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Renamed collision values. Credit to arookas for telling me about it

This commit is contained in:
Augs 2018-05-20 23:30:22 +01:00
parent 9433eeda5c
commit 266106b62b

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@ -48,31 +48,30 @@ class Vertex(Struct):
class Group(Struct):
unknown0 = uint8 # 0,1,2,4,6,7,8,64,128,129,132,135,160,192, bitfield?
unknown1 = uint8 # 0-12
CollisionType = uint16 #Properties of collision. e.g. is it water? or what?
triangle_count = uint16
__padding__ = Padding(1,b'\x00')
has_unknown4 = bool8
__padding__ = Padding(2)
__padding__ = Padding(1,b'\x00') #Group flags, set them to 0 here
has_ColParameter = bool8 #Set 0x0001 to 1 if we have ColParameter values so the game doesn't ignore it
__padding__ = Padding(2)#Actual padding
vertex_index_offset = uint32
unknown2_offset = uint32 # 0-18,20,21,23,24,27-31
unknown3_offset = uint32 # 0-27
unknown4_offset = uint32 # 0,1,2,3,4,8,255,6000,7500,7800,8000,8400,9000,10000,10300,12000,14000,17000,19000,20000,21000,22000,27500,30300
TerrainType_offset = uint32 # 0-18,20,21,23,24,27-31
unknown_offset = uint32 # 0-27
ColParameter_offset = uint32 # 0,1,2,3,4,8,255,6000,7500,7800,8000,8400,9000,10000,10300,12000,14000,17000,19000,20000,21000,22000,27500,30300
class Triangle:
def __init__(self):
self.vertex_indices = None
self.unknown0 = 128
self.unknown1 = 0
self.unknown2 = 0
self.unknown3 = 0
self.unknown4 = None
self.ColType = 0
self.TerrainType = 0
self.unknown = 0
self.ColParameter = None
@property
def has_unknown4(self):
return self.unknown4 is not None
def has_ColParameter(self):
return self.ColParameter is not None
def pack(stream,vertices,triangles): #pack triangles into col file
@ -80,16 +79,13 @@ def pack(stream,vertices,triangles): #pack triangles into col file
for triangle in triangles:
for group in groups: #for each triangle add to appropriate group
if triangle.unknown0 != group.unknown0: continue #break out of loop to next cycle
if triangle.unknown1 != group.unknown1: continue
if triangle.has_unknown4 != group.has_unknown4: continue
if triangle.ColType != group.CollisionType: continue #break out of loop to next cycle
group.triangles.append(triangle)
break
else: #if no group has been found
group = Group() #create a new group
group.unknown0 = triangle.unknown0
group.unknown1 = triangle.unknown1
group.has_unknown4 = triangle.has_unknown4
group.CollisionType = triangle.ColType
group.has_ColParameter = triangle.has_ColParameter
group.triangles = [triangle]
groups.append(group) #add to list of groups
@ -114,28 +110,27 @@ def pack(stream,vertices,triangles): #pack triangles into col file
uint16.pack(stream,triangle.vertex_indices[2])
for group in groups:
group.unknown2_offset = stream.tell()
group.TerrainType_offset = stream.tell()
for triangle in group.triangles:
uint8.pack(stream,triangle.unknown2)
uint8.pack(stream,triangle.TerrainType)
for group in groups:
group.unknown3_offset = stream.tell()
group.unknown_offset = stream.tell()
for triangle in group.triangles:
uint8.pack(stream,triangle.unknown3)
uint8.pack(stream,triangle.unknown)
for group in groups:
if not group.has_unknown4:
group.unknown4_offset = 0
if not group.has_ColParameter:
group.ColParameter_offset = 0
else:
group.unknown4_offset = stream.tell()
group.ColParameter_offset = stream.tell()
for triangle in group.triangles:
uint16.pack(stream,triangle.unknown4)
uint16.pack(stream,triangle.ColParameter)
stream.seek(header.group_offset)
for group in groups:
Group.pack(stream,group)
def unpack(stream):
header = Header.unpack(stream)
@ -148,8 +143,7 @@ def unpack(stream):
for group in groups:
group.triangles = [Triangle() for _ in range(group.triangle_count)]
for triangle in group.triangles:
triangle.unknown0 = group.unknown0
triangle.unknown1 = group.unknown1
triangle.ColType = group.CollisionType
for group in groups:
stream.seek(group.vertex_index_offset)
@ -157,25 +151,26 @@ def unpack(stream):
triangle.vertex_indices = [uint16.unpack(stream) for _ in range(3)]
for group in groups:
stream.seek(group.unknown2_offset)
stream.seek(group.TerrainType_offset)
for triangle in group.triangles:
triangle.unknown2 = uint8.unpack(stream)
triangle.TerrainType = uint8.unpack(stream)
for group in groups:
stream.seek(group.unknown3_offset)
stream.seek(group.unknown_offset)
for triangle in group.triangles:
triangle.unknown3 = uint8.unpack(stream)
triangle.unknown = uint8.unpack(stream)
for group in groups:
if not group.has_unknown4: continue
stream.seek(group.unknown4_offset)
if not group.has_ColParameter: continue
stream.seek(group.ColParameter_offset)
for triangle in group.triangles:
triangle.unknown4 = uint16.unpack(stream)
triangle.ColParameter = uint16.unpack(stream)
triangles = sum((group.triangles for group in groups),[])
return vertices,triangles
class ImportCOL(Operator, ExportHelper): #Operator that exports the collision model into .col file
"""Import a COL file"""
bl_idname = "import_mesh.col"
@ -204,12 +199,11 @@ class ImportCOL(Operator, ExportHelper): #Operator that exports the collision mo
mesh = bpy.context.object.data
bm = bmesh.new()
U0Layer = bm.faces.layers.int.new(CollisionLayer.Unknown0.value) #Create new data layers
U1Layer = bm.faces.layers.int.new(CollisionLayer.Unknown1.value)
U2Layer = bm.faces.layers.int.new(CollisionLayer.Unknown2.value)
U3Layer = bm.faces.layers.int.new(CollisionLayer.Unknown3.value)
HasU4Layer = bm.faces.layers.int.new(CollisionLayer.HasUnknown4.value)
U4Layer = bm.faces.layers.int.new(CollisionLayer.Unknown4.value)
ColTypeLayer = bm.faces.layers.int.new(CollisionLayer.ColType.value) #Create new data layers
TerrainTypeLayer = bm.faces.layers.int.new(CollisionLayer.TerrainType.value)
UnknownFieldLayer = bm.faces.layers.int.new(CollisionLayer.Unknown.value)
HasColParameterFieldLayer = bm.faces.layers.int.new(CollisionLayer.HasColParameter.value)
ColParameterFieldLayer = bm.faces.layers.int.new(CollisionLayer.ColParameter.value)
BMeshVertexList = []
@ -220,13 +214,12 @@ class ImportCOL(Operator, ExportHelper): #Operator that exports the collision mo
for f in Triangles:
try: #Try and catch to avoid exception on duplicate triangles. Dodgy...
MyFace = bm.faces.new((BMeshVertexList[f.vertex_indices[0]],BMeshVertexList[f.vertex_indices[1]],BMeshVertexList[f.vertex_indices[2]]))
MyFace[U0Layer] = f.unknown0
MyFace[U1Layer] = f.unknown1
MyFace[U2Layer] = f.unknown2
MyFace[U3Layer] = f.unknown3
MyFace[U4Layer] = f.unknown4
if MyFace[U4Layer] is not None:
MyFace[HasU4Layer] = True
MyFace[ColTypeLayer] = f.ColType
MyFace[TerrainTypeLayer] = f.TerrainType
MyFace[UnknownFieldLayer] = f.Unknown
MyFace[ColParameterFieldLayer] = f.ColParameter
if MyFace[ColParameterFieldLayer] is not None:
MyFace[HasColParameterFieldLayer] = True
except:
continue
@ -267,12 +260,11 @@ class ExportCOL(Operator, ExportHelper): #Operator that exports the collision mo
bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0) #triangulate bmesh
#triangulate_mesh(Mesh)
U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value)
U1Layer = bm.faces.layers.int.get(CollisionLayer.Unknown1.value)
U2Layer = bm.faces.layers.int.get(CollisionLayer.Unknown2.value)
U3Layer = bm.faces.layers.int.get(CollisionLayer.Unknown3.value)
HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
U4Layer = bm.faces.layers.int.get(CollisionLayer.Unknown4.value)
ColTypeLayer = bm.faces.layers.int.get(CollisionLayer.ColType.value)
TerrainTypeLayer = bm.faces.layers.int.get(CollisionLayer.TerrainType.value)
UnknownFieldLayer = bm.faces.layers.int.get(CollisionLayer.Unknown.value)
HasColParameterFieldLayer = bm.faces.layers.int.get(CollisionLayer.HasColParameter.value)
ColParameterFieldLayer = bm.faces.layers.int.get(CollisionLayer.ColParameter.value)
for Vert in bm.verts:
@ -281,13 +273,12 @@ class ExportCOL(Operator, ExportHelper): #Operator that exports the collision mo
for Face in bm.faces:
MyTriangle = Triangle()
MyTriangle.vertex_indices = [Face.verts[0].index,Face.verts[1].index,Face.verts[2].index] #add three vertex indicies
if U0Layer is not None:
MyTriangle.unknown0 = Face[U0Layer]
MyTriangle.unknown1 = Face[U1Layer]
MyTriangle.unknown2 = Face[U2Layer]
MyTriangle.unknown3 = Face[U3Layer]
if Face[HasU4Layer] != 0:
MyTriangle.unknown4 = Face[U4Layer]
if ColTypeLayer is not None:
MyTriangle.ColType = Face[ColTypeLayer]
MyTriangle.TerrainType = Face[TerrainTypeLayer]
MyTriangle.Unknown = Face[UnknownFieldLayer]
if Face[HasColParameterFieldLayer] != 0:
MyTriangle.ColParameter = Face[ColParameterFieldLayer]
Triangles.append(MyTriangle) #add triangles
ColStream = open(self.filepath,'wb')
@ -295,45 +286,40 @@ class ExportCOL(Operator, ExportHelper): #Operator that exports the collision mo
return {'FINISHED'} # this lets blender know the operator finished successfully.
class CollisionLayer(Enum): #This stores the data layer names that each Unknown will be on.
Unknown0 = "CollisionEditorUnknown0"
Unknown1 = "CollisionEditorUnknown1"
Unknown2 = "CollisionEditorUnknown2" #For example Unknown2 is stored on a data layer called "CollisionEditorUnknown2"
Unknown3 = "CollisionEditorUnknown3"
HasUnknown4 = "CollisionEditorHasUnknown4" #This layer is an integer because boolean layers don't exist
Unknown4 = "CollisionEditorUnknown4"
ColType = "CollisionEditorColType"
TerrainType = "CollisionEditorTerrainType" #For example TerrainType is stored on a data layer called "CollisionEditorTerrainType"
Unknown = "CollisionEditorUnknown"
HasColParameter = "CollisionEditorHasColParameter" #This layer is an integer because boolean layers don't exist
ColParameter = "CollisionEditorColParameter"
def U0Update(self, context): #These functions are called when the UI elements change
ChangeValuesOfSelection(CollisionLayer.Unknown0.value,bpy.context.scene.ColEditor.U0)
def ColTypeUpdate(self, context): #These functions are called when the UI elements change
ChangeValuesOfSelection(CollisionLayer.ColType.value,bpy.context.scene.ColEditor.ColType)
return
def U1Update(self, context): #It would be nice to call ChangeValuesOfSelection directly but Update Functions can't have parameters as far as I am aware
ChangeValuesOfSelection(CollisionLayer.Unknown1.value,bpy.context.scene.ColEditor.U1)
return
def U2Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown2.value,bpy.context.scene.ColEditor.U2)
def TerrainTypeUpdate(self, context):
ChangeValuesOfSelection(CollisionLayer.TerrainType.value,bpy.context.scene.ColEditor.TerrainType)
return
def U3Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown3.value,bpy.context.scene.ColEditor.U3)
def UnknownFieldUpdate(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown.value,bpy.context.scene.ColEditor.UnknownField)
return
def HasU4Update(self, context):
ToSet = 1 if bpy.context.scene.ColEditor.HasU4 else 0 #In this case a TRUE value is represented by a 1 and FALSE by 0
ChangeValuesOfSelection(CollisionLayer.HasUnknown4.value,ToSet)
def HasColParameterFieldUpdate(self, context):
ToSet = 1 if bpy.context.scene.ColEditor.HasColParameterField else 0 #In this case a TRUE value is represented by a 1 and FALSE by 0
ChangeValuesOfSelection(CollisionLayer.HasColParameter.value,ToSet)
return
def U4Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown4.value,bpy.context.scene.ColEditor.U4)
def ColParameterFieldUpdate(self, context):
ChangeValuesOfSelection(CollisionLayer.ColParameter.value,bpy.context.scene.ColEditor.ColParameterField)
return
class CollisionProperties(PropertyGroup): #This defines the UI elements
U0 = IntProperty(name = "Unknown 0",default=0, min=0, max=255, update = U0Update) #Here we put parameters for the UI elements and point to the Update functions
U1 = IntProperty(name = "Unknown 1",default=0, min=0, max=255, update = U1Update)
U2 = IntProperty(name = "Unknown 2",default=0, min=0, max=255, update = U2Update)
U3 = IntProperty(name = "Unknown 3",default=0, min=0, max=255, update = U3Update)#I probably should have made these an array
HasU4 = BoolProperty(name="Has Unknown 4", default=False, update = HasU4Update)
U4 = IntProperty(name = "Unknown 4",default=0, min=0, max=65535, update = U4Update)
ColType = IntProperty(name = "Collision type",default=0, min=0, max=65535,update = ColTypeUpdate) #Here we put parameters for the UI elements and point to the Update functions
TerrainType = IntProperty(name = "Sound",default=0, min=0, max=255,update = TerrainTypeUpdate)
UnknownField = IntProperty(name = "Unknown",default=0, min=0, max=255,update = UnknownFieldUpdate)#I probably should have made these an array
HasColParameterField = BoolProperty(name="Has Parameter", default=False,update = HasColParameterFieldUpdate)
ColParameterField = IntProperty(name = "Parameter",default=0, min=0, max=65535,update = ColParameterFieldUpdate)
class CollisionPanel(Panel): #This panel houses the UI elements defined in the CollisionProperties
bl_label = "Edit Collision Values"
@ -351,8 +337,8 @@ class CollisionPanel(Panel): #This panel houses the UI elements defined in the C
if(bpy.context.object.mode == 'EDIT'):
obj = bpy.context.scene.objects.active #This method might be quite taxing
bm = bmesh.from_edit_mesh(obj.data)
U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
if U0Layer is not None: #If the model has collision values
ColTypeLayer = bm.faces.layers.int.get(CollisionLayer.ColType.value) #Check if this layer exists
if ColTypeLayer is not None: #If the model has collision values
EnableColumns = True #Then we enabled editing the values
del bm
del obj
@ -365,16 +351,15 @@ class CollisionPanel(Panel): #This panel houses the UI elements defined in the C
column1 = self.layout.column(align = True)
column1.prop(bpy.context.scene.ColEditor, "U0")
column1.prop(bpy.context.scene.ColEditor, "U1")
column1.prop(bpy.context.scene.ColEditor, "U2")
column1.prop(bpy.context.scene.ColEditor, "U3")
column1.prop(bpy.context.scene.ColEditor, "ColType")
column1.prop(bpy.context.scene.ColEditor, "TerrainType")
column1.prop(bpy.context.scene.ColEditor, "UnknownField")
column1.enabled = EnableColumns
column1.prop(bpy.context.scene.ColEditor, "HasU4")
column1.prop(bpy.context.scene.ColEditor, "HasColParameterField")
column2 = self.layout.column(align = True)
column2.prop(bpy.context.scene.ColEditor, "U4")
column2.enabled = bpy.context.scene.ColEditor.HasU4 and EnableColumns #Collision values must exist AND we must have "Has Unknown4" checked
column2.prop(bpy.context.scene.ColEditor, "ColParameterField")
column2.enabled = bpy.context.scene.ColEditor.HasColParameterField and EnableColumns #Collision values must exist AND we must have "Has ColParameter" checked
class InitialValues(Operator): #This creates the data layers that store the collision values
@ -385,12 +370,11 @@ class InitialValues(Operator): #This creates the data layers that store the coll
obj = bpy.context.scene.objects.active
bm = bmesh.from_edit_mesh(obj.data)
bm.faces.layers.int.new(CollisionLayer.Unknown0.value) #Uses Enum to get names
bm.faces.layers.int.new(CollisionLayer.Unknown1.value)
bm.faces.layers.int.new(CollisionLayer.Unknown2.value)
bm.faces.layers.int.new(CollisionLayer.Unknown3.value)
bm.faces.layers.int.new(CollisionLayer.HasUnknown4.value)
bm.faces.layers.int.new(CollisionLayer.Unknown4.value)
bm.faces.layers.int.new(CollisionLayer.ColType.value) #Uses Enum to get names
bm.faces.layers.int.new(CollisionLayer.TerrainType.value)
bm.faces.layers.int.new(CollisionLayer.Unknown.value)
bm.faces.layers.int.new(CollisionLayer.HasColParameter.value)
bm.faces.layers.int.new(CollisionLayer.ColParameter.value)
return{'FINISHED'}
def ChangeValuesOfSelection(ValueToChange,ValueToSet):
@ -403,9 +387,9 @@ def ChangeValuesOfSelection(ValueToChange,ValueToSet):
for face in bm.faces:
if(face.select == True):
face[my_id] = ValueToSet
if ValueToChange == CollisionLayer.Unknown4.value: #If you somehow edit Unknown4 when HasUnknown4 is off, like with a group selection, make sure to turn it on
HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
face[HasU4Layer] = 1
if ValueToChange == CollisionLayer.ColParameter.value: #If you somehow edit ColParameter when HasColParameter is off, like with a group selection, make sure to turn it on
HasColParameterFieldLayer = bm.faces.layers.int.get(CollisionLayer.HasColParameter.value)
face[HasColParameterFieldLayer] = 1
bmesh.update_edit_mesh(obj.data, False,False) #Update mesh with new values
@ -415,26 +399,23 @@ def UpdateUI(scene):
obj = scene.objects.active
if(obj.mode == 'EDIT' and obj.type == 'MESH'):
bm = bmesh.from_edit_mesh(obj.data)
U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
if U0Layer is not None: #If the model has collision values
ColTypeLayer = bm.faces.layers.int.get(CollisionLayer.ColType.value) #Check if this layer exists
if ColTypeLayer is not None: #If the model has collision values
face = bm.faces.active
if face is not None:
bpy.context.scene.ColEditor["U0"] = face[U0Layer] #This is why they should have been an array
bpy.context.scene.ColEditor["ColType"] = face[ColTypeLayer] #This is why they should have been an array
U1Layer = bm.faces.layers.int.get(CollisionLayer.Unknown1.value) #Get name of data layer
bpy.context.scene.ColEditor["U1"] = face[U1Layer] #Set UI element to value in selected face
TerrainTypeLayer = bm.faces.layers.int.get(CollisionLayer.TerrainType.value)
bpy.context.scene.ColEditor["TerrainType"] = face[TerrainTypeLayer] #We call it like this so that we don't call the update function. Otherwise selecting multiple faces would set them all equal
U2Layer = bm.faces.layers.int.get(CollisionLayer.Unknown2.value)
bpy.context.scene.ColEditor["U2"] = face[U2Layer] #We call it like this so that we don't call the update function. Otherwise selecting multiple faces would set them all equal
UnknownFieldLayer = bm.faces.layers.int.get(CollisionLayer.Unknown.value)
bpy.context.scene.ColEditor["UnknownField"] = face[UnknownFieldLayer] #We choose index 0 but it doesn't really matter. Unfortunetly you can't get int properties to display "--" used, for example, when there are different ColType values across the selected faces
U3Layer = bm.faces.layers.int.get(CollisionLayer.Unknown3.value)
bpy.context.scene.ColEditor["U3"] = face[U3Layer] #We choose index 0 but it doesn't really matter. Unfortunetly you can't get int properties to display "--" used, for example, when there are different unknown0 values across the selected faces
HasColParameterFieldLayer = bm.faces.layers.int.get(CollisionLayer.HasColParameter.value)
bpy.context.scene.ColEditor["HasColParameterField"] = False if face[HasColParameterFieldLayer] == 0 else True
HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
bpy.context.scene.ColEditor["HasU4"] = False if face[HasU4Layer] == 0 else True
U4Layer = bm.faces.layers.int.get(CollisionLayer.Unknown4.value)
bpy.context.scene.ColEditor["U4"] = face[U4Layer]
ColParameterFieldLayer = bm.faces.layers.int.get(CollisionLayer.ColParameter.value)
bpy.context.scene.ColEditor["ColParameterField"] = face[ColParameterFieldLayer]
return None