BallanceBlenderHelper/ballance_blender_plugin/OBJS_add_floors.py

523 lines
18 KiB
Python

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.image_utils import load_image
from . import UTILS_constants, UTILS_functions
class BALLANCE_OT_add_floors(bpy.types.Operator):
"""Add Ballance floor"""
bl_idname = "ballance.add_floors"
bl_label = "Add floor"
bl_options = {'UNDO'}
floor_type: bpy.props.EnumProperty(
name="Type",
description="Floor type",
items=tuple((x, x, "") for x in UTILS_constants.floor_blockDict.keys()),
)
expand_length_1 : bpy.props.IntProperty(
name="D1 length",
description="The length of expand direction 1",
min=0,
default=0,
)
expand_length_2 : bpy.props.IntProperty(
name="D2 length",
description="The length of expand direction 2",
min=0,
default=0,
)
height_multiplier : bpy.props.FloatProperty(
name="Height",
description="The multiplier for height. Default height is 5",
min=0.0,
default=1.0,
)
use_2d_top : bpy.props.BoolProperty(
name="Top edge"
)
use_2d_right : bpy.props.BoolProperty(
name="Right edge"
)
use_2d_bottom : bpy.props.BoolProperty(
name="Bottom edge"
)
use_2d_left : bpy.props.BoolProperty(
name="Left edge"
)
use_3d_top : bpy.props.BoolProperty(
name="Top face"
)
use_3d_bottom : bpy.props.BoolProperty(
name="Bottom face"
)
previous_floor_type = ''
@classmethod
def poll(self, context):
prefs = bpy.context.preferences.addons[__package__].preferences
return os.path.isdir(prefs.external_folder)
def execute(self, context):
# get prefs
prefs = bpy.context.preferences.addons[__package__].preferences
prefs_externalTexture = prefs.external_folder
# load mesh
objmesh = bpy.data.meshes.new('done_')
if self.floor_type in UTILS_constants.floor_basicBlockList:
_load_basic_floor(
objmesh,
self.floor_type,
'R0',
self.height_multiplier,
self.expand_length_1,
self.expand_length_2,
(self.use_2d_top,
self.use_2d_right,
self.use_2d_bottom,
self.use_2d_left,
self.use_3d_top,
self.use_3d_bottom),
(0.0, 0.0),
prefs_externalTexture)
elif self.floor_type in UTILS_constants.floor_derivedBlockList:
_load_derived_floor(
objmesh,
self.floor_type,
self.height_multiplier,
self.expand_length_1,
self.expand_length_2,
(self.use_2d_top,
self.use_2d_right,
self.use_2d_bottom,
self.use_2d_left,
self.use_3d_top,
self.use_3d_bottom),
prefs_externalTexture)
else:
raise Exception("Fatal error: unknow floor type.")
# 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_functions.add_into_scene_and_move_to_cursor(obj)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def draw(self, context):
# get floor prototype
floor_prototype = UTILS_constants.floor_blockDict[self.floor_type]
# try sync default value
if self.previous_floor_type != self.floor_type:
self.previous_floor_type = self.floor_type
default_sides = floor_prototype['DefaultSideConfig']
self.use_2d_top = default_sides['UseTwoDTop']
self.use_2d_right = default_sides['UseTwoDRight']
self.use_2d_bottom = default_sides['UseTwoDBottom']
self.use_2d_left = default_sides['UseTwoDLeft']
self.use_3d_top = default_sides['UseThreeDTop']
self.use_3d_bottom = default_sides['UseThreeDBottom']
# show property
layout = self.layout
col = layout.column()
col.label(text="Basic param")
col.prop(self, "floor_type")
col.prop(self, "height_multiplier")
col.separator()
col.label(text="Expand")
if floor_prototype['ExpandType'] == 'Column' or floor_prototype['ExpandType'] == 'Freedom':
col.prop(self, "expand_length_1")
if floor_prototype['ExpandType'] == 'Freedom':
col.prop(self, "expand_length_2")
col.label(text="Unit size: " + floor_prototype['UnitSize'])
col.label(text="Expand mode: " + floor_prototype['ExpandType'])
grids = col.grid_flow(row_major=True, columns=3)
grids.separator()
grids.label(text=UTILS_constants.floor_expandDirectionMap[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][0])
grids.separator()
grids.label(text=UTILS_constants.floor_expandDirectionMap[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][3])
grids.template_icon(icon_value = UTILS_constants.icons_floorDict[self.floor_type])
grids.label(text=UTILS_constants.floor_expandDirectionMap[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][1])
grids.separator()
grids.label(text=UTILS_constants.floor_expandDirectionMap[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][2])
grids.separator()
col.separator()
col.label(text="Faces")
row = col.row()
row.prop(self, "use_3d_top")
row.prop(self, "use_3d_bottom")
col.separator()
col.label(text="Sides")
grids = col.grid_flow(row_major=True, columns=3)
grids.separator()
grids.prop(self, "use_2d_top")
grids.separator()
grids.prop(self, "use_2d_left")
grids.template_icon(icon_value = UTILS_constants.icons_floorDict[self.floor_type])
grids.prop(self, "use_2d_right")
grids.separator()
grids.prop(self, "use_2d_bottom")
grids.separator()
def _face_fallback(normal_face, expand_face, height):
if expand_face == None:
return normal_face
if height <= 1.0:
return normal_face
else:
return expand_face
def _create_or_get_material(material_name, prefs_externalTexture):
# WARNING: this code is shared with bm_import_export
deconflict_mtl_name = "BMERevenge_" + material_name
# create or get material
(mtl, skip_init) = UTILS_functions.create_instance_with_option(
UTILS_constants.BmfileInfoType.MATERIAL,
deconflict_mtl_name, 'CURRENT'
)
if skip_init:
return mtl
# initialize material parameter
# load texture first
texture_filename = UTILS_constants.floor_textureReflactMap[material_name]
deconflict_texture_name = "BMERevenge_" + texture_filename
(texture, skip_init) = UTILS_functions.create_instance_with_option(
UTILS_constants.BmfileInfoType.TEXTURE,
deconflict_texture_name, 'CURRENT',
extra_texture_path = prefs_externalTexture, extra_texture_filename = texture_filename
)
# iterate material statistic to get corresponding mtl data
for try_item in UTILS_constants.floor_materialStatistic:
if material_name in try_item['member']:
# got it
# set material data
UTILS_functions.create_material_nodes(mtl,
try_item['data']['ambient'], try_item['data']['diffuse'],
try_item['data']['specular'], try_item['data']['emissive'],
try_item['data']['power'],
texture)
break
# return mtl
return m
def _solve_vec_data(str_data, d1, d2, d3, unit, unit_height):
sp = str_data.split(';')
sp_point = sp[0].split(',')
vec = [float(sp_point[0]), float(sp_point[1]), float(sp_point[2])]
for i in range(3):
symbol = sp[i+1]
if symbol == '':
continue
factor = 1.0 if symbol[0] == '+' else -1.0
p = symbol[1:]
if p == 'd1':
vec[i] += d1 * unit * factor
elif p == 'd2':
vec[i] += d2 * unit * factor
elif p == 'd3':
vec[i] += (d3 - 1) * unit_height * factor
return vec
def _rotate_translate_vec(vec, rotation, unit, extra_translate):
vec[0] -= unit / 2
vec[1] -= unit / 2
if rotation == 'R0':
coso=1
sino=0
elif rotation == 'R90':
coso=0
sino=1
elif rotation == 'R180':
coso=-1
sino=0
elif rotation == 'R270':
coso=0
sino=-1
return (
coso * vec[0] - sino * vec[1] + unit / 2 + extra_translate[0],
sino * vec[0] + coso * vec[1] + unit / 2 + extra_translate[1],
vec[2]
)
def _solve_uv_data(str_data, d1, d2, d3, unit):
sp = str_data.split(';')
sp_point = sp[0].split(',')
vec = [float(sp_point[0]), float(sp_point[1])]
for i in range(2):
symbol = sp[i+1]
if symbol == '':
continue
factor = 1.0 if symbol[0] == '+' else -1.0
p = symbol[1:]
if p == 'd1':
vec[i] += d1 * unit * factor
elif p == 'd2':
vec[i] += d2 * unit * factor
elif p == 'd3':
vec[i] += (d3 - 1) * unit * factor
return tuple(vec)
def _solve_normal_data(point1, point2, point3):
vector1 = (
point2[0] - point1[0],
point2[1] - point1[1],
point2[2] - point1[2]
)
vector2 = (
point3[0] - point2[0],
point3[1] - point2[1],
point3[2] - point2[2]
)
# do vector x mutiply
# vector1 x vector2
nor = [
vector1[1] * vector2[2] - vector1[2] * vector2[1],
vector1[2] * vector2[0] - vector1[0] * vector2[2],
vector1[0] * vector2[1] - vector1[1] * vector2[0]
]
# do a normalization
length = math.sqrt(nor[0] ** 2 + nor[1] ** 2 + nor[2] ** 2)
nor[0] /= length
nor[1] /= length
nor[2] /= length
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
(use_2d_top, use_2d_right, use_2d_bottom, use_2d_left, use_3d_top, use_3d_bottom)
WARNING: this code is shared with bm import export
'''
def _load_basic_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, sides_struct, extra_translate, prefs_externalTexture):
floor_prototype = UTILS_constants.floor_blockDict[floor_type]
# set some unit
height_unit = 5.0
if floor_prototype['UnitSize'] == 'Small':
block_3dworld_unit = 2.5
block_uvworld_unit = 0.5
elif floor_prototype['UnitSize'] == 'Large':
block_3dworld_unit = 5.0
block_uvworld_unit = 1.0
# got all needed faces
needCreatedFaces = []
if sides_struct[0]:
needCreatedFaces.append(_face_fallback(floor_prototype['TwoDTopSide'], floor_prototype['TwoDTopSideExpand'], height_multiplier))
if sides_struct[1]:
needCreatedFaces.append(_face_fallback(floor_prototype['TwoDRightSide'], floor_prototype['TwoDRightSideExpand'], height_multiplier))
if sides_struct[2]:
needCreatedFaces.append(_face_fallback(floor_prototype['TwoDBottomSide'], floor_prototype['TwoDBottomSideExpand'], height_multiplier))
if sides_struct[3]:
needCreatedFaces.append(_face_fallback(floor_prototype['TwoDLeftSide'], floor_prototype['TwoDLeftSideExpand'], height_multiplier))
if sides_struct[4]:
needCreatedFaces.append(floor_prototype['ThreeDTopFace'])
if sides_struct[5]:
needCreatedFaces.append(floor_prototype['ThreeDBottomFace'])
# resolve face
# solve material first
materialDict = {}
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():
# try get from existed solt
pending_material = _create_or_get_material(new_texture, prefs_externalTexture)
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_polygons = len(mesh.polygons)
global_offset_loops = len(mesh.loops)
vecList = []
uvList = []
normalList = []
faceList = []
faceIndList = []
faceMatList = []
for face_define in needCreatedFaces:
base_indices = len(vecList)
for vec in face_define['Vertices']:
vecList.append(_rotate_translate_vec(
_solve_vec_data(vec, d1, d2, height_multiplier, block_3dworld_unit, height_unit),
rotation, block_3dworld_unit, extra_translate))
for uv in face_define['UVs']:
uvList.append(_solve_uv_data(uv, d1, d2, height_multiplier, block_uvworld_unit))
for face in face_define['Faces']:
if face['Type'] == 'RECTANGLE':
# rectangle
vec_indices = (
face['P1'] + base_indices,
face['P2'] + base_indices,
face['P3'] + base_indices,
face['P4'] + base_indices)
indCount = 4
elif face['Type'] == 'TRIANGLE':
# triangle
vec_indices = (
face['P1'] + base_indices,
face['P2'] + base_indices,
face['P3'] + base_indices)
indCount = 3
# we need calc normal and push it into list
point_normal = _solve_normal_data(vecList[vec_indices[0]], vecList[vec_indices[1]], vecList[vec_indices[2]])
for i in range(indCount):
normalList.append(point_normal)
# push indices into list
for i in range(indCount):
faceList.append(vec_indices[i] + global_offset_vec)
# push material into list
faceMatList.append(materialDict[face['Textures']])
# push face vec count into list
faceIndList.append(indCount)
# push data into blender struct
mesh.vertices.add(len(vecList))
mesh.loops.add(len(faceList))
mesh.polygons.add(len(faceMatList))
mesh.create_normals_split()
if mesh.uv_layers.active is None:
# if no uv, create it
mesh.uv_layers.new(do_init=False)
_virtual_foreach_set(mesh.vertices, "co", global_offset_vec, vecList)
_virtual_foreach_set(mesh.loops, "vertex_index", global_offset_loops, faceList)
_virtual_foreach_set(mesh.loops, "normal", global_offset_loops, normalList)
_virtual_foreach_set(mesh.uv_layers[0].data, "uv", global_offset_loops, uvList)
cache_counter = 0
for i in range(len(faceMatList)):
indCount = faceIndList[i]
mesh.polygons[i + global_offset_polygons].loop_start = global_offset_loops + cache_counter
mesh.polygons[i + global_offset_polygons].loop_total = indCount
mesh.polygons[i + global_offset_polygons].material_index = faceMatList[i]
mesh.polygons[i + global_offset_polygons].use_smooth = True
cache_counter += indCount
def _load_derived_floor(mesh, floor_type, height_multiplier, d1, d2, sides_struct, prefs_externalTexture):
floor_prototype = UTILS_constants.floor_blockDict[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),
prefs_externalTexture
)