X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=b1e7677fb232cf5c071a74ff4cff5f6a26af3e21;hb=4eccfd7252f8ff165670842df537441afae5458b;hp=c44694abc0ea5b6e41e36fec86cdfaa1ff5ce181;hpb=ba5f879f85b9cab1e2b37241399d79709fe4f584;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index c44694a..b1e7677 100644 --- a/blender_export.py +++ b/blender_export.py @@ -1,1484 +1,5174 @@ -import bpy, math, gpu +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":"Carve exporter", + "name":"Skaterift .mdl exporter", "author": "Harry Godden (hgn)", - "version": (0,1), + "version": (0,2), "blender":(3,1,0), "location":"Export", - "descriptin":"", + "description":"", "warning":"", "wiki_url":"", "category":"Import/Export", } -class mdl_vert(Structure): - _pack_ = 1 +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. _fields_ = [("co",c_float*3), ("norm",c_float*3), ("uv",c_float*2), ("colour",c_uint8*4), ("weights",c_uint16*4), ("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 + ("material_id",c_uint16), # index into the material array + ("flags",c_uint16)] +#} class mdl_material(Structure): - _pack_ = 1 - _fields_ = [("pstr_name",c_uint32)] +#{ + _fields_ = [("pstr_name",c_uint32), + ("shader",c_uint32), + ("flags",c_uint32), + ("surface_prop",c_uint32), + ("colour",c_float*4), + ("colour1",c_float*4), + ("tex_diffuse",c_uint32), + ("tex_none0",c_uint32), + ("tex_none1",c_uint32)] +#} + +class mdl_bone(Structure): +#{ + _fields_ = [("co",c_float*3),("end",c_float*3), + ("parent",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_armature(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("bone_start",c_uint32), + ("bone_count",c_uint32), + ("anim_start",c_uint32), + ("anim_count",c_uint32)] +#} -class mdl_node(Structure): - _pack_ = 1 - _fields_ = [("co",c_float*3), - ( "q",c_float*4), - ( "s",c_float*3), +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), - ("classtype",c_uint32), - ("offset",c_uint32), - ("parent",c_uint32), - ("pstr_name",c_uint32)] + ("pstr_name",c_uint32), + ("entity_id",c_uint32), + ("armature_id",c_uint32)] +#} + +class mdl_file(Structure): +#{ + _fields_ = [("path",c_uint32), + ("pack_offset",c_uint32), + ("pack_size",c_uint32)] +#} + +class mdl_texture(Structure): +#{ + _fields_ = [("file",mdl_file), + ("glname",c_uint32)] +#} + +class mdl_array(Structure): +#{ + _fields_ = [("file_offset",c_uint32), + ("item_count",c_uint32), + ("item_size",c_uint32), + ("name",c_byte*16)] +#} class mdl_header(Structure): - _pack_ = 1 - _fields_ = [("identifier",c_uint32), - ("version",c_uint32), - ("file_length",c_uint32), - ("vertex_count",c_uint32), - ("vertex_offset",c_uint32), +#{ + _fields_ = [("version",c_uint32), + ("arrays",mdl_array)] +#} + +class ent_spawn(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("pstr_name",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 +#} + +class version_refcount_union(Union): +#{ + _fields_ = [("timing_version",c_uint32), + ("ref_count",c_uint8)] +#} + +class ent_gate(Structure): +#{ + _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' } +#} - ("indice_count",c_uint32), - ("indice_offset",c_uint32), +class ent_route_node(Structure): +#{ + _fields_ = [("co",c_float*3), + ("ref_count",c_uint8), + ("ref_total",c_uint8)] +#} + +class ent_path_index(Structure): +#{ + _fields_ = [("index",c_uint16)] +#} + +class vg_audio_clip(Structure): +#{ + _fields_ = [("path",c_uint64), + ("flags",c_uint32), + ("size",c_uint32), + ("data",c_uint64)] +#} + +class union_file_audio_clip(Union): +#{ + _fields_ = [("file",mdl_file), + ("reserved",vg_audio_clip)] +#} + +# 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)] +#} + +class ent_list(Structure): +#{ + _fields_ = [("entity_ref_start",c_uint32), + ("entity_ref_count",c_uint32)] +#} + +# used in ent_list +class file_entity_ref(Structure): +#{ + _fields_ = [("index",c_uint32)] +#} + +class ent_checkpoint(Structure): +#{ + _fields_ = [("gate_index",c_uint16), + ("path_start",c_uint16), + ("path_count",c_uint16)] +#} + +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' } +#} + +class ent_list(Structure):#{ + _fields_ = [("start",c_uint16),("count",c_uint16)] +#} + +class ent_glider(Structure):#{ + _fields_ = [("transform",mdl_transform), + ("flags",c_uint32), + ("cooldown",c_float)] + sr_functions = { 0: 'unlock', + 1: 'equip' } +#} + +class ent_npc(Structure):#{ + _fields_ = [("transform",mdl_transform), + ("id",c_uint32), + ("context",c_uint32), + ("camera",c_uint32)] + sr_functions = { 0: 'proximity', -1: 'leave' } +#} + +class ent_water(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("max_dist",c_float), + ("reserved0",c_uint32), + ("reserved1",c_uint32)] +#} + +class volume_trigger(Structure): +#{ + _fields_ = [("event",c_uint32), + ("event_leave",c_int32)] +#} + +class volume_particles(Structure): +#{ + _fields_ = [("blank",c_uint32), + ("blank2",c_uint32)] +#} + +class volume_union(Union): +#{ + _fields_ = [("trigger",volume_trigger), + ("particles",volume_particles)] +#} + +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)] +#} + +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)] +#} + +class ent_marker(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("name",c_uint32)] +#} + +class ent_glyph(Structure): +#{ + _fields_ = [("size",c_float*2), + ("indice_start",c_uint32), + ("indice_count",c_uint32)] +#} + +class ent_font_variant(Structure): +#{ + _fields_ = [("name",c_uint32), + ("material_id",c_uint32)] +#} + +class ent_font(Structure): +#{ + _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)] +#} + +class ent_traffic(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), - + ("start_node",c_uint32), ("node_count",c_uint32), - ("node_offset",c_uint32), - - ("anim_count",c_uint32), - ("anim_offset",c_uint32), - - ("strings_offset",c_uint32), - ("entdata_offset",c_uint32), - ("animdata_offset",c_uint32) - ] - -class mdl_animation(Structure): - _pack_ = 1 + ("speed",c_float), + ("t",c_float), + ("index",c_uint32)] +#} + +# Skateshop +# --------------------------------------------------------------- +class ent_skateshop_characters(Structure): +#{ + _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)] + + sr_functions = { 0: 'trigger' } +#} + +class ent_swspreview(Structure): +#{ + _fields_ = [("id_camera",c_uint32), + ("id_display",c_uint32), + ("id_display1",c_uint32)] +#} + +# 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), - ("length",c_uint32), - ("rate",c_float), - ("offset",c_uint32)] - -class mdl_keyframe(Structure): - _pack_ = 1 + ("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)] +#} + +class ent_camera(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("fov",c_float)] +#} + +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)] +#} + +class ent_ccmd(Structure): +#{ + _fields_ = [("pstr_command",c_uint32)] +#} + +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' } +#} + +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' } +#} + +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' } +#} + +class ent_relay(Structure):#{ + _fields_ = [("targets",(c_uint32*2)*4), + ("targets_events",c_int32*4)] + sr_functions = { 0: 'trigger' } +#} + +class ent_cubemap(Structure):#{ _fields_ = [("co",c_float*3), - ("q",c_float*4), - ("s",c_float*3)] - -# Entity types -# ========================================== - -class classtype_gate(Structure): - _pack_ = 1 - _fields_ = [("target",c_uint32), - ("dims",c_float*3)] - -class classtype_block(Structure): - _pack_ = 1 - _fields_ = [("bbx",(c_float*3)*2)] - -class classtype_spawn(Structure): - _pack_ = 1 - _fields_ = [("temp",c_uint32)] - -class classtype_water(Structure): - _pack_ = 1 - _fields_ = [("temp",c_uint32)] - -class classtype_car_path(Structure): - _pack_ = 1 - _fields_ = [("target",c_uint32), - ("target1",c_uint32)] - -class classtype_instance(Structure): - _pack_ = 1 - _fields_ = [("pstr_file",c_uint32)] - -class classtype_capsule(Structure): - _pack_ = 1 - _fields_ = [("height",c_float), - ("radius",c_float)] - -class classtype_route_node(Structure): - _pack_ = 1 - _fields_ = [("target",c_uint32), - ("target1",c_uint32)] - -class classtype_route(Structure): - _pack_ = 1 - _fields_ = [("id_start",c_uint32), - ("colour",c_float*3)] - -class classtype_skin(Structure): - _pack_ = 1 - _fields_ = [("skeleton",c_uint32)] - -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)] - -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)] - -# Exporter -# ============================================================================== - -def write_model(collection_name): - print( F"Model graph | Create mode '{collection_name}'" ) - - header = mdl_header() - header.identifier = 0xABCD0000 - header.version = 0 - header.vertex_count = 0 - header.indice_count = 0 - header.submesh_count = 0 - header.node_count = 0 - header.material_count = 0 - header.file_length = 0 + ("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)] +#} + +print( sizeof(ent_cubemap) ) + +class ent_miniworld(Structure):#{ + _fields_ = [("transform",mdl_transform), + ("pstr_world",c_uint32), + ("camera",c_uint32), + ("proxy",c_uint32)] + + sr_functions = { 0: 'zone', 1: 'leave' } +#} + +class ent_prop(Structure):#{ + _fields_ = [("transform",mdl_transform), + ("submesh_start",c_uint32), + ("submesh_count",c_uint32), + ("flags",c_uint32), + ("pstr_alias",c_uint32)] +#} + +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 +#} + +def sr_filter_ent_type( obj, ent_types ): +#{ + if obj == bpy.context.active_object: return False + + 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 + #} + #} + #} + + return False +#} + +def v4_dot( a, b ):#{ + return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3] +#} + +def q_identity( q ):#{ + q[0] = 0.0 + q[1] = 0.0 + q[2] = 0.0 + q[3] = 1.0 +#} + +def q_normalize( q ):#{ + l2 = v4_dot(q,q) + if( l2 < 0.00001 ):#{ + q_identity( q ) + #} + else:#{ + s = 1.0/math.sqrt(l2) + q[0] *= s + q[1] *= s + q[2] *= s + q[3] *= s + #} +#} + +def compile_obj_transform( obj, transform ): +#{ + co = obj.matrix_world @ Vector((0,0,0)) + + # This was changed from matrix_local on 09.05.23 + q = obj.matrix_world.to_quaternion() + s = obj.scale + q_normalize( q ) - mesh_cache = {} - string_cache = {} - material_cache = {} - - strings_buffer = b'' + # Setup transform + # + 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] +#} + +def int_align_to( v, align ): +#{ + while(v%align)!=0: v += 1 + return v +#} + +def bytearray_align_to( buffer, align, w=b'\xaa' ): +#{ + while (len(buffer) % align) != 0: buffer.extend(w) + return buffer +#} + +def bytearray_print_hex( s, w=16 ): +#{ + 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] ) ) + #} +#} + +def sr_compile_string( s ): +#{ + if s in sr_compile.string_cache: return sr_compile.string_cache[s] - material_buffer = [] - submesh_buffer = [] - vertex_buffer = [] - indice_buffer = [] - node_buffer = [] - entdata_buffer = [] - entdata_length = 0 - - anim_buffer = [] - animdata_length = 0 - animdata_buffer = [] - - def emplace_string( s ): - nonlocal string_cache, strings_buffer - - if s in string_cache: - return string_cache[s] - - string_cache[s] = len( strings_buffer ) - strings_buffer += (s+'\0').encode('utf-8') - return string_cache[s] - - def emplace_material( mat ): - nonlocal material_cache, material_buffer - - if mat == None: - return 0 - - if mat.name in material_cache: - return material_cache[mat.name] - - material_cache[mat.name] = header.material_count - dest = mdl_material() - dest.pstr_name = emplace_string( mat.name ) - material_buffer += [dest] + 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): +#{ + return { + "Image Texture": + { + "image": F"{v}" + } + } +#} + +cxr_graph_mapping = \ +{ + # Default shader setup + "Principled BSDF": + { + "Base Color": + { + "Image Texture": + { + "image": "tex_diffuse" + }, + "Mix": + { + "A": material_tex_image("tex_diffuse"), + "B": material_tex_image("tex_decal") + }, + }, + "Normal": + { + "Normal Map": + { + "Color": material_tex_image("tex_normal") + } + } + }, + "Emission": + { + "Color": material_tex_image("tex_diffuse") + } +} - header.material_count += 1 - return material_cache[mat.name] +# https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164 +# +def material_info(mat): +#{ + info = {} - # Create root or empty node and materials - # this is to designate id 0 as 'NULL' + # Using the cxr_graph_mapping as a reference, go through the shader + # graph and gather all $props from it. # - none_material = c_uint32(69) - none_material.name = "" - emplace_material( none_material ) - - 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 = emplace_string('') - root.submesh_start = 0 - root.submesh_count = 0 - root.offset = 0 - root.classtype = 0 - node_buffer += [root] - - # Do exporting + def _graph_read( node_def, node=None, depth=0 ):#{ + nonlocal mat + nonlocal info + + # Find rootnodes + # + if node == None:#{ + _graph_read.extracted = [] + + 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:#{ + link_def = node_def[link] + + if isinstance( link_def, dict ):#{ + node_link = None + for x in node.inputs:#{ + if isinstance( x, bpy.types.NodeSocketColor ):#{ + if link == x.name:#{ + node_link = x + break + #} + #} + #} + + if node_link and node_link.is_linked:#{ + # look for definitions for the connected node type + # + from_node = node_link.links[0].from_node + + node_name = from_node.name.split('.')[0] + if node_name in link_def:#{ + from_node_def = link_def[ node_name ] + + _graph_read( from_node_def, from_node, depth+1 ) + #} + #} + else:#{ + if "default" in link_def:#{ + prop = link_def['default'] + info[prop] = node_link.default_value + #} + #} + #} + else:#{ + prop = link_def + info[prop] = getattr( node, link ) + #} + #} + #} + + _graph_read( cxr_graph_mapping ) + return info +#} + +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 ): +#{ + 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 ) +#} + +def sr_compile_texture( img ): +#{ + if img == None: + return 0 + + 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 + + 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] + + index = (len(sr_compile.material_data)//sizeof(mdl_material))+1 + sr_compile.material_cache[mat.name] = index + + m = mdl_material() + m.pstr_name = sr_compile_string( mat.name ) + + flags = 0x00 + 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) + #} + + m.flags = flags + + m.surface_prop = int(mat.SR_data.surface_prop) + inf = material_info( mat ) + + 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 + + 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.SR_data.shader == 'vertex_blend':#{ + m.shader = 3 + + m.colour1[0] = mat.SR_data.blend_offset[0] + m.colour1[1] = mat.SR_data.blend_offset[1] + #} + + 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 + #} + + 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 + #} + + if mat.SR_data.shader in ['standard', 'standard_cutout', 'terrain_blend', \ + 'vertex_blend', 'fxglow', 'cubemap', \ + 'foliage' ]: #{ + if 'tex_diffuse' in inf: + m.tex_diffuse = sr_compile_texture(inf['tex_diffuse']) + #} + + 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 +#} + +def sr_armature_bones( armature ): +#{ + def _recurse_bone( b ): + #{ + yield b + for c in b.children: yield from _recurse_bone( c ) + #} + + for b in armature.data.bones: + if not b.parent: + yield from _recurse_bone( b ) +#} + +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 ] + + return (tipo&0xffff)<<16 | (index&0xffff) +#} + +# Returns submesh_start,count and armature_id +def sr_compile_mesh_internal( obj ): +#{ + can_use_cache = True + armature = None + + submesh_start = 0 + submesh_count = 0 + armature_id = 0 + + 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': + #{ + can_use_cache = False + #} + + 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 # - print( " assigning ids" ) - collection = bpy.data.collections[collection_name] + 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 + # + submesh_start = len(sr_compile.submesh_data)//sizeof(mdl_submesh) + submesh_count = 0 - # Scene graph - # ========================================== + dgraph = bpy.context.evaluated_depsgraph_get() + data = obj.evaluated_get(dgraph).data + data.calc_loop_triangles() + data.calc_normals_split() - header.node_count = 0 - def _uid(): - nonlocal header - uid = header.node_count - header.node_count += 1 - return uid - - print( " creating scene graph" ) - graph = {} - graph["obj"] = None - graph["depth"] = 0 - graph["children"] = [] - graph["uid"] = _uid() - graph["parent"] = None - - graph_lookup = {} # object can lookup its graph def here - - for obj in collection.all_objects: - if not obj.parent: - - def _extend( p, n, d ): - uid = _uid() - tree = {} - tree["uid"] = uid - tree["children"] = [] - tree["depth"] = d - tree["obj"] = n - tree["parent"] = p - n.cv_data.uid = uid - - if n.type == 'ARMATURE': - tree["bones"] = [None] # None is the root transform - tree["ik_count"] = 0 - tree["collider_count"] = 0 - - def _extendb( p, n, d ): - nonlocal tree - - btree = {} - btree["bone"] = n - btree["uid"] = _uid() - btree["children"] = [] - btree["depth"] = d - btree["parent"] = p - tree["bones"] += [n.name] - - for c in n.children: - _extendb( btree, c, d+1 ) - - for c in tree['obj'].pose.bones[n.name].constraints: - if c.type == 'IK': - btree["target"] = c.subtarget - btree["pole"] = c.pole_subtarget - tree["ik_count"] += 1 - - 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 ) - - for obj1 in n.children: - _extend( tree, obj1, d+1 ) - - p["children"] += [tree] - graph_lookup[n] = tree - - _extend( graph, obj, 1 ) - - - def _graph_iter(p): - for c in p['children']: - yield c - yield from _graph_iter(c) - - it = _graph_iter(graph) - - root.parent = 0xffffffff - - # Compile - # ============================================== - it = _graph_iter(graph) - print( " compiling data" ) - for node_def in it: - if 'obj' in node_def: - obj = node_def['obj'] - objt = obj.type - objco = obj.location - elif 'bone' in node_def: - obj = node_def['bone'] - objt = 'BONE' - objco = obj.head_local - - depth = node_def['depth'] - uid = node_def['uid'] - - node = mdl_node() - node.co[0] = objco[0] - node.co[1] = objco[2] - node.co[2] = -objco[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] + # 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): #{ + mref = {} + + sm = mdl_submesh() + 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 = sr_compile_material( mat ) + + INF=99999999.99999999 + for i in range(3):#{ + sm.bbx[0][i] = INF + sm.bbx[1][i] = -INF + #} - if objt == '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] + # Keep a reference to very very very similar vertices + # i have no idea how to speed it up. + # + vertex_reference = {} - node.pstr_name = emplace_string( obj.name ) + # Write the vertex / indice data + # + for tri_index, tri in enumerate(data.loop_triangles):#{ + if tri.material_index != material_id: continue - if node_def["parent"]: - node.parent = node_def["parent"]["uid"] + for j in range(3):#{ + vert = data.vertices[tri.vertices[j]] + li = tri.loops[j] + vi = data.loops[li].vertex_index + + # Gather vertex information + # + co = vert.co + norm = data.loops[li].normal + uv = (0,0) + colour = (255,255,255,255) + groups = [0,0,0,0] + weights = [0,0,0,0] + + # Uvs + # + if data.uv_layers: + uv = data.uv_layers.active.data[li].uv + + # Vertex Colours + # + if data.vertex_colors:#{ + colour = data.vertex_colors.active.data[li].color + colour = (int(colour[0]*255.0),\ + int(colour[1]*255.0),\ + int(colour[2]*255.0),\ + int(colour[3]*255.0)) + #} + + # 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 + # + if armature:#{ + src_groups = [_ for _ in data.vertices[vi].groups \ + if obj.vertex_groups[_.group].name in \ + 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:#{ + g = weight_groups[ml] + name = obj.vertex_groups[g.group].name + weight = g.weight + weights[ml] = weight + groups[ml] = rig_weight_groups.index(name) + tot += weight + #} + #} + + if len(weight_groups) > 0:#{ + inv_norm = (1.0/tot) * 65535.0 + 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] ) + #} - if objt == 'BONE': - classtype = 'k_classtype_bone' - elif objt == 'ARMATURE': - classtype = 'k_classtype_skeleton' - else: - classtype = obj.cv_data.classtype + sr_compile.vertex_data.extend(bytearray(v)) + #} + + sm.indice_count += 1 + sr_compile.indice_data.extend( index ) + #} + #} - # Process type: MESH - # ================================================================= + # 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 - # Dont use the cache if we have modifiers that affect the normals + # Add submesh to encoder # - compile_mesh = False - if objt == 'MESH': - armature_def = None - compile_mesh = True - can_use_cache = True - - 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': - can_use_cache = False - - if mod.type == 'ARMATURE': - classtype = 'k_classtype_skin' - armature_def = graph_lookup[mod.object] - POSE_OR_REST_CACHE = armature_def['obj'].data.pose_position - - armature_def['obj'].data.pose_position = 'REST' - - 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 - compile_mesh = False - - if compile_mesh: - node.submesh_start = header.submesh_count - node.submesh_count = 0 - - default_mat = c_uint32(69) - default_mat.name = "" - - dgraph = bpy.context.evaluated_depsgraph_get() - data = obj.evaluated_get(dgraph).data - data.calc_loop_triangles() - data.calc_normals_split() - - mat_list = data.materials if len(data.materials) > 0 else [default_mat] - for material_id, mat in enumerate(mat_list): - mref = {} - - sm = mdl_submesh() - sm.indice_start = header.indice_count - sm.vertex_start = header.vertex_count - sm.vertex_count = 0 - sm.indice_count = 0 - sm.material_id = emplace_material( mat ) - - for i in range(3): - sm.bbx[0][i] = 999999 - sm.bbx[1][i] = -999999 + 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 mesh since we want to reuse the submesh indices + # later. + sr_compile.mesh_cache[obj.data.name]=(submesh_start,submesh_count) + return (submesh_start,submesh_count,armature_id) +#} + +def sr_compile_mesh( obj ): +#{ + node=mdl_mesh() + compile_obj_transform(obj, node.transform) + node.pstr_name = sr_compile_string(obj.name) + ent_type = obj_ent_type( obj ) + + 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 + #} + + node.submesh_start, node.submesh_count, node.armature_id = \ + sr_compile_mesh_internal( obj ) - boffa = {} + sr_compile.mesh_data.extend(bytearray(node)) +#} - # Write the vertex / indice data - # - for tri_index, tri in enumerate(data.loop_triangles): - if tri.material_index != material_id: - continue +def sr_compile_fonts( collection ): +#{ + print( F"[SR] Compiling fonts" ) - for j in range(3): - vert = data.vertices[tri.vertices[j]] - li = tri.loops[j] - vi = data.loops[li].vertex_index - - co = vert.co - norm = data.loops[li].normal - uv = (0,0) - colour = (255,255,255,255) - groups = [0,0,0,0] - weights = [0,0,0,0] - - if data.uv_layers: - uv = data.uv_layers.active.data[li].uv - - if data.vertex_colors: - colour = data.vertex_colors.active.data[li].color - colour = (int(colour[0]*255.0),\ - int(colour[1]*255.0),\ - int(colour[2]*255.0),\ - int(colour[3]*255.0)) - - # WEight groups - # - if armature_def: - src_groups = [_ for _ in data.vertices[vi].groups \ - if obj.vertex_groups[_.group].name in \ - armature_def['bones']] - - 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: - g = weight_groups[ml] - name = obj.vertex_groups[g.group].name - weight = g.weight - - weights[ml] = weight - groups[ml] = armature_def['bones'].index(name) - tot += weight - - if len(weight_groups) > 0: - inv_norm = (1.0/tot) * 65535.0 - for ml in range(3): - weights[ml] = int( weights[ml] * inv_norm ) - weights[ml] = min( weights[ml], 65535 ) - weights[ml] = max( weights[ml], 0 ) - - TOLERENCE = 4 - m = float(10**TOLERENCE) - - 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],\ - colour[1],\ - colour[2],\ - colour[3],\ - weights[0],\ - weights[1],\ - weights[2],\ - weights[3],\ - groups[0],\ - groups[1],\ - groups[2],\ - groups[3]) - - if key in boffa: - indice_buffer += [boffa[key]] - else: - index = c_uint32(sm.vertex_count) - sm.vertex_count += 1 - - boffa[key] = index - indice_buffer += [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] - - vertex_buffer += [v] - - 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] ) - - sm.indice_count += 1 - - if sm.vertex_count == 0: - for j in range(2): - for i in range(3): - sm.bbx[j][i] = 0 - - submesh_buffer += [sm] - node.submesh_count += 1 - header.submesh_count += 1 - header.vertex_count += sm.vertex_count - header.indice_count += sm.indice_count - - mesh_cache[obj.data.name] = node - - # Process entity data - # ================================================================== - node.offset = entdata_length - - if classtype != 'k_classtype_none': - disptype = classtype - else: - disptype = objt + glyph_count = 0 + variant_count = 0 - s000 = F" [{uid: 3}/{header.node_count-1}]" + " |"*(depth-1) - s001 = F" L {obj.name}" - s002 = s000+s001 - s003 = F"{disptype}" - s004 = F"{node.parent: 3}" - s005 = "" + for obj in collection.all_objects:#{ + if obj_ent_type(obj) != 'ent_font': continue - if classtype == 'k_classtype_skin': - armature_def['obj'].data.pose_position = POSE_OR_REST_CACHE - s005 = F" [armature -> {armature_def['obj'].cv_data.uid}]" + data = obj.SR_data.ent_font[0] - scmp = F"{s002:<32} {s003:<22} {s004} {s005}" - print( scmp ) - - if classtype == 'k_classtype_INSTANCE' or \ - classtype == 'k_classtype_BONE' or \ - classtype == 'k_classtype_SKELETON' or \ - classtype == 'k_classtype_SKIN': - print( "ERROR: user classtype cannot be _INSTANCE or _BONE" ) - node.classtype = 0 - node.offset = 0 - - elif classtype == 'k_classtype_skin': - node.classtype = 12 - - armature = armature_def['obj'] - entdata_length += sizeof( classtype_skin ) - - skin = classtype_skin() - skin.skeleton = armature.cv_data.uid - entdata_buffer += [skin] - - elif classtype == 'k_classtype_skeleton': - node.classtype = 11 - entdata_length += sizeof( classtype_skeleton ) - skeleton = classtype_skeleton() - - armature_def = graph_lookup[obj] - armature = obj - bones = armature_def['bones'] - skeleton.channels = len(bones) - skeleton.ik_count = armature_def["ik_count"] - skeleton.collider_count = armature_def["collider_count"] - - if armature.animation_data: - previous_frame = bpy.context.scene.frame_current - previous_action = armature.animation_data.action - - skeleton.anim_start = len(anim_buffer) - skeleton.anim_count = 0 - - for NLALayer in obj.animation_data.nla_tracks: - for NLAStrip in NLALayer.strips: - # Use action - for a in bpy.data.actions: - if a.name == NLAStrip.name: - armature.animation_data.action = a - break - - anim_start = int(NLAStrip.action_frame_start) - anim_end = int(NLAStrip.action_frame_end) - - # export strips - anim = mdl_animation() - anim.pstr_name = emplace_string( NLAStrip.action.name ) - anim.rate = 30.0 - anim.offset = animdata_length - anim.length = anim_end-anim_start - - # Export the fucking keyframes - for frame in range(anim_start,anim_end): - bpy.context.scene.frame_set(frame) - - for bone_name in bones: - for pb in armature.pose.bones: - if pb.name == bone_name: - rb = armature.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() - - # local position - final_pos = Vector(( loc[0], loc[2], -loc[1] )) - - # 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() - - kf = mdl_keyframe() - kf.co[0] = final_pos[0] - kf.co[1] = final_pos[1] - kf.co[2] = final_pos[2] - - 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] - - animdata_buffer += [kf] - animdata_length += sizeof(mdl_keyframe) - break - - anim_buffer += [anim] - skeleton.anim_count += 1 - - s000 = F" [{uid: 3}/{header.node_count-1}]" + " |"*(depth-1) - print( F"{s000} | *anim: {NLAStrip.action.name}" ) - - bpy.context.scene.frame_set( previous_frame ) - armature.animation_data.action = previous_action + font=ent_font() + font.alias = sr_compile_string( data.alias ) + font.variant_start = variant_count + font.variant_count = 0 + font.glyph_start = glyph_count - entdata_buffer += [skeleton] + glyph_base = data.glyphs[0].utf32 + glyph_range = data.glyphs[-1].utf32+1 - glyph_base - elif classtype == 'k_classtype_bone': - node.classtype = 10 - entdata_length += sizeof( classtype_bone ) - - bone = classtype_bone() - bone.deform = node_def['deform'] - - if 'target' in node_def: - bone.ik_target = armature_def['bones'].index( node_def['target'] ) - bone.ik_pole = armature_def['bones'].index( node_def['pole'] ) - else: - bone.ik_target = 0 - bone.ik_pole = 0 - - bone.collider = 1 if obj.cv_data.collider else 0 - if obj.cv_data.collider: - bone.hitbox[0][0] = obj.cv_data.v0[0] - bone.hitbox[0][1] = obj.cv_data.v0[2] - bone.hitbox[0][2] = -obj.cv_data.v1[1] - bone.hitbox[1][0] = obj.cv_data.v1[0] - bone.hitbox[1][1] = obj.cv_data.v1[2] - bone.hitbox[1][2] = -obj.cv_data.v0[1] - else: - bone.hitbox[0][0] = 0.0 - bone.hitbox[0][1] = 0.0 - bone.hitbox[0][2] = 0.0 - bone.hitbox[1][0] = 0.0 - bone.hitbox[1][1] = 0.0 - bone.hitbox[1][2] = 0.0 - - if obj.cv_data.con0: - bone.use_limits = 1 - bone.angle_limits[0][0] = obj.cv_data.mins[0] - bone.angle_limits[0][1] = obj.cv_data.mins[2] - bone.angle_limits[0][2] = -obj.cv_data.maxs[1] - bone.angle_limits[1][0] = obj.cv_data.maxs[0] - bone.angle_limits[1][1] = obj.cv_data.maxs[2] - bone.angle_limits[1][2] = -obj.cv_data.mins[1] - else: - bone.use_limits = 0 - bone.angle_limits[0][0] = 0.0 - bone.angle_limits[0][1] = 0.0 - bone.angle_limits[0][2] = 0.0 - bone.angle_limits[1][0] = 0.0 - bone.angle_limits[1][1] = 0.0 - bone.angle_limits[1][2] = 0.0 - - bone.deform = node_def['deform'] - entdata_buffer += [bone] - - elif classtype == 'k_classtype_gate': - node.classtype = 1 - entdata_length += sizeof( classtype_gate ) - - gate = classtype_gate() - gate.target = 0 - if obj.cv_data.target != None: - gate.target = obj.cv_data.target.cv_data.uid - - if obj.type == 'MESH': - gate.dims[0] = obj.data.cv_data.v0[0] - gate.dims[1] = obj.data.cv_data.v0[1] - gate.dims[2] = obj.data.cv_data.v0[2] - else: - gate.dims[0] = obj.cv_data.v0[0] - gate.dims[1] = obj.cv_data.v0[1] - gate.dims[2] = obj.cv_data.v0[2] - - entdata_buffer += [gate] - - elif classtype == 'k_classtype_block': - node.classtype = 2 - entdata_length += sizeof( classtype_block ) - - source = obj.data.cv_data - - block = classtype_block() - block.bbx[0][0] = source.v0[0] - block.bbx[0][1] = source.v0[2] - block.bbx[0][2] = -source.v1[1] - - block.bbx[1][0] = source.v1[0] - block.bbx[1][1] = source.v1[2] - block.bbx[1][2] = -source.v0[1] - entdata_buffer += [block] - - elif classtype == 'k_classtype_spawn': - node.classtype = 3 - - elif classtype == 'k_classtype_water': - node.classtype = 4 - - elif classtype == 'k_classtype_car_path': - node.classtype = 5 - entdata_length += sizeof( classtype_car_path ) - - pn = classtype_car_path() - pn.target = 0 - pn.target1 = 0 - - if obj.cv_data.target != None: - pn.target = obj.cv_data.target.cv_data.uid - if obj.cv_data.target1 != None: - pn.target1 = obj.cv_data.target1.cv_data.uid - - entdata_buffer += [pn] - - elif obj.is_instancer: - target = obj.instance_collection - - node.classtype = 6 - entdata_length += sizeof( classtype_instance ) - - inst = classtype_instance() - inst.pstr_file = emplace_string( F"models/{target.name}.mdl" ) - entdata_buffer += [inst] - - elif classtype == 'k_classtype_capsule': - node.classtype = 7 - - elif classtype == 'k_classtype_route_node': - node.classtype = 8 - entdata_length += sizeof( classtype_route_node ) - - rn = classtype_route_node() - if obj.cv_data.target != None: - rn.target = obj.cv_data.target.cv_data.uid - if obj.cv_data.target1 != None: - rn.target1 = obj.cv_data.target1.cv_data.uid - - entdata_buffer += [rn] - - elif classtype == 'k_classtype_route': - node.classtype = 9 - entdata_length += sizeof( classtype_route ) - r = classtype_route() - r.colour[0] = obj.cv_data.colour[0] - r.colour[1] = obj.cv_data.colour[1] - r.colour[2] = obj.cv_data.colour[2] + font.glyph_utf32_base = glyph_base + font.glyph_count = glyph_range - if obj.cv_data.target != None: - r.id_start = obj.cv_data.target.cv_data.uid + for i in range(len(data.variants)):#{ + data_var = data.variants[i] + if not data_var.mesh: continue - entdata_buffer += [r] + mesh = data_var.mesh.data - # classtype == 'k_classtype_none': - else: - node.classtype = 0 - node.offset = 0 + variant = ent_font_variant() + variant.name = sr_compile_string( data_var.tipo ) - node_buffer += [node] + # 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 ) - # Write data arrays - # - header.anim_count = len(anim_buffer) + font.variant_count += 1 - print( "Writing data" ) - fpos = sizeof(header) + islands = mesh_utils.mesh_linked_triangles(mesh) + centroids = [Vector((0,0)) for _ in range(len(islands))] - print( F"Nodes: {header.node_count}" ) - header.node_offset = fpos - fpos += sizeof(mdl_node)*header.node_count + for j in range(len(islands)):#{ + for tri in islands[j]:#{ + centroids[j].x += tri.center[0] + centroids[j].y += tri.center[2] + #} - print( F"Submeshes: {header.submesh_count}" ) - header.submesh_offset = fpos - fpos += sizeof(mdl_submesh)*header.submesh_count + centroids[j] /= len(islands[j]) + #} - print( F"Materials: {header.material_count}" ) - header.material_offset = fpos - fpos += sizeof(mdl_material)*header.material_count + 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] - print( F"Animation count: {header.anim_count}" ) - header.anim_offset = fpos - fpos += sizeof(mdl_animation)*header.anim_count + vertex_reference = {} - print( F"Entdata length: {entdata_length}" ) - header.entdata_offset = fpos - fpos += entdata_length + 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 + #} + + 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 ) + #} +#} + +def sr_compile_menus( collection ): +#{ + 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 - print( F"Vertex count: {header.vertex_count}" ) - header.vertex_offset = fpos - fpos += sizeof(mdl_vert)*header.vertex_count + 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 and sr_compile.pack_animations: #{ + # So we can restore later + # + previous_frame = bpy.context.scene.frame_current + previous_action = obj.animation_data.action + 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:#{ + # set active + # + for a in bpy.data.actions:#{ + if a.name == NLAStrip.name:#{ + obj.animation_data.action = a + break + #} + #} + + # Clip to NLA settings + # + anim_start = int(NLAStrip.action_frame_start) + anim_end = int(NLAStrip.action_frame_end) - print( F"Indice count: {header.indice_count}" ) - header.indice_offset = fpos - fpos += sizeof(c_uint32)*header.indice_count + # Export strips + # + anim = mdl_animation() + anim.pstr_name = sr_compile_string( NLAStrip.action.name ) + anim.rate = 30.0 + 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):#{ + bpy.context.scene.frame_set(frame) + + 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 + #} + + 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 - print( F"Keyframe count: {animdata_length}" ) - header.animdata_offset = fpos - fpos += animdata_length + # 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 + #} + + sr_compile.armature_data.extend(bytearray(node)) +#} + +def sr_ent_push( struct ): +#{ + clase = type(struct).__name__ + + if clase not in sr_compile.entity_data:#{ + sr_compile.entity_data[ clase ] = bytearray() + sr_compile.entity_info[ clase ] = { 'size': sizeof(struct) } + #} + + index = len(sr_compile.entity_data[ clase ])//sizeof(struct) + sr_compile.entity_data[ clase ].extend( bytearray(struct) ) + return index +#} + +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 +#} + +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 = {} - print( F"Strings length: {len(strings_buffer)}" ) - header.strings_offset = fpos - fpos += len(strings_buffer) + # 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 + + gate.dimensions[0] = mesh_data.dimensions[0] + gate.dimensions[1] = mesh_data.dimensions[1] + gate.dimensions[2] = mesh_data.dimensions[2] - header.file_length = fpos + q = [obj.matrix_local.to_quaternion(), (0,0,0,1)] + co = [obj.matrix_world @ Vector((0,0,0)), (0,0,0)] - path = F"/home/harry/Documents/carve/models_src/{collection_name}.mdl" + 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 + # + 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" ) - - fp.write( bytearray( header ) ) - - for node in node_buffer: - fp.write( bytearray(node) ) - for sm in submesh_buffer: - fp.write( bytearray(sm) ) - for mat in material_buffer: - fp.write( bytearray(mat) ) - for a in anim_buffer: - fp.write( bytearray(a) ) - for ed in entdata_buffer: - fp.write( bytearray(ed) ) - for v in vertex_buffer: - fp.write( bytearray(v) ) - for i in indice_buffer: - fp.write( bytearray(i) ) - for kf in animdata_buffer: - fp.write( bytearray(kf) ) - - fp.write( strings_buffer ) + 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( F"Completed {collection_name}.mdl" ) + print( '[SR] done' ) +#} -# Clicky clicky GUI -# ------------------------------------------------------------------------------ +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 +#} -cv_view_draw_handler = None -cv_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR') +class SR_MIRROR_BONE_X(bpy.types.Operator): +#{ + bl_idname="skaterift.mirror_bone" + bl_label="Mirror bone attributes - SkateRift" -def cv_draw(): - global cv_view_shader - 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') + def execute(_,context): + #{ + active_object = context.active_object + bones = active_object.data.bones + a = bones.active + b = sr_get_mirror_bone( bones ) - verts = [] - colours = [] - - #def drawbezier(p0,h0,p1,h1,c0,c1): - # nonlocal verts, colours - - # verts += [p0] - # verts += [h0] - # colours += [(0.5,0.5,0.5,1.0),(0.5,0.5,0.5,1)] - # verts += [p1] - # verts += [h1] - # colours += [(1.0,1.0,1,1),(1,1,1,1)] - # - # last = p0 - # for i in range(10): - # t = (i+1)/10 - # a0 = 1-t - - # tt = t*t - # ttt = tt*t - # p=ttt*p1+(3*tt-3*ttt)*h1+(3*ttt-6*tt+3*t)*h0+(3*tt-ttt-3*t+1)*p0 - # verts += [(last[0],last[1],last[2])] - # verts += [(p[0],p[1],p[2])] - # colours += [c0*a0+c1*(1-a0),c0*a0+c1*(1-a0)] - # last = p - - course_count = 0 - - def drawbhandle(obj, direction, colour): - nonlocal verts, colours - p0 = obj.location - h0 = obj.matrix_world @ Vector((0,direction,0)) - verts += [p0] - verts += [h0] - colours += [colour,colour] - - def drawbezier(p0,h0,p1,h1,c0,c1): - nonlocal verts, colours - - last = p0 - for i in range(10): - t = (i+1)/10 - a0 = 1-t - - tt = t*t - ttt = tt*t - p=ttt*p1+(3*tt-3*ttt)*h1+(3*ttt-6*tt+3*t)*h0+(3*tt-ttt-3*t+1)*p0 - verts += [(last[0],last[1],last[2])] - verts += [(p[0],p[1],p[2])] - colours += [c0*a0+c1*(1-a0),c0*a0+c1*(1-a0)] - last = p - - def drawsbpath(o0,o1,c0,c1,s0,s1): - nonlocal course_count - - offs = ((course_count % 2)*2-1) * course_count * 0.02 - - p0 = o0.matrix_world @ Vector((offs, 0,0)) - h0 = o0.matrix_world @ Vector((offs, s0,0)) - p1 = o1.matrix_world @ Vector((offs, 0,0)) - h1 = o1.matrix_world @ Vector((offs,-s1,0)) - drawbezier(p0,h0,p1,h1,c0,c1) - - def drawbpath(o0,o1,c0,c1): - drawsbpath(o0,o1,c0,c1,1.0,1.0) - - def drawbline(p0,p1,c0,c1): - nonlocal verts, colours - verts += [p0,p1] - colours += [c0,c1] - - for obj in bpy.context.collection.objects: - if obj.type == 'ARMATURE': - 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 - - 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])) - vs[2]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+a[2])) - vs[3]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+a[2])) - vs[4]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+b[2])) - vs[5]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+b[2])) - vs[6]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+b[2])) - vs[7]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+b[2])) + if not b: return {'FINISHED'} - 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)] + b.SR_data.collider = a.SR_data.collider - for l in indices: - v0 = vs[l[0]] - v1 = vs[l[1]] - verts += [(v0[0],v0[1],v0[2])] - verts += [(v1[0],v1[1],v1[2])] - colours += [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)] + def _v3copyflipy( a, b ):#{ + b[0] = a[0] + b[1] = -a[1] + b[2] = a[2] + #} - center=obj.matrix_world@c - - def _angle_lim( major, minor, amin, amax, colour ): - nonlocal verts, colours - f = 0.05 - ay = major*f - ax = minor*f - - for x in range(16): - t0 = x/16 - t1 = (x+1)/16 - a0 = amin*(1.0-t0)+amax*t0 - a1 = amin*(1.0-t1)+amax*t1 - - p0 = c + major*f*math.cos(a0) + minor*f*math.sin(a0) - p1 = c + major*f*math.cos(a1) + minor*f*math.sin(a1) - - p0=obj.matrix_world @ p0 - p1=obj.matrix_world @ p1 - verts += [p0,p1] - colours += [colour,colour] - - if x == 0: - verts += [p0,c] - colours += [colour,colour] - if x == 15: - verts += [p1,c] - colours += [colour,colour] - - verts += [c+major*1.2*f,c+major*f*0.8] - colours += [colour,colour] - - if bone.cv_data.con0: - _angle_lim( Vector((0,1,0)),Vector((0,0,1)), \ - bone.cv_data.mins[0], bone.cv_data.maxs[0], \ - (1,0,0,1)) - _angle_lim( Vector((0,0,1)),Vector((1,0,0)), \ - bone.cv_data.mins[1], bone.cv_data.maxs[1], \ - (0,1,0,1)) - _angle_lim( Vector((1,0,0)),Vector((0,1,0)), \ - bone.cv_data.mins[2], bone.cv_data.maxs[2], \ - (0,0,1,1)) - + _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] - if obj.cv_data.classtype == 'k_classtype_gate': - if obj.type == 'MESH': - dims = obj.data.cv_data.v0 - else: - dims = obj.cv_data.v0 + b.SR_data.cone_constraint = a.SR_data.cone_constraint - vs = [None]*9 - c = Vector((0,0,dims[2])) + _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 ) - 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))) + b.SR_data.conet = a.SR_data.conet - indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)] + # redraw + ob = bpy.context.scene.objects[0] + ob.hide_render = ob.hide_render + return {'FINISHED'} + #} +#} - for l in indices: - v0 = vs[l[0]] - v1 = vs[l[1]] - verts += [(v0[0],v0[1],v0[2])] - verts += [(v1[0],v1[1],v1[2])] - colours += [(1,1,0,1),(1,1,0,1)] +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] ) - sw = (0.4,0.4,0.4,0.2) - if obj.cv_data.target != None: - drawbline( obj.location, obj.cv_data.target.location, sw,sw ) + return {'FINISHED'} + #} +#} - elif obj.cv_data.classtype == 'k_classtype_route_node': - 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: - drawbpath( obj, obj.cv_data.target, sw, sw ) - if obj.cv_data.target1 != None: - drawbpath( obj, obj.cv_data.target1, sw, sw ) +class SR_COMPILE_THIS(bpy.types.Operator): +#{ + bl_idname="skaterift.compile_this" + bl_label="Compile This collection" - drawbhandle( obj, 1.0, (0.8,0.8,0.8,1.0) ) - drawbhandle( obj, -1.0, (0.4,0.4,0.4,1.0) ) + def execute(_,context): + #{ + col = bpy.context.collection + sr_compile( col ) - p1 = obj.location+ \ - obj.matrix_world.to_quaternion() @ Vector((0,0,-6+1.5)) - drawbline( obj.location, p1, sw,sw2 ) + 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" - elif obj.cv_data.classtype == 'k_classtype_block': - a = obj.data.cv_data.v0 - b = obj.data.cv_data.v1 + 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" ) - vs = [None]*8 - vs[0] = obj.matrix_world @ Vector((a[0], a[1], a[2])) - vs[1] = obj.matrix_world @ Vector((a[0], b[1], a[2])) - vs[2] = obj.matrix_world @ Vector((b[0], b[1], a[2])) - vs[3] = obj.matrix_world @ Vector((b[0], a[1], a[2])) - vs[4] = obj.matrix_world @ Vector((a[0], a[1], b[2])) - vs[5] = obj.matrix_world @ Vector((a[0], b[1], b[2])) - vs[6] = obj.matrix_world @ Vector((b[0], b[1], b[2])) - vs[7] = obj.matrix_world @ Vector((b[0], a[1], b[2])) + 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 - 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)] + font = active_object.SR_data.ent_font[0] + font.glyphs.add() - for l in indices: - v0 = vs[l[0]] - v1 = vs[l[1]] - verts += [(v0[0],v0[1],v0[2])] - verts += [(v1[0],v1[1],v1[2])] - colours += [(1,1,0,1),(1,1,0,1)] - - elif obj.cv_data.classtype == 'k_classtype_capsule': - h = obj.data.cv_data.v0[0] - r = obj.data.cv_data.v0[1] - - vs = [None]*10 - vs[0] = obj.matrix_world @ Vector((0.0,0.0, h*0.5 )) - vs[1] = obj.matrix_world @ Vector((0.0,0.0,-h*0.5 )) - vs[2] = obj.matrix_world @ Vector(( r,0.0, h*0.5-r)) - vs[3] = obj.matrix_world @ Vector(( -r,0.0, h*0.5-r)) - vs[4] = obj.matrix_world @ Vector(( r,0.0,-h*0.5+r)) - vs[5] = obj.matrix_world @ Vector(( -r,0.0,-h*0.5+r)) - vs[6] = obj.matrix_world @ Vector((0.0, r , h*0.5-r)) - vs[7] = obj.matrix_world @ Vector((0.0,-r , h*0.5-r)) - vs[8] = obj.matrix_world @ Vector((0.0, r ,-h*0.5+r)) - vs[9] = obj.matrix_world @ Vector((0.0,-r ,-h*0.5+r)) - - indices = [(0,1),(2,3),(4,5),(6,7),(8,9)] - - for l in indices: - v0 = vs[l[0]] - v1 = vs[l[1]] - verts += [(v0[0],v0[1],v0[2])] - verts += [(v1[0],v1[1],v1[2])] - colours += [(0.5,1,0,1),(0.5,1,0,1)] - - elif obj.cv_data.classtype == 'k_classtype_spawn': - 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)] - for l in indices: - v0 = vs[l[0]] - v1 = vs[l[1]] - verts += [(v0[0],v0[1],v0[2])] - verts += [(v1[0],v1[1],v1[2])] - colours += [(0,1,1,1),(0,1,1,1)] - - elif obj.cv_data.classtype == 'k_classtype_route': - vs = [None]*2 - vs[0] = obj.location - vs[1] = obj.cv_data.target.location - indices = [(0,1)] - for l in indices: - v0 = vs[l[0]] - v1 = vs[l[1]] - verts += [(v0[0],v0[1],v0[2])] - verts += [(v1[0],v1[1],v1[2])] - colours += [(0,1,1,1),(0,1,1,1)] - - stack = [None]*64 - stack_i = [0]*64 - stack[0] = obj.cv_data.target - si = 1 - loop_complete = False - - while si > 0: - if stack_i[si-1] == 2: - si -= 1 - continue - - if si == 0: # Loop failed to complete - break + if len(font.glyphs) > 1:#{ + prev = font.glyphs[-2] + cur = font.glyphs[-1] - node = stack[si-1] + cur.bounds = prev.bounds + cur.utf32 = prev.utf32+1 + #} - targets = [None,None] - targets[0] = node.cv_data.target + return{'FINISHED'} + #} +#} - if node.cv_data.classtype == 'k_classtype_route_node': - targets[1] = node.cv_data.target1 - - nextnode = targets[stack_i[si-1]] - stack_i[si-1] += 1 +class SR_OT_GLYPH_LIST_DEL_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.gl_del_entry" + bl_label = "Remove Glyph" - if nextnode != None: # branch - if nextnode == stack[0]: # Loop completed - loop_complete = True - break + @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 + #} - valid=True - for sj in range(si): - if stack[sj] == nextnode: # invalidated path - valid=False - break + def execute(_, context):#{ + active_object = context.active_object + data = active_object.SR_data.ent_font[0] - if valid: - stack_i[si] = 0 - stack[si] = nextnode - si += 1 - continue + index = data.glyphs_index + neighbor = index + (-1 if _.direction == 'UP' else 1) + data.glyphs.move( neighbor, index ) - if loop_complete: - cc = Vector((obj.cv_data.colour[0],\ - obj.cv_data.colour[1],\ - obj.cv_data.colour[2],\ - 1.0)) + list_length = len(data.glyphs) - 1 + new_index = index + (-1 if _.direction == 'UP' else 1) - for sj in range(si): - sk = (sj+1)%si + data.glyphs_index = max(0, min(new_index, list_length)) - if stack[sj].cv_data.classtype == 'k_classtype_gate' and \ - stack[sk].cv_data.classtype == 'k_classtype_gate': - dist = (stack[sj].location-stack[sk].location).magnitude - drawsbpath( stack[sj], stack[sk], cc*0.4, cc, dist, dist ) + return{'FINISHED'} + #} +#} - else: - drawbpath( stack[sj], stack[sk], cc, cc ) +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') + #} +#} - course_count += 1 +class SR_OT_ENT_LIST_DEL_ITEM(bpy.types.Operator):#{ + bl_idname = "skaterift.ent_list_del_entry" + bl_label = "Remove entity" - elif obj.cv_data.classtype == 'k_classtype_car_path': - v0 = obj.matrix_world.to_quaternion() @ Vector((0,1,0)) - c0 = Vector((v0.x*0.5+0.5, v0.y*0.5+0.5, 0.0, 1.0)) - drawbhandle( obj, 1.0, (0.9,0.9,0.9,1.0) ) + @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 + #} + + box = box.box() + box.label( text="Links" ) + box.prop( data, 'link0' ) + box.prop( data, 'link1' ) + box.prop( data, 'link2' ) + box.prop( data, 'link3' ) + #} +#} + +class SR_OBJECT_ENT_WORLD_INFO(bpy.types.PropertyGroup): +#{ + name: bpy.props.StringProperty(name="Name") + desc: bpy.props.StringProperty(name="Description") + author: bpy.props.StringProperty(name="Author") + skybox: bpy.props.StringProperty(name="Skybox") + + 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)") + + @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: + layout.prop( data[0], 'timezone' ) + #} +#} + +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' ) + #} +#} + +class SR_OBJECT_ENT_CHALLENGE(bpy.types.PropertyGroup):#{ + alias: bpy.props.StringProperty( name="Alias" ) + + 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" ) + + time_limit: bpy.props.BoolProperty( name="Time Limit" ) + + first: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="First Objective", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_objective'])) + + camera: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="Camera", \ + 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], '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' ) + #} +#} + +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'])) + + 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' ) + #} +#} + +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' ) + #} +#} + +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 + ) +#} + +class SR_MESH_PROPERTIES(bpy.types.PropertyGroup): +#{ + ent_gate: bpy.props.CollectionProperty(type=SR_MESH_ENT_GATE) +#} + +class SR_LIGHT_PROPERTIES(bpy.types.PropertyGroup): +#{ + daytime: bpy.props.BoolProperty( name='Daytime' ) +#} + +class SR_BONE_PROPERTIES(bpy.types.PropertyGroup): +#{ + collider: bpy.props.EnumProperty( name='Collider Type', + items=[('0','none',''), + ('1','box',''), + ('2','capsule','')]) + + collider_min: bpy.props.FloatVectorProperty( name='Collider Min', size=3 ) + collider_max: bpy.props.FloatVectorProperty( name='Collider Max', size=3 ) + + cone_constraint: bpy.props.BoolProperty( name='Cone constraint' ) + + conevx: bpy.props.FloatVectorProperty( name='vx' ) + conevy: bpy.props.FloatVectorProperty( name='vy' ) + coneva: bpy.props.FloatVectorProperty( name='va' ) + conet: bpy.props.FloatProperty( name='t' ) + + @staticmethod + def sr_inspector( layout, data ): + #{ + data = data[0] + box = layout.box() + box.prop( data, 'collider' ) + + 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' ) + #} + #} +#} + +class SR_MATERIAL_PROPERTIES(bpy.types.PropertyGroup): +#{ + 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','') + ]) - if obj.cv_data.target != None: - v1 = obj.cv_data.target.matrix_world.to_quaternion()@Vector((0,1,0)) - c1 = Vector((v1.x*0.5+0.5, v1.y*0.5+0.5, 0.0, 1.0)) + 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"\ + ) + + cubemap: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="cubemap", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_cubemap'])) + + tex_diffuse_rt: bpy.props.IntProperty( name="diffuse: RT index", default=-1 ) +#} + +# ---------------------------------------------------------------------------- # +# # +# GUI section # +# # +# ---------------------------------------------------------------------------- # - drawbhandle( obj.cv_data.target, -1.0, (0.5,0.5,0.5,1.0) ) - drawbpath( obj, obj.cv_data.target, c0, c1 ) +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 = [] +cv_view_course_i = 0 + +# Draw axis alligned sphere at position with radius +# +def cv_draw_sphere( pos, radius, colour ): +#{ + global cv_view_verts, cv_view_colours + + ly = pos + Vector((0,0,radius)) + lx = pos + Vector((0,radius,0)) + lz = pos + Vector((0,0,radius)) + + pi = 3.14159265358979323846264 + + for i in range(16):#{ + t = ((i+1.0) * 1.0/16.0) * pi * 2.0 + s = math.sin(t) + c = math.cos(t) + + py = pos + Vector((s*radius,0.0,c*radius)) + px = pos + Vector((s*radius,c*radius,0.0)) + pz = pos + Vector((0.0,s*radius,c*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 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 - if obj.cv_data.target1 != None: - v1 = obj.cv_data.target1.matrix_world.to_quaternion()@Vector((0,1,0)) - c1 = Vector((v1.x*0.5+0.5, v1.y*0.5+0.5, 0.0, 1.0)) + for i in range(16):#{ + t = ((i+1.0) * 1.0/16.0) * pi + s = math.sin(t) + c = math.cos(t) - drawbhandle( obj.cv_data.target1, -1.0, (0.5,0.5,0.5,1.0) ) - drawbpath( obj, obj.cv_data.target1, c0, c1 ) + s1 = math.sin(t*2.0) + c1 = math.cos(t*2.0) - lines = batch_for_shader(\ - cv_view_shader, 'LINES', \ - { "pos":verts, "color":colours }) + py = pos + s*tx*radius + c *tz*radius + px = pos + s*tx*radius + c *ty*radius + pz = pos + s1*ty*radius + c1*tz*radius - lines.draw( cv_view_shader ) + cv_view_verts += [ px, lx ] + cv_view_verts += [ py, ly ] + cv_view_verts += [ pz, lz ] -def cv_poll_target(scene, obj): - if obj == bpy.context.active_object: - return False - if obj.cv_data.classtype == 'k_classtype_none': - return False - return True + cv_view_colours += [ colour, colour, colour, colour, colour, colour ] -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) + ly = py + lx = px + lz = pz + #} + cv_draw_lines() +#} -class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): - uid: bpy.props.IntProperty( name="" ) +# Draw transformed -1 -> 1 cube +# +def cv_draw_ucube( transform, colour, s=Vector((1,1,1)), o=Vector((0,0,0)) ): +#{ + global cv_view_verts, cv_view_colours - 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 ) + a = o + -1.0 * s + b = o + 1.0 * s + + vs = [None]*8 + vs[0] = transform @ Vector((a[0], a[1], a[2])) + vs[1] = transform @ Vector((a[0], b[1], a[2])) + vs[2] = transform @ Vector((b[0], b[1], a[2])) + vs[3] = transform @ Vector((b[0], a[1], a[2])) + vs[4] = transform @ Vector((a[0], a[1], b[2])) + vs[5] = transform @ Vector((a[0], b[1], b[2])) + vs[6] = transform @ Vector((b[0], b[1], b[2])) + vs[7] = transform @ Vector((b[0], a[1], b[2])) + + 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 += [colour, colour] + #} + cv_draw_lines() +#} + +# Draw line with colour +# +def cv_draw_line( p0, p1, colour ): +#{ + global cv_view_verts, cv_view_colours + + cv_view_verts += [p0,p1] + cv_view_colours += [colour, colour] + cv_draw_lines() +#} + +# Draw line with colour(s) +# +def cv_draw_line2( p0, p1, c0, c1 ): +#{ + global cv_view_verts, cv_view_colours + + cv_view_verts += [p0,p1] + cv_view_colours += [c0,c1] + cv_draw_lines() +#} + +# +# +def cv_tangent_basis( n, tx, ty ): +#{ + if abs( n[0] ) >= 0.57735027:#{ + tx[0] = n[1] + tx[1] = -n[0] + tx[2] = 0.0 + #} + 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, size=0.25, outline=True ): +#{ + global cv_view_verts, cv_view_colours + + n = p1-p0 + midpt = p0 + n*0.5 + n.normalize() + + tx = Vector((1,0,0)) + 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 +# +def cv_draw_bhandle( obj, direction, colour ): +#{ + global cv_view_verts, cv_view_colours + + p0 = obj.location + h0 = obj.matrix_world @ Vector((0,direction,0)) + + cv_view_verts += [p0] + cv_view_verts += [h0] + cv_view_colours += [colour,colour] + cv_draw_lines() +#} + +# Draw a bezier curve (at fixed resolution 10) +# +def cv_draw_bezier( p0,h0,p1,h1,c0,c1 ): +#{ + global cv_view_verts, cv_view_colours + + last = p0 + for i in range(10):#{ + t = (i+1)/10 + a0 = 1-t + + tt = t*t + ttt = tt*t + p=ttt*p1+(3*tt-3*ttt)*h1+(3*ttt-6*tt+3*t)*h0+(3*tt-ttt-3*t+1)*p0 + + cv_view_verts += [(last[0],last[1],last[2])] + cv_view_verts += [(p[0],p[1],p[2])] + cv_view_colours += [c0*a0+c1*(1-a0),c0*a0+c1*(1-a0)] + + last = p + #} + cv_draw_lines() +#} + +# I think this one extends the handles of the bezier otwards...... +# +def cv_draw_sbpath( o0,o1,c0,c1,s0,s1 ): +#{ + global cv_view_course_i + + offs = ((cv_view_course_i % 2)*2-1) * cv_view_course_i * 0.02 - colour: bpy.props.FloatVectorProperty(name="colour",subtype='COLOR',\ - min=0.0,max=1.0) + p0 = o0.matrix_world @ Vector((offs, 0,0)) + h0 = o0.matrix_world @ Vector((offs, s0,0)) + p1 = o1.matrix_world @ Vector((offs, 0,0)) + h1 = o1.matrix_world @ Vector((offs,-s1,0)) - classtype: bpy.props.EnumProperty( - name="Format", - items = [ - ('k_classtype_none', "k_classtype_none", "", 0), - ('k_classtype_gate', "k_classtype_gate", "", 1), - ('k_classtype_block', "k_classtype_block", "", 2), - ('k_classtype_spawn', "k_classtype_spawn", "", 3), - ('k_classtype_water', "k_classtype_water", "", 4), - ('k_classtype_car_path', "k_classtype_car_path", "", 5), - ('k_classtype_INSTANCE', "","", 6 ), - ('k_classtype_capsule', "k_classtype_capsule", "", 7 ), - ('k_classtype_route_node', "k_classtype_route_node", "", 8 ), - ('k_classtype_route', "k_classtype_route", "", 9 ), - ('k_classtype_bone',"k_classtype_bone","",10), - ('k_classtype_SKELETON', "","", 11 ), - ('k_classtype_SKIN',"","",12) - ]) + cv_draw_bezier( p0,h0,p1,h1,c0,c1 ) + cv_draw_lines() +#} -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) +# Flush the lines buffers. This is called often because god help you if you want +# to do fixed, fast buffers in this catastrophic programming language. +# +def cv_draw_lines(): +#{ + global cv_view_shader, cv_view_verts, cv_view_colours - 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) + if len(cv_view_verts) < 2: + return -class CV_BONE_PANEL(bpy.types.Panel): - bl_label="Bone Config" - bl_idname="SCENE_PT_cv_bone" - bl_space_type='PROPERTIES' - bl_region_type='WINDOW' - bl_context='bone' + lines = batch_for_shader(\ + cv_view_shader, 'LINES', \ + { "pos":cv_view_verts, "color":cv_view_colours }) + + if bpy.context.scene.SR_data.gizmos: + lines.draw( cv_view_shader ) + + cv_view_verts = [] + cv_view_colours = [] +#} + +# I dont remember what this does exactly +# +def cv_draw_bpath( o0,o1,c0,c1 ): +#{ + cv_draw_sbpath( o0,o1,c0,c1,1.0,1.0 ) +#} + +# Semi circle to show the limit. and some lines +# +def draw_limit( obj, center, major, minor, amin, amax, colour ): +#{ + global cv_view_verts, cv_view_colours + f = 0.05 + ay = major*f + ax = minor*f + + for x in range(16):#{ + t0 = x/16 + t1 = (x+1)/16 + a0 = amin*(1.0-t0)+amax*t0 + a1 = amin*(1.0-t1)+amax*t1 + + p0 = center + major*f*math.cos(a0) + minor*f*math.sin(a0) + p1 = center + major*f*math.cos(a1) + minor*f*math.sin(a1) + + p0=obj.matrix_world @ p0 + p1=obj.matrix_world @ p1 + cv_view_verts += [p0,p1] + cv_view_colours += [colour,colour] + + if x == 0:#{ + cv_view_verts += [p0,center] + cv_view_colours += [colour,colour] + #} + if x == 15:#{ + cv_view_verts += [p1,center] + cv_view_colours += [colour,colour] + #} + #} + + cv_view_verts += [center+major*1.2*f,center+major*f*0.8] + cv_view_colours += [colour,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 + + 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])) + vs[2]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+a[2])) + vs[3]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+a[2])) + vs[4]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+b[2])) + vs[5]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+b[2])) + vs[6]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+b[2])) + vs[7]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+b[2])) - def draw(_,context): - active_object = context.active_object - if active_object == None: return + 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)] - bone = active_object.data.bones.active - if bone == None: return + for l in indices:#{ + v0 = vs[l[0]] + v1 = vs[l[1]] - _.layout.prop( bone.cv_data, "collider" ) - _.layout.prop( bone.cv_data, "v0" ) - _.layout.prop( bone.cv_data, "v1" ) + 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)] + #} + #} + 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 + #} + #} + + v1 = Vector((0,0,0)) + v1[major_axis] = 1.0 + + tx = Vector((0,0,0)) + ty = Vector((0,0,0)) + + cv_tangent_basis( v1, tx, ty ) + r = (abs(tx.dot( v0 )) + abs(ty.dot( v0 ))) * 0.25 + l = v0[ major_axis ] - r*2 + + p0 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l*-0.5 ) + p1 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l* 0.5 ) + + colour = [0.2,0.2,0.2] + colour[major_axis] = 0.5 + + cv_draw_halfsphere( p0, -v1, ty, tx, r, colour ) + cv_draw_halfsphere( p1, v1, ty, tx, r, colour ) + cv_draw_line( p0+tx* r, p1+tx* r, colour ) + cv_draw_line( p0+tx*-r, p1+tx*-r, colour ) + cv_draw_line( p0+ty* r, p1+ty* r, colour ) + cv_draw_line( p0+ty*-r, p1+ty*-r, colour ) + #} + else:#{ + continue + #} + + center = obj.matrix_world @ c + if bone.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 ) + #} + #} +#} + +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 ) + #} +#} + +def cv_ent_gate( obj ): +#{ + global cv_view_verts, cv_view_colours + + if obj.type != 'MESH': return + + mesh_data = obj.data.SR_data.ent_gate[0] + data = obj.SR_data.ent_gate[0] + dims = mesh_data.dimensions + + vs = [None]*9 + c = Vector((0,0,dims[2])) + + 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))) + + 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] + #} + + sw = (0.4,0.4,0.4) + if data.target != None: + cv_draw_arrow( obj.location, data.target.location, sw ) +#} + +def cv_ent_volume( obj ): +#{ + global cv_view_verts, cv_view_colours + + data = obj.SR_data.ent_volume[0] + + if data.subtype == '0':#{ + cv_draw_ucube( obj.matrix_world, (0,1,0), Vector((0.99,0.99,0.99)) ) + + 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) ) + + if data.target:#{ + cv_draw_arrow( obj.location, data.target.location, (1,1,1) ) + #} + #} +#} + +def dijkstra( graph, start_node, target_node ): +#{ + 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 + #} + + 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 dij_graph(): +#{ + def __init__(_,points,graph,subsections):#{ + _.points = points + _.graph = graph + _.subsections = subsections + #} +#} + +def create_node_graph( curves, gates ): +#{ + # add endpoints of curves + graph = {} + route_points = [] + subsections = [] + point_count = 0 + spline_count = 0 - _.layout.label( text="Angle Limits" ) - _.layout.prop( bone.cv_data, "con0" ) - _.layout.prop( bone.cv_data, "mins" ) - _.layout.prop( bone.cv_data, "maxs" ) + 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 -class CV_SCENE_SETTINGS(bpy.types.PropertyGroup): - use_hidden: bpy.props.BoolProperty( name="use hidden", default=False ) + dist = round(spline.calc_length(),2) -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 - _.layout.prop( active_object.cv_data, "classtype" ) - - if active_object.cv_data.classtype == 'k_classtype_gate': - _.layout.prop( active_object.cv_data, "target" ) - - mesh = active_object.data - _.layout.label( text=F"(i) Data is stored in {mesh.name}" ) - _.layout.prop( mesh.cv_data, "v0" ) - - elif active_object.cv_data.classtype == 'k_classtype_car_path' or \ - active_object.cv_data.classtype == 'k_classtype_route_node': - _.layout.prop( active_object.cv_data, "target" ) - _.layout.prop( active_object.cv_data, "target1" ) - - elif active_object.cv_data.classtype == 'k_classtype_route': - _.layout.prop( active_object.cv_data, "target" ) - _.layout.prop( active_object.cv_data, "colour" ) - - elif active_object.cv_data.classtype == 'k_classtype_block': - mesh = active_object.data - - _.layout.label( text=F"(i) Data is stored in {mesh.name}" ) - _.layout.prop( mesh.cv_data, "v0" ) - _.layout.prop( mesh.cv_data, "v1" ) - _.layout.prop( mesh.cv_data, "v2" ) - _.layout.prop( mesh.cv_data, "v3" ) - elif active_object.cv_data.classtype == 'k_classtype_capsule': - mesh = active_object.data - _.layout.label( text=F"(i) Data is stored in {mesh.name}" ) - _.layout.prop( mesh.cv_data, "v0" ) - -class CV_INTERFACE(bpy.types.Panel): - bl_idname = "VIEW3D_PT_carve" - bl_label = "Carve" - bl_space_type = 'VIEW_3D' - bl_region_type = 'UI' - bl_category = "Carve" + ia = point_count + ib = point_count+l-1 - def draw(_, context): - layout = _.layout - layout.prop( context.scene.cv_data, "use_hidden") - layout.operator( "carve.compile_all" ) - -def test_compile(): - 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 ) - -class CV_COMPILE(bpy.types.Operator): - bl_idname="carve.compile_all" - bl_label="Compile All" + 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))) + + previous = ia+i-1 + proxima = ia+i+1 + + if i == 0: previous = -1 + if i == len(spline.points)-1: proxima = -1 + + subsections.append((spline_count,previous,proxima)) + point_count += 1 + #} + + spline_count += 1 + #} + #} + + # 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 + #} + #} + #} + + # 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 + + graph[ gate.name ] = {} + + 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 dist < 10.0:#{ + graph[ gate.name ][ ni ] = dist + graph[ ni ][ gate.name ] = dist + #} + #} + #} + + return dij_graph(route_points,graph,subsections) +#} + +def solve_graph( dij, start, end ): +#{ + 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 ) + #} + #} + + full.append( path[-2] ) + #} + return full +#} + +def cv_draw_route( route, dij ): +#{ + 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 + #} + + if gi==gj: continue # error? + if not gi or not gj: continue + + 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 ) + #} + #} +#} + +def cv_draw():#{ + global cv_view_shader + global cv_view_verts + global cv_view_colours + global cv_view_course_i - def execute(_,context): - test_compile() - #cProfile.runctx("test_compile()",globals(),locals(),sort=1) - #for col in bpy.data.collections["export"].children: - # write_model( col.name ) + cv_view_course_i = 0 + cv_view_verts = [] + cv_view_colours = [] - return {'FINISHED'} + 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') -classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\ - CV_MESH_SETTINGS, CV_SCENE_SETTINGS, CV_BONE_SETTINGS,\ - CV_BONE_PANEL] + 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:#{ + 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 ) + #} + #} + #} + #} + #} + #} + + 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() +#} + +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 ) + + 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 = [ 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.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') +#} + +# ---------------------------------------------------------------------------- # +# # +# QOI encoder # +# # +# ---------------------------------------------------------------------------- # +# # +# Transliteration of: # +# https://github.com/phoboslab/qoi/blob/master/qoi.h # +# # +# Copyright (c) 2021, Dominic Szablewski - https://phoboslab.org # +# SPDX-License-Identifier: MIT # +# QOI - The "Quite OK Image" format for fast, lossless image compression # +# # +# ---------------------------------------------------------------------------- # + +class qoi_rgba_t(Structure): +#{ + _pack_ = 1 + _fields_ = [("r",c_uint8), + ("g",c_uint8), + ("b",c_uint8), + ("a",c_uint8)] +#} + +QOI_OP_INDEX = 0x00 # 00xxxxxx +QOI_OP_DIFF = 0x40 # 01xxxxxx +QOI_OP_LUMA = 0x80 # 10xxxxxx +QOI_OP_RUN = 0xc0 # 11xxxxxx +QOI_OP_RGB = 0xfe # 11111110 +QOI_OP_RGBA = 0xff # 11111111 + +QOI_MASK_2 = 0xc0 # 11000000 + +def qoi_colour_hash( c ): +#{ + return c.r*3 + c.g*5 + c.b*7 + c.a*11 +#} + +def qoi_eq( a, b ): +#{ + return (a.r==b.r) and (a.g==b.g) and (a.b==b.b) and (a.a==b.a) +#} + +def qoi_32bit( v ): +#{ + return bytearray([ (0xff000000 & v) >> 24, \ + (0x00ff0000 & v) >> 16, \ + (0x0000ff00 & v) >> 8, \ + (0x000000ff & v) ]) +#} + +def qoi_encode( img ): +#{ + data = bytearray() + + print(F"{' ':<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) ] + + # Header + # + data.extend( bytearray(c_uint32(0x66696f71)) ) + data.extend( qoi_32bit( img.size[0] ) ) + data.extend( qoi_32bit( img.size[1] ) ) + data.extend( bytearray(c_uint8(4)) ) + data.extend( bytearray(c_uint8(0)) ) + + run = 0 + px_prev = qoi_rgba_t() + px_prev.r = c_uint8(0) + px_prev.g = c_uint8(0) + px_prev.b = c_uint8(0) + px_prev.a = c_uint8(255) + + px = qoi_rgba_t() + px.r = c_uint8(0) + px.g = c_uint8(0) + px.b = c_uint8(0) + px.a = c_uint8(255) + + px_len = img.size[0] * img.size[1] + paxels = [ int(min(max(_,0),1)*255) for _ in img.pixels ] + + for px_pos in range( px_len ): #{ + idx = px_pos * img.channels + nc = img.channels-1 + + px.r = paxels[idx+min(0,nc)] + px.g = paxels[idx+min(1,nc)] + px.b = paxels[idx+min(2,nc)] + px.a = paxels[idx+min(3,nc)] + + if qoi_eq( px, px_prev ): #{ + run += 1 + + if (run == 62) or (px_pos == px_len-1): #{ + data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) ) + run = 0 + #} + #} + else: #{ + if run > 0: #{ + data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) ) + run = 0 + #} + + index_pos = qoi_colour_hash(px) % 64 + + if qoi_eq( index[index_pos], px ): #{ + data.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos)) ) + #} + else: #{ + index[ index_pos ].r = px.r + index[ index_pos ].g = px.g + index[ index_pos ].b = px.b + index[ index_pos ].a = px.a + + if px.a == px_prev.a: #{ + vr = int(px.r) - int(px_prev.r) + vg = int(px.g) - int(px_prev.g) + vb = int(px.b) - int(px_prev.b) + + vg_r = vr - vg + vg_b = vb - vg + + if (vr > -3) and (vr < 2) and\ + (vg > -3) and (vg < 2) and\ + (vb > -3) and (vb < 2): + #{ + op = QOI_OP_DIFF | (vr+2) << 4 | (vg+2) << 2 | (vb+2) + data.extend( bytearray( c_uint8(op) )) + #} + elif (vg_r > -9) and (vg_r < 8) and\ + (vg > -33) and (vg < 32 ) and\ + (vg_b > -9) and (vg_b < 8): + #{ + op = QOI_OP_LUMA | (vg+32) + delta = (vg_r+8) << 4 | (vg_b + 8) + data.extend( bytearray( c_uint8(op) ) ) + data.extend( bytearray( c_uint8(delta) )) + #} + else: #{ + data.extend( bytearray( c_uint8(QOI_OP_RGB) ) ) + data.extend( bytearray( c_uint8(px.r) )) + data.extend( bytearray( c_uint8(px.g) )) + data.extend( bytearray( c_uint8(px.b) )) + #} + #} + else: #{ + data.extend( bytearray( c_uint8(QOI_OP_RGBA) ) ) + data.extend( bytearray( c_uint8(px.r) )) + data.extend( bytearray( c_uint8(px.g) )) + data.extend( bytearray( c_uint8(px.b) )) + data.extend( bytearray( c_uint8(px.a) )) + #} + #} + #} + + px_prev.r = px.r + px_prev.g = px.g + px_prev.b = px.b + px_prev.a = px.a + #} + + # Padding + for i in range(7): + data.extend( bytearray( c_uint8(0) )) + data.extend( bytearray( c_uint8(1) )) + bytearray_align_to( data, 16, b'\x00' ) + + return data +#}