Tilesheets

This commit is contained in:
Lubos Lenco 2017-09-21 18:30:02 +02:00
parent 160c83b199
commit fc5efd6149
7 changed files with 379 additions and 7 deletions

View file

@ -1258,6 +1258,10 @@ class ArmoryExporter:
if bobject.dupli_type == 'GROUP' and bobject.dupli_group != None:
o['group_ref'] = bobject.dupli_group.name
if bobject.arm_tilesheet != '':
o['tilesheet_ref'] = bobject.arm_tilesheet
o['tilesheet_action_ref'] = bobject.arm_tilesheet_action
layer_found = False
for l in self.active_layers:
if bobject.layers[l] == True:
@ -2372,6 +2376,8 @@ class ArmoryExporter:
make_renderpath.build_node_trees(assets_path)
def export_particle_systems(self):
if len(self.particleSystemArray) > 0:
self.output['particle_datas'] = []
for particleRef in self.particleSystemArray.items():
o = {}
psettings = particleRef[0]
@ -2397,6 +2403,26 @@ class ArmoryExporter:
o['size_random'] = 0.0
self.output['particle_datas'].append(o)
def export_tilesheets(self):
wrd = bpy.data.worlds['Arm']
if len(wrd.arm_tilesheetlist) > 0:
self.output['tilesheet_datas'] = []
for ts in wrd.arm_tilesheetlist:
o = {}
o['name'] = ts.name
o['tilesx'] = ts.tilesx_prop
o['tilesy'] = ts.tilesy_prop
o['framerate'] = ts.framerate_prop
o['actions'] = []
for tsa in ts.arm_tilesheetactionlist:
ao = {}
ao['name'] = tsa.name
ao['start'] = tsa.start_prop
ao['end'] = tsa.end_prop
ao['loop'] = tsa.loop_prop
o['actions'].append(ao)
self.output['tilesheet_datas'].append(o)
def export_worlds(self):
worldRef = self.scene.world
if worldRef != None:
@ -2582,14 +2608,11 @@ class ArmoryExporter:
log.warn('Object ' + bobject.name + ' - unable to bind materials to vertex data, please separate object by material (select object - edit mode - P - By Material) or enable Deinterleaved Buffers in Armory Player')
break
self.output['particle_datas'] = []
self.export_particle_systems()
self.export_particle_systems()
self.output['world_datas'] = []
self.export_worlds()
self.output['grease_pencil_datas'] = []
self.export_grease_pencils()
self.export_tilesheets()
if self.scene.world != None:
self.output['world_ref'] = self.scene.world.name

View file

@ -144,7 +144,12 @@ def make_base(con_mesh, parse_opacity):
if con_mesh.is_elem('tex'):
vert.add_out('vec2 texCoord')
vert.write('texCoord = tex;')
if mat_state.material.arm_tilesheet_mat:
vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset')
vert.write('texCoord = tex + tilesheetOffset;')
else:
vert.write('texCoord = tex;')
if tese != None:
# TODO: also includes texCoord1
tese.write_pre = True

View file

@ -128,6 +128,8 @@ def init_properties():
bpy.types.Object.arm_mobile = bpy.props.BoolProperty(name="Mobile", description="Object moves during gameplay", default=True)
bpy.types.Object.arm_soft_body_margin = bpy.props.FloatProperty(name="Soft Body Margin", description="Collision margin", default=0.04)
bpy.types.Object.arm_animation_enabled = bpy.props.BoolProperty(name="Animation", description="Enable skinning & timeline animation", default=True)
bpy.types.Object.arm_tilesheet = bpy.props.StringProperty(name="Tilesheet", description="Set tilesheet animation", default='')
bpy.types.Object.arm_tilesheet_action = bpy.props.StringProperty(name="Tilesheet Action", description="Set startup action", default='')
# For speakers
bpy.types.Speaker.arm_loop = bpy.props.BoolProperty(name="Loop", description="Loop this sound", default=False)
bpy.types.Speaker.arm_stream = bpy.props.BoolProperty(name="Stream", description="Stream this sound", default=False)
@ -288,6 +290,7 @@ def init_properties():
('spherical', 'Spherical', 'Spherical'),
('cylindrical', 'Cylindrical', 'Cylindrical')],
name="Billboard", default='none', description="Track camera")
bpy.types.Material.arm_tilesheet_mat = bpy.props.BoolProperty(name="Tilesheet", description="Generate tilesheet shaders", default=False)
# For scene
bpy.types.Scene.arm_export = bpy.props.BoolProperty(name="Export", description="Export scene data", default=True)
bpy.types.Scene.arm_gp_export = bpy.props.BoolProperty(name="Export GP", description="Export grease pencil data", default=True)

View file

@ -153,7 +153,7 @@ class ArmRPListItem(bpy.types.PropertyGroup):
arm_texture_filter = EnumProperty(
items=[('Anisotropic', 'Anisotropic', 'Anisotropic'),
('Linear', 'Linear', 'Linear'),
('Point', 'Point', 'Point'),
('Point', 'Closest', 'Point'),
('Manual', 'Manual', 'Manual')],
name="Texture Filtering", description="Set Manual to honor interpolation setting on Image Texture node", default='Anisotropic')
arm_material_model = EnumProperty(

View file

@ -0,0 +1,281 @@
import shutil
import bpy
import os
import json
from bpy.types import Menu, Panel, UIList
from bpy.props import *
class ArmTilesheetActionListItem(bpy.types.PropertyGroup):
name = bpy.props.StringProperty(
name="Name",
description="A name for this item",
default="Untitled")
start_prop = bpy.props.IntProperty(
name="Start",
description="A name for this item",
default=0)
end_prop = bpy.props.IntProperty(
name="End",
description="A name for this item",
default=0)
loop_prop = bpy.props.BoolProperty(
name="Loop",
description="A name for this item",
default=True)
class ArmTilesheetActionList(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# We could write some code to decide which icon to use here...
custom_icon = 'OBJECT_DATAMODE'
# Make sure your code supports all 3 layout types
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(item, "name", text="", emboss=False, icon=custom_icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon = custom_icon)
class ArmTilesheetActionListNewItem(bpy.types.Operator):
# Add a new item to the list
bl_idname = "arm_tilesheetactionlist.new_item"
bl_label = "Add a new item"
def execute(self, context):
wrd = bpy.data.worlds['Arm']
trait = wrd.arm_tilesheetlist[wrd.arm_tilesheetlist_index]
trait.arm_tilesheetactionlist.add()
trait.arm_tilesheetactionlist_index = len(trait.arm_tilesheetactionlist) - 1
return{'FINISHED'}
class ArmTilesheetActionListDeleteItem(bpy.types.Operator):
# Delete the selected item from the list
bl_idname = "arm_tilesheetactionlist.delete_item"
bl_label = "Deletes an item"
@classmethod
def poll(self, context):
""" Enable if there's something in the list """
wrd = bpy.data.worlds['Arm']
trait = wrd.arm_tilesheetlist[wrd.arm_tilesheetlist_index]
return len(trait.arm_tilesheetactionlist) > 0
def execute(self, context):
wrd = bpy.data.worlds['Arm']
trait = wrd.arm_tilesheetlist[wrd.arm_tilesheetlist_index]
list = trait.arm_tilesheetactionlist
index = trait.arm_tilesheetactionlist_index
list.remove(index)
if index > 0:
index = index - 1
trait.arm_tilesheetactionlist_index = index
return{'FINISHED'}
class ArmTilesheetActionListMoveItem(bpy.types.Operator):
# Move an item in the list
bl_idname = "arm_tilesheetactionlist.move_item"
bl_label = "Move an item in the list"
direction = bpy.props.EnumProperty(
items=(
('UP', 'Up', ""),
('DOWN', 'Down', ""),))
@classmethod
def poll(self, context):
""" Enable if there's something in the list. """
wrd = bpy.data.worlds['Arm']
trait = wrd.arm_tilesheetlist[wrd.arm_tilesheetlist_index]
return len(trait.arm_tilesheetactionlist) > 0
def move_index(self):
# Move index of an item render queue while clamping it
wrd = bpy.data.worlds['Arm']
trait = wrd.arm_tilesheetlist[wrd.arm_tilesheetlist_index]
index = trait.arm_tilesheetactionlist_index
list_length = len(trait.arm_tilesheetactionlist) - 1
new_index = 0
if self.direction == 'UP':
new_index = index - 1
elif self.direction == 'DOWN':
new_index = index + 1
new_index = max(0, min(new_index, list_length))
index = new_index
def execute(self, context):
wrd = bpy.data.worlds['Arm']
trait = wrd.arm_tilesheetlist[wrd.arm_tilesheetlist_index]
list = trait.arm_tilesheetactionlist
index = trait.arm_tilesheetactionlist_index
if self.direction == 'DOWN':
neighbor = index + 1
#queue.move(index,neighbor)
self.move_index()
elif self.direction == 'UP':
neighbor = index - 1
#queue.move(neighbor, index)
self.move_index()
else:
return{'CANCELLED'}
return{'FINISHED'}
class ArmTilesheetListItem(bpy.types.PropertyGroup):
name = bpy.props.StringProperty(
name="Name",
description="A name for this item",
default="Untitled")
tilesx_prop = bpy.props.IntProperty(
name="Tiles X",
description="A name for this item",
default=0)
tilesy_prop = bpy.props.IntProperty(
name="Tiles Y",
description="A name for this item",
default=0)
framerate_prop = bpy.props.FloatProperty(
name="Frame Rate",
description="A name for this item",
default=4.0)
arm_tilesheetactionlist = bpy.props.CollectionProperty(type=ArmTilesheetActionListItem)
arm_tilesheetactionlist_index = bpy.props.IntProperty(name="Index for my_list", default=0)
class ArmTilesheetList(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# We could write some code to decide which icon to use here...
custom_icon = 'OBJECT_DATAMODE'
# Make sure your code supports all 3 layout types
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(item, "name", text="", emboss=False, icon=custom_icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon = custom_icon)
class ArmTilesheetListNewItem(bpy.types.Operator):
# Add a new item to the list
bl_idname = "arm_tilesheetlist.new_item"
bl_label = "Add a new item"
def execute(self, context):
wrd = bpy.data.worlds['Arm']
wrd.arm_tilesheetlist.add()
wrd.arm_tilesheetlist_index = len(wrd.arm_tilesheetlist) - 1
return{'FINISHED'}
class ArmTilesheetListDeleteItem(bpy.types.Operator):
# Delete the selected item from the list
bl_idname = "arm_tilesheetlist.delete_item"
bl_label = "Deletes an item"
@classmethod
def poll(self, context):
""" Enable if there's something in the list """
wrd = bpy.data.worlds['Arm']
return len(wrd.arm_tilesheetlist) > 0
def execute(self, context):
wrd = bpy.data.worlds['Arm']
list = wrd.arm_tilesheetlist
index = wrd.arm_tilesheetlist_index
list.remove(index)
if index > 0:
index = index - 1
wrd.arm_tilesheetlist_index = index
return{'FINISHED'}
class ArmTilesheetListMoveItem(bpy.types.Operator):
# Move an item in the list
bl_idname = "arm_tilesheetlist.move_item"
bl_label = "Move an item in the list"
direction = bpy.props.EnumProperty(
items=(
('UP', 'Up', ""),
('DOWN', 'Down', ""),))
@classmethod
def poll(self, context):
""" Enable if there's something in the list. """
wrd = bpy.data.worlds['Arm']
return len(wrd.arm_tilesheetlist) > 0
def move_index(self):
# Move index of an item render queue while clamping it
wrd = bpy.data.worlds['Arm']
index = wrd.arm_tilesheetlist_index
list_length = len(wrd.arm_tilesheetlist) - 1
new_index = 0
if self.direction == 'UP':
new_index = index - 1
elif self.direction == 'DOWN':
new_index = index + 1
new_index = max(0, min(new_index, list_length))
index = new_index
def execute(self, context):
wrd = bpy.data.worlds['Arm']
list = wrd.arm_tilesheetlist
index = wrd.arm_tilesheetlist_index
if self.direction == 'DOWN':
neighbor = index + 1
#queue.move(index,neighbor)
self.move_index()
elif self.direction == 'UP':
neighbor = index - 1
#queue.move(neighbor, index)
self.move_index()
else:
return{'CANCELLED'}
return{'FINISHED'}
def register():
bpy.utils.register_class(ArmTilesheetActionListItem)
bpy.utils.register_class(ArmTilesheetActionList)
bpy.utils.register_class(ArmTilesheetActionListNewItem)
bpy.utils.register_class(ArmTilesheetActionListDeleteItem)
bpy.utils.register_class(ArmTilesheetActionListMoveItem)
bpy.utils.register_class(ArmTilesheetListItem)
bpy.utils.register_class(ArmTilesheetList)
bpy.utils.register_class(ArmTilesheetListNewItem)
bpy.utils.register_class(ArmTilesheetListDeleteItem)
bpy.utils.register_class(ArmTilesheetListMoveItem)
bpy.types.World.arm_tilesheetlist = bpy.props.CollectionProperty(type=ArmTilesheetListItem)
bpy.types.World.arm_tilesheetlist_index = bpy.props.IntProperty(name="Index for my_list", default=0)
def unregister():
bpy.utils.unregister_class(ArmTilesheetListItem)
bpy.utils.unregister_class(ArmTilesheetList)
bpy.utils.unregister_class(ArmTilesheetListNewItem)
bpy.utils.unregister_class(ArmTilesheetListDeleteItem)
bpy.utils.unregister_class(ArmTilesheetListMoveItem)
bpy.utils.unregister_class(ArmTilesheetActionListItem)
bpy.utils.unregister_class(ArmTilesheetActionList)
bpy.utils.unregister_class(ArmTilesheetActionListNewItem)
bpy.utils.unregister_class(ArmTilesheetActionListDeleteItem)
bpy.utils.unregister_class(ArmTilesheetActionListMoveItem)

View file

@ -52,6 +52,16 @@ class ObjectPropsPanel(bpy.types.Panel):
# row.prop(obj, 'arm_instanced')
# row.prop(obj, 'arm_instanced')
wrd = bpy.data.worlds['Arm']
layout.prop_search(obj, "arm_tilesheet", wrd, "arm_tilesheetlist", "Tilesheet")
if obj.arm_tilesheet != '':
selected_ts = None
for ts in wrd.arm_tilesheetlist:
if ts.name == obj.arm_tilesheet:
selected_ts = ts
break
layout.prop_search(obj, "arm_tilesheet_action", selected_ts, "arm_tilesheetactionlist", "Action")
class ModifiersPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
@ -243,6 +253,7 @@ class MaterialPropsPanel(bpy.types.Panel):
layout.prop(mat, 'arm_custom_material')
layout.prop(mat, 'arm_billboard')
layout.prop(mat, 'arm_tilesheet_mat')
layout.operator("arm.invalidate_material_cache")
@ -1094,6 +1105,50 @@ class ArmLodPanel(bpy.types.Panel):
layout.prop(mdata, "arm_lod_material")
class ArmTilesheetPanel(bpy.types.Panel):
bl_label = "Armory Tilesheet"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds['Arm']
rows = 2
if len(wrd.arm_tilesheetlist) > 1:
rows = 4
row = layout.row()
row.template_list("ArmTilesheetList", "The_List", wrd, "arm_tilesheetlist", wrd, "arm_tilesheetlist_index", rows=rows)
col = row.column(align=True)
col.operator("arm_tilesheetlist.new_item", icon='ZOOMIN', text="")
col.operator("arm_tilesheetlist.delete_item", icon='ZOOMOUT', text="")
if wrd.arm_tilesheetlist_index >= 0 and len(wrd.arm_tilesheetlist) > 0:
dat = wrd.arm_tilesheetlist[wrd.arm_tilesheetlist_index]
row = layout.row()
row.prop(dat, "tilesx_prop")
row.prop(dat, "tilesy_prop")
layout.prop(dat, "framerate_prop")
layout.label('Actions')
rows = 2
if len(dat.arm_tilesheetactionlist) > 1:
rows = 4
row = layout.row()
row.template_list("ArmTilesheetList", "The_List", dat, "arm_tilesheetactionlist", dat, "arm_tilesheetactionlist_index", rows=rows)
col = row.column(align=True)
col.operator("arm_tilesheetactionlist.new_item", icon='ZOOMIN', text="")
col.operator("arm_tilesheetactionlist.delete_item", icon='ZOOMOUT', text="")
if dat.arm_tilesheetactionlist_index >= 0 and len(dat.arm_tilesheetactionlist) > 0:
adat = dat.arm_tilesheetactionlist[dat.arm_tilesheetactionlist_index]
row = layout.row()
row.prop(adat, "start_prop")
row.prop(adat, "end_prop")
layout.prop(adat, "loop_prop")
def register():
bpy.utils.register_class(ObjectPropsPanel)
bpy.utils.register_class(ModifiersPropsPanel)
@ -1132,6 +1187,7 @@ def register():
bpy.utils.register_class(ArmNavigationPanel)
bpy.utils.register_class(ArmGenLodButton)
bpy.utils.register_class(ArmLodPanel)
bpy.utils.register_class(ArmTilesheetPanel)
bpy.types.VIEW3D_HT_header.append(draw_view3d_header)
bpy.types.INFO_HT_header.prepend(draw_info_header)
@ -1177,3 +1233,4 @@ def unregister():
bpy.utils.unregister_class(ArmNavigationPanel)
bpy.utils.unregister_class(ArmGenLodButton)
bpy.utils.unregister_class(ArmLodPanel)
bpy.utils.unregister_class(ArmTilesheetPanel)

View file

@ -5,6 +5,7 @@ import arm.props_traits_params
import arm.props_traits_props
import arm.props_traits
import arm.props_lod
import arm.props_tilesheet
import arm.props_exporter
import arm.props_renderpath
import arm.props
@ -24,6 +25,7 @@ def register():
arm.props_traits_props.register()
arm.props_traits.register()
arm.props_lod.register()
arm.props_tilesheet.register()
arm.props_exporter.register()
arm.props_renderpath.register()
arm.props.register()
@ -50,6 +52,7 @@ def unregister():
arm.props_traits_props.unregister()
arm.props_traits.unregister()
arm.props_lod.unregister()
arm.props_tilesheet.unregister()
arm.props_exporter.unregister()
arm.props_renderpath.unregister()
arm.space_armory.unregister()