X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=d0a1c8aa50932b67a7cd4389865dedc983aed23c;hb=26bde92c7084971f13352b37fd4d1ea528b45dcf;hp=538ed6cdd69168bf32316d683daa90cfbd57deca;hpb=33de52d9660ab86caafdd0ae4abb496dbc072778;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index 538ed6c..d0a1c8a 100644 --- a/blender_export.py +++ b/blender_export.py @@ -2,7 +2,7 @@ # ============================================================================= # # Copyright . . . -----, ,----- ,---. .---. -# 2021-2022 |\ /| | / | | | | /| +# 2021-2023 |\ /| | / | | | | /| # | \ / | +-- / +----- +---' | / | # | \ / | | / | | \ | / | # | \/ | | / | | \ | / | @@ -255,6 +255,40 @@ class classtype_gate(Structure): #} #} +class classtype_nonlocal_gate(classtype_gate): +#{ + def encode_obj(_,node,node_def): + #{ + node.classtype = 300 + + obj = node_def['obj'] + _.target = encoder_process_pstr( node_def['obj'].cv_data.strp ) + + if obj.type == 'MESH': + #{ + _.dims[0] = obj.data.cv_data.v0[0] + _.dims[1] = obj.data.cv_data.v0[1] + _.dims[2] = obj.data.cv_data.v0[2] + #} + else: + #{ + _.dims[0] = obj.cv_data.v0[0] + _.dims[1] = obj.cv_data.v0[1] + _.dims[2] = obj.cv_data.v0[2] + #} + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + layout.prop( obj.cv_data, "strp", text="Nonlocal ID" ) + + mesh = obj.data + layout.label( text=F"(i) Data is stored in {mesh.name}" ) + layout.prop( mesh.cv_data, "v0", text="Gate dimensions" ) + #} +#} + # Classtype 3 # # Purpose: player can reset here, its a safe place @@ -629,8 +663,10 @@ class classtype_trigger(Structure): global cv_view_verts, cv_view_colours cv_draw_ucube( obj.matrix_world, [0,1,0,1] ) + white = (1,1,1,1) + if obj.cv_data.target: - cv_draw_arrow( obj.location, obj.cv_data.target.location, [1,1,1,1] ) + cv_draw_arrow( obj.location, obj.cv_data.target.location, white, 0.7 ) #} @staticmethod @@ -664,7 +700,340 @@ class classtype_logic_achievement(Structure): #} #} -# Classtype 102 +class union_128bit_data(Union): +#{ + _pack_ = 1 + _fields_ = [("f32",c_float), + ("u32",c_uint32), + ("i32",c_int32), + ("v4f",c_float*4)] +#} + +# Class type 105 +# +# Purpose: +# +class classtype_logic_wire(Structure): +#{ + _pack_ = 1 + _fields_ = [("next",c_uint32), + ("function",c_uint32), + ("data",union_128bit_data), + ("data_type",c_uint32), + ("enabled",c_uint32)] + + function_enum = [('0',"pass along",""), + ('1',"enable",""), + ('2',"disable",""), + ('3',"","")] + + def encode_obj(_,node,node_def): + #{ + node.classtype = 105 + + obj = node_def['obj'] + + if obj.cv_data.target: _.next = obj.cv_data.target.cv_data.uid + + _.data_type = obj.cv_data.intp1 + _.function = int(obj.cv_data.function) + _.enabled = obj.cv_data.bp0 + + if _.data_type == 1: # an integer + _.data.i32 = obj.cv_data.intp + elif _.data_type == 2: # a number + _.data.f32 = obj.cv_data.fltp + elif _.data_type == 3: # a target + if obj.cv_data.target2: + _.data.u32 = obj.cv_data.target2.cv_data.uid + elif _.data_type == 4: # a string + _.data.u32 = encoder_process_pstr( obj.cv_data.strp ) + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + layout.prop( obj.cv_data, "bp0", text="Start disabled" ) + box = layout.box() + box.label( text="Target" ) + box.prop( obj.cv_data, "target", text="connection" ) + + row = box.row() + if not obj.cv_data.target: + row.enabled=False + row.prop( obj.cv_data, "function", text="function" ) + + box = layout.box() + box.label( text="Data packet" ) + box.prop( obj.cv_data, "intp1", text="type" ) + + if obj.cv_data.intp1 == 1: + box.prop( obj.cv_data, "intp", text="Signed Integer" ) + elif obj.cv_data.intp1 == 2: + box.prop( obj.cv_data, "fltp", text="Float" ) + elif obj.cv_data.intp1 == 3: + box.prop( obj.cv_data, "target2", text="Object reference" ) + elif obj.cv_data.intp1 == 4: + box.prop( obj.cv_data, "strp", text="String" ) + else: + #{ + row = box.row() + row.enabled=False + row.label( text="this wire will not impart any data" ) + #} + #} + + @staticmethod + def draw_scene_helpers( obj ): + #{ + global cv_view_verts, cv_view_colours + + white = (1,1,1,1) + purple = (0.5,0.2,1,1) + + if obj.cv_data.target: + cv_draw_arrow( obj.location, obj.cv_data.target.location, white, 0.7 ) + if (obj.cv_data.target2) and (obj.cv_data.intp1 == 3): + cv_draw_arrow( obj.cv_data.target2.location, obj.location,purple, 0.7 ) + #} + + @staticmethod + def get_targeted_methods( scene, context ): + #{ + obj = context.object + invalid = [('0',"",""), + ('1',"",""), + ('2',"",""), + ('3',"","")] + + if obj.cv_data.target: + #{ + classtype = obj.cv_data.target.cv_data.classtype + if classtype == 'classtype_none' or classtype not in globals(): + #{ + return invalid + #} + else: + #{ + cl = globals()[ classtype ] + if getattr( cl, "function_enum", None ): + #{ + return cl.function_enum + #} + else: + #{ + return invalid + #} + #} + #} + else: + #{ + return invalid + #} + #} +#} + +# Class type 108 +# +# Purpose: +# +class classtype_particle_box(Structure): +#{ + _pack_ = 1 + _fields_ = [("target",c_uint32), + ("rate",c_float)] + + function_enum = [('0',"set rate",""), + ('1',"",""), + ('2',"",""), + ('3',"","")] + + def encode_obj(_, node,node_def ): + #{ + node.classtype = 108 + + obj = node_def['obj'] + + _.rate = obj.cv_data.fltp + if obj.cv_data.target: + _.target = obj.cv_data.target.cv_data.uid + #} + + @staticmethod + def draw_scene_helpers( obj ): + #{ + global cv_view_verts, cv_view_colours + cv_draw_ucube( obj.matrix_world, [1,0.8,0,1] ) + + white = (1,1,1,1) + if obj.cv_data.target: + cv_draw_arrow( obj.location, obj.cv_data.target.location, white, 0.7 ) + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + layout.prop( obj.cv_data, "target", text="Triggers" ) + layout.prop( obj.cv_data, "fltp", text="count per second" ) + #} +#} + +# Class type 109 +# +# Purpose: +# +class classtype_signal_splitter(Structure): +#{ + _pack_ = 1 + _fields_ = [("next",c_uint32*4)] + + function_enum = [('0',"pass along",""), + ('1',"",""), + ('2',"",""), + ('3',"","")] + + def encode_obj(_,node,node_def): + #{ + node.classtype = 109 + + obj = node_def['obj'] + + if obj.cv_data.target: _.next[0] = obj.cv_data.target.cv_data.uid + if obj.cv_data.target1: _.next[1] = obj.cv_data.target1.cv_data.uid + if obj.cv_data.target2: _.next[2] = obj.cv_data.target2.cv_data.uid + if obj.cv_data.target3: _.next[3] = obj.cv_data.target3.cv_data.uid + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + layout.label( text="The split signals will run in order" ) + layout.prop( obj.cv_data, "target", text="#0" ) + layout.prop( obj.cv_data, "target1", text="#1" ) + layout.prop( obj.cv_data, "target2", text="#2" ) + layout.prop( obj.cv_data, "target3", text="#3" ) + #} + + @staticmethod + def draw_scene_helpers( obj ): + #{ + global cv_view_verts, cv_view_colours + + c0 = (1,0.5,0.2,1) + c1 = (0.8,1,0.1,1) + c2 = (0.3,0.9,0.4,1) + c3 = (0.1,0.4,1.0,1) + + if obj.cv_data.target: + cv_draw_arrow( obj.location, obj.cv_data.target.location, c0, 0.7 ) + if obj.cv_data.target1: + cv_draw_arrow( obj.location, obj.cv_data.target1.location, c1, 0.7 ) + if obj.cv_data.target2: + cv_draw_arrow( obj.location, obj.cv_data.target2.location, c2, 0.7 ) + if obj.cv_data.target3: + cv_draw_arrow( obj.location, obj.cv_data.target3.location, c3, 0.7 ) + #} +#} + +# Class type 106 +# +# Purpose: +# +class classtype_soundscape(Structure): +#{ + _pack_ = 1 + _fields_ = [("max_instances",c_uint32), + ("allow_transitions",c_uint32), + ("transition_duration",c_float), + ("label",c_uint32)] + + function_enum = [('0',"play",""), + ('1',"set position",""), + ('2',"",""), + ('3',"","")] + + def encode_obj(_,node,node_def): + #{ + node.classtype = 106 + + obj = node_def['obj'] + + _.max_instances = obj.cv_data.intp + _.allow_transitions = obj.cv_data.bp0 + _.transition_duration = obj.cv_data.fltp + _.label = encoder_process_pstr( obj.cv_data.strp ) + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + layout.prop( obj.cv_data, "intp", text="max instances" ) + layout.prop( obj.cv_data, "strp", text="label" ) + + box = layout.box() + box.label( text="If its a 3d sound, where can it spawn?" ) + box.prop( obj.cv_data, "bp1", text="Only in water" ) + box.prop( obj.cv_data, "bp2", text="Only on grass" ) + box.prop( obj.cv_data, "bp3", text="Only on wood" ) + + box = layout.box() + box.prop( obj.cv_data, "bp0", text="allow transitions" ) + + row = box.row() + if not obj.cv_data.bp0: + row.enabled=False + row.prop( obj.cv_data, "fltp", text="transition duration" ) + #} +#} + +class classtype_logic_chances(Structure): +#{ + _pack_ = 1 + _fields_ = [("targets",c_uint32*2), + ("p",c_float)] + + function_enum = [('0',"pass along",""), + ('1',"set ratio",""), + ('2',"",""), + ('3',"","")] + + def encode_obj(_,node,node_def): + #{ + node.classtype = 107 + + obj = node_def['obj'] + + if obj.cv_data.target: _.targets[0] = obj.cv_data.target.cv_data.uid + if obj.cv_data.target1: _.targets[1] = obj.cv_data.target1.cv_data.uid + + _.p = obj.cv_data.fltp + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + box = layout.box() + box.prop( obj.cv_data, "target", text="red" ) + box.prop( obj.cv_data, "target1", text="black" ) + box.prop( obj.cv_data, "fltp", text="p(red)" ) + #} + + @staticmethod + def draw_scene_helpers( obj ): + #{ + global cv_view_verts, cv_view_colours + + red = (1,0,0,1) + black = (0,0,0,1) + + if obj.cv_data.target: + cv_draw_arrow( obj.location, obj.cv_data.target.location, red, 0.7 ) + if obj.cv_data.target1: + cv_draw_arrow( obj.location, obj.cv_data.target1.location, black, 0.7 ) + #} +#} + +# Classtype 102 [ DEPRECATED ] # # Purpose: sends a signal to another entity # @@ -722,7 +1091,6 @@ class classtype_logic_relay(Structure): # volume: not used if has 3D flag # flags: # AUDIO_FLAG_LOOP 0x1 -# AUDIO_FLAG_ONESHOT 0x2 (DONT USE THIS, it breaks semaphores) # AUDIO_FLAG_SPACIAL_3D 0x4 (Probably what you want) # AUDIO_FLAG_AUTO_START 0x8 (Play when the world starts) # ...... @@ -748,6 +1116,13 @@ class classtype_audio(Structure): if obj.cv_data.bp1: flags |= 0x4 if obj.cv_data.bp2: flags |= 0x8 + if obj.cv_data.audio_format == 'stereo': + flags |= 0x200 + if obj.cv_data.audio_format == 'remain compressed': + flags |= 0x400 + if obj.cv_data.audio_format == 'synthetic bird': + flags |= 0x1000 + _.flags = flags _.volume = obj.cv_data.fltp #} @@ -755,11 +1130,14 @@ class classtype_audio(Structure): @staticmethod def editor_interface( layout, obj ): #{ - layout.prop( obj.cv_data, "strp" ) + layout.prop( obj.cv_data, "strp", text = "File (.ogg)" ) layout.prop( obj.cv_data, "bp0", text = "Looping" ) layout.prop( obj.cv_data, "bp1", text = "3D Audio" ) layout.prop( obj.cv_data, "bp2", text = "Auto Start" ) + layout.prop( obj.cv_data, "audio_format" ) + + layout.prop( obj.cv_data, "fltp", text = "Volume (0-1)" ) #} @staticmethod @@ -771,6 +1149,83 @@ class classtype_audio(Structure): #} #} + +# Classtype 200 +# +# Purpose: world light +# +class classtype_world_light( Structure ): +#{ + _pack_ = 1 + _fields_ = [("type",c_uint32), + ("colour",c_float*4), + ("angle",c_float), + ("range",c_float)] + + def encode_obj(_, node, node_def): + #{ + node.classtype = 200 + + obj = node_def['obj'] + data = obj.data + _.colour[0] = data.color[0] + _.colour[1] = data.color[1] + _.colour[2] = data.color[2] + _.colour[3] = data.energy + _.range = data.cutoff_distance # this has to be manually set + # TODO: At some point, automate a min + # threshold value + + if obj.data.type == 'POINT': + #{ + _.type = 0 + _.angle = 0.0 + #} + elif obj.data.type == 'SPOT': + #{ + _.type = 1 + _.angle = data.spot_size*0.5 + #} + + if data.cv_data.bp0: + _.type += 2 + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + pass + #} +#} + +# Classtype 201 +# +# Purpose: lighting settings for world +# +class classtype_lighting_info(Structure): +#{ + _pack_ = 1 + _fields_ = [("colours",(c_float*3)*3), + ("directions",(c_float*2)*3), + ("states",c_uint32*3), + ("shadow_spread",c_float), + ("shadow_length",c_float), + ("ambient",c_float*3)] + + def encode_obj(_, node, node_def): + #{ + node.classtype = 201 + + # TODO + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + pass + #} +#} + class classtype_spawn_link(Structure): #{ _pack_ = 1 @@ -1156,6 +1611,7 @@ def encoder_process_material( mat ): if mat.cv_data.surface_prop == 'concrete': dest.surface_prop = 0 if mat.cv_data.surface_prop == 'wood': dest.surface_prop = 1 if mat.cv_data.surface_prop == 'grass': dest.surface_prop = 2 + if mat.cv_data.surface_prop == 'tiles': dest.surface_prop = 3 if mat.cv_data.shader == 'standard': dest.shader = 0 if mat.cv_data.shader == 'standard_cutout': dest.shader = 1 @@ -1237,7 +1693,7 @@ def encoder_build_scene_graph( collection ): for obj in collection.all_objects: #{ - if obj.parent: continue + #if obj.parent: continue def _extend( p, n, d ): #{ @@ -1812,10 +2268,14 @@ def encoder_process_definition( node_def ): #{ obj = node_def['obj'] obj_type = obj.type - obj_co = obj.location + obj_co = obj.matrix_world @ Vector((0,0,0)) if obj_type == 'ARMATURE': obj_classtype = 'classtype_skeleton' + elif obj_type == 'LIGHT': + #{ + obj_classtype = 'classtype_world_light' + #} else: #{ obj_classtype = obj.cv_data.classtype @@ -2124,7 +2584,7 @@ def cv_draw_ucube( transform, colour ): v1 = vs[l[1]] cv_view_verts += [(v0[0],v0[1],v0[2])] cv_view_verts += [(v1[0],v1[1],v1[2])] - cv_view_colours += [(0,1,0,1),(0,1,0,1)] + cv_view_colours += [colour, colour] #} cv_draw_lines() #} @@ -2178,7 +2638,7 @@ def cv_tangent_basis( n, tx, ty ): # Draw coloured arrow # -def cv_draw_arrow( p0, p1, c0 ): +def cv_draw_arrow( p0, p1, c0, size=0.15 ): #{ global cv_view_verts, cv_view_colours @@ -2190,7 +2650,7 @@ def cv_draw_arrow( p0, p1, c0 ): ty = Vector((1,0,0)) cv_tangent_basis( n, tx, ty ) - cv_view_verts += [p0,p1, midpt+(tx-n)*0.15,midpt, midpt+(-tx-n)*0.15,midpt ] + cv_view_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() #} @@ -2535,12 +2995,38 @@ class CV_MESH_SETTINGS(bpy.types.PropertyGroup): v3: bpy.props.FloatVectorProperty(name="v3",size=3) #} +class CV_LIGHT_SETTINGS(bpy.types.PropertyGroup): +#{ + bp0: bpy.props.BoolProperty( name="bp0" ); +#} + +class CV_LIGHT_PANEL(bpy.types.Panel): +#{ + bl_label="[Skate Rift]" + bl_idname="SCENE_PT_cv_light" + bl_space_type='PROPERTIES' + bl_region_type='WINDOW' + bl_context='data' + + def draw(_,context): + #{ + active_object = context.active_object + if active_object == None: return + + if active_object.type != 'LIGHT': return + + data = active_object.data.cv_data + _.layout.prop( data, "bp0", text="Only on during night" ) + #} +#} + class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): #{ uid: bpy.props.IntProperty( name="" ) strp: bpy.props.StringProperty( name="strp" ) intp: bpy.props.IntProperty( name="intp" ) + intp1: bpy.props.IntProperty( name="intp1" ) fltp: bpy.props.FloatProperty( name="fltp" ) bp0: bpy.props.BoolProperty( name="bp0" ) bp1: bpy.props.BoolProperty( name="bp1" ) @@ -2559,6 +3045,11 @@ class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): colour: bpy.props.FloatVectorProperty( name="colour",subtype='COLOR',\ min=0.0,max=1.0) + function: bpy.props.EnumProperty( + name="Function", + items= classtype_logic_wire.get_targeted_methods + ) + classtype: bpy.props.EnumProperty( name="Format", items = [ @@ -2572,7 +3063,22 @@ class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): ('classtype_trigger',"classtype_trigger","",100), ('classtype_logic_achievement',"classtype_logic_achievement","",101), ('classtype_logic_relay',"classtype_logic_relay","",102), + ('classtype_logic_wire',"classtype_logic_wire","",105), + ('classtype_soundscape',"classtype_soundscape","",106), + ('classtype_logic_chances',"classtype_logic_chances","",107), + ('classtype_particle_box',"classtype_particle_box","",108), + ('classtype_signal_splitter',"classtype_signal_splitter","",109), ('classtype_spawn_link',"classtype_spawn_link","",150), + ('classtype_nonlocal_gate', "classtype_nonlocal_gate", "", 300) + ]) + + audio_format: bpy.props.EnumProperty( + name="Loaded format", + items = [ + ('mono', "mono", "", 0), + ('stereo', "stereo", "", 1), + ('remain compressed', "remain compressed", "", 2), + ('synthetic bird',"synthetic bird","",3) ]) #} @@ -2601,7 +3107,7 @@ class CV_BONE_SETTINGS(bpy.types.PropertyGroup): class CV_BONE_PANEL(bpy.types.Panel): #{ - bl_label="Bone Config" + bl_label="[Skate Rift]" bl_idname="SCENE_PT_cv_bone" bl_space_type='PROPERTIES' bl_region_type='WINDOW' @@ -2658,7 +3164,8 @@ class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup): items = [ ('concrete','concrete','',0), ('wood','wood','',1), - ('grass','grass','',2) + ('grass','grass','',2), + ('tiles','tiles','',3) ]) collision: bpy.props.BoolProperty( \ @@ -2894,7 +3401,8 @@ class CV_INTERFACE(bpy.types.Panel): classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\ CV_MESH_SETTINGS, CV_SCENE_SETTINGS, CV_BONE_SETTINGS,\ CV_BONE_PANEL, CV_COLLECTION_SETTINGS, CV_COMPILE_THIS,\ - CV_MATERIAL_SETTINGS, CV_MATERIAL_PANEL ] + CV_MATERIAL_SETTINGS, CV_MATERIAL_PANEL, CV_LIGHT_SETTINGS,\ + CV_LIGHT_PANEL] def register(): #{ @@ -2911,6 +3419,7 @@ def register(): bpy.props.PointerProperty(type=CV_COLLECTION_SETTINGS) bpy.types.Material.cv_data = \ bpy.props.PointerProperty(type=CV_MATERIAL_SETTINGS) + bpy.types.Light.cv_data = bpy.props.PointerProperty(type=CV_LIGHT_SETTINGS) cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\ cv_draw,(),'WINDOW','POST_VIEW')