finish add_derived_floor and debug

This commit is contained in:
yyc12345 2020-10-08 21:19:06 +08:00
parent 512cbce7fe
commit e2949708e6
4 changed files with 105 additions and 34 deletions

View File

@ -62,7 +62,6 @@ class BALLANCE_MT_AddFloorMenu(bpy.types.Menu):
layout.label(text="Basic floor")
for item in config.floor_basic_block_list:
print(config.blenderIcon_floor_dict[item])
cop = layout.operator("ballance.add_floor", text=item, icon_value = config.blenderIcon_floor_dict[item])
cop.floor_type = item

View File

@ -1,7 +1,7 @@
import bpy,mathutils
import os, math
from bpy_extras import io_utils,node_shader_utils
from bpy_extras.io_utils import unpack_list
# from bpy_extras.io_utils import unpack_list
from bpy_extras.image_utils import load_image
from . import utils, config
@ -86,7 +86,6 @@ class BALLANCE_OT_add_floor(bpy.types.Operator):
load_derived_floor(
objmesh,
self.floor_type,
'R0',
self.height_multiplier,
self.expand_length_1,
self.expand_length_2,
@ -97,6 +96,10 @@ class BALLANCE_OT_add_floor(bpy.types.Operator):
self.use_3d_top,
self.use_3d_bottom))
# normalization mesh
objmesh.validate(clean_customdata=False)
objmesh.update(calc_edges=False, calc_edges_loose=False)
# create object and link it
obj=bpy.data.objects.new('A_Floor_BMERevenge_', objmesh)
utils.AddSceneAndMove2Cursor(obj)
@ -249,8 +252,8 @@ def rotate_translate_vec(vec, rotation, unit, extra_translate):
sino=-1
return (
coso * vec[0] - sino * vec[1] + unit / 2 + unit * extra_translate[0],
sino * vec[0] + coso * vec[1] + unit / 2 + unit * extra_translate[1],
coso * vec[0] - sino * vec[1] + unit / 2 + extra_translate[0],
sino * vec[0] + coso * vec[1] + unit / 2 + extra_translate[1],
vec[2]
)
@ -304,6 +307,33 @@ def solve_normal_data(point1, point2, point3):
return tuple(nor)
def solve_smashed_position(str_data, d1, d2):
sp=str_data.split(';')
sp_pos = sp[0].split(',')
sp_sync = sp[1].split(',')
vec = [int(sp_pos[0]), int(sp_pos[1])]
for i in range(2):
offset = 0 if sp_sync[i * 2] == '' else int(sp_sync[i * 2])
if sp_sync[i*2+1] == 'd1':
vec[i] += d1 + offset
elif sp_sync[i*2+1] == 'd2':
vec[i] += d2 + offset
return tuple(vec)
def virtual_foreach_set(collection, field, base_num, data):
counter = 0
for i in data:
exec("a[j]." + field + "=q", {}, {
'a': collection,
'j': counter + base_num,
'q': i
})
counter+=1
'''
sides_struct should be a tuple and it always have 6 bool items
@ -343,17 +373,28 @@ def load_basic_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, side
# resolve face
# solve material first
materialDict = {}
counter = 0
mesh.materials.clear()
allmat = mesh.materials[:]
counter = len(allmat)
for face_define in needCreatedFaces:
for face in face_define['Faces']:
new_texture = face['Textures']
if new_texture not in materialDict.keys():
mesh.materials.append(create_or_get_material(new_texture))
materialDict[new_texture] = counter
counter += 1
# try get from existed solt
pending_material = create_or_get_material(new_texture)
if pending_material not in allmat:
# no matched. add it
mesh.materials.append(pending_material)
materialDict[new_texture] = counter
counter += 1
else:
# use existed index
materialDict[new_texture] = allmat.index(pending_material)
# now, we can process real mesh
# load existed base count
global_offset_vec = len(mesh.vertices)
global_offset_face = len(mesh.polygons)
global_offset_facex4 = global_offset_face * 4
vecList = []
uvList = []
normalList = []
@ -383,7 +424,7 @@ def load_basic_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, side
# push indices into list
for i in range(4):
faceList.append((vec_indices[i], ))
faceList.append(vec_indices[i] + global_offset_vec)
# push material into list
faceMatList.append(materialDict[face['Textures']])
@ -392,22 +433,61 @@ def load_basic_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, side
mesh.vertices.add(len(vecList))
mesh.loops.add(len(faceMatList)*4) # 4 vec face confirm
mesh.polygons.add(len(faceMatList))
mesh.uv_layers.new(do_init=False)
mesh.create_normals_split()
if mesh.uv_layers.active is None:
# if no uv, create it
mesh.uv_layers.new(do_init=False)
mesh.create_normals_split()
mesh.vertices.foreach_set("co", unpack_list(vecList))
mesh.loops.foreach_set("vertex_index", unpack_list(faceList))
mesh.loops.foreach_set("normal", unpack_list(normalList))
mesh.uv_layers[0].data.foreach_set("uv", unpack_list(uvList))
virtual_foreach_set(mesh.vertices, "co", global_offset_vec, vecList)
virtual_foreach_set(mesh.loops, "vertex_index", global_offset_facex4, faceList)
virtual_foreach_set(mesh.loops, "normal", global_offset_facex4, normalList)
virtual_foreach_set(mesh.uv_layers[0].data, "uv", global_offset_facex4, uvList)
for i in range(len(faceMatList)):
mesh.polygons[i].loop_start = i * 4
mesh.polygons[i].loop_total = 4
mesh.polygons[i].material_index = faceMatList[i]
mesh.polygons[i].use_smooth = True
mesh.polygons[i + global_offset_face].loop_start = i * 4 + global_offset_facex4
mesh.polygons[i + global_offset_face].loop_total = 4
mesh.polygons[i + global_offset_face].material_index = faceMatList[i]
mesh.polygons[i + global_offset_face].use_smooth = True
def load_derived_floor(mesh, floor_type, height_multiplier, d1, d2, sides_struct):
floor_prototype = config.floor_block_dict[floor_type]
# set some unit
if floor_prototype['UnitSize'] == 'Small':
block_3dworld_unit = 2.5
elif floor_prototype['UnitSize'] == 'Large':
block_3dworld_unit = 5.0
# construct face dict
sides_dict = {
'True': True,
'False': False,
'2dTop': sides_struct[0],
'2dRight': sides_struct[1],
'2dBottom': sides_struct[2],
'2dLeft': sides_struct[3],
'3dTop': sides_struct[4],
'3dBottom': sides_struct[5]
}
# iterate smahsed blocks
for blk in floor_prototype['SmashedBlocks']:
start_pos = solve_smashed_position(blk['StartPosition'], d1, d2)
expand_pos = solve_smashed_position(blk['ExpandPosition'], d1, d2)
sides_data = tuple(sides_dict[x] for x in blk['SideSync'].split(';'))
# call basic floor creator
load_basic_floor(
mesh,
blk['Type'],
blk['Rotation'],
height_multiplier,
expand_pos[0],
expand_pos[1],
sides_data,
(start_pos[0] * block_3dworld_unit, start_pos[1] * block_3dworld_unit)
)
mesh.validate(clean_customdata=False)
mesh.update(calc_edges=False, calc_edges_loose=False)
def load_derived_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, sides_struct):
pass

View File

@ -3,10 +3,6 @@
"Type": "SinkBorder",
"BindingDisplayTexture": "SinkBorder.png",
"UnitSize": "Small",
"MinSize": {
"D1": 0,
"D2": 0
},
"ExpandType": "Column",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {

View File

@ -3,10 +3,6 @@
"Type": "SinkFloor",
"BindingDisplayTexture": "SinkFloor.png",
"UnitSize": "Small",
"MinSize": {
"D1": 0,
"D2": 0
},
"ExpandType": "Column",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {