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# 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/>.
import bpy
from collections import defaultdict
import itertools
from PyHSPlasma import *
import weakref
from ..exporter.explosions import ExportError
def _get_puddle_class(exporter, name, vs):
if vs:
# sigh... thou shalt not...
exporter.report.warn("'{}': Cannot use 'Water Ripple (Shallow) on a waveset--forcing to 'Water Ripple (Deep)", name)
return plDynaRippleVSMgr
return plDynaPuddleMgr
def _get_footprint_class(exporter, name, vs):
if vs:
raise ExportError("'{}': Footprints cannot be attached to wavesets", name)
return plDynaFootMgr
class DecalConverter:
_decal_lookup = {
"footprint_dry": _get_footprint_class,
"footprint_wet": _get_footprint_class,
"puddle": _get_puddle_class,
"ripple": lambda e, name, vs: plDynaRippleVSMgr if vs else plDynaRippleMgr,
}
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.
# The case we care about: a single water decal exporting to multiple DynaDecalMgrs
# eg two wavesets (two mgrs) and two water planes (one mgr)
# We don't care about: DynaDecalMgrs in another page.
decal_mgrs, so_key = self._decal_managers.get(decal_name), so.key
if decal_mgrs is None:
raise ExportError("'{}': Invalid decal manager '{}'", so_key.name, decal_name)
# If we are waveset water, then we can only have one target...
waveset_id = plFactory.ClassIndex("plWaveSet7")
waveset = next((i for i in so.modifiers if i.type == waveset_id), None)
so_loc = so_key.location
for key, decal_mgr in ((i, i.object) for i in decal_mgrs):
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:
raise ExportError("'{}': Invalid decal manager '{}'", print_shape.key.name, decal_name)
for i in decal_mgrs:
print_shape.addDecalMgr(i)
def export_static_decal(self, bo):
mat_mgr = self._exporter().mesh.material
mat_keys = mat_mgr.get_materials(bo)
if not mat_keys:
raise ExportError("'{}': Cannot print decal onto object with no materials", bo.name)
zFlags = hsGMatState.kZIncLayer | hsGMatState.kZNoZWrite
for material in (i.object for i in mat_keys):
# Only useful in a debugging context
material.compFlags |= hsGMaterial.kCompDecal
# zFlags should only be applied to the material's base layer
# note: changing blend flags is unsafe here -- so don't even think about it!
layer = mat_mgr.get_base_layer(material)
layer.state.ZFlags |= zFlags
def generate_dynamic_decal(self, bo, decal_name):
decal = next((i for i in bpy.context.scene.plasma_scene.decal_managers if i.name == decal_name), None)
if decal is None:
raise ExportError("'{}': Invalid decal manager '{}'", bo.name, decal_name)
exporter = self._exporter()
decal_type = decal.decal_type
is_waveset = bo.plasma_modifiers.water_basic.enabled
pClass = self._decal_lookup[decal_type](exporter, decal_name, is_waveset)
# DynaDecal Managers generate geometry at runtime, so we need to share them as much as
# possible. However, it is best to keep things page local. Furthermore, wavesets cannot
# share decal managers due to vertex shaders being used.
name = "{}_{}".format(decal_name, bo.name) if is_waveset else decal_name
decal_mgr = exporter.mgr.find_object(pClass, bl=bo, name=name)
if decal_mgr is None:
self._report.msg(f"Exporing decal manager '{decal_name}' to '{name}'")
decal_mgr = exporter.mgr.add_object(pClass, bl=bo, name=name)
self._decal_managers[decal_name].append(decal_mgr.key)
# Certain decals are required to be squares
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
width = max(decal.length, decal.width) / 100.0
image = decal.image
if image is None:
raise ExportError("'{}': decal manager '{}' has no image set", bo.name, decal_name)
blend = getattr(hsGMatState, decal.blend)
mats = exporter.mesh.material.export_print_materials(bo, image, name, blend)
decal_mgr.matPreShade, decal_mgr.matRTShade = mats
# Hardwired values from PlasmaMAX
decal_mgr.maxNumVerts = 1000
decal_mgr.maxNumIdx = 1000
decal_mgr.intensity = decal.intensity / 100.0
decal_mgr.gridSizeU = 2.5
decal_mgr.gridSizeV = 2.5
decal_mgr.scale = hsVector3(length, width, 1.0)
# Hardwired calculations from PlasmaMAX
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
elif decal_type in {"puddle", "ripple", "torpedo", "wake"}:
decal_mgr.rampEnd = 0.25
life_span = decal.life_span if decal_type == "torpedo" else length / 2.0
decal_mgr.decayStart = life_span * 0.8
decal_mgr.lifeSpan = life_span
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)
if isinstance(decal_mgr, plDynaPuddleMgr):
decal_mgr.initUVW = hsVector3(5.0, 5.0, 5.0)
decal_mgr.finalUVW = hsVector3(1.0, 1.0, 1.0)
elif isinstance(decal_mgr, plDynaRippleMgr):
# wakes, torpedos, and ripples...
decal_mgr.initUVW = hsVector3(3.0, 3.0, 3.0)
decal_mgr.finalUVW = hsVector3(1.0, 1.0, 1.0)
if isinstance(decal_mgr, (plDynaRippleVSMgr, plDynaTorpedoVSMgr)):
decal_mgr.waveSet = exporter.mgr.find_create_key(plWaveSet7, bl=bo)
@property
def _mgr(self):
return self._exporter().mgr
@property
def _report(self):
return self._exporter().report