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mario.py
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mario.py
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import bpy
import bmesh
import os
import platform
import ctypes as ct
import mathutils
from typing import cast, List
from . collision_types import COLLISION_TYPES
if platform.system() == 'Windows':
from . input_reader_win import sample_input_reader, start_input_reader, stop_input_reader
else:
from . input_reader import sample_input_reader, start_input_reader, stop_input_reader
SM64_TEXTURE_WIDTH = 64 * 11
SM64_TEXTURE_HEIGHT = 64
SM64_GEO_MAX_TRIANGLES = 1024
SM64_SCALE_FACTOR = 50
origin_offset = [0.0, 0.0, 0.0]
original_fps = 0
original_cursor_pos = [0.0, 0.0, 0.0]
class SM64Surface(ct.Structure):
_fields_ = [
('surftype', ct.c_int16),
('force', ct.c_int16),
('terrain', ct.c_uint16),
('v0x', ct.c_int16), ('v0y', ct.c_int16), ('v0z', ct.c_int16),
('v1x', ct.c_int16), ('v1y', ct.c_int16), ('v1z', ct.c_int16),
('v2x', ct.c_int16), ('v2y', ct.c_int16), ('v2z', ct.c_int16)
]
class SM64MarioInputs(ct.Structure):
_fields_ = [
('camLookX', ct.c_float), ('camLookZ', ct.c_float),
('stickX', ct.c_float), ('stickY', ct.c_float),
('buttonA', ct.c_ubyte), ('buttonB', ct.c_ubyte), ('buttonZ', ct.c_ubyte),
]
class SM64MarioState(ct.Structure):
_fields_ = [
('posX', ct.c_float), ('posY', ct.c_float), ('posZ', ct.c_float),
('velX', ct.c_float), ('velY', ct.c_float), ('velZ', ct.c_float),
('faceAngle', ct.c_float),
('health', ct.c_int16),
]
class SM64MarioGeometryBuffers(ct.Structure):
_fields_ = [
('position', ct.POINTER(ct.c_float)),
('normal', ct.POINTER(ct.c_float)),
('color', ct.POINTER(ct.c_float)),
('uv', ct.POINTER(ct.c_float)),
('numTrianglesUsed', ct.c_uint16)
]
def __init__(self):
self.position_data = (ct.c_float * (SM64_GEO_MAX_TRIANGLES * 3 * 3))()
self.position = ct.cast(self.position_data , ct.POINTER(ct.c_float))
self.normal_data = (ct.c_float * (SM64_GEO_MAX_TRIANGLES * 3 * 3))()
self.normal = ct.cast(self.normal_data , ct.POINTER(ct.c_float))
self.color_data = (ct.c_float * (SM64_GEO_MAX_TRIANGLES * 3 * 3))()
self.color = ct.cast(self.color_data , ct.POINTER(ct.c_float))
self.uv_data = (ct.c_float * (SM64_GEO_MAX_TRIANGLES * 3 * 2))()
self.uv = ct.cast(self.uv_data , ct.POINTER(ct.c_float))
self.numTrianglesUsed = 0
def __del__(self):
pass
sm64: ct.CDLL = None
sm64_mario_id = -1
mario_inputs = SM64MarioInputs()
mario_state = SM64MarioState()
mario_geo = SM64MarioGeometryBuffers()
follow_cam = False
tick_count = 0
def insert_mario(rom_path: str, scale: float, camera_follow: bool):
global sm64, sm64_mario_id, SM64_SCALE_FACTOR, original_fps, tick_count, origin_offset, original_cursor_pos, follow_cam
SM64_SCALE_FACTOR = scale
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
bpy.ops.object.select_all(action='DESELECT')
original_cursor_pos = [
bpy.context.scene.cursor.location.x,
bpy.context.scene.cursor.location.y,
bpy.context.scene.cursor.location.z
]
follow_cam = camera_follow
origin_offset[0] = bpy.context.scene.cursor.location.x
origin_offset[1] = bpy.context.scene.cursor.location.y
origin_offset[2] = bpy.context.scene.cursor.location.z
if 'LibSM64 Mario' in bpy.data.objects:
bpy.data.objects['LibSM64 Mario'].select_set(True) # Blender 2.8x
bpy.ops.object.delete()
stop_input_reader()
if sm64 != None:
stop_tick_mario()
this_path = os.path.dirname(os.path.realpath(__file__))
dll_name = 'sm64.dll' if platform.system() == 'Windows' else 'libsm64.so'
dll_path = os.path.join(this_path, 'lib', dll_name)
sm64 = ct.cdll.LoadLibrary(dll_path)
sm64.sm64_global_init.argtypes = [ ct.c_char_p, ct.POINTER(ct.c_ubyte), ct.c_char_p ]
sm64.sm64_static_surfaces_load.argtypes = [ ct.POINTER(SM64Surface), ct.c_uint32 ]
sm64.sm64_mario_create.argtypes = [ ct.c_int16, ct.c_int16, ct.c_int16 ]
sm64.sm64_mario_create.restype = ct.c_int32
sm64.sm64_mario_tick.argtypes = [ ct.c_uint32, ct.POINTER(SM64MarioInputs), ct.POINTER(SM64MarioState), ct.POINTER(SM64MarioGeometryBuffers) ]
with open(os.path.expanduser(rom_path), 'rb') as file:
rom_bytes = bytearray(file.read())
rom_chars = ct.c_char * len(rom_bytes)
texture_buff = (ct.c_ubyte * (4 * SM64_TEXTURE_WIDTH * SM64_TEXTURE_HEIGHT))()
sm64.sm64_global_init(rom_chars.from_buffer(rom_bytes), texture_buff, None)
initialize_all_data(texture_buff)
(surface_array, surface_array_len) = get_surface_array_from_scene()
sm64.sm64_static_surfaces_load(surface_array, surface_array_len)
sm64_mario_id = sm64.sm64_mario_create(0, 0, 0)
if sm64_mario_id < 0:
sm64.sm64_global_terminate()
sm64 = None
return "There is no ground under the 3D cursor where mario will spawn"
mario_obj = bpy.data.objects.new('LibSM64 Mario', bpy.data.meshes['libsm64_mario_mesh'])
bpy.context.scene.collection.objects.link(mario_obj)
start_input_reader()
original_fps = bpy.context.scene.render.fps
bpy.context.scene.render.fps = 30
bpy.ops.screen.animation_play()
bpy.app.handlers.frame_change_pre.append(tick_mario)
tick_count = 0
return None
def stop_tick_mario():
global sm64, sm64_mario_id, original_fps, original_cursor_pos
bpy.app.handlers.frame_change_pre.clear()
bpy.context.scene.render.fps = original_fps
bpy.context.scene.cursor.location = (
original_cursor_pos[0],
original_cursor_pos[1],
original_cursor_pos[2]
)
bpy.ops.screen.animation_cancel()
sm64_mario_id = -1
sm64.sm64_global_terminate()
sm64 = None
stop_input_reader()
def tick_mario(x0, x1):
global sm64, sm64_mario_id, mario_state, mario_geo, tick_count, origin_offset, follow_cam
if not ('LibSM64 Mario' in bpy.data.objects):
stop_tick_mario()
return 0
sample_input_reader(mario_inputs)
for a in bpy.context.window.screen.areas:
if a.type == 'VIEW_3D':
view3d = a
break
r3d = view3d.spaces[0].region_3d
look_dir = r3d.view_rotation @ mathutils.Vector((0.0, 0.0, -1.0))
mario_inputs.camLookX = look_dir.x
mario_inputs.camLookZ = -look_dir.y
sm64.sm64_mario_tick(sm64_mario_id, ct.byref(mario_inputs), ct.byref(mario_state), ct.byref(mario_geo))
if follow_cam:
bpy.context.scene.cursor.location = (
origin_offset[0] + mario_state.posX / SM64_SCALE_FACTOR + bpy.context.scene.libsm64.camera_shift.x,
origin_offset[1] - mario_state.posZ / SM64_SCALE_FACTOR + bpy.context.scene.libsm64.camera_shift.y,
origin_offset[2] + mario_state.posY / SM64_SCALE_FACTOR + bpy.context.scene.libsm64.camera_shift.z
)
for region in (r for r in view3d.regions if r.type == 'WINDOW'):
context_override = {'screen': bpy.context.screen, 'area': view3d, 'region': region}
bpy.ops.view3d.view_center_cursor(context_override)
if tick_count < 15: # This is enough frames to get Mario to open his eyes, then we'll stop updating uv/color
update_mesh_data(bpy.data.meshes['libsm64_mario_mesh'])
else:
update_mesh_data_fast(bpy.data.meshes['libsm64_mario_mesh'])
tick_count += 1
def clamp_bounds(val):
val = int(val)
bounds = 0x7FFF
if val < -bounds:
return (-bounds, False)
if val > bounds:
return (bounds, False)
return (val, True)
def get_surface_array_from_scene():
global origin_offset
surfaces = get_all_surfaces()
surface_array = (SM64Surface * len(surfaces))()
j = 0
for i in range(len(surfaces)):
(v0x, in00) = clamp_bounds(SM64_SCALE_FACTOR * ( surfaces[i]['v0x'] - origin_offset[0]))
(v0y, in01) = clamp_bounds(SM64_SCALE_FACTOR * ( surfaces[i]['v0z'] - origin_offset[2]))
(v0z, in02) = clamp_bounds(SM64_SCALE_FACTOR * (-surfaces[i]['v0y'] + origin_offset[1]))
(v1x, in10) = clamp_bounds(SM64_SCALE_FACTOR * ( surfaces[i]['v1x'] - origin_offset[0]))
(v1y, in11) = clamp_bounds(SM64_SCALE_FACTOR * ( surfaces[i]['v1z'] - origin_offset[2]))
(v1z, in12) = clamp_bounds(SM64_SCALE_FACTOR * (-surfaces[i]['v1y'] + origin_offset[1]))
(v2x, in20) = clamp_bounds(SM64_SCALE_FACTOR * ( surfaces[i]['v2x'] - origin_offset[0]))
(v2y, in21) = clamp_bounds(SM64_SCALE_FACTOR * ( surfaces[i]['v2z'] - origin_offset[2]))
(v2z, in22) = clamp_bounds(SM64_SCALE_FACTOR * (-surfaces[i]['v2y'] + origin_offset[1]))
if not in00 and not in01 and not in02:
continue
if not in10 and not in11 and not in12:
continue
if not in20 and not in21 and not in22:
continue
surface_array[j].surftype = surfaces[i]['surftype']
surface_array[j].force = 0
surface_array[j].terrain = surfaces[i]['terrain']
surface_array[j].v0x = v0x
surface_array[j].v0y = v0y
surface_array[j].v0z = v0z
surface_array[j].v1x = v1x
surface_array[j].v1y = v1y
surface_array[j].v1z = v1z
surface_array[j].v2x = v2x
surface_array[j].v2y = v2y
surface_array[j].v2z = v2z
j += 1
return (surface_array, j)
def get_all_surfaces():
def add_mesh(obj: bpy.types.Object, out):
mesh = obj.data
mesh.calc_loop_triangles()
for tri in cast(List[bpy.types.MeshLoopTriangle], mesh.loop_triangles):
out_elem = {}
for i in range(3):
tri_idx = tri.vertices[i]
vx = mesh.vertices[tri_idx].co.x
vy = mesh.vertices[tri_idx].co.y
vz = mesh.vertices[tri_idx].co.z
vworld = obj.matrix_world @ mathutils.Vector((vx, vy, vz, 1))
out_elem['v' + str(i) + 'x'] = vworld.x
out_elem['v' + str(i) + 'y'] = vworld.y
out_elem['v' + str(i) + 'z'] = vworld.z
out_elem['terrain'] = COLLISION_TYPES['TERRAIN_GRASS']
seek = obj
while True:
if hasattr(seek, 'sm64_obj_type') and seek.sm64_obj_type == 'Area Root' and hasattr(seek, 'terrainEnum'):
out_elem['terrain'] = COLLISION_TYPES[seek.terrainEnum]
break
if seek.parent:
seek = seek.parent
else:
break
out_elem['surftype'] = COLLISION_TYPES['SURFACE_DEFAULT']
if tri.material_index > 0 and tri.material_index < len(mesh.materials):
mat = mesh.materials[tri.material_index]
if hasattr(mat, 'collision_type_simple'):
out_elem['surftype'] = COLLISION_TYPES[mat.collision_type_simple]
out.append(out_elem)
scene = bpy.context.window.scene
out = []
for obj in cast(List[bpy.types.Object], scene.collection.all_objects):
if isinstance(obj.data, bpy.types.Mesh):
add_mesh(obj, out)
return out
def initialize_all_data(texture_buffer):
size = SM64_TEXTURE_WIDTH, SM64_TEXTURE_HEIGHT
if 'libsm64_mario_texture' in bpy.data.images:
image = bpy.data.images["libsm64_mario_texture"]
else:
image = bpy.data.images.new("libsm64_mario_texture", width=size[0], height=size[1])
pixels = [None] * size[0] * size[1]
i = 0
for y in range(size[1]):
for x in range(size[0]):
r = float(texture_buffer[i]) / 255
g = float(texture_buffer[i+1]) / 255
b = float(texture_buffer[i+2]) / 255
a = float(texture_buffer[i+3]) / 255
i += 4
pixels[(y * size[0]) + x] = [r, g, b, a]
pixels = [chan for px in pixels for chan in px]
image.alpha_mode = 'STRAIGHT'
image.file_format = 'PNG'
image.pixels = pixels
if 'libsm64_mario_material' in bpy.data.materials:
mat = bpy.data.materials["libsm64_mario_material"]
else:
mat = bpy.data.materials.new(name="libsm64_mario_material")
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
nodes.clear()
tex_node = nodes.new(type='ShaderNodeTexImage')
tex_node.image = bpy.data.images.get("libsm64_mario_texture")
color_node = nodes.new(type='ShaderNodeVertexColor')
color_node.layer_name = 'Col'
color_node.location = [0, 100]
mix_node = nodes.new(type='ShaderNodeMix')
mix_node.data_type = 'RGBA'
mix_node.location = [250, 0]
diffuse_node = nodes.new(type='ShaderNodeBsdfDiffuse')
diffuse_node.location = [500, 0]
out_node = nodes.new(type='ShaderNodeOutputMaterial')
out_node.location = [750, 0]
links.new(tex_node.outputs[0], mix_node.inputs[7])
links.new(tex_node.outputs[1], mix_node.inputs[0])
links.new(color_node.outputs[0], mix_node.inputs[6])
links.new(mix_node.outputs[2], diffuse_node.inputs[0])
links.new(diffuse_node.outputs[0], out_node.inputs[0])
if not ('libsm64_mario_mesh' in bpy.data.meshes):
mesh = bpy.data.meshes.new('libsm64_mario_mesh')
mesh.vertex_colors.new()
verts = []
edges = []
faces = []
for i in range(SM64_GEO_MAX_TRIANGLES):
verts.append((0,0,0))
verts.append((0,0,0))
verts.append((0,0,0))
edges.append((3*i+0, 3*i+1))
edges.append((3*i+1, 3*i+2))
edges.append((3*i+2, 3*i+0))
faces.append((3*i+0, 3*i+1, 3*i+2))
mesh.from_pydata(verts, edges, faces)
mesh.uv_layers.active = mesh.uv_layers.new(name="uv0")
mesh.materials.append(mat)
def update_mesh_data(mesh: bpy.types.Mesh):
global mario_geo
vcol = mesh.vertex_colors.active
for i in range(mario_geo.numTrianglesUsed):
mesh.vertices[3*i+0].co.x = origin_offset[0] + mario_geo.position_data[9*i+0] / SM64_SCALE_FACTOR
mesh.vertices[3*i+0].co.z = origin_offset[2] + mario_geo.position_data[9*i+1] / SM64_SCALE_FACTOR
mesh.vertices[3*i+0].co.y = origin_offset[1] - mario_geo.position_data[9*i+2] / SM64_SCALE_FACTOR
mesh.vertices[3*i+1].co.x = origin_offset[0] + mario_geo.position_data[9*i+3] / SM64_SCALE_FACTOR
mesh.vertices[3*i+1].co.z = origin_offset[2] + mario_geo.position_data[9*i+4] / SM64_SCALE_FACTOR
mesh.vertices[3*i+1].co.y = origin_offset[1] - mario_geo.position_data[9*i+5] / SM64_SCALE_FACTOR
mesh.vertices[3*i+2].co.x = origin_offset[0] + mario_geo.position_data[9*i+6] / SM64_SCALE_FACTOR
mesh.vertices[3*i+2].co.z = origin_offset[2] + mario_geo.position_data[9*i+7] / SM64_SCALE_FACTOR
mesh.vertices[3*i+2].co.y = origin_offset[1] - mario_geo.position_data[9*i+8] / SM64_SCALE_FACTOR
mesh.uv_layers.active.data[mesh.loops[3*i+0].index].uv = (mario_geo.uv_data[6*i+0], mario_geo.uv_data[6*i+1])
mesh.uv_layers.active.data[mesh.loops[3*i+1].index].uv = (mario_geo.uv_data[6*i+2], mario_geo.uv_data[6*i+3])
mesh.uv_layers.active.data[mesh.loops[3*i+2].index].uv = (mario_geo.uv_data[6*i+4], mario_geo.uv_data[6*i+5])
vcol.data[3*i+0].color = (
mario_geo.color_data[9*i+0],
mario_geo.color_data[9*i+1],
mario_geo.color_data[9*i+2],
1.0
)
vcol.data[3*i+1].color = (
mario_geo.color_data[9*i+3],
mario_geo.color_data[9*i+4],
mario_geo.color_data[9*i+5],
1.0
)
vcol.data[3*i+2].color = (
mario_geo.color_data[9*i+6],
mario_geo.color_data[9*i+7],
mario_geo.color_data[9*i+8],
1.0
)
mesh.update()
def update_mesh_data_fast(mesh: bpy.types.Mesh):
global mario_geo, origin_offset
bm = bmesh.new()
bm.from_mesh(mesh)
bm.verts.ensure_lookup_table()
for i in range(mario_geo.numTrianglesUsed):
bm.verts[3*i+0].co.x = origin_offset[0] + mario_geo.position_data[9*i+0] / SM64_SCALE_FACTOR
bm.verts[3*i+0].co.z = origin_offset[2] + mario_geo.position_data[9*i+1] / SM64_SCALE_FACTOR
bm.verts[3*i+0].co.y = origin_offset[1] - mario_geo.position_data[9*i+2] / SM64_SCALE_FACTOR
bm.verts[3*i+1].co.x = origin_offset[0] + mario_geo.position_data[9*i+3] / SM64_SCALE_FACTOR
bm.verts[3*i+1].co.z = origin_offset[2] + mario_geo.position_data[9*i+4] / SM64_SCALE_FACTOR
bm.verts[3*i+1].co.y = origin_offset[1] - mario_geo.position_data[9*i+5] / SM64_SCALE_FACTOR
bm.verts[3*i+2].co.x = origin_offset[0] + mario_geo.position_data[9*i+6] / SM64_SCALE_FACTOR
bm.verts[3*i+2].co.z = origin_offset[2] + mario_geo.position_data[9*i+7] / SM64_SCALE_FACTOR
bm.verts[3*i+2].co.y = origin_offset[1] - mario_geo.position_data[9*i+8] / SM64_SCALE_FACTOR
bm.to_mesh(mesh)
bm.free()