forked from LeenkxTeam/LNXSDK
merge upstream
This commit is contained in:
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@ -324,6 +324,20 @@ class LeenkxExporter:
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def export_object_transform(self, bobject: bpy.types.Object, o):
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wrd = bpy.data.worlds['Lnx']
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# HACK: In Blender 4.2.x, each camera must be selected to ensure its matrix is correctly assigned
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if bpy.app.version >= (4, 2, 0) and bobject.type == 'CAMERA' and bobject.users_scene:
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current_scene = bpy.context.window.scene
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bpy.context.window.scene = bobject.users_scene[0]
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bpy.context.view_layer.update()
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bobject.select_set(True)
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bpy.context.view_layer.update()
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bobject.select_set(False)
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bpy.context.window.scene = current_scene
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bpy.context.view_layer.update()
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# Static transform
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o['transform'] = {'values': LeenkxExporter.write_matrix(bobject.matrix_local)}
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@ -1552,8 +1566,7 @@ class LeenkxExporter:
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log.error(e.message)
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else:
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# Assume it was caused because of encountering n-gons
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log.error(f"""object {bobject.name} contains n-gons in its mesh, so it's impossible to compute tanget space for normal mapping.
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Make sure the mesh only has tris/quads.""")
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log.error(f"""object {bobject.name} contains n-gons in its mesh, so it's impossible to compute tanget space for normal mapping. Make sure the mesh only has tris/quads.""")
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tangdata = np.empty(num_verts * 3, dtype='<f4')
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if has_col:
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@ -3026,16 +3039,16 @@ Make sure the mesh only has tris/quads.""")
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if rbw is not None and rbw.enabled:
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out_trait['parameters'] = [str(rbw.time_scale), str(rbw.substeps_per_frame), str(rbw.solver_iterations)]
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if phys_pkg == 'bullet':
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debug_draw_mode = 1 if wrd.lnx_bullet_dbg_draw_wireframe else 0
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debug_draw_mode |= 2 if wrd.lnx_bullet_dbg_draw_aabb else 0
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debug_draw_mode |= 8 if wrd.lnx_bullet_dbg_draw_contact_points else 0
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debug_draw_mode |= 2048 if wrd.lnx_bullet_dbg_draw_constraints else 0
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debug_draw_mode |= 4096 if wrd.lnx_bullet_dbg_draw_constraint_limits else 0
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debug_draw_mode |= 16384 if wrd.lnx_bullet_dbg_draw_normals else 0
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debug_draw_mode |= 32768 if wrd.lnx_bullet_dbg_draw_axis_gizmo else 0
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if phys_pkg == 'bullet' or phys_pkg == 'oimo':
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debug_draw_mode = 1 if wrd.lnx_physics_dbg_draw_wireframe else 0
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debug_draw_mode |= 2 if wrd.lnx_physics_dbg_draw_aabb else 0
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debug_draw_mode |= 8 if wrd.lnx_physics_dbg_draw_contact_points else 0
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debug_draw_mode |= 2048 if wrd.lnx_physics_dbg_draw_constraints else 0
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debug_draw_mode |= 4096 if wrd.lnx_physics_dbg_draw_constraint_limits else 0
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debug_draw_mode |= 16384 if wrd.lnx_physics_dbg_draw_normals else 0
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debug_draw_mode |= 32768 if wrd.lnx_physics_dbg_draw_axis_gizmo else 0
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debug_draw_mode |= 65536 if wrd.lnx_physics_dbg_draw_raycast else 0
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out_trait['parameters'].append(str(debug_draw_mode))
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out_trait['parameters'].append(str(wrd.lnx_bullet_dbg_draw_raycast).lower())
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self.output['traits'].append(out_trait)
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13
leenkx/blender/lnx/logicnode/array/LN_array_index_list.py
Normal file
13
leenkx/blender/lnx/logicnode/array/LN_array_index_list.py
Normal file
@ -0,0 +1,13 @@
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from lnx.logicnode.lnx_nodes import *
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class ArrayIndexNode(LnxLogicTreeNode):
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"""Returns the array index list of the given value as an array."""
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bl_idname = 'LNArrayIndexListNode'
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bl_label = 'Array Index List'
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lnx_version = 1
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def lnx_init(self, context):
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self.add_input('LnxNodeSocketArray', 'Array')
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self.add_input('LnxDynamicSocket', 'Value')
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self.add_output('LnxNodeSocketArray', 'Array')
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@ -170,32 +170,64 @@ vec3 random3(const vec3 c) {
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r.y = fract(512.0 * j);
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return r - 0.5;
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}
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float tex_musgrave_f(const vec3 p) {
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float noise_tex(const vec3 p) {
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const float F3 = 0.3333333;
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const float G3 = 0.1666667;
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vec3 s = floor(p + dot(p, vec3(F3)));
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vec3 x = p - s + dot(s, vec3(G3));
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vec3 e = step(vec3(0.0), x - x.yzx);
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vec3 i1 = e*(1.0 - e.zxy);
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vec3 i2 = 1.0 - e.zxy*(1.0 - e);
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vec3 i1 = e * (1.0 - e.zxy);
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vec3 i2 = 1.0 - e.zxy * (1.0 - e);
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vec3 x1 = x - i1 + G3;
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vec3 x2 = x - i2 + 2.0*G3;
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vec3 x3 = x - 1.0 + 3.0*G3;
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vec4 w, d;
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w.x = dot(x, x);
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w.y = dot(x1, x1);
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w.z = dot(x2, x2);
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w.w = dot(x3, x3);
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w = max(0.6 - w, 0.0);
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vec3 x2 = x - i2 + 2.0 * G3;
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vec3 x3 = x - 1.0 + 3.0 * G3;
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vec4 w;
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w.x = max(0.6 - dot(x, x), 0.0);
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w.y = max(0.6 - dot(x1, x1), 0.0);
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w.z = max(0.6 - dot(x2, x2), 0.0);
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w.w = max(0.6 - dot(x3, x3), 0.0);
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w = w * w;
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w = w * w;
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vec4 d;
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d.x = dot(random3(s), x);
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d.y = dot(random3(s + i1), x1);
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d.z = dot(random3(s + i2), x2);
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d.w = dot(random3(s + 1.0), x3);
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w *= w;
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w *= w;
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d *= w;
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return clamp(dot(d, vec4(52.0)), 0.0, 1.0);
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}
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float tex_musgrave_f(const vec3 p, float detail, float distortion) {
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// Apply distortion to the input coordinates smoothly with noise_tex
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vec3 distorted_p = p + distortion * vec3(
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noise_tex(p + vec3(5.2, 1.3, 7.1)),
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noise_tex(p + vec3(1.7, 9.2, 3.8)),
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noise_tex(p + vec3(8.3, 2.8, 4.5))
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);
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float value = 0.0;
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float amplitude = 1.0;
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float frequency = 1.0;
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// Use 'detail' as number of octaves, clamped between 1 and 8
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int octaves = int(clamp(detail, 1.0, 8.0));
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for (int i = 0; i < octaves; i++) {
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value += amplitude * noise_tex(distorted_p * frequency);
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frequency *= 2.0;
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amplitude *= 0.5;
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}
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return clamp(value, 0.0, 1.0);
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}
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"""
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# col: the incoming color
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@ -254,10 +254,10 @@ if bpy.app.version < (4, 1, 0):
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co = 'bposition'
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scale = c.parse_value_input(node.inputs['Scale'])
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# detail = c.parse_value_input(node.inputs[2])
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# distortion = c.parse_value_input(node.inputs[3])
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res = f'tex_musgrave_f({co} * {scale} * 0.5)'
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detail = c.parse_value_input(node.inputs[3])
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distortion = c.parse_value_input(node.inputs[4])
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res = f'tex_musgrave_f({co} * {scale} * 0.5, {detail}, {distortion})'
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return res
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@ -278,11 +278,11 @@ def parse_tex_noise(node: bpy.types.ShaderNodeTexNoise, out_socket: bpy.types.No
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distortion = c.parse_value_input(node.inputs[5])
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if bpy.app.version >= (4, 1, 0):
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if node.noise_type == "FBM":
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state.curshader.add_function(c_functions.str_tex_musgrave)
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if out_socket == node.outputs[1]:
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state.curshader.add_function(c_functions.str_tex_musgrave)
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res = 'vec3(tex_musgrave_f({0} * {1}), tex_musgrave_f({0} * {1} + 120.0), tex_musgrave_f({0} * {1} + 168.0))'.format(co, scale, detail, distortion)
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res = 'vec3(tex_musgrave_f({0} * {1}, {2}, {3}), tex_musgrave_f({0} * {1} + 120.0, {2}, {3}), tex_musgrave_f({0} * {1} + 168.0, {2}, {3}))'.format(co, scale, detail, distortion)
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else:
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res = f'tex_musgrave_f({co} * {scale} * 1.0)'
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res = f'tex_musgrave_f({co} * {scale} * 1.0, {detail}, {distortion})'
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else:
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if out_socket == node.outputs[1]:
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res = 'vec3(tex_noise({0} * {1},{2},{3}), tex_noise({0} * {1} + 120.0,{2},{3}), tex_noise({0} * {1} + 168.0,{2},{3}))'.format(co, scale, detail, distortion)
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@ -86,7 +86,7 @@ def write(vert, particle_info=None, shadowmap=False):
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vert.write('p_fade = sin(min((p_age / 2) * 3.141592, 3.141592));')
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if out_index:
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vert.add_out('float p_index');
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vert.add_out('float p_index')
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vert.write('p_index = gl_InstanceID;')
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def write_tilesheet(vert):
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@ -209,7 +209,8 @@ def make_instancing_and_skinning(mat: Material, mat_users: Dict[Material, List[O
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global_elems.append({'name': 'ipos', 'data': 'float3'})
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if 'Rot' in inst:
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global_elems.append({'name': 'irot', 'data': 'float3'})
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if 'Scale' in inst:
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#HACK: checking `mat.arm_particle_flag` to force appending 'iscl' to the particle's vertex shader
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if 'Scale' in inst or mat.arm_particle_flag:
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global_elems.append({'name': 'iscl', 'data': 'float3'})
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elif inst == 'Off':
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@ -77,6 +77,25 @@ class LNX_MT_NodeAddOverride(bpy.types.Menu):
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layout.separator()
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layout.menu(f'LNX_MT_{INTERNAL_GROUPS_MENU_ID}_menu', text=internal_groups_menu_class.bl_label, icon='OUTLINER_OB_GROUP_INSTANCE')
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elif context.space_data.tree_type == 'ShaderNodeTree':
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# TO DO - Recursively gather nodes and draw them to menu
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LNX_MT_NodeAddOverride.overridden_draw(self, context)
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layout = self.layout
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layout.separator()
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layout.separator()
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col = layout.column()
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col.label(text="Custom")
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shader_data_op = col.operator("node.add_node", text="Shader Data")
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shader_data_op.type = "LnxShaderDataNode"
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shader_data_op.use_transform = True
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particle_op = col.operator("node.add_node", text="Custom Particle")
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particle_op.type = "LnxCustomParticleNode"
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particle_op.use_transform = True
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else:
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LNX_MT_NodeAddOverride.overridden_draw(self, context)
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@ -197,38 +197,38 @@ def init_properties():
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items=[('Bullet', 'Bullet', 'Bullet'),
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('Oimo', 'Oimo', 'Oimo')],
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name="Physics Engine", default='Bullet', update=assets.invalidate_compiler_cache)
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bpy.types.World.lnx_bullet_dbg_draw_wireframe = BoolProperty(
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bpy.types.World.lnx_physics_dbg_draw_wireframe = BoolProperty(
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name="Collider Wireframes", default=False,
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description="Draw wireframes of the physics collider meshes and suspensions of raycast vehicle simulations"
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)
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bpy.types.World.lnx_bullet_dbg_draw_raycast = BoolProperty(
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name="Trace Raycast", default=False,
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bpy.types.World.lnx_physics_dbg_draw_raycast = BoolProperty(
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name="Raycasts", default=False,
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description="Draw raycasts to trace the results"
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)
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bpy.types.World.lnx_bullet_dbg_draw_aabb = BoolProperty(
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bpy.types.World.lnx_physics_dbg_draw_aabb = BoolProperty(
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name="Axis-aligned Minimum Bounding Boxes", default=False,
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description="Draw axis-aligned minimum bounding boxes (AABBs) of the physics collider meshes"
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)
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bpy.types.World.lnx_bullet_dbg_draw_contact_points = BoolProperty(
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bpy.types.World.lnx_physics_dbg_draw_contact_points = BoolProperty(
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name="Contact Points", default=False,
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description="Visualize contact points of multiple colliders"
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)
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bpy.types.World.lnx_bullet_dbg_draw_constraints = BoolProperty(
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bpy.types.World.lnx_physics_dbg_draw_constraints = BoolProperty(
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name="Constraints", default=False,
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description="Draw axis gizmos for important constraint points"
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)
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bpy.types.World.lnx_bullet_dbg_draw_constraint_limits = BoolProperty(
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bpy.types.World.lnx_physics_dbg_draw_constraint_limits = BoolProperty(
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name="Constraint Limits", default=False,
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description="Draw additional constraint information such as distance or angle limits"
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)
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bpy.types.World.lnx_bullet_dbg_draw_normals = BoolProperty(
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bpy.types.World.lnx_physics_dbg_draw_normals = BoolProperty(
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name="Face Normals", default=False,
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description=(
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"Draw the normal vectors of the triangles of the physics collider meshes."
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" This only works for mesh collision shapes"
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" This only works with Bullet physics, for mesh collision shapes"
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)
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)
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bpy.types.World.lnx_bullet_dbg_draw_axis_gizmo = BoolProperty(
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bpy.types.World.lnx_physics_dbg_draw_axis_gizmo = BoolProperty(
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name="Axis Gizmos", default=False,
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description=(
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"Draw a small axis gizmo at the origin of the collision shape."
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@ -1907,7 +1907,7 @@ class LNX_PT_RenderPathPostProcessPanel(bpy.types.Panel):
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col.prop(rpdat, "rp_bloom")
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_col = col.column()
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_col.enabled = rpdat.rp_bloom
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if bpy.app.version <= (4, 2, 4):
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if bpy.app.version < (4, 3, 0):
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_col.prop(rpdat, 'lnx_bloom_follow_blender')
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if not rpdat.lnx_bloom_follow_blender:
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_col.prop(rpdat, 'lnx_bloom_threshold')
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@ -2749,20 +2749,20 @@ class LNX_PT_BulletDebugDrawingPanel(bpy.types.Panel):
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layout.use_property_decorate = False
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wrd = bpy.data.worlds['Lnx']
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if wrd.lnx_physics_engine != 'Bullet':
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if wrd.lnx_physics_engine != 'Bullet' and wrd.lnx_physics_engine != 'Oimo':
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row = layout.row()
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row.alert = True
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row.label(text="Physics debug drawing is only supported for the Bullet physics engine")
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row.label(text="Physics debug drawing is only supported for the Bullet and Oimo physics engines")
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col = layout.column(align=False)
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col.prop(wrd, "lnx_bullet_dbg_draw_wireframe")
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col.prop(wrd, "lnx_bullet_dbg_draw_raycast")
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col.prop(wrd, "lnx_bullet_dbg_draw_aabb")
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col.prop(wrd, "lnx_bullet_dbg_draw_contact_points")
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col.prop(wrd, "lnx_bullet_dbg_draw_constraints")
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col.prop(wrd, "lnx_bullet_dbg_draw_constraint_limits")
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col.prop(wrd, "lnx_bullet_dbg_draw_normals")
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col.prop(wrd, "lnx_bullet_dbg_draw_axis_gizmo")
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col.prop(wrd, "lnx_physics_dbg_draw_wireframe")
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col.prop(wrd, "lnx_physics_dbg_draw_raycast")
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col.prop(wrd, "lnx_physics_dbg_draw_aabb")
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col.prop(wrd, "lnx_physics_dbg_draw_contact_points")
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col.prop(wrd, "lnx_physics_dbg_draw_constraints")
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col.prop(wrd, "lnx_physics_dbg_draw_constraint_limits")
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col.prop(wrd, "lnx_physics_dbg_draw_normals")
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col.prop(wrd, "lnx_physics_dbg_draw_axis_gizmo")
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def draw_custom_node_menu(self, context):
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"""Extension of the node context menu.
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@ -828,8 +828,8 @@ def check_blender_version(op: bpy.types.Operator):
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"""Check whether the Blender version is supported by Leenkx,
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if not, report in UI.
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"""
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if bpy.app.version[0] != 4 or bpy.app.version[1] != 2:
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op.report({'INFO'}, 'INFO: For Leenkx to work correctly, use a Blender LTS version such as 4.2 | 3.6 | 3.3')
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if bpy.app.version[:2] not in [(4, 4), (4, 2), (3, 6), (3, 3)]:
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op.report({'INFO'}, 'INFO: For Leenkx to work correctly, use a Blender LTS version')
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def check_saved(self):
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Reference in New Issue
Block a user