Files
Hippolyzer/addon_examples/pixel_artist.py
2023-12-31 15:28:00 +00:00

161 lines
6.7 KiB
Python

"""
Import a small image (like a nintendo sprite) and create it out of cube prims
Inefficient and doesn't even do line fill, expect it to take `width * height`
prims for whatever image you import!
"""
import asyncio
import struct
from typing import *
from PySide6.QtGui import QImage
from hippolyzer.lib.base.datatypes import UUID, Vector3, Quaternion
from hippolyzer.lib.base.helpers import to_chunks
from hippolyzer.lib.base.message.message import Block, Message
from hippolyzer.lib.base.templates import ObjectUpdateFlags, PCode, MCode, MultipleObjectUpdateFlags, \
TextureEntryCollection, JUST_CREATED_FLAGS
from hippolyzer.lib.client.object_manager import ObjectEvent, ObjectUpdateType
from hippolyzer.lib.proxy.addon_utils import BaseAddon
from hippolyzer.lib.proxy.addons import AddonManager
from hippolyzer.lib.proxy.commands import handle_command
from hippolyzer.lib.base.network.transport import Direction
from hippolyzer.lib.proxy.region import ProxiedRegion
from hippolyzer.lib.proxy.sessions import Session
PRIM_SCALE = 0.2
class PixelArtistAddon(BaseAddon):
@handle_command()
async def import_pixel_art(self, session: Session, region: ProxiedRegion):
"""
Import a small image (like a nintendo sprite) and create it out of cube prims
"""
filename = await AddonManager.UI.open_file(
"Open an image",
filter_str="Images (*.png *.jpg *.jpeg *.bmp)",
)
if not filename:
return
img = QImage()
with open(filename, "rb") as f:
img.loadFromData(f.read(), format=None)
img = img.convertToFormat(QImage.Format_RGBA8888)
height = img.height()
width = img.width()
pixels: List[Optional[bytes]] = []
needed_prims = 0
for y in range(height):
for x in range(width):
color: int = img.pixel(x, y)
# This will be ARGB, SL wants RGBA
alpha = (color & 0xFF000000) >> 24
color = color & 0x00FFFFFF
if alpha > 20:
# Repack RGBA to the bytes format we use for colors
pixels.append(struct.pack("!I", (color << 8) | alpha))
needed_prims += 1
else:
# Pretty transparent, skip it
pixels.append(None)
if not await AddonManager.UI.confirm("Confirm prim use", f"This will take {needed_prims} prims"):
return
agent_obj = region.objects.lookup_fullid(session.agent_id)
agent_pos = agent_obj.RegionPosition
created_prims = []
# Watch for any newly created prims, this is basically what the viewer does to find
# prims that it just created with the build tool.
with session.objects.events.subscribe_async(
(ObjectUpdateType.UPDATE,),
predicate=lambda e: e.object.UpdateFlags & JUST_CREATED_FLAGS and "LocalID" in e.updated
) as get_events:
# Create a pool of prims to use for building the pixel art
for _ in range(needed_prims):
# TODO: Can't get land group atm, just tries to rez with the user's active group
group_id = session.active_group
region.circuit.send(Message(
'ObjectAdd',
Block('AgentData', AgentID=session.agent_id, SessionID=session.id, GroupID=group_id),
Block(
'ObjectData',
PCode=PCode.PRIMITIVE,
Material=MCode.WOOD,
AddFlags=ObjectUpdateFlags.CREATE_SELECTED,
PathCurve=16,
ProfileCurve=1,
PathScaleX=100,
PathScaleY=100,
BypassRaycast=1,
RayStart=agent_obj.RegionPosition + Vector3(0, 0, 2),
RayEnd=agent_obj.RegionPosition + Vector3(0, 0, 2),
RayTargetID=UUID(),
RayEndIsIntersection=0,
Scale=Vector3(PRIM_SCALE, PRIM_SCALE, PRIM_SCALE),
Rotation=Quaternion(0.0, 0.0, 0.0, 1.0),
fill_missing=True,
),
))
# Don't spam a ton of creates at once
await asyncio.sleep(0.02)
# Read any creation events that queued up while we were creating the objects
# So we can figure out the newly-created objects' IDs
for _ in range(needed_prims):
evt: ObjectEvent = await asyncio.wait_for(get_events(), 1.0)
created_prims.append(evt.object)
# Drawing origin starts at the top left, should be positioned just above the
# avatar on Z and centered on Y.
top_left = Vector3(0, (width * PRIM_SCALE) * -0.5, (height * PRIM_SCALE) + 2.0) + agent_pos
positioning_blocks = []
prim_idx = 0
for i, pixel_color in enumerate(pixels):
# Transparent, skip
if pixel_color is None:
continue
x = i % width
y = i // width
obj = created_prims[prim_idx]
# Set a blank texture on all faces
te = TextureEntryCollection()
te.Textures[None] = UUID('5748decc-f629-461c-9a36-a35a221fe21f')
# Set the prim color to the color from the pixel
te.Color[None] = pixel_color
# Set the prim texture and color
region.circuit.send(Message(
'ObjectImage',
Block('AgentData', AgentID=session.agent_id, SessionID=session.id),
Block('ObjectData', ObjectLocalID=obj.LocalID, MediaURL=b'', TextureEntry_=te),
direction=Direction.OUT,
))
# Save the repositioning data for later since it uses a different message,
# but it can be set in batches.
positioning_blocks.append(Block(
'ObjectData',
ObjectLocalID=obj.LocalID,
Type=MultipleObjectUpdateFlags.POSITION,
Data_={'POSITION': top_left + Vector3(0, x * PRIM_SCALE, y * -PRIM_SCALE)},
))
await asyncio.sleep(0.01)
# We actually used a prim for this, so increment the index
prim_idx += 1
# Move the "pixels" to their correct position in chunks
for chunk in to_chunks(positioning_blocks, 25):
region.circuit.send(Message(
'MultipleObjectUpdate',
Block('AgentData', AgentID=session.agent_id, SessionID=session.id),
*chunk,
direction=Direction.OUT,
))
await asyncio.sleep(0.01)
addons = [PixelArtistAddon()]