From eb6573694ca9292baaefee233dedb0b79f3ddc2e Mon Sep 17 00:00:00 2001 From: hgn Date: Sun, 26 Jun 2022 21:11:51 +0100 Subject: [PATCH] new model modes --- blender_export.py | 188 +++++++++++++---------- model.h | 25 +--- player.h | 4 +- scene.h | 371 ---------------------------------------------- world.h | 27 +++- 5 files changed, 137 insertions(+), 478 deletions(-) diff --git a/blender_export.py b/blender_export.py index 3e7567d..8fb8bf7 100644 --- a/blender_export.py +++ b/blender_export.py @@ -9,11 +9,6 @@ class model(Structure): ("layer_count",c_uint32), ("marker_count",c_uint32)] -class sdf_primative(Structure): - _pack_ = 1 - _fields_ = [("origin",c_float*4), - ("info",c_float*4)] - class submodel(Structure): _pack_ = 1 _fields_ = [("indice_start",c_uint32), @@ -22,9 +17,9 @@ class submodel(Structure): ("vertex_count",c_uint32), ("bbx",(c_float*3)*2), ("pivot",c_float*3), - ("sdf",sdf_primative), - ("sdf_type",c_int32), - ("name",c_char*32)] + ("q",c_float*4), + ("name",c_char*32), + ("material",c_char*32)] class marker(Structure): _pack_ = 1 @@ -46,6 +41,27 @@ def v4_dot( a, b ): def v4_length( a ): return math.sqrt( v4_dot(a,a) ) +def v2_eq( a, b ): + if abs(a[0]-b[0]) < 0.0001: + if abs(a[1]-b[1]) < 0.0001: + return True + return False + +def v3_eq( a, b ): + if abs(a[0]-b[0]) < 0.0001: + if abs(a[1]-b[1]) < 0.0001: + if abs(a[2]-b[2]) < 0.0001: + return True + return False + +def v4_eq( a, b ): + if abs(a[0]-b[0]) < 0.0001: + if abs(a[1]-b[1]) < 0.0001: + if abs(a[2]-b[2]) < 0.0001: + if abs(a[3]-b[3]) < 0.0001: + return True + return False + def m3x3_mul( a, b, d ): a00 = a[0][0] a01 = a[0][1] @@ -143,6 +159,8 @@ def write_model(name): vertex_buffer = [] indice_buffer = [] + print( F"Create mode {name}" ) + for obj in collection.objects: if obj.type == 'EMPTY': mk = marker() @@ -171,78 +189,90 @@ def write_model(name): data.calc_loop_triangles() data.calc_normals_split() - sm = submodel() - sm.indice_start = header.indice_count - sm.vertex_start = header.vertex_count - sm.vertex_count = len(data.vertices) - sm.indice_count = len(data.loop_triangles)*3 - sm.sdf_type = 0 - sm.pivot[0] = obj.matrix_world.translation[0] - sm.pivot[1] = obj.matrix_world.translation[2] - sm.pivot[2] = -obj.matrix_world.translation[1] - - for i in range(3): - sm.bbx[0][i] = 999999 - sm.bbx[1][i] = -999999 - - if F"{obj.name}.sdf_cone" in bpy.data.objects: - cone = bpy.data.objects[F"{obj.name}.sdf_cone"] - sm.sdf.origin[0] = cone.location[0] - sm.sdf.origin[1] = cone.location[2] + cone.scale[1]*2.0 - sm.sdf.origin[2] = -cone.location[1] - sm.sdf.origin[3] = 0.0 - - lo = cone.scale[0] - la = cone.scale[1]*2.0 - lh = math.sqrt(lo*lo+la*la) - - sm.sdf.info[0] = lo - sm.sdf.info[1] = la - sm.sdf.info[2] = lo/lh - sm.sdf.info[3] = la/lh - - sm.sdf_type = 1 - - sm.name = obj.name.encode('utf-8') - - for vert in data.vertices: - v = model_vert() - v.co[0] = vert.co[0] - v.co[1] = vert.co[2] - v.co[2] = -vert.co[1] - v.colour[0] = 1.0 - v.colour[1] = 1.0 - v.colour[2] = 1.0 - v.colour[3] = 1.0 - vertex_buffer += [v] - + for material_id, mat in enumerate(data.materials): + sm = submodel() + sm.indice_start = header.indice_count + sm.vertex_start = header.vertex_count + sm.vertex_count = 0 + sm.indice_count = 0 + sm.pivot[0] = obj.matrix_world.translation[0] + sm.pivot[1] = obj.matrix_world.translation[2] + sm.pivot[2] = -obj.matrix_world.translation[1] + + quat = obj.matrix_world.to_quaternion() + sm.q[0] = quat[1] + sm.q[1] = quat[3] + sm.q[2] = -quat[2] + sm.q[3] = quat[0] + 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] ) - - for l in data.loops: - pvert = vertex_buffer[l.vertex_index + sm.vertex_start] - norm = l.normal - pvert.norm[0] = norm[0] - pvert.norm[1] = norm[2] - pvert.norm[2] = -norm[1] - - #if data.vertex_colors: - # colour = data.vertex_colors.active.data[ l.index ].color - # pvert.colour[0] = colour[0] - - if data.uv_layers: - uv = data.uv_layers.active.data[ l.index ].uv - pvert.uv[0] = uv[0] - pvert.uv[1] = uv[1] - - for tri in data.loop_triangles: - indice_buffer += [c_uint32(tri.vertices[_]) for _ in range(3)] - - layers += [sm] - header.layer_count += 1 - header.vertex_count += sm.vertex_count - header.indice_count += sm.indice_count + sm.bbx[0][i] = 999999 + sm.bbx[1][i] = -999999 + + sm.name = obj.name.encode('utf-8') + sm.material = mat.name.encode('utf-8') + print( F" Creating submesh '{obj.name}:{mat.name}'" ) + boffa = {} + + hit_count = 0 + miss_count = 0 + + # 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]] + + co = vert.co + norm = data.loops[tri.loops[j]].normal + uv = (0,0) + if data.uv_layers: + uv = data.uv_layers.active.data[tri.loops[j]].uv + + key = (round(co[0],4),round(co[1],4),round(co[2],4),\ + round(norm[0],4),round(norm[1],4),round(norm[2],4),\ + round(uv[0],4),round(uv[1],4)) + + if key in boffa: + indice_buffer += [boffa[key]] + hit_count += 1 + else: + miss_count += 1 + index = c_uint32(sm.vertex_count) + sm.vertex_count += 1 + + boffa[key] = index + + indice_buffer += [index] + + v = model_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] = 1.0 + v.colour[1] = 1.0 + v.colour[2] = 1.0 + v.colour[3] = 1.0 + vertex_buffer += [v] + + for i in range(3): + sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] ) + sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] ) + + sm.indice_count += 1 + + layers += [sm] + header.layer_count += 1 + header.vertex_count += sm.vertex_count + header.indice_count += sm.indice_count fp.write( bytearray( header ) ) for l in layers: diff --git a/model.h b/model.h index 9558d1e..7194689 100644 --- a/model.h +++ b/model.h @@ -22,16 +22,6 @@ struct model marker_count; }; -struct sdf_primative -{ - v4f origin; /* xyz, yaw */ - /* Cone: - x base scale - y height - */ - v4f info; -}; - struct submodel { u32 indice_start, @@ -40,19 +30,10 @@ struct submodel vertex_count; boxf bbx; - v3f pivot; - sdf_primative sdf; - - enum esdf_type - { - k_sdf_none = 0, - k_sdf_cone, - k_sdf_sphere, - k_sdf_box - } - sdf_type; - + v3f pivot; /* same as co? */ + v4f q; char name[32]; + char material[32]; }; struct model_marker diff --git a/player.h b/player.h index 7aaa857..52d658d 100644 --- a/player.h +++ b/player.h @@ -787,7 +787,9 @@ static void player_walkgrid_clip_blocker( struct grid_sample *sa, if( !(min_time < start_time) ) min_time = 0.5f * k_gridscale; - v3_muls( clipdir, min_time/k_gridscale, st->clip[dir] ); + min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f ); + + v3_muls( clipdir, min_time, st->clip[dir] ); v3f p0; v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 ); diff --git a/scene.h b/scene.h index c644468..d6cfb0a 100644 --- a/scene.h +++ b/scene.h @@ -28,13 +28,6 @@ struct scene boxf bbx; - struct shadower - { - sdf_primative sdf; - esdf_type sdf_type; - } - *shadowers; - u32 shadower_count, shadower_cap; @@ -49,7 +42,6 @@ static void scene_init( scene *pscene ) pscene->indices = NULL; pscene->vertex_count = 0; pscene->indice_count = 0; - pscene->shadowers = NULL; pscene->shadower_count = 0; pscene->shadower_cap = 0; pscene->submesh.indice_start = 0; @@ -117,23 +109,6 @@ static void scene_add_model( scene *pscene, model *mdl, submodel *submodel, &pscene->vertex_cap, submodel->vertex_count, sizeof(model_vert) ); pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count, &pscene->indice_cap, submodel->indice_count, sizeof(u32) ); - - if( submodel->sdf_type ) - { - pscene->shadowers = buffer_reserve( pscene->shadowers, - pscene->shadower_count, &pscene->shadower_cap, 1, - sizeof( struct shadower )); - - struct shadower *shadower = - &pscene->shadowers[ pscene->shadower_count ++ ]; - - shadower->sdf = submodel->sdf; - shadower->sdf_type = submodel->sdf_type; - - v2_muls( shadower->sdf.info, scale, shadower->sdf.info ); - v3_muls( shadower->sdf.origin, scale, shadower->sdf.origin ); - v3_add( pos, shadower->sdf.origin, shadower->sdf.origin ); - } /* Transform and place vertices */ model_vert *src_verts = submodel_vert_data( mdl, submodel ); @@ -237,308 +212,6 @@ static void scene_copy_slice( scene *pscene, submodel *sm ) pscene->submesh.vertex_start = pscene->vertex_count; } -static void scene_shadow_sphere( scene *pscene, v3f sphere, - v4f params, v3f lightdir ) -{ - for( int i=0; ivertex_count; i++ ) - { - model_vert *vert = &pscene->verts[i]; - - v3f delta; - v3_sub( sphere, vert->co, delta ); - - float d = v3_dot( lightdir, delta ); - v3f closest; - - v3_muls( lightdir, d, closest ); - float dist = v3_dist( closest, delta ), - shading = vg_maxf( dist - params[0], 0.0f ); - - shading = vg_minf( shading * params[1], 1.0f ); - vert->colour[1] *= shading; - } -} - -static void scene_shadow_gradient( scene *pscene, int comp, - float start, float length ) -{ - float scale = 1.0f / length; - - for( int i=0; ivertex_count; i++ ) - { - model_vert *vert = &pscene->verts[i]; - float shading = start + vert->co[comp] * scale; - - vert->colour[1] = shading; - } -} - - -/* - * Experimental SDF based shadows - * - * https://iquilezles.org/articles/distfunctions/ - */ -static float sd_cone( v3f co, sdf_primative *prim ) -{ - float bound = prim->info[1]*1.75f; - if( v3_dist2( prim->origin, co ) > bound*bound ) - return 999999.9f; - - v3f p; - v3_sub( co, prim->origin, p ); - - float h = prim->info[1]; - v2f c = { prim->info[2], prim->info[3] }; - - v2f q, w, a, b; - v2_muls( (v2f){ c[0]/c[1], -1.0f }, h, q ); - - w[0] = v2_length( (v2f){ p[0], p[2] } ); - w[1] = p[1]; - - v2_muladds( w, q, -vg_clampf( v2_dot(w,q)/v2_dot(q,q), 0.0f, 1.0f ), a ); - v2_muladd( w, q, (v2f){ vg_clampf( w[0]/q[0], 0.0f, 1.0f ), 1.0f }, b ); - - float k = vg_signf( q[1] ), - d = vg_minf( v2_dot( a,a ), v2_dot( b,b ) ), - s = vg_maxf( k*(w[0]*q[1]-w[1]*q[0]), k*(w[1]-q[1]) ); - - return sqrtf(d)*vg_signf(s); -} - -#define CACHE_AMBIENT_SHAPES - -static float scene_ambient_sample( scene *pscene, v3f pos, v3f dir ) -{ - float accum = 0.0f; - -#ifdef CACHE_AMBIENT_SHAPES - static struct shadower *local_shadowers[32]; - static int local_shadower_count = 0; - static v3f local_shadower_last = { -99999.9f, -999999.9f, -9999999.9f }; - - if( v3_dist2( pos, local_shadower_last ) > 10.0f*10.0f ) - { - local_shadower_count = 0; - v3_copy( pos, local_shadower_last ); - - for( int k=0; kshadower_count; k++ ) - { - struct shadower *shadower = &pscene->shadowers[k]; - - if( sd_cone( pos, &shadower->sdf ) <= 20.0f ) - { - local_shadowers[ local_shadower_count ++ ] = shadower; - if( local_shadower_count == vg_list_size( local_shadowers ) ) - break; - } - } - } -#endif - - for( int j=0; j<5; j++ ) - { - v3f tracepos; - v3_muladds( pos, dir, 1.5f*(float)j, tracepos ); - - float mindist = 99999.9f; - -#ifndef CACHE_AMBIENT_SHAPES - - for( int k=0; kshadower_count; k++ ){ - struct shadower *shadower = &pscene->shadowers[k]; -#else - - for( int k=0; ksdf )); - mindist = vg_minf( mindist, dist ); - } - - - accum += vg_clampf( 1.0f - mindist, 0.0f, 1.0f )*0.2f; - } - - return accum; -} - -#define DYNAMIC_GRID -#define JUST_DO_EVERY_VERT - -static void scene_compute_occlusion( scene *pscene ) -{ - v3f sundir = { 0.2f, 0.9f, 0.2f }; - v3_normalize( sundir ); - - /* TODO: Make this sample grid be dynamically required. - * - * 1. Only resample the light grid (1x1x1), when a vertex is outside the - * current cube - * - * 2. Reorder all vertices so that each group of vertices that fit in a - * cube are next to eachother in the buffer. This will save cache - * misses. - * - * for the sorting algorithm, i think we can already assume that *most - * vertices will be quite close to eachother. so instead of doing an - * exhaustive search we can reorder 1k chunks at a time. - */ - - v3f sample_area; - v3_sub( pscene->bbx[1], pscene->bbx[0], sample_area ); - v3_ceil( sample_area, sample_area ); - int ax = sample_area[0], - ay = sample_area[1], - az = sample_area[2]; - -#ifndef DYNAMIC_GRID - float *samplegrid = malloc( ax*ay*az* sizeof(float) ); - - for( int x=0; xbbx[0], sample_pos, sample_pos ); - float accum = scene_ambient_sample( pscene, sample_pos, sundir ); - - samplegrid[x + y*ax + z*ax*ay] = accum; - }}} -#else - v3i cube_pos = { -999999, -999999, -999999 }; - int cube_resamples = 0, hits = 0, misses = 0; - - float s0=0.0f,s1=0.0f,s2=0.0f,s3=0.0f,s4=0.0f,s5=0.0f,s6=0.0f,s7=0.0f; -#endif - - for( int i=0; ivertex_count; i++ ) - { - model_vert *vert = &pscene->verts[i]; - v3f rel, q; - -#ifndef DYNAMIC_GRID - v3_sub( vert->co, pscene->bbx[0], q ); -#else - v3_copy( vert->co, q ); -#endif - - v3_floor( q, rel ); - v3_sub( q, rel, q ); - - int x=rel[0], - y=rel[1], - z=rel[2]; - -#ifndef JUST_DO_EVERY_VERT -#ifndef DYNAMIC_GRID - x = VG_MIN(x,ax-2); - y = VG_MIN(y,ay-2); - z = VG_MIN(z,az-2); - x = VG_MAX(x,0); - y = VG_MAX(y,0); - z = VG_MAX(z,0); - - float - s0 = samplegrid[ x + y*ax + z*ax*ay], - s1 = samplegrid[(x+1) + y*ax + z*ax*ay], - s2 = samplegrid[ x + (y+1)*ax + z*ax*ay], - s3 = samplegrid[(x+1) + (y+1)*ax + z*ax*ay], - s4 = samplegrid[ x + y*ax + (z+1)*ax*ay], - s5 = samplegrid[(x+1) + y*ax + (z+1)*ax*ay], - s6 = samplegrid[ x + (y+1)*ax + (z+1)*ax*ay], - s7 = samplegrid[(x+1) + (y+1)*ax + (z+1)*ax*ay], -#else - if( x!=cube_pos[0] || y!=cube_pos[1] || z!=cube_pos[2] ) - { - cube_pos[0] = x; - cube_pos[1] = y; - cube_pos[2] = z; - - s0 = scene_ambient_sample( pscene, (v3f){ x,y,z }, sundir ); - s1 = scene_ambient_sample( pscene, (v3f){ x+1,y,z }, sundir ); - s2 = scene_ambient_sample( pscene, (v3f){ x,y+1,z }, sundir ); - s3 = scene_ambient_sample( pscene, (v3f){ x+1,y+1,z }, sundir ); - s4 = scene_ambient_sample( pscene, (v3f){ x,y,z+1 }, sundir ); - s5 = scene_ambient_sample( pscene, (v3f){ x+1,y,z+1 }, sundir ); - s6 = scene_ambient_sample( pscene, (v3f){ x,y+1,z+1 }, sundir ); - s7 = scene_ambient_sample( pscene, (v3f){ x+1,y+1,z+1 }, sundir ); - - cube_resamples += 8; - misses ++; - } - else - hits ++; - - float -#endif - - s0_s1 = vg_lerpf( s0, s1, q[0] ), - s2_s3 = vg_lerpf( s2, s3, q[0] ), - s4_s5 = vg_lerpf( s4, s5, q[0] ), - s6_s7 = vg_lerpf( s6, s7, q[0] ), - - s0s1_s2s3 = vg_lerpf( s0_s1, s2_s3, q[1] ), - s4s5_s6s7 = vg_lerpf( s4_s5, s6_s7, q[1] ), - s0s1s2s3_s4s5s6s7 = vg_lerpf( s0s1_s2s3, s4s5_s6s7, q[2] ); - - vert->colour[1] = s0s1s2s3_s4s5s6s7; -#else - vert->colour[1] = scene_ambient_sample( pscene, vert->co, sundir ); -#endif - } - -#ifndef DYNAMIC_GRID - int cube_resamples = -1, misses = 0, hits = 0; -#endif - - int static_samples = ax*ay*az, - vertex_samples = pscene->vertex_count; - - if( cube_resamples < static_samples ) - vg_success( "Walking cube beat static grid (%d<%d. %d)!\n", - cube_resamples, static_samples, vertex_samples ); - else - vg_warn( "Walking cube was worse than static grid (%d<%d. %d).\n", - cube_resamples, static_samples, vertex_samples ); - - vg_info( "Hits; %d, misses: %d\n", hits, misses ); - -#ifndef DYNAMIC_GRID - free( samplegrid ); -#endif - - return; - - for( int i=0; ivertex_count; i++ ) - { - model_vert *vert = &pscene->verts[i]; - float accum = 0.0f; - - for( int j=0; j<5; j++ ) - { - v3f tracepos; - v3_copy( vert->co, tracepos ); - v3_muladds( tracepos, sundir, 1.5f*(float)j, tracepos ); - - float mindist = 99999.9f; - - for( int k=0; kshadower_count; k++ ) - { - struct shadower *shadower = &pscene->shadowers[k]; - float dist = vg_maxf( 0.0f, sd_cone( tracepos, &shadower->sdf )); - mindist = vg_minf( mindist, dist ); - } - - accum += vg_clampf( 1.0f - mindist, 0.0f, 1.0f )*0.2f; - } - - vert->colour[1] = vg_minf( accum, 1.0f ); - } -} - static void scene_upload( scene *pscene ) { mesh_upload( &pscene->mesh, @@ -586,50 +259,6 @@ static void scene_draw( scene *pscene ) mesh_drawn( 0, pscene->indice_count ); } -static void scene_debugsdf( scene *pscene ) -{ - for( int i=0; ishadower_count; i++ ) - { - struct shadower *shadower = &pscene->shadowers[i]; - - v3f base, side; - v3_copy( shadower->sdf.origin, base ); - base[1] -= shadower->sdf.info[1]; - v3_copy( base, side ); - side[0] += shadower->sdf.info[0]; - - vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff ); - vg_line2( side, base, 0xff00ff00, 0xff0000ff ); - vg_line( side, shadower->sdf.origin, 0xff00ff00 ); - } - - v3f p0 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[0][2] }, - p1 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[0][2] }, - p2 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[0][2] }, - p3 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[0][2] }, - - p4 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[1][2] }, - p5 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[1][2] }, - p6 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[1][2] }, - p7 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[1][2] }; - - u32 col = 0xffff00c8; - vg_line( p0, p1, col ); - vg_line( p1, p2, col ); - vg_line( p2, p3, col ); - vg_line( p3, p0, col ); - - vg_line( p4, p5, col ); - vg_line( p5, p6, col ); - vg_line( p6, p7, col ); - vg_line( p7, p4, col ); - - vg_line( p0, p4, col ); - vg_line( p1, p5, col ); - vg_line( p2, p6, col ); - vg_line( p3, p7, col ); -} - static void scene_register(void) { } diff --git a/world.h b/world.h index 2ca8725..29e1e71 100644 --- a/world.h +++ b/world.h @@ -36,6 +36,8 @@ static void render_world( m4x4f projection, m4x3f camera ) scene_bind( &world.foliage ); scene_draw( &world.foliage ); glEnable(GL_CULL_FACE); + + vg_line_boxf( world.geo.bbx, 0xff00ffff ); } static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) @@ -60,14 +62,27 @@ static void world_load(void) scene_init( &world.geo ); model *mworld = vg_asset_read( "models/mp_dev.mdl" ); - scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); + for( int i=0; ilayer_count; i++ ) + { + submodel *sm = model_get_submodel( mworld, i ); + if( !strcmp( sm->material, "surf" ) ) + scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f ); + + } scene_copy_slice( &world.geo, &world.sm_road ); - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); + for( int i=0; ilayer_count; i++ ) + { + submodel *sm = model_get_submodel( mworld, i ); + if( !strcmp( sm->material, "terrain" ) ) + scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f ); + } + scene_copy_slice( &world.geo, &world.sm_terrain ); + /* + * TODO: Parametric marker import + */ v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial ); @@ -92,7 +107,9 @@ static void world_load(void) } #endif - /* WATER DEV */ + /* WATER DEV + * again, TODO: parametric import (material) + */ { glmesh surf; submodel *sm = submodel_get(mworld,"mp_dev_water"); -- 2.25.1