1.78, 0.9)), \ + Vector(( 0.0, 1.6, 1.0)), \ + Vector(( 3.45, -1.78, 0.9)), \ + Vector(( 0.0, 1.6, 1.0)), \ + Vector(( 3.45, -1.78, 0.9)), \ + Vector(( -3.45, -1.78, 0.9))] + + cv_draw_wireframe( obj.matrix_world, mesh, (1,1,1) ) + #} + elif ent_type == 'ent_skateshop':#{ + data = obj.SR_data.ent_skateshop[0] + display = data.mark_display + info = data.mark_info + + if data.tipo == '0':#{ + cc = (0.0,0.9,0.6) + cc1 = (0.4,0.9,0.2) + cc2 = (0.9,0.6,0.1) + + rack = data.mark_rack + + rack_cu = Vector((3.15,2.0,0.1))*0.5 + rack_co = Vector((0.0,0.0,0.0)) + display_cu = Vector((0.3,1.2,0.1))*0.5 + display_co = Vector((0.0,0.0,0.1))*0.5 + info_cu = Vector((1.2,0.01,0.3))*0.5 + info_co = Vector((0.0,0.0,0.0))*0.5 + #} + elif data.tipo == '1':#{ + rack = None + cc1 = (1.0,0.0,0.0) + cc2 = (1.0,0.5,0.0) + display_cu = Vector((0.4,0.4,2.0))*0.5 + display_co = Vector((0.0,0.0,1.0))*0.5 + info_cu = Vector((1.2,0.01,0.3))*0.5 + info_co = Vector((0.0,0.0,0.0))*0.5 + #} + elif data.tipo == '2':#{ + rack = None + cc1 = (1.0,0.0,0.0) + cc2 = (1.0,0.5,0.0) + display_cu = Vector((1.0,1.0,0.5))*0.5 + display_co = Vector((0.0,0.0,0.5))*0.5 + info_cu = Vector((1.2,0.01,0.3))*0.5 + info_co = Vector((0.0,0.0,0.0))*0.5 + #} + elif data.tipo == '3':#{ + rack = None + display = None + info = None + #} + elif data.tipo == '4':#{ + rack = None + display = None + info = None + #} + + if rack: + cv_draw_ucube( rack.matrix_world, cc, rack_cu, rack_co ) + if display: + cv_draw_ucube( display.matrix_world, cc1, display_cu, display_co) + if info: + cv_draw_ucube( info.matrix_world, cc2, info_cu, info_co ) + #} + elif ent_type == 'ent_swspreview':#{ + cc1 = (0.4,0.9,0.2) + data = obj.SR_data.ent_swspreview[0] + display = data.mark_display + display1 = data.mark_display1 + display_cu = Vector((0.3,1.2,0.1))*0.5 + display_co = Vector((0.0,0.0,0.1))*0.5 + if display: + cv_draw_ucube( display.matrix_world, cc1, display_cu, display_co) + if display1: + cv_draw_ucube(display1.matrix_world, cc1, display_cu, display_co) + #} + # elif ent_type == 'ent_list':#{ + # data = obj.SR_data.ent_list[0] + # for child in data.entities:#{ + # if child.target:#{ + # cv_draw_arrow( obj.location, child.target.location, \ + # (.5,.5,.5), 0.1 ) + # #} + # #} + # #} + elif ent_type == 'ent_region':#{ + data = obj.SR_data.ent_region[0] + if data.target0:#{ + cv_draw_arrow( obj.location, data.target0.location, \ + (.5,.5,.5), 0.1 ) + #} + #} + elif ent_type == 'ent_menuitem':#{ + for i,col in enumerate(obj.users_collection):#{ + colour32 = hash_djb2( col.name ) + r = pow(((colour32 ) & 0xff) / 255.0, 2.2 ) + g = pow(((colour32>>8 ) & 0xff) / 255.0, 2.2 ) + b = pow(((colour32>>16) & 0xff) / 255.0, 2.2 ) + cc = (r,g,b) + vs = [None for _ in range(8)] + scale = i*0.02 + for j in range(8):#{ + v0 = Vector([(obj.bound_box[j][z]+\ + ((-1.0 if obj.bound_box[j][z]<0.0 else 1.0)*scale)) \ + for z in range(3)]) + vs[j] = obj.matrix_world @ v0 + #} + indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\ + (0,4),(1,5),(2,6),(3,7)] + 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 += [cc,cc] + #} + #} + cv_draw_lines() + cc = (1.0,1.0,1.0) + data = obj.SR_data.ent_menuitem[0] + if data.tipo == '4':#{ + if data.slider_minloc and data.slider_maxloc:#{ + v0 = data.slider_minloc.location + v1 = data.slider_maxloc.location + cv_draw_line( v0, v1, cc ) + #} + #} + + colour32 = hash_djb2(obj.name) + r = ((colour32 ) & 0xff) / 255.0 + g = ((colour32>>8 ) & 0xff) / 255.0 + b = ((colour32>>16) & 0xff) / 255.0 + cc = (r,g,b) + origin = obj.location + (Vector((r,g,b))*2.0-Vector((1.0,1.0,1.0)))\ + * 0.04 + + size = 0.01 + + if data.tipo != '0':#{ + if data.tipo == '4':#{ + if data.link0:#{ + cv_draw_arrow( origin, data.link0.location, cc, size ) + #} + if data.link1:#{ + cv_draw_arrow( origin, data.link1.location, cc, size ) + #} + #} + else:#{ + if data.link0:#{ + cv_draw_arrow( origin, data.link0.location, cc, size ) + #} + if data.link1:#{ + cv_draw_arrow( origin, data.link1.location, cc, size ) + #} + if data.link2:#{ + cv_draw_arrow( origin, data.link2.location, cc, size ) + #} + if data.link3:#{ + cv_draw_arrow( origin, data.link3.location, cc, size ) + #} + #} + #} + #} #} + #} - box = layout.box() - row = box.row() + dij = create_node_graph( route_curves, route_gates ) + + #cv_draw_route_map( route_nodes ) + for route in routes:#{ + cv_draw_route( route, dij ) + #} + + cv_draw_lines() +#} - split = row.split( factor = 0.3, align=True ) - split.prop( context.scene.cv_data, "use_hidden", text="hidden" ) +def pos3d_to_2d( pos ):#{ + return view3d_utils.location_3d_to_region_2d( \ + bpy.context.region, \ + bpy.context.space_data.region_3d, pos ) +#} + +def cv_draw_pixel():#{ + if not bpy.context.scene.SR_data.gizmos: return + blf.size(0,10) + blf.color(0, 1.0,1.0,1.0,0.9) + blf.enable(0,blf.SHADOW) + blf.shadow(0,3,0.0,0.0,0.0,1.0) + for obj in bpy.context.collection.objects:#{ + ent_type = obj_ent_type( obj ) - row1 = split.row() - if export_count == 0: - row1.enabled=False - row1.operator( "carve.compile_all", \ - text=F"Compile all ({export_count} collections)" ) + if ent_type != 'none':#{ + co = pos3d_to_2d( obj.location ) + + if not co: continue + blf.position(0,co[0],co[1],0) + blf.draw(0,ent_type) + #} #} #} - -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 ] +classes = [ SR_INTERFACE, SR_MATERIAL_PANEL,\ + SR_COLLECTION_SETTINGS, SR_SCENE_SETTINGS, \ + SR_COMPILE, SR_COMPILE_THIS, SR_MIRROR_BONE_X,\ + \ + SR_OBJECT_ENT_GATE, SR_MESH_ENT_GATE, SR_OBJECT_ENT_SPAWN, \ + SR_OBJECT_ENT_ROUTE_ENTRY, SR_UL_ROUTE_NODE_LIST, \ + SR_OBJECT_ENT_ROUTE, SR_OT_ROUTE_LIST_NEW_ITEM,\ + SR_OT_GLYPH_LIST_NEW_ITEM, SR_OT_GLYPH_LIST_DEL_ITEM,\ + SR_OT_GLYPH_LIST_MOVE_ITEM,\ + SR_OT_AUDIO_LIST_NEW_ITEM,SR_OT_AUDIO_LIST_DEL_ITEM,\ + SR_OT_FONT_VARIANT_LIST_NEW_ITEM,SR_OT_FONT_VARIANT_LIST_DEL_ITEM,\ + SR_OT_COPY_ENTITY_DATA, \ + SR_OBJECT_ENT_VOLUME, \ + SR_UL_AUDIO_LIST, SR_OBJECT_ENT_AUDIO_FILE_ENTRY,\ + SR_OT_ROUTE_LIST_DEL_ITEM,\ + SR_OBJECT_ENT_AUDIO,SR_OBJECT_ENT_MARKER,SR_OBJECT_ENT_GLYPH,\ + SR_OBJECT_ENT_FONT_VARIANT, + SR_OBJECT_ENT_GLYPH_ENTRY,\ + SR_UL_FONT_VARIANT_LIST,SR_UL_FONT_GLYPH_LIST,\ + SR_OBJECT_ENT_FONT,SR_OBJECT_ENT_TRAFFIC,SR_OBJECT_ENT_SKATESHOP,\ + SR_OBJECT_ENT_WORKSHOP_PREVIEW,SR_OBJECT_ENT_MENU_ITEM,\ + SR_OBJECT_ENT_WORLD_INFO,SR_OBJECT_ENT_CCMD,\ + SR_OBJECT_ENT_OBJECTIVE,SR_OBJECT_ENT_CHALLENGE,\ + SR_OBJECT_ENT_REGION,\ + SR_OBJECT_ENT_RELAY,SR_OBJECT_ENT_MINIWORLD,\ + SR_OBJECT_ENT_LIST_ENTRY, SR_UL_ENT_LIST, SR_OBJECT_ENT_LIST, \ + SR_OT_ENT_LIST_NEW_ITEM, SR_OT_ENT_LIST_DEL_ITEM,\ + SR_OBJECT_ENT_GLIDER, SR_OBJECT_ENT_NPC, \ + \ + SR_OBJECT_PROPERTIES, SR_LIGHT_PROPERTIES, SR_BONE_PROPERTIES, + SR_MESH_PROPERTIES, SR_MATERIAL_PROPERTIES \ + ] def register(): #{ - global cv_view_draw_handler - for c in classes: bpy.utils.register_class(c) - bpy.types.Object.cv_data = bpy.props.PointerProperty(type=CV_OBJ_SETTINGS) - 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.Scene.SR_data = \ + bpy.props.PointerProperty(type=SR_SCENE_SETTINGS) + bpy.types.Collection.SR_data = \ + bpy.props.PointerProperty(type=SR_COLLECTION_SETTINGS) + + bpy.types.Object.SR_data = \ + bpy.props.PointerProperty(type=SR_OBJECT_PROPERTIES) + bpy.types.Light.SR_data = \ + bpy.props.PointerProperty(type=SR_LIGHT_PROPERTIES) + bpy.types.Bone.SR_data = \ + bpy.props.PointerProperty(type=SR_BONE_PROPERTIES) + bpy.types.Mesh.SR_data = \ + bpy.props.PointerProperty(type=SR_MESH_PROPERTIES) + bpy.types.Material.SR_data = \ + bpy.props.PointerProperty(type=SR_MATERIAL_PROPERTIES) + + global cv_view_draw_handler, cv_view_pixel_handler cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\ cv_draw,(),'WINDOW','POST_VIEW') + cv_view_pixel_handler = bpy.types.SpaceView3D.draw_handler_add(\ + cv_draw_pixel,(),'WINDOW','POST_PIXEL') #} def unregister(): #{ - global cv_view_draw_handler - for c in classes: bpy.utils.unregister_class(c) + global cv_view_draw_handler, cv_view_pixel_handler bpy.types.SpaceView3D.draw_handler_remove(cv_view_draw_handler,'WINDOW') + bpy.types.SpaceView3D.draw_handler_remove(cv_view_pixel_handler,'WINDOW') #} # ---------------------------------------------------------------------------- # @@ -2706,7 +5054,8 @@ def qoi_encode( img ): #{ data = bytearray() - print(F" . Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]") + print(F"{' ':<30}",end='\r') + print(F"[QOI] Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]",end='\r') index = [ qoi_rgba_t() for _ in range(64) ] @@ -2732,11 +5081,9 @@ def qoi_encode( img ): 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 ): - #{ + for px_pos in range( px_len ): #{ idx = px_pos * img.channels nc = img.channels-1 @@ -2745,39 +5092,32 @@ def qoi_encode( img ): px.b = paxels[idx+min(2,nc)] px.a = paxels[idx+min(3,nc)] - if qoi_eq( px, px_prev ): - #{ + if qoi_eq( px, px_prev ): #{ run += 1 - if (run == 62) or (px_pos == px_len-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: - #{ + 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 ): - #{ + if qoi_eq( index[index_pos], px ): #{ data.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos)) ) #} - else: - #{ + 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: - #{ + 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) @@ -2801,16 +5141,14 @@ def qoi_encode( img ): data.extend( bytearray( c_uint8(op) ) ) data.extend( bytearray( c_uint8(delta) )) #} - else: - #{ + 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: - #{ + else: #{ data.extend( bytearray( c_uint8(QOI_OP_RGBA) ) ) data.extend( bytearray( c_uint8(px.r) )) data.extend( bytearray( c_uint8(px.g) )) @@ -2830,7 +5168,7 @@ def qoi_encode( img ): for i in range(7): data.extend( bytearray( c_uint8(0) )) data.extend( bytearray( c_uint8(1) )) - bytearray_align_to( data, 16, 0 ) + bytearray_align_to( data, 16, b'\x00' ) return data #}