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# This file is part of Korman.
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#
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# Korman is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# Korman is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with Korman. If not, see <http://www.gnu.org/licenses/>.
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import bpy
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import mathutils
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from PyHSPlasma import *
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import weakref
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from ..helpers import TemporaryObject
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from . import utils
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class PhysicsConverter:
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def __init__(self, exporter):
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self._exporter = weakref.ref(exporter)
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def _convert_mesh_data(self, bo, physical, indices=True):
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mesh = bo.to_mesh(bpy.context.scene, True, "RENDER", calc_tessface=False)
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mat = bo.matrix_world
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with TemporaryObject(mesh, bpy.data.meshes.remove) as mesh:
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# We can only use the plPhysical xforms if there is a CI...
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if self._exporter().has_coordiface(bo):
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mesh.update(calc_tessface=indices)
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physical.pos = utils.vector3(mat.to_translation())
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physical.rot = utils.quaternion(mat.to_quaternion())
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# Physicals can't have scale...
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scale = mat.to_scale()
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if scale[0] == 1.0 and scale[1] == 1.0 and scale[2] == 1.0:
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# Whew, don't need to do any math!
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vertices = [hsVector3(i.co.x, i.co.y, i.co.z) for i in mesh.vertices]
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else:
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# Dagnabbit...
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vertices = [hsVector3(i.co.x * scale.x, i.co.y * scale.y, i.co.z * scale.z) for i in mesh.vertices]
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else:
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# apply the transform to the physical itself
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mesh.transform(mat)
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mesh.update(calc_tessface=indices)
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vertices = [hsVector3(i.co.x, i.co.y, i.co.z) for i in mesh.vertices]
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if indices:
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indices = []
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for face in mesh.tessfaces:
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v = face.vertices
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if len(v) == 3:
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indices += v
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elif len(v) == 4:
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indices += (v[0], v[1], v[2],)
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indices += (v[0], v[2], v[3],)
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return (vertices, indices)
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else:
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return vertices
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def generate_physical(self, bo, so, bounds, name=None):
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"""Generates a physical object for the given object pair"""
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if so.sim is None:
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if name is None:
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name = bo.name
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simIface = self._mgr.add_object(pl=plSimulationInterface, bl=bo)
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physical = self._mgr.add_object(pl=plGenericPhysical, bl=bo, name=name)
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simIface.physical = physical.key
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physical.object = so.key
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physical.sceneNode = self._mgr.get_scene_node(bl=bo)
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getattr(self, "_export_{}".format(bounds))(bo, physical)
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else:
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simIface = so.sim.object
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physical = simIface.physical.object
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if name is not None:
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physical.key.name = name
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return (simIface, physical)
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def _export_box(self, bo, physical):
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"""Exports box bounds based on the object"""
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physical.boundsType = plSimDefs.kBoxBounds
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vertices = self._convert_mesh_data(bo, physical, indices=False)
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physical.calcBoxBounds(vertices)
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def _export_hull(self, bo, physical):
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"""Exports convex hull bounds based on the object"""
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physical.boundsType = plSimDefs.kHullBounds
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vertices = self._convert_mesh_data(bo, physical, indices=False)
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# --- TODO ---
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# Until we have real convex hull processing, simply dump the verts into the physical
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# Note that PyPRP has always done this... PhysX will optimize this for us. So, it's not
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# the end of the world (but it is evil).
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physical.verts = vertices
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def _export_sphere(self, bo, physical):
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"""Exports sphere bounds based on the object"""
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physical.boundsType = plSimDefs.kSphereBounds
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vertices = self._convert_mesh_data(bo, physical, indices=False)
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physical.calcSphereBounds(vertices)
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def _export_trimesh(self, bo, physical):
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"""Exports an object's mesh as exact physical bounds"""
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physical.boundsType = plSimDefs.kExplicitBounds
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vertices, indices = self._convert_mesh_data(bo, physical)
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physical.verts = vertices
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physical.indices = indices
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@property
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def _mgr(self):
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return self._exporter().mgr
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