Browse Source

Fix missing colliders in PotS

pull/8/head
Adam Johnson 9 years ago
parent
commit
ce02dcad84
  1. 67
      korman/exporter/physics.py
  2. 16
      korman/helpers.py

67
korman/exporter/physics.py

@ -13,10 +13,12 @@
# 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
import mathutils
from PyHSPlasma import *
import weakref
from ..helpers import TemporaryObject
from . import utils
class PhysicsConverter:
@ -24,35 +26,44 @@ class PhysicsConverter:
self._exporter = weakref.ref(exporter)
def _convert_mesh_data(self, bo, physical, indices=True):
mesh = bo.data
mesh.update(calc_tessface=indices)
# Yes, we have to have transform data here, even if we have a CoordInterface
mesh = bo.to_mesh(bpy.context.scene, True, "RENDER")
mat = bo.matrix_world
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
with TemporaryObject(mesh, bpy.data.meshes.remove) as mesh:
# We can only use the plPhysical xforms if there is a CI...
if self._mgr.has_coordiface(bo):
mesh.update(calc_tessface=indices)
physical.pos = utils.vector3(mat.to_translation())
quat = mat.to_quaternion()
quat.normalize()
physical.rot = utils.quaternion(quat)
# 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]
else:
# apply the transform to the physical itself
mesh.transform(mat)
mesh.update(calc_tessface=indices)
vertices = [hsVector3(i.co.x, i.co.y, i.co.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"""

16
korman/helpers.py

@ -32,6 +32,22 @@ class GoodNeighbor:
setattr(cls, attr, value)
bpy.context.scene.update()
class TemporaryObject:
def __init__(self, obj, remove_func):
self._obj = obj
self._remove_func = remove_func
def __enter__(self):
return self
def __exit__(self, type, value, traceback):
self._remove_func(self._obj)
def __getattr__(self, attr):
return getattr(self._obj, attr)
def ensure_object_can_bake(bo, toggle):
"""Ensures that we can use Blender's baking operators on this object. Side effect: also ensures
that the object will enter edit mode when requested."""

Loading…
Cancel
Save