|
|
|
@ -15,6 +15,7 @@
|
|
|
|
|
|
|
|
|
|
import bpy |
|
|
|
|
from collections import defaultdict |
|
|
|
|
import itertools |
|
|
|
|
from PyHSPlasma import * |
|
|
|
|
import weakref |
|
|
|
|
|
|
|
|
@ -34,7 +35,8 @@ def _get_footprint_class(exporter, name, vs):
|
|
|
|
|
|
|
|
|
|
class DecalConverter: |
|
|
|
|
_decal_lookup = { |
|
|
|
|
"footprint": _get_footprint_class, |
|
|
|
|
"footprint_dry": _get_footprint_class, |
|
|
|
|
"footprint_wet": _get_footprint_class, |
|
|
|
|
"puddle": _get_puddle_class, |
|
|
|
|
"ripple": lambda e, name, vs: plDynaRippleVSMgr if vs else plDynaRippleMgr, |
|
|
|
|
} |
|
|
|
@ -42,6 +44,7 @@ class DecalConverter:
|
|
|
|
|
def __init__(self, exporter): |
|
|
|
|
self._decal_managers = defaultdict(list) |
|
|
|
|
self._exporter = weakref.ref(exporter) |
|
|
|
|
self._notifies = defaultdict(set) |
|
|
|
|
|
|
|
|
|
def add_dynamic_decal_receiver(self, so, decal_name): |
|
|
|
|
# One decal manager in Blender can map to many Plasma decal managers. |
|
|
|
@ -61,6 +64,15 @@ class DecalConverter:
|
|
|
|
|
if key.location == so_loc and getattr(decal_mgr, "waveSet", None) == waveset: |
|
|
|
|
decal_mgr.addTarget(so_key) |
|
|
|
|
|
|
|
|
|
# HACKAGE: Add the wet/dirty notifes now that we know about all the decal managers. |
|
|
|
|
notify_names = self._notifies[decal_name] |
|
|
|
|
notify_keys = itertools.chain.from_iterable((self._decal_managers[i] for i in notify_names)) |
|
|
|
|
for notify_key in notify_keys: |
|
|
|
|
for i in (i.object for i in decal_mgrs): |
|
|
|
|
i.addNotify(notify_key) |
|
|
|
|
# Don't need to do that again. |
|
|
|
|
del self._notifies[decal_name] |
|
|
|
|
|
|
|
|
|
def export_active_print_shape(self, print_shape, decal_name): |
|
|
|
|
decal_mgrs = self._decal_managers.get(decal_name) |
|
|
|
|
if decal_mgrs is None: |
|
|
|
@ -106,7 +118,7 @@ class DecalConverter:
|
|
|
|
|
self._decal_managers[decal_name].append(decal_mgr.key) |
|
|
|
|
|
|
|
|
|
# Certain decals are required to be squares |
|
|
|
|
if decal_type in {"footprint", "wake"}: |
|
|
|
|
if decal_type in {"footprint_dry", "footprint_wet", "wake"}: |
|
|
|
|
length, width = decal.length / 100.0, decal.width / 100.0 |
|
|
|
|
else: |
|
|
|
|
length = max(decal.length, decal.width) / 100.0 |
|
|
|
@ -129,7 +141,7 @@ class DecalConverter:
|
|
|
|
|
decal_mgr.scale = hsVector3(length, width, 1.0) |
|
|
|
|
|
|
|
|
|
# Hardwired calculations from PlasmaMAX |
|
|
|
|
if decal_type in {"footprint", "bullet"}: |
|
|
|
|
if decal_type in {"footprint_dry", "footprint_wet", "bullet"}: |
|
|
|
|
decal_mgr.rampEnd = 0.1 |
|
|
|
|
decal_mgr.decayStart = decal.life_span - (decal.life_span * 0.25) |
|
|
|
|
decal_mgr.lifeSpan = decal.life_span |
|
|
|
@ -141,6 +153,15 @@ class DecalConverter:
|
|
|
|
|
else: |
|
|
|
|
raise RuntimeError() |
|
|
|
|
|
|
|
|
|
# While any decal manager can be wet/dry, it really makes the most sense to only |
|
|
|
|
# expose wet footprints. In the future, we could expose the plDynaDecalEnableMsg |
|
|
|
|
# to nodes for advanced hacking. |
|
|
|
|
decal_mgr.waitOnEnable = decal_type == "footprint_wet" |
|
|
|
|
if decal_type in {"puddle", "ripple"}: |
|
|
|
|
decal_mgr.wetLength = decal.wet_time |
|
|
|
|
self._notifies[decal_name].update((i.name for i in decal.wet_managers |
|
|
|
|
if i.enabled and i.name != decal_name)) |
|
|
|
|
|
|
|
|
|
# UV Animations are hardcoded in PlasmaMAX. Any reason why we should expose this? |
|
|
|
|
# I can't think of any presently... Note testing the final instance instead of the |
|
|
|
|
# artist setting in case that gets overridden (puddle -> ripple) |
|
|
|
|