import bpy, bmesh, mathutils, math import typing from . import UTIL_functions, UTIL_naming_convension ## Const Value Hint: # Default Rail Radius: 0.35 (in measure) # Default Rail Span: 3.75 (in convention) # Default Monorail Sink Depth in Rail & Monorail Transition: 0.6259 (calculated by ImbalancedDream) # Equation: Sink = sqrt( ((RailRadius + BallRadius) ^ 2) - ((RailSpan / 2) ^ 2) ) - BallRadius - RailRadius # BallRadius is the radius of player ball. It always is 2. # Ref: https://tieba.baidu.com/p/6557180791 # # For Normal Side Rail (paper ball + wood ball can pass it): # Rail Span: 3.864 # Angle (between rail panel and XY panel): 79.563 degree # For Special Side Rail (stone ball can pass it): # Rail Span: 3.864 # Angle (between rail panel and XY panel): 57 degree # These infos are gotten from BallanceBug. # # For Side Spiral Rail, the distance between each layer is 3.6 # Measured in Level 9 and Level 13. # For Spiral Rail, the distance between each layer is 5 # Measured in Level 10. c_DefaultRailRadius: float = 0.35 c_DefaultRailSpan: float = 3.75 c_SideRailSpan: float = 3.864 c_NormalSideRailAngle: float = 79.563 c_StoneSideRailAngle: float = 57 c_SpiralRailScrew: float = 5 c_SideSpiralRailScrew: float = 3.6 #region Operator Helpers class SharedExtraTransform(): """ This class is served for all rail creation which allow user provide extra transform after moving created rail to cursor. For "what you look is what you gotten" experience, this extra transform is essential. """ extra_translation: bpy.props.FloatVectorProperty( name = "Extra Translation", description = "The extra translation applied to object after moving to cursor.", size = 3, subtype = 'TRANSLATION', step = 50, # same step as the float entry of BBP_PG_bme_adder_cfgs default = (0.0, 0.0, 0.0) ) # type: ignore extra_rotation: bpy.props.FloatVectorProperty( name = "Extra Rotation", description = "The extra rotation applied to object after moving to cursor.", size = 3, subtype = 'EULER', step = 100, # We choosen 100, mean 1. Sync with property window. default = (0.0, 0.0, 0.0) ) # type: ignore def draw_extra_transform_input(self, layout: bpy.types.UILayout) -> None: # show extra transform props # forcely order that each one are placed horizontally layout.label(text = "Extra Transform:") # translation layout.label(text = 'Translation') row = layout.row() row.prop(self, 'extra_translation', text = '') # rotation layout.label(text = 'Rotation') row = layout.row() row.prop(self, 'extra_rotation', text = '') def general_get_extra_transform(self) -> mathutils.Matrix: return mathutils.Matrix.LocRotScale( mathutils.Vector(self.extra_translation), mathutils.Euler(self.extra_rotation, 'XYZ'), mathutils.Vector((1.0, 1.0, 1.0)) # no scale ) class SharedRailSectionInputProperty(): """ This class is served for user to pick the transition type of rail. And order rail radius and span accoridng to user picked rail type. """ rail_type: bpy.props.EnumProperty( name = "Type", description = "Rail type", items = [ ('MONORAIL', "Monorail", ""), ('RAIL', "Rail", ""), ], default = 'RAIL', ) # type: ignore def draw_rail_section_input(self, layout: bpy.types.UILayout) -> None: row = layout.row() row.prop(self, 'rail_type', expand = True) def general_get_is_monorail(self) -> bool: return self.rail_type == 'MONORAIL' class SharedRailCapInputProperty(): """ This class provide properties for cap switch. Support head cap and tail cap. Both straight and screw rail can use this. """ rail_start_cap: bpy.props.BoolProperty( name = 'Start Cap', description = 'Whether this rail should have cap at start terminal.', default = False ) # type: ignore rail_end_cap: bpy.props.BoolProperty( name = 'End Cap', description = 'Whether this rail should have cap at end terminal.', default = False ) # type: ignore def draw_rail_cap_input(self, layout: bpy.types.UILayout) -> None: row = layout.row() row.prop(self, "rail_start_cap", toggle = 1) row.prop(self, "rail_end_cap", toggle = 1) def general_get_rail_start_cap(self) -> bool: return self.rail_start_cap def general_get_rail_end_cap(self) -> bool: return self.rail_end_cap class SharedStraightRailInputProperty(): """ The properties for straight rail. """ rail_length: bpy.props.FloatProperty( name = "Length", description = "The length of this rail.", default = 5.0, min = 0, step = 50, # same unit as BME Struct unit = 'LENGTH' ) # type: ignore def draw_straight_rail_input(self, layout: bpy.types.UILayout) -> None: layout.prop(self, "rail_length") def general_get_rail_length(self) -> float: return self.rail_length class SharedScrewRailInputProperty(): """ The properties for straight rail. """ rail_screw_steps: bpy.props.IntProperty( name = "Steps", description = "The segment count per iteration. More segment, more smooth but lower performance.", default = 16, min = 1, ) # type: ignore rail_screw_radius: bpy.props.FloatProperty( name = "Radius", description = "The screw radius. Minus radius will flip the built screw.", default = 5, unit = 'LENGTH' ) # type: ignore def draw_screw_rail_input(self, layout: bpy.types.UILayout) -> None: layout.prop(self, "rail_screw_radius") layout.prop(self, "rail_screw_steps") def general_get_rail_screw_radius(self) -> float: return self.rail_screw_radius def general_get_rail_screw_steps(self) -> int: return self.rail_screw_steps #endregion #region Operators class BBP_OT_add_rail_section(SharedRailSectionInputProperty, bpy.types.Operator): """Add Rail Section""" bl_idname = "bbp.add_rail_section" bl_label = "Rail Section" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): _rail_creator_wrapper( lambda bm: _create_rail_section( bm, self.general_get_is_monorail(), c_DefaultRailRadius, c_DefaultRailSpan ), mathutils.Matrix.Identity(4) ) return {'FINISHED'} def draw(self, context): layout = self.layout self.draw_rail_section_input(layout) class BBP_OT_add_transition_section(bpy.types.Operator): """Add Transition Section""" bl_idname = "bbp.add_transition_section" bl_label = "Transition Section" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): _rail_creator_wrapper( lambda bm: _create_transition_section(bm, c_DefaultRailRadius, c_DefaultRailSpan), mathutils.Matrix.Identity(4) ) return {'FINISHED'} def draw(self, context): layout = self.layout layout.label(text = 'No Options Available') class BBP_OT_add_straight_rail(SharedExtraTransform, SharedRailSectionInputProperty, SharedRailCapInputProperty, SharedStraightRailInputProperty, bpy.types.Operator): """Add Straight Rail""" bl_idname = "bbp.add_straight_rail" bl_label = "Straight Rail" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): _rail_creator_wrapper( lambda bm: _create_straight_rail( bm, self.general_get_is_monorail(), c_DefaultRailRadius, c_DefaultRailSpan, self.general_get_rail_length(), 0, self.general_get_rail_start_cap(), self.general_get_rail_end_cap() ), self.general_get_extra_transform() ) return {'FINISHED'} def draw(self, context): layout = self.layout layout.label(text = 'Straight Rail') self.draw_rail_section_input(layout) self.draw_straight_rail_input(layout) layout.separator() layout.label(text = 'Rail Cap') self.draw_rail_cap_input(layout) layout.separator() self.draw_extra_transform_input(layout) class BBP_OT_add_transition_rail(SharedExtraTransform, SharedRailCapInputProperty, SharedStraightRailInputProperty, bpy.types.Operator): """Add Transition Rail""" bl_idname = "bbp.add_transition_rail" bl_label = "Transition Rail" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): _rail_creator_wrapper( lambda bm: _create_transition_rail( bm, c_DefaultRailRadius, c_DefaultRailSpan, self.general_get_rail_length(), self.general_get_rail_start_cap(), self.general_get_rail_end_cap() ), self.general_get_extra_transform() ) return {'FINISHED'} def draw(self, context): layout = self.layout layout.label(text = 'Transition Rail') self.draw_straight_rail_input(layout) layout.separator() layout.label(text = 'Rail Cap') self.draw_rail_cap_input(layout) layout.separator() self.draw_extra_transform_input(layout) class BBP_OT_add_side_rail(SharedExtraTransform, SharedRailCapInputProperty, SharedStraightRailInputProperty, bpy.types.Operator): """Add Side Rail""" bl_idname = "bbp.add_side_rail" bl_label = "Side Rail" bl_options = {'REGISTER', 'UNDO'} side_rail_type: bpy.props.EnumProperty( name = "Side Type", description = "Side rail type", items = [ ('NORMAL', "Normal", "The normal side rail."), ('STONE', "Stone Specific", "The side rail which also allow stone ball passed."), ], default = 'NORMAL', ) # type: ignore def execute(self, context): _rail_creator_wrapper( lambda bm: _create_straight_rail( bm, False, c_DefaultRailRadius, c_DefaultRailSpan, self.general_get_rail_length(), c_NormalSideRailAngle if self.side_rail_type == 'NORMAL' else c_StoneSideRailAngle, self.general_get_rail_start_cap(), self.general_get_rail_end_cap() ), self.general_get_extra_transform() ) return {'FINISHED'} def draw(self, context): layout = self.layout layout.label(text = 'Side Rail') layout.prop(self, 'side_rail_type') self.draw_straight_rail_input(layout) layout.separator() layout.label(text = 'Rail Cap') self.draw_rail_cap_input(layout) layout.separator() self.draw_extra_transform_input(layout) class BBP_OT_add_arc_rail(SharedExtraTransform, SharedRailSectionInputProperty, SharedRailCapInputProperty, SharedScrewRailInputProperty, bpy.types.Operator): """Add Arc Rail""" bl_idname = "bbp.add_arc_rail" bl_label = "Arc Rail" bl_options = {'REGISTER', 'UNDO'} rail_screw_angle: bpy.props.FloatProperty( name = "Angle", description = "The angle of this arc rail rotated.", default = math.radians(90), min = 0, max = math.radians(360), subtype = 'ANGLE', ) # type: ignore def execute(self, context): _rail_creator_wrapper( lambda bm: _create_screw_rail( bm, self.general_get_is_monorail(), c_DefaultRailRadius, c_DefaultRailSpan, self.general_get_rail_start_cap(), self.general_get_rail_end_cap(), math.degrees(self.rail_screw_angle), 0, 1, # blender passed value is in radians self.general_get_rail_screw_steps(), self.general_get_rail_screw_radius() ), self.general_get_extra_transform() ) return {'FINISHED'} def draw(self, context): layout = self.layout layout.label(text = 'Arc Rail') self.draw_rail_section_input(layout) self.draw_screw_rail_input(layout) layout.prop(self, "rail_screw_angle") layout.separator() layout.label(text = 'Rail Cap') self.draw_rail_cap_input(layout) layout.separator() self.draw_extra_transform_input(layout) class BBP_OT_add_spiral_rail(SharedExtraTransform, SharedRailCapInputProperty, SharedScrewRailInputProperty, bpy.types.Operator): """Add Spiral Rail""" bl_idname = "bbp.add_spiral_rail" bl_label = "Spiral Rail" bl_options = {'REGISTER', 'UNDO'} rail_screw_screw: bpy.props.FloatProperty( name = "Screw", description = "The increased height in each iteration. Minus height also is accepted.", default = c_SpiralRailScrew, unit = 'LENGTH' ) # type: ignore rail_screw_iterations: bpy.props.IntProperty( name = "Iterations", description = "Indicate how many layers of this spiral rail should be generated.", default = 1, min = 1, ) # type: ignore def execute(self, context): _rail_creator_wrapper( lambda bm: _create_screw_rail( bm, False, c_DefaultRailRadius, c_DefaultRailSpan, self.general_get_rail_start_cap(), self.general_get_rail_end_cap(), 360, self.rail_screw_screw, self.rail_screw_iterations, self.general_get_rail_screw_steps(), self.general_get_rail_screw_radius() ), self.general_get_extra_transform() ) return {'FINISHED'} def draw(self, context): layout = self.layout layout.label(text = 'Spiral Rail') self.draw_screw_rail_input(layout) layout.prop(self, "rail_screw_screw") layout.prop(self, "rail_screw_iterations") layout.separator() layout.label(text = 'Rail Cap') self.draw_rail_cap_input(layout) layout.separator() self.draw_extra_transform_input(layout) class BBP_OT_add_side_spiral_rail(SharedExtraTransform, SharedRailSectionInputProperty, SharedRailCapInputProperty, SharedScrewRailInputProperty, bpy.types.Operator): """Add Side Spiral Rail""" bl_idname = "bbp.add_side_spiral_rail" bl_label = "Side Spiral Rail" bl_options = {'REGISTER', 'UNDO'} rail_screw_iterations: bpy.props.IntProperty( name = "Iterations", description = "Indicate how many layers of this spiral rail should be generated.", default = 2, # at least 2 ietrations can create 1 useful side spiral rail. # becuase side spiral rail is edge shared. min = 2, ) # type: ignore def execute(self, context): _rail_creator_wrapper( lambda bm: _create_screw_rail( bm, True, c_DefaultRailRadius, c_DefaultRailSpan, self.general_get_rail_start_cap(), self.general_get_rail_end_cap(), 360, c_SideSpiralRailScrew, self.rail_screw_iterations, self.general_get_rail_screw_steps(), self.general_get_rail_screw_radius() ), self.general_get_extra_transform() ) return {'FINISHED'} def draw(self, context): layout = self.layout layout.label(text = 'Spiral Rail') self.draw_screw_rail_input(layout) layout.prop(self, "rail_screw_iterations") layout.separator() layout.label(text = 'Rail Cap') self.draw_rail_cap_input(layout) layout.separator() self.draw_extra_transform_input(layout) #endregion #region BMesh Operations Helper def _bmesh_extrude(bm: bmesh.types.BMesh, start_edges: list[bmesh.types.BMEdge], direction: mathutils.Vector) -> list[bmesh.types.BMEdge]: # extrude ret: dict[str, typing.Any] = bmesh.ops.extrude_edge_only( bm, edges = start_edges, use_normal_flip = True, # NOTE: flip normal according to test result. use_select_history = False ) # get end edges ret_geom = ret['geom'] del ret end_verts: list[bmesh.types.BMVert] = list(filter(lambda x: isinstance(x, bmesh.types.BMVert), ret_geom)) end_edges: list[bmesh.types.BMEdge] = list(filter(lambda x: isinstance(x, bmesh.types.BMEdge) and x.is_boundary, ret_geom)) # and move it bmesh.ops.translate( bm, vec = direction, space = mathutils.Matrix.Identity(4), verts = end_verts, use_shapekey = False ) # return value return end_edges def _bmesh_screw( bm: bmesh.types.BMesh, start_verts: list[bmesh.types.BMVert], start_edges: list[bmesh.types.BMEdge], angle: float, steps: int, iterations: int, center: mathutils.Vector, screw_per_iteration: float) -> list[bmesh.types.BMEdge]: """ Hints: Angle is input as degree unit. """ # screw ret: dict[str, typing.Any] = bmesh.ops.spin( bm, geom = start_edges, cent = center, axis = mathutils.Vector((0, 0, 1)), # default to +Z dvec = mathutils.Vector((0, 0, screw_per_iteration / steps)), # conv to step delta angle = math.radians(angle) * iterations, space = mathutils.Matrix.Identity(4), steps = steps * iterations, use_merge = False, use_normal_flip = True, # NOTE: flip nml according to real test result use_duplicate = False ) # return last segment geom_last = ret['geom_last'] del ret return list(filter(lambda x: isinstance(x, bmesh.types.BMEdge), geom_last)) def _bmesh_smooth_all_edges(bm: bmesh.types.BMesh) -> None: """ Resrt all edges to smooth. Call this before calling edge cap function. """ # reset all edges to smooth edge: bmesh.types.BMEdge for edge in bm.edges: edge.smooth = True def _bmesh_cap(bm: bmesh.types.BMesh, edges: list[bmesh.types.BMEdge]) -> None: """ Cap given edges. And mark it as sharp edge. Please reset all edges to smooth one before calling this. """ # fill holes bmesh.ops.triangle_fill( bm, use_beauty = False, use_dissolve = False, edges = edges # no pass to normal. ) # and only set sharp for cap's edges for edge in edges: edge.smooth = False #endregion #region Real Rail Creators def _rail_creator_wrapper(fct_poly_cret: typing.Callable[[bmesh.types.BMesh], None], extra_transform: mathutils.Matrix) -> bpy.types.Object: # create mesh first bm: bmesh.types.BMesh = bmesh.new() # call cret fct fct_poly_cret(bm) # finish up mesh: bpy.types.Mesh = bpy.data.meshes.new('Rail') bm.to_mesh(mesh) bm.free() # setup smooth for mesh mesh.use_auto_smooth = True mesh.auto_smooth_angle = math.radians(50) mesh.shade_smooth() # create object and assoc with it # create info first rail_info: UTIL_naming_convension.BallanceObjectInfo = UTIL_naming_convension.BallanceObjectInfo.create_from_others( UTIL_naming_convension.BallanceObjectType.RAIL ) # then get object name rail_name: str | None = UTIL_naming_convension.YYCToolchainConvention.set_to_name(rail_info, None) if rail_name is None: raise UTIL_functions.BBPException('impossible null name') # create object by name obj: bpy.types.Object = bpy.data.objects.new(rail_name, mesh) # assign virtools groups UTIL_naming_convension.VirtoolsGroupConvention.set_to_object(obj, rail_info, None) # move to cursor UTIL_functions.add_into_scene_and_move_to_cursor(obj) # add extra transform obj.matrix_world = obj.matrix_world @ extra_transform # select created object UTIL_functions.select_certain_objects((obj, )) # return rail return obj def _create_rail_section( bm: bmesh.types.BMesh, is_monorail: bool, rail_radius: float, rail_span: float, matrix: mathutils.Matrix = mathutils.Matrix.Identity(4)) -> None: """ Add a rail section. If created is monorail, the original point locate at the center of section. Otherwise, the original point locate at the center point of the line connecting between left rail section and right rail section. The section will be placed in XZ panel. If ordered is monorail, `rail_span` param will be ignored. """ if is_monorail: # create monorail bmesh.ops.create_circle( bm, cap_ends = False, cap_tris = False, segments = 8, radius = rail_radius, matrix = typing.cast(mathutils.Matrix, matrix @ mathutils.Matrix.LocRotScale( None, mathutils.Euler((math.radians(90), math.radians(22.5), 0), 'XYZ'), None )), calc_uvs = False ) else: # create rail # create left rail bmesh.ops.create_circle( bm, cap_ends = False, cap_tris = False, segments = 8, radius = rail_radius, matrix = typing.cast(mathutils.Matrix, matrix @ mathutils.Matrix.LocRotScale( mathutils.Vector((-rail_span / 2, 0, 0)), mathutils.Euler((math.radians(90), 0, 0), 'XYZ'), None )), calc_uvs = False ) # create right rail bmesh.ops.create_circle( bm, cap_ends = False, cap_tris = False, segments = 8, radius = rail_radius, matrix = typing.cast(mathutils.Matrix, matrix @ mathutils.Matrix.LocRotScale( mathutils.Vector((rail_span / 2, 0, 0)), mathutils.Euler((math.radians(90), 0, 0), 'XYZ'), None )), calc_uvs = False ) def _create_transition_section( bm: bmesh.types.BMesh, rail_radius: float, rail_span: float) -> None: """ Create the transition section between rail and monorail. """ # create rail section _create_rail_section(bm, False, rail_radius, rail_span) # create monorail # calc sink first monorail_sink: float try: monorail_sink = math.sqrt((rail_radius + 2) ** 2 - (rail_span / 2) ** 2) - 2 - rail_radius except: monorail_sink = -2 # if sqrt(minus number) happended, it mean no triangle relation. the depth should always be -2. # create monorail with calculated sink _create_rail_section( bm, True, rail_radius, rail_span, mathutils.Matrix.Translation((0, 0, monorail_sink)) ) def _create_straight_rail( bm: bmesh.types.BMesh, is_monorail: bool, rail_radius: float, rail_span: float, rail_length: float, rail_angle: float, rail_start_cap: bool, rail_end_cap: bool) -> None: """ Add a straight rail. The original point is same as `_add_rail_section()`. The start terminal of this straight will be placed in XZ panel. The expand direction is +Y. If ordered is monorail, `rail_span` param will be ignored. The rail angle is in degree unit and indicate how any angle this rail should rotated by its axis. It usually used to create side rail. """ # create section first _create_rail_section( bm, is_monorail, rail_radius, rail_span, mathutils.Matrix.LocRotScale( None, mathutils.Euler((0, math.radians(rail_angle), 0), 'XYZ'), None ) ) # get start edges start_edges: list[bmesh.types.BMEdge] = bm.edges[:] # extrude and get end edges end_edges: list[bmesh.types.BMEdge] = _bmesh_extrude( bm, start_edges, mathutils.Vector((0, rail_length, 0)) ) # smooth geometry _bmesh_smooth_all_edges(bm) # cap start and end edges if needed if rail_start_cap: _bmesh_cap(bm, start_edges) if rail_end_cap: _bmesh_cap(bm, end_edges) def _create_transition_rail( bm: bmesh.types.BMesh, rail_radius: float, rail_span: float, rail_length: float, rail_start_cap: bool, rail_end_cap: bool) -> None: """ Add a transition rail. The original point is same as `_add_transition_section()`. The start terminal of this straight will be placed in XZ panel. The expand direction is +Y. """ # create section first _create_transition_section(bm, rail_radius, rail_span) # get start edges start_edges: list[bmesh.types.BMEdge] = bm.edges[:] # extrude and get end edges end_edges: list[bmesh.types.BMEdge] = _bmesh_extrude( bm, start_edges, mathutils.Vector((0, rail_length, 0)) ) # smooth geometry _bmesh_smooth_all_edges(bm) # cap start and end edges if needed if rail_start_cap: _bmesh_cap(bm, start_edges) if rail_end_cap: _bmesh_cap(bm, end_edges) def _create_screw_rail( bm: bmesh.types.BMesh, is_monorail: bool, rail_radius: float, rail_span: float, rail_start_cap: bool, rail_end_cap: bool, rail_screw_angle: float, rail_screw_screw: float, rail_screw_iterations: int, rail_screw_steps: int, rail_screw_radius: float) -> None: """ Add a screw rail. The original point is same as `_add_rail_section()`. The start terminal of this straight will be placed in XZ panel. The expand direction is +Y. If ordered is monorail, `rail_span` param will be ignored. Angle is input as degree unit. """ # create section first _create_rail_section(bm, is_monorail, rail_radius, rail_span) start_edges: list[bmesh.types.BMEdge] = bm.edges[:] end_edges: list[bmesh.types.BMEdge] = _bmesh_screw( bm, bm.verts[:], start_edges, rail_screw_angle, rail_screw_steps, rail_screw_iterations, mathutils.Vector((rail_screw_radius, 0, 0)), rail_screw_screw ) # smooth geometry _bmesh_smooth_all_edges(bm) # cap start and end edges if needed if rail_start_cap: _bmesh_cap(bm, start_edges) if rail_end_cap: _bmesh_cap(bm, end_edges) #endregion def register() -> None: bpy.utils.register_class(BBP_OT_add_rail_section) bpy.utils.register_class(BBP_OT_add_transition_section) bpy.utils.register_class(BBP_OT_add_straight_rail) bpy.utils.register_class(BBP_OT_add_transition_rail) bpy.utils.register_class(BBP_OT_add_side_rail) bpy.utils.register_class(BBP_OT_add_arc_rail) bpy.utils.register_class(BBP_OT_add_spiral_rail) bpy.utils.register_class(BBP_OT_add_side_spiral_rail) def unregister() -> None: bpy.utils.unregister_class(BBP_OT_add_side_spiral_rail) bpy.utils.unregister_class(BBP_OT_add_spiral_rail) bpy.utils.unregister_class(BBP_OT_add_arc_rail) bpy.utils.unregister_class(BBP_OT_add_side_rail) bpy.utils.unregister_class(BBP_OT_add_transition_rail) bpy.utils.unregister_class(BBP_OT_add_straight_rail) bpy.utils.unregister_class(BBP_OT_add_transition_section) bpy.utils.unregister_class(BBP_OT_add_rail_section)