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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/>.
from __future__ import annotations
import bpy
import mathutils
from contextlib import contextmanager, ExitStack
import itertools
import math
from PyHSPlasma import *
from typing import *
import weakref
from .explosions import ExportError
from .. import helpers
from . import utils
if TYPE_CHECKING:
from .convert import Exporter
from .logger import _ExportLogger as ExportLogger
from ..properties.modifiers.game_gui import *
class Clipping(NamedTuple):
hither: float
yonder: float
class PostEffectModMatrices(NamedTuple):
c2w: hsMatrix44
w2c: hsMatrix44
class GuiConverter:
if TYPE_CHECKING:
_parent: weakref.ref[Exporter] = ...
_mods_exported: Set[str] = ...
def __init__(self, parent: Optional[Exporter] = None):
self._parent = weakref.ref(parent) if parent is not None else None
self._mods_exported = set()
# Go ahead and prepare the GUI transparent material for future use.
if parent is not None:
self._transp_material = parent.exit_stack.enter_context(
helpers.TemporaryObject(
bpy.data.materials.new("GUITransparent"),
bpy.data.materials.remove
)
)
self._transp_material.diffuse_color = mathutils.Vector((1.0, 1.0, 0.0))
self._transp_material.use_mist = False
# Cyan's transparent GUI materials just set an opacity of 0%
tex_slot = self._transp_material.texture_slots.add()
tex_slot.texture = parent.exit_stack.enter_context(
helpers.TemporaryObject(
bpy.data.textures.new("AutoTransparentLayer", "NONE"),
bpy.data.textures.remove
)
)
tex_slot.texture.plasma_layer.opacity = 0.0
else:
self._transp_material = None
def calc_camera_matrix(
self,
scene: bpy.types.Scene,
objects: Sequence[bpy.types.Object],
fov: float,
scale: float = 0.75
) -> mathutils.Matrix:
if not objects:
raise ExportError("No objects specified for GUI Camera generation.")
# Generally, GUIs are flat planes. However, we are not Cyan, so artists cannot walk down
# the hallway to get smacked on the knuckles by programmers. This means that they might
# give us some three dimensional crap as a GUI. Therefore, to come up with a camera matrix,
# we'll use the average area-weighted inverse normal of all the polygons they give us. That
# way, the camera *always* should face the GUI as would be expected.
remove_mesh = bpy.data.meshes.remove
avg_normal = mathutils.Vector()
for i in objects:
mesh = i.to_mesh(bpy.context.scene, True, "RENDER", calc_tessface=False)
with helpers.TemporaryObject(mesh, remove_mesh):
utils.transform_mesh(mesh, i.matrix_world)
for polygon in mesh.polygons:
avg_normal += (polygon.normal * polygon.area)
avg_normal.normalize()
avg_normal *= -1.0
# From the inverse area weighted normal we found above, get the rotation from the up axis
# (that is to say, the +Z axis) and create our rotation matrix.
axis = mathutils.Vector((avg_normal.x, avg_normal.y, 0.0))
axis.normalize()
angle = math.acos(avg_normal.z)
mat = mathutils.Matrix.Rotation(angle, 3, axis)
# Now, we know the rotation of the camera. Great! What we need to do now is ensure that all
# of the objects in question fit within the view of a 4:3 camera rotated as above. Blender
# helpfully provides us with the localspace bounding boxes of all the objects and an API to
# fit points into the camera view.
with ExitStack() as stack:
stack.enter_context(self.generate_camera_render_settings(scene))
# Create a TEMPORARY camera object so we can use a certain Blender API.
camera = stack.enter_context(utils.temporary_camera_object(scene, "GUICameraTemplate"))
camera.matrix_world = mat.to_4x4()
camera.data.angle = fov
camera.data.lens_unit = "FOV"
# Get all of the bounding points and make sure they all fit inside the camera's view frame.
bound_boxes = [
obj.matrix_world * mathutils.Vector(bbox)
for obj in objects for bbox in obj.bound_box
]
co, _ = camera.camera_fit_coords(
scene,
# bound_box is a list of vectors of each corner of all the objects' bounding boxes;
# however, Blender's API wants a sequence of individual channel positions. Therefore,
# we need to flatten the vectors.
list(itertools.chain.from_iterable(bound_boxes))
)
# This generates a list of 6 faces per bounding box, which we then flatten out and pass
# into the BVHTree constructor. This is to calculate the distance from the camera to the
# "entire GUI" - which we can then use to apply the scale given to us.
if scale != 1.0:
bvh = mathutils.bvhtree.BVHTree.FromPolygons(
bound_boxes,
list(itertools.chain.from_iterable(
[(i + 0, i + 1, i + 5, i + 4),
(i + 1, i + 2, i + 5, i + 6),
(i + 3, i + 2, i + 6, i + 7),
(i + 0, i + 1, i + 2, i + 3),
(i + 0, i + 3, i + 7, i + 4),
(i + 4, i + 5, i + 6, i + 7),
] for i in range(0, len(bound_boxes), 8)
))
)
loc, normal, index, distance = bvh.find_nearest(co)
co += normal * distance * (scale - 1.0)
# ...
mat.resize_4x4()
mat.translation = co
return mat
def calc_clipping(
self,
pose: mathutils.Matrix,
scene: bpy.types.Scene,
objects: Sequence[bpy.types.Object],
fov: float
) -> Clipping:
with ExitStack() as stack:
stack.enter_context(self.generate_camera_render_settings(scene))
camera = stack.enter_context(utils.temporary_camera_object(scene, "GUICameraTemplate"))
camera.matrix_world = pose
camera.data.angle = fov
camera.data.lens_unit = "FOV"
# Determine the camera plane's normal so we can do a distance check against the
# bounding boxes of the objects shown in the GUI.
view_frame = [i * pose for i in camera.data.view_frame(scene)]
cam_plane = mathutils.geometry.normal(view_frame)
bound_boxes = (
obj.matrix_world * mathutils.Vector(bbox)
for obj in objects for bbox in obj.bound_box
)
pos = pose.to_translation()
bounds_dists = [
abs(mathutils.geometry.distance_point_to_plane(i, pos, cam_plane))
for i in bound_boxes
]
# Offset them by some epsilon to ensure the objects are rendered.
hither, yonder = min(bounds_dists), max(bounds_dists)
if yonder - 0.5 < hither:
hither -= 0.25
yonder += 0.25
return Clipping(hither, yonder)
def convert_post_effect_matrices(self, camera_matrix: mathutils.Matrix) -> PostEffectModMatrices:
# PostEffectMod matrices face *away* from the GUI... For some reason.
# See plPostEffectMod::SetWorldToCamera()
c2w = utils.matrix44(camera_matrix)
w2c = utils.matrix44(camera_matrix.inverted())
for i in range(4):
c2w[i, 2] *= -1.0
w2c[2, i] *= -1.0
return PostEffectModMatrices(c2w, w2c)
def create_note_gui(self, gui_page: str, gui_camera: bpy.types.Object):
if not gui_page in self._mods_exported:
guidialog_object = utils.create_empty_object(f"{gui_page}_NoteDialog")
guidialog_object.plasma_object.enabled = True
guidialog_object.plasma_object.page = gui_page
yield guidialog_object
guidialog_mod: PlasmaGameGuiDialogModifier = guidialog_object.plasma_modifiers.gui_dialog
guidialog_mod.enabled = True
guidialog_mod.is_modal = True
if gui_camera is not None:
guidialog_mod.camera_object = gui_camera
else:
# Abuse the GUI Dialog's lookat caLculation to make us a camera that looks at everything
# the artist has placed into the GUI page. We want to do this NOW because we will very
# soon be adding more objects into the GUI page.
camera_object = yield utils.create_camera_object(f"{gui_page}_GUICamera")
camera_object.data.angle = math.radians(45.0)
camera_object.data.lens_unit = "FOV"
visible_objects = [
i for i in self._parent().get_objects(gui_page)
if i.type == "MESH" and i.data.materials
]
camera_object.matrix_world = self.calc_camera_matrix(
bpy.context.scene,
visible_objects,
camera_object.data.angle
)
clipping = self.calc_clipping(
camera_object.matrix_world,
bpy.context.scene,
visible_objects,
camera_object.data.angle
)
camera_object.data.clip_start = clipping.hither
camera_object.data.clip_end = clipping.yonder
guidialog_mod.camera_object = camera_object
# Begin creating the object for the clickoff plane. We want to yield it immediately
# to the exporter in case something goes wrong during the export, allowing the stale
# object to be cleaned up.
click_plane_object = utils.BMeshObject(f"{gui_page}_Exit")
click_plane_object.matrix_world = guidialog_mod.camera_object.matrix_world
click_plane_object.plasma_object.enabled = True
click_plane_object.plasma_object.page = gui_page
yield click_plane_object
# We have a camera on guidialog_mod.camera_object. We will now use it to generate the
# points for the click-off plane button.
# TODO: Allow this to be configurable to 4:3, 16:9, or 21:9?
with ExitStack() as stack:
stack.enter_context(self.generate_camera_render_settings(bpy.context.scene))
toggle = stack.enter_context(helpers.GoodNeighbor())
# Temporarily adjust the clipping plane out to the farthest point we can find to ensure
# that the click-off button ecompasses everything. This is a bit heavy-handed, but if
# you want more refined control, you won't be using this helper.
clipping = max((guidialog_mod.camera_object.data.clip_start, guidialog_mod.camera_object.data.clip_end))
toggle.track(guidialog_mod.camera_object.data, "clip_start", clipping - 0.1)
view_frame = guidialog_mod.camera_object.data.view_frame(bpy.context.scene)
click_plane_object.data.materials.append(self.transparent_material)
with click_plane_object as click_plane_mesh:
verts = [click_plane_mesh.verts.new(i) for i in view_frame]
face = click_plane_mesh.faces.new(verts)
# TODO: Ensure the face is pointing toward the camera!
# I feel like we should be fine by assuming that Blender returns the viewframe
# verts in the correct order, but this is Blender... So test that assumption carefully.
# TODO: Apparently not!
face.normal_flip()
# We've now created the mesh object - handle the GUI Button stuff
click_plane_object.plasma_modifiers.gui_button.enabled = True
# NOTE: We will be using xDialogToggle.py, so we use a special tag ID instead of the
# close dialog procedure.
click_plane_object.plasma_modifiers.gui_control.tag_id = 99
self._mods_exported.add(gui_page)
@contextmanager
def generate_camera_render_settings(self, scene: bpy.types.Scene) -> Iterator[None]:
# Set the render info to basically TV NTSC 4:3, which will set Blender's camera
# viewport up as a 4:3 thingy to match Plasma.
with helpers.GoodNeighbor() as toggle:
toggle.track(scene.render, "resolution_x", 720)
toggle.track(scene.render, "resolution_y", 486)
toggle.track(scene.render, "pixel_aspect_x", 10.0)
toggle.track(scene.render, "pixel_aspect_y", 11.0)
yield
@property
def _report(self) -> ExportLogger:
return self._parent().report
@property
def transparent_material(self) -> bpy.types.Material:
assert self._transp_material is not None
return self._transp_material