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scene.py
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import itertools
import os
import functools
import bpy
import mathutils
from . import z64c
from . import materials
from .utils import *
class Scene:
def __init__(self, blender_scene):
fast64_scene_object = blender_scene.ootSceneExportObj
fast64_oot_path = blender_scene.ootDecompPath
self.blender_scene = blender_scene
self.fast64_object = fast64_scene_object
self.oot_path = os.path.abspath(bpy.path.abspath(fast64_oot_path))
self.helpers = empty_collection("OOT Scene Tool Helper Objects")
self.helper_collections = {}
@property
def display_name(self):
return self.blender_scene.rgaSceneName or 'Temple of Sadness'
@property
def oot_dir(self):
return bpy.path.abspath(self.blender_scene.ootDecompPath)
@property
def render_dir(self):
return f'{self.oot_dir}/build/oot-scene-tool'
@property
def fast64_scene_option(self):
return self.blender_scene.ootSceneExportSettings.option
@property
def enum_name(self):
return self.fast64_scene_option
@cached_property
def index(self):
return z64c.get_scene_index(self.oot_path, self.enum_name)
def blender_to_oot_pos(self, blender_pos):
scale = self.blender_scene.ootBlenderScale
return mathutils.Vector((
blender_pos.x * scale,
blender_pos.z * scale,
blender_pos.y * scale * -1
))
def helper_collection(self, name, parent=None):
if name in self.helper_collections:
return self.helper_collections[name]
collection = self.helper_collections[name] = empty_collection(
name,
parent=parent or self.helpers
)
return collection
@cached_property
def bounds(self):
return objects_bounds([
obj
for room in self.rooms
for obj in room.geometry_objects
])
@cached_property
def center(self):
return self.bounds.center
@cached_property
@yield_list
def actors(self):
for room in self.rooms:
yield from room.actors
@cached_property
def floors(self):
if coll := bpy.data.collections.get('Floor Planes'):
floor_planes = list(sorted(obj.location.z for obj in coll.objects))
else:
floor_planes = []
ztop = 5000
planes = floor_planes + [ztop]
if floor_planes == []:
return [Floor(self, 0, -9999, 9999)]
return [
Floor(self, index, low, high)
for index, (low, high) in enumerate(itertools.pairwise(planes))
]
@cached_property
def rooms(self):
return [
Room(self, obj)
for obj in self.fast64_object.children
if obj.type == 'EMPTY' and obj.ootEmptyType == 'Room'
]
# TODO: Remove
def get_room(self, index):
for room in self.rooms:
if room.index == index:
return room
raise Exception()
class Room:
def __init__(self, scene, fast64_object):
self.scene = scene
self.fast64_object = fast64_object
def __str__(self):
return f"Room {self.index}"
@property
def index(self):
return self.fast64_object.ootRoomHeader.roomIndex
@property
def geometry_objects(self):
return [
x for x in descendants(self.fast64_object)
if x.type == 'MESH'
and not x.ignore_render
]
@cached_property
def geometry_bounds(self):
return objects_bounds(self.geometry_objects)
@cached_property
def layers(self):
bounds = self.geometry_bounds
return [
Layer(self, floor)
for floor in self.scene.floors
if floor.z_range.intersection(bounds.z)
]
@cached_property
def actors(self):
return [
x for x in descendants(self.fast64_object)
if x.type == 'EMPTY'
and x.ootEmptyType == 'Actor'
]
class Layer:
def __init__(self, room, floor):
self.room = room
self.floor = floor
def __str__(self):
return f'{self.room} {self.floor}'
@property
def index_in_room(self):
return self.room.layers.index(self)
@cached_property
def actors(self):
z0, z1 = self.floor.z_range
return [
actor for actor
in self.room.actors
if z0 <= actor.matrix_world.translation.z < z1
]
class Floor:
def __init__(self, scene, index, z0, z1):
self.scene = scene
self.index = index
self.z0 = z0
self.z1 = z1
self.height = z1 - z0
self.z_center = z0 + (z1 - z0) / 2
self.z_range = Range(z0, z1)
def __str__(self):
return f'Floor {self.index}'
@cached_property
def volume_object(self):
bpy.ops.mesh.primitive_cube_add(
size=1,
location=(0, 0, self.z_center),
scale=(800, 800, self.height)
)
obj = bpy.context.view_layer.objects.active
obj.name = f'Floor Volume {self.index}'
obj.display_type = 'WIRE'
# TODO: Create this material
mat_void = materials.get_void()
obj.data.materials.clear()
obj.data.materials.append(mat_void)
move_to_collection(obj, self.scene.helper_collection('Floor Volumes'))
return obj
@cached_property
def layers(self):
return [
layer
for room in self.scene.rooms
for layer in room.layers
if layer.floor is self
]
@cached_property
def rooms(self):
return list(sorted(set(
layer.room
for layer in self.layers
), key=lambda room: room.index))
@cached_property
@yield_list
def actors(self):
for room in self.rooms:
for layer in room.layers:
if layer.floor is self:
yield from layer.actors