Files
Lila 17a6155f5c [SM64] Custom level script and special commands and improvements to custom geo commands (#457)
* implement prop

* first iter of custom cmd exporting

* let rovert fly

* Update sm64_objects.py

* Update sm64_objects.py

* Update sm64_objects.py

* upgrade existing custom geo into new custom type

* Hack for geo because

* [SM64] Add depth arg and remove comma from existing cmds

* [SM64] add depth arg to level and collision objects

* change unused depth to _depth and add my stashed changes.. oops

* some code clean up and ui improvement

* Allow custom geo to have children

* command preset system (WIP)

allows you to create presets for your repo.
missing auto updates to presets

* detect changes via a hash

* fix last remaining bugs

* fix preset edit preview

* add draw layers

* basic example macro

* boolean support and fixes

* world's most over enginered way to handle numbers

* bugs and visual fixes

* make color serializable

* dont use PRESET_EDIT if presumably there is no edit data

* use degrees

* inital support for bones

* dont require transform to be inherented, fixes bone using scale arg

* remove sys, last few bits of code tomorrow

* move custom args into a folder

* lock

* typing fixes

* use dict for exports

* early binary support

* Missing dl ext and animated

* dl ext impl

* make is animatable work

* update updateBone to suit my new needs

* finish upgrade code

* dl ext now dl cmd, example macros for dl cmds

* SM64_CustomArgProperties

* enum property support to really hammer in the scope creep

* Nice move by SpongeBob! This match is just about over.

checked for mesh, removed one indent, changed Special to Collision

* some fixes to the ops

* make binary more flexiable by introducing eval expressions

Now behavior that would require a macro can be written in an eval statement, this is peak over engineering. It's also present in c under a toggle because SCALE GEO CMD COMPATABILITY!!!

* make hard defined int types for binary

* one last fix

* allow color quant for background node compat, fix enum ops

* impl last translate/rotate name in custom

* undo export color

* fix area root UI

* fix commas

* add order, fix up a couple of nits

* lila did a stupid

* fix transforms

* conventional rotation in macros is not scaled to s16

* let eval run on tuples

* implement generators

* add cast_integer

* Update properties.py

* round to conventional for scale

* document collection operator base more, fix bug with scale rounding

also add copy_on_add

* undo repo settings ver change since there has been no breaking changes

* remove unused

* implement top level level script commands

* make clean color into tuple, run eval on lists

* update base displaylist node

* little thing i noticed missing

* unnecessary names removed

* Fix transforms in level

* fix parameter

* show animatable toggle in presets

* More control of the level script section

* copy enum example

* over engineered description code

* update preset instead of changing to NONE

* fix number updates

* typo

* fix crash

* VERY IMPORTANT FIX

* link to docs

* add comment about updating existing animation pr ops

* fix animation command checks
2025-08-21 22:00:20 +01:00

518 lines
19 KiB
Python

import bpy
from bpy.utils import register_class, unregister_class
from bpy.path import abspath
from . import addon_updater_ops
from .fast64_internal.game_data import game_data
from .fast64_internal.utility import prop_split, multilineLabel, set_prop_if_in_data, Matrix4x4Property
from .fast64_internal.repo_settings import (
draw_repo_settings,
load_repo_settings,
repo_settings_operators_register,
repo_settings_operators_unregister,
)
from .fast64_internal.sm64 import sm64_register, sm64_unregister, SM64_ActionProperty
from .fast64_internal.sm64.sm64_constants import sm64_world_defaults
from .fast64_internal.sm64.settings.properties import SM64_Properties
from .fast64_internal.sm64.sm64_geolayout_bone import SM64_BoneProperties
from .fast64_internal.sm64.sm64_objects import SM64_ObjectProperties
from .fast64_internal.z64 import OOT_Properties, oot_register, oot_unregister
from .fast64_internal.z64.constants import oot_world_defaults
from .fast64_internal.z64.props_panel_main import OOT_ObjectProperties
from .fast64_internal.z64.actor.properties import initOOTActorProperties
from .fast64_internal.utility_anim import utility_anim_register, utility_anim_unregister, ArmatureApplyWithMeshOperator
from .fast64_internal.mk64 import MK64_Properties, mk64_register, mk64_unregister
from .fast64_internal.mk64.mk64_constants import mk64_world_defaults
from .fast64_internal.f3d.f3d_material import (
F3D_MAT_CUR_VERSION,
mat_register,
mat_unregister,
check_or_ask_color_management,
)
from .fast64_internal.f3d.f3d_writer import f3d_writer_register, f3d_writer_unregister
from .fast64_internal.f3d.f3d_parser import f3d_parser_register, f3d_parser_unregister
from .fast64_internal.f3d.flipbook import flipbook_register, flipbook_unregister
from .fast64_internal.f3d.op_largetexture import op_largetexture_register, op_largetexture_unregister, ui_oplargetexture
from .fast64_internal.f3d_material_converter import (
MatUpdateConvert,
upgrade_f3d_version_all_meshes,
bsdf_conv_register,
bsdf_conv_unregister,
bsdf_conv_panel_regsiter,
bsdf_conv_panel_unregsiter,
)
from .fast64_internal.render_settings import (
Fast64RenderSettings_Properties,
ManualUpdatePreviewOperator,
resync_scene_props,
on_update_render_settings,
)
# info about add on
bl_info = {
"name": "Fast64",
"version": (2, 4, 0),
"author": "kurethedead",
"location": "3DView",
"description": "Plugin for exporting F3D display lists and other game data related to Nintendo 64 games.",
"category": "Import-Export",
"blender": (3, 2, 0),
}
gameEditorEnum = (
("SM64", "SM64", "Super Mario 64", 0),
("OOT", "OOT", "Ocarina Of Time", 1),
# ("MM", "MM", "Majora's Mask", 4),
("MK64", "MK64", "Mario Kart 64", 3),
("Homebrew", "Homebrew", "Homebrew", 2),
)
class F3D_GlobalSettingsPanel(bpy.types.Panel):
bl_idname = "F3D_PT_global_settings"
bl_label = "F3D Global Settings"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Fast64"
@classmethod
def poll(cls, context):
return True
# called every frame
def draw(self, context):
col = self.layout.column()
col.scale_y = 1.1 # extra padding
prop_split(col, context.scene, "f3d_type", "Microcode")
if context.scene.f3d_type in {"F3DEX3", "T3D"}:
prop_split(col, context.scene, "packed_normals_algorithm", "Packed normals alg")
col.prop(context.scene, "saveTextures")
col.prop(context.scene, "f3d_simple", text="Simple Material UI")
col.prop(context.scene, "exportInlineF3D", text="Bleed and Inline Material Exports")
if context.scene.exportInlineF3D:
multilineLabel(
col.box(),
"While inlining, all meshes will be restored to world default values.\n You can configure these values in the world properties tab.",
icon="INFO",
)
col.prop(context.scene, "ignoreTextureRestrictions")
if context.scene.ignoreTextureRestrictions:
col.box().label(text="Width/height must be < 1024. Must be png format.")
class Fast64_GlobalSettingsPanel(bpy.types.Panel):
bl_idname = "FAST64_PT_global_settings"
bl_label = "Fast64 Global Settings"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Fast64"
@classmethod
def poll(cls, context):
return True
# called every frame
def draw(self, context):
col = self.layout.column()
col.scale_y = 1.1 # extra padding
scene = context.scene
fast64_settings: Fast64Settings_Properties = scene.fast64.settings
prop_split(col, scene, "gameEditorMode", "Game")
col.prop(scene, "exportHiddenGeometry")
col.prop(scene, "fullTraceback")
prop_split(col, fast64_settings, "anim_range_choice", "Anim Range")
draw_repo_settings(col.box(), context)
if not fast64_settings.repo_settings_tab:
col.prop(fast64_settings, "auto_pick_texture_format")
if fast64_settings.auto_pick_texture_format:
col.prop(fast64_settings, "prefer_rgba_over_ci")
class Fast64_GlobalToolsPanel(bpy.types.Panel):
bl_idname = "FAST64_PT_global_tools"
bl_label = "Fast64 Tools"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Fast64"
@classmethod
def poll(cls, context):
return True
# called every frame
def draw(self, context):
col = self.layout.column()
col.operator(ArmatureApplyWithMeshOperator.bl_idname)
# col.operator(CreateMetarig.bl_idname)
ui_oplargetexture(col, context)
addon_updater_ops.update_notice_box_ui(self, context)
def repo_path_update(self, context):
load_repo_settings(context.scene, abspath(self.repo_settings_path), True)
class Fast64Settings_Properties(bpy.types.PropertyGroup):
"""Settings affecting exports for all games found in scene.fast64.settings"""
version: bpy.props.IntProperty(name="Fast64Settings_Properties Version", default=0)
anim_range_choice: bpy.props.EnumProperty(
name="Anim Range",
description="What to use to determine what frames of the animation to export",
items=[
("action", "Action", "Export all frames from the action", 0),
(
"scene",
"Playback",
(
"Export all frames in the scene's animation preview playback range.\n"
"(export frames being played in Blender)"
),
1,
),
(
"intersect_action_and_scene",
"Smart",
(
"Intersect Action & Scene\n"
"Export all frames from the action that are also in the scene playback range.\n"
"(export frames being played in Blender that also are part of the action frames)"
),
2,
),
],
default="intersect_action_and_scene",
)
auto_pick_texture_format: bpy.props.BoolProperty(
name="Auto Pick Texture Format",
description="When enabled, fast64 will try to pick the best texture format whenever a texture is selected.",
default=True,
)
prefer_rgba_over_ci: bpy.props.BoolProperty(
name="Prefer RGBA Over CI",
description="When enabled, fast64 will default colored textures's format to RGBA even if they fit CI requirements, with the exception of textures that would not fit into TMEM otherwise",
)
dont_ask_color_management: bpy.props.BoolProperty(name="Don't ask to set color management properties")
repo_settings_tab: bpy.props.BoolProperty(default=True, name="Repo Settings")
repo_settings_path: bpy.props.StringProperty(name="Path", subtype="FILE_PATH", update=repo_path_update)
auto_repo_load_settings: bpy.props.BoolProperty(
name="Auto Load Repo's Settings",
description="When enabled, this will make fast64 automatically load repo settings if they are found after picking a decomp path",
default=True,
)
internal_fixed_4_2: bpy.props.BoolProperty(default=False)
internal_game_update_ver: bpy.props.IntProperty(default=0)
def to_repo_settings(self):
data = {}
data["autoLoad"] = self.auto_repo_load_settings
data["autoPickTextureFormat"] = self.auto_pick_texture_format
if self.auto_pick_texture_format:
data["preferRGBAOverCI"] = self.prefer_rgba_over_ci
return data
def from_repo_settings(self, data: dict):
set_prop_if_in_data(self, "auto_repo_load_settings", data, "autoLoad")
set_prop_if_in_data(self, "auto_pick_texture_format", data, "autoPickTextureFormat")
set_prop_if_in_data(self, "prefer_rgba_over_ci", data, "preferRGBAOverCI")
class Fast64_Properties(bpy.types.PropertyGroup):
"""
Properties in scene.fast64.
All new properties should be children of one of these three property groups.
"""
sm64: bpy.props.PointerProperty(type=SM64_Properties, name="SM64 Properties")
oot: bpy.props.PointerProperty(type=OOT_Properties, name="OOT Properties")
mk64: bpy.props.PointerProperty(type=MK64_Properties, name="MK64 Properties")
settings: bpy.props.PointerProperty(type=Fast64Settings_Properties, name="Fast64 Settings")
renderSettings: bpy.props.PointerProperty(type=Fast64RenderSettings_Properties, name="Fast64 Render Settings")
class Fast64_ActionProperties(bpy.types.PropertyGroup):
"""
Properties in Action.fast64.
"""
sm64: bpy.props.PointerProperty(type=SM64_ActionProperty, name="SM64 Properties")
class Fast64_BoneProperties(bpy.types.PropertyGroup):
"""
Properties in bone.fast64 (bpy.types.Bone)
All new bone properties should be children of this property group.
"""
sm64: bpy.props.PointerProperty(type=SM64_BoneProperties, name="SM64 Properties")
class Fast64_ObjectProperties(bpy.types.PropertyGroup):
"""
Properties in object.fast64 (bpy.types.Object)
All new object properties should be children of this property group.
"""
sm64: bpy.props.PointerProperty(type=SM64_ObjectProperties, name="SM64 Object Properties")
oot: bpy.props.PointerProperty(type=OOT_ObjectProperties, name="OOT Object Properties")
class UpgradeF3DMaterialsDialog(bpy.types.Operator):
bl_idname = "dialog.upgrade_f3d_materials"
bl_label = "Upgrade F3D Materials"
bl_options = {"REGISTER", "UNDO"}
done = False
def draw(self, context):
layout = self.layout
if self.done:
layout.label(text="Success!")
layout.label(text="Materials were successfully upgraded.")
layout.separator(factor=0.25)
layout.label(text="You may click anywhere to close this dialog.")
return
layout.alert = True
box = layout.box()
box.label(text="Your project contains F3D materials that need to be upgraded in order to continue!")
box.label(text="Before upgrading, make sure to create a duplicate (backup) of this blend file.")
box.separator()
col = box.column()
col.alignment = "CENTER"
col.alert = True
col.label(text="Upgrade F3D Materials?")
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self, width=600)
def execute(self, context: "bpy.types.Context"):
if context.mode != "OBJECT":
bpy.ops.object.mode_set(mode="OBJECT")
upgrade_f3d_version_all_meshes()
self.done = True
return {"FINISHED"}
class ExampleAddonPreferences(bpy.types.AddonPreferences, addon_updater_ops.AddonUpdaterPreferences):
bl_idname = __package__
def draw(self, context):
addon_updater_ops.update_settings_ui(self, context)
classes = (
Fast64Settings_Properties,
Fast64RenderSettings_Properties,
ManualUpdatePreviewOperator,
Fast64_Properties,
Fast64_ActionProperties,
Fast64_BoneProperties,
Fast64_ObjectProperties,
F3D_GlobalSettingsPanel,
Fast64_GlobalSettingsPanel,
Fast64_GlobalToolsPanel,
UpgradeF3DMaterialsDialog,
)
def upgrade_changed_props():
"""Set scene properties after a scene loads, used for migrating old properties"""
SM64_Properties.upgrade_changed_props()
MK64_Properties.upgrade_changed_props()
SM64_ObjectProperties.upgrade_changed_props()
SM64_BoneProperties.upgrade_changed_props()
OOT_ObjectProperties.upgrade_changed_props()
for scene in bpy.data.scenes:
settings: Fast64Settings_Properties = scene.fast64.settings
if settings.internal_game_update_ver != 1:
set_game_defaults(scene, False)
settings.internal_game_update_ver = 1
if scene.get("decomp_compatible", False):
scene.gameEditorMode = "Homebrew"
del scene["decomp_compatible"]
settings = scene.fast64.renderSettings
light0Color = settings.pop("lightColor", None)
if light0Color is not None:
settings.light0Color = light0Color
light0Direction = settings.pop("lightDirection", None)
if light0Direction is not None:
settings.light0Direction = light0Direction
def upgrade_scene_props_node():
"""update f3d materials with SceneProperties node"""
has_old_f3d_mats = any(mat.is_f3d and mat.mat_ver < F3D_MAT_CUR_VERSION for mat in bpy.data.materials)
if has_old_f3d_mats:
bpy.ops.dialog.upgrade_f3d_materials("INVOKE_DEFAULT")
@bpy.app.handlers.persistent
def after_load(_a, _b):
game_data.update(bpy.context.scene.gameEditorMode)
settings = bpy.context.scene.fast64.settings
if any(mat.is_f3d for mat in bpy.data.materials):
check_or_ask_color_management(bpy.context)
if not settings.internal_fixed_4_2 and bpy.app.version >= (4, 2, 0):
upgrade_f3d_version_all_meshes()
if bpy.app.version >= (4, 2, 0):
settings.internal_fixed_4_2 = True
upgrade_changed_props()
upgrade_scene_props_node()
resync_scene_props()
try:
if settings.repo_settings_path:
load_repo_settings(bpy.context.scene, abspath(settings.repo_settings_path), True)
except Exception as exc:
print(exc)
def set_game_defaults(scene: bpy.types.Scene, set_ucode=True):
world_defaults = None
if scene.gameEditorMode == "SM64":
f3d_type = "F3D"
world_defaults = sm64_world_defaults
elif scene.gameEditorMode == "MK64":
f3d_type = "F3DEX"
world_defaults = mk64_world_defaults
elif scene.gameEditorMode in {"OOT", "MM"}:
f3d_type = "F3DEX2/LX2"
world_defaults = oot_world_defaults
elif scene.gameEditorMode == "MK64":
f3d_type = "F3DEX/LX"
elif scene.gameEditorMode == "Homebrew":
f3d_type = "F3D"
world_defaults = {} # This will set some pretty bad defaults, but trust the user
if set_ucode:
scene.f3d_type = f3d_type
if scene.world is not None:
scene.world.rdp_defaults.from_dict(world_defaults)
def gameEditorUpdate(scene: bpy.types.Scene, _context):
game_data.update(scene.gameEditorMode)
set_game_defaults(scene)
# called on add-on enabling
# register operators and panels here
# append menu layout drawing function to an existing window
def register():
if bpy.app.version < (3, 2, 0):
msg = "\n".join(
(
"This version of Fast64 does not support Blender 3.1.x and earlier Blender versions.",
"Your Blender version is: " + ".".join(str(i) for i in bpy.app.version),
"Please upgrade Blender to 3.2.0 or above.",
)
)
print(msg)
unsupported_exc = Exception("\n\n" + msg)
raise unsupported_exc
# Register addon updater first,
# this way if a broken version fails to register the user can still pick another version.
register_class(ExampleAddonPreferences)
addon_updater_ops.register(bl_info)
register_class(Matrix4x4Property)
initOOTActorProperties()
utility_anim_register()
mat_register()
bsdf_conv_register()
sm64_register(True)
oot_register(True)
mk64_register(True)
repo_settings_operators_register()
for cls in classes:
register_class(cls)
bsdf_conv_panel_regsiter()
f3d_writer_register()
flipbook_register()
f3d_parser_register()
op_largetexture_register()
# ROM
bpy.types.Scene.ignoreTextureRestrictions = bpy.props.BoolProperty(name="Ignore Texture Restrictions")
bpy.types.Scene.fullTraceback = bpy.props.BoolProperty(name="Show Full Error Traceback", default=False)
bpy.types.Scene.gameEditorMode = bpy.props.EnumProperty(
name="Game", default="SM64", items=gameEditorEnum, update=gameEditorUpdate
)
bpy.types.Scene.saveTextures = bpy.props.BoolProperty(name="Save Textures As PNGs (Breaks CI Textures)")
bpy.types.Scene.exportHiddenGeometry = bpy.props.BoolProperty(name="Export Hidden Geometry", default=True)
bpy.types.Scene.exportInlineF3D = bpy.props.BoolProperty(
name="Bleed and Inline Material Exports",
description="Inlines and bleeds materials in a single mesh. GeoLayout + Armature exports bleed over entire model",
default=False,
)
bpy.types.Scene.blenderF3DScale = bpy.props.FloatProperty(
name="F3D Blender Scale", default=100, update=on_update_render_settings
)
bpy.types.Scene.fast64 = bpy.props.PointerProperty(type=Fast64_Properties, name="Fast64 Properties")
bpy.types.Bone.fast64 = bpy.props.PointerProperty(type=Fast64_BoneProperties, name="Fast64 Bone Properties")
bpy.types.Object.fast64 = bpy.props.PointerProperty(type=Fast64_ObjectProperties, name="Fast64 Object Properties")
bpy.types.Action.fast64 = bpy.props.PointerProperty(type=Fast64_ActionProperties, name="Fast64 Action Properties")
bpy.app.handlers.load_post.append(after_load)
# called on add-on disabling
def unregister():
utility_anim_unregister()
op_largetexture_unregister()
flipbook_unregister()
f3d_writer_unregister()
f3d_parser_unregister()
sm64_unregister(True)
oot_unregister(True)
mk64_unregister(True)
mat_unregister()
bsdf_conv_unregister()
bsdf_conv_panel_unregsiter()
unregister_class(Matrix4x4Property)
del bpy.types.Scene.fullTraceback
del bpy.types.Scene.ignoreTextureRestrictions
del bpy.types.Scene.saveTextures
del bpy.types.Scene.gameEditorMode
del bpy.types.Scene.exportHiddenGeometry
del bpy.types.Scene.blenderF3DScale
del bpy.types.Scene.fast64
del bpy.types.Bone.fast64
del bpy.types.Object.fast64
del bpy.types.Action.fast64
repo_settings_operators_unregister()
for cls in classes:
unregister_class(cls)
bpy.app.handlers.load_post.remove(after_load)
addon_updater_ops.unregister()
unregister_class(ExampleAddonPreferences)