From: hgn Date: Thu, 14 Apr 2022 04:22:25 +0000 (+0100) Subject: hero props X-Git-Url: https://skaterift.com/git/?a=commitdiff_plain;h=a36a653a30a7a69d63c9122bfb4b22d05d999591;p=convexer.git hero props --- diff --git a/__init__.py b/__init__.py index 0a5ddcf..0932670 100644 --- a/__init__.py +++ b/__init__.py @@ -15,7 +15,7 @@ bl_info = { print( "Convexer reload" ) #from mathutils import * -import bpy, gpu, math, os, time, mathutils, blf +import bpy, gpu, math, os, time, mathutils, blf, subprocess, shutil, hashlib from ctypes import * from gpu_extras.batch import batch_for_shader from bpy.app.handlers import persistent @@ -81,6 +81,13 @@ def cxr_ui(_,context): blf.position(0,ji[0]*w,35,0) blf.size(0,50,20) blf.draw(0,ji[1]) + + py = 80 + blf.size(0,50,16) + for ln in reversed(CXR_COMPILER_CHAIN.LOG[-25:]): + blf.position(0,2,py,0) + blf.draw(0,ln[:-1]) + py += 16 if CXR_PREVIEW_OPERATOR.LASTERR != None: blf.position(0,2,80,0) @@ -528,10 +535,12 @@ shared_reload() # Standard entity functions, think of like base.fgd # -def cxr_get_origin(obj,context): - return obj.location * context['scale'] + mathutils.Vector(context['offset']) +def cxr_get_origin(context): + return context['object'].location * context['transform']['scale'] + \ + mathutils.Vector(context['transform']['offset']) -def cxr_get_angles(obj,context): +def cxr_get_angles(context): + obj = context['object'] euler = [ a*57.295779513 for a in obj.rotation_euler ] angle = [0,0,0] angle[0] = euler[1] @@ -547,7 +556,8 @@ def cxr_baseclass(classes, other): # EEVEE Light component converter -> Source 1 # -def ent_lights(obj,context): +def ent_lights(context): + obj = context['object'] kvs = cxr_baseclass([ent_origin],\ { "_distance": (0.0 if obj.data.cxr_data.realtime else -1.0), @@ -587,7 +597,30 @@ def ent_lights(obj,context): return kvs -def ent_cubemap(obj,context): +def ent_prop(context): + kvs = {} + if isinstance( context['object'], bpy.types.Collection ): + kvs['angles'] = [0,180,0] + kvs['enablelightbounce'] = 1 + kvs['disableshadows'] = 0 + kvs['fademindist'] = -1 + kvs['fadescale'] = 1 + kvs['model'] = F"{asset_path('models',context['object'])}.mdl".lower() + kvs['renderamt'] = 255 + kvs['rendercolor'] = [255, 255, 255] + kvs['skin'] = 0 + kvs['solid'] = 6 + kvs['uniformscale'] = 1.0 + + pos = mathutils.Vector(context['origin']) + pos += mathutils.Vector(context['transform']['offset']) + + kvs['origin'] = [pos[1],-pos[0],pos[2]] + + return kvs + +def ent_cubemap(context): + obj = context['object'] return cxr_baseclass([ent_origin], {"cubemapsize": obj.data.cxr_data.size}) ent_origin = { "origin": cxr_get_origin } @@ -622,7 +655,7 @@ def asset_uid(asset): return asset # Create a unique ID string - base = "ABCDEFGHIJKLMNOPQRSTUV" + base = "bopshei" v = asset.cxr_data.asset_id name = "" @@ -696,7 +729,9 @@ def cxr_classname(obj): # # Error: None # -def cxr_entity_keyvalues(obj,context,classname): +def cxr_entity_keyvalues(context): + classname = context['classname'] + obj = context['object'] if classname not in cxr_entities: return None result = [] @@ -704,7 +739,7 @@ def cxr_entity_keyvalues(obj,context,classname): entdef = cxr_entities[classname] kvs = entdef['keyvalues'] - if callable(kvs): kvs = kvs(obj, context) + if callable(kvs): kvs = kvs(context) for k in kvs: kv = kvs[k] @@ -716,7 +751,7 @@ def cxr_entity_keyvalues(obj,context,classname): value = obj[ F"cxrkv_{k}" ] else: if callable(kv): - value = kv(obj,context) + value = kv(context) if isinstance(value,mathutils.Vector): value = [_ for _ in value] @@ -805,6 +840,31 @@ def material_info(mat): return info +def vec3_min( a, b ): + return mathutils.Vector((min(a[0],b[0]),min(a[1],b[1]),min(a[2],b[2]))) +def vec3_max( a, b ): + return mathutils.Vector((max(a[0],b[0]),max(a[1],b[1]),max(a[2],b[2]))) + +def cxr_collection_center(collection, transform): + BIG=999999999 + bounds_min = mathutils.Vector((BIG,BIG,BIG)) + bounds_max = mathutils.Vector((-BIG,-BIG,-BIG)) + + for obj in collection.objects: + if obj.type == 'MESH': + corners = [ mathutils.Vector(c) for c in obj.bound_box ] + + for corner in [ obj.matrix_world@c for c in corners ]: + bounds_min = vec3_min( bounds_min, corner ) + bounds_max = vec3_max( bounds_max, corner ) + + center = (bounds_min + bounds_max) / 2.0 + + origin = mathutils.Vector((-center[1],center[0],center[2])) + origin *= transform['scale'] + + return origin + # Prepares Scene into dictionary format # def cxr_scene_collect(): @@ -842,9 +902,17 @@ def cxr_scene_collect(): if collection.hide_render: return if collection.name.startswith('mdl_'): + sceneinfo['entities'] += [{ + "object": collection, + "classname": "prop_static", + "transform": transform, + "origin": cxr_collection_center( collection, transform ) + }] + sceneinfo['heros'] += [{ "collection": collection, - "transform": transform + "transform": transform, + "origin": cxr_collection_center( collection, transform ) }] return @@ -866,7 +934,7 @@ def cxr_scene_collect(): }] for c in collection.children: - cxr_scene_collect( c, transform ) + _collect( c, transform ) transform_main = { "scale": context.scene.cxr_data.scale_factor, @@ -888,25 +956,8 @@ def cxr_scene_collect(): # Write VMF out to file (JOB HANDLER) # -def cxr_export_vmf(sceneinfo): - cxr_reset_lines() - - # Setup output and state - filepath = bpy.data.filepath - directory = os.path.dirname(filepath) - settings = bpy.context.scene.cxr_data - - asset_dir = F"{directory}/bin" - material_dir = F"{settings.subdir}/materials/{settings.project_name}" - model_dir = F"{settings.subdir}/models/{settings.project_name}" - - os.makedirs( asset_dir, exist_ok=True ) - os.makedirs( material_dir, exist_ok=True ) - os.makedirs( model_dir, exist_ok=True ) - - # States +def cxr_export_vmf(sceneinfo, output_vmf): cxr_reset_lines() - output_vmf = F"{directory}/{settings.project_name}.vmf" with vdf_structure(output_vmf) as m: print( F"Write: {output_vmf}" ) @@ -965,18 +1016,19 @@ def cxr_export_vmf(sceneinfo): m.node( 'entity' ) m.kv( 'classname', cls ) - kvs = cxr_entity_keyvalues( obj, ctx, cls ) + kvs = cxr_entity_keyvalues( ent ) for kv in kvs: if isinstance(kv[2], list): m.kv( kv[0], ' '.join([str(_) for _ in kv[2]]) ) else: m.kv( kv[0], str(kv[2]) ) - if obj.type == 'MESH': - if not _buildsolid( ent ): - cxr_batch_lines() - scene_redraw() - return False + if not isinstance( obj, bpy.types.Collection ): + if obj.type == 'MESH': + if not _buildsolid( ent ): + cxr_batch_lines() + scene_redraw() + return False m.edon() @@ -1035,11 +1087,13 @@ def compile_image(img): # job handler. # def compile_material(mat): - print( F"Compile {asset_full_path('materials',mat)}.vmt" ) - info = material_info(mat) properties = mat.cxr_data + print( F"Compile {asset_full_path('materials',mat)}.vmt" ) + if properties.shader == 'Builtin': + return [] + props = [] # Walk the property tree @@ -1123,6 +1177,107 @@ def compile_material(mat): vmt.edon() return props +def cxr_export_modelsrc( mdl, origin, asset_dir, project_name, transform ): + dgraph = bpy.context.evaluated_depsgraph_get() + + # Compute hash value + chash = asset_uid(mdl)+str(origin)+str(transform) + + #for obj in mdl.objects: + # if obj.type != 'MESH': + # continue + + # ev = obj.evaluated_get(dgraph).data + # srcverts=[(v.co[0],v.co[1],v.co[2]) for v in ev.vertices] + # srcloops=[(l.normal[0],l.normal[1],l.normal[2]) for l in ev.loops] + + # chash=hashlib.sha224((str(srcverts)+chash).encode()).hexdigest() + # chash=hashlib.sha224((str(srcloops)+chash).encode()).hexdigest() + + # if ev.uv_layers.active != None: + # uv_layer = ev.uv_layers.active.data + # srcuv=[(uv.uv[0],uv.uv[1]) for uv in uv_layer] + # else: + # srcuv=['none'] + + # chash=hashlib.sha224((str(srcuv)+chash).encode()).hexdigest() + # srcmats=[ ms.material.name for ms in obj.material_slots ] + # chash=hashlib.sha224((str(srcmats)+chash).encode()).hexdigest() + # transforms=[ obj.location, obj.rotation_euler, obj.scale ] + # srctr=[(v[0],v[1],v[2]) for v in transforms] + # chash=hashlib.sha224((str(srctr)+chash).encode()).hexdigest() + + #if chash != mdl.cxr_data.last_hash: + # mdl.cxr_data.last_hash = chash + # print( F"Compile: {mdl.name}" ) + #else: + # return True + + bpy.ops.object.select_all(action='DESELECT') + + # Get viewlayer + def _get_layer(col,name): + for c in col.children: + if c.name == name: + return c + sub = _get_layer(c,name) + if sub != None: + return sub + return None + layer = _get_layer(bpy.context.view_layer.layer_collection,mdl.name) + + prev_state = layer.hide_viewport + layer.hide_viewport=False + + # Collect materials to be compiled, and temp rename for export + mat_dict = {} + + for obj in mdl.objects: + obj.select_set(state=True) + for ms in obj.material_slots: + if ms.material != None: + if ms.material not in mat_dict: + mat_dict[ms.material] = ms.material.name + ms.material.name = asset_uid(ms.material) + ms.material.use_nodes = False + + uid=asset_uid(mdl) + bpy.ops.export_scene.fbx( filepath=F'{asset_dir}/{uid}_ref.fbx',\ + check_existing=False, + use_selection=True, + apply_unit_scale=False, + bake_space_transform=False + ) + + # Fix material names back to original + for mat in mat_dict: + mat.name = mat_dict[mat] + mat.use_nodes = True + + layer.hide_viewport=prev_state + + # Write out QC file + with open(F'{asset_dir}/{uid}.qc','w') as o: + o.write(F'$modelname "{project_name}/{uid}"\n') + #o.write(F'$scale .32\n') + o.write(F'$scale {transform["scale"]/100.0}\n') + o.write(F'$body _ "{uid}_ref.fbx"\n') + o.write(F'$staticprop\n') + o.write(F'$origin {origin[0]} {origin[1]} {origin[2]}\n') + + #TODO: vphys + o.write(F'$cdmaterials {project_name}\n') + o.write(F'$sequence idle {uid}_ref.fbx\n') + + return True +# +# Copy bsp file (and also lightpatch it) +# +def cxr_patchmap( src, dst ): + libcxr_lightpatch_bsp.call( src.encode('utf-8') ) + shutil.copyfile( src, dst ) + return True + # Convexer operators # ------------------------------------------------------------------------------ @@ -1271,11 +1426,15 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): TIMER = None TIMER_LAST = 0.0 WAIT_REDRAW = False + FILE = None + LOG = [] JOBINFO = None JOBID = 0 + JOBSYS = None def cancel(_,context): + global cxr_jobs_batch static = _.__class__ wm = context.window_manager @@ -1286,7 +1445,10 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): if static.TIMER != None: wm.event_timer_remove( static.TIMER ) static.TIMER = None + + static.FILE.close() + cxr_jobs_batch = None scene_redraw() return {'FINISHED'} @@ -1294,7 +1456,10 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): static = _.__class__ if ev.type == 'TIMER': + global cxr_jobs_batch + if static.WAIT_REDRAW: + scene_redraw() return {'PASS_THROUGH'} static.WAIT_REDRAW = True @@ -1304,20 +1469,53 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): if static.SUBPROC != None: # Deal with async modes - pass + status = static.SUBPROC.poll() + if status == None: + + # Cannot redirect STDOUT through here without causing + # undefined behaviour due to the Blender Python specification. + # + # Have to write it out to a file and read it back in. + # + with open("/tmp/convexer_compile_log.txt","r") as log: + static.LOG = log.readlines() + return {'PASS_THROUGH'} + else: + #for l in static.SUBPROC.stdout: + # print( F'-> {l.decode("utf-8")}',end='' ) + static.SUBPROC = None + + if status != 0: + print(F'Compiler () error: {status}') + return _.cancel(context) + + static.JOBSYS['jobs'][static.JOBID] = None + cxr_jobs_update_graph( static.JOBINFO ) + scene_redraw() + return {'PASS_THROUGH'} # Compile syncronous thing for sys in static.JOBINFO: for i,target in enumerate(sys['jobs']): if target != None: - print( F"Start job: {static.JOBID} @{time.time()}" ) - - if not sys['exec'](target): - print( "Job failed" ) - return _.cancel(context) - sys['jobs'][i] = None - static.JOBID += 1 + if callable(sys['exec']): + print( F"Run (sync): {static.JOBID} @{time.time()}" ) + + if not sys['exec'](*target): + print( "Job failed" ) + return _.cancel(context) + + sys['jobs'][i] = None + static.JOBID += 1 + else: + # Run external executable (wine) + static.SUBPROC = subprocess.Popen( target, + stdout=static.FILE,\ + stderr=subprocess.PIPE,\ + cwd=sys['cwd']) + static.JOBSYS = sys + static.JOBID = i cxr_jobs_update_graph( static.JOBINFO ) scene_redraw() @@ -1325,7 +1523,6 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): # All completed print( "All jobs completed!" ) - global cxr_jobs_batch cxr_jobs_batch = None scene_redraw() @@ -1341,8 +1538,25 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): print("Launching compiler toolchain") # Run static compilation units now (collect, vmt..) + filepath = bpy.data.filepath + directory = os.path.dirname(filepath) + settings = bpy.context.scene.cxr_data + + asset_dir = F"{directory}/modelsrc" + material_dir = F"{settings.subdir}/materials/{settings.project_name}" + model_dir = F"{settings.subdir}/models/{settings.project_name}" + output_vmf = F"{directory}/{settings.project_name}.vmf" + + os.makedirs( asset_dir, exist_ok=True ) + os.makedirs( material_dir, exist_ok=True ) + os.makedirs( model_dir, exist_ok=True ) + + static.FILE = open(F"/tmp/convexer_compile_log.txt","w") + static.LOG = [] + sceneinfo = cxr_scene_collect() image_jobs = [] + qc_jobs = [] # Collect materials a_materials = set() @@ -1350,6 +1564,21 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): for ms in brush['object'].material_slots: a_materials.add( ms.material ) + for ent in sceneinfo['entities']: + if isinstance(ent['object'],bpy.types.Collection): continue + + if ent['object'].type == 'MESH': + for ms in ent['object'].material_slots: + a_materials.add( ms.material ) + + # TODO.. this should just be in the entity loop + for hero in sceneinfo['heros']: + uid = asset_uid(hero['collection']) + qc_jobs += [F'{uid}.qc'] + for obj in hero['collection'].objects: + for ms in obj.material_slots: + a_materials.add( ms.material ) + # Collect images for mat in a_materials: for pair in compile_material(mat): @@ -1361,7 +1590,7 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): flags = 0 if 'flags' in pdef: flags = pdef['flags'] if prop not in image_jobs: - image_jobs += [prop] + image_jobs += [(prop,)] prop.cxr_data.flags = flags # Convexer jobs @@ -1370,10 +1599,10 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): static.JOBINFO += [{ "title": "Convexer", - "w": 40, + "w": 20, "colour": (1.0,0.3,0.1,1.0), "exec": cxr_export_vmf, - "jobs": [sceneinfo] + "jobs": [(sceneinfo,output_vmf)] }] if len(image_jobs) > 0: @@ -1384,7 +1613,73 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): "exec": compile_image, "jobs": image_jobs }] + + # FBX stage + + if len(sceneinfo['heros']) > 0: + static.JOBINFO += [{ + "title": "Batches", + "w": 25, + "colour": (0.5,0.5,1.0,1.0), + "exec": cxr_export_modelsrc, + "jobs": [(h['collection'], h['origin'], asset_dir, \ + settings.project_name, h['transform']) for h in \ + sceneinfo['heros']] + }] + # VBSP stage + game = 'z:'+settings.subdir.replace('/','\\') + args = [ \ + '-game', game, settings.project_name + ] + + if len(qc_jobs) > 0: + static.JOBINFO += [{ + "title": "StudioMDL", + "w": 20, + "colour": (0.8,0.1,0.1,1.0), + "exec": "studiomdl", + "jobs": [[settings[F'exe_studiomdl']] + [\ + '-nop4', '-game', game, qc] for qc in qc_jobs], + "cwd": asset_dir + }] + + static.JOBINFO += [{ + "title": "VBSP", + "w": 25, + "colour": (0.1,0.2,1.0,1.0), + "exec": "vbsp", + "jobs": [[settings[F'exe_vbsp']] + args], + "cwd": directory + }] + + static.JOBINFO += [{ + "title": "VVIS", + "w": 25, + "colour": (0.9,0.5,0.5,1.0), + "exec": "vvis", + "jobs": [[settings[F'exe_vvis']] + args], + "cwd": directory + }] + + static.JOBINFO += [{ + "title": "VRAD", + "w": 25, + "colour": (0.9,0.2,0.3,1.0), + "exec": "vrad", + "jobs": [[settings[F'exe_vrad']] + args], + "cwd": directory + }] + + static.JOBINFO += [{ + "title": "CXR", + "w": 5, + "colour": (0.0,1.0,0.4,1.0), + "exec": cxr_patchmap, + "jobs": [(F"{directory}/{settings.project_name}.bsp",\ + F"{settings.subdir}/maps/{settings.project_name}.bsp")] + }] + static.USER_EXIT=False static.TIMER=wm.event_timer_add(0.1,window=context.window) wm.modal_handler_add(_) @@ -1397,6 +1692,21 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): static.USER_EXIT=True return {'RUNNING_MODAL'} +class CXR_RESET_HASHES(bpy.types.Operator): + bl_idname="convexer.hash_reset" + bl_label="Reset asset hashes" + + def execute(_,context): + for c in bpy.data.collections: + c.cxr_data.last_hash = F"{time.time()}" + c.cxr_data.asset_id=0 + + for t in bpy.data.images: + t.cxr_data.last_hash = F"{time.time()}" + t.cxr_data.asset_id=0 + + return {'FINISHED'} + # Convexer panels # ------------------------------------------------------------------------------ @@ -1436,6 +1746,7 @@ class CXR_INTERFACE(bpy.types.Panel): _.layout.operator("convexer.reload") _.layout.operator("convexer.dev_test") _.layout.operator("convexer.preview") + _.layout.operator("convexer.hash_reset") settings = context.scene.cxr_data @@ -1572,7 +1883,7 @@ def cxr_entity_changeclass(_,context): # Create ID properties entdef = None - classname = active_object.cxr_data.classname + classname = cxr_custom_class(active_object) if classname in cxr_entities: entdef = cxr_entities[classname] @@ -1603,8 +1914,10 @@ class CXR_ENTITY_PANEL(bpy.types.Panel): if active_object == None: return - default_context = cxr_object_context( \ - bpy.context.scene.cxr_data.scale_factor, 0.0 ) + default_context = { + "scale": bpy.context.scene.cxr_data.scale_factor, + "offset": (0,0,0) + } ecn = cxr_intrinsic_classname( active_object ) classname = cxr_custom_class( active_object ) @@ -1621,7 +1934,12 @@ class CXR_ENTITY_PANEL(bpy.types.Panel): _.layout.enabled=False classname = ecn - kvs = cxr_entity_keyvalues( active_object, default_context, classname ) + kvs = cxr_entity_keyvalues( { + "object": active_object, + "transform": default_context, + "classname": classname + }) + if kvs != None: for kv in kvs: if kv[1]: @@ -1764,7 +2082,7 @@ classes = [ CXR_RELOAD, CXR_DEV_OPERATOR, CXR_INTERFACE, \ CXR_MODEL_SETTINGS, CXR_ENTITY_SETTINGS, CXR_CUBEMAP_SETTINGS,\ CXR_LIGHT_SETTINGS, CXR_SCENE_SETTINGS, CXR_DETECT_COMPILERS,\ CXR_ENTITY_PANEL, CXR_LIGHT_PANEL, CXR_PREVIEW_OPERATOR,\ - CXR_VIEW3D, CXR_COMPILER_CHAIN ] + CXR_VIEW3D, CXR_COMPILER_CHAIN, CXR_RESET_HASHES ] vmt_param_dynamic_class = None diff --git a/config.py b/config.py index b886758..364363d 100644 --- a/config.py +++ b/config.py @@ -217,6 +217,7 @@ cxr_entities = \ "light": { "keyvalues": ent_lights }, "light_spot": { "keyvalues": ent_lights }, "env_cubemap": { "keyvalues": ent_cubemap }, + "prop_static": { "keyvalues": ent_prop }, # CSGO.fgd # --------