Browse Source

Basic physical collision modifier

pull/6/head
Adam Johnson 10 years ago
parent
commit
6e00ae79cd
  1. 2
      korman/exporter/convert.py
  2. 116
      korman/exporter/physics.py
  3. 4
      korman/exporter/utils.py
  4. 1
      korman/properties/modifiers/__init__.py
  5. 92
      korman/properties/modifiers/physics.py
  6. 1
      korman/ui/modifiers/__init__.py
  7. 40
      korman/ui/modifiers/physics.py

2
korman/exporter/convert.py

@ -22,6 +22,7 @@ from . import explosions
from . import logger
from . import manager
from . import mesh
from . import physics
from . import utils
class Exporter:
@ -42,6 +43,7 @@ class Exporter:
self.mgr = manager.ExportManager(globals()[self._op.version])
self.mesh = mesh.MeshConverter(self)
self.report = logger.ExportAnalysis()
self.physics = physics.PhysicsConverter(self)
# Step 1: Gather a list of objects that we need to export
# We should do this first so we can sanity check

116
korman/exporter/physics.py

@ -0,0 +1,116 @@
# This file is part of Korman.
#
# Korman is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Korman is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Korman. If not, see <http://www.gnu.org/licenses/>.
import mathutils
from PyHSPlasma import *
import weakref
from . import utils
class PhysicsConverter:
def __init__(self, exporter):
self._exporter = weakref.ref(exporter)
def _convert_mesh_data(self, bo, physical, indices=True):
mesh = bo.data
mesh.update(calc_tessface=True)
mat = bo.matrix_world
if not self._mgr.has_coordiface(bo):
physical.rot = utils.quaternion(mat.to_quaternion())
physical.pos = utils.vector3(mat.to_translation())
# Physicals can't have scale...
scale = mat.to_scale()
if scale[0] == 1.0 and scale[1] == 1.0 and scale[2] == 1.0:
# Whew, don't need to do any math!
vertices = [hsVector3(i.co.x, i.co.y, i.co.z) for i in mesh.vertices]
else:
# Dagnabbit...
vertices = [hsVector3(i.co.x * scale.x, i.co.y * scale.y, i.co.z * scale.z) for i in mesh.vertices]
if indices:
indices = []
for face in mesh.tessfaces:
v = face.vertices
if len(v) == 3:
indices += v
elif len(v) == 4:
indices += (v[0], v[1], v[2],)
indices += (v[0], v[2], v[3],)
return (vertices, indices)
else:
return vertices
def generate_physical(self, bo, so, name=None):
"""Generates a physical object for the given object pair"""
if so.sim is None:
if name is None:
name = bo.name
simIface = self._mgr.add_object(pl=plSimulationInterface, bl=bo)
physical = self._mgr.add_object(pl=plGenericPhysical, bl=bo, name=name)
so.sim = simIface.key
simIface.physical = physical.key
physical.object = so.key
physical.sceneNode = self._mgr.get_scene_node(bl=bo)
else:
simIface = so.sim.object
physical = simIface.physical.object
if name is not None:
physical.key.name = name
return (simIface, physical)
def export(self, bo, physical, bounds):
getattr(self, "_export_{}".format(bounds))(bo, physical)
def _export_box(self, bo, physical):
"""Exports box bounds based on the object"""
physical.boundsType = plSimDefs.kBoxBounds
vertices = self._convert_mesh_data(bo, physical, indices=False)
physical.calcBoxBounds(vertices)
def _export_hull(self, bo, physical):
"""Exports convex hull bounds based on the object"""
physical.boundsType = plSimDefs.kHullBounds
vertices = self._convert_mesh_data(bo, physical, indices=False)
# --- TODO ---
# Until we have real convex hull processing, simply dump the verts into the physical
# Note that PyPRP has always done this... PhysX will optimize this for us. So, it's not
# the end of the world (but it is evil).
physical.verts = vertices
def _export_sphere(self, bo, physical):
"""Exports sphere bounds based on the object"""
physical.boundsType = plSimDefs.kSphereBounds
vertices = self._convert_mesh_data(bo, physical, indices=False)
physical.calcSphereBounds(vertices)
def _export_trimesh(self, bo, physical):
"""Exports an object's mesh as exact physical bounds"""
physical.boundsType = plSimDefs.kExplicitBounds
vertices, indices = self._convert_mesh_data(bo, physical)
physical.verts = vertices
physical.indices = indices
@property
def _mgr(self):
return self._exporter().mgr

4
korman/exporter/utils.py

@ -29,6 +29,10 @@ def matrix44(blmat):
hsmat[i, 3] = blmat[i][3]
return hsmat
def quaternion(blquat):
"""Converts a mathutils.Quaternion to an hsQuat"""
return hsQuat(blquat.x, blquat.y, blquat.z, blquat.w)
def vector3(blvec):
"""Converts a mathutils.Vector to an hsVector3"""
return hsVector3(blvec.x, blvec.y, blvec.z)

1
korman/properties/modifiers/__init__.py

@ -18,6 +18,7 @@ import inspect
from .base import PlasmaModifierProperties
from .logic import *
from .physics import *
class PlasmaModifiers(bpy.types.PropertyGroup):
def determine_next_id(self):

92
korman/properties/modifiers/physics.py

@ -0,0 +1,92 @@
# This file is part of Korman.
#
# Korman is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Korman is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Korman. If not, see <http://www.gnu.org/licenses/>.
import bpy
from bpy.props import *
from PyHSPlasma import *
from .base import PlasmaModifierProperties
# These are the kinds of physical bounds Plasma can work with.
# This sequence is acceptable in any EnumProperty
bounds_types = (
("box", "Bounding Box", "Use a perfect bounding box"),
("sphere", "Bounding Sphere", "Use a perfect bounding sphere"),
("hull", "Convex Hull", "Use a convex set encompasing all vertices"),
("trimesh", "Triangle Mesh", "Use the exact triangle mesh (SLOW!)")
)
def _set_phys_prop(prop, sim, phys, value=True):
"""Sets properties on plGenericPhysical and plSimulationInterface (seeing as how they are duped)"""
sim.setProperty(prop, value)
phys.setProperty(prop, value)
class PlasmaCollider(PlasmaModifierProperties):
pl_id = "collision"
bl_category = "Physics"
bl_label = "Collision"
bl_icon = "MOD_PHYSICS"
bl_description = "Simple physical collider"
bounds = EnumProperty(name="Bounds Type", description="", items=bounds_types)
avatar_blocker = BoolProperty(name="Blocks Avatars", description="Object blocks avatars", default=True)
camera_blocker = BoolProperty(name="Blocks Camera", description="Object blocks the camera", default=True)
friction = FloatProperty(name="Friction", min=0.0, default=0.5)
restitution = FloatProperty(name="Restitution", description="Coefficient of collision elasticity", min=0.0, max=1.0)
terrain = BoolProperty(name="Terrain", description="Object represents the ground", default=False)
dynamic = BoolProperty(name="Dynamic", description="Object can be influenced by other objects (ie is kickable)", default=False)
mass = FloatProperty(name="Mass", description="Mass of object in pounds", min=0.0, default=1.0)
start_asleep = BoolProperty(name="Start Asleep", description="Object is not active until influenced by another object", default=False)
def created(self, obj):
self.display_name = "{}_Collision".format(obj.name)
def export(self, exporter, bo, so):
simIface, physical = exporter.physics.generate_physical(bo, so, self.display_name)
# Common props
physical.friction = self.friction
physical.restitution = self.restitution
# Collision groups and such
if not self.avatar_blocker:
physical.collideGroup = plSimDefs.kGroupLOSOnly
if self.dynamic:
physical.memberGroup = plSimDefs.kGroupDynamic
physical.mass = self.mass
_set_phys_prop(plSimulationInterface.kStartInactive, simIface, physical, value=self.start_asleep)
else:
physical.memberGroup = plSimDefs.kGroupStatic
# Line of Sight DB
if self.camera_blocker:
physical.LOSDBs |= plSimDefs.kLOSDBCameraBlockers
# This appears to be dead in CWE, but we'll set it anyway
_set_phys_prop(plSimulationInterface.kCameraAvoidObject, simIface, physical)
if self.terrain:
physical.LOSDBs |= plSimDefs.kLOSDBAvatarWalkable
# Pass this off to the PhysicsConverter to export the meat
exporter.physics.export(bo, physical, self.bounds)
@property
def requires_actor(self):
return self.dynamic

1
korman/ui/modifiers/__init__.py

@ -14,3 +14,4 @@
# along with Korman. If not, see <http://www.gnu.org/licenses/>.
from .logic import *
from .physics import *

40
korman/ui/modifiers/physics.py

@ -0,0 +1,40 @@
# This file is part of Korman.
#
# Korman is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Korman is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Korman. If not, see <http://www.gnu.org/licenses/>.
def collision(modifier, layout, context):
layout.prop(modifier, "bounds")
layout.separator()
split = layout.split()
col = split.column()
col.prop(modifier, "avatar_blocker")
col.prop(modifier, "camera_blocker")
col.prop(modifier, "terrain")
col = split.column()
col.prop(modifier, "friction")
col.prop(modifier, "restitution")
layout.separator()
split = layout.split()
col = split.column()
col.prop(modifier, "dynamic")
row = col.row()
row.active = modifier.dynamic
row.prop(modifier, "start_asleep")
col = split.column()
col.active = modifier.dynamic
col.prop(modifier, "mass")
Loading…
Cancel
Save