[feat] update BMERevenge generation method
- use some laggy AST code to update BMERevenge generation method. - after this change, BMERevenge become more programable and easy to create more complex models - ready for wide floor generation development
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@ -1,9 +1,10 @@
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import bpy,mathutils
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import os, math
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import ast
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from bpy_extras import io_utils,node_shader_utils
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# from bpy_extras.io_utils import unpack_list
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from bpy_extras.image_utils import load_image
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from . import UTILS_constants, UTILS_functions
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from . import UTILS_constants, UTILS_functions, UTILS_safe_eval
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class BALLANCE_OT_add_floors(bpy.types.Operator):
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"""Add Ballance floor"""
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@ -85,7 +86,7 @@ class BALLANCE_OT_add_floors(bpy.types.Operator):
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self.use_2d_left,
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self.use_3d_top,
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self.use_3d_bottom),
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(0.0, 0.0),
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(0.0, 0.0, 0.0),
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prefs_externalTexture)
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elif self.floor_type in UTILS_constants.floor_derivedBlockList:
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_load_derived_floor(
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@ -228,30 +229,27 @@ def _create_or_get_material(material_name, prefs_externalTexture):
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# return mtl
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return mtl
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def _solve_vec_data(str_data, d1, d2, d3, unit, unit_height):
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sp = str_data.split(';')
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sp_point = sp[0].split(',')
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vec = [float(sp_point[0]), float(sp_point[1]), float(sp_point[2])]
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def _solve_vec_data(str_data, d1, d2, d3, unit):
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(cmd_x, cmd_y, cmd_z) = map(lambda x: x.strip(), str_data.split(','))
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for i in range(3):
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symbol = sp[i+1]
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if symbol == '':
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continue
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# calc raw expand data
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raw_d1 = d1 * unit
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raw_d2 = d2 * unit
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raw_d3 = (d3 - 1) * 5.0 # the 3d heigh unit of ballance floor is always 5.0
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factor = 1.0 if symbol[0] == '+' else -1.0
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p = symbol[1:]
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if p == 'd1':
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vec[i] += d1 * unit * factor
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elif p == 'd2':
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vec[i] += d2 * unit * factor
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elif p == 'd3':
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vec[i] += (d3 - 1) * unit_height * factor
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# do safe eval
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return (
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UTILS_safe_eval.do_vec_calc(cmd_x, raw_d1, raw_d2, raw_d3),
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UTILS_safe_eval.do_vec_calc(cmd_y, raw_d1, raw_d2, raw_d3),
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UTILS_safe_eval.do_vec_calc(cmd_z, raw_d1, raw_d2, raw_d3)
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)
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return vec
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def _rotate_translate_vec(vec, rotation, unit, extra_translate):
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vec[0] -= unit / 2
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vec[1] -= unit / 2
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def _rotate_translate_vec(_vec, rotation, unit, extra_translate):
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vec = (
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_vec[0] - unit / 2,
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_vec[1] - unit / 2,
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_vec[2]
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)
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if rotation == 'R0':
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coso=1
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@ -269,74 +267,49 @@ def _rotate_translate_vec(vec, rotation, unit, extra_translate):
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return (
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coso * vec[0] - sino * vec[1] + unit / 2 + extra_translate[0],
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sino * vec[0] + coso * vec[1] + unit / 2 + extra_translate[1],
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vec[2]
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vec[2] + extra_translate[2]
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)
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def _solve_uv_data(str_data, d1, d2, d3, unit):
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sp = str_data.split(';')
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sp_point = sp[0].split(',')
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vec = [float(sp_point[0]), float(sp_point[1])]
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(cmd_u, cmd_v) = map(lambda x: x.strip(), str_data.split(','))
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for i in range(2):
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symbol = sp[i+1]
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if symbol == '':
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continue
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# calc raw expand data
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raw_d1 = d1 * unit
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raw_d2 = d2 * unit
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raw_d3 = float(d3 - 1) # the uv heigh unit of ballance floor is always 1.0
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factor = 1.0 if symbol[0] == '+' else -1.0
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p = symbol[1:]
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if p == 'd1':
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vec[i] += d1 * unit * factor
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elif p == 'd2':
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vec[i] += d2 * unit * factor
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elif p == 'd3':
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vec[i] += (d3 - 1) * unit * factor
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return tuple(vec)
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# do safe eval
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return (
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UTILS_safe_eval.do_vec_calc(cmd_u, raw_d1, raw_d2, raw_d3),
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UTILS_safe_eval.do_vec_calc(cmd_v, raw_d1, raw_d2, raw_d3)
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)
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def _solve_normal_data(point1, point2, point3):
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vector1 = (
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point2[0] - point1[0],
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point2[1] - point1[1],
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point2[2] - point1[2]
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)
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vector2 = (
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point3[0] - point2[0],
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point3[1] - point2[1],
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point3[2] - point2[2]
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)
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p1 = mathutils.Vector(point1)
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p2 = mathutils.Vector(point2)
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p3 = mathutils.Vector(point3)
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vector1 = p2 - p1
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vector2 = p3 - p2
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# do vector x mutiply
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# vector1 x vector2
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nor = [
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vector1[1] * vector2[2] - vector1[2] * vector2[1],
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vector1[2] * vector2[0] - vector1[0] * vector2[2],
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vector1[0] * vector2[1] - vector1[1] * vector2[0]
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]
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corss_mul = vector1.cross(vector2)
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# do a normalization
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length = math.sqrt(nor[0] ** 2 + nor[1] ** 2 + nor[2] ** 2)
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nor[0] /= length
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nor[1] /= length
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nor[2] /= length
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corss_mul.normalize()
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return tuple(nor)
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return (corss_mul[0], corss_mul[1], corss_mul[2])
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def _solve_smashed_position(str_data, d1, d2):
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sp=str_data.split(';')
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sp_pos = sp[0].split(',')
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sp_sync = sp[1].split(',')
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def _solve_expand_param(str_data, d1, d2):
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(cmd_d1, cmd_d2) = map(lambda x: x.strip(), str_data.split(','))
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vec = [int(sp_pos[0]), int(sp_pos[1])]
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for i in range(2):
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offset = 0 if sp_sync[i * 2] == '' else int(sp_sync[i * 2])
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if sp_sync[i*2+1] == 'd1':
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vec[i] += d1 + offset
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elif sp_sync[i*2+1] == 'd2':
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vec[i] += d2 + offset
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return tuple(vec)
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# do safe eval
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return (
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UTILS_safe_eval.do_expand_calc(cmd_d1, d1, d2),
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UTILS_safe_eval.do_expand_calc(cmd_d2, d1, d2)
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)
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def _virtual_foreach_set(collection, field, base_num, data):
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counter = 0
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@ -362,7 +335,6 @@ def _load_basic_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, sid
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floor_prototype = UTILS_constants.floor_blockDict[floor_type]
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# set some unit
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height_unit = 5.0
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if floor_prototype['UnitSize'] == 'Small':
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block_3dworld_unit = 2.5
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block_uvworld_unit = 0.5
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@ -420,27 +392,17 @@ def _load_basic_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, sid
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base_indices = len(vecList)
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for vec in face_define['Vertices']:
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vecList.append(_rotate_translate_vec(
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_solve_vec_data(vec, d1, d2, height_multiplier, block_3dworld_unit, height_unit),
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_solve_vec_data(vec, d1, d2, height_multiplier, block_3dworld_unit),
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rotation, block_3dworld_unit, extra_translate))
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for uv in face_define['UVs']:
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uvList.append(_solve_uv_data(uv, d1, d2, height_multiplier, block_uvworld_unit))
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for face in face_define['Faces']:
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if face['Type'] == 'RECTANGLE':
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# rectangle
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vec_indices = (
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face['P1'] + base_indices,
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face['P2'] + base_indices,
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face['P3'] + base_indices,
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face['P4'] + base_indices)
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vec_indices = tuple(map(lambda x: x + base_indices, face['Indices']))
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indCount = 4
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elif face['Type'] == 'TRIANGLE':
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# triangle
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vec_indices = (
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face['P1'] + base_indices,
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face['P2'] + base_indices,
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face['P3'] + base_indices)
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vec_indices = tuple(map(lambda x: x + base_indices, face['Indices']))
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indCount = 3
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# we need calc normal and push it into list
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@ -452,6 +414,10 @@ def _load_basic_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, sid
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for i in range(indCount):
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faceList.append(vec_indices[i] + global_offset_vec)
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# push uvs into list
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for i in range(indCount):
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uvList.append(_solve_uv_data(face['UVs'][i], d1, d2, height_multiplier, block_uvworld_unit))
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# push material into list
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faceMatList.append(materialDict[face['Textures']])
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@ -505,8 +471,8 @@ def _load_derived_floor(mesh, floor_type, height_multiplier, d1, d2, sides_struc
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# iterate smahsed blocks
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for blk in floor_prototype['SmashedBlocks']:
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start_pos = _solve_smashed_position(blk['StartPosition'], d1, d2)
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expand_pos = _solve_smashed_position(blk['ExpandPosition'], d1, d2)
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start_pos = _solve_vec_data(blk['StartPosition'], d1, d2, height_multiplier, block_3dworld_unit)
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expand_param = _solve_expand_param(blk['ExpandParam'], d1, d2)
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sides_data = tuple(sides_dict[x] for x in blk['SideSync'].split(';'))
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@ -516,10 +482,10 @@ def _load_derived_floor(mesh, floor_type, height_multiplier, d1, d2, sides_struc
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blk['Type'],
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blk['Rotation'],
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height_multiplier,
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expand_pos[0],
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expand_pos[1],
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expand_param[0],
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expand_param[1],
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sides_data,
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(start_pos[0] * block_3dworld_unit, start_pos[1] * block_3dworld_unit),
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start_pos,
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prefs_externalTexture
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)
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