compile_commands.json
skaterift_blender/__pycache__/
+skaterift_blender/_combined.py
sound_src/rtj3_01_down.ogg
sound_src/song.ogg
vg_msg msg;
vg_msg_init( &msg, reg->metadata, reg->metadata_len );
- if( vg_msg_seekframe( &msg, "workshop" )){
- vg_msg_getkvintg( &msg, "type", k_vg_msg_u32, &type );
+ if( vg_msg_seekframe( &msg, "workshop" ))
+ {
+ vg_msg_getkvintg( &msg, "type", k_vg_msg_u32, &type, NULL );
}
- if( type == k_addon_type_none ){
+ if( type == k_addon_type_none )
+ {
vg_error( "Cannot determine addon type\n" );
return NULL;
}
const char *mod = vg_msg_getkvstr( &data, "mod" );
const char *route = vg_msg_getkvstr( &data, "route" );
u32 week;
- vg_msg_getkvintg( &data, "week", k_vg_msg_u32, &week );
+ vg_msg_getkvintg( &data, "week", k_vg_msg_u32, &week, NULL );
if( week == NETWORK_LEADERBOARD_CURRENT_WEEK ){
gameserver_cat_table( &body, mod, route,
}
i32 centiseconds;
- vg_msg_getkvintg( &data, "time", k_vg_msg_i32, ¢iseconds );
+ vg_msg_getkvintg( &data, "time", k_vg_msg_i32, ¢iseconds, NULL );
if( centiseconds < 5*100 ){
gameserver_request_respond( k_request_status_client_error,
res, NULL, msg );
ent_menuitem *text_list[ 8 ];
u32 text_count = 0;
- u32 current_tex = 0xffffffff;
+ u32 current_mat = 0xffffffff;
for( u32 i=0; i<mdl_arrcount(&menu.items); i++ ){
ent_menuitem *item = mdl_arritm( &menu.items, i );
shader_model_menu_uMdl( mmdl );
- for( u32 j=0; j<item->submesh_count; j++ ){
+ for( u32 j=0; j<item->submesh_count; j++ )
+ {
u32 index = item->submesh_start + j;
mdl_submesh *sm = mdl_arritm( &menu.model.submeshs, index );
-
- mdl_material *mat = mdl_arritm( &menu.model.materials,
- sm->material_id-1 );
- if( mat->tex_diffuse != current_tex ){
+ if( sm->material_id != current_mat )
+ {
+ mdl_material *mat = mdl_arritm( &menu.model.materials,
+ sm->material_id-1 );
glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, menu.textures[ mat->tex_diffuse ] );
- current_tex = mat->tex_diffuse;
+
+ if( mat->shader == k_shader_standard )
+ {
+ struct shader_props_standard *props = mat->props.compiled;
+
+ /* FIXME: why does menu have its own texture array?? */
+ glBindTexture( GL_TEXTURE_2D,
+ menu.textures[ props->tex_diffuse ] );
+ }
+ else
+ {
+ glBindTexture( GL_TEXTURE_2D, vg.tex_missing );
+ }
+
+ current_mat = sm->material_id;
}
mdl_draw_submesh( sm );
#pragma once
-#include "model.h"
#include "vg/vg_io.h"
#include "vg/vg_async.h"
#include "vg/vg_tex.h"
+#include "vg/vg_msg.h"
+#include "vg/vg_string.h"
#include <string.h>
#include <stdlib.h>
#include <errno.h>
+#include "model.h"
+#include "render.h"
static void mdl_load_fatal_corrupt( mdl_context *mdl )
{
{
vg_warn( "Applying alignment fixup to array @%p [%u -> %u] x %u\n",
buffer, arr->item_size, stride, arr->item_count );
- if( stride < arr->item_size )
- vg_fatal_error( "not safe\n" );
+
+ if( stride > arr->item_size )
+ memset( buffer, 0, stride*arr->item_count );
+
+ u32 read_size = VG_MIN( stride, arr->item_size );
for( u32 i=0; i<arr->item_count; i++ )
{
- u64 l = fread( buffer+i*stride, arr->item_size, 1, mdl->file );
+ u64 l = fread( buffer+i*stride, read_size, 1, mdl->file );
+ if( stride < arr->item_size )
+ fseek( mdl->file, arr->item_size-stride, SEEK_CUR );
+
if( l != 1 ) mdl_load_fatal_corrupt( mdl );
}
}
static void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr,
mdl_array *arr, void *lin_alloc, u32 stride )
{
- if( stride < arr->item_size )
- {
- vg_error( "Structure max: %u. Got: %u\n", stride, arr->item_size );
- vg_fatal_error( "not safe\n" );
- }
-
if( arr->item_count )
{
u32 size = stride*arr->item_count;
success &= _mdl_load_array( mdl, &mdl->strings, "strings", lin_alloc, 1 );
success &= MDL_LOAD_ARRAY( mdl, &mdl->meshs, mdl_mesh, lin_alloc );
success &= MDL_LOAD_ARRAY( mdl, &mdl->submeshs, mdl_submesh, lin_alloc );
- success &= MDL_LOAD_ARRAY( mdl, &mdl->materials, mdl_material, lin_alloc );
success &= MDL_LOAD_ARRAY( mdl, &mdl->textures, mdl_texture, lin_alloc );
success &= MDL_LOAD_ARRAY( mdl, &mdl->armatures, mdl_armature, lin_alloc );
success &= MDL_LOAD_ARRAY( mdl, &mdl->bones, mdl_bone, lin_alloc );
success &= MDL_LOAD_ARRAY( mdl, &mdl->animations,mdl_animation,lin_alloc );
+ success &= mdl_load_materials( mdl, lin_alloc );
+
return success;
}
return MDL_LOAD_ARRAY( mdl, &mdl->keyframes, mdl_keyframe, lin_alloc );
}
+void *mdl_shader_standard( vg_msg *msg, void *alloc )
+{
+ struct shader_props_standard *props =
+ vg_linear_alloc( alloc, sizeof(struct shader_props_standard) );
+
+ vg_msg_getkvintg( msg, "tex_diffuse", k_vg_msg_u32, &props->tex_diffuse,
+ NULL );
+
+ return props;
+}
+
+void *mdl_shader_terrain( vg_msg *msg, void *alloc )
+{
+ struct shader_props_terrain *props =
+ vg_linear_alloc( alloc, sizeof(struct shader_props_terrain) );
+
+ vg_msg_getkvintg( msg, "tex_diffuse", k_vg_msg_u32, &props->tex_diffuse,
+ NULL );
+ vg_msg_getkvvecf( msg, "sand_colour", k_vg_msg_v4f,
+ props->sand_colour, (v4f){ 0.79, 0.63, 0.48, 1.0 } );
+ vg_msg_getkvvecf( msg, "blend_offset", k_vg_msg_v2f,
+ props->blend_offset, (v2f){ 0.5, 0.0 } );
+
+ return props;
+}
+
+void *mdl_shader_vertex_blend( vg_msg *msg, void *alloc )
+{
+ struct shader_props_vertex_blend *props =
+ vg_linear_alloc( alloc, sizeof(struct shader_props_vertex_blend) );
+
+ vg_msg_getkvintg( msg, "tex_diffuse", k_vg_msg_u32, &props->tex_diffuse,
+ NULL );
+ vg_msg_getkvvecf( msg, "blend_offset", k_vg_msg_v2f,
+ props->blend_offset, (v2f){ 0.5, 0.0 } );
+ return props;
+}
+
+void *mdl_shader_water( vg_msg *msg, void *alloc )
+{
+ struct shader_props_water *props =
+ vg_linear_alloc( alloc, sizeof(struct shader_props_water) );
+
+ vg_msg_getkvvecf( msg, "shore_colour", k_vg_msg_v4f,
+ props->shore_colour, (v4f){0.03,0.32,0.61,1.0} );
+ vg_msg_getkvvecf( msg, "deep_colour", k_vg_msg_v4f,
+ props->deep_colour, (v4f){0.0,0.006,0.03,1.0} );
+ vg_msg_getkvintg( msg, "fog_scale", k_vg_msg_f32, &props->fog_scale,
+ (f32[]){0.04} );
+ vg_msg_getkvintg( msg, "fresnel", k_vg_msg_f32, &props->fresnel,
+ (f32[]){5.0} );
+ vg_msg_getkvintg( msg, "water_scale", k_vg_msg_f32, &props->water_sale,
+ (f32[]){ 0.008 } );
+ vg_msg_getkvvecf( msg, "wave_speed", k_vg_msg_v4f,
+ props->wave_speed, (v4f){0.008,0.006,0.003,0.03} );
+ return props;
+}
+
+void *mdl_shader_cubemapped( vg_msg *msg, void *alloc )
+{
+ struct shader_props_cubemapped *props =
+ vg_linear_alloc( alloc, sizeof(struct shader_props_cubemapped) );
+
+ vg_msg_getkvintg( msg, "tex_diffuse", k_vg_msg_u32, &props->tex_diffuse,
+ NULL );
+ vg_msg_getkvintg( msg, "cubemap_entity", k_vg_msg_u32,
+ &props->cubemap_entity, NULL );
+ vg_msg_getkvvecf( msg, "tint", k_vg_msg_v4f,
+ props->tint, (v4f){1.0,1.0,1.0,1.0} );
+ return props;
+}
+
+bool _mdl_legacy_v105_properties( struct mdl_material_v105 *mat, vg_msg *dst )
+{
+ vg_msg_wkvnum( dst, "tex_diffuse", k_vg_msg_u32, 1, &mat->tex_diffuse );
+
+ if( mat->shader == k_shader_cubemap )
+ {
+ vg_msg_wkvnum( dst, "cubemap", k_vg_msg_u32, 1, &mat->tex_none0 );
+ vg_msg_wkvnum( dst, "tint", k_vg_msg_f32, 4, mat->colour );
+ }
+ else if( mat->shader == k_shader_terrain_blend )
+ {
+ vg_msg_wkvnum( dst, "sand_colour", k_vg_msg_f32, 4, mat->colour );
+ vg_msg_wkvnum( dst, "blend_offset", k_vg_msg_f32, 2, mat->colour1 );
+ }
+ else if( mat->shader == k_shader_standard_vertex_blend )
+ {
+ vg_msg_wkvnum( dst, "blend_offset", k_vg_msg_f32, 2, mat->colour1 );
+ }
+ else if( mat->shader == k_shader_water )
+ {
+ vg_msg_wkvnum( dst, "shore_colour", k_vg_msg_f32, 4, mat->colour );
+ vg_msg_wkvnum( dst, "deep_colour", k_vg_msg_f32, 4, mat->colour1 );
+ }
+
+ return 1;
+}
+
+int mdl_load_materials( mdl_context *mdl, void *lin_alloc )
+{
+ MDL_LOAD_ARRAY( mdl, &mdl->materials, mdl_material, lin_alloc );
+
+#if (MDL_VERSION_MIN <= 105)
+ /* load legacy material data into scratch */
+ mdl_array_ptr legacy_materials;
+ if( mdl->info.version <= 105 )
+ {
+ _mdl_load_array( mdl, &legacy_materials, "mdl_material", vg_mem.scratch,
+ sizeof(struct mdl_material_v105) );
+ }
+#endif
+
+ mdl_array_ptr data;
+ _mdl_load_array( mdl, &data, "shader_data", vg_mem.scratch, 1 );
+
+ for( u32 i=0; i<mdl_arrcount(&mdl->materials); i ++ )
+ {
+ mdl_material *mat = mdl_arritm( &mdl->materials, i );
+ vg_msg msg;
+
+#if (MDL_VERSION_MIN <= 105)
+ u8 legacy_buf[512];
+ if( mdl->info.version <= 105 )
+ {
+ vg_msg_init( &msg, legacy_buf, sizeof(legacy_buf) );
+ _mdl_legacy_v105_properties( mdl_arritm( &legacy_materials,i ), &msg );
+ vg_msg_init( &msg, legacy_buf, msg.cur.co );
+ }
+ else
+#endif
+ {
+ vg_msg_init( &msg, data.data + mat->props.kvs.offset,
+ mat->props.kvs.size );
+ }
+
+ if( mat->shader == k_shader_standard ||
+ mat->shader == k_shader_standard_cutout ||
+ mat->shader == k_shader_foliage ||
+ mat->shader == k_shader_fxglow )
+ {
+ mat->props.compiled = mdl_shader_standard( &msg, lin_alloc );
+ }
+ else if( mat->shader == k_shader_standard_vertex_blend )
+ {
+ mat->props.compiled = mdl_shader_vertex_blend( &msg, lin_alloc );
+ }
+ else if( mat->shader == k_shader_cubemap )
+ {
+ mat->props.compiled = mdl_shader_cubemapped( &msg, lin_alloc );
+ }
+ else if( mat->shader == k_shader_terrain_blend )
+ {
+ mat->props.compiled = mdl_shader_terrain( &msg, lin_alloc );
+ }
+ else if( mat->shader == k_shader_water )
+ {
+ mat->props.compiled = mdl_shader_water( &msg, lin_alloc );
+ }
+ else
+ mat->props.compiled = NULL;
+ }
+
+ return 1;
+}
+
/*
* if calling mdl_open, and the file does not exist, the game will fatal quit
*/
#pragma once
#define MDL_VERSION_MIN 101
-#define MDL_VERSION_NR 105
+#define MDL_VERSION_NR 106
enum mdl_shader{
k_shader_standard = 0,
v3_mul( a->s, b->s, d->s );
}
-struct mdl_material
+struct mdl_file
+{
+ u32 pstr_path,
+ pack_offset,
+ pack_size;
+};
+
+#if (MDL_VERSION_MIN <= 105)
+struct mdl_material_v105
{
u32 pstr_name,
shader,
tex_none0,
tex_none1;
};
+#endif
+
+struct mdl_material
+{
+ u32 pstr_name,
+ shader,
+ flags,
+ surface_prop;
+
+ union
+ {
+ struct
+ {
+ u32 offset, size;
+ /* -> vg_msg containing KV properties */
+ }
+ kvs;
+ void *compiled; /* -> shader specific structure for render */
+ }
+ props;
+};
struct mdl_bone
{
armature_id;
};
-struct mdl_file
-{
- u32 pstr_path,
- pack_offset,
- pack_size;
-};
-
struct mdl_texture
{
mdl_file file;
int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc );
int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc );
int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc );
+int mdl_load_materials( mdl_context *mdl, void *lin_alloc );
/* load mesh */
void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh, u32 *fixup_table );
void render_glider_model( vg_camera *cam, world_instance *world,
m4x3f mmdl, enum board_shader shader )
{
- u32 current_tex = 0xffffffff;
+ u32 current_mat = 0xffffffff;
glActiveTexture( GL_TEXTURE0 );
mdl_context *mdl = &player_glide.glider;
continue;
}
- mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
- if( mat->tex_diffuse != current_tex )
+ if( sm->material_id != current_mat )
{
+ mdl_material *mat = mdl_arritm( &mdl->materials,sm->material_id-1 );
GLuint tex = vg.tex_missing;
- if( mat->tex_diffuse )
+ if( mat->shader == k_shader_standard )
{
- u32 index = mat->tex_diffuse-1;
+ struct shader_props_standard *props = mat->props.compiled;
+
+ u32 index = props->tex_diffuse-1;
mdl_texture *ptex = mdl_arritm( &mdl->textures, index );
tex = ptex->glname;
}
glBindTexture( GL_TEXTURE_2D, tex );
- current_tex = mat->tex_diffuse;
+ current_mat = sm->material_id;
}
mdl_draw_submesh( sm );
}
extern framebuffers[];
+
+struct shader_props_standard
+{
+ u32 tex_diffuse;
+};
+
+struct shader_props_terrain
+{
+ u32 tex_diffuse;
+ v2f blend_offset;
+ v4f sand_colour;
+};
+
+struct shader_props_vertex_blend
+{
+ u32 tex_diffuse;
+ v2f blend_offset;
+};
+
+struct shader_props_water
+{
+ v4f shore_colour;
+ v4f deep_colour;
+ f32 fog_scale;
+ f32 fresnel;
+ f32 water_sale;
+ v4f wave_speed;
+};
+
+struct shader_props_cubemapped
+{
+ u32 tex_diffuse;
+ u32 cubemap_entity;
+ v4f tint;
+};
+
void render_init(void);
void render_fsquad(void);
void render_fsquad1(void);
"\n"
"uniform vec3 uShoreColour;\n"
"uniform vec3 uOceanColour;\n"
+"uniform float uFresnel;\n"
+"uniform float uWaterScale;\n"
+"uniform vec4 uWaveSpeed;\n"
"\n"
"#line 1 1 \n"
"// :D\n"
"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
"\n"
-"#line 16 0 \n"
+"#line 19 0 \n"
"#line 1 2 \n"
"// :D\n"
"\n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 17 0 \n"
+"#line 20 0 \n"
"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 18 0 \n"
+"#line 21 0 \n"
"\n"
"// Pasted from common_world.glsl\n"
"vec3 water_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
"{\n"
" vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
"\n"
-" //TODO: Make exponent a material param (default: 5.0)\n"
-" float ffresnel = pow(1.0-dot( vnorm, halfview ),0.8);\n"
+" float ffresnel = pow(1.0-dot( vnorm, halfview ),uFresnel);\n"
"\n"
" vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
" vec3 specdir = reflect( -lightdir, vnorm );\n"
" // Surface colour composite\n"
" float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );\n"
"\n"
-" //TODO: Material param (default: 0.008)\n"
-" vec2 world_coord = aCo.xz * 0.12;\n"
+" vec2 world_coord = aCo.xz * uWaterScale;\n"
" //TODO: Material param ( 0.008, 0.006, 0.003, 0.03 );\n"
" vec4 time_offsets = vec4( uTime ) * vec4( 0.08, -0.08, -0.03, -0.01 );\n"
" vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
GLuint _uniform_scene_water_uBoard1;
GLuint _uniform_scene_water_uShoreColour;
GLuint _uniform_scene_water_uOceanColour;
+GLuint _uniform_scene_water_uFresnel;
+GLuint _uniform_scene_water_uWaterScale;
+GLuint _uniform_scene_water_uWaveSpeed;
GLuint _uniform_scene_water_g_world_depth;
GLuint _uniform_scene_water_uLightsArray;
GLuint _uniform_scene_water_uLightsIndex;
_uniform_scene_water_uBoard1 = glGetUniformLocation( _shader_scene_water.id, "uBoard1" );
_uniform_scene_water_uShoreColour = glGetUniformLocation( _shader_scene_water.id, "uShoreColour" );
_uniform_scene_water_uOceanColour = glGetUniformLocation( _shader_scene_water.id, "uOceanColour" );
+ _uniform_scene_water_uFresnel = glGetUniformLocation( _shader_scene_water.id, "uFresnel" );
+ _uniform_scene_water_uWaterScale = glGetUniformLocation( _shader_scene_water.id, "uWaterScale" );
+ _uniform_scene_water_uWaveSpeed = glGetUniformLocation( _shader_scene_water.id, "uWaveSpeed" );
_uniform_scene_water_g_world_depth = glGetUniformLocation( _shader_scene_water.id, "g_world_depth" );
_uniform_scene_water_uLightsArray = glGetUniformLocation( _shader_scene_water.id, "uLightsArray" );
_uniform_scene_water_uLightsIndex = glGetUniformLocation( _shader_scene_water.id, "uLightsIndex" );
float t = dot((pnorm*pdist - pos), pnorm) / d;
// TODO: Make g_water_fog a material param
- return t * 0.3;//g_water_fog;
+ return t * g_water_fog;
}
void main()
uniform vec3 uShoreColour;
uniform vec3 uOceanColour;
+uniform float uFresnel;
+uniform float uWaterScale;
+uniform vec4 uWaveSpeed;
#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
{
vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);
- //TODO: Make exponent a material param (default: 5.0)
- float ffresnel = pow(1.0-dot( vnorm, halfview ),0.8);
+ float ffresnel = pow(1.0-dot( vnorm, halfview ),uFresnel);
vec3 lightdir = vec3(0.95,0.0,-0.3);
vec3 specdir = reflect( -lightdir, vnorm );
// Surface colour composite
float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );
- //TODO: Material param (default: 0.008)
- vec2 world_coord = aCo.xz * 0.12;
- //TODO: Material param ( 0.008, 0.006, 0.003, 0.03 );
- vec4 time_offsets = vec4( uTime ) * vec4( 0.08, -0.08, -0.03, -0.01 );
+ vec2 world_coord = aCo.xz * uWaterScale;
+ vec4 time_offsets = vec4( uTime ) * uWaveSpeed;
vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;
vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;
extern GLuint _uniform_scene_water_uBoard1;
extern GLuint _uniform_scene_water_uShoreColour;
extern GLuint _uniform_scene_water_uOceanColour;
+extern GLuint _uniform_scene_water_uFresnel;
+extern GLuint _uniform_scene_water_uWaterScale;
+extern GLuint _uniform_scene_water_uWaveSpeed;
extern GLuint _uniform_scene_water_g_world_depth;
extern GLuint _uniform_scene_water_uLightsArray;
extern GLuint _uniform_scene_water_uLightsIndex;
{
glUniform3fv(_uniform_scene_water_uOceanColour,1,v);
}
+static inline void shader_scene_water_uFresnel(f32 f)
+{
+ glUniform1f(_uniform_scene_water_uFresnel,f);
+}
+static inline void shader_scene_water_uWaterScale(f32 f)
+{
+ glUniform1f(_uniform_scene_water_uWaterScale,f);
+}
+static inline void shader_scene_water_uWaveSpeed(v4f v)
+{
+ glUniform4fv(_uniform_scene_water_uWaveSpeed,1,v);
+}
static inline void shader_scene_water_g_world_depth(int i)
{
glUniform1i(_uniform_scene_water_g_world_depth,i);
vg_msg_init( &kvsav, sav.buf, sizeof(sav.buf) );
u32 ach;
- vg_msg_getkvintg( &kvsav, "ach", k_vg_msg_u32, &ach );
+ vg_msg_getkvintg( &kvsav, "ach", k_vg_msg_u32, &ach, NULL );
skaterift.achievements |= ach;
u32 board_reg_id = time(NULL) % addon_count( k_addon_type_board, 0 ),
-import bpy, blf, math, gpu, os, time
-import cProfile
-import numpy as np
-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
+import os
-bl_info = {
- "name":"Skaterift .mdl exporter",
- "author": "Harry Godden (hgn)",
- "version": (0,2),
- "blender":(3,1,0),
- "location":"Export",
- "description":"",
- "warning":"",
- "wiki_url":"",
- "category":"Import/Export",
-}
+out = open( F'{os.path.dirname(__file__)}/_combined.py', 'w' )
-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):
-#{
- _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_uint16), # index into the material array
- ("flags",c_uint16)]
-#}
-
-# shader data
-# =================================================
-
-class mdl_material(Structure):
-#{
- _fields_ = [("pstr_name",c_uint32),
- ("shader",c_uint32),
- ("shader_data",c_uint32),
- ("shader_data_len",c_uint32),
- ("flags",c_uint32),
- ("surface_prop",c_uint32)]
-
- # ("colour",c_float*4), (old) v105
- # ("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_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),
- ("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):
-#{
- _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' }
-#}
-
-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),
- ("start_node",c_uint32),
- ("node_count",c_uint32),
- ("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),
- ("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),
- ("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 )
-
- # 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]
-
- 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")
- }
-}
-
-# https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164
-#
-def material_info(mat):
-#{
- info = {}
-
- # Using the cxr_graph_mapping as a reference, go through the shader
- # graph and gather all $props from it.
- #
- def _graph_read( node_def, node=None, depth=0 ):#{
- 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 )
-
- msg = vg_msg()
- buf = (c_uint8 * 512)()
- sr_lib.vg_msg_init( pointer(msg), buf, 512 )
-
-
- 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
-
- col = (c_float*4)()
- fog_scale = c_float()
- sr_lib.vg_msg_wkvnum( byref(msg), "shore_colour".encode(), k_vg_msg_f32, 4, col )
- sr_lib.vg_msg_wkvnum( byref(msg), "deep_colour".encode(), k_vg_msg_f32, 4, col )
- sr_lib.vg_msg_wkvnum( byref(msg), "fog_scale".encode(), k_vg_msg_f32, 1, byref(fog_scale) )
- #}
- 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_lib.vg_msg_print( byref(msg), msg.cur.co )
-
- 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
- #
- 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
-
- dgraph = bpy.context.evaluated_depsgraph_get()
- data = obj.evaluated_get(dgraph).data
- data.calc_loop_triangles()
- data.calc_normals_split()
-
- # 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
- #}
-
- # Keep a reference to very very very similar vertices
- # i have no idea how to speed it up.
- #
- vertex_reference = {}
-
- # Write the vertex / indice data
- #
- for tri_index, tri in enumerate(data.loop_triangles):#{
- if tri.material_index != material_id: continue
-
- for 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] )
- #}
-
- sr_compile.vertex_data.extend(bytearray(v))
- #}
-
- sm.indice_count += 1
- sr_compile.indice_data.extend( index )
- #}
- #}
-
- # 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
-
- # Add submesh to encoder
- #
- 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 )
-
- sr_compile.mesh_data.extend(bytearray(node))
-#}
-
-def sr_compile_fonts( collection ):
-#{
- print( F"[SR] Compiling fonts" )
-
- glyph_count = 0
- variant_count = 0
-
- for obj in collection.all_objects:#{
- if obj_ent_type(obj) != 'ent_font': continue
-
- data = obj.SR_data.ent_font[0]
-
- font=ent_font()
- font.alias = sr_compile_string( data.alias )
- font.variant_start = variant_count
- font.variant_count = 0
- font.glyph_start = glyph_count
-
- glyph_base = data.glyphs[0].utf32
- glyph_range = data.glyphs[-1].utf32+1 - glyph_base
-
- font.glyph_utf32_base = glyph_base
- font.glyph_count = glyph_range
-
- for i in range(len(data.variants)):#{
- data_var = data.variants[i]
- if not data_var.mesh: continue
-
- mesh = data_var.mesh.data
-
- variant = ent_font_variant()
- variant.name = sr_compile_string( data_var.tipo )
-
- # fonts (variants) only support one material each
- mat = None
- if len(mesh.materials) != 0:
- mat = mesh.materials[0]
- variant.material_id = sr_compile_material( mat )
-
- font.variant_count += 1
-
- islands = mesh_utils.mesh_linked_triangles(mesh)
- centroids = [Vector((0,0)) for _ in range(len(islands))]
-
- for j in range(len(islands)):#{
- for tri in islands[j]:#{
- centroids[j].x += tri.center[0]
- centroids[j].y += tri.center[2]
- #}
-
- centroids[j] /= len(islands[j])
- #}
-
- for j in range(glyph_range):#{
- data_glyph = data.glyphs[j]
- glyph = ent_glyph()
- glyph.indice_start = len(sr_compile.indice_data)//sizeof(c_uint32)
- glyph.indice_count = 0
- glyph.size[0] = data_glyph.bounds[2]
- glyph.size[1] = data_glyph.bounds[3]
-
- vertex_reference = {}
-
- for k in range(len(islands)):#{
- if centroids[k].x < data_glyph.bounds[0] or \
- centroids[k].x > data_glyph.bounds[0]+data_glyph.bounds[2] or\
- centroids[k].y < data_glyph.bounds[1] or \
- centroids[k].y > data_glyph.bounds[1]+data_glyph.bounds[3]:
- #{
- continue
- #}
-
- 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
-
- 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)
-
- # 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
-
- # 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)" )
- sr_lib_init()
-
- #settings
- sr_compile.pack_textures = collection.SR_data.pack_textures
- sr_compile.pack_animations = collection.SR_data.animations
-
- # caches
- sr_compile.string_cache = {}
- sr_compile.mesh_cache = {}
- sr_compile.material_cache = {}
- sr_compile.texture_cache = {}
-
- # compiled data
- sr_compile.mesh_data = bytearray()
- sr_compile.submesh_data = bytearray()
- sr_compile.vertex_data = bytearray()
- sr_compile.indice_data = bytearray()
- sr_compile.bone_data = bytearray()
- sr_compile.material_data = bytearray()
- sr_compile.armature_data = bytearray()
- sr_compile.anim_data = bytearray()
- sr_compile.keyframe_data = bytearray()
- sr_compile.texture_data = bytearray()
-
- # just bytes not structures
- sr_compile.string_data = bytearray()
- sr_compile.pack_data = bytearray()
-
- # variable
- sr_compile.entity_data = {}
- sr_compile.entity_info = {}
-
- print( F"[SR] assign entity ID's" )
- sr_compile.entities = {}
- sr_compile.entity_ids = {}
-
- # begin
- # -------------------------------------------------------
-
- sr_compile_string( "null" )
-
- mesh_count = 0
- for obj in collection.all_objects: #{
- if obj.type == 'MESH':#{
- mesh_count += 1
- #}
-
- ent_type = obj_ent_type( obj )
- if ent_type == 'none': continue
-
- if ent_type not in sr_compile.entities: sr_compile.entities[ent_type] = []
- sr_compile.entity_ids[obj.name] = len( sr_compile.entities[ent_type] )
- sr_compile.entities[ent_type] += [obj]
- #}
-
- print( F"[SR] Compiling geometry" )
- i=0
- for obj in collection.all_objects:#{
- if obj.type == 'MESH':#{
- i+=1
-
- ent_type = obj_ent_type( obj )
-
- # entity ignore mesh list
- #
- if ent_type == 'ent_traffic': continue
- if ent_type == 'ent_prop': continue
- if ent_type == 'ent_font': continue
- if ent_type == 'ent_font_variant': continue
- if ent_type == 'ent_menuitem': continue
- if ent_type == 'ent_objective': continue
- if ent_type == 'ent_region': continue
-
- #TODO: This is messy.
- if ent_type == 'ent_gate':#{
- obj_data = obj.SR_data.ent_gate[0]
- if obj_data.custom: continue
- #}
- #--------------------------
-
- print( F'[SR] {i: 3}/{mesh_count} {obj.name:<40}' )
- sr_compile_mesh( obj )
- #}
- #}
-
- audio_clip_count = 0
- entity_file_ref_count = 0
-
- for ent_type, arr in sr_compile.entities.items():#{
- print(F"[SR] Compiling {len(arr)} {ent_type}{'s' if len(arr)>1 else ''}")
-
- for i in range(len(arr)):#{
- obj = arr[i]
-
- print( F"[SR] {i+1: 3}/{len(arr)} {obj.name:<40} ",end='\r' )
-
- if ent_type == 'mdl_armature': sr_compile_armature(obj)
- elif ent_type == 'ent_light': #{
- light = ent_light()
- compile_obj_transform( obj, light.transform )
- light.daytime = obj.data.SR_data.daytime
- if obj.data.type == 'POINT':#{
- light.type = 0
- #}
- elif obj.data.type == 'SPOT':#{
- light.type = 1
- light.angle = obj.data.spot_size*0.5
- #}
- light.range = obj.data.cutoff_distance
- light.colour[0] = obj.data.color[0]
- light.colour[1] = obj.data.color[1]
- light.colour[2] = obj.data.color[2]
- light.colour[3] = obj.data.energy
- sr_ent_push( light )
- #}
- elif ent_type == 'ent_camera': #{
- cam = ent_camera()
- compile_obj_transform( obj, cam.transform )
- cam.fov = obj.data.angle * 45.0
- sr_ent_push(cam)
- #}
- elif ent_type == 'ent_gate': #{
- gate = ent_gate()
- obj_data = obj.SR_data.ent_gate[0]
- mesh_data = obj.data.SR_data.ent_gate[0]
-
- flags = 0x0000
-
- if obj_data.tipo == 'default':#{
- if obj_data.target:#{
- gate.target = sr_compile.entity_ids[obj_data.target.name]
- flags |= 0x0001
- #}
- #}
- elif obj_data.tipo == 'nonlocal':#{
- gate.target = 0
- gate.key = sr_compile_string(obj_data.key)
- flags |= 0x0002
- #}
-
- if obj_data.flip: flags |= 0x0004
- if obj_data.custom:#{
- flags |= 0x0008
- gate.submesh_start, gate.submesh_count, _ = \
- sr_compile_mesh_internal( obj )
- #}
- if obj_data.locked: flags |= 0x0010
- gate.flags = flags
-
- gate.dimensions[0] = mesh_data.dimensions[0]
- gate.dimensions[1] = mesh_data.dimensions[1]
- gate.dimensions[2] = mesh_data.dimensions[2]
-
- q = [obj.matrix_local.to_quaternion(), (0,0,0,1)]
- co = [obj.matrix_world @ Vector((0,0,0)), (0,0,0)]
-
- if obj_data.target:#{
- q[1] = obj_data.target.matrix_local.to_quaternion()
- co[1]= obj_data.target.matrix_world @ Vector((0,0,0))
- #}
-
- # Setup transform
- #
- for x in range(2):#{
- gate.co[x][0] = co[x][0]
- gate.co[x][1] = co[x][2]
- gate.co[x][2] = -co[x][1]
- gate.q[x][0] = q[x][1]
- gate.q[x][1] = q[x][3]
- gate.q[x][2] = -q[x][2]
- gate.q[x][3] = q[x][0]
- #}
-
- sr_ent_push( gate )
- #}
- elif ent_type == 'ent_spawn': #{
- spawn = ent_spawn()
- compile_obj_transform( obj, spawn.transform )
- obj_data = obj.SR_data.ent_spawn[0]
- spawn.pstr_name = sr_compile_string( obj_data.alias )
- sr_ent_push( spawn )
- #}
- elif ent_type == 'ent_water':#{
- water = ent_water()
- compile_obj_transform( obj, water.transform )
- water.max_dist = 0.0
- sr_ent_push( water )
- #}
- elif ent_type == 'ent_audio':#{
- obj_data = obj.SR_data.ent_audio[0]
- audio = ent_audio()
- compile_obj_transform( obj, audio.transform )
- audio.clip_start = audio_clip_count
- audio.clip_count = len(obj_data.files)
- audio_clip_count += audio.clip_count
- audio.max_channels = obj_data.max_channels
- audio.volume = obj_data.volume
-
- # TODO flags:
- # - allow/disable doppler
- # - channel group tags with random colours
- # - transition properties
-
- if obj_data.flag_loop: audio.flags |= 0x1
- if obj_data.flag_nodoppler: audio.flags |= 0x2
- if obj_data.flag_3d: audio.flags |= 0x4
- if obj_data.flag_auto: audio.flags |= 0x8
- if obj_data.formato == '0': audio.flags |= 0x000
- elif obj_data.formato == '1': audio.flags |= 0x400
- elif obj_data.formato == '2': audio.flags |= 0x1000
-
- audio.channel_behaviour = int(obj_data.channel_behaviour)
- if audio.channel_behaviour >= 1:#{
- audio.group = obj_data.group
- #}
- if audio.channel_behaviour == 2:#{
- audio.crossfade = obj_data.transition_duration
- #}
- audio.probability_curve = int(obj_data.probability_curve)
-
- for ci in range(audio.clip_count):#{
- entry = obj_data.files[ci]
- clip = ent_audio_clip()
- clip.probability = entry.probability
- if obj_data.formato == '2':#{
- sr_pack_file( clip._anon.file, '', vg_str_bin(entry.path) )
- #}
- else:#{
- clip._anon.file.path = sr_compile_string( entry.path )
- clip._anon.file.pack_offset = 0
- clip._anon.file.pack_size = 0
- #}
- sr_ent_push( clip )
- #}
- sr_ent_push( audio )
- #}
- elif ent_type == 'ent_volume':#{
- obj_data = obj.SR_data.ent_volume[0]
- volume = ent_volume()
- volume.type = int(obj_data.subtype)
- compile_obj_transform( obj, volume.transform )
-
- if obj_data.target:#{
- volume.target = sr_entity_id( obj_data.target )
- volume._anon.trigger.event = obj_data.target_event
- volume._anon.trigger.event_leave = obj_data.target_event_leave
- #}
-
- sr_ent_push(volume)
- #}
- elif ent_type == 'ent_marker':#{
- marker = ent_marker()
- marker.name = sr_compile_string( obj.SR_data.ent_marker[0].alias )
- compile_obj_transform( obj, marker.transform )
- sr_ent_push(marker)
- #}
- elif ent_type == 'ent_skateshop':#{
- skateshop = ent_skateshop()
- obj_data = obj.SR_data.ent_skateshop[0]
- skateshop.type = int(obj_data.tipo)
- if skateshop.type == 0:#{
- boardshop = skateshop._anonymous_union.boards
- boardshop.id_display = sr_entity_id( obj_data.mark_display )
- boardshop.id_info = sr_entity_id( obj_data.mark_info )
- boardshop.id_rack = sr_entity_id( obj_data.mark_rack )
- #}
- elif skateshop.type == 1:#{
- charshop = skateshop._anonymous_union.character
- charshop.id_display = sr_entity_id( obj_data.mark_display )
- charshop.id_info = sr_entity_id( obj_data.mark_info )
- #}
- elif skateshop.type == 2:#{
- worldshop = skateshop._anonymous_union.worlds
- worldshop.id_display = sr_entity_id( obj_data.mark_display )
- worldshop.id_info = sr_entity_id( obj_data.mark_info )
- #}
- elif skateshop.type == 3:#{
- server = skateshop._anonymous_union.server
- server.id_lever = sr_entity_id( obj_data.mark_display )
- #}
- skateshop.id_camera = sr_entity_id( obj_data.cam )
- compile_obj_transform( obj, skateshop.transform )
- sr_ent_push(skateshop)
- #}
- elif ent_type == 'ent_swspreview':#{
- workshop_preview = ent_swspreview()
- obj_data = obj.SR_data.ent_swspreview[0]
- workshop_preview.id_display = sr_entity_id( obj_data.mark_display )
- workshop_preview.id_display1 = sr_entity_id( obj_data.mark_display1)
- workshop_preview.id_camera = sr_entity_id( obj_data.cam )
- sr_ent_push( workshop_preview )
- #}
- elif ent_type == 'ent_worldinfo':#{
- worldinfo = ent_worldinfo()
- obj_data = obj.SR_data.ent_worldinfo[0]
- worldinfo.pstr_name = sr_compile_string( obj_data.name )
- worldinfo.pstr_author = sr_compile_string( obj_data.author )
- worldinfo.pstr_desc = sr_compile_string( obj_data.desc )
-
- flags = 0x00
-
- if obj_data.fix_time:#{
- worldinfo.timezone = obj_data.fixed_time
- flags |= 0x1
- #}
- else:
- worldinfo.timezone = obj_data.timezone
-
- worldinfo.flags = flags
- worldinfo.pstr_skybox = sr_compile_string( obj_data.skybox )
- sr_ent_push( worldinfo )
- #}
- elif ent_type == 'ent_ccmd':#{
- ccmd = ent_ccmd()
- obj_data = obj.SR_data.ent_ccmd[0]
- ccmd.pstr_command = sr_compile_string( obj_data.command )
- sr_ent_push( ccmd )
- #}
- elif ent_type == 'ent_objective':#{
- objective = ent_objective()
- obj_data = obj.SR_data.ent_objective[0]
- objective.id_next = sr_entity_id( obj_data.proxima )
- objective.id_win = sr_entity_id( obj_data.target )
- objective.win_event = obj_data.target_event
- objective.filter = int(obj_data.filtrar)
- objective.filter2 = 0
- objective.time_limit = obj_data.time_limit
-
- compile_obj_transform( obj, objective.transform )
- objective.submesh_start, objective.submesh_count, _ = \
- sr_compile_mesh_internal( obj )
-
- sr_ent_push( objective )
- #}
- elif ent_type == 'ent_challenge':#{
- challenge = ent_challenge()
- obj_data = obj.SR_data.ent_challenge[0]
- compile_obj_transform( obj, challenge.transform )
- challenge.pstr_alias = sr_compile_string( obj_data.alias )
- challenge.target = sr_entity_id( obj_data.target )
- challenge.target_event = obj_data.target_event
- challenge.reset = sr_entity_id( obj_data.reset )
- challenge.reset_event = obj_data.reset_event
- challenge.first = sr_entity_id( obj_data.first )
- challenge.flags = 0x00
- challenge.camera = sr_entity_id( obj_data.camera )
- if obj_data.time_limit: challenge.flags |= 0x01
- challenge.status = 0
- sr_ent_push( challenge )
- #}
- elif ent_type == 'ent_region':#{
- region = ent_region()
- obj_data = obj.SR_data.ent_region[0]
- compile_obj_transform( obj, region.transform )
- region.submesh_start, region.submesh_count, _ = \
- sr_compile_mesh_internal( obj )
- region.pstr_title = sr_compile_string( obj_data.title )
- region.zone_volume = sr_entity_id( obj_data.zone_volume )
- region.target0[0] = sr_entity_id( obj_data.target0 )
- region.target0[1] = obj_data.target0_event
- sr_ent_push( region )
- #}
- elif ent_type == 'ent_relay':#{
- relay = ent_relay()
- obj_data = obj.SR_data.ent_relay[0]
- relay.targets[0][0] = sr_entity_id( obj_data.target0 )
- relay.targets[1][0] = sr_entity_id( obj_data.target1 )
- relay.targets[2][0] = sr_entity_id( obj_data.target2 )
- relay.targets[3][0] = sr_entity_id( obj_data.target3 )
- relay.targets[0][1] = obj_data.target0_event
- relay.targets[1][1] = obj_data.target1_event
- relay.targets[2][1] = obj_data.target2_event
- relay.targets[3][1] = obj_data.target3_event
- sr_ent_push( relay )
- #}
- # elif ent_type == 'ent_list':#{
- # lista = ent_list()
- # obj_data = obj.SR_data.ent_list[0]
-
- # lista.entity_ref_start = entity_file_ref_count
- # lista.entity_ref_count = len( obj_data.entities )
- # entity_file_ref_count += lista.entity_ref_count
-
- # for child in obj_data.entities:#{
- # reference_struct = file_entity_ref()
- # reference_struct.index = sr_entity_id( child.target )
- # sr_ent_push( reference_struct )
- # #}
-
- # sr_ent_push( lista )
- # #}
- elif ent_type == 'ent_glider':#{
- glider = ent_glider()
- compile_obj_transform( obj, glider.transform )
- sr_ent_push( glider )
- #}
- elif ent_type == 'ent_npc':#{
- obj_data = obj.SR_data.ent_npc[0]
- npc = ent_npc()
- compile_obj_transform( obj, npc.transform )
- npc.id = obj_data.au
- npc.context = obj_data.context
- npc.camera = sr_entity_id( obj_data.cam )
- sr_ent_push( npc )
- #}
- elif ent_type == 'ent_cubemap':#{
- cubemap = ent_cubemap()
- co = obj.matrix_world @ Vector((0,0,0))
- cubemap.co[0] = co[0]
- cubemap.co[1] = co[2]
- cubemap.co[2] = -co[1]
- cubemap.resolution = 0
- cubemap.live = 60
- sr_ent_push( cubemap )
- #}
- elif ent_type == 'ent_miniworld':#{
- miniworld = ent_miniworld()
- obj_data = obj.SR_data.ent_miniworld[0]
-
- compile_obj_transform( obj, miniworld.transform )
- miniworld.pstr_world = sr_compile_string( obj_data.world )
- miniworld.proxy = sr_entity_id( obj_data.proxy )
- miniworld.camera = sr_entity_id( obj_data.camera )
- sr_ent_push( miniworld )
- #}
- elif ent_type == 'ent_prop':#{
- prop = ent_prop()
- obj_data = obj.SR_data.ent_prop[0]
- compile_obj_transform( obj, prop.transform )
- prop.submesh_start, prop.submesh_count, _ = \
- sr_compile_mesh_internal( obj )
- prop.flags = obj_data.flags
- prop.pstr_alias = sr_compile_string( obj_data.alias )
- sr_ent_push( prop )
- #}
- #}
- #}
-
- sr_compile_menus( collection )
- sr_compile_fonts( collection )
-
- def _children( col ):#{
- yield col
- for c in col.children:#{
- yield from _children(c)
- #}
- #}
-
- checkpoint_count = 0
- pathindice_count = 0
- routenode_count = 0
-
- for col in _children(collection):#{
- print( F"Adding routes for subcollection: {col.name}" )
- route_gates = []
- route_curves = []
- routes = []
- traffics = []
-
- for obj in col.objects:#{
- if obj.type == 'ARMATURE': pass
- else:#{
- ent_type = obj_ent_type( obj )
-
- if ent_type == 'ent_gate':
- route_gates += [obj]
- elif ent_type == 'ent_route_node':#{
- if obj.type == 'CURVE':#{
- route_curves += [obj]
- #}
- #}
- elif ent_type == 'ent_route':
- routes += [obj]
- elif ent_type == 'ent_traffic':
- traffics += [obj]
- #}
- #}
-
- dij = create_node_graph( route_curves, route_gates )
-
- for obj in routes:#{
- obj_data = obj.SR_data.ent_route[0]
- route = ent_route()
- route.pstr_name = sr_compile_string( obj_data.alias )
- route.checkpoints_start = checkpoint_count
- route.checkpoints_count = 0
- route.id_camera = sr_entity_id( obj_data.cam )
-
- for ci in range(3):
- route.colour[ci] = obj_data.colour[ci]
- route.colour[3] = 1.0
-
- compile_obj_transform( obj, route.transform )
- checkpoints = obj_data.gates
-
- for i in range(len(checkpoints)):#{
- gi = checkpoints[i].target
- gj = checkpoints[(i+1)%len(checkpoints)].target
- gate = gi
-
- if gi:#{
- dest = gi.SR_data.ent_gate[0].target
- gi = dest
- #}
-
- if gi==gj: continue # error?
- if not gi or not gj: continue
-
- checkpoint = ent_checkpoint()
- checkpoint.gate_index = sr_compile.entity_ids[gate.name]
- checkpoint.path_start = pathindice_count
- checkpoint.path_count = 0
-
- path = solve_graph( dij, gi.name, gj.name )
-
- if path:#{
- for pi in range(len(path)):#{
- pathindice = ent_path_index()
- pathindice.index = routenode_count + path[pi]
- sr_ent_push( pathindice )
-
- checkpoint.path_count += 1
- pathindice_count += 1
- #}
- #}
-
- sr_ent_push( checkpoint )
- route.checkpoints_count += 1
- checkpoint_count += 1
- #}
-
- sr_ent_push( route )
- #}
-
- for obj in traffics:#{
- traffic = ent_traffic()
- compile_obj_transform( obj, traffic.transform )
- traffic.submesh_start, traffic.submesh_count, _ = \
- sr_compile_mesh_internal( obj )
-
- # find best subsection
-
- graph_keys = list(dij.graph)
- min_dist = 100.0
- best_point = 0
-
- for j in range(len(dij.points)):#{
- point = dij.points[j]
- dist = (point-obj.location).magnitude
-
- if dist < min_dist:#{
- min_dist = dist
- best_point = j
- #}
- #}
-
- # scan to each edge
- best_begin = best_point
- best_end = best_point
-
- while True:#{
- map0 = dij.subsections[best_begin]
- if map0[1] == -1: break
- best_begin = map0[1]
- #}
- while True:#{
- map1 = dij.subsections[best_end]
- if map1[2] == -1: break
- best_end = map1[2]
- #}
-
- traffic.start_node = routenode_count + best_begin
- traffic.node_count = best_end - best_begin
- traffic.index = best_point - best_begin
- traffic.speed = obj.SR_data.ent_traffic[0].speed
- traffic.t = 0.0
-
- sr_ent_push(traffic)
- #}
-
- for point in dij.points:#{
- rn = ent_route_node()
- rn.co[0] = point[0]
- rn.co[1] = point[2]
- rn.co[2] = -point[1]
- sr_ent_push( rn )
- #}
-
- routenode_count += len(dij.points)
- #}
-
- print( F"[SR] Writing file" )
-
- file_array_instructions = {}
- file_offset = 0
-
- def _write_array( name, item_size, data ):#{
- nonlocal file_array_instructions, file_offset
-
- count = len(data)//item_size
- file_array_instructions[name] = {'count':count, 'size':item_size,\
- 'data':data, 'offset': file_offset}
- file_offset += len(data)
- file_offset = int_align_to( file_offset, 8 )
- #}
-
- _write_array( 'strings', 1, sr_compile.string_data )
- _write_array( 'mdl_mesh', sizeof(mdl_mesh), sr_compile.mesh_data )
- _write_array( 'mdl_submesh', sizeof(mdl_submesh), sr_compile.submesh_data )
- _write_array( 'mdl_material', sizeof(mdl_material), sr_compile.material_data)
- _write_array( 'mdl_texture', sizeof(mdl_texture), sr_compile.texture_data)
- _write_array( 'mdl_armature', sizeof(mdl_armature), sr_compile.armature_data)
- _write_array( 'mdl_bone', sizeof(mdl_bone), sr_compile.bone_data )
-
- for name, buffer in sr_compile.entity_data.items():#{
- _write_array( name, sr_compile.entity_info[name]['size'], buffer )
- #}
-
- _write_array( 'mdl_animation', sizeof(mdl_animation), sr_compile.anim_data)
- _write_array( 'mdl_keyframe', sizeof(mdl_transform),sr_compile.keyframe_data)
- _write_array( 'mdl_vert', sizeof(mdl_vert), sr_compile.vertex_data )
- _write_array( 'mdl_indice', sizeof(c_uint32), sr_compile.indice_data )
- _write_array( 'pack', 1, sr_compile.pack_data )
-
- header_size = int_align_to( sizeof(mdl_header), 8 )
- index_size = int_align_to( sizeof(mdl_array)*len(file_array_instructions),8 )
-
- folder = bpy.path.abspath(bpy.context.scene.SR_data.export_dir)
- path = F"{folder}{collection.name}.mdl"
- print( path )
-
- os.makedirs(os.path.dirname(path),exist_ok=True)
- fp = open( path, "wb" )
- header = mdl_header()
- header.version = MDL_VERSION_NR
- sr_array_title( header.arrays, \
- 'index', len(file_array_instructions), \
- sizeof(mdl_array), header_size )
-
- fp.write( bytearray_align_to( bytearray(header), 8 ) )
-
- print( F'[SR] {"name":>16}| count | offset' )
- index = bytearray()
- for name,info in file_array_instructions.items():#{
- arr = mdl_array()
- offset = info['offset'] + header_size + index_size
- sr_array_title( arr, name, info['count'], info['size'], offset )
- index.extend( bytearray(arr) )
-
- print( F'[SR] {name:>16}| {info["count"]: 8} '+\
- F' 0x{info["offset"]:02x}' )
- #}
- fp.write( bytearray_align_to( index, 8 ) )
- #bytearray_print_hex( index )
-
- for name,info in file_array_instructions.items():#{
- fp.write( bytearray_align_to( info['data'], 8 ) )
- #}
-
- fp.close()
-
- print( '[SR] done' )
-#}
-
-class SR_SCENE_SETTINGS(bpy.types.PropertyGroup):
-#{
- use_hidden: bpy.props.BoolProperty( name="use hidden", default=False )
- export_dir: bpy.props.StringProperty( name="Export Dir", subtype='DIR_PATH' )
- gizmos: bpy.props.BoolProperty( name="Draw Gizmos", default=False )
-
- panel: bpy.props.EnumProperty(
- name='Panel',
- description='',
- items=[
- ('EXPORT', 'Export', '', 'MOD_BUILD',0),
- ('ENTITY', 'Entity', '', 'MONKEY',1),
- ('SETTINGS', 'Settings', 'Settings', 'PREFERENCES',2),
- ],
- )
-#}
-
-class SR_COLLECTION_SETTINGS(bpy.types.PropertyGroup):
-#{
- pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False )
- animations: bpy.props.BoolProperty( name="Export animation", default=True)
-#}
-
-def sr_get_mirror_bone( bones ):
-#{
- side = bones.active.name[-1:]
- other_name = bones.active.name[:-1]
- if side == 'L': other_name += 'R'
- elif side == 'R': other_name += 'L'
- else: return None
-
- for b in bones:#{
- if b.name == other_name:
- return b
- #}
-
- return None
-#}
-
-class SR_MIRROR_BONE_X(bpy.types.Operator):
-#{
- bl_idname="skaterift.mirror_bone"
- bl_label="Mirror bone attributes - SkateRift"
-
- def execute(_,context):
- #{
- active_object = context.active_object
- bones = active_object.data.bones
- a = bones.active
- b = sr_get_mirror_bone( bones )
-
- if not b: return {'FINISHED'}
-
- b.SR_data.collider = a.SR_data.collider
-
- def _v3copyflipy( a, b ):#{
- b[0] = a[0]
- b[1] = -a[1]
- b[2] = a[2]
- #}
-
- _v3copyflipy( a.SR_data.collider_min, b.SR_data.collider_min )
- _v3copyflipy( a.SR_data.collider_max, b.SR_data.collider_max )
- b.SR_data.collider_min[1] = -a.SR_data.collider_max[1]
- b.SR_data.collider_max[1] = -a.SR_data.collider_min[1]
-
- b.SR_data.cone_constraint = a.SR_data.cone_constraint
-
- _v3copyflipy( a.SR_data.conevx, b.SR_data.conevy )
- _v3copyflipy( a.SR_data.conevy, b.SR_data.conevx )
- _v3copyflipy( a.SR_data.coneva, b.SR_data.coneva )
-
- b.SR_data.conet = a.SR_data.conet
-
- # redraw
- ob = bpy.context.scene.objects[0]
- ob.hide_render = ob.hide_render
- return {'FINISHED'}
- #}
-#}
-
-class SR_COMPILE(bpy.types.Operator):
-#{
- bl_idname="skaterift.compile_all"
- bl_label="Compile All"
-
- def execute(_,context):
- #{
- view_layer = bpy.context.view_layer
- for col in view_layer.layer_collection.children["export"].children:
- if not col.hide_viewport or bpy.context.scene.SR_data.use_hidden:
- sr_compile( bpy.data.collections[col.name] )
-
- return {'FINISHED'}
- #}
-#}
-
-class SR_COMPILE_THIS(bpy.types.Operator):
-#{
- bl_idname="skaterift.compile_this"
- bl_label="Compile This collection"
-
- def execute(_,context):
- #{
- col = bpy.context.collection
- sr_compile( col )
-
- return {'FINISHED'}
- #}
-#}
-
-class SR_INTERFACE(bpy.types.Panel):
-#{
- bl_idname = "VIEW3D_PT_skate_rift"
- bl_label = "Skate Rift"
- bl_space_type = 'VIEW_3D'
- bl_region_type = 'UI'
- bl_category = "Skate Rift"
-
- def draw(_, context):
- #{
- # Compiler section
-
- row = _.layout.row()
- row.scale_y = 1.75
- row.prop( context.scene.SR_data, 'panel', expand=True )
-
- if context.scene.SR_data.panel == 'SETTINGS': #{
- _.layout.prop( context.scene.SR_data, 'gizmos' )
- #}
- elif context.scene.SR_data.panel == 'EXPORT': #{
- _.layout.prop( context.scene.SR_data, "export_dir" )
- col = bpy.context.collection
-
- found_in_export = False
- export_count = 0
- view_layer = bpy.context.view_layer
- for c1 in view_layer.layer_collection.children["export"].children: #{
- if not c1.hide_viewport or bpy.context.scene.SR_data.use_hidden:
- export_count += 1
-
- if c1.name == col.name: #{
- found_in_export = True
- #}
- #}
-
- box = _.layout.box()
- row = box.row()
- row.alignment = 'CENTER'
- row.scale_y = 1.5
-
- if found_in_export: #{
- row.label( text=col.name + ".mdl" )
- box.prop( col.SR_data, "pack_textures" )
- box.prop( col.SR_data, "animations" )
- box.operator( "skaterift.compile_this" )
- #}
- else: #{
- row.enabled=False
- row.label( text=col.name )
-
- row = box.row()
- row.enabled=False
- row.alignment = 'CENTER'
- row.scale_y = 1.5
- row.label( text="This collection is not in the export group" )
- #}
-
- box = _.layout.box()
- row = box.row()
-
- split = row.split( factor=0.3, align=True )
- split.prop( context.scene.SR_data, "use_hidden", text="hidden" )
-
- row1 = split.row()
- if export_count == 0:
- row1.enabled=False
- row1.operator( "skaterift.compile_all", \
- text=F"Compile all ({export_count} collections)" )
- #}
- elif context.scene.SR_data.panel == 'ENTITY': #{
- active_object = context.active_object
- if not active_object: return
-
- amount = max( 0, len(context.selected_objects)-1 )
-
- row = _.layout.row()
- row.operator( 'skaterift.copy_entity_data', \
- text=F'Copy entity data to {amount} other objects' )
- if amount == 0: row.enabled=False
-
- box = _.layout.box()
- row = box.row()
- row.alignment = 'CENTER'
- row.label( text=active_object.name )
- row.scale_y = 1.5
-
- def _draw_prop_collection( source, data ): #{
- nonlocal box
- row = box.row()
- row.alignment = 'CENTER'
- row.enabled = False
- row.scale_y = 1.5
- row.label( text=F'{source}' )
-
- if hasattr(type(data[0]),'sr_inspector'):#{
- type(data[0]).sr_inspector( box, data )
- #}
- else:#{
- for a in data[0].__annotations__:
- box.prop( data[0], a )
- #}
- #}
-
- if active_object.type == 'ARMATURE': #{
- if active_object.mode == 'POSE': #{
- bones = active_object.data.bones
- mb = sr_get_mirror_bone( bones )
- if mb:#{
- box.operator( "skaterift.mirror_bone", \
- text=F'Mirror attributes to {mb.name}' )
- #}
-
- _draw_prop_collection( \
- F'bpy.types.Bone["{bones.active.name}"].SR_data',\
- [bones.active.SR_data ] )
- #}
- else: #{
- row = box.row()
- row.alignment='CENTER'
- row.scale_y=2.0
- row.enabled=False
- row.label( text="Enter pose mode to modify bone properties" )
- #}
- #}
- elif active_object.type == 'LIGHT': #{
- _draw_prop_collection( \
- F'bpy.types.Light["{active_object.data.name}"].SR_data', \
- [active_object.data.SR_data] )
- #}
- elif active_object.type in ['EMPTY','CURVE','MESH']:#{
- box.prop( active_object.SR_data, "ent_type" )
- ent_type = active_object.SR_data.ent_type
-
- col = getattr( active_object.SR_data, ent_type, None )
- if col != None and len(col)!=0:
- _draw_prop_collection( \
- F'bpy.types.Object["{active_object.name}"].SR_data.{ent_type}[0]', \
- col )
-
- if active_object.type == 'MESH':#{
- col = getattr( active_object.data.SR_data, ent_type, None )
- if col != None and len(col)!=0:
- _draw_prop_collection( \
- F'bpy.types.Mesh["{active_object.data.name}"].SR_data.{ent_type}[0]', \
- col )
- #}
- #}
- #}
- #}
-#}
-
-class SR_MATERIAL_PANEL(bpy.types.Panel):
-#{
- bl_label="Skate Rift material"
- bl_idname="MATERIAL_PT_sr_material"
- bl_space_type='PROPERTIES'
- bl_region_type='WINDOW'
- bl_context="material"
-
- def draw(_,context):
- #{
- active_object = bpy.context.active_object
- if active_object == None: return
- active_mat = active_object.active_material
- if active_mat == None: return
-
- info = material_info( active_mat )
-
- if 'tex_diffuse' in info:#{
- _.layout.label( icon='INFO', \
- text=F"{info['tex_diffuse'].name} will be compiled" )
- #}
-
- _.layout.prop( active_mat.SR_data, "shader" )
- _.layout.prop( active_mat.SR_data, "surface_prop" )
- _.layout.prop( active_mat.SR_data, "collision" )
-
- if active_mat.SR_data.collision:#{
- box = _.layout.box()
- row = box.row()
-
- if (active_mat.SR_data.shader != 'invisible') and \
- (active_mat.SR_data.shader != 'boundary') and \
- (active_mat.SR_data.shader != 'walking'):#{
- row.prop( active_mat.SR_data, "skate_surface" )
- row.prop( active_mat.SR_data, "grind_surface" )
- row.prop( active_mat.SR_data, "grow_grass" )
- row.prop( active_mat.SR_data, "preview_visibile" )
- #}
- #}
-
- if active_mat.SR_data.shader == "terrain_blend":#{
- box = _.layout.box()
- box.prop( active_mat.SR_data, "blend_offset" )
- box.prop( active_mat.SR_data, "sand_colour" )
- #}
- elif active_mat.SR_data.shader == "vertex_blend":#{
- box = _.layout.box()
- box.label( icon='INFO', text="Uses vertex colours, the R channel" )
- box.prop( active_mat.SR_data, "blend_offset" )
- #}
- elif active_mat.SR_data.shader == "water":#{
- box = _.layout.box()
- box.label( icon='INFO', text="Depth scale of 16 meters" )
- box.prop( active_mat.SR_data, "shore_colour" )
- box.prop( active_mat.SR_data, "ocean_colour" )
- #}
- elif active_mat.SR_data.shader == "cubemap":#{
- box = _.layout.box()
- box.prop( active_mat.SR_data, "cubemap" )
- box.prop( active_mat.SR_data, "tint" )
- #}
-
- _.layout.label( text="" )
- _.layout.label( text="advanced (you probably don't want to edit these)" )
- _.layout.prop( active_mat.SR_data, "tex_diffuse_rt" )
- #}
-#}
-
-def sr_get_type_enum( scene, context ):
-#{
- items = [('none','None',"")]
- mesh_entities=['ent_gate','ent_water']
- point_entities=['ent_spawn','ent_route_node','ent_route']
-
- for e in point_entities: items += [(e,e,'')]
-
- if context.scene.SR_data.panel == 'ENTITY': #{
- if context.active_object.type == 'MESH': #{
- for e in mesh_entities: items += [(e,e,'')]
- #}
- #}
- else: #{
- for e in mesh_entities: items += [(e,e,'')]
- #}
-
- return items
-#}
-
-def sr_on_type_change( _, context ):
-#{
- obj = context.active_object
- ent_type = obj.SR_data.ent_type
- if ent_type == 'none': return
- if obj.type == 'MESH':#{
- col = getattr( obj.data.SR_data, ent_type, None )
- if col != None and len(col)==0: col.add()
- #}
-
- col = getattr( obj.SR_data, ent_type, None )
- if col != None and len(col)==0: col.add()
-#}
-
-class SR_OBJECT_ENT_SPAWN(bpy.types.PropertyGroup):
-#{
- alias: bpy.props.StringProperty( name='alias' )
-#}
-
-class SR_OBJECT_ENT_GATE(bpy.types.PropertyGroup):
-#{
- target: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="destination", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
-
- key: bpy.props.StringProperty()
- tipo: bpy.props.EnumProperty(items=(('default', 'Default', ""),
- ('nonlocal', 'Non-Local', "")))
-
- flip: bpy.props.BoolProperty( name="Flip exit", default=False )
- custom: bpy.props.BoolProperty( name="Mesh is surface", default=False )
- locked: bpy.props.BoolProperty( name="Start Locked", default=False )
-
- @staticmethod
- def sr_inspector( layout, data ):
- #{
- box = layout.box()
- box.prop( data[0], 'tipo', text="subtype" )
-
- if data[0].tipo == 'default': box.prop( data[0], 'target' )
- elif data[0].tipo == 'nonlocal': box.prop( data[0], 'key' )
-
- flags = box.box()
- flags.prop( data[0], 'flip' )
- flags.prop( data[0], 'custom' )
- flags.prop( data[0], 'locked' )
- #}
-#}
-
-class SR_MESH_ENT_GATE(bpy.types.PropertyGroup):
-#{
- dimensions: bpy.props.FloatVectorProperty(name="dimensions",size=3)
-#}
-
-class SR_OBJECT_ENT_ROUTE_ENTRY(bpy.types.PropertyGroup):
-#{
- target: bpy.props.PointerProperty( \
- type=bpy.types.Object, name='target', \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
-#}
-
-class SR_OBJECT_ENT_MINIWORLD(bpy.types.PropertyGroup):
-#{
- world: bpy.props.StringProperty( name='world UID' )
- proxy: bpy.props.PointerProperty( \
- type=bpy.types.Object, name='proxy', \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_prop']))
- camera: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Camera", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
-#}
-
-class SR_UL_ROUTE_NODE_LIST(bpy.types.UIList):
-#{
- bl_idname = 'SR_UL_ROUTE_NODE_LIST'
-
- def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
- #{
- layout.prop( item, 'target', text='', emboss=False )
- #}
-#}
-
-def internal_listdel_execute(self,context,ent_name,collection_name):
-#{
- active_object = context.active_object
- data = getattr(active_object.SR_data,ent_name)[0]
- lista = getattr(data,collection_name)
- index = getattr(data,F'{collection_name}_index')
-
- lista.remove(index)
-
- setattr(data,F'{collection_name}_index', min(max(0,index-1), len(lista)-1))
- return{'FINISHED'}
-#}
-
-def internal_listadd_execute(self,context,ent_name,collection_name):
-#{
- active_object = context.active_object
- getattr(getattr(active_object.SR_data,ent_name)[0],collection_name).add()
- return{'FINISHED'}
-#}
-
-def copy_propgroup( de, to ):
-#{
- for a in de.__annotations__:#{
- if isinstance(getattr(de,a), bpy.types.bpy_prop_collection):#{
- ca = getattr(de,a)
- cb = getattr(to,a)
-
- while len(cb) != len(ca):#{
- if len(cb) < len(ca): cb.add()
- else: cb.remove(0)
- #}
- for i in range(len(ca)):#{
- copy_propgroup(ca[i],cb[i])
- #}
- #}
- else:#{
- setattr(to,a,getattr(de,a))
- #}
- #}
-#}
-
-class SR_OT_COPY_ENTITY_DATA(bpy.types.Operator):
-#{
- bl_idname = "skaterift.copy_entity_data"
- bl_label = "Copy entity data"
-
- def execute(self, context):#{
- data = context.active_object.SR_data
- new_type = data.ent_type
- print( F"Copy entity data from: {context.active_object.name}" )
-
- for obj in context.selected_objects:#{
- if obj != context.active_object:#{
- print( F" To: {obj.name}" )
-
- obj.SR_data.ent_type = new_type
-
- if active_object.type == 'MESH':#{
- col = getattr( obj.data.SR_data, new_type, None )
- if col != None and len(col)==0: col.add()
- mdata = context.active_object.data.SR_data
- copy_propgroup( getattr(mdata,new_type)[0], col[0] )
- #}
-
- col = getattr( obj.SR_data, new_type, None )
- if col != None and len(col)==0: col.add()
- copy_propgroup( getattr(data,new_type)[0], col[0] )
- #}
- #}
- return{'FINISHED'}
- #}
-#}
-
-class SR_OT_ROUTE_LIST_NEW_ITEM(bpy.types.Operator):
-#{
- bl_idname = "skaterift.new_entry"
- bl_label = "Add gate"
-
- def execute(self, context):#{
- return internal_listadd_execute(self,context,'ent_route','gates')
- #}
-#}
-
-class SR_OT_ROUTE_LIST_DEL_ITEM(bpy.types.Operator):
-#{
- bl_idname = "skaterift.del_entry"
- bl_label = "Remove gate"
-
- @classmethod
- def poll(cls, context):#{
- active_object = context.active_object
- if obj_ent_type(active_object) == 'ent_route':#{
- return active_object.SR_data.ent_route[0].gates
- #}
- else: return False
- #}
-
- def execute(self, context):#{
- return internal_listdel_execute(self,context,'ent_route','gates')
- #}
-#}
-
-class SR_OT_AUDIO_LIST_NEW_ITEM(bpy.types.Operator):
-#{
- bl_idname = "skaterift.al_new_entry"
- bl_label = "Add file"
-
- def execute(self, context):#{
- return internal_listadd_execute(self,context,'ent_audio','files')
- #}
-#}
-
-class SR_OT_AUDIO_LIST_DEL_ITEM(bpy.types.Operator):
-#{
- bl_idname = "skaterift.al_del_entry"
- bl_label = "Remove file"
-
- @classmethod
- def poll(cls, context):#{
- active_object = context.active_object
- if obj_ent_type(active_object) == 'ent_audio':#{
- return active_object.SR_data.ent_audio[0].files
- #}
- else: return False
- #}
-
- def execute(self, context):#{
- return internal_listdel_execute(self,context,'ent_audio','files')
- return{'FINISHED'}
- #}
-#}
-
-class SR_OT_GLYPH_LIST_NEW_ITEM(bpy.types.Operator):
-#{
- bl_idname = "skaterift.gl_new_entry"
- bl_label = "Add glyph"
-
- def execute(self, context):#{
- active_object = context.active_object
-
- font = active_object.SR_data.ent_font[0]
- font.glyphs.add()
-
- if len(font.glyphs) > 1:#{
- prev = font.glyphs[-2]
- cur = font.glyphs[-1]
-
- cur.bounds = prev.bounds
- cur.utf32 = prev.utf32+1
- #}
-
- return{'FINISHED'}
- #}
-#}
-
-class SR_OT_GLYPH_LIST_DEL_ITEM(bpy.types.Operator):
-#{
- bl_idname = "skaterift.gl_del_entry"
- bl_label = "Remove Glyph"
-
- @classmethod
- def poll(cls, context):#{
- active_object = context.active_object
- if obj_ent_type(active_object) == 'ent_font':#{
- return active_object.SR_data.ent_font[0].glyphs
- #}
- else: return False
- #}
-
- def execute(self, context):#{
- return internal_listdel_execute(self,context,'ent_font','glyphs')
- #}
-#}
-
-class SR_OT_GLYPH_LIST_MOVE_ITEM(bpy.types.Operator):
-#{
- bl_idname = "skaterift.gl_move_item"
- bl_label = "aa"
- direction: bpy.props.EnumProperty(items=(('UP', 'Up', ""),
- ('DOWN', 'Down', ""),))
-
- @classmethod
- def poll(cls, context):#{
- active_object = context.active_object
- if obj_ent_type(active_object) == 'ent_font':#{
- return active_object.SR_data.ent_font[0].glyphs
- #}
- else: return False
- #}
-
- def execute(_, context):#{
- active_object = context.active_object
- data = active_object.SR_data.ent_font[0]
-
- index = data.glyphs_index
- neighbor = index + (-1 if _.direction == 'UP' else 1)
- data.glyphs.move( neighbor, index )
-
- list_length = len(data.glyphs) - 1
- new_index = index + (-1 if _.direction == 'UP' else 1)
-
- data.glyphs_index = max(0, min(new_index, list_length))
-
- return{'FINISHED'}
- #}
-#}
-
-class SR_OT_FONT_VARIANT_LIST_NEW_ITEM(bpy.types.Operator):
-#{
- bl_idname = "skaterift.fv_new_entry"
- bl_label = "Add variant"
-
- def execute(self, context):#{
- return internal_listadd_execute(self,context,'ent_font','variants')
- #}
-#}
-
-class SR_OT_FONT_VARIANT_LIST_DEL_ITEM(bpy.types.Operator):
-#{
- bl_idname = "skaterift.fv_del_entry"
- bl_label = "Remove variant"
-
- @classmethod
- def poll(cls, context):#{
- active_object = context.active_object
- if obj_ent_type(active_object) == 'ent_font':#{
- return active_object.SR_data.ent_font[0].variants
- #}
- else: return False
- #}
-
- def execute(self, context):#{
- return internal_listdel_execute(self,context,'ent_font','variants')
- #}
-#}
-
-class SR_OBJECT_ENT_AUDIO_FILE_ENTRY(bpy.types.PropertyGroup):
-#{
- path: bpy.props.StringProperty( name="Path" )
- probability: bpy.props.FloatProperty( name="Probability",default=100.0 )
-#}
-
-class SR_UL_AUDIO_LIST(bpy.types.UIList):
-#{
- bl_idname = 'SR_UL_AUDIO_LIST'
-
- def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
- #{
- split = layout.split(factor=0.7)
- c = split.column()
- c.prop( item, 'path', text='', emboss=False )
- c = split.column()
- c.prop( item, 'probability', text='%', emboss=True )
- #}
-#}
-
-class SR_UL_FONT_VARIANT_LIST(bpy.types.UIList):
-#{
- bl_idname = 'SR_UL_FONT_VARIANT_LIST'
-
- def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
- #{
- layout.prop( item, 'mesh', emboss=False )
- layout.prop( item, 'tipo' )
- #}
-#}
-
-class SR_UL_FONT_GLYPH_LIST(bpy.types.UIList):
-#{
- bl_idname = 'SR_UL_FONT_GLYPH_LIST'
-
- def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
- #{
- s0 = layout.split(factor=0.3)
- c = s0.column()
- s1 = c.split(factor=0.3)
- c = s1.column()
- row = c.row()
- lbl = chr(item.utf32) if item.utf32 >= 32 and item.utf32 <= 126 else \
- f'x{item.utf32:x}'
- row.label(text=lbl)
- c = s1.column()
- c.prop( item, 'utf32', text='', emboss=True )
- c = s0.column()
- row = c.row()
- row.prop( item, 'bounds', text='', emboss=False )
- #}
-#}
-
-class SR_OBJECT_ENT_ROUTE(bpy.types.PropertyGroup):
-#{
- gates: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE_ENTRY)
- gates_index: bpy.props.IntProperty()
-
- colour: bpy.props.FloatVectorProperty( \
- name="Colour",\
- subtype='COLOR',\
- min=0.0,max=1.0,\
- default=Vector((0.79,0.63,0.48)),\
- description="Route colour"\
- )
-
- alias: bpy.props.StringProperty(\
- name="Alias",\
- default="Untitled Course")
-
- cam: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Viewpoint", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
-
- @staticmethod
- def sr_inspector( layout, data ):
- #{
- layout.prop( data[0], 'alias' )
- layout.prop( data[0], 'colour' )
- layout.prop( data[0], 'cam' )
-
- layout.label( text='Checkpoints' )
- layout.template_list('SR_UL_ROUTE_NODE_LIST', 'Checkpoints', \
- data[0], 'gates', data[0], 'gates_index', rows=5)
-
- row = layout.row()
- row.operator( 'skaterift.new_entry', text='Add' )
- row.operator( 'skaterift.del_entry', text='Remove' )
- #}
-#}
-
-
-class SR_OT_ENT_LIST_NEW_ITEM(bpy.types.Operator):#{
- bl_idname = "skaterift.ent_list_new_entry"
- bl_label = "Add entity"
-
- def execute(self, context):#{
- return internal_listadd_execute(self,context,'ent_list','entities')
- #}
-#}
-
-class SR_OT_ENT_LIST_DEL_ITEM(bpy.types.Operator):#{
- bl_idname = "skaterift.ent_list_del_entry"
- bl_label = "Remove entity"
-
- @classmethod
- def poll(cls, context):#{
- active_object = context.active_object
- if obj_ent_type(active_object) == 'ent_list':#{
- return active_object.SR_data.ent_list[0].entities
- #}
- else: return False
- #}
-
- def execute(self, context):#{
- return internal_listdel_execute(self,context,'ent_list','entities')
- #}
-#}
-
-class SR_OBJECT_ENT_LIST_ENTRY(bpy.types.PropertyGroup):
-#{
- target: bpy.props.PointerProperty( \
- type=bpy.types.Object, name='target' )
-#}
-
-class SR_UL_ENT_LIST(bpy.types.UIList):#{
- bl_idname = 'SR_UL_ENT_LIST'
-
- def draw_item(_,context,layout,data,item,icon,active_data,active_propname):#{
- layout.prop( item, 'target', text='', emboss=False )
- #}
-#}
-
-class SR_OBJECT_ENT_LIST(bpy.types.PropertyGroup):#{
- entities: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_LIST_ENTRY)
- entities_index: bpy.props.IntProperty()
-
- @staticmethod
- def sr_inspector( layout, data ):#{
- layout.label( text='Entities' )
- layout.template_list('SR_UL_ENT_LIST', 'Entities', \
- data[0], 'entities', data[0], \
- 'entities_index', rows=5)
-
- row = layout.row()
- row.operator( 'skaterift.ent_list_new_entry', text='Add' )
- row.operator( 'skaterift.ent_list_del_entry', text='Remove' )
- #}
-#}
-
-class SR_OBJECT_ENT_GLIDER(bpy.types.PropertyGroup):#{
- nothing: bpy.props.StringProperty()
-#}
-
-class SR_OBJECT_ENT_NPC(bpy.types.PropertyGroup):#{
- au: bpy.props.IntProperty()
- context: bpy.props.IntProperty()
- cam: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Viewpoint", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
-#}
-
-class SR_OBJECT_ENT_VOLUME(bpy.types.PropertyGroup):#{
- subtype: bpy.props.EnumProperty(
- name="Subtype",
- items=[('0','Trigger',''),
- ('1','Particles (0.1s)','')]
- )
-
- target: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Target", \
- poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
- target_event: bpy.props.IntProperty( name="Enter Ev" )
- target_event_leave: bpy.props.IntProperty( name="Leave Ev", default=-1 )
-
- @staticmethod
- def inspect_target( layout, data, propname, evs = ['_event'] ):#{
- box = layout.box()
- box.prop( data[0], propname )
-
- for evname in evs:#{
- row = box.row()
- row.prop( data[0], propname + evname )
-
- target = getattr( data[0], propname )
- if target:#{
- tipo = target.SR_data.ent_type
- cls = globals()[ tipo ]
-
- table = getattr( cls, 'sr_functions', None )
- if table:#{
- index = getattr( data[0], propname + evname )
- if index in table:
- row.label( text=table[index] )
- else:
- row.label( text="undefined function" )
- #}
- #}
- else:#{
- row.label( text="..." )
- row.enabled=False
- #}
- #}
- #}
-
- @staticmethod
- def sr_inspector( layout, data ):#{
- layout.prop( data[0], 'subtype' )
- SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target', \
- ['_event','_event_leave'] )
- #}
-#}
-
-class SR_OBJECT_ENT_AUDIO(bpy.types.PropertyGroup):
-#{
- files: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_AUDIO_FILE_ENTRY)
- files_index: bpy.props.IntProperty()
-
- flag_3d: bpy.props.BoolProperty( name="3D audio",default=True )
- flag_loop: bpy.props.BoolProperty( name="Loop",default=False )
- flag_auto: bpy.props.BoolProperty( name="Play at start",default=False )
- flag_nodoppler: bpy.props.BoolProperty( name="No Doppler",default=False )
-
- group: bpy.props.IntProperty( name="Group ID", default=0 )
- formato: bpy.props.EnumProperty(
- name="Format",
- items=[('0','Uncompressed Mono',''),
- ('1','Compressed Vorbis',''),
- ('2','[vg] Bird Synthesis','')]
- )
- probability_curve: bpy.props.EnumProperty(
- name="Probability Curve",
- items=[('0','Constant',''),
- ('1','Wildlife Daytime',''),
- ('2','Wildlife Nighttime','')])
- channel_behaviour: bpy.props.EnumProperty(
- name="Channel Behaviour",
- items=[('0','Unlimited',''),
- ('1','Discard if group full', ''),
- ('2','Crossfade if group full','')])
-
- transition_duration: bpy.props.FloatProperty(name="Transition Time",\
- default=0.2)
-
- max_channels: bpy.props.IntProperty( name="Max Channels", default=1 )
- volume: bpy.props.FloatProperty( name="Volume",default=1.0 )
-
- @staticmethod
- def sr_inspector( layout, data ):
- #{
- layout.prop( data[0], 'formato' )
- layout.prop( data[0], 'volume' )
-
- box = layout.box()
- box.label( text='Channels' )
- split = box.split(factor=0.3)
- c = split.column()
- c.prop( data[0], 'max_channels' )
- c = split.column()
- c.prop( data[0], 'channel_behaviour', text='Behaviour' )
- if data[0].channel_behaviour >= '1':
- box.prop( data[0], 'group' )
- if data[0].channel_behaviour == '2':
- box.prop( data[0], 'transition_duration' )
-
- box = layout.box()
- box.label( text='Flags' )
- box.prop( data[0], 'flag_3d' )
- if data[0].flag_3d: box.prop( data[0], 'flag_nodoppler' )
-
- box.prop( data[0], 'flag_loop' )
- box.prop( data[0], 'flag_auto' )
-
- layout.prop( data[0], 'probability_curve' )
-
- split = layout.split(factor=0.7)
- c = split.column()
- c.label( text='Filepath' )
- c = split.column()
- c.label( text='Chance' )
- layout.template_list('SR_UL_AUDIO_LIST', 'Files', \
- data[0], 'files', data[0], 'files_index', rows=5)
-
- row = layout.row()
- row.operator( 'skaterift.al_new_entry', text='Add' )
- row.operator( 'skaterift.al_del_entry', text='Remove' )
- #}
-#}
-
-class SR_OBJECT_ENT_MARKER(bpy.types.PropertyGroup):
-#{
- alias: bpy.props.StringProperty()
- flags: bpy.props.IntProperty()
-#}
-
-class SR_OBJECT_ENT_GLYPH(bpy.types.PropertyGroup):
-#{
- mini: bpy.props.FloatVectorProperty(size=2)
- maxi: bpy.props.FloatVectorProperty(size=2)
- utf32: bpy.props.IntProperty()
-#}
-
-class SR_OBJECT_ENT_GLYPH_ENTRY(bpy.types.PropertyGroup):
-#{
- bounds: bpy.props.FloatVectorProperty(size=4,subtype='NONE')
- utf32: bpy.props.IntProperty()
-#}
-
-class SR_OBJECT_ENT_FONT_VARIANT(bpy.types.PropertyGroup):
-#{
- mesh: bpy.props.PointerProperty(type=bpy.types.Object)
- tipo: bpy.props.StringProperty()
-#}
-
-class SR_OBJECT_ENT_FONT(bpy.types.PropertyGroup):
-#{
- variants: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_FONT_VARIANT)
- glyphs: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLYPH_ENTRY)
- alias: bpy.props.StringProperty()
-
- glyphs_index: bpy.props.IntProperty()
- variants_index: bpy.props.IntProperty()
-
- @staticmethod
- def sr_inspector( layout, data ):
- #{
- layout.prop( data[0], 'alias' )
-
- layout.label( text='Variants' )
- layout.template_list('SR_UL_FONT_VARIANT_LIST', 'Variants', \
- data[0], 'variants', data[0], 'variants_index',\
- rows=5 )
- row = layout.row()
- row.operator( 'skaterift.fv_new_entry', text='Add' )
- row.operator( 'skaterift.fv_del_entry', text='Remove' )
-
- layout.label( text='ASCII Glyphs' )
- layout.template_list('SR_UL_FONT_GLYPH_LIST', 'Glyphs', \
- data[0], 'glyphs', data[0], 'glyphs_index', rows=5)
-
- row = layout.row()
- row.operator( 'skaterift.gl_new_entry', text='Add' )
- row.operator( 'skaterift.gl_del_entry', text='Remove' )
- row.operator( 'skaterift.gl_move_item', text='^' ).direction='UP'
- row.operator( 'skaterift.gl_move_item', text='v' ).direction='DOWN'
- #}
-#}
-
-class SR_OBJECT_ENT_TRAFFIC(bpy.types.PropertyGroup):
-#{
- speed: bpy.props.FloatProperty(default=1.0)
-#}
-
-class SR_OBJECT_ENT_SKATESHOP(bpy.types.PropertyGroup):
-#{
- tipo: bpy.props.EnumProperty( name='Type',
- items=[('0','boards',''),
- ('1','character',''),
- ('2','world',''),
- ('4','server','')] )
- mark_rack: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Board Rack", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
- mark_display: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Selected Board Display", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
- mark_info: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Selected Board Info", \
- poll=lambda self,obj: sr_filter_ent_type(obj,\
- ['ent_marker','ent_prop']))
- cam: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Viewpoint", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
-#}
-
-class SR_OBJECT_ENT_WORKSHOP_PREVIEW(bpy.types.PropertyGroup):
-#{
- mark_display: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Board Display", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
- mark_display1: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Board Display (other side)", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
- cam: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Viewpoint", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
-#}
-
-class SR_OBJECT_ENT_MENU_ITEM(bpy.types.PropertyGroup):
-#{
- link0: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Link 0", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
- link1: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Link 1", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
- link2: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Link 2", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
- link3: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Link 3", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
-
- newloc: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="New location", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
- stack_behaviour: bpy.props.EnumProperty( name='Stack Behaviour',
- items=[('0','append',''),
- ('1','replace','')])
-
- camera: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Camera", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
-
- slider_minloc: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Slider min", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
- slider_maxloc: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Slider max", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
- slider_handle: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Slider handle", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
-
- checkmark: bpy.props.PointerProperty( \
- type=bpy.types.Object, name="Checked", \
- poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
-
- font_variant: bpy.props.IntProperty( name="Font Variant" )
-
- string: bpy.props.StringProperty( name="String" )
- tipo: bpy.props.EnumProperty( name='Type',
- items=[('0','visual',''),
- ('1','event button',''),
- ('2','page button',''),
- ('3','toggle', ''),
- ('4','slider',''),
- ('5','page',''),
- ('6','binding',''),
- ('7','visual(no colourize)','')])
-
- @staticmethod
- def sr_inspector( layout, data ):
- #{
- data = data[0]
- box = layout.box()
- box.prop( data, 'tipo' )
-
- if data.tipo == '0' or data.tipo == '7':#{
- box.prop( data, 'string', text='Name' )
- return
- #}
- elif data.tipo == '1':#{
- box.prop( data, 'string', text='Event' )
- #}
- elif data.tipo == '2':#{
- box.prop( data, 'string', text='Page' )
- box.prop( data, 'stack_behaviour' )
- #}
- elif data.tipo == '3':#{
- box.prop( data, 'string', text='Data (i32)' )
- box.prop( data, 'checkmark' )
- #}
- elif data.tipo == '4':#{
- box.prop( data, 'string', text='Data (f32)' )
- box.prop( data, 'slider_minloc' )
- box.prop( data, 'slider_maxloc' )
- box.prop( data, 'slider_handle' )
- box = box.box()
- box.label( text="Links" )
- box.prop( data, 'link0', text='v0' )
- box.prop( data, 'link1', text='v1' )
- return
- #}
- elif data.tipo == '5':#{
- box.prop( data, 'string', text='Page Name' )
- box.prop( data, 'newloc', text='Entry Point' )
- box.prop( data, 'camera', text='Viewpoint' )
- return
- #}
- elif data.tipo == '6':#{
- box.prop( data, 'string', text='ID' )
- box.prop( data, 'font_variant' )
- return
- #}
-
- 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','')
- ])
-
- 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"\
- )
-
- water_fog: bpy.props.FloatProperty( name="Water fog", default=0.04 )
-
- 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 #
-# #
-# ---------------------------------------------------------------------------- #
-
-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
-
- for i in range(16):#{
- t = ((i+1.0) * 1.0/16.0) * pi
- s = math.sin(t)
- c = math.cos(t)
-
- s1 = math.sin(t*2.0)
- c1 = math.cos(t*2.0)
-
- py = pos + s*tx*radius + c *tz*radius
- px = pos + s*tx*radius + c *ty*radius
- pz = pos + s1*ty*radius + c1*tz*radius
-
- cv_view_verts += [ px, lx ]
- cv_view_verts += [ py, ly ]
- cv_view_verts += [ pz, lz ]
-
- cv_view_colours += [ colour, colour, colour, colour, colour, colour ]
-
- ly = py
- lx = px
- lz = pz
- #}
- cv_draw_lines()
-#}
-
-# Draw transformed -1 -> 1 cube
-#
-def cv_draw_ucube( transform, colour, s=Vector((1,1,1)), o=Vector((0,0,0)) ):
-#{
- global cv_view_verts, cv_view_colours
-
- 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
-
- 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))
-
- cv_draw_bezier( p0,h0,p1,h1,c0,c1 )
- cv_draw_lines()
-#}
-
-# 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
-
- if len(cv_view_verts) < 2:
- return
-
- 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]))
-
- 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 += [(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
-
- for c in range(len(curves)):#{
- for s in range(len(curves[c].data.splines)):#{
- spline = curves[c].data.splines[s]
- l = len(spline.points)
- if l < 2: continue
-
- dist = round(spline.calc_length(),2)
-
- ia = point_count
- ib = point_count+l-1
-
- graph[ia] = { ib: dist }
- graph[ib] = { ia: dist }
-
- for i in range(len(spline.points)):#{
- wco = curves[c].matrix_world @ spline.points[i].co
- route_points.append(Vector((wco[0],wco[1],wco[2]+0.5)))
-
- 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
-
- cv_view_course_i = 0
- cv_view_verts = []
- cv_view_colours = []
-
- 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')
-
- 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():
-#{
- for c in classes:
- bpy.utils.register_class(c)
-
- 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():
-#{
- 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')
-#}
-
-# VG Messages
-# -------------------------------------------------------------------
-
-# control characters
-k_vg_msg_end = 0
-k_vg_msg_frame = 1
-k_vg_msg_endframe = 2
-k_vg_msg_kv = 10
-k_vg_msg_kvstring = 11
-k_vg_msg_kvbin = 12
-
-# variable sized types
-k_vg_msg_float = 0x40
-k_vg_msg_unsigned = 0x80
-k_vg_msg_signed = 0xC0
-
-# masks
-k_vg_msg_array_count_bits = 0x3C
-k_vg_msg_type_size_bits = 0x03
-k_vg_msg_type_base_bits = 0xC0
-k_vg_msg_type_bits = k_vg_msg_type_base_bits|k_vg_msg_type_size_bits
-
-# sizes
-k_vg_msg_8b = 0x00
-k_vg_msg_16b = 0x01
-k_vg_msg_32b = 0x02
-k_vg_msg_64b = 0x03
-
-# common types
-k_vg_msg_u8 = k_vg_msg_unsigned|k_vg_msg_8b
-k_vg_msg_u16 = k_vg_msg_unsigned|k_vg_msg_16b
-k_vg_msg_u32 = k_vg_msg_unsigned|k_vg_msg_32b
-k_vg_msg_u64 = k_vg_msg_unsigned|k_vg_msg_64b
-k_vg_msg_i8 = k_vg_msg_signed |k_vg_msg_8b
-k_vg_msg_i16 = k_vg_msg_signed |k_vg_msg_16b
-k_vg_msg_i32 = k_vg_msg_signed |k_vg_msg_32b
-k_vg_msg_i64 = k_vg_msg_signed |k_vg_msg_64b
-k_vg_msg_f32 = k_vg_msg_float |k_vg_msg_32b
-k_vg_msg_f64 = k_vg_msg_float |k_vg_msg_64b
-k_vg_msg_v2f = k_vg_msg_float |k_vg_msg_32b | (1<<2)
-k_vg_msg_v3f = k_vg_msg_float |k_vg_msg_32b | (2<<2)
-k_vg_msg_v4f = k_vg_msg_float |k_vg_msg_32b | (3<<2)
-
-class vg_msg_cursor(Structure):
-#{
- _fields_ = [("co",c_uint32),
- ("depth",c_uint32)]
-#}
-
-class vg_msg(Structure):
-#{
- _fields_ = [("max",c_uint32),
- ("buf",POINTER(c_uint8)),
- ("cur",vg_msg_cursor),
- ("error",c_int32)]
-#}
-
-class vg_msg_cmd(Structure):
-#{
- _fields_ = [("code",c_uint8),
- ("key",POINTER(c_char)),
- ("key_djb2",c_uint32),
- ("value",c_void_p),
- ("value_djb2",c_uint32),
- ("len",c_uint32)]
-#}
-
-sr_lib = None
-
-def sr_lib_init():
+def _include( file ):
#{
- global sr_lib
- if sr_lib: return
-
- ext = '.dll' if os.name=='nt' else '.so'
- path = F'{os.path.dirname(__file__)}/skaterift{ext}'
- print( F'Loading so: {path}' )
- sr_lib = cdll.LoadLibrary( path )
- sr_lib.qoi_encode_rgbaf32.argtypes = \
- [ np.ctypeslib.ndpointer(dtype=np.float32,\
- ndim=1,\
- flags='C_CONTIGUOUS'), \
- c_uint32, c_uint32, POINTER(c_int32) ]
- sr_lib.qoi_encode_rgbaf32.restype = POINTER(c_uint8)
- sr_lib.qoi_free.argtypes = [ POINTER(c_uint8) ]
+ path = F'{os.path.dirname(__file__)}/{file}'
- sr_lib.vg_msg_wbuf.argtypes = [ POINTER(vg_msg), POINTER(c_uint8), c_uint32 ]
- sr_lib.vg_msg_rbuf.argtypes = [ POINTER(vg_msg), POINTER(c_uint8), c_uint32 ]
- sr_lib.vg_msg_wstr.argtypes = [ POINTER(vg_msg), POINTER(c_char) ]
- sr_lib.vg_msg_rstr.argtypes = [ POINTER(vg_msg), POINTER(c_uint32) ]
- sr_lib.vg_msg_rstr.restype = POINTER(c_char)
- sr_lib.vg_msg_frame.argtypes = [ POINTER(vg_msg), POINTER(c_char) ]
- sr_lib.vg_msg_end_frame.argtypes = [ POINTER(vg_msg) ]
- sr_lib.vg_msg_wkvstr.argtypes = [ POINTER(vg_msg), POINTER(c_char), POINTER(c_char) ]
- sr_lib.vg_msg_wkvbin.argtypes = [ POINTER(vg_msg), POINTER(c_char), POINTER(c_uint8), c_uint32 ]
- sr_lib.vg_msg_wkvnum.argtypes = [ POINTER(vg_msg), POINTER(c_char), c_uint8, c_uint8, c_void_p ]
-
- sr_lib.vg_msg_cmd_array_count.argtypes = [ c_uint8 ]
- sr_lib.vg_msg_cmd_array_count.restype = c_uint32
- sr_lib.vg_msg_cmd_type_size.argtypes = [ c_uint8 ]
- sr_lib.vg_msg_cmd_type_size.restype = c_uint32
- sr_lib.vg_msg_cmd_bytecount.argtypes = [ c_uint8 ]
- sr_lib.vg_msg_cmd_bytecount.restype = c_uint32
- sr_lib.vg_msg_count_bits.argtypes = [ c_uint32 ]
- sr_lib.vg_msg_count_bits.restype = c_uint8
-
- sr_lib.vg_msg_init.argtypes = [ POINTER(vg_msg), POINTER(c_uint8), c_uint32 ]
- sr_lib.vg_msg_next.argtypes = [ POINTER(vg_msg), POINTER(vg_msg_cmd) ]
- sr_lib.vg_msg_next.restype = c_int32
- sr_lib.vg_msg_skip_frame.argtypes = [ POINTER(vg_msg) ]
- sr_lib.vg_msg_skip_frame.restype = c_int32
- sr_lib.vg_msg_seekframe.argtypes = [ POINTER(vg_msg), POINTER(c_char) ]
- sr_lib.vg_msg_seekframe.restype = c_int32
- sr_lib.vg_msg_cast_to_u64.argtypes = [ POINTER(c_char), c_uint8, c_uint8 ]
- sr_lib.vg_msg_cast_to_u64.restype = c_uint64
- sr_lib.vg_msg_cast_to_i64.argtypes = [ POINTER(c_char), c_uint8, c_uint8 ]
- sr_lib.vg_msg_cast_to_i64.restype = c_int64
- sr_lib.vg_msg_cast_to_f64.argtypes = [ POINTER(c_char), c_uint8, c_uint8 ]
- sr_lib.vg_msg_cast_to_f64.restype = c_double
- sr_lib.vg_msg_cast.argtypes = [ POINTER(c_char), c_uint8, c_void_p, c_uint8 ]
- sr_lib.vg_msg_getkvcmd.argtypes = [ POINTER(vg_msg), POINTER(c_char), POINTER(vg_msg_cmd) ]
- sr_lib.vg_msg_getkvcmd.restype = c_int32
- sr_lib.vg_msg_getkvintg.argtypes = [ POINTER(vg_msg), POINTER(c_char), c_uint8, c_void_p ]
- sr_lib.vg_msg_getkvintg.restype = c_int32
- sr_lib.vg_msg_getkvstr.argtypes = [ POINTER(vg_msg), POINTER(c_char) ]
- sr_lib.vg_msg_getkvstr.restype = POINTER(c_char)
- sr_lib.vg_msg_getkvvecf.argtypes = [ POINTER(vg_msg), POINTER(c_char), c_uint8, c_void_p, c_void_p ]
- sr_lib.vg_msg_getkvvecf.restype = c_int32
- sr_lib.vg_msg_print.argtypes = [ POINTER(vg_msg), c_uint32 ]
+ src = open( path, "r" )
+ out.write( F'\n# #include "{file}"\n\n' )
+ out.write( src.read() )
+ src.close()
#}
-def qoi_encode( img ):
-#{
- print(F"{' ':<30}",end='\r')
- print(F"[QOI] Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]",end='\r')
- print(F"")
+_include( "sr_main.py" )
+_include( "sr_so.py" )
+_include( "sr_shader.py" )
+_include( "sr_mat.py" )
- crab = np.asarray(img.pixels, dtype=np.float32)
- length = c_int()
- comped = qoi_encode_rgbaf32( crab, img.size[0], img.size[1], byref(length) )
+out.close()
- data = bytearray(comped[:length.value])
- bytearray_align_to( data, 16, b'\x00' )
- qoi_free( comped )
- return data
-#}
+from ._combined import *
+import importlib
+if 'bpy' in locals(): importlib.reload( _combined )
--- /dev/null
+print( "sr_main" )
+
+import bpy, blf, math, gpu, os, time
+import cProfile
+from ctypes import *
+import numpy as np
+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":"Skaterift .mdl exporter",
+ "author": "Harry Godden (hgn)",
+ "version": (0,2),
+ "blender":(3,1,0),
+ "location":"Export",
+ "description":"",
+ "warning":"",
+ "wiki_url":"",
+ "category":"Import/Export",
+}
+
+sr_entity_list = [
+ ('none', 'None', '', 0 ),
+ ('ent_gate', 'Gate', '', 1 ),
+ ('ent_spawn', 'Spawn Point', '', 2 ),
+ ('ent_route_node', 'Routing Path', '', 3 ),
+ ('ent_route', 'Skate Course', '', 4 ),
+ ('ent_water', 'Water Surface', '', 5 ),
+ ('ent_volume', 'Volume/Trigger', '', 6 ),
+ ('ent_audio', 'Audio', '', 7 ),
+ ('ent_marker', 'Marker', '', 8 ),
+ ('ent_font', 'Font', '', 9 ),
+ ('ent_font_variant', 'Font:Variant', '', 10 ),
+ ('ent_traffic', 'Traffic Model', '', 11 ),
+ ('ent_skateshop', 'Skate Shop', '', 12 ),
+ ('ent_camera', 'Camera', '', 13 ),
+ ('ent_swspreview', 'Workshop Preview', '', 14 ),
+ ('ent_menuitem', 'Menu Item', '', 15 ),
+ ('ent_worldinfo', 'World Info', '', 16 ),
+ ('ent_ccmd', 'CCmd', '', 17 ),
+ ('ent_objective', 'Objective', '', 18 ),
+ ('ent_challenge', 'Challenge', '', 19 ),
+ ('ent_relay', 'Relay', '', 20 ),
+ ('ent_miniworld', 'Mini World', '', 22 ),
+ ('ent_prop', 'Prop', '', 23 ),
+ ('ent_list', 'Entity List', '', 24 ),
+ ('ent_region', 'Region', '', 25 ),
+ ('ent_glider', 'Glider', '', 26 ),
+ ('ent_npc', 'npc', '', 27 )
+]
+
+MDL_VERSION_NR = 106
+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):
+#{
+ _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_uint16), # index into the material array
+ ("flags",c_uint16)]
+#}
+
+# shader data
+# =================================================
+
+class mdl_file(Structure):
+#{
+ _fields_ = [("path",c_uint32),
+ ("pack_offset",c_uint32),
+ ("pack_size",c_uint32)]
+#}
+
+class mdl_material_kvs(Structure):
+#{
+ _fields_ = [("offset",c_uint32),
+ ("size",c_uint32)]
+#}
+
+class mdl_material_properties_union(Union):
+#{
+ _fields_ = [("kvs",mdl_material_kvs),
+ ("compiled",c_void_p)]
+#}
+
+class mdl_material(Structure):
+#{
+ _fields_ = [("pstr_name",c_uint32),
+ ("shader",c_uint32),
+ ("flags",c_uint32),
+ ("surface_prop",c_uint32),
+ ("props",mdl_material_properties_union)]
+
+ # ("colour",c_float*4), (old) v105
+ # ("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_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),
+ ("pstr_name",c_uint32),
+ ("entity_id",c_uint32),
+ ("armature_id",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):
+#{
+ _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' }
+#}
+
+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),
+ ("start_node",c_uint32),
+ ("node_count",c_uint32),
+ ("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),
+ ("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),
+ ("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)]
+#}
+
+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 )
+
+ # 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]
+
+ 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 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_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
+ #
+ 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
+
+ dgraph = bpy.context.evaluated_depsgraph_get()
+ data = obj.evaluated_get(dgraph).data
+ data.calc_loop_triangles()
+ data.calc_normals_split()
+
+ # 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
+ #}
+
+ # Keep a reference to very very very similar vertices
+ # i have no idea how to speed it up.
+ #
+ vertex_reference = {}
+
+ # Write the vertex / indice data
+ #
+ for tri_index, tri in enumerate(data.loop_triangles):#{
+ if tri.material_index != material_id: continue
+
+ for 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] )
+ #}
+
+ sr_compile.vertex_data.extend(bytearray(v))
+ #}
+
+ sm.indice_count += 1
+ sr_compile.indice_data.extend( index )
+ #}
+ #}
+
+ # 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
+
+ # Add submesh to encoder
+ #
+ 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 )
+
+ sr_compile.mesh_data.extend(bytearray(node))
+#}
+
+def sr_compile_fonts( collection ):
+#{
+ print( F"[SR] Compiling fonts" )
+
+ glyph_count = 0
+ variant_count = 0
+
+ for obj in collection.all_objects:#{
+ if obj_ent_type(obj) != 'ent_font': continue
+
+ data = obj.SR_data.ent_font[0]
+
+ font=ent_font()
+ font.alias = sr_compile_string( data.alias )
+ font.variant_start = variant_count
+ font.variant_count = 0
+ font.glyph_start = glyph_count
+
+ glyph_base = data.glyphs[0].utf32
+ glyph_range = data.glyphs[-1].utf32+1 - glyph_base
+
+ font.glyph_utf32_base = glyph_base
+ font.glyph_count = glyph_range
+
+ for i in range(len(data.variants)):#{
+ data_var = data.variants[i]
+ if not data_var.mesh: continue
+
+ mesh = data_var.mesh.data
+
+ variant = ent_font_variant()
+ variant.name = sr_compile_string( data_var.tipo )
+
+ # fonts (variants) only support one material each
+ mat = None
+ if len(mesh.materials) != 0:
+ mat = mesh.materials[0]
+ variant.material_id = sr_compile_material( mat )
+
+ font.variant_count += 1
+
+ islands = mesh_utils.mesh_linked_triangles(mesh)
+ centroids = [Vector((0,0)) for _ in range(len(islands))]
+
+ for j in range(len(islands)):#{
+ for tri in islands[j]:#{
+ centroids[j].x += tri.center[0]
+ centroids[j].y += tri.center[2]
+ #}
+
+ centroids[j] /= len(islands[j])
+ #}
+
+ for j in range(glyph_range):#{
+ data_glyph = data.glyphs[j]
+ glyph = ent_glyph()
+ glyph.indice_start = len(sr_compile.indice_data)//sizeof(c_uint32)
+ glyph.indice_count = 0
+ glyph.size[0] = data_glyph.bounds[2]
+ glyph.size[1] = data_glyph.bounds[3]
+
+ vertex_reference = {}
+
+ for k in range(len(islands)):#{
+ if centroids[k].x < data_glyph.bounds[0] or \
+ centroids[k].x > data_glyph.bounds[0]+data_glyph.bounds[2] or\
+ centroids[k].y < data_glyph.bounds[1] or \
+ centroids[k].y > data_glyph.bounds[1]+data_glyph.bounds[3]:
+ #{
+ continue
+ #}
+
+ 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
+
+ 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)
+
+ # 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
+
+ # 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)" )
+ sr_lib_init()
+
+ #settings
+ sr_compile.pack_textures = collection.SR_data.pack_textures
+ sr_compile.pack_animations = collection.SR_data.animations
+
+ # caches
+ sr_compile.string_cache = {}
+ sr_compile.mesh_cache = {}
+ sr_compile.material_cache = {}
+ sr_compile.texture_cache = {}
+
+ # compiled data
+ sr_compile.mesh_data = bytearray()
+ sr_compile.submesh_data = bytearray()
+ sr_compile.vertex_data = bytearray()
+ sr_compile.indice_data = bytearray()
+ sr_compile.bone_data = bytearray()
+ sr_compile.material_data = bytearray()
+ sr_compile.shader_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]
+
+ q = [obj.matrix_local.to_quaternion(), (0,0,0,1)]
+ co = [obj.matrix_world @ Vector((0,0,0)), (0,0,0)]
+
+ if obj_data.target:#{
+ q[1] = obj_data.target.matrix_local.to_quaternion()
+ co[1]= obj_data.target.matrix_world @ Vector((0,0,0))
+ #}
+
+ # Setup transform
+ #
+ 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 )
+ _write_array( 'shader_data', 1, sr_compile.shader_data )
+
+ header_size = int_align_to( sizeof(mdl_header), 8 )
+ index_size = int_align_to( sizeof(mdl_array)*len(file_array_instructions),8 )
+
+ folder = bpy.path.abspath(bpy.context.scene.SR_data.export_dir)
+ path = F"{folder}{collection.name}.mdl"
+ print( path )
+
+ os.makedirs(os.path.dirname(path),exist_ok=True)
+ fp = open( path, "wb" )
+ header = mdl_header()
+ header.version = MDL_VERSION_NR
+ sr_array_title( header.arrays, \
+ 'index', len(file_array_instructions), \
+ sizeof(mdl_array), header_size )
+
+ fp.write( bytearray_align_to( bytearray(header), 8 ) )
+
+ print( F'[SR] {"name":>16}| count | offset' )
+ index = bytearray()
+ for name,info in file_array_instructions.items():#{
+ arr = mdl_array()
+ offset = info['offset'] + header_size + index_size
+ sr_array_title( arr, name, info['count'], info['size'], offset )
+ index.extend( bytearray(arr) )
+
+ print( F'[SR] {name:>16}| {info["count"]: 8} '+\
+ F' 0x{info["offset"]:02x}' )
+ #}
+ fp.write( bytearray_align_to( index, 8 ) )
+ #bytearray_print_hex( index )
+
+ for name,info in file_array_instructions.items():#{
+ fp.write( bytearray_align_to( info['data'], 8 ) )
+ #}
+
+ fp.close()
+
+ print( '[SR] done' )
+#}
+
+class SR_SCENE_SETTINGS(bpy.types.PropertyGroup):
+#{
+ use_hidden: bpy.props.BoolProperty( name="use hidden", default=False )
+ export_dir: bpy.props.StringProperty( name="Export Dir", subtype='DIR_PATH' )
+ gizmos: bpy.props.BoolProperty( name="Draw Gizmos", default=False )
+
+ panel: bpy.props.EnumProperty(
+ name='Panel',
+ description='',
+ items=[
+ ('EXPORT', 'Export', '', 'MOD_BUILD',0),
+ ('ENTITY', 'Entity', '', 'MONKEY',1),
+ ('SETTINGS', 'Settings', 'Settings', 'PREFERENCES',2),
+ ],
+ )
+#}
+
+class SR_COLLECTION_SETTINGS(bpy.types.PropertyGroup):
+#{
+ pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False )
+ animations: bpy.props.BoolProperty( name="Export animation", default=True)
+#}
+
+def sr_get_mirror_bone( bones ):
+#{
+ side = bones.active.name[-1:]
+ other_name = bones.active.name[:-1]
+ if side == 'L': other_name += 'R'
+ elif side == 'R': other_name += 'L'
+ else: return None
+
+ for b in bones:#{
+ if b.name == other_name:
+ return b
+ #}
+
+ return None
+#}
+
+class SR_MIRROR_BONE_X(bpy.types.Operator):
+#{
+ bl_idname="skaterift.mirror_bone"
+ bl_label="Mirror bone attributes - SkateRift"
+
+ def execute(_,context):
+ #{
+ active_object = context.active_object
+ bones = active_object.data.bones
+ a = bones.active
+ b = sr_get_mirror_bone( bones )
+
+ if not b: return {'FINISHED'}
+
+ b.SR_data.collider = a.SR_data.collider
+
+ def _v3copyflipy( a, b ):#{
+ b[0] = a[0]
+ b[1] = -a[1]
+ b[2] = a[2]
+ #}
+
+ _v3copyflipy( a.SR_data.collider_min, b.SR_data.collider_min )
+ _v3copyflipy( a.SR_data.collider_max, b.SR_data.collider_max )
+ b.SR_data.collider_min[1] = -a.SR_data.collider_max[1]
+ b.SR_data.collider_max[1] = -a.SR_data.collider_min[1]
+
+ b.SR_data.cone_constraint = a.SR_data.cone_constraint
+
+ _v3copyflipy( a.SR_data.conevx, b.SR_data.conevy )
+ _v3copyflipy( a.SR_data.conevy, b.SR_data.conevx )
+ _v3copyflipy( a.SR_data.coneva, b.SR_data.coneva )
+
+ b.SR_data.conet = a.SR_data.conet
+
+ # redraw
+ ob = bpy.context.scene.objects[0]
+ ob.hide_render = ob.hide_render
+ return {'FINISHED'}
+ #}
+#}
+
+class SR_COMPILE(bpy.types.Operator):
+#{
+ bl_idname="skaterift.compile_all"
+ bl_label="Compile All"
+
+ def execute(_,context):
+ #{
+ view_layer = bpy.context.view_layer
+ for col in view_layer.layer_collection.children["export"].children:
+ if not col.hide_viewport or bpy.context.scene.SR_data.use_hidden:
+ sr_compile( bpy.data.collections[col.name] )
+
+ return {'FINISHED'}
+ #}
+#}
+
+class SR_COMPILE_THIS(bpy.types.Operator):
+#{
+ bl_idname="skaterift.compile_this"
+ bl_label="Compile This collection"
+
+ def execute(_,context):
+ #{
+ col = bpy.context.collection
+ sr_compile( col )
+
+ return {'FINISHED'}
+ #}
+#}
+
+class SR_INTERFACE(bpy.types.Panel):
+#{
+ bl_idname = "VIEW3D_PT_skate_rift"
+ bl_label = "Skate Rift"
+ bl_space_type = 'VIEW_3D'
+ bl_region_type = 'UI'
+ bl_category = "Skate Rift"
+
+ def draw(_, context):
+ #{
+ # Compiler section
+
+ row = _.layout.row()
+ row.scale_y = 1.75
+ row.prop( context.scene.SR_data, 'panel', expand=True )
+
+ if context.scene.SR_data.panel == 'SETTINGS': #{
+ _.layout.prop( context.scene.SR_data, 'gizmos' )
+ #}
+ elif context.scene.SR_data.panel == 'EXPORT': #{
+ _.layout.prop( context.scene.SR_data, "export_dir" )
+ col = bpy.context.collection
+
+ found_in_export = False
+ export_count = 0
+ view_layer = bpy.context.view_layer
+ for c1 in view_layer.layer_collection.children["export"].children: #{
+ if not c1.hide_viewport or bpy.context.scene.SR_data.use_hidden:
+ export_count += 1
+
+ if c1.name == col.name: #{
+ found_in_export = True
+ #}
+ #}
+
+ box = _.layout.box()
+ row = box.row()
+ row.alignment = 'CENTER'
+ row.scale_y = 1.5
+
+ if found_in_export: #{
+ row.label( text=col.name + ".mdl" )
+ box.prop( col.SR_data, "pack_textures" )
+ box.prop( col.SR_data, "animations" )
+ box.operator( "skaterift.compile_this" )
+ #}
+ else: #{
+ row.enabled=False
+ row.label( text=col.name )
+
+ row = box.row()
+ row.enabled=False
+ row.alignment = 'CENTER'
+ row.scale_y = 1.5
+ row.label( text="This collection is not in the export group" )
+ #}
+
+ box = _.layout.box()
+ row = box.row()
+
+ split = row.split( factor=0.3, align=True )
+ split.prop( context.scene.SR_data, "use_hidden", text="hidden" )
+
+ row1 = split.row()
+ if export_count == 0:
+ row1.enabled=False
+ row1.operator( "skaterift.compile_all", \
+ text=F"Compile all ({export_count} collections)" )
+ #}
+ elif context.scene.SR_data.panel == 'ENTITY': #{
+ active_object = context.active_object
+ if not active_object: return
+
+ amount = max( 0, len(context.selected_objects)-1 )
+
+ row = _.layout.row()
+ row.operator( 'skaterift.copy_entity_data', \
+ text=F'Copy entity data to {amount} other objects' )
+ if amount == 0: row.enabled=False
+
+ box = _.layout.box()
+ row = box.row()
+ row.alignment = 'CENTER'
+ row.label( text=active_object.name )
+ row.scale_y = 1.5
+
+ def _draw_prop_collection( source, data ): #{
+ nonlocal box
+ row = box.row()
+ row.alignment = 'CENTER'
+ row.enabled = False
+ row.scale_y = 1.5
+ row.label( text=F'{source}' )
+
+ if hasattr(type(data[0]),'sr_inspector'):#{
+ type(data[0]).sr_inspector( box, data )
+ #}
+ else:#{
+ for a in data[0].__annotations__:
+ box.prop( data[0], a )
+ #}
+ #}
+
+ if active_object.type == 'ARMATURE': #{
+ if active_object.mode == 'POSE': #{
+ bones = active_object.data.bones
+ mb = sr_get_mirror_bone( bones )
+ if mb:#{
+ box.operator( "skaterift.mirror_bone", \
+ text=F'Mirror attributes to {mb.name}' )
+ #}
+
+ _draw_prop_collection( \
+ F'bpy.types.Bone["{bones.active.name}"].SR_data',\
+ [bones.active.SR_data ] )
+ #}
+ else: #{
+ row = box.row()
+ row.alignment='CENTER'
+ row.scale_y=2.0
+ row.enabled=False
+ row.label( text="Enter pose mode to modify bone properties" )
+ #}
+ #}
+ elif active_object.type == 'LIGHT': #{
+ _draw_prop_collection( \
+ F'bpy.types.Light["{active_object.data.name}"].SR_data', \
+ [active_object.data.SR_data] )
+ #}
+ elif active_object.type in ['EMPTY','CURVE','MESH']:#{
+ box.prop( active_object.SR_data, "ent_type" )
+ ent_type = active_object.SR_data.ent_type
+
+ col = getattr( active_object.SR_data, ent_type, None )
+ if col != None and len(col)!=0:
+ _draw_prop_collection( \
+ F'bpy.types.Object["{active_object.name}"].SR_data.{ent_type}[0]', \
+ col )
+
+ if active_object.type == 'MESH':#{
+ col = getattr( active_object.data.SR_data, ent_type, None )
+ if col != None and len(col)!=0:
+ _draw_prop_collection( \
+ F'bpy.types.Mesh["{active_object.data.name}"].SR_data.{ent_type}[0]', \
+ col )
+ #}
+ #}
+ #}
+ #}
+#}
+
+class SR_MATERIAL_PANEL(bpy.types.Panel):
+#{
+ bl_label="Skate Rift material"
+ bl_idname="MATERIAL_PT_sr_material"
+ bl_space_type='PROPERTIES'
+ bl_region_type='WINDOW'
+ bl_context="material"
+
+ def draw(_,context):
+ #{
+ active_object = bpy.context.active_object
+ if active_object == None: return
+ active_mat = active_object.active_material
+ if active_mat == None: return
+
+ info = material_info( active_mat )
+
+ if 'tex_diffuse' in info:#{
+ _.layout.label( icon='INFO', \
+ text=F"{info['tex_diffuse'].name} will be compiled" )
+ #}
+
+ _.layout.prop( active_mat.SR_data, "shader" )
+ _.layout.prop( active_mat.SR_data, "surface_prop" )
+ _.layout.prop( active_mat.SR_data, "collision" )
+
+ if active_mat.SR_data.collision:#{
+ box = _.layout.box()
+ row = box.row()
+
+ if (active_mat.SR_data.shader != 'invisible') and \
+ (active_mat.SR_data.shader != 'boundary') and \
+ (active_mat.SR_data.shader != 'walking'):#{
+ row.prop( active_mat.SR_data, "skate_surface" )
+ row.prop( active_mat.SR_data, "grind_surface" )
+ row.prop( active_mat.SR_data, "grow_grass" )
+ row.prop( active_mat.SR_data, "preview_visibile" )
+ #}
+ #}
+
+ if active_mat.SR_data.shader == "terrain_blend":#{
+ box = _.layout.box()
+ box.prop( active_mat.SR_data, "blend_offset" )
+ box.prop( active_mat.SR_data, "sand_colour" )
+ #}
+ elif active_mat.SR_data.shader == "vertex_blend":#{
+ box = _.layout.box()
+ box.label( icon='INFO', text="Uses vertex colours, the R channel" )
+ box.prop( active_mat.SR_data, "blend_offset" )
+ #}
+ elif active_mat.SR_data.shader == "water":#{
+ box = _.layout.box()
+ box.label( icon='INFO', text="Depth scale of 16 meters" )
+ box.prop( active_mat.SR_data, "shore_colour" )
+ box.prop( active_mat.SR_data, "ocean_colour" )
+ box.prop( active_mat.SR_data, "water_fog" )
+ box.prop( active_mat.SR_data, "water_fresnel" )
+ box.prop( active_mat.SR_data, "water_scale" )
+ box.prop( active_mat.SR_data, "water_rate" )
+ #}
+ elif active_mat.SR_data.shader == "cubemap":#{
+ box = _.layout.box()
+ box.prop( active_mat.SR_data, "cubemap" )
+ box.prop( active_mat.SR_data, "tint" )
+ #}
+
+ _.layout.label( text="" )
+ _.layout.label( text="advanced (you probably don't want to edit these)" )
+ _.layout.prop( active_mat.SR_data, "tex_diffuse_rt" )
+ #}
+#}
+
+def sr_get_type_enum( scene, context ):
+#{
+ items = [('none','None',"")]
+ mesh_entities=['ent_gate','ent_water']
+ point_entities=['ent_spawn','ent_route_node','ent_route']
+
+ for e in point_entities: items += [(e,e,'')]
+
+ if context.scene.SR_data.panel == 'ENTITY': #{
+ if context.active_object.type == 'MESH': #{
+ for e in mesh_entities: items += [(e,e,'')]
+ #}
+ #}
+ else: #{
+ for e in mesh_entities: items += [(e,e,'')]
+ #}
+
+ return items
+#}
+
+def sr_on_type_change( _, context ):
+#{
+ obj = context.active_object
+ ent_type = obj.SR_data.ent_type
+ if ent_type == 'none': return
+ if obj.type == 'MESH':#{
+ col = getattr( obj.data.SR_data, ent_type, None )
+ if col != None and len(col)==0: col.add()
+ #}
+
+ col = getattr( obj.SR_data, ent_type, None )
+ if col != None and len(col)==0: col.add()
+#}
+
+class SR_OBJECT_ENT_SPAWN(bpy.types.PropertyGroup):
+#{
+ alias: bpy.props.StringProperty( name='alias' )
+#}
+
+class SR_OBJECT_ENT_GATE(bpy.types.PropertyGroup):
+#{
+ target: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="destination", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
+
+ key: bpy.props.StringProperty()
+ tipo: bpy.props.EnumProperty(items=(('default', 'Default', ""),
+ ('nonlocal', 'Non-Local', "")))
+
+ flip: bpy.props.BoolProperty( name="Flip exit", default=False )
+ custom: bpy.props.BoolProperty( name="Mesh is surface", default=False )
+ locked: bpy.props.BoolProperty( name="Start Locked", default=False )
+
+ @staticmethod
+ def sr_inspector( layout, data ):
+ #{
+ box = layout.box()
+ box.prop( data[0], 'tipo', text="subtype" )
+
+ if data[0].tipo == 'default': box.prop( data[0], 'target' )
+ elif data[0].tipo == 'nonlocal': box.prop( data[0], 'key' )
+
+ flags = box.box()
+ flags.prop( data[0], 'flip' )
+ flags.prop( data[0], 'custom' )
+ flags.prop( data[0], 'locked' )
+ #}
+#}
+
+class SR_MESH_ENT_GATE(bpy.types.PropertyGroup):
+#{
+ dimensions: bpy.props.FloatVectorProperty(name="dimensions",size=3)
+#}
+
+class SR_OBJECT_ENT_ROUTE_ENTRY(bpy.types.PropertyGroup):
+#{
+ target: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name='target', \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_gate']))
+#}
+
+class SR_OBJECT_ENT_MINIWORLD(bpy.types.PropertyGroup):
+#{
+ world: bpy.props.StringProperty( name='world UID' )
+ proxy: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name='proxy', \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_prop']))
+ camera: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Camera", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+#}
+
+class SR_UL_ROUTE_NODE_LIST(bpy.types.UIList):
+#{
+ bl_idname = 'SR_UL_ROUTE_NODE_LIST'
+
+ def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
+ #{
+ layout.prop( item, 'target', text='', emboss=False )
+ #}
+#}
+
+def internal_listdel_execute(self,context,ent_name,collection_name):
+#{
+ active_object = context.active_object
+ data = getattr(active_object.SR_data,ent_name)[0]
+ lista = getattr(data,collection_name)
+ index = getattr(data,F'{collection_name}_index')
+
+ lista.remove(index)
+
+ setattr(data,F'{collection_name}_index', min(max(0,index-1), len(lista)-1))
+ return{'FINISHED'}
+#}
+
+def internal_listadd_execute(self,context,ent_name,collection_name):
+#{
+ active_object = context.active_object
+ getattr(getattr(active_object.SR_data,ent_name)[0],collection_name).add()
+ return{'FINISHED'}
+#}
+
+def copy_propgroup( de, to ):
+#{
+ for a in de.__annotations__:#{
+ if isinstance(getattr(de,a), bpy.types.bpy_prop_collection):#{
+ ca = getattr(de,a)
+ cb = getattr(to,a)
+
+ while len(cb) != len(ca):#{
+ if len(cb) < len(ca): cb.add()
+ else: cb.remove(0)
+ #}
+ for i in range(len(ca)):#{
+ copy_propgroup(ca[i],cb[i])
+ #}
+ #}
+ else:#{
+ setattr(to,a,getattr(de,a))
+ #}
+ #}
+#}
+
+class SR_OT_COPY_ENTITY_DATA(bpy.types.Operator):
+#{
+ bl_idname = "skaterift.copy_entity_data"
+ bl_label = "Copy entity data"
+
+ def execute(self, context):#{
+ data = context.active_object.SR_data
+ new_type = data.ent_type
+ print( F"Copy entity data from: {context.active_object.name}" )
+
+ for obj in context.selected_objects:#{
+ if obj != context.active_object:#{
+ print( F" To: {obj.name}" )
+
+ obj.SR_data.ent_type = new_type
+
+ if active_object.type == 'MESH':#{
+ col = getattr( obj.data.SR_data, new_type, None )
+ if col != None and len(col)==0: col.add()
+ mdata = context.active_object.data.SR_data
+ copy_propgroup( getattr(mdata,new_type)[0], col[0] )
+ #}
+
+ col = getattr( obj.SR_data, new_type, None )
+ if col != None and len(col)==0: col.add()
+ copy_propgroup( getattr(data,new_type)[0], col[0] )
+ #}
+ #}
+ return{'FINISHED'}
+ #}
+#}
+
+class SR_OT_ROUTE_LIST_NEW_ITEM(bpy.types.Operator):
+#{
+ bl_idname = "skaterift.new_entry"
+ bl_label = "Add gate"
+
+ def execute(self, context):#{
+ return internal_listadd_execute(self,context,'ent_route','gates')
+ #}
+#}
+
+class SR_OT_ROUTE_LIST_DEL_ITEM(bpy.types.Operator):
+#{
+ bl_idname = "skaterift.del_entry"
+ bl_label = "Remove gate"
+
+ @classmethod
+ def poll(cls, context):#{
+ active_object = context.active_object
+ if obj_ent_type(active_object) == 'ent_route':#{
+ return active_object.SR_data.ent_route[0].gates
+ #}
+ else: return False
+ #}
+
+ def execute(self, context):#{
+ return internal_listdel_execute(self,context,'ent_route','gates')
+ #}
+#}
+
+class SR_OT_AUDIO_LIST_NEW_ITEM(bpy.types.Operator):
+#{
+ bl_idname = "skaterift.al_new_entry"
+ bl_label = "Add file"
+
+ def execute(self, context):#{
+ return internal_listadd_execute(self,context,'ent_audio','files')
+ #}
+#}
+
+class SR_OT_AUDIO_LIST_DEL_ITEM(bpy.types.Operator):
+#{
+ bl_idname = "skaterift.al_del_entry"
+ bl_label = "Remove file"
+
+ @classmethod
+ def poll(cls, context):#{
+ active_object = context.active_object
+ if obj_ent_type(active_object) == 'ent_audio':#{
+ return active_object.SR_data.ent_audio[0].files
+ #}
+ else: return False
+ #}
+
+ def execute(self, context):#{
+ return internal_listdel_execute(self,context,'ent_audio','files')
+ return{'FINISHED'}
+ #}
+#}
+
+class SR_OT_GLYPH_LIST_NEW_ITEM(bpy.types.Operator):
+#{
+ bl_idname = "skaterift.gl_new_entry"
+ bl_label = "Add glyph"
+
+ def execute(self, context):#{
+ active_object = context.active_object
+
+ font = active_object.SR_data.ent_font[0]
+ font.glyphs.add()
+
+ if len(font.glyphs) > 1:#{
+ prev = font.glyphs[-2]
+ cur = font.glyphs[-1]
+
+ cur.bounds = prev.bounds
+ cur.utf32 = prev.utf32+1
+ #}
+
+ return{'FINISHED'}
+ #}
+#}
+
+class SR_OT_GLYPH_LIST_DEL_ITEM(bpy.types.Operator):
+#{
+ bl_idname = "skaterift.gl_del_entry"
+ bl_label = "Remove Glyph"
+
+ @classmethod
+ def poll(cls, context):#{
+ active_object = context.active_object
+ if obj_ent_type(active_object) == 'ent_font':#{
+ return active_object.SR_data.ent_font[0].glyphs
+ #}
+ else: return False
+ #}
+
+ def execute(self, context):#{
+ return internal_listdel_execute(self,context,'ent_font','glyphs')
+ #}
+#}
+
+class SR_OT_GLYPH_LIST_MOVE_ITEM(bpy.types.Operator):
+#{
+ bl_idname = "skaterift.gl_move_item"
+ bl_label = "aa"
+ direction: bpy.props.EnumProperty(items=(('UP', 'Up', ""),
+ ('DOWN', 'Down', ""),))
+
+ @classmethod
+ def poll(cls, context):#{
+ active_object = context.active_object
+ if obj_ent_type(active_object) == 'ent_font':#{
+ return active_object.SR_data.ent_font[0].glyphs
+ #}
+ else: return False
+ #}
+
+ def execute(_, context):#{
+ active_object = context.active_object
+ data = active_object.SR_data.ent_font[0]
+
+ index = data.glyphs_index
+ neighbor = index + (-1 if _.direction == 'UP' else 1)
+ data.glyphs.move( neighbor, index )
+
+ list_length = len(data.glyphs) - 1
+ new_index = index + (-1 if _.direction == 'UP' else 1)
+
+ data.glyphs_index = max(0, min(new_index, list_length))
+
+ return{'FINISHED'}
+ #}
+#}
+
+class SR_OT_FONT_VARIANT_LIST_NEW_ITEM(bpy.types.Operator):
+#{
+ bl_idname = "skaterift.fv_new_entry"
+ bl_label = "Add variant"
+
+ def execute(self, context):#{
+ return internal_listadd_execute(self,context,'ent_font','variants')
+ #}
+#}
+
+class SR_OT_FONT_VARIANT_LIST_DEL_ITEM(bpy.types.Operator):
+#{
+ bl_idname = "skaterift.fv_del_entry"
+ bl_label = "Remove variant"
+
+ @classmethod
+ def poll(cls, context):#{
+ active_object = context.active_object
+ if obj_ent_type(active_object) == 'ent_font':#{
+ return active_object.SR_data.ent_font[0].variants
+ #}
+ else: return False
+ #}
+
+ def execute(self, context):#{
+ return internal_listdel_execute(self,context,'ent_font','variants')
+ #}
+#}
+
+class SR_OBJECT_ENT_AUDIO_FILE_ENTRY(bpy.types.PropertyGroup):
+#{
+ path: bpy.props.StringProperty( name="Path" )
+ probability: bpy.props.FloatProperty( name="Probability",default=100.0 )
+#}
+
+class SR_UL_AUDIO_LIST(bpy.types.UIList):
+#{
+ bl_idname = 'SR_UL_AUDIO_LIST'
+
+ def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
+ #{
+ split = layout.split(factor=0.7)
+ c = split.column()
+ c.prop( item, 'path', text='', emboss=False )
+ c = split.column()
+ c.prop( item, 'probability', text='%', emboss=True )
+ #}
+#}
+
+class SR_UL_FONT_VARIANT_LIST(bpy.types.UIList):
+#{
+ bl_idname = 'SR_UL_FONT_VARIANT_LIST'
+
+ def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
+ #{
+ layout.prop( item, 'mesh', emboss=False )
+ layout.prop( item, 'tipo' )
+ #}
+#}
+
+class SR_UL_FONT_GLYPH_LIST(bpy.types.UIList):
+#{
+ bl_idname = 'SR_UL_FONT_GLYPH_LIST'
+
+ def draw_item(_,context,layout,data,item,icon,active_data,active_propname):
+ #{
+ s0 = layout.split(factor=0.3)
+ c = s0.column()
+ s1 = c.split(factor=0.3)
+ c = s1.column()
+ row = c.row()
+ lbl = chr(item.utf32) if item.utf32 >= 32 and item.utf32 <= 126 else \
+ f'x{item.utf32:x}'
+ row.label(text=lbl)
+ c = s1.column()
+ c.prop( item, 'utf32', text='', emboss=True )
+ c = s0.column()
+ row = c.row()
+ row.prop( item, 'bounds', text='', emboss=False )
+ #}
+#}
+
+class SR_OBJECT_ENT_ROUTE(bpy.types.PropertyGroup):
+#{
+ gates: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE_ENTRY)
+ gates_index: bpy.props.IntProperty()
+
+ colour: bpy.props.FloatVectorProperty( \
+ name="Colour",\
+ subtype='COLOR',\
+ min=0.0,max=1.0,\
+ default=Vector((0.79,0.63,0.48)),\
+ description="Route colour"\
+ )
+
+ alias: bpy.props.StringProperty(\
+ name="Alias",\
+ default="Untitled Course")
+
+ cam: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Viewpoint", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+
+ @staticmethod
+ def sr_inspector( layout, data ):
+ #{
+ layout.prop( data[0], 'alias' )
+ layout.prop( data[0], 'colour' )
+ layout.prop( data[0], 'cam' )
+
+ layout.label( text='Checkpoints' )
+ layout.template_list('SR_UL_ROUTE_NODE_LIST', 'Checkpoints', \
+ data[0], 'gates', data[0], 'gates_index', rows=5)
+
+ row = layout.row()
+ row.operator( 'skaterift.new_entry', text='Add' )
+ row.operator( 'skaterift.del_entry', text='Remove' )
+ #}
+#}
+
+
+class SR_OT_ENT_LIST_NEW_ITEM(bpy.types.Operator):#{
+ bl_idname = "skaterift.ent_list_new_entry"
+ bl_label = "Add entity"
+
+ def execute(self, context):#{
+ return internal_listadd_execute(self,context,'ent_list','entities')
+ #}
+#}
+
+class SR_OT_ENT_LIST_DEL_ITEM(bpy.types.Operator):#{
+ bl_idname = "skaterift.ent_list_del_entry"
+ bl_label = "Remove entity"
+
+ @classmethod
+ def poll(cls, context):#{
+ active_object = context.active_object
+ if obj_ent_type(active_object) == 'ent_list':#{
+ return active_object.SR_data.ent_list[0].entities
+ #}
+ else: return False
+ #}
+
+ def execute(self, context):#{
+ return internal_listdel_execute(self,context,'ent_list','entities')
+ #}
+#}
+
+class SR_OBJECT_ENT_LIST_ENTRY(bpy.types.PropertyGroup):
+#{
+ target: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name='target' )
+#}
+
+class SR_UL_ENT_LIST(bpy.types.UIList):#{
+ bl_idname = 'SR_UL_ENT_LIST'
+
+ def draw_item(_,context,layout,data,item,icon,active_data,active_propname):#{
+ layout.prop( item, 'target', text='', emboss=False )
+ #}
+#}
+
+class SR_OBJECT_ENT_LIST(bpy.types.PropertyGroup):#{
+ entities: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_LIST_ENTRY)
+ entities_index: bpy.props.IntProperty()
+
+ @staticmethod
+ def sr_inspector( layout, data ):#{
+ layout.label( text='Entities' )
+ layout.template_list('SR_UL_ENT_LIST', 'Entities', \
+ data[0], 'entities', data[0], \
+ 'entities_index', rows=5)
+
+ row = layout.row()
+ row.operator( 'skaterift.ent_list_new_entry', text='Add' )
+ row.operator( 'skaterift.ent_list_del_entry', text='Remove' )
+ #}
+#}
+
+class SR_OBJECT_ENT_GLIDER(bpy.types.PropertyGroup):#{
+ nothing: bpy.props.StringProperty()
+#}
+
+class SR_OBJECT_ENT_NPC(bpy.types.PropertyGroup):#{
+ au: bpy.props.IntProperty()
+ context: bpy.props.IntProperty()
+ cam: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Viewpoint", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+#}
+
+class SR_OBJECT_ENT_VOLUME(bpy.types.PropertyGroup):#{
+ subtype: bpy.props.EnumProperty(
+ name="Subtype",
+ items=[('0','Trigger',''),
+ ('1','Particles (0.1s)','')]
+ )
+
+ target: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Target", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,SR_TRIGGERABLE))
+ target_event: bpy.props.IntProperty( name="Enter Ev" )
+ target_event_leave: bpy.props.IntProperty( name="Leave Ev", default=-1 )
+
+ @staticmethod
+ def inspect_target( layout, data, propname, evs = ['_event'] ):#{
+ box = layout.box()
+ box.prop( data[0], propname )
+
+ for evname in evs:#{
+ row = box.row()
+ row.prop( data[0], propname + evname )
+
+ target = getattr( data[0], propname )
+ if target:#{
+ tipo = target.SR_data.ent_type
+ cls = globals()[ tipo ]
+
+ table = getattr( cls, 'sr_functions', None )
+ if table:#{
+ index = getattr( data[0], propname + evname )
+ if index in table:
+ row.label( text=table[index] )
+ else:
+ row.label( text="undefined function" )
+ #}
+ #}
+ else:#{
+ row.label( text="..." )
+ row.enabled=False
+ #}
+ #}
+ #}
+
+ @staticmethod
+ def sr_inspector( layout, data ):#{
+ layout.prop( data[0], 'subtype' )
+ SR_OBJECT_ENT_VOLUME.inspect_target( layout, data, 'target', \
+ ['_event','_event_leave'] )
+ #}
+#}
+
+class SR_OBJECT_ENT_AUDIO(bpy.types.PropertyGroup):
+#{
+ files: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_AUDIO_FILE_ENTRY)
+ files_index: bpy.props.IntProperty()
+
+ flag_3d: bpy.props.BoolProperty( name="3D audio",default=True )
+ flag_loop: bpy.props.BoolProperty( name="Loop",default=False )
+ flag_auto: bpy.props.BoolProperty( name="Play at start",default=False )
+ flag_nodoppler: bpy.props.BoolProperty( name="No Doppler",default=False )
+
+ group: bpy.props.IntProperty( name="Group ID", default=0 )
+ formato: bpy.props.EnumProperty(
+ name="Format",
+ items=[('0','Uncompressed Mono',''),
+ ('1','Compressed Vorbis',''),
+ ('2','[vg] Bird Synthesis','')]
+ )
+ probability_curve: bpy.props.EnumProperty(
+ name="Probability Curve",
+ items=[('0','Constant',''),
+ ('1','Wildlife Daytime',''),
+ ('2','Wildlife Nighttime','')])
+ channel_behaviour: bpy.props.EnumProperty(
+ name="Channel Behaviour",
+ items=[('0','Unlimited',''),
+ ('1','Discard if group full', ''),
+ ('2','Crossfade if group full','')])
+
+ transition_duration: bpy.props.FloatProperty(name="Transition Time",\
+ default=0.2)
+
+ max_channels: bpy.props.IntProperty( name="Max Channels", default=1 )
+ volume: bpy.props.FloatProperty( name="Volume",default=1.0 )
+
+ @staticmethod
+ def sr_inspector( layout, data ):
+ #{
+ layout.prop( data[0], 'formato' )
+ layout.prop( data[0], 'volume' )
+
+ box = layout.box()
+ box.label( text='Channels' )
+ split = box.split(factor=0.3)
+ c = split.column()
+ c.prop( data[0], 'max_channels' )
+ c = split.column()
+ c.prop( data[0], 'channel_behaviour', text='Behaviour' )
+ if data[0].channel_behaviour >= '1':
+ box.prop( data[0], 'group' )
+ if data[0].channel_behaviour == '2':
+ box.prop( data[0], 'transition_duration' )
+
+ box = layout.box()
+ box.label( text='Flags' )
+ box.prop( data[0], 'flag_3d' )
+ if data[0].flag_3d: box.prop( data[0], 'flag_nodoppler' )
+
+ box.prop( data[0], 'flag_loop' )
+ box.prop( data[0], 'flag_auto' )
+
+ layout.prop( data[0], 'probability_curve' )
+
+ split = layout.split(factor=0.7)
+ c = split.column()
+ c.label( text='Filepath' )
+ c = split.column()
+ c.label( text='Chance' )
+ layout.template_list('SR_UL_AUDIO_LIST', 'Files', \
+ data[0], 'files', data[0], 'files_index', rows=5)
+
+ row = layout.row()
+ row.operator( 'skaterift.al_new_entry', text='Add' )
+ row.operator( 'skaterift.al_del_entry', text='Remove' )
+ #}
+#}
+
+class SR_OBJECT_ENT_MARKER(bpy.types.PropertyGroup):
+#{
+ alias: bpy.props.StringProperty()
+ flags: bpy.props.IntProperty()
+#}
+
+class SR_OBJECT_ENT_GLYPH(bpy.types.PropertyGroup):
+#{
+ mini: bpy.props.FloatVectorProperty(size=2)
+ maxi: bpy.props.FloatVectorProperty(size=2)
+ utf32: bpy.props.IntProperty()
+#}
+
+class SR_OBJECT_ENT_GLYPH_ENTRY(bpy.types.PropertyGroup):
+#{
+ bounds: bpy.props.FloatVectorProperty(size=4,subtype='NONE')
+ utf32: bpy.props.IntProperty()
+#}
+
+class SR_OBJECT_ENT_FONT_VARIANT(bpy.types.PropertyGroup):
+#{
+ mesh: bpy.props.PointerProperty(type=bpy.types.Object)
+ tipo: bpy.props.StringProperty()
+#}
+
+class SR_OBJECT_ENT_FONT(bpy.types.PropertyGroup):
+#{
+ variants: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_FONT_VARIANT)
+ glyphs: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GLYPH_ENTRY)
+ alias: bpy.props.StringProperty()
+
+ glyphs_index: bpy.props.IntProperty()
+ variants_index: bpy.props.IntProperty()
+
+ @staticmethod
+ def sr_inspector( layout, data ):
+ #{
+ layout.prop( data[0], 'alias' )
+
+ layout.label( text='Variants' )
+ layout.template_list('SR_UL_FONT_VARIANT_LIST', 'Variants', \
+ data[0], 'variants', data[0], 'variants_index',\
+ rows=5 )
+ row = layout.row()
+ row.operator( 'skaterift.fv_new_entry', text='Add' )
+ row.operator( 'skaterift.fv_del_entry', text='Remove' )
+
+ layout.label( text='ASCII Glyphs' )
+ layout.template_list('SR_UL_FONT_GLYPH_LIST', 'Glyphs', \
+ data[0], 'glyphs', data[0], 'glyphs_index', rows=5)
+
+ row = layout.row()
+ row.operator( 'skaterift.gl_new_entry', text='Add' )
+ row.operator( 'skaterift.gl_del_entry', text='Remove' )
+ row.operator( 'skaterift.gl_move_item', text='^' ).direction='UP'
+ row.operator( 'skaterift.gl_move_item', text='v' ).direction='DOWN'
+ #}
+#}
+
+class SR_OBJECT_ENT_TRAFFIC(bpy.types.PropertyGroup):
+#{
+ speed: bpy.props.FloatProperty(default=1.0)
+#}
+
+class SR_OBJECT_ENT_SKATESHOP(bpy.types.PropertyGroup):
+#{
+ tipo: bpy.props.EnumProperty( name='Type',
+ items=[('0','boards',''),
+ ('1','character',''),
+ ('2','world',''),
+ ('4','server','')] )
+ mark_rack: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Board Rack", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+ mark_display: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Selected Board Display", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+ mark_info: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Selected Board Info", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,\
+ ['ent_marker','ent_prop']))
+ cam: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Viewpoint", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+#}
+
+class SR_OBJECT_ENT_WORKSHOP_PREVIEW(bpy.types.PropertyGroup):
+#{
+ mark_display: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Board Display", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+ mark_display1: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Board Display (other side)", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+ cam: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Viewpoint", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+#}
+
+class SR_OBJECT_ENT_MENU_ITEM(bpy.types.PropertyGroup):
+#{
+ link0: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Link 0", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+ link1: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Link 1", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+ link2: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Link 2", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+ link3: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Link 3", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+
+ newloc: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="New location", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+ stack_behaviour: bpy.props.EnumProperty( name='Stack Behaviour',
+ items=[('0','append',''),
+ ('1','replace','')])
+
+ camera: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Camera", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_camera']))
+
+ slider_minloc: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Slider min", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+ slider_maxloc: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Slider max", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_marker']))
+ slider_handle: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Slider handle", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+
+ checkmark: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="Checked", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_menuitem']))
+
+ font_variant: bpy.props.IntProperty( name="Font Variant" )
+
+ string: bpy.props.StringProperty( name="String" )
+ tipo: bpy.props.EnumProperty( name='Type',
+ items=[('0','visual',''),
+ ('1','event button',''),
+ ('2','page button',''),
+ ('3','toggle', ''),
+ ('4','slider',''),
+ ('5','page',''),
+ ('6','binding',''),
+ ('7','visual(no colourize)','')])
+
+ @staticmethod
+ def sr_inspector( layout, data ):
+ #{
+ data = data[0]
+ box = layout.box()
+ box.prop( data, 'tipo' )
+
+ if data.tipo == '0' or data.tipo == '7':#{
+ box.prop( data, 'string', text='Name' )
+ return
+ #}
+ elif data.tipo == '1':#{
+ box.prop( data, 'string', text='Event' )
+ #}
+ elif data.tipo == '2':#{
+ box.prop( data, 'string', text='Page' )
+ box.prop( data, 'stack_behaviour' )
+ #}
+ elif data.tipo == '3':#{
+ box.prop( data, 'string', text='Data (i32)' )
+ box.prop( data, 'checkmark' )
+ #}
+ elif data.tipo == '4':#{
+ box.prop( data, 'string', text='Data (f32)' )
+ box.prop( data, 'slider_minloc' )
+ box.prop( data, 'slider_maxloc' )
+ box.prop( data, 'slider_handle' )
+ box = box.box()
+ box.label( text="Links" )
+ box.prop( data, 'link0', text='v0' )
+ box.prop( data, 'link1', text='v1' )
+ return
+ #}
+ elif data.tipo == '5':#{
+ box.prop( data, 'string', text='Page Name' )
+ box.prop( data, 'newloc', text='Entry Point' )
+ box.prop( data, 'camera', text='Viewpoint' )
+ return
+ #}
+ elif data.tipo == '6':#{
+ box.prop( data, 'string', text='ID' )
+ box.prop( data, 'font_variant' )
+ return
+ #}
+
+ 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','')
+ ])
+
+ 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"\
+ )
+
+ water_fog: bpy.props.FloatProperty( \
+ name="Water fog", \
+ default=0.04,\
+ description="(default: 0.04) Cloudiness of water"\
+ )
+ water_fresnel: bpy.props.FloatProperty( \
+ name="Water Fresnel", \
+ default=5.0,\
+ description="(default: 5.0) Reflection/Fog Fresnel Ratio"\
+ )
+ water_scale: bpy.props.FloatProperty( \
+ name="Water Scale", \
+ default=0.008,\
+ description="(default: 0.008) Size of water texture"\
+ )
+ water_rate: bpy.props.FloatVectorProperty( \
+ name = "Water Wave Rate",\
+ size=4,\
+ default=Vector(( 0.008, 0.006, 0.003, 0.03 )),\
+ description=\
+ "(default: 0.008, 0.006, 0.003, 0.03) Rate which water bump texture moves"\
+ )
+
+ 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 #
+# #
+# ---------------------------------------------------------------------------- #
+
+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
+
+ for i in range(16):#{
+ t = ((i+1.0) * 1.0/16.0) * pi
+ s = math.sin(t)
+ c = math.cos(t)
+
+ s1 = math.sin(t*2.0)
+ c1 = math.cos(t*2.0)
+
+ py = pos + s*tx*radius + c *tz*radius
+ px = pos + s*tx*radius + c *ty*radius
+ pz = pos + s1*ty*radius + c1*tz*radius
+
+ cv_view_verts += [ px, lx ]
+ cv_view_verts += [ py, ly ]
+ cv_view_verts += [ pz, lz ]
+
+ cv_view_colours += [ colour, colour, colour, colour, colour, colour ]
+
+ ly = py
+ lx = px
+ lz = pz
+ #}
+ cv_draw_lines()
+#}
+
+# Draw transformed -1 -> 1 cube
+#
+def cv_draw_ucube( transform, colour, s=Vector((1,1,1)), o=Vector((0,0,0)) ):
+#{
+ global cv_view_verts, cv_view_colours
+
+ 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
+
+ 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))
+
+ cv_draw_bezier( p0,h0,p1,h1,c0,c1 )
+ cv_draw_lines()
+#}
+
+# 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
+
+ if len(cv_view_verts) < 2:
+ return
+
+ 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]))
+
+ 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 += [(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
+
+ for c in range(len(curves)):#{
+ for s in range(len(curves[c].data.splines)):#{
+ spline = curves[c].data.splines[s]
+ l = len(spline.points)
+ if l < 2: continue
+
+ dist = round(spline.calc_length(),2)
+
+ ia = point_count
+ ib = point_count+l-1
+
+ graph[ia] = { ib: dist }
+ graph[ib] = { ia: dist }
+
+ for i in range(len(spline.points)):#{
+ wco = curves[c].matrix_world @ spline.points[i].co
+ route_points.append(Vector((wco[0],wco[1],wco[2]+0.5)))
+
+ 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
+
+ cv_view_course_i = 0
+ cv_view_verts = []
+ cv_view_colours = []
+
+ 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')
+
+ 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():
+#{
+ for c in classes:
+ bpy.utils.register_class(c)
+
+ 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():
+#{
+ 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')
+#}
--- /dev/null
+print( "sr_mat" )
+
+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")
+ }
+}
+
+# https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164
+#
+def material_info(mat):
+#{
+ info = {}
+
+ # Using the cxr_graph_mapping as a reference, go through the shader
+ # graph and gather all $props from it.
+ #
+ def _graph_read( node_def, node=None, depth=0 ):
+ #{
+ 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 sr_compile_material( mat ):
+#{
+ if mat == None:
+ return 0
+ if mat.name in sr_compile.material_cache:
+ return sr_compile.material_cache[mat.name]
+
+ print( F'[SR] Compiling material {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 )
+
+ msg = vg_msg()
+ buf = (c_uint8 * 512)()
+ sr_lib.vg_msg_init( pointer(msg), buf, 512 )
+
+ if mat.SR_data.tex_diffuse_rt >= 0:
+ #{
+ m.tex_diffuse = 0x80000000 | mat.SR_data.tex_diffuse_rt
+ #}
+ else:
+ #{
+ if 'tex_diffuse' in inf:
+ #{
+ shader_prop_texture( msg, 'tex_diffuse', inf['tex_diffuse'] )
+ #}
+ #}
+
+ 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
+ shader_prop_rgba( msg, "sand_colour", mat.SR_data.sand_colour )
+ shader_prop_f32( msg, "blend_offset", 2, mat.SR_data.blend_offset )
+ #}
+ if mat.SR_data.shader == 'vertex_blend':
+ #{
+ m.shader = 3
+ shader_prop_f32( msg, "blend_offset", 2, mat.SR_data.blend_offset )
+ #}
+ if mat.SR_data.shader == 'water':
+ #{
+ m.shader = 4
+ shader_prop_rgba( msg, 'shore_colour', mat.SR_data.shore_colour )
+ shader_prop_rgba( msg, 'deep_colour', mat.SR_data.ocean_colour )
+ shader_prop_f32( msg, 'fog_scale', 1, (mat.SR_data.water_fog,) )
+ shader_prop_f32( msg, 'fresnel', 1, (mat.SR_data.water_fresnel,) )
+ shader_prop_f32( msg, 'water_scale', 1, (mat.SR_data.water_scale,) )
+ shader_prop_f32( msg, 'wave_speed', 4, mat.SR_data.water_rate )
+ #}
+ 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
+
+ shader_prop_u32( msg, 'cubemap', sr_entity_id( mat.SR_data.cubemap ) )
+ shader_prop_rgba( msg, 'tint', mat.SR_data.tint )
+ #}
+ if mat.SR_data.shader == 'walking':
+ #{
+ m.shader = 9
+ #}
+
+ # sr_lib.vg_msg_print( byref(msg), msg.cur.co )
+
+ m.props.kvs.offset = len( sr_compile.shader_data )
+ m.props.kvs.size = msg.cur.co
+
+ sr_compile.shader_data.extend( bytearray(buf[:msg.cur.co]) )
+ sr_compile.material_data.extend( bytearray(m) )
+ return index
+#}
+
--- /dev/null
+print( "sr_shader" )
+
+def shader_prop_f32( msg, key, order, value ):
+#{
+ vec = (c_float*4)()
+
+ for i in range(order):
+ #{
+ vec[i] = value[i]
+ #}
+
+ sr_lib.vg_msg_wkvnum( byref(msg), key.encode(), k_vg_msg_f32, order, vec )
+#}
+
+def shader_prop_rgba( msg, key, value ):
+#{
+ colour = (c_float*4)()
+
+ for i in range(4):
+ #{
+ if i < len(value):
+ colour[i] = pow( value[i], 1.0/2.2 )
+ else:
+ colour[i] = 1.0 if i==3 else 0.0
+ #}
+
+ sr_lib.vg_msg_wkvnum( byref(msg), key.encode(), k_vg_msg_f32, 4, colour )
+#}
+
+def shader_prop_u32( msg, key, value ):
+#{
+ cval = c_uint32( value )
+ sr_lib.vg_msg_wkvnum( byref(msg), key.encode(), \
+ k_vg_msg_u32, 1, byref(cval) )
+#}
+
+def shader_prop_texture( msg, key, value ):
+#{
+ shader_prop_u32( msg, key, sr_compile_texture( value ) )
+#}
--- /dev/null
+print( "sr_so" )
+
+# VG Messages
+# -------------------------------------------------------------------
+
+# control characters
+k_vg_msg_end = 0
+k_vg_msg_frame = 1
+k_vg_msg_endframe = 2
+k_vg_msg_kv = 10
+k_vg_msg_kvstring = 11
+k_vg_msg_kvbin = 12
+
+# variable sized types
+k_vg_msg_float = 0x40
+k_vg_msg_unsigned = 0x80
+k_vg_msg_signed = 0xC0
+
+# masks
+k_vg_msg_array_count_bits = 0x3C
+k_vg_msg_type_size_bits = 0x03
+k_vg_msg_type_base_bits = 0xC0
+k_vg_msg_type_bits = k_vg_msg_type_base_bits|k_vg_msg_type_size_bits
+
+# sizes
+k_vg_msg_8b = 0x00
+k_vg_msg_16b = 0x01
+k_vg_msg_32b = 0x02
+k_vg_msg_64b = 0x03
+
+# common types
+k_vg_msg_u8 = k_vg_msg_unsigned|k_vg_msg_8b
+k_vg_msg_u16 = k_vg_msg_unsigned|k_vg_msg_16b
+k_vg_msg_u32 = k_vg_msg_unsigned|k_vg_msg_32b
+k_vg_msg_u64 = k_vg_msg_unsigned|k_vg_msg_64b
+k_vg_msg_i8 = k_vg_msg_signed |k_vg_msg_8b
+k_vg_msg_i16 = k_vg_msg_signed |k_vg_msg_16b
+k_vg_msg_i32 = k_vg_msg_signed |k_vg_msg_32b
+k_vg_msg_i64 = k_vg_msg_signed |k_vg_msg_64b
+k_vg_msg_f32 = k_vg_msg_float |k_vg_msg_32b
+k_vg_msg_f64 = k_vg_msg_float |k_vg_msg_64b
+k_vg_msg_v2f = k_vg_msg_float |k_vg_msg_32b | (1<<2)
+k_vg_msg_v3f = k_vg_msg_float |k_vg_msg_32b | (2<<2)
+k_vg_msg_v4f = k_vg_msg_float |k_vg_msg_32b | (3<<2)
+
+class vg_msg_cursor(Structure):
+#{
+ _fields_ = [("co",c_uint32),
+ ("depth",c_uint32)]
+#}
+
+class vg_msg(Structure):
+#{
+ _fields_ = [("max",c_uint32),
+ ("buf",POINTER(c_uint8)),
+ ("cur",vg_msg_cursor),
+ ("error",c_int32)]
+#}
+
+class vg_msg_cmd(Structure):
+#{
+ _fields_ = [("code",c_uint8),
+ ("key",POINTER(c_char)),
+ ("key_djb2",c_uint32),
+ ("value",c_void_p),
+ ("value_djb2",c_uint32),
+ ("len",c_uint32)]
+#}
+
+sr_lib = None
+
+def sr_lib_init():
+#{
+ global sr_lib
+ if sr_lib: return
+
+ ext = '.dll' if os.name=='nt' else '.so'
+ path = F'{os.path.dirname(__file__)}/skaterift{ext}'
+ print( F'Loading so: {path}' )
+ sr_lib = cdll.LoadLibrary( path )
+ sr_lib.qoi_encode_rgbaf32.argtypes = \
+ [ np.ctypeslib.ndpointer(dtype=np.float32,\
+ ndim=1,\
+ flags='C_CONTIGUOUS'), \
+ c_uint32, c_uint32, POINTER(c_int32) ]
+ sr_lib.qoi_encode_rgbaf32.restype = POINTER(c_uint8)
+ sr_lib.qoi_free.argtypes = [ POINTER(c_uint8) ]
+
+ sr_lib.vg_msg_wbuf.argtypes = [ POINTER(vg_msg), POINTER(c_uint8), c_uint32 ]
+ sr_lib.vg_msg_rbuf.argtypes = [ POINTER(vg_msg), POINTER(c_uint8), c_uint32 ]
+ sr_lib.vg_msg_wstr.argtypes = [ POINTER(vg_msg), POINTER(c_char) ]
+ sr_lib.vg_msg_rstr.argtypes = [ POINTER(vg_msg), POINTER(c_uint32) ]
+ sr_lib.vg_msg_rstr.restype = POINTER(c_char)
+ sr_lib.vg_msg_frame.argtypes = [ POINTER(vg_msg), POINTER(c_char) ]
+ sr_lib.vg_msg_end_frame.argtypes = [ POINTER(vg_msg) ]
+ sr_lib.vg_msg_wkvstr.argtypes = [ POINTER(vg_msg), POINTER(c_char), POINTER(c_char) ]
+ sr_lib.vg_msg_wkvbin.argtypes = [ POINTER(vg_msg), POINTER(c_char), POINTER(c_uint8), c_uint32 ]
+ sr_lib.vg_msg_wkvnum.argtypes = [ POINTER(vg_msg), POINTER(c_char), c_uint8, c_uint8, c_void_p ]
+
+ sr_lib.vg_msg_cmd_array_count.argtypes = [ c_uint8 ]
+ sr_lib.vg_msg_cmd_array_count.restype = c_uint32
+ sr_lib.vg_msg_cmd_type_size.argtypes = [ c_uint8 ]
+ sr_lib.vg_msg_cmd_type_size.restype = c_uint32
+ sr_lib.vg_msg_cmd_bytecount.argtypes = [ c_uint8 ]
+ sr_lib.vg_msg_cmd_bytecount.restype = c_uint32
+ sr_lib.vg_msg_count_bits.argtypes = [ c_uint32 ]
+ sr_lib.vg_msg_count_bits.restype = c_uint8
+
+ sr_lib.vg_msg_init.argtypes = [ POINTER(vg_msg), POINTER(c_uint8), c_uint32 ]
+ sr_lib.vg_msg_next.argtypes = [ POINTER(vg_msg), POINTER(vg_msg_cmd) ]
+ sr_lib.vg_msg_next.restype = c_int32
+ sr_lib.vg_msg_skip_frame.argtypes = [ POINTER(vg_msg) ]
+ sr_lib.vg_msg_skip_frame.restype = c_int32
+ sr_lib.vg_msg_seekframe.argtypes = [ POINTER(vg_msg), POINTER(c_char) ]
+ sr_lib.vg_msg_seekframe.restype = c_int32
+ sr_lib.vg_msg_cast_to_u64.argtypes = [ POINTER(c_char), c_uint8, c_uint8 ]
+ sr_lib.vg_msg_cast_to_u64.restype = c_uint64
+ sr_lib.vg_msg_cast_to_i64.argtypes = [ POINTER(c_char), c_uint8, c_uint8 ]
+ sr_lib.vg_msg_cast_to_i64.restype = c_int64
+ sr_lib.vg_msg_cast_to_f64.argtypes = [ POINTER(c_char), c_uint8, c_uint8 ]
+ sr_lib.vg_msg_cast_to_f64.restype = c_double
+ sr_lib.vg_msg_cast.argtypes = [ POINTER(c_char), c_uint8, c_void_p, c_uint8 ]
+ sr_lib.vg_msg_getkvcmd.argtypes = [ POINTER(vg_msg), POINTER(c_char), POINTER(vg_msg_cmd) ]
+ sr_lib.vg_msg_getkvcmd.restype = c_int32
+ sr_lib.vg_msg_getkvintg.argtypes = [ POINTER(vg_msg), POINTER(c_char), c_uint8, c_void_p, c_void_p ]
+ sr_lib.vg_msg_getkvintg.restype = c_int32
+ sr_lib.vg_msg_getkvstr.argtypes = [ POINTER(vg_msg), POINTER(c_char) ]
+ sr_lib.vg_msg_getkvstr.restype = POINTER(c_char)
+ sr_lib.vg_msg_getkvvecf.argtypes = [ POINTER(vg_msg), POINTER(c_char), c_uint8, c_void_p, c_void_p ]
+ sr_lib.vg_msg_getkvvecf.restype = c_int32
+ sr_lib.vg_msg_print.argtypes = [ POINTER(vg_msg), c_uint32 ]
+#}
+
+def qoi_encode( img ):
+#{
+ print(F"{' ':<30}",end='\r')
+ print(F"[QOI] Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]",end='\r')
+ print(F"")
+
+ crab = np.asarray(img.pixels, dtype=np.float32)
+ length = c_int()
+ comped = sr_lib.qoi_encode_rgbaf32( crab, img.size[0], img.size[1], byref(length) )
+
+ data = bytearray(comped[:length.value])
+ bytearray_align_to( data, 16, b'\x00' )
+ sr_lib.qoi_free( comped )
+ return data
+#}
workshop_form.submission.type = k_addon_type_none;
workshop_form.submission.submission_type_selection = k_addon_type_none;
- if( have_meta ){
+ if( have_meta )
+ {
u32 len = strlen(metadata_str);
vg_info( "Metadata: %s\n", metadata_str );
vg_str_bin( metadata_str, metadata_buf, len );
vg_msg msg;
vg_msg_init( &msg, metadata_buf, len/2 );
- if( vg_msg_seekframe( &msg, "workshop" )){
+ if( vg_msg_seekframe( &msg, "workshop" ))
+ {
u32 type;
- vg_msg_getkvintg( &msg, "type", k_vg_msg_u32, &type );
+ vg_msg_getkvintg( &msg, "type", k_vg_msg_u32, &type, NULL );
workshop_form.submission.type = type;
workshop_form.submission.submission_type_selection = type;
const char *kv_folder = vg_msg_getkvstr( &msg, "folder" );
- if( kv_folder ){
+ if( kv_folder )
+ {
vg_strncpy( kv_folder, workshop_form.addon_folder,
sizeof(workshop_form.addon_folder),
k_strncpy_always_add_null );
}
}
}
- else{
+ else
+ {
vg_error( "No metadata was returned with this item.\n" );
}
mdl_submesh sm_geo,
sm_no_collide;
u32 flags;
+ u32 alpha_tex;
}
* surfaces;
u32 surface_count;
const char *alias = mdl_pstr( &world->meta, challenge->pstr_alias );
u32 result;
- vg_msg_getkvintg( sav, alias, k_vg_msg_u32, &result );
+ vg_msg_getkvintg( sav, alias, k_vg_msg_u32, &result, NULL );
if( result ){
ent_call call;
mdl_pstr(&world->meta,route->pstr_name) ) ){
u32 flags;
- vg_msg_getkvintg( &route_info, "flags", k_vg_msg_u32, &flags );
+ vg_msg_getkvintg( &route_info, "flags", k_vg_msg_u32,
+ &flags, NULL );
route->flags |= flags;
vg_msg_getkvintg( &route_info, "best_laptime", k_vg_msg_f64,
- &route->best_laptime );
+ &route->best_laptime, NULL );
f32 sections[ route->checkpoints_count ];
vg_msg_cmd cmd;
#include "world_load.h"
#include "world_volumes.h"
#include "world_gate.h"
+#include <string.h>
/*
* Add all triangles from the model, which match the material ID
vg_align8(sizeof(GLuint)*world->texture_count) );
world->textures[0] = vg.tex_missing;
- for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
+ for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ )
+ {
mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
- if( !tex->file.pack_size ){
+ if( !tex->file.pack_size )
+ {
vg_fatal_error( "World models must have packed textures!" );
}
struct world_surface *errmat = &world->surfaces[0];
memset( errmat, 0, sizeof(struct world_surface) );
- for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
+ for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ )
+ {
struct world_surface *surf = &world->surfaces[i+1];
surf->info = *(mdl_material *)mdl_arritm( &world->meta.materials, i );
surf->flags = 0;
+
+ if( surf->info.shader == k_shader_standard_cutout ||
+ surf->info.shader == k_shader_foliage )
+ {
+ struct shader_props_standard *props = surf->info.props.compiled;
+ surf->alpha_tex = props->tex_diffuse;
+ }
+ else
+ surf->alpha_tex = 0;
}
}
-#ifndef WORLD_LOAD_C
-#define WORLD_LOAD_C
-
#include "world_load.h"
#include "world_routes.h"
#include "world_gate.h"
#include "network.h"
#include "player_remote.h"
#include "vg/vg_loader.h"
+#include "vg/vg_io.h"
+#include <string.h>
/*
* load the .mdl file located in path as a world instance
v3_copy( (v3f){1.000f, 0.809f, 0.318f}, state->g_sun_colour );
#endif
}
-
-#endif /* WORLD_LOAD_C */
else return world->textures[ id ];
}
+#if 0
static void bindpoint_diffuse_texture1( world_instance *world,
- struct world_surface *mat ){
+ struct world_surface *mat ){
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D,
world_get_texture(world,mat->info.tex_diffuse) );
}
+#endif
/*
* Passes Rendering
* ----------------------------------------------------------------------------
*/
-struct world_pass{
+struct world_pass
+{
vg_camera *cam;
enum mdl_shader shader;
enum world_geo_type geo_type;
- void (*fn_bind_textures)( world_instance *world,
- struct world_surface *mat );
+ void (*fn_bind)( world_instance *world, struct world_surface *mat );
void (*fn_set_mdl)( m4x3f mdl );
void (*fn_set_uPvmPrev)( m4x4f pvm );
void (*fn_set_uNormalMtx)( m3x3f mnorm );
static void world_render_submeshes( world_instance *world,
struct world_pass *pass,
mdl_transform *transform,
- u32 start, u32 count, u32 material_id ){
- for( u32 k=0; k<count; k++ ){
+ u32 start, u32 count, u32 material_id )
+{
+ for( u32 k=0; k<count; k++ )
+ {
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, start+k );
- if( sm->material_id != material_id ) continue;
+ if( sm->material_id != material_id )
+ continue;
m4x3f mmdl;
mdl_transform_m4x3( transform, mmdl );
* Render props attached to this material
*/
static void world_render_props( world_instance *world, u32 material_id,
- struct world_pass *pass ){
+ struct world_pass *pass )
+{
struct world_surface *mat = &world->surfaces[ material_id ];
if( !(mat->flags & WORLD_SURFACE_HAS_PROPS) ) return;
- pass->fn_bind_textures( world, mat );
+ pass->fn_bind( world, mat );
for( u32 j=0; j<mdl_arrcount( &world->ent_prop ); j++ ){
ent_prop *prop = mdl_arritm( &world->ent_prop, j );
* Render traffic models attactched to this material
*/
static void world_render_traffic( world_instance *world, u32 material_id,
- struct world_pass *pass ){
+ struct world_pass *pass )
+{
struct world_surface *mat = &world->surfaces[ material_id ];
if( !(mat->flags & WORLD_SURFACE_HAS_TRAFFIC) ) return;
- pass->fn_bind_textures( world, mat );
+ pass->fn_bind( world, mat );
for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
* Iterate and render all materials which match the passes shader and geometry
* type. Includes props/traffic.
*/
-static void world_render_pass( world_instance *world, struct world_pass *pass ){
- for( int i=0; i<world->surface_count; i++ ){
+static void world_render_pass( world_instance *world, struct world_pass *pass )
+{
+ for( int i=0; i<world->surface_count; i++ )
+ {
struct world_surface *mat = &world->surfaces[i];
- if( mat->info.shader == pass->shader ){
+ if( mat->info.shader == pass->shader )
+ {
mdl_submesh *sm;
- if( pass->geo_type == k_world_geo_type_solid ){
+ if( pass->geo_type == k_world_geo_type_solid )
+ {
sm = &mat->sm_geo;
}
- else{
+ else
+ {
world_render_traffic( world, i, pass );
world_render_props( world, i, pass );
sm = &mat->sm_no_collide;
m4x3_identity( mmdl );
pass->fn_set_mdl( mmdl );
pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
-
- pass->fn_bind_textures( world, mat );
+ pass->fn_bind( world, mat );
mdl_draw_submesh( sm );
}
}
*/
static void world_render_both_stages( world_instance *world,
- struct world_pass *pass ){
+ struct world_pass *pass )
+{
mesh_bind( &world->mesh_geo );
pass->geo_type = k_world_geo_type_solid;
world_render_pass( world, pass );
glEnable( GL_CULL_FACE );
}
-static void render_world_vb( world_instance *world, vg_camera *cam ){
+static void bindpoint_world_vb( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_vertex_blend *props = mat->info.props.compiled;
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+
+#if 0
+ shader_scene_vertex_blend_uOffset( props->blend_offset );
+#endif
+}
+
+static void render_world_vb( world_instance *world, vg_camera *cam )
+{
shader_scene_vertex_blend_use();
shader_scene_vertex_blend_uTexGarbage(0);
shader_scene_vertex_blend_uTexGradients(1);
shader_scene_vertex_blend_uPv( cam->mtx.pv );
shader_scene_vertex_blend_uCamera( cam->transform[3] );
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_standard_vertex_blend,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_world_vb,
.fn_set_mdl = shader_scene_vertex_blend_uMdl,
.fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
};
world_render_both_stages( world, &pass );
}
-static void world_shader_standard_bind( world_instance *world, vg_camera *cam ){
+static void world_shader_standard_bind( world_instance *world, vg_camera *cam )
+{
shader_scene_standard_use();
shader_scene_standard_uTexGarbage(0);
shader_scene_standard_uTexMain(1);
shader_scene_standard_uCamera( cam->transform[3] );
}
-static void render_world_standard( world_instance *world, vg_camera *cam ){
+static void bindpoint_standard( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_standard *props = mat->info.props.compiled;
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+}
+
+static void render_world_standard( world_instance *world, vg_camera *cam )
+{
world_shader_standard_bind( world, cam );
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_standard,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_standard,
.fn_set_mdl = shader_scene_standard_uMdl,
.fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
};
world_render_both_stages( world, &pass );
}
-static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
- struct world_surface *mat ){
+static void bindpoint_world_cubemapped( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_cubemapped *props = mat->info.props.compiled;
+
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D,
- world_get_texture(world,mat->info.tex_diffuse) );
+ world_get_texture( world,props->tex_diffuse ) );
- u32 cubemap_id = mat->info.tex_none0,
+ u32 cubemap_id = props->cubemap_entity,
cubemap_index = 0;
- if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){
+ if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap )
+ {
cubemap_index = mdl_entity_id_id( cubemap_id );
}
glActiveTexture( GL_TEXTURE10 );
glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
- shader_scene_cubemapped_uColour( mat->info.colour );
+ shader_scene_cubemapped_uColour( props->tint );
+}
+
+static void bindpoint_world_cubemapped_disabled( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_cubemapped *props = mat->info.props.compiled;
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D,
+ world_get_texture( world, props->tex_diffuse ) );
}
static void render_world_cubemapped( world_instance *world, vg_camera *cam,
- int enabled ){
+ int enabled )
+{
if( !mdl_arrcount( &world->ent_cubemap ) )
return;
- if( !enabled ){
+ if( !enabled )
+ {
world_shader_standard_bind( world, cam );
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_cubemap,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_world_cubemapped_disabled,
.fn_set_mdl = shader_scene_standard_uMdl,
.fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
};
world_render_both_stages( world, &pass );
}
- else {
+ else
+ {
shader_scene_cubemapped_use();
shader_scene_cubemapped_uTexGarbage(0);
shader_scene_cubemapped_uTexMain(1);
bind_terrain_noise();
shader_scene_cubemapped_uCamera( cam->transform[3] );
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_cubemap,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse1_and_cubemap10,
+ .fn_bind = bindpoint_world_cubemapped,
.fn_set_mdl = shader_scene_cubemapped_uMdl,
.fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev,
};
}
}
-static void render_world_alphatest( world_instance *world, vg_camera *cam ){
+static void render_world_alphatest( world_instance *world, vg_camera *cam )
+{
shader_scene_standard_alphatest_use();
shader_scene_standard_alphatest_uTexGarbage(0);
shader_scene_standard_alphatest_uTexMain(1);
shader_scene_standard_alphatest_uCamera( cam->transform[3] );
glDisable(GL_CULL_FACE);
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_standard_cutout,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_standard,
.fn_set_mdl = shader_scene_standard_alphatest_uMdl,
.fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
};
glEnable(GL_CULL_FACE);
}
-static void render_world_foliage( world_instance *world, vg_camera *cam ){
+static void render_world_foliage( world_instance *world, vg_camera *cam )
+{
shader_scene_foliage_use();
shader_scene_foliage_uTexGarbage(0);
shader_scene_foliage_uTexMain(1);
shader_scene_foliage_uCamera( cam->transform[3] );
glDisable(GL_CULL_FACE);
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_foliage,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_standard,
.fn_set_mdl = shader_scene_foliage_uMdl,
.fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev,
};
}
static void world_render_challenges( world_instance *world,
- struct world_pass *pass, v3f pos ){
+ struct world_pass *pass, v3f pos )
+{
if( !world ) return;
if( skaterift.activity == k_skaterift_replay ) return;
if( world != world_current_instance() ) return;
glDisable( GL_CULL_FACE );
mesh_bind( &world->mesh_no_collide );
u32 last_material = 0;
- for( u32 i=0; i<objective_count; i++ ){
+ for( u32 i=0; i<objective_count; i++ )
+ {
u32 index = objective_list[ i ];
ent_objective *objective = mdl_arritm( &world->ent_objective, index );
if( (objective->flags & k_ent_objective_hidden) &&
f32 scale = 1.0f;
- if( running ){
+ if( running )
+ {
u32 passed = objective->flags & k_ent_objective_passed;
f32 target = passed? 0.0f: 1.0f;
vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f);
else
shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
}
- else {
+ else
+ {
f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius);
scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
}
v3_copy( objective->transform.co, mmdl[3] );
shader_scene_fxglow_uMdl( mmdl );
- for( u32 j=0; j<objective->submesh_count; j++ ){
+ for( u32 j=0; j<objective->submesh_count; j++ )
+ {
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
objective->submesh_start + j );
- if( sm->material_id != last_material ){
+ if( sm->material_id != last_material )
+ {
last_material = sm->material_id;
- pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
+ pass->fn_bind( world, &world->surfaces[sm->material_id] );
}
mdl_draw_submesh( sm );
}
}
}
+static void bindpoint_fxglow( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_standard *props = mat->info.props.compiled;
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+}
+
static void render_world_fxglow( world_instance *host_world,
world_instance *world, vg_camera *cam,
m4x3f world_mmdl,
- int generic, int challenges, int regions ){
+ int generic, int challenges, int regions )
+{
shader_scene_fxglow_use();
shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
shader_scene_fxglow_uTexMain(1);
shader_scene_fxglow_uCamera( cam->transform[3] );
glDisable(GL_CULL_FACE);
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_fxglow,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_fxglow,
.fn_set_mdl = shader_scene_fxglow_uMdl,
.fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
};
m4x3_mul( world_mmdl, mmdl, mmdl );
shader_scene_fxglow_uMdl( mmdl );
- for( u32 j=0; j<region->submesh_count; j++ ){
+ for( u32 j=0; j<region->submesh_count; j++ )
+ {
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
region->submesh_start + j );
- if( sm->material_id != last_material ){
+ if( sm->material_id != last_material )
+ {
last_material = sm->material_id;
- pass.fn_bind_textures(world,&world->surfaces[sm->material_id]);
+ pass.fn_bind( world, &world->surfaces[sm->material_id] );
}
mdl_draw_submesh( sm );
}
}
static void bindpoint_terrain( world_instance *world,
- struct world_surface *mat )
+ struct world_surface *mat )
{
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D,
- world_get_texture(world,mat->info.tex_diffuse) );
+ struct shader_props_terrain *props = mat->info.props.compiled;
- shader_scene_terrain_uSandColour( mat->info.colour );
- shader_scene_terrain_uBlendOffset( mat->info.colour1 );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+ shader_scene_terrain_uBlendOffset( props->blend_offset );
+ shader_scene_terrain_uSandColour( props->sand_colour );
}
static void bindpoint_override( world_instance *world,
- struct world_surface *mat ){
- if( mat->info.flags & k_material_flag_collision ){
+ struct world_surface *mat )
+{
+ if( mat->info.flags & k_material_flag_collision )
+ {
shader_scene_override_uAlphatest(0);
}
- else{
+ else
+ {
glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D,
- world_get_texture(world,mat->info.tex_diffuse) );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, mat->alpha_tex) );
shader_scene_override_uAlphatest(1);
}
}
-static void render_terrain( world_instance *world, vg_camera *cam ){
+static void render_terrain( world_instance *world, vg_camera *cam )
+{
shader_scene_terrain_use();
shader_scene_terrain_uTexGarbage(0);
shader_scene_terrain_uTexGradients(1);
shader_scene_terrain_uPv( cam->mtx.pv );
shader_scene_terrain_uCamera( cam->transform[3] );
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_terrain_blend,
.cam = cam,
- .fn_bind_textures = bindpoint_terrain,
+ .fn_bind = bindpoint_terrain,
.fn_set_mdl = shader_scene_terrain_uMdl,
.fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
};
world_render_both_stages( world, &pass );
}
-static void render_sky( world_instance *world, vg_camera *cam ){
+static void render_sky( world_instance *world, vg_camera *cam )
+{
/*
* Modify matrix to remove clipping and view translation
*/
static void render_world_override_pass( world_instance *world,
struct world_pass *pass,
m4x3f mmdl, m3x3f mnormal,
- m4x4f mpvm_prev ){
- for( int i=0; i<world->surface_count; i++ ){
+ m4x4f mpvm_prev )
+{
+ for( int i=0; i<world->surface_count; i++ )
+ {
struct world_surface *mat = &world->surfaces[i];
if( mat->info.flags & k_material_flag_ghosts ) continue;
pass->fn_set_mdl( mmdl );
pass->fn_set_uNormalMtx( mnormal );
pass->fn_set_uPvmPrev( mpvm_prev );
- pass->fn_bind_textures( world, mat );
+ pass->fn_bind( world, mat );
mdl_draw_submesh( sm );
}
}
vg_camera *cam,
ent_spawn *dest_spawn, v4f map_info )
{
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.cam = cam,
- .fn_bind_textures = bindpoint_override,
+ .fn_bind = bindpoint_override,
.fn_set_mdl = shader_scene_override_uMdl,
.fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
.fn_set_uNormalMtx = shader_scene_override_uNormalMtx,
vg_strnull( &str, buf, 100 );
u32 centiseconds;
- vg_msg_getkvintg( &body, "time", k_vg_msg_i32, ¢iseconds );
+ vg_msg_getkvintg( &body, "time", k_vg_msg_i32, ¢iseconds, NULL );
i32 seconds = centiseconds / 100,
minutes = seconds / 60;
mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->surface_count; i++ ){
+ for( int i=0; i<world->surface_count; i++ )
+ {
struct world_surface *mat = &world->surfaces[i];
+ struct shader_props_water *props = mat->info.props.compiled;
- if( mat->info.shader == k_shader_water ){
- shader_scene_water_uShoreColour( mat->info.colour );
- shader_scene_water_uOceanColour( mat->info.colour1 );
+ if( mat->info.shader == k_shader_water )
+ {
+ shader_scene_water_uShoreColour( props->shore_colour );
+ shader_scene_water_uOceanColour( props->deep_colour );
+ shader_scene_water_uFresnel( props->fresnel );
+ shader_scene_water_uWaterScale( props->water_sale );
+ shader_scene_water_uWaveSpeed( props->wave_speed );
mdl_draw_submesh( &mat->sm_no_collide );
}
glDisable(GL_BLEND);
}
else if( (vg.quality_profile == k_quality_profile_low) ||
- (vg.quality_profile == k_quality_profile_min) ){
+ (vg.quality_profile == k_quality_profile_min) )
+ {
shader_scene_water_fast_use();
glActiveTexture( GL_TEXTURE1 );
mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->surface_count; i++ ){
+ for( int i=0; i<world->surface_count; i++ )
+ {
struct world_surface *mat = &world->surfaces[i];
+ struct shader_props_water *props = mat->info.props.compiled;
- if( mat->info.shader == k_shader_water ){
- shader_scene_water_fast_uShoreColour( mat->info.colour );
- shader_scene_water_fast_uOceanColour( mat->info.colour1 );
+ if( mat->info.shader == k_shader_water )
+ {
+ shader_scene_water_fast_uShoreColour( props->shore_colour );
+ shader_scene_water_fast_uOceanColour( props->deep_colour );
mdl_draw_submesh( &mat->sm_no_collide );
}