-# Copyright (C) 2022 Harry Godden (hgn)
+# CONVEXER v0.95
+#
+# A GNU/Linux-first Source1 Hammer replacement
+# built with Blender, for mapmakers
+#
+# Copyright (C) 2022 Harry Godden (hgn)
+#
+# LICENSE: GPLv3.0, please see COPYING and LICENSE for more information
+#
bl_info = {
"name":"Convexer",
from gpu_extras.batch import batch_for_shader
from bpy.app.handlers import persistent
+# Setup platform dependent variables
+
+exec(open(F'{os.path.dirname(__file__)}/platform.py').read())
+if CXR_GNU_LINUX==1:
+ CXR_SHARED_EXT=".so"
+ CXR_EXE_EXT=""
+else:
+ CXR_SHARED_EXT=".dll"
+ CXR_EXE_EXT=".exe"
+
# GPU and viewport drawing
# ------------------------------------------------------------------------------
cxr_view_mesh = None
cxr_jobs_batch = None
cxr_jobs_inf = []
+cxr_error_inf = None
# Shaders
cxr_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
# Render functions
#
def cxr_ui(_,context):
- global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf
+ global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf, cxr_error_inf
w = gpu.state.viewport_get()[2]
cxr_ui_shader.bind()
cxr_ui_shader.uniform_float( "scale", w )
- if cxr_jobs_batch != None:
+ if cxr_error_inf != None:
+ err_begin = 50
+
+ if isinstance(cxr_error_inf[1],list):
+ err_begin += 20*(len(cxr_error_inf[1])-1)
+
+ blf.position(0,2,err_begin,0)
+ blf.size(0,50,48)
+ blf.color(0, 1.0,0.2,0.2,0.9)
+ blf.draw(0,cxr_error_inf[0])
+
+ blf.size(0,50,24)
+ blf.color(0, 1.0,1.0,1.0,1.0)
+
+ if isinstance(cxr_error_inf[1],list):
+ for i,inf in enumerate(cxr_error_inf[1]):
+ blf.position(0,2,err_begin-30-i*20,0)
+ blf.draw(0,inf)
+ else:
+ blf.position(0,2,err_begin-30,0)
+ blf.draw(0,cxr_error_inf[1])
+
+ elif cxr_jobs_batch != None:
gpu.state.blend_set('ALPHA')
cxr_jobs_batch.draw(cxr_ui_shader)
blf.draw(0,ln[:-1])
py += 16
- #if CXR_PREVIEW_OPERATOR.LASTERR != None:
- # blf.position(0,2,80,0)
- # blf.size(0,50,48)
- # blf.color(0,1.0,0.2,0.2,0.9)
- # blf.draw(0,"Invalid geometry")
-
# Something is off with TIMER,
# this forces the viewport to redraw before we can continue with our
# compilation stuff.
# Shared libraries
# ------------------------------------------------------------------------------
-# dlclose for reloading modules manually
-libc_dlclose = None
-libc_dlclose = cdll.LoadLibrary(None).dlclose
-libc_dlclose.argtypes = [c_void_p]
+if CXR_GNU_LINUX==1:
+ # dlclose for reloading modules manually
+ libc_dlclose = None
+ libc_dlclose = cdll.LoadLibrary(None).dlclose
+ libc_dlclose.argtypes = [c_void_p]
# wrapper for ctypes binding
class extern():
("indices_count",c_int32),
("vertex_count",c_int32)]
+class cxr_visgroup(Structure):
+ _fields_ = [("name",c_char_p)]
+
class cxr_vmf_context(Structure):
_fields_ = [("mapversion",c_int32),
("skyname",c_char_p),
("detailvbsp",c_char_p),
("detailmaterial",c_char_p),
+ ("visgroups",POINTER(cxr_visgroup)),
+ ("visgroup_count",c_int32),
("scale",c_double),
("offset",c_double *3),
("lightmap_scale",c_int32),
+ ("visgroupid",c_int32),
("brush_count",c_int32),
("entity_count",c_int32),
("face_count",c_int32)]
cxr_line_colours += [(colour[0],colour[1],colour[2],colour[3])]
cxr_line_colours += [(colour[0],colour[1],colour[2],colour[3])]
+def cxr_reset_all():
+ global cxr_jobs_inf, cxr_jobs_batch, cxr_error_inf, cxr_view_mesh
+ cxr_jobs_inf = None
+ cxr_jobs_batch = None
+ cxr_error_inf = None
+
+ cxr_reset_lines()
+ cxr_batch_lines()
+ cxr_view_mesh = None
+
+ scene_redraw()
+
# libnbvtf
# ------------------------------------------------------------------------------
# Unload libraries if existing
def _reload( lib, path ):
- if lib != None:
- _handle = lib._handle
- for i in range(10): libc_dlclose( _handle )
- lib = None
- del lib
- return cdll.LoadLibrary( F'{os.path.dirname(__file__)}/{path}.so' )
+ if CXR_GNU_LINUX==1:
+ if lib != None:
+ _handle = lib._handle
+ for i in range(10): libc_dlclose( _handle )
+ lib = None
+ del lib
+
+ libpath = F'{os.path.dirname(__file__)}/{path}{CXR_SHARED_EXT}'
+ return cdll.LoadLibrary( libpath )
libnbvtf = _reload( libnbvtf, "libnbvtf" )
libcxr = _reload( libcxr, "libcxr" )
base.update(x.copy())
return base
+def ent_soundscape(context):
+ obj = context['object']
+ kvs = cxr_baseclass([ent_origin],\
+ {
+ "radius": obj.scale.x * bpy.context.scene.cxr_data.scale_factor,
+ "soundscape": {"type":"string","default":""}
+ })
+
+ return kvs
+
# EEVEE Light component converter -> Source 1
#
def ent_lights(context):
elif obj.data.type == 'POINT':
kvs['_light'] = [ int(x) for x in light_base]
kvs['_quadratic_attn'] = 1.0
- kvs['_linear_attn'] = 0.0
+ kvs['_linear_attn'] = 1.0
elif obj.data.type == 'SUN':
light_base[3] *= 300.0 * 5
kvs['origin'] = [pos[1],-pos[0],pos[2]]
kvs['angles'] = [0,180,0]
+ kvs['uniformscale'] = 1.0
else:
kvs = cxr_baseclass([ent_origin],{})
target = context['object'].instance_collection
angle[2] = euler[0]
kvs['angles'] = angle
+ kvs['uniformscale'] = obj.scale[0]
+
+ if target.cxr_data.shadow_caster:
+ kvs['enablelightbounce'] = 1
+ kvs['disableshadows'] = 0
+ else:
+ kvs['enablelightbounce'] = 0
+ kvs['disableshadows'] = 1
-
- kvs['enablelightbounce'] = 1
- kvs['disableshadows'] = 0
kvs['fademindist'] = -1
kvs['fadescale'] = 1
kvs['model'] = F"{asset_path('models',target)}.mdl".lower()
kvs['rendercolor'] = [255, 255, 255]
kvs['skin'] = 0
kvs['solid'] = 6
- kvs['uniformscale'] = 1.0
return kvs
name = ""
if v == 0:
- name = "A"
+ name = "a"
else:
dig = []
return F"{bpy.context.scene.cxr_data.subdir}/"+\
F"{asset_path(sdir,asset_uid(asset))}"
+# Decomposes mesh, and sets global error information if failed.
+# - returns None on fail
+# - returns world on success
+def cxr_decompose_globalerr( mesh_src ):
+ global cxr_error_inf
+
+ err = c_int32(0)
+ world = libcxr_decompose.call( mesh_src, pointer(err) )
+
+ if world == None:
+ cxr_view_mesh = None
+ cxr_batch_lines()
+
+ cxr_error_inf = [\
+ ("No Error", "There is no error?"),\
+ ("Bad input", "Non manifold geometry is present in the input mesh"),\
+ ("Bad result","An invalid manifold was generated, try to simplify"),\
+ ("Bad result","Make sure there is a clear starting point"),\
+ ("Bad result","Implicit vertex was invalid, try to simplify"),\
+ ("Bad input","Non coplanar vertices are in the source mesh"),\
+ ("Bad input","Non convex polygon is in the source mesh"),\
+ ("Bad result","Undefined failure"),\
+ ("Invalid Input", "Undefined failure"),\
+ ][err.value]
+
+ scene_redraw()
+
+ return world
+
# Entity functions / infos
# ------------------------
+def cxr_collection_purpose(collection):
+ if collection.name.startswith('.'): return None
+ if collection.hide_render: return None
+ if collection.name.startswith('mdl_'): return 'model'
+ return 'group'
+
+def cxr_object_purpose(obj):
+ objpurpose = None
+ group = None
+
+ def _search(collection):
+ nonlocal objpurpose, group, obj
+
+ purpose = cxr_collection_purpose( collection )
+ if purpose == None: return
+ if purpose == 'model':
+ for o in collection.objects:
+ if o == obj:
+ if o.type != 'EMPTY':
+ objpurpose = 'model'
+ group = collection
+ return
+ return
+ for o in collection.objects:
+ if o == obj:
+ classname = cxr_classname(o)
+ if classname != None:
+ objpurpose = 'entity'
+ if o.type == 'MESH':
+ objpurpose = 'brush_entity'
+ group = collection
+ else:
+ if o.type == 'MESH':
+ objpurpose = 'brush'
+ group = collection
+ return
+ for c in collection.children:
+ _search(c)
+
+ if 'main' in bpy.data.collections:
+ _search( bpy.data.collections['main'] )
+
+ if objpurpose == None and 'skybox' in bpy.data.collections:
+ _search( bpy.data.collections['skybox'] )
+
+ return (group,objpurpose)
+
def cxr_intrinsic_classname(obj):
if obj.type == 'LIGHT':
return {
def _collect(collection,transform):
nonlocal sceneinfo
-
- if collection.name.startswith('.'): return
- if collection.hide_render: return
-
- if collection.name.startswith('mdl_'):
+
+ purpose = cxr_collection_purpose( collection )
+ if purpose == None: return
+ if purpose == 'model':
sceneinfo['entities'] += [{
"object": collection,
"classname": "prop_static",
vmfinfo.entity_count = 0
vmfinfo.face_count = 0
+ visgroups = (cxr_visgroup*len(cxr_visgroups))()
+ for i, vg in enumerate(cxr_visgroups):
+ visgroups[i].name = vg.encode('utf-8')
+ vmfinfo.visgroups = cast(visgroups, POINTER(cxr_visgroup))
+ vmfinfo.visgroup_count = len(cxr_visgroups)
+
libcxr_begin_vmf.call( pointer(vmfinfo), m.fp )
def _buildsolid( cmd ):
print( F"{vmfinfo.brush_count} :: {cmd['object'].name}" )
baked = mesh_cxr_format( cmd['object'] )
- world = libcxr_decompose.call( baked, None )
+ world = cxr_decompose_globalerr( baked )
if world == None:
return False
vmfinfo.offset[1] = offset[1]
vmfinfo.offset[2] = offset[2]
+ if cmd['object'].cxr_data.lightmap_override > 0:
+ vmfinfo.lightmap_scale = cmd['object'].cxr_data.lightmap_override
+ else:
+ vmfinfo.lightmap_scale = bpy.context.scene.cxr_data.lightmap_scale
+
libcxr_push_world_vmf.call( world, pointer(vmfinfo), m.fp )
libcxr_free_world.call( world )
# World geometry
for brush in sceneinfo['geo']:
+ vmfinfo.visgroupid = int(brush['object'].cxr_data.visgroup)
if not _buildsolid( brush ):
cxr_batch_lines()
scene_redraw()
return False
+ vmfinfo.visgroupid = 0
libcxr_vmf_begin_entities.call(pointer(vmfinfo), m.fp)
pass
elif not isinstance( obj, bpy.types.Collection ):
if obj.type == 'MESH':
+ vmfinfo.visgroupid = int(obj.cxr_data.visgroup)
if not _buildsolid( ent ):
cxr_batch_lines()
scene_redraw()
return False
+ if obj != None:
+ m.node( 'editor' )
+ m.kv( 'visgroupid', str(obj.cxr_data.visgroup) )
+ m.kv( 'visgroupshown', '1' )
+ m.kv( 'visgroupautoshown', '1' )
+ m.edon()
+
m.edon()
+ vmfinfo.visgroupid = 0
print( "Done" )
return True
vmt.edon()
return props
+def cxr_modelsrc_vphys( mdl ):
+ for obj in mdl.objects:
+ if obj.name == F"{mdl.name}_phy":
+ return obj
+ return None
+
def cxr_export_modelsrc( mdl, origin, asset_dir, project_name, transform ):
dgraph = bpy.context.evaluated_depsgraph_get()
o.write(F'$scale {transform["scale"]/100.0}\n')
o.write(F'$body _ "{uid}_ref.fbx"\n')
o.write(F'$staticprop\n')
- o.write(F'$origin {origin[0]} {origin[1]} {origin[2]}\n')
+ o.write(F'$origin {origin[0]:.6f} {origin[1]:.6f} {origin[2]:.6f}\n')
+ if mdl.cxr_data.preserve_order:
+ o.write(F"$preservetriangleorder\n")
+
+ if mdl.cxr_data.texture_shadows:
+ o.write(F"$casttextureshadows\n")
+
+ o.write(F"$surfaceprop {mdl.cxr_data.surfaceprop}\n")
+
if vphys != None:
o.write(F'$collisionmodel "{uid}_phy.fbx"\n')
o.write("{\n")
shared_reload()
return {'FINISHED'}
+# Reset all debugging/ui information
+#
+class CXR_RESET(bpy.types.Operator):
+ bl_idname="convexer.reset"
+ bl_label="Reset Convexer"
+ def execute(_,context):
+ cxr_reset_all()
+ return {'FINISHED'}
+
# Used for exporting data to use with ASAN builds
#
class CXR_DEV_OPERATOR(bpy.types.Operator):
bl_idname="convexer.preview"
bl_label="Preview Brushes"
- LASTERR = None
RUNNING = False
def execute(_,context):
- return {'FINISHED'}
-
- def modal(_,context,event):
global cxr_view_mesh
- static = _.__class__
-
- if event.type == 'ESC':
- cxr_reset_lines()
- cxr_batch_lines()
- cxr_view_mesh = None
- static.RUNNING = False
-
- scene_redraw()
- return {'FINISHED'}
-
- return {'PASS_THROUGH'}
+ global cxr_view_shader, cxr_view_mesh, cxr_error_inf
+
+ cxr_reset_all()
- def invoke(_,context,event):
- global cxr_view_shader, cxr_view_mesh
static = _.__class__
- static.LASTERR = None
-
- cxr_reset_lines()
mesh_src = mesh_cxr_format(context.active_object)
-
- err = c_int32(0)
- world = libcxr_decompose.call( mesh_src, pointer(err) )
+ world = cxr_decompose_globalerr( mesh_src )
if world == None:
- cxr_view_mesh = None
- cxr_batch_lines()
- scene_redraw()
-
- static.LASTERR = ["There is no error", \
- "Non-Manifold",\
- "Bad-Manifold",\
- "No-Candidate",\
- "Internal-Fail",\
- "Non-Coplanar",\
- "Non-Convex Polygon",\
- "Bad Result"]\
- [err.value]
-
- if static.RUNNING:
- return {'CANCELLED'}
- else:
- context.window_manager.modal_handler_add(_)
- return {'RUNNING_MODAL'}
+ return {'FINISHED'}
# Generate preview using cxr
#
libcxr_free_world.call( world )
cxr_batch_lines()
scene_redraw()
-
- # Allow user to spam the operator
- if static.RUNNING:
- return {'CANCELLED'}
-
- if not static.RUNNING:
- static.RUNNING = True
- context.window_manager.modal_handler_add(_)
- return {'RUNNING_MODAL'}
+
+ return {'FINISHED'}
# Search for VMF compiler executables in subdirectory
#
if os.path.exists( path ): return path
else: return None
+# Compatibility layer
+#
+def cxr_temp_file( fn ):
+ if CXR_GNU_LINUX == 1:
+ return F"/tmp/fn"
+ else:
+ filepath = bpy.data.filepath
+ directory = os.path.dirname(filepath)
+ return F"{directory}/{fn}.txt"
+
def cxr_winepath( path ):
- return 'z:'+path.replace('/','\\')
+ if CXR_GNU_LINUX == 1:
+ return 'z:'+path.replace('/','\\')
+ else:
+ return path
# Main compile function
#
JOBSYS = None
def cancel(_,context):
- global cxr_jobs_batch
+ #global cxr_jobs_batch
static = _.__class__
wm = context.window_manager
static.FILE.close()
- cxr_jobs_batch = None
+ #cxr_jobs_batch = None
scene_redraw()
return {'FINISHED'}
static = _.__class__
if ev.type == 'TIMER':
- global cxr_jobs_batch
+ global cxr_jobs_batch, cxr_error_inf
if static.WAIT_REDRAW:
scene_redraw()
if static.SUBPROC != None:
# Deal with async modes
status = static.SUBPROC.poll()
- if status == None:
- # Cannot redirect STDOUT through here without causing
- # undefined behaviour due to the Blender Python specification.
- #
- # Have to write it out to a file and read it back in.
- #
- with open("/tmp/convexer_compile_log.txt","r") as log:
- static.LOG = log.readlines()
+ # Cannot redirect STDOUT through here without causing
+ # undefined behaviour due to the Blender Python specification.
+ #
+ # Have to write it out to a file and read it back in.
+ #
+
+ with open(cxr_temp_file("convexer_compile_log.txt"),"r") as log:
+ static.LOG = log.readlines()
+ if status == None:
return {'PASS_THROUGH'}
else:
#for l in static.SUBPROC.stdout:
if status != 0:
print(F'Compiler () error: {status}')
+
+ jobn = static.JOBSYS['jobs'][static.JOBID]
+ cxr_error_inf = ( F"{static.JOBSYS['title']} error {status}", jobn )
+
return _.cancel(context)
static.JOBSYS['jobs'][static.JOBID] = None
# All completed
print( "All jobs completed!" )
- cxr_jobs_batch = None
-
- scene_redraw()
+ #cxr_jobs_batch = None
+ #scene_redraw()
return _.cancel(context)
return {'PASS_THROUGH'}
return {'RUNNING_MODAL'}
print("Launching compiler toolchain")
+ cxr_reset_all()
# Run static compilation units now (collect, vmt..)
filepath = bpy.data.filepath
os.makedirs( material_dir, exist_ok=True )
os.makedirs( model_dir, exist_ok=True )
- static.FILE = open(F"/tmp/convexer_compile_log.txt","w")
+ static.FILE = open(cxr_temp_file("convexer_compile_log.txt"),"w")
static.LOG = []
sceneinfo = cxr_scene_collect()
for img_job in image_jobs:
img = img_job[0]
fp.write(F"{asset_path('materials',img)}.vtf\n")
- fp.write(F"{cxr_winepath(asset_full_path('materials',img))}.vmt\n")
+ fp.write(F"{cxr_winepath(asset_full_path('materials',img))}.vtf\n")
for mdl in a_models:
local = asset_path('models',mdl)
fp.write(F"{winep}.mdl\n")
fp.write(F"{local}.vvd\n")
fp.write(F"{winep}.vvd\n")
+
+ if cxr_modelsrc_vphys(mdl):
+ fp.write(F"{local}.phy\n")
+ fp.write(F"{winep}.phy\n")
# Convexer jobs
static.JOBID = 0
static.JOBINFO += [{
"title": "Convexer",
"w": 20,
- "colour": (1.0,0.3,0.1,1.0),
+ "colour": (0.863, 0.078, 0.235,1.0),
"exec": cxr_export_vmf,
"jobs": [(sceneinfo,output_vmf)]
}]
static.JOBINFO += [{
"title": "Textures",
"w": 40,
- "colour": (0.1,1.0,0.3,1.0),
+ "colour": (1.000, 0.271, 0.000,1.0),
"exec": compile_image,
"jobs": image_jobs
}]
static.JOBINFO += [{
"title": "Batches",
"w": 25,
- "colour": (0.5,0.5,1.0,1.0),
+ "colour": (1.000, 0.647, 0.000,1.0),
"exec": cxr_export_modelsrc,
"jobs": model_jobs
}]
static.JOBINFO += [{
"title": "StudioMDL",
"w": 20,
- "colour": (0.8,0.1,0.1,1.0),
+ "colour": (1.000, 0.843, 0.000, 1.0),
"exec": "studiomdl",
"jobs": [[settings[F'exe_studiomdl']] + [\
'-nop4', '-game', game, qc] for qc in qc_jobs],
# VBSP stage
if settings.comp_compile:
- static.JOBINFO += [{
- "title": "VBSP",
- "w": 25,
- "colour": (0.1,0.2,1.0,1.0),
- "exec": "vbsp",
- "jobs": [[settings[F'exe_vbsp']] + args],
- "cwd": directory
- }]
+ if not settings.opt_vbsp.startswith( 'disable' ):
+ vbsp_opt = settings.opt_vbsp.split()
+ static.JOBINFO += [{
+ "title": "VBSP",
+ "w": 25,
+ "colour": (0.678, 1.000, 0.184,1.0),
+ "exec": "vbsp",
+ "jobs": [[settings[F'exe_vbsp']] + vbsp_opt + args],
+ "cwd": directory
+ }]
- static.JOBINFO += [{
- "title": "VVIS",
- "w": 25,
- "colour": (0.9,0.5,0.5,1.0),
- "exec": "vvis",
- "jobs": [[settings[F'exe_vvis']] + ['-fast'] + args ],
- "cwd": directory
- }]
+ if not settings.opt_vvis.startswith( 'disable' ):
+ vvis_opt = settings.opt_vvis.split()
+ static.JOBINFO += [{
+ "title": "VVIS",
+ "w": 25,
+ "colour": (0.000, 1.000, 0.498,1.0),
+ "exec": "vvis",
+ "jobs": [[settings[F'exe_vvis']] + vvis_opt + args ],
+ "cwd": directory
+ }]
- vrad_opt = settings.opt_vrad.split()
- static.JOBINFO += [{
- "title": "VRAD",
- "w": 25,
- "colour": (0.9,0.2,0.3,1.0),
- "exec": "vrad",
- "jobs": [[settings[F'exe_vrad']] + vrad_opt + args ],
- "cwd": directory
- }]
+ if not settings.opt_vrad.startswith( 'disable' ):
+ vrad_opt = settings.opt_vrad.split()
+ static.JOBINFO += [{
+ "title": "VRAD",
+ "w": 25,
+ "colour": (0.125, 0.698, 0.667,1.0),
+ "exec": "vrad",
+ "jobs": [[settings[F'exe_vrad']] + vrad_opt + args ],
+ "cwd": directory
+ }]
static.JOBINFO += [{
"title": "CXR",
"w": 5,
- "colour": (0.0,1.0,0.4,1.0),
+ "colour": (0.118, 0.565, 1.000,1.0),
"exec": cxr_patchmap,
"jobs": [(bsp_local,bsp_remote)]
}]
static.JOBINFO += [{
"title": "Pack",
"w": 5,
- "colour": (0.2,0.2,0.2,1.0),
+ "colour": (0.541, 0.169, 0.886,1.0),
"exec": "bspzip",
"jobs": [[cxr_compiler_path("bspzip"), '-addlist', \
cxr_winepath(bsp_remote),
bl_region_type = 'UI'
bl_category = "Convexer"
- @classmethod
- def poll(cls, context):
- return (context.object is not None)
-
def draw(_, context):
layout = _.layout
+
+ active_object = context.object
+ if active_object == None: return
+
+ purpose = cxr_object_purpose( active_object )
+
+ if purpose[0] == None or purpose[1] == None:
+ usage_str = "No purpose"
+ else:
+ if purpose[1] == 'model':
+ usage_str = F'mesh in {asset_name( purpose[0] )}.mdl'
+ else:
+ usage_str = F'{purpose[1]} in {purpose[0].name}'
+
+ layout.label(text=F"Currently editing:")
+ box = layout.box()
+ box.label(text=usage_str)
+
+ if purpose[1] == 'brush' or purpose[1] == 'brush_entity':
+ row = layout.row()
+ row.scale_y = 2
+ row.operator("convexer.preview")
+
row = layout.row()
row.scale_y = 2
- row.operator("convexer.preview")
-
- if CXR_PREVIEW_OPERATOR.LASTERR != None:
- box = layout.box()
- box.label(text=CXR_PREVIEW_OPERATOR.LASTERR, icon='ERROR')
+ row.operator("convexer.reset")
# Main scene properties interface, where all the settings go
#
bl_context="scene"
def draw(_,context):
- _.layout.operator("convexer.reload")
- _.layout.operator("convexer.dev_test")
- _.layout.operator("convexer.preview")
- _.layout.operator("convexer.hash_reset")
+ if CXR_GNU_LINUX==1:
+ _.layout.operator("convexer.reload")
+ _.layout.operator("convexer.dev_test")
+ _.layout.operator("convexer.hash_reset")
settings = context.scene.cxr_data
- _.layout.prop(settings, "debug")
_.layout.prop(settings, "scale_factor")
_.layout.prop(settings, "skybox_scale_factor")
_.layout.prop(settings, "skyname" )
box.operator("convexer.detect_compilers")
box.prop(settings, "exe_studiomdl")
box.prop(settings, "exe_vbsp")
+ box.prop(settings, "opt_vbsp")
+
box.prop(settings, "exe_vvis")
+ box.prop(settings, "opt_vvis")
+
box.prop(settings, "exe_vrad")
box.prop(settings, "opt_vrad")
row.scale_y = 3
row.operator("convexer.chain", text=text)
+ row = box.row()
+ row.scale_y = 2
+ row.operator("convexer.reset")
+ if CXR_COMPILER_CHAIN.TIMER != None:
+ row.enabled = False
class CXR_MATERIAL_PANEL(bpy.types.Panel):
bl_label="VMT Properties"
entdef = cxr_entities[classname]
kvs = entdef['keyvalues']
- if callable(kvs): kvs = kvs(active_object)
+ if callable(kvs): kvs = kvs( {'object': active_object} )
for k in kvs:
kv = kvs[k]
_.layout.prop( active_object.cxr_data, 'brushclass' )
else: _.layout.prop( active_object.cxr_data, 'classname' )
+ _.layout.prop( active_object.cxr_data, 'visgroup' )
+ _.layout.prop( active_object.cxr_data, 'lightmap_override' )
+
if classname == 'NONE':
return
else:
elif active_object.type == 'LIGHT_PROBE':
layout.prop( properties, "size" )
+class CXR_COLLECTION_PANEL(bpy.types.Panel):
+ bl_label = "Source Settings"
+ bl_idname = "COL_PT_cxr"
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "collection"
+
+ def draw(self, context):
+ layout = self.layout
+ scene = context.scene
+
+ active_collection = bpy.context.collection
+
+ if active_collection != None:
+ layout.prop( active_collection.cxr_data, "shadow_caster" )
+ layout.prop( active_collection.cxr_data, "texture_shadows" )
+ layout.prop( active_collection.cxr_data, "preserve_order" )
+ layout.prop( active_collection.cxr_data, "surfaceprop" )
+ layout.prop( active_collection.cxr_data, "visgroup" )
+
# Settings groups
# ------------------------------------------------------------------------------
brushclass: bpy.props.EnumProperty(items=enum_brushents, name="Class", \
update=cxr_entity_changeclass, default='NONE' )
+
+ enum_classes = [('0',"None","")]
+ for i, vg in enumerate(cxr_visgroups):
+ enum_classes += [(str(i+1),vg,"")]
+ visgroup: bpy.props.EnumProperty(name="visgroup",items=enum_classes,default=0)
+ lightmap_override: bpy.props.IntProperty(name="Lightmap Override",default=0)
class CXR_MODEL_SETTINGS(bpy.types.PropertyGroup):
last_hash: bpy.props.StringProperty( name="" )
asset_id: bpy.props.IntProperty(name="vmf_settings",default=0)
+ shadow_caster: bpy.props.BoolProperty( name="Shadow caster", default=True )
+ texture_shadows: bpy.props.BoolProperty( name="Texture Shadows", default=False )
+ preserve_order: bpy.props.BoolProperty( name="Preserve Order", default=False )
+ surfaceprop: bpy.props.StringProperty( name="Suface prop",default="default" )
+
+ enum_classes = [('0',"None","")]
+ for i, vg in enumerate(cxr_visgroups):
+ enum_classes += [(str(i+1),vg,"")]
+ visgroup: bpy.props.EnumProperty(name="visgroup",items=enum_classes,default=0)
class CXR_SCENE_SETTINGS(bpy.types.PropertyGroup):
project_name: bpy.props.StringProperty( name="Project Name" )
- subdir: bpy.props.StringProperty( name="Subdirectory" )
+ subdir: bpy.props.StringProperty( name="../csgo/ folder" )
exe_studiomdl: bpy.props.StringProperty( name="studiomdl" )
exe_vbsp: bpy.props.StringProperty( name="vbsp" )
opt_vrad: bpy.props.StringProperty( name="args", \
default="-reflectivityScale 0.35 -aoscale 1.4 -final -textureshadows -hdr -StaticPropLighting -StaticPropPolys" )
- debug: bpy.props.BoolProperty(name="Debug",default=False)
scale_factor: bpy.props.FloatProperty( name="VMF Scale factor", \
default=32.0,min=1.0)
skybox_scale_factor: bpy.props.FloatProperty( name="Sky Scale factor", \
CXR_LIGHT_SETTINGS, CXR_SCENE_SETTINGS, CXR_DETECT_COMPILERS,\
CXR_ENTITY_PANEL, CXR_LIGHT_PANEL, CXR_PREVIEW_OPERATOR,\
CXR_VIEW3D, CXR_COMPILER_CHAIN, CXR_RESET_HASHES,\
- CXR_COMPILE_MATERIAL]
+ CXR_COMPILE_MATERIAL, CXR_COLLECTION_PANEL, CXR_RESET ]
vmt_param_dynamic_class = None