mirror of https://github.com/H-uru/korman.git
Adam Johnson
11 years ago
7 changed files with 256 additions and 0 deletions
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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 mathutils |
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from PyHSPlasma import * |
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import weakref |
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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.data |
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mesh.update(calc_tessface=True) |
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mat = bo.matrix_world |
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if not self._mgr.has_coordiface(bo): |
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physical.rot = utils.quaternion(mat.to_quaternion()) |
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physical.pos = utils.vector3(mat.to_translation()) |
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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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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, 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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so.sim = simIface.key |
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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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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(self, bo, physical, bounds): |
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getattr(self, "_export_{}".format(bounds))(bo, 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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# 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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from bpy.props import * |
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from PyHSPlasma import * |
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from .base import PlasmaModifierProperties |
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# These are the kinds of physical bounds Plasma can work with. |
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# This sequence is acceptable in any EnumProperty |
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bounds_types = ( |
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("box", "Bounding Box", "Use a perfect bounding box"), |
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("sphere", "Bounding Sphere", "Use a perfect bounding sphere"), |
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("hull", "Convex Hull", "Use a convex set encompasing all vertices"), |
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("trimesh", "Triangle Mesh", "Use the exact triangle mesh (SLOW!)") |
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) |
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def _set_phys_prop(prop, sim, phys, value=True): |
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"""Sets properties on plGenericPhysical and plSimulationInterface (seeing as how they are duped)""" |
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sim.setProperty(prop, value) |
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phys.setProperty(prop, value) |
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class PlasmaCollider(PlasmaModifierProperties): |
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pl_id = "collision" |
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bl_category = "Physics" |
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bl_label = "Collision" |
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bl_icon = "MOD_PHYSICS" |
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bl_description = "Simple physical collider" |
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bounds = EnumProperty(name="Bounds Type", description="", items=bounds_types) |
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avatar_blocker = BoolProperty(name="Blocks Avatars", description="Object blocks avatars", default=True) |
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camera_blocker = BoolProperty(name="Blocks Camera", description="Object blocks the camera", default=True) |
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friction = FloatProperty(name="Friction", min=0.0, default=0.5) |
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restitution = FloatProperty(name="Restitution", description="Coefficient of collision elasticity", min=0.0, max=1.0) |
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terrain = BoolProperty(name="Terrain", description="Object represents the ground", default=False) |
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dynamic = BoolProperty(name="Dynamic", description="Object can be influenced by other objects (ie is kickable)", default=False) |
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mass = FloatProperty(name="Mass", description="Mass of object in pounds", min=0.0, default=1.0) |
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start_asleep = BoolProperty(name="Start Asleep", description="Object is not active until influenced by another object", default=False) |
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def created(self, obj): |
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self.display_name = "{}_Collision".format(obj.name) |
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def export(self, exporter, bo, so): |
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simIface, physical = exporter.physics.generate_physical(bo, so, self.display_name) |
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# Common props |
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physical.friction = self.friction |
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physical.restitution = self.restitution |
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# Collision groups and such |
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if not self.avatar_blocker: |
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physical.collideGroup = plSimDefs.kGroupLOSOnly |
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if self.dynamic: |
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physical.memberGroup = plSimDefs.kGroupDynamic |
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physical.mass = self.mass |
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_set_phys_prop(plSimulationInterface.kStartInactive, simIface, physical, value=self.start_asleep) |
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else: |
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physical.memberGroup = plSimDefs.kGroupStatic |
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# Line of Sight DB |
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if self.camera_blocker: |
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physical.LOSDBs |= plSimDefs.kLOSDBCameraBlockers |
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# This appears to be dead in CWE, but we'll set it anyway |
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_set_phys_prop(plSimulationInterface.kCameraAvoidObject, simIface, physical) |
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if self.terrain: |
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physical.LOSDBs |= plSimDefs.kLOSDBAvatarWalkable |
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# Pass this off to the PhysicsConverter to export the meat |
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exporter.physics.export(bo, physical, self.bounds) |
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@property |
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def requires_actor(self): |
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return self.dynamic |
@ -0,0 +1,40 @@
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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 |
||||
# it under the terms of the GNU General Public License as published by |
||||
# 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, |
||||
# but WITHOUT ANY WARRANTY; without even the implied warranty of |
||||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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# 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/>. |
||||
|
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def collision(modifier, layout, context): |
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layout.prop(modifier, "bounds") |
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layout.separator() |
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split = layout.split() |
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col = split.column() |
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col.prop(modifier, "avatar_blocker") |
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col.prop(modifier, "camera_blocker") |
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col.prop(modifier, "terrain") |
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col = split.column() |
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col.prop(modifier, "friction") |
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col.prop(modifier, "restitution") |
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layout.separator() |
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split = layout.split() |
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col = split.column() |
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col.prop(modifier, "dynamic") |
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row = col.row() |
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row.active = modifier.dynamic |
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row.prop(modifier, "start_asleep") |
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col = split.column() |
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col.active = modifier.dynamic |
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col.prop(modifier, "mass") |
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