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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 bpy.props import *
import math
from PyHSPlasma import *
from .base import PlasmaModifierProperties
from ...exporter import ExportError, ExportAssertionError
from ... import idprops
class PlasmaSwimRegion(idprops.IDPropObjectMixin, PlasmaModifierProperties, bpy.types.PropertyGroup):
pl_id = "swimregion"
bl_category = "Water"
bl_label = "Swimming Surface"
bl_description = "Surface that the avatar can swim on"
bl_icon = "MOD_WAVE"
_CURRENTS = {
"NONE": plSwimRegionInterface,
"CIRCULAR": plSwimCircularCurrentRegion,
"STRAIGHT": plSwimStraightCurrentRegion,
}
region = PointerProperty(name="Region",
description="Swimming detector region",
type=bpy.types.Object,
poll=idprops.poll_mesh_objects)
down_buoyancy = FloatProperty(name="Downward Buoyancy",
description="Distance the avatar sinks into the water",
min=0.0, max=100.0, default=3.0,
options=set())
up_buoyancy = FloatProperty(name="Up Buoyancy",
description="Distance the avatar rises up after sinking",
min=0.0, max=100.0, default=0.05,
options=set())
up_velocity = FloatProperty(name="Up Velcocity",
description="Rate at which the avatar rises",
min=0.0, max=100.0, default=3.0,
options=set())
current_type = EnumProperty(name="Water Current",
description="",
items=[("NONE", "None", "No current"),
("CIRCULAR", "Circular", "Circular current"),
("STRAIGHT", "Straight", "Straight current")],
options=set())
rotation = FloatProperty(name="Rotation",
description="Rate of rotation about the current object",
min=-100.0, max=100.0, default=1.0,
options=set())
near_distance = FloatProperty(name="Near Distance",
description="Maximum distance at which the current is at the Near Velocity rate",
min=0.0, max=10000.0, default=1.0,
options=set())
far_distance = FloatProperty(name="Far Distance",
description="Distance at which the current is at the Far Velocity rate",
min=0.0, max=10000.0, default=1.0,
options=set())
near_velocity = FloatProperty(name="Near Velocity",
description="Current velocity near the region center",
min=-100.0, max=100.0, default=0.0,
options=set())
far_velocity = FloatProperty(name="Far Velocity",
description="Current velocity far from the region center",
min=-100.0, max=100.0, default=0.0,
options=set())
current = PointerProperty(name="Current Object",
description="Object whose Y-axis defines the direction of the current",
type=bpy.types.Object,
poll=idprops.poll_empty_objects)
def export(self, exporter, bo, so):
swimIface = self.get_key(exporter, so).object
swimIface.downBuoyancy = self.down_buoyancy
swimIface.upBuoyancy = self.up_buoyancy
swimIface.maxUpwardVel = self.up_velocity
if isinstance(swimIface, plSwimCircularCurrentRegion):
swimIface.rotation = self.rotation
swimIface.pullNearDistSq = pow(self.near_distance, 2)
swimIface.pullFarDistSq = pow(self.far_distance, 2)
swimIface.pullNearVel = self.near_velocity
swimIface.pullFarVel = self.far_velocity
elif isinstance(swimIface, plSwimStraightCurrentRegion):
swimIface.nearDist = self.near_distance
swimIface.farDist = self.far_distance
swimIface.nearVel = self.near_velocity
swimIface.farVel = self.far_velocity
if isinstance(swimIface, (plSwimCircularCurrentRegion, plSwimStraightCurrentRegion)):
if self.current is None:
raise ExportError("Swimming Surface '{}' does not specify a current object".format(bo.name))
swimIface.currentObj = exporter.mgr.find_create_key(plSceneObject, bl=self.current)
# The surface needs bounds for LOS -- this is generally a flat plane, or I would think...
# NOTE: If the artist has this on a WaveSet, they probably intend for the avatar to swim on
# the surface of the water BUT wave sets are supposed to conform to the bottom of the
# pool. Therefore, we need to flatten out a temporary mesh in that case.
# Ohey! CWE doesn't let you swim at all if the surface isn't flat...
losdbs = ["kLOSDBSwimRegion"]
member_group = "kGroupLOSOnly" if exporter.mgr.getVer() != pvMoul else "kGroupStatic"
if bo.plasma_modifiers.water_basic.enabled:
exporter.physics.generate_flat_proxy(bo, so, z_coord=bo.matrix_world.translation[2],
member_group=member_group,
losdbs=losdbs)
else:
exporter.physics.generate_physical(bo, so, bounds="trimesh",
member_group=member_group,
losdbs=losdbs)
# Detector region bounds
if self.region is not None:
region_so = exporter.mgr.find_create_object(plSceneObject, bl=self.region)
# Good news: if this phys has already been exported, this is basically a noop
member_group = "kGroupDetector" if exporter.mgr.getVer() == "pvMoul" else "kGroupLOSOnly"
exporter.physics.generate_physical(self.region, region_so,
member_group=member_group,
report_groups=["kGroupAvatar"])
# I am a little concerned if we already have a plSwimDetector... I am not certain how
# well Plasma would tolerate having a plSwimMsg with multiple regions referenced.
# If you're brave, maybe you will test this...
# What? Me test it?
# I are chicken.
# Mmmmm chicken ***drool***
if exporter.mgr.find_key(plSwimDetector, so=region_so) is None:
enter_msg, exit_msg = plSwimMsg(), plSwimMsg()
for i in (enter_msg, exit_msg):
i.BCastFlags = plMessage.kLocalPropagate | plMessage.kPropagateToModifiers
i.sender = region_so.key
i.swimRegion = swimIface.key
enter_msg.isEntering = True
exit_msg.isEntering = False
detector = exporter.mgr.add_object(plSwimDetector, so=region_so)
detector.enterMsg = enter_msg
detector.exitMsg = exit_msg
else:
# OK, I lied. It is perfectly legal to NOT have a detector... Think about Ahnonay,
# if you want to have currents inside of a large body of water, only your main
# swimming surface should have a detector. m'kay? But still, we might want to make note
# of this sitation. Just in case someone is like "WTF! Why am I not swimming?!?!1111111"
# Because you need to have a detector, dummy.
exporter.report.warn("Swimming Surface '{}' does not specify a detector region".format(bo.name), indent=2)
def get_key(self, exporter, so=None):
pClass = self._CURRENTS[self.current_type]
return exporter.mgr.find_create_key(pClass, bl=self.id_data, so=so)
def harvest_actors(self):
if self.current_type != "NONE" and self.current:
return set((self.current.name,))
return set()
@classmethod
def _idprop_mapping(cls):
return {"current": "current_object",
"region": "region_name"}
class PlasmaWaterModifier(idprops.IDPropMixin, PlasmaModifierProperties, bpy.types.PropertyGroup):
pl_id = "water_basic"
bl_category = "Water"
bl_label = "Basic Water"
bl_description = "Basic water properties"
wind_object = PointerProperty(name="Wind Object",
description="Object whose Y axis represents the wind direction",
type=bpy.types.Object,
poll=idprops.poll_empty_objects)
wind_speed = FloatProperty(name="Wind Speed",
description="Magnitude of the wind",
default=1.0)
envmap = PointerProperty(name="EnvMap",
description="Texture defining an environment map for this water object",
type=bpy.types.Texture,
poll=idprops.poll_envmap_textures)
envmap_radius = FloatProperty(name="Environment Sphere Radius",
description="How far away the first object you want to see is",
min=5.0, max=10000.0,
default=500.0)
specular_tint = FloatVectorProperty(name="Specular Tint",
subtype="COLOR",
min=0.0, max=1.0,
default=(1.0, 1.0, 1.0))
specular_alpha = FloatProperty(name="Specular Alpha",
min=0.0, max=1.0,
default=0.3)
noise = IntProperty(name="Noise",
subtype="PERCENTAGE",
min=0, max=300,
default=50)
specular_start = FloatProperty(name="Specular Start",
min=0.0, max=1000.0,
default=50.0)
specular_end = FloatProperty(name="Specular End",
min=0.0, max=10000.0,
default=1000.0)
ripple_scale = FloatProperty(name="Ripple Scale",
min=5.0, max=1000.0,
default=25.0)
depth_opacity = FloatProperty(name="Opacity End",
min=0.5, max=20.0,
default=3.0)
depth_reflection = FloatProperty(name="Reflection End",
min=0.5, max=20.0,
default=3.0)
depth_wave = FloatProperty(name="Wave End",
min=0.5, max=20.0,
default=4.0)
zero_opacity = FloatProperty(name="Opacity Start",
min=-10.0, max=10.0,
default=-1.0)
zero_reflection = FloatProperty(name="Reflection Start",
min=-10.0, max=10.0,
default=0.0)
zero_wave = FloatProperty(name="Wave Start",
min=-10.0, max=10.0,
default=0.0)
@property
def copy_material(self):
return True
def export(self, exporter, bo, so):
waveset = exporter.mgr.find_create_object(plWaveSet7, name=bo.name, so=so)
if self.wind_object:
if self.wind_object.plasma_object.enabled and self.wind_object.plasma_modifiers.animation.enabled:
waveset.refObj = exporter.mgr.find_create_key(plSceneObject, bl=self.wind_object)
waveset.setFlag(plWaveSet7.kHasRefObject, True)
# This is much like what happened in PyPRP
speed = self.wind_speed
matrix = self.wind_object.matrix_world
wind_dir = hsVector3(matrix[1][0] * speed, matrix[1][1] * speed, matrix[1][2] * speed)
else:
# Stolen shamelessly from PyPRP
wind_dir = hsVector3(0.0871562, 0.996195, 0.0)
# Stuff we expose
state = waveset.state
state.rippleScale = self.ripple_scale
state.waterHeight = bo.matrix_world.translation[2]
state.windDir = wind_dir
state.specVector = hsVector3(self.noise / 100.0, self.specular_start, self.specular_end)
state.specularTint = hsColorRGBA(*self.specular_tint, alpha=self.specular_alpha)
state.waterOffset = hsVector3(self.zero_opacity * -1.0, self.zero_reflection * -1.0, self.zero_wave * -1.0)
state.depthFalloff = hsVector3(self.depth_opacity, self.depth_reflection, self.depth_wave)
# Environment Map
if self.envmap:
# maybe, just maybe, we're absuing our privledges?
dem = exporter.mesh.material.export_dynamic_env(bo, None, self.envmap, plDynamicEnvMap)
waveset.envMap = dem.key
state.envCenter = dem.position
state.envRefresh = dem.refreshRate
else:
state.envCenter = hsVector3(*bo.matrix_world.translation)
state.envRefresh = 0.0
state.envRadius = self.envmap_radius
# These are either unused, set from somewhere else at runtime, or hardcoded
state.waterTint = hsColorRGBA(1.0, 1.0, 1.0, 1.0)
state.maxColor = hsColorRGBA(1.0, 1.0, 1.0, 1.0)
state.shoreTint = hsColorRGBA(1.0, 1.0, 1.0, 1.0)
state.maxAtten = hsVector3(1.0, 1.0, 1.0)
state.minAtten = hsVector3(0.0, 0.0, 0.0)
# Now, we have some related modifiers that may or may not be enabled... If not, we should
# make them export their defaults.
mods = bo.plasma_modifiers
if not mods.water_geostate.enabled:
mods.water_geostate.convert_default_wavestate(state.geoState)
if not mods.water_texstate.enabled:
mods.water_texstate.convert_default_wavestate(state.texState)
if not mods.water_shore.enabled:
mods.water_shore.convert_default(state)
@classmethod
def _idprop_mapping(cls):
return {"wind_object": "wind_object_name",
"envmap": "envmap_name"}
def _idprop_sources(self):
return {"wind_object_name": bpy.data.objects,
"envmap_name": bpy.data.textures}
@property
def key_name(self):
return "{}_WaveSet7".format(self.id_data.name)
class PlasmaShoreObject(idprops.IDPropObjectMixin, bpy.types.PropertyGroup):
display_name = StringProperty(name="Display Name")
shore_object = PointerProperty(name="Shore Object",
description="Object that waves crash upon",
type=bpy.types.Object,
poll=idprops.poll_mesh_objects)
@classmethod
def _idprop_mapping(cls):
return {"shore_object": "object_name"}
class PlasmaWaterShoreModifier(PlasmaModifierProperties):
pl_depends = {"water_basic"}
pl_id = "water_shore"
bl_category = "Water"
bl_label = "Water Shore"
bl_description = ""
# The basic modifier may want to export a default copy of us
_shore_tint_default = (0.2, 0.4, 0.4)
_shore_opacity_default = 40
_wispiness_default = 50
_period_default = 100.0
_finger_default = 100.0
_edge_opacity_default = 100
_edge_radius_default = 100.0
shores = CollectionProperty(type=PlasmaShoreObject)
active_shore_index = IntProperty(options={"HIDDEN"})
shore_tint = FloatVectorProperty(name="Shore Tint",
subtype="COLOR",
min=0.0, max=1.0,
default=_shore_tint_default)
shore_opacity = IntProperty(name="Shore Opacity",
subtype="PERCENTAGE",
min=0, max=100,
default=_shore_opacity_default)
wispiness = IntProperty(name="Wispiness",
subtype="PERCENTAGE",
min=0, max=200,
default=_wispiness_default)
period = FloatProperty(name="Period",
min=0.0, max=200.0,
default=_period_default)
finger = FloatProperty(name="Finger",
min=50.0, max=300.0,
default=_finger_default)
edge_opacity = IntProperty(name="Edge Opacity",
subtype="PERCENTAGE",
min=0, max=100,
default=_edge_opacity_default)
edge_radius = FloatProperty(name="Edge Radius",
subtype="PERCENTAGE",
min=50, max=300,
default=_edge_radius_default)
def convert_default(self, wavestate):
wavestate.wispiness = self._wispiness_default / 100.0
wavestate.minColor = hsColorRGBA(*self._shore_tint_default, alpha=(self._shore_opacity_default / 100.0))
wavestate.edgeOpacity = self._edge_opacity_default / 100.0
wavestate.edgeRadius = self._edge_radius_default / 100.0
wavestate.period = self._period_default / 100.0
wavestate.fingerLength = self._finger_default / 100.0
def export(self, exporter, bo, so):
waveset = exporter.mgr.find_create_object(plWaveSet7, name=bo.name, so=so)
wavestate = waveset.state
for i in self.shores:
if i.shore_object is None:
raise ExportError("'{}': Shore Object for '{}' is invalid".format(self.key_name, i.display_name))
waveset.addShore(exporter.mgr.find_create_key(plSceneObject, bl=i.shore_object))
wavestate.wispiness = self.wispiness / 100.0
wavestate.minColor = hsColorRGBA(*self.shore_tint, alpha=(self.shore_opacity / 100.0))
wavestate.edgeOpacity = self.edge_opacity / 100.0
wavestate.edgeRadius = self.edge_radius / 100.0
wavestate.period = self.period / 100.0
wavestate.fingerLength = self.finger / 100.0
class PlasmaWaveState:
pl_depends = {"water_basic"}
def convert_wavestate(self, state):
state.minLength = self.min_length
state.maxLength = self.max_length
state.ampOverLen = self.amplitude / 100.0
state.chop = self.chop / 100.0
state.angleDev = self.angle_dev
def convert_default_wavestate(self, state):
cls = self.__class__
state.minLength = cls._min_length_default
state.maxLength = cls._max_length_default
state.ampOverLen = cls._amplitude_default / 100.0
state.chop = cls._chop_default / 100.0
state.angleDev = cls._angle_dev_default
@classmethod
def register(cls):
cls.min_length = FloatProperty(name="Min Length",
description="Smallest wave length",
min=0.1, max=50.0,
default=cls._min_length_default)
cls.max_length = FloatProperty(name="Max Length",
description="Largest wave length",
min=0.1, max=50.0,
default=cls._max_length_default)
cls.amplitude = IntProperty(name="Amplitude",
description="Multiplier for wave height",
subtype="PERCENTAGE",
min=0, max=100,
default=cls._amplitude_default)
cls.chop = IntProperty(name="Choppiness",
description="Sharpness of wave crests",
subtype="PERCENTAGE",
min=0, max=500,
default=cls._chop_default)
cls.angle_dev = FloatProperty(name="Wave Spread",
subtype="ANGLE",
min=math.radians(0.0), max=math.radians(180.0),
default=cls._angle_dev_default)
class PlasmaWaveGeoState(PlasmaWaveState, PlasmaModifierProperties):
pl_id = "water_geostate"
bl_category = "Water"
bl_label = "Geometry Waves"
bl_description = "Mesh wave settings"
_min_length_default = 4.0
_max_length_default = 8.0
_amplitude_default = 10
_chop_default = 50
_angle_dev_default = math.radians(20.0)
def export(self, exporter, bo, so):
waveset = exporter.mgr.find_create_object(plWaveSet7, name=bo.name, so=so)
self.convert_wavestate(waveset.state.geoState)
class PlasmaWaveTexState(PlasmaWaveState, PlasmaModifierProperties):
pl_id = "water_texstate"
bl_category = "Water"
bl_label = "Texture Waves"
bl_description = "Texture wave settings"
_min_length_default = 0.1
_max_length_default = 4.0
_amplitude_default = 10
_chop_default = 50
_angle_dev_default = math.radians(20.0)
def export(self, exporter, bo, so):
waveset = exporter.mgr.find_create_object(plWaveSet7, name=bo.name, so=so)
self.convert_wavestate(waveset.state.texState)