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Add entry cameras to the Spawn Point Modifier.

This is a 1:1 implementation of how entry cameras are implemented in
Doobes' Ages. The problem with this is that it assumes there is a single
link-in point that we will always link into.
pull/395/head
Adam Johnson 11 months ago
parent
commit
9363757d36
Signed by: Hoikas
GPG Key ID: 0B6515D6FF6F271E
  1. 15
      korman/exporter/utils.py
  2. 98
      korman/properties/modifiers/logic.py
  3. 19
      korman/ui/modifiers/logic.py

15
korman/exporter/utils.py

@ -20,6 +20,7 @@ import bpy
import mathutils
from contextlib import contextmanager
import enum
from typing import *
from PyHSPlasma import *
@ -122,7 +123,12 @@ def create_camera_object(name: str) -> bpy.types.Object:
bpy.context.scene.objects.link(cam_obj)
return cam_obj
def create_cube_region(name: str, size: float, owner_object: bpy.types.Object) -> bpy.types.Object:
class CubeRegionOrigin(enum.Enum):
center = enum.auto()
bottom = enum.auto()
def create_cube_region(name: str, size: float, owner_object: bpy.types.Object, origin: CubeRegionOrigin = CubeRegionOrigin.center) -> bpy.types.Object:
"""Create a cube shaped region object"""
region_object = BMeshObject(name)
region_object.plasma_object.enabled = True
@ -130,11 +136,12 @@ def create_cube_region(name: str, size: float, owner_object: bpy.types.Object) -
region_object.hide_render = True
with region_object as bm:
bmesh.ops.create_cube(bm, size=(size))
origin = owner_object.matrix_world.translation - region_object.matrix_world.translation
if origin == CubeRegionOrigin.bottom:
origin.z += size * 0.5
bmesh.ops.transform(
bm,
matrix=mathutils.Matrix.Translation(
owner_object.matrix_world.translation - region_object.matrix_world.translation
),
matrix=mathutils.Matrix.Translation(origin),
space=region_object.matrix_world, verts=bm.verts
)
return region_object.release()

98
korman/properties/modifiers/logic.py

@ -13,16 +13,26 @@
# You should have received a copy of the GNU General Public License
# along with Korman. If not, see <http://www.gnu.org/licenses/>.
from __future__ import annotations
import bmesh
import bpy
from bpy.props import *
import mathutils
from PyHSPlasma import *
from typing import *
if TYPE_CHECKING:
from ...exporter import Exporter
from ...nodes.node_conditions import *
from ...nodes.node_messages import *
from ...nodes.node_responder import *
from ...addon_prefs import game_versions
from .base import PlasmaModifierProperties, PlasmaModifierLogicWiz
from ...exporter import ExportError, utils
from ... import idprops
from .physics import bounds_type_index, bounds_type_str, bounds_types
class PlasmaVersionedNodeTree(idprops.IDPropMixin, bpy.types.PropertyGroup):
version = EnumProperty(name="Version",
@ -76,7 +86,7 @@ class PlasmaAdvancedLogic(PlasmaModifierProperties):
return any((i.node_tree.requires_actor for i in self.logic_groups if i.node_tree))
class PlasmaSpawnPoint(PlasmaModifierProperties):
class PlasmaSpawnPoint(PlasmaModifierProperties, PlasmaModifierLogicWiz):
pl_id = "spawnpoint"
bl_category = "Logic"
@ -84,10 +94,90 @@ class PlasmaSpawnPoint(PlasmaModifierProperties):
bl_description = "Point at which avatars link into the Age"
bl_object_types = {"EMPTY"}
def _get_bounds(self) -> int:
if self.exit_region is not None:
return bounds_type_index(self.exit_region.plasma_modifiers.collision.bounds_type)
return bounds_type_index("hull")
def _set_bounds(self, value: int) -> None:
if self.exit_region is not None:
self.exit_region.plasma_modifiers.collision.bounds_type = bounds_type_str(value)
entry_camera = PointerProperty(
name="Entry Camera",
description="Camera to use when the player spawns at this location",
type=bpy.types.Object,
poll=idprops.poll_camera_objects
)
exit_region = PointerProperty(
name="Exit Region",
description="Pop the camera when the player exits this region",
type=bpy.types.Object,
poll=idprops.poll_mesh_objects
)
bounds_type = EnumProperty(
name="Bounds",
description="",
items=bounds_types,
get=_get_bounds,
set=_set_bounds,
default="hull"
)
def pre_export(self, exporter: Exporter, bo: bpy.types.Object) -> None:
if self.entry_camera is None:
return
if self.exit_region is None:
self.exit_region = yield utils.create_cube_region(
f"{self.key_name}_ExitRgn", 6.0,
bo, utils.CubeRegionOrigin.bottom
)
yield self.convert_logic(bo)
def logicwiz(self, bo, tree):
nodes = tree.nodes
# Generate two responders. The first responder will push the entry camera
# onto the camera stack when we first enter the region - usually on link in.
# Then, disable the entry sensor once it's fired. The second responder will
# always pop the entry camera
self._create_nodes(nodes, enter=True, exit=False, camCmd="push", enable="disable")
self._create_nodes(nodes, enter=False, exit=True, camCmd="pop")
def _create_nodes(self, nodes, *, enter: Optional[bool] = None, camCmd: Optional[str] = None, enable: Optional[str] = None):
volume_sensor: PlasmaVolumeSensorNode = nodes.new("PlasmaVolumeSensorNode")
volume_sensor.bounds = self.bounds_type
if enter is not None:
volume_sensor.find_input_socket("enter").allow = enter
if exit is not None:
volume_sensor.find_input_socket("exit").allow = exit
responder: PlasmaResponderNode = nodes.new("PlasmaResponderNode")
responder.link_input(volume_sensor, "satisfies", "condition")
responder_state: PlasmaResponderStateNode = nodes.new("PlasmaResponderStateNode")
responder_state.link_input(responder, "state_refs", "resp")
camera_msg: PlasmaCameraMsgNode = nodes.new("PlasmaCameraMsgNode")
assert camCmd in {"push", "pop"}
camera_msg.cmd = camCmd
camera_msg.camera = self.entry_camera
camera_msg.link_input(responder_state, "msgs", "sender")
if enable is not None:
enable_msg: PlasmaEnableMsgNode = nodes.new("PlasmaEnableMsgNode")
enable_LUT = {"enable": "kEnable", "disable": "kDisable"}
enable_msg.cmd = enable_LUT[enable]
enable_msg.settings = {"kModifiers"}
enable_msg.link_input(responder_state, "msgs", "sender")
enable_msg.link_output(volume_sensor, "receivers", "message")
def export(self, exporter, bo, so):
# Not much to this modifier... It's basically a flag that tells the engine, "hey, this is a
# place the avatar can show up." Nice to have a simple one to get started with.
spawn = exporter.mgr.add_object(pl=plSpawnModifier, so=so, name=self.key_name)
exporter.mgr.add_object(pl=plSpawnModifier, so=so, name=self.key_name)
@property
def requires_actor(self):

19
korman/ui/modifiers/logic.py

@ -13,8 +13,15 @@
# You should have received a copy of the GNU General Public License
# along with Korman. If not, see <http://www.gnu.org/licenses/>.
from __future__ import annotations
import bpy
from typing import *
if TYPE_CHECKING:
from ...properties.modifiers.logic import *
from .. import ui_list
class LogicListUI(bpy.types.UIList):
@ -36,8 +43,18 @@ def advanced_logic(modifier, layout, context):
layout.row().prop_menu_enum(logic, "version")
layout.prop(logic, "node_tree", icon="NODETREE")
def spawnpoint(modifier, layout, context):
def spawnpoint(modifier: PlasmaSpawnPoint, layout, context):
layout.label(text="Avatar faces negative Y.")
layout.separator()
col = layout.column()
col.prop(modifier, "entry_camera", icon="CAMERA_DATA")
sub = col.row()
sub.active = modifier.entry_camera is not None
sub.prop(modifier, "exit_region", icon="MESH_DATA")
sub = col.row()
sub.active = modifier.entry_camera is not None and modifier.exit_region is not None
sub.prop(modifier, "bounds_type")
def maintainersmarker(modifier, layout, context):
layout.label(text="Positive Y is North, positive Z is up.")

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