392 lines
13 KiB
Python
392 lines
13 KiB
Python
import bpy,mathutils
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import os, math
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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, config
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class BALLANCE_OT_add_floor(bpy.types.Operator):
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"""Add Ballance floor"""
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bl_idname = "ballance.add_floor"
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bl_label = "Add floor"
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bl_options = {'UNDO'}
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floor_type: bpy.props.EnumProperty(
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name="Type",
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description="Floor type",
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items=tuple((x, x, "") for x in config.floor_block_dict.keys()),
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)
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expand_length_1 : bpy.props.IntProperty(
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name="D1 length",
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description="The length of expand direction 1",
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min=0,
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default=0,
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)
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expand_length_2 : bpy.props.IntProperty(
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name="D2 length",
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description="The length of expand direction 2",
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min=0,
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default=0,
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)
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height_multiplier : bpy.props.FloatProperty(
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name="Height",
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description="The multiplier for height. Default height is 5",
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min=0.0,
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default=1.0,
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)
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rotation_inside_mesh: bpy.props.EnumProperty(
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name="Rotation",
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description="Rotation inside mesh",
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items=(
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("R0", "0 degree", ""),
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("R90", "90 degree", ""),
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("R180", "180 degree", ""),
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("R270", "270 degree", "")
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),
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default="R0"
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)
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use_2d_top : bpy.props.BoolProperty(
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name="Top side"
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)
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use_2d_right : bpy.props.BoolProperty(
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name="Right side"
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)
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use_2d_bottom : bpy.props.BoolProperty(
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name="Bottom side"
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)
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use_2d_left : bpy.props.BoolProperty(
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name="Left side"
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)
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use_3d_top : bpy.props.BoolProperty(
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name="Top face"
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)
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use_3d_bottom : bpy.props.BoolProperty(
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name="Bottom face"
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)
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previous_floor_type = ''
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@classmethod
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def poll(self, context):
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prefs = bpy.context.preferences.addons[__package__].preferences
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return os.path.isdir(prefs.external_folder)
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def execute(self, context):
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return {'FINISHED'}
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def invoke(self, context, event):
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wm = context.window_manager
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return wm.invoke_props_dialog(self)
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def draw(self, context):
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# get floor prototype
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floor_prototype = config.floor_block_dict[self.floor_type]
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# try sync default value
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if self.previous_floor_type != self.floor_type:
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self.previous_floor_type = self.floor_type
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default_sides = floor_prototype['DefaultSideConfig']
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self.use_2d_top = default_sides['UseTwoDTop']
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self.use_2d_right = default_sides['UseTwoDRight']
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self.use_2d_bottom = default_sides['UseTwoDBottom']
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self.use_2d_left = default_sides['UseTwoDLeft']
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self.use_3d_top = default_sides['UseThreeDTop']
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self.use_3d_bottom = default_sides['UseThreeDBottom']
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# show property
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layout = self.layout
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col = layout.column()
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col.label(text="Basic param")
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col.prop(self, "floor_type")
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col.prop(self, "rotation_inside_mesh")
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col.prop(self, "height_multiplier")
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col.separator()
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col.label(text="Expand")
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if floor_prototype['ExpandType'] == 'Column' or floor_prototype['ExpandType'] == 'Freedom':
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col.prop(self, "expand_length_1")
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if floor_prototype['ExpandType'] == 'Freedom':
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col.prop(self, "expand_length_2")
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col.label(text="Unit size: " + floor_prototype['UnitSize'])
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col.label(text="Expand mode: " + floor_prototype['ExpandType'])
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grids = col.grid_flow(row_major=True, columns=3)
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grids.separator()
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grids.label(text=config.floor_expand_direction_map[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][0])
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grids.separator()
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grids.label(text=config.floor_expand_direction_map[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][3])
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grids.template_icon(icon_value = config.blenderIcon_floor_dict[self.floor_type])
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grids.label(text=config.floor_expand_direction_map[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][1])
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grids.separator()
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grids.label(text=config.floor_expand_direction_map[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][2])
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grids.separator()
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col.separator()
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col.label(text="Faces")
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row = col.row()
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row.prop(self, "use_3d_top")
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row.prop(self, "use_3d_bottom")
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col.separator()
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col.label(text="Sides")
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grids = col.grid_flow(row_major=True, columns=3)
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grids.separator()
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grids.prop(self, "use_2d_top")
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grids.separator()
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grids.prop(self, "use_2d_left")
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grids.template_icon(icon_value = config.blenderIcon_floor_dict[self.floor_type])
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grids.prop(self, "use_2d_right")
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grids.separator()
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grids.prop(self, "use_2d_bottom")
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grids.separator()
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def face_fallback(normal_face, expand_face, height):
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if expand_face == None:
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return normal_face
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if height <= 1.0:
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return normal_face
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else:
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return expand_face
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def create_or_get_material(material_name):
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# WARNING: this code is shared with bm_import_export
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deconflict_name = "BMERevenge_" + material_name
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try:
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m = bpy.data.materials[deconflict_name]
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except:
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# it is not existed, we need create a new one
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m = bpy.data.materials.new(deconflict_name)
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# we need init it.
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# load texture first
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externalTextureFolder = bpy.context.preferences.addons[__package__].preferences.external_folder
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txur = load_image(config.floor_texture_corresponding_map[material_name], externalTextureFolder, check_existing=False) # force reload, we don't want it is shared with normal material
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# create material and link texture
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m.use_nodes=True
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for node in m.node_tree.nodes:
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m.node_tree.nodes.remove(node)
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bnode=m.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
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mnode=m.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
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m.node_tree.links.new(bnode.outputs[0],mnode.inputs[0])
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inode=m.node_tree.nodes.new(type="ShaderNodeTexImage")
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inode.image=txur
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m.node_tree.links.new(inode.outputs[0],bnode.inputs[0])
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# write custom property
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# WARNING: this data is shared with BallanceVirtoolsPlugin - mapping_BM.cpp - fix_blender_texture
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m['virtools-ambient'] = (0.0, 0.0, 0.0)
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m['virtools-diffuse'] = (122 / 255.0, 122 / 255.0, 122 / 255.0) if material_name == 'FloorSide' else (1.0, 1.0, 1.0)
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m['virtools-specular'] = (0.0, 0.0, 0.0) if material_name == 'FloorSide' else (80 / 255.0, 80 / 255.0, 80 / 255.0)
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m['virtools-emissive'] = (104 / 255.0, 104 / 255.0, 104 / 255.0) if material_name == 'FloorSide' else (0.0, 0.0, 0.0)
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m['virtools-power'] = 0.0
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return m
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def solve_vec_data(str_data, d1, d2, d3, unit, unit_height):
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sp = str_data.splite(';')
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sp_point = sp[0].splite(',')
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vec = [float(sp_point[0]), float(sp_point[1]), float(sp_point[2])]
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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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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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return vec
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def rotate_vec(vec, rotation, unit):
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vec[0] -= unit / 2
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vec[1] -= unit / 2
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if rotation == 'R0':
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coso=1
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sino=0
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elif rotation == 'R90':
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coso=0
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sino=1
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elif rotation == 'R180':
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coso=-1
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sino=0
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elif rotation == 'R270':
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coso=0
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sino=-1
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return (
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coso * vec[0] - sino * vec[1] + unit / 2,
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sino * vec[0] + coso * vec[1] + unit / 2,
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vec[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.splite(';')
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sp_point = sp[0].splite(',')
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vec = [float(sp_point[0]), float(sp_point[1])]
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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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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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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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# 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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# 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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return tuple(nor)
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'''
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sides_struct should be a tuple and it always have 6 bool items
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(use_2d_top, use_2d_right, use_2d_bottom, use_2d_left, use_3d_top, use_3d_bottom)
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WARNING: this code is shared with bm import export
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'''
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def load_basic_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, sides_struct):
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floor_prototype = config.floor_block_dict[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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elif floor_prototype['UnitSize'] == 'Large':
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block_3dworld_unit = 5.0
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block_uvworld_unit = 1.0
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# got all needed faces
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needCreatedFaces = []
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if sides_struct[0]:
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needCreatedFaces.append(face_fallback(floor_prototype['TwoDTopSide'], floor_prototype['TwoDTopSideExpand'], height_multiplier))
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if sides_struct[1]:
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needCreatedFaces.append(face_fallback(floor_prototype['TwoDRightSide'], floor_prototype['TwoDRightSideExpand'], height_multiplier))
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if sides_struct[2]:
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needCreatedFaces.append(face_fallback(floor_prototype['TwoDBottomSide'], floor_prototype['TwoDBottomSideExpand'], height_multiplier))
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if sides_struct[3]:
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needCreatedFaces.append(face_fallback(floor_prototype['TwoDLeftSide'], floor_prototype['TwoDLeftSideExpand'], height_multiplier))
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if sides_struct[4]:
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needCreatedFaces.append(floor_prototype['ThreeDTopFace'])
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if sides_struct[5]:
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needCreatedFaces.append(floor_prototype['ThreeDBottomFace'])
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# resolve face
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# solve material first
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materialDict = {}
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counter = 0
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mesh.materials.clear()
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for face_define in needCreatedFaces:
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for face in face_define['Faces']:
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new_texture = face['Textures']
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if new_texture not in materialDict.keys():
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mesh.materials.append(create_or_get_material(new_texture))
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materialDict[new_texture] = counter
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counter += 1
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# now, we can process real mesh
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vecList = []
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uvList = []
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normalList = []
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faceList = []
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faceMatList = []
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for face_define in needCreatedFaces:
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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_vec(
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solve_vec_data(vec, d1, d2, height_multiplier, block_3dworld_unit, height_unit),
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rotation, block_3dworld_unit))
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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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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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# we need calc normal and push it into list
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four_point_normal = solve_normal_data(vecList[vec_indices[0]]), vecList[vec_indices[1]], vecList[vec_indices[2]])
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for i in range(4):
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normalList.append(four_point_normal)
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# push indices into list
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for i in range(4):
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faceList.append((vec_indices[i], ))
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# push material into list
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faceMatList.append(materialDict[face['Textures']])
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# push data into blender struct
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mesh.vertices.add(len(vecList))
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mesh.loops.add(len(faceMatList)*4) # 4 vec face confirm
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mesh.polygons.add(len(faceMatList))
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mesh.uv_layers.new(do_init=False)
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mesh.create_normals_split()
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mesh.vertices.foreach_set("co", unpack_list(vecList))
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mesh.loops.foreach_set("vertex_index", unpack_list(faceList))
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mesh.loops.foreach_set("normal", unpack_list(normalList))
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mesh.uv_layers[0].data.foreach_set("uv", unpack_list(uvList))
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for i in range(len(faceMatList)):
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mesh.polygons[i].loop_start = i * 4
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mesh.polygons[i].loop_total = 4
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mesh.polygons[i].material_index = faceMatList[i]
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mesh.polygons[i].use_smooth = True
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mesh.validate(clean_customdata=False)
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mesh.update(calc_edges=False, calc_edges_loose=False)
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def load_derived_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, sides_struct):
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pass
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