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This adds just enough plumbing to be able to export GUI popup notes using the standard xDialogToggle.py. There are still a number of TODOs and FIXMEs in the basic stuff, but the design is mostly solid. The idea is that you'll create a GUI page for any objects that need to appear in a GUI. The GUI does not require an explicit GUI camera, however. For now, an automatic GUI camera will be made facing the largest object's -Z axis.pull/373/head
Adam Johnson
1 year ago
15 changed files with 934 additions and 7 deletions
@ -0,0 +1,210 @@
|
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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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|
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from __future__ import annotations |
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|
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import bpy |
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import mathutils |
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from contextlib import contextmanager, ExitStack |
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import itertools |
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from PyHSPlasma import * |
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from typing import * |
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import weakref |
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from .explosions import ExportError |
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from .. import helpers |
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from . import utils |
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if TYPE_CHECKING: |
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from .convert import Exporter |
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from .logger import _ExportLogger as ExportLogger |
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class Clipping(NamedTuple): |
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hither: float |
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yonder: float |
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|
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class PostEffectModMatrices(NamedTuple): |
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c2w: hsMatrix44 |
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w2c: hsMatrix44 |
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class GuiConverter: |
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if TYPE_CHECKING: |
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_parent: weakref.ref[Exporter] = ... |
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def __init__(self, parent: Optional[Exporter] = None): |
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self._parent = weakref.ref(parent) if parent is not None else None |
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|
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# Go ahead and prepare the GUI transparent material for future use. |
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if parent is not None: |
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self._transp_material = parent.exit_stack.enter_context( |
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helpers.TemporaryObject( |
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bpy.data.materials.new("GUITransparent"), |
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bpy.data.materials.remove |
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) |
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) |
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self._transp_material.diffuse_color = mathutils.Vector((1.0, 1.0, 0.0)) |
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self._transp_material.use_mist = False |
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|
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# Cyan's transparent GUI materials just set an opacity of 0% |
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tex_slot = self._transp_material.texture_slots.add() |
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tex_slot.texture = parent.exit_stack.enter_context( |
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helpers.TemporaryObject( |
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bpy.data.textures.new("AutoTransparentLayer", "NONE"), |
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bpy.data.textures.remove |
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) |
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) |
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tex_slot.texture.plasma_layer.opacity = 0.0 |
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else: |
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self._transp_material = None |
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|
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def calc_camera_matrix( |
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self, |
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scene: bpy.types.Scene, |
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objects: Sequence[bpy.types.Object], |
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fov: float, |
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scale: float = 1.0, |
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) -> mathutils.Matrix: |
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if not objects: |
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raise ExportError("No objects specified for GUI Camera generation.") |
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|
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class ObjArea(NamedTuple): |
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obj: bpy.types.Object |
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area: float |
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remove_mesh = bpy.data.meshes.remove |
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obj_areas: List[ObjArea] = [] |
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for i in objects: |
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mesh = i.to_mesh(bpy.context.scene, True, "RENDER", calc_tessface=False) |
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with helpers.TemporaryObject(mesh, remove_mesh): |
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utils.transform_mesh(mesh, i.matrix_world) |
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obj_areas.append( |
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ObjArea(i, sum((polygon.area for polygon in mesh.polygons))) |
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) |
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largest_obj = max(obj_areas, key=lambda x: x.area) |
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|
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# GUIs are generally flat planes, which, by default in Blender, have their normal pointing |
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# in the localspace z axis. Therefore, what we would like to do is have a camera that points |
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# at the localspace -Z axis. Where up is the localspace +Y axis. We are already pointing at |
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# -Z with +Y being up from what I can tel. So, just use this matrix. |
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mat = largest_obj.obj.matrix_world.to_3x3() |
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|
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# Now, we know the rotation of the camera. Great! What we need to do now is ensure that all |
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# of the objects in question fit within the view of a 4:3 camera rotated as above. Blender |
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# helpfully provides us with the localspace bounding boxes of all the objects and an API to |
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# fit points into the camera view. |
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with ExitStack() as stack: |
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stack.enter_context(self.generate_camera_render_settings(scene)) |
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|
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# Create a TEMPORARY camera object so we can use a certain Blender API. |
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camera = stack.enter_context(utils.temporary_camera_object(scene, "GUICameraTemplate")) |
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camera.matrix_world = mat.to_4x4() |
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camera.data.angle = fov |
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camera.data.lens_unit = "FOV" |
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|
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# Get all of the bounding points and make sure they all fit inside the camera's view frame. |
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bound_boxes = ( |
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obj.matrix_world * mathutils.Vector(bbox) |
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for obj in objects for bbox in obj.bound_box |
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) |
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co, _ = camera.camera_fit_coords( |
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scene, |
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# bound_box is a list of vectors of each corner of all the objects' bounding boxes; |
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# however, Blender's API wants a sequence of individual channel positions. Therefore, |
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# we need to flatten the vectors. |
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list(itertools.chain.from_iterable(bound_boxes)) |
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) |
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|
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# Calculate the distance from the largest object to the camera. The scale we were given |
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# will be used to push the camera back in the Z+ direction of that object by scale times. |
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bvh = mathutils.bvhtree.BVHTree.FromObject(largest_obj.obj, scene) |
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loc, normal, index, distance = bvh.find_nearest(co) |
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co += normal * distance * (scale - 1.0) |
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# ... |
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mat.resize_4x4() |
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mat.translation = co |
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return mat |
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def calc_clipping( |
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self, |
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pose: mathutils.Matrix, |
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scene: bpy.types.Scene, |
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objects: Sequence[bpy.types.Object], |
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fov: float |
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) -> Clipping: |
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with ExitStack() as stack: |
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stack.enter_context(self.generate_camera_render_settings(scene)) |
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camera = stack.enter_context(utils.temporary_camera_object(scene, "GUICameraTemplate")) |
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camera.matrix_world = pose |
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camera.data.angle = fov |
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camera.data.lens_unit = "FOV" |
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# Determine the camera plane's normal so we can do a distance check against the |
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# bounding boxes of the objects shown in the GUI. |
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view_frame = [i * pose for i in camera.data.view_frame(scene)] |
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cam_plane = mathutils.geometry.normal(view_frame) |
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bound_boxes = ( |
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obj.matrix_world * mathutils.Vector(bbox) |
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for obj in objects for bbox in obj.bound_box |
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) |
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pos = pose.to_translation() |
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bounds_dists = [ |
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abs(mathutils.geometry.distance_point_to_plane(i, pos, cam_plane)) |
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for i in bound_boxes |
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] |
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# Offset them by some epsilon to ensure the objects are rendered. |
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hither, yonder = min(bounds_dists), max(bounds_dists) |
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if yonder - 0.5 < hither: |
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hither -= 0.25 |
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yonder += 0.25 |
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return Clipping(hither, yonder) |
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def convert_post_effect_matrices(self, camera_matrix: mathutils.Matrix) -> PostEffectModMatrices: |
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# PostEffectMod matrices face *away* from the GUI... For some reason. |
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# See plPostEffectMod::SetWorldToCamera() |
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c2w = utils.matrix44(camera_matrix) |
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w2c = utils.matrix44(camera_matrix.inverted()) |
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for i in range(4): |
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c2w[i, 2] *= -1.0 |
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w2c[2, i] *= -1.0 |
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return PostEffectModMatrices(c2w, w2c) |
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|
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@contextmanager |
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def generate_camera_render_settings(self, scene: bpy.types.Scene) -> Iterator[None]: |
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# Set the render info to basically TV NTSC 4:3, which will set Blender's camera |
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# viewport up as a 4:3 thingy to match Plasma. |
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with helpers.GoodNeighbor() as toggle: |
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toggle.track(scene.render, "resolution_x", 720) |
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toggle.track(scene.render, "resolution_y", 486) |
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toggle.track(scene.render, "pixel_aspect_x", 10.0) |
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toggle.track(scene.render, "pixel_aspect_y", 11.0) |
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yield |
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|
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@property |
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def _report(self) -> ExportLogger: |
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return self._parent().report |
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@property |
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def transparent_material(self) -> bpy.types.Material: |
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assert self._transp_material is not None |
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return self._transp_material |
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|
@ -0,0 +1,113 @@
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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 |
||||
# the Free Software Foundation, either version 3 of the License, or |
||||
# (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 |
||||
# 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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|
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from __future__ import annotations |
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|
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import bpy |
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from bpy.props import * |
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|
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import math |
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from ..exporter.explosions import ExportError |
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from ..exporter.gui import GuiConverter |
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class CameraOperator: |
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@classmethod |
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def poll(cls, context): |
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return context.scene.render.engine == "PLASMA_GAME" |
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class PlasmaGameGuiCameraOperator(CameraOperator, bpy.types.Operator): |
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bl_idname = "camera.plasma_create_game_gui_camera" |
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bl_label = "Create Game GUI Camera" |
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|
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fov: float = FloatProperty( |
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name="Field of View", |
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description="", |
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subtype="ANGLE", |
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default=math.radians(90.0), |
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min=0.0, |
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max=math.radians(360.0), |
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precision=1, |
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options=set() |
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) |
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gui_page: str = StringProperty( |
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name="GUI Page", |
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description="", |
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options={"HIDDEN"} |
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) |
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scale: float = FloatProperty( |
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name="GUI Scale", |
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description="", |
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default=1.02, |
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min=0.001, |
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soft_max=2.0, |
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precision=2, |
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options=set() |
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) |
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|
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mod_id: str = StringProperty(options={"HIDDEN"}) |
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cam_prop_name: str = StringProperty(options={"HIDDEN"}) |
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|
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def execute(self, context): |
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# If the modifier has been given to us, select all of the objects in the |
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# given GUI page. |
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if self.gui_page: |
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for i in context.scene.objects: |
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i.select = i.plasma_object.page == self.gui_page |
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context.scene.update() |
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visible_objects = [ |
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i for i in context.selected_objects |
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if i.type in {"MESH", "FONT"} |
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] |
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|
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gui = GuiConverter() |
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try: |
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cam_matrix = gui.calc_camera_matrix( |
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context.scene, |
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visible_objects, |
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self.fov, |
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self.scale |
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) |
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except ExportError as e: |
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self.report({"ERROR"}, str(e)) |
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return {"CANCELLED"} |
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|
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if self.mod_id and self.cam_prop_name: |
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modifier = getattr(context.object.plasma_modifiers, self.mod_id) |
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cam_obj = getattr(modifier, self.cam_prop_name) |
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else: |
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cam_obj = None |
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if cam_obj is None: |
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if self.gui_page: |
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name = f"{self.gui_page}_GUICamera" |
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else: |
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name = f"{context.object.name}_GUICamera" |
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cam_data = bpy.data.cameras.new(name) |
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cam_obj = bpy.data.objects.new(name, cam_data) |
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context.scene.objects.link(cam_obj) |
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|
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cam_obj.matrix_world = cam_matrix |
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cam_obj.data.angle = self.fov |
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cam_obj.data.lens_unit = "FOV" |
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|
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for i in context.scene.objects: |
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i.select = i == cam_obj |
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|
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if self.mod_id and self.cam_prop_name: |
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modifier = getattr(context.object.plasma_modifiers, self.mod_id) |
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setattr(modifier, self.cam_prop_name, cam_obj) |
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return {"FINISHED"} |
@ -0,0 +1,306 @@
|
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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, |
||||
# 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. |
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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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|
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from __future__ import annotations |
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|
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import bpy |
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from bpy.props import * |
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|
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import itertools |
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import math |
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from typing import * |
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|
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from PyHSPlasma import * |
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|
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from ...exporter import ExportError |
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from .base import PlasmaModifierProperties |
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from ... import idprops |
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if TYPE_CHECKING: |
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from ...exporter import Exporter |
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from ..prop_world import PlasmaAge, PlasmaPage |
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|
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class _GameGuiMixin: |
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def get_control(self, exporter: Exporter, bo: Optional[bpy.types.Object] = None, so: Optional[plSceneObject] = None) -> Optional[pfGUIControlMod]: |
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return None |
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|
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@property |
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def has_gui_proc(self) -> bool: |
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return True |
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def iterate_control_modifiers(self) -> Iterator[_GameGuiMixin]: |
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pl_mods = self.id_data.plasma_modifiers |
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yield from ( |
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getattr(pl_mods, i.pl_id) |
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for i in self.iterate_control_subclasses() |
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if getattr(pl_mods, i.pl_id).enabled |
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) |
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|
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@classmethod |
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def iterate_control_subclasses(cls) -> Iterator[_GameGuiMixin]: |
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yield from filter( |
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lambda x: x.is_game_gui_control(), |
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_GameGuiMixin.__subclasses__() |
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) |
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|
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@classmethod |
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def is_game_gui_control(cls) -> bool: |
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return True |
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|
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@property |
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def requires_dyntext(self) -> bool: |
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return False |
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|
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def sanity_check(self): |
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age: PlasmaAge = bpy.context.scene.world.plasma_age |
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|
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# Game GUI modifiers must be attached to objects in a GUI page, ONLY |
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page_name: str = self.id_data.plasma_object.page |
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our_page: Optional[PlasmaPage] = next( |
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(i for i in age.pages if i.name == page_name) |
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) |
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if our_page is None or our_page.page_type != "gui": |
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raise ExportError(f"'{self.id_data.name}': {self.bl_label} Modifier must be in a GUI page!") |
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|
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# Only one Game GUI Control per object. Continuously check this because objects can be |
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# generated/mutated during the pre-export phase. |
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modifiers = self.id_data.plasma_modifiers |
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controls = [i for i in self.iterate_control_subclasses() if getattr(modifiers, i.pl_id).enabled] |
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num_controls = len(controls) |
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if num_controls > 1: |
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raise ExportError(f"'{self.id_data.name}': Only 1 GUI Control modifier is allowed per object. We found {num_controls}.") |
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|
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|
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class PlasmaGameGuiControlModifier(PlasmaModifierProperties, _GameGuiMixin): |
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pl_id = "gui_control" |
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|
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bl_category = "GUI" |
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bl_label = "Ex: Game GUI Control" |
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bl_description = "XXX" |
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|
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tag_id = IntProperty( |
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name="Tag ID", |
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description="", |
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min=0, |
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options=set() |
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) |
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visible = BoolProperty( |
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name="Visible", |
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description="", |
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default=True, |
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options=set() |
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) |
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proc = EnumProperty( |
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name="Notification Procedure", |
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description="", |
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items=[ |
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("default", "[Default]", "Send notifications to the owner's notification procedure."), |
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("close_dialog", "Close Dialog", "Close the current Game GUI Dialog."), |
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("console_command", "Run Console Command", "Run a Plasma Console command.") |
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], |
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options=set() |
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) |
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console_command = StringProperty( |
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name="Command", |
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description="", |
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options=set() |
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) |
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|
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def convert_gui_control(self, exporter: Exporter, ctrl: pfGUIControlMod, bo: bpy.types.Object, so: plSceneObject): |
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ctrl.tagID = self.tag_id |
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ctrl.visible = self.visible |
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if self.proc == "default": |
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ctrl.setFlag(pfGUIControlMod.kInheritProcFromDlg, True) |
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elif self.proc == "close_dialog": |
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ctrl.handler = pfGUICloseDlgProc() |
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elif self.proc == "console_command": |
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handler = pfGUIConsoleCmdProc() |
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handler.command = self.console_command |
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ctrl.handler = handler |
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|
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def export(self, exporter: Exporter, bo: bpy.types.Object, so: plSceneObject): |
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ctrl_mods = list(self.iterate_control_modifiers()) |
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if not ctrl_mods: |
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exporter.report.msg(str(list(self.iterate_control_subclasses()))) |
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exporter.report.warn("This modifier has no effect because no GUI control modifiers are present!") |
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for ctrl_mod in ctrl_mods: |
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self.convert_gui_control(exporter, ctrl_mod.get_control(exporter, bo, so), bo, so) |
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|
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@property |
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def has_gui_proc(self) -> bool: |
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return any((i.has_gui_proc for i in self.iterate_control_modifiers())) |
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|
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@classmethod |
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def is_game_gui_control(cls) -> bool: |
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# How is a control not a control, you ask? Because, grasshopper, this modifier does not |
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# actually export a GUI control itself. Instead, it holds common properties that may |
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# or may not be used by other controls. This just helps fill out the other modifiers. |
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return False |
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|
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|
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class PlasmaGameGuiButtonModifier(PlasmaModifierProperties, _GameGuiMixin): |
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pl_id = "gui_button" |
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pl_depends = {"gui_control"} |
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|
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bl_category = "GUI" |
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bl_label = "Ex: Game GUI Button" |
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bl_description = "XXX" |
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|
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def _update_notify_type(self, context): |
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# It doesn't make sense to have no notify type at all selected, so |
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# default to at least one option. |
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if not self.notify_type: |
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self.notify_type = {"DOWN"} |
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|
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notify_type = EnumProperty( |
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name="Notify On", |
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description="When the button should perform its action", |
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items=[ |
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("UP", "Up", "When the mouse button is down over the GUI button."), |
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("DOWN", "Down", "When the mouse button is released over the GUI button."), |
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], |
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default={"UP"}, |
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options={"ENUM_FLAG"}, |
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update=_update_notify_type |
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) |
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|
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def get_control(self, exporter: Exporter, bo: Optional[bpy.types.Object] = None, so: Optional[plSceneObject] = None) -> pfGUIButtonMod: |
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return exporter.mgr.find_create_object(pfGUIButtonMod, bl=bo, so=so) |
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|
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def export(self, exporter: Exporter, bo: bpy.types.Object, so: plSceneObject): |
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ctrl = self.get_control(exporter, bo, so) |
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ctrl.setFlag(pfGUIControlMod.kWantsInterest, True) |
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|
||||
if self.notify_type == {"UP"}: |
||||
ctrl.notifyType = pfGUIButtonMod.kNotifyOnUp |
||||
elif self.notify_type == {"DOWN"}: |
||||
ctrl.notifyType = pfGUIButtonMod.kNotifyOnDown |
||||
elif self.notify_type == {"UP", "DOWN"}: |
||||
ctrl.notifyType = pfGUIButtonMod.kNotifyOnUpAndDown |
||||
else: |
||||
raise ValueError(self.notify_type) |
||||
|
||||
|
||||
class PlasmaGameGuiDialogModifier(PlasmaModifierProperties, _GameGuiMixin): |
||||
pl_id = "gui_dialog" |
||||
|
||||
bl_category = "GUI" |
||||
bl_label = "Ex: Game GUI Dialog" |
||||
bl_description = "XXX" |
||||
|
||||
camera_object: bpy.types.Object = PointerProperty( |
||||
name="GUI Camera", |
||||
description="Camera used to project the GUI to screenspace.", |
||||
type=bpy.types.Object, |
||||
poll=idprops.poll_camera_objects, |
||||
options=set() |
||||
) |
||||
is_modal = BoolProperty( |
||||
name="Modal", |
||||
description="", |
||||
default=True, |
||||
options=set() |
||||
) |
||||
|
||||
def export(self, exporter: Exporter, bo: bpy.types.Object, so: plSceneObject): |
||||
# Find all of the visible objects in the GUI page for use in hither/yon raycast and |
||||
# camera matrix calculations. |
||||
visible_objects = [ |
||||
i for i in exporter.get_objects(bo.plasma_object.page) |
||||
if i.type == "MESH" and i.data.materials |
||||
] |
||||
|
||||
camera_object = self.id_data if self.id_data.type == "CAMERA" else self.camera_object |
||||
if camera_object: |
||||
exporter.report.msg(f"Using camera matrix from camera '{camera_object.name}'") |
||||
if camera_object != self.id_data and camera_object.plasma_object.enabled: |
||||
with exporter.report.indent(): |
||||
exporter.report.warn("The camera object should NOT be a Plasma Object!") |
||||
camera_matrix = camera_object.matrix_world |
||||
|
||||
# Save the clipping info from the camera for later use. |
||||
cam_data = camera_object.data |
||||
fov, hither, yonder = cam_data.angle, cam_data.clip_start, cam_data.clip_end |
||||
else: |
||||
exporter.report.msg(f"Building a camera matrix to view: {', '.join((i.name for i in visible_objects))}") |
||||
fov = math.radians(45.0) |
||||
camera_matrix = exporter.gui.calc_camera_matrix( |
||||
bpy.context.scene, |
||||
visible_objects, |
||||
fov, |
||||
1.02 # FIXME |
||||
) |
||||
|
||||
# There isn't a real camera, so just pretend like the user didn't set the clipping info. |
||||
hither, yonder = 0.0, 0.0 |
||||
with exporter.report.indent(): |
||||
exporter.report.msg(str(camera_matrix)) |
||||
|
||||
# If no hither or yonder was specified on the camera, then we need to determine that ourselves. |
||||
if not hither or not yonder: |
||||
exporter.report.msg(f"Incomplete clipping: H:{hither:.02f} Y:{yonder:.02f}; calculating new...") |
||||
with exporter.report.indent(): |
||||
clipping = exporter.gui.calc_clipping( |
||||
camera_matrix, |
||||
bpy.context.scene, |
||||
visible_objects, |
||||
fov |
||||
) |
||||
exporter.report.msg(f"Calculated: H:{clipping.hither:.02f} Y:{clipping.yonder:.02f}") |
||||
if not hither: |
||||
hither = clipping.hither |
||||
if not yonder: |
||||
yonder = clipping.yonder |
||||
exporter.report.msg(f"Corrected clipping: H:{hither:.02f} Y:{yonder:.02f}") |
||||
|
||||
# Both of the objects we export go into the pool. |
||||
scene_node_key = exporter.mgr.get_scene_node(bl=bo) |
||||
|
||||
post_effect = exporter.mgr.find_create_object(plPostEffectMod, bl=bo) |
||||
post_effect.defaultC2W, post_effect.defaultW2C = exporter.gui.convert_post_effect_matrices(camera_matrix) |
||||
post_effect.fovX = math.degrees(fov) |
||||
post_effect.fovY = math.degrees(fov * (3.0 / 4.0)) |
||||
post_effect.hither = min((hither, yonder)) |
||||
post_effect.yon = max((hither, yonder)) |
||||
post_effect.nodeKey = scene_node_key |
||||
|
||||
dialog_mod = exporter.mgr.find_create_object(pfGUIDialogMod, bl=bo) |
||||
dialog_mod.name = bo.plasma_object.page |
||||
dialog_mod.setFlag(pfGUIDialogMod.kModal, self.is_modal) |
||||
dialog_mod.renderMod = post_effect.key |
||||
dialog_mod.sceneNode = scene_node_key |
||||
|
||||
@property |
||||
def has_gui_proc(self) -> bool: |
||||
return False |
||||
|
||||
@classmethod |
||||
def is_game_gui_control(cls) -> bool: |
||||
return False |
||||
|
||||
def post_export(self, exporter: Exporter, bo: bpy.types.Object, so: plSceneObject): |
||||
# All objects have been exported. Now, we can establish linkage to all controls that |
||||
# have been exported. |
||||
dialog = exporter.mgr.find_object(pfGUIDialogMod, bl=bo, so=so) |
||||
control_modifiers: Iterable[_GameGuiMixin] = itertools.chain.from_iterable( |
||||
obj.plasma_modifiers.gui_control.iterate_control_modifiers() |
||||
for obj in exporter.get_objects(bo.plasma_object.page) |
||||
if obj.plasma_modifiers.gui_control.enabled |
||||
) |
||||
for control_modifier in control_modifiers: |
||||
control = control_modifier.get_control(exporter, control_modifier.id_data) |
||||
ctrl_key = control.key |
||||
exporter.report.msg(f"GUIDialog '{bo.name}': [{control.ClassName()}] '{ctrl_key.name}'") |
||||
dialog.addControl(ctrl_key) |
@ -0,0 +1,42 @@
|
||||
# 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 gui_button(modifier, layout, context): |
||||
layout.prop(modifier, "notify_type") |
||||
|
||||
def gui_control(modifier, layout, context): |
||||
split = layout.split() |
||||
col = split.column() |
||||
col.prop(modifier, "visible") |
||||
|
||||
col = split.column() |
||||
col.prop(modifier, "tag_id") |
||||
|
||||
col = layout.column() |
||||
col.active = modifier.has_gui_proc |
||||
col.prop(modifier, "proc") |
||||
row = col.row() |
||||
row.active = col.active and modifier.proc == "console_command" |
||||
row.prop(modifier, "console_command") |
||||
|
||||
def gui_dialog(modifier, layout, context): |
||||
row = layout.row(align=True) |
||||
row.prop(modifier, "camera_object") |
||||
op = row.operator("camera.plasma_create_game_gui_camera", text="", icon="CAMERA_DATA") |
||||
op.mod_id = modifier.pl_id |
||||
op.cam_prop_name = "camera_object" |
||||
op.gui_page = modifier.id_data.plasma_object.page |
||||
|
||||
layout.prop(modifier, "is_modal") |
Loading…
Reference in new issue