Implement image converter

This commit is contained in:
NGnius (Graham) 2020-05-09 16:21:00 -04:00
parent 552bc364ba
commit 16956da187
3 changed files with 315 additions and 63 deletions

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using System.Reflection;
using IllusionPlugin;
// using GamecraftModdingAPI;
using GamecraftModdingAPI.Commands;
namespace Pixi
{
public class MyPlugin : IPlugin // the Illusion Plugin Architecture (IPA) will ignore classes that don't implement IPlugin'
{
public string Name { get; } = Assembly.GetExecutingAssembly().GetName().Name; // Pixi by default
// To change the name, change the project's name
public string Version { get; } = Assembly.GetExecutingAssembly().GetName().Version.ToString(); // 0.0.1 by default
// To change the version, change <Version>0.0.1</Version> in Pixi.csproj
private static readonly string helloWorldCommandName = "HelloWorld"; // command name
// called when Gamecraft shuts down
public void OnApplicationQuit()
{
// Shutdown this mod
GamecraftModdingAPI.Utility.Logging.LogDebug($"{Name} has shutdown");
// Shutdown the Gamecraft modding API last
GamecraftModdingAPI.Main.Shutdown();
}
// called when Gamecraft starts up
public void OnApplicationStart()
{
// Initialize the Gamecraft modding API first
GamecraftModdingAPI.Main.Init();
// check out the modding API docs here: https://mod.exmods.org/
// Initialize this mod
// create SimpleCustomCommandEngine
// this writes "Hello modding world!" when you execute it in Gamecraft's console
// (use the forward-slash key '/' to open the console in Gamecraft when in a game)
SimpleCustomCommandEngine helloWorldCommand = new SimpleCustomCommandEngine(
() => { GamecraftModdingAPI.Utility.Logging.CommandLog("Hello modding world!"); }, // command action
// also try using CommandLogWarning or CommandLogError instead of CommandLog
helloWorldCommandName, // command name (used to invoke it in the console)
"Says Hello modding world!" // command description (displayed when help command is executed)
); // this command can also be executed using the Command Computer
// register the command so the modding API knows about it
CommandManager.AddCommand(helloWorldCommand);
GamecraftModdingAPI.Utility.Logging.LogDebug($"{Name} has started up");
}
// unused methods
public void OnFixedUpdate() { } // called once per physics update
public void OnLevelWasInitialized(int level) { } // called after a level is initialized
public void OnLevelWasLoaded(int level) { } // called after a level is loaded
public void OnUpdate() { } // called once per rendered frame (frame update)
}
}

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Pixi/PixiPlugin.cs Normal file
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using System;
using System.Reflection;
using System.IO;
using System.Runtime.CompilerServices;
using UnityEngine;
using Unity.Mathematics; // float3
using IllusionPlugin;
// using GamecraftModdingAPI;
using GamecraftModdingAPI.Commands;
using GamecraftModdingAPI.Utility;
using GamecraftModdingAPI.Blocks;
namespace Pixi
{
public class PixiPlugin : IPlugin // the Illusion Plugin Architecture (IPA) will ignore classes that don't implement IPlugin'
{
public string Name { get; } = Assembly.GetExecutingAssembly().GetName().Name; // Pixi
// To change the name, change the project's name
public string Version { get; } = Assembly.GetExecutingAssembly().GetName().Version.ToString(); // 0.1.0 (for now)
// To change the version, change <Version>#.#.#</Version> in Pixi.csproj
private uint width = 32;
private uint height = 32;
private double blockSize = 0.2;
private PlayerLocationEngine playerLocationEngine = new PlayerLocationEngine();
// called when Gamecraft shuts down
public void OnApplicationQuit()
{
// Shutdown this mod
GamecraftModdingAPI.Utility.Logging.LogDebug($"{Name} has shutdown");
// Shutdown the Gamecraft modding API last
GamecraftModdingAPI.Main.Shutdown();
}
// called when Gamecraft starts up
public void OnApplicationStart()
{
// Initialize the Gamecraft modding API first
GamecraftModdingAPI.Main.Init();
// check out the modding API docs here: https://mod.exmods.org/
// Initialize Pixi mod
// create SimpleCustomCommandEngine for 2D image importing
SimpleCustomCommandEngine<string> pixelate2DCommand = new SimpleCustomCommandEngine<string>(
pixelate2DFile, // command action
"Pixi2D", // command name (used to invoke it in the console)
"Converts an image to blocks.\nLarger images will freeze your game until conversion completes. (Pixi)" // command description (displayed when help command is executed)
);
SimpleCustomCommandEngine<string> pixelate3DCommand = new SimpleCustomCommandEngine<string>(
pixelate3DFile, // command action
"Pixi3D", // command name (used to invoke it in the console)
"Converts a 3D model to blocks.\nLarger models will freeze your game until conversion completes. (Pixi)" // command description (displayed when help command is executed)
);
SimpleCustomCommandEngine<uint, uint> scaleCommand = new SimpleCustomCommandEngine<uint, uint>(
setScale, // command action
"PixiScale", // command name (used to invoke it in the console)
"Sets the image scale factor for Pixi2D.\nBigger images take longer to convert. (Pixi)" // command description (displayed when help command is executed)
);
// register commands so the modding API knows about it
CommandManager.AddCommand(pixelate2DCommand);
CommandManager.AddCommand(scaleCommand);
GameEngineManager.AddGameEngine(playerLocationEngine);
GamecraftModdingAPI.Utility.Logging.LogDebug($"{Name} has started up");
}
// unused methods
public void OnFixedUpdate() { } // called once per physics update
public void OnLevelWasInitialized(int level) { } // called after a level is initialized
public void OnLevelWasLoaded(int level) { } // called after a level is loaded
public void OnUpdate() { } // called once per rendered frame (frame update)
// pixelation methods
private void pixelate2DFile(string filepath)
{
Logging.CommandLogWarning("Large images may freeze your game for a long period");
// Load image file and convert to Gamecraft blocks
Texture2D img = new Texture2D((int)width, (int)height);
// load file into texture
try
{
byte[] imgData = File.ReadAllBytes(filepath);
img.LoadImage(imgData);
}
catch (Exception e)
{
Logging.CommandLogError($"Failed to load picture data. Reason: {e.Message}");
Logging.LogException(e);
return;
}
float3 position = playerLocationEngine.GetPlayerLocation(0u);
uint blockCount = 0;
position.x += 1f;
//position.y += 1f;
float zero_y = position.y;
// convert the image to blocks
// this groups same-colored pixels in the same column into a single block to reduce the block count
// any further pixel-grouping optimisations (eg 2D grouping) risk increasing conversion time higher than O(x*y)
for (int x = 0; x < width; x++)
{
QuantizedPixel qVoxel = new QuantizedPixel{color = BlockColors.Default, darkness = 10};
float3 scale = new float3(1, 1, 1);
position.x += (float)(blockSize);
for (int y = 0; y < height; y++)
{
//position.y += (float)blockSize;
Color pixel = img.GetPixel(x, y);
QuantizedPixel qPixel = quantizeColor(pixel);
if (qPixel.darkness != qVoxel.darkness || qPixel.color != qVoxel.color || qPixel.visible != qVoxel.visible)
{
if (y != 0)
{
if (qVoxel.visible)
{
position.y = zero_y + (float)((y * blockSize + (y - scale.y) * blockSize) / 2);
Placement.PlaceBlock(BlockIDs.AluminiumCube, position, color: qVoxel.color, darkness: qVoxel.darkness, scale: scale);
blockCount++;
}
scale = new float3(1, 1, 1);
}
qVoxel = qPixel;
}
else
{
scale.y += 1;
}
}
if (qVoxel.visible)
{
position.y = zero_y + (float)((height * blockSize + (height - scale.y) * blockSize) / 2);
Placement.PlaceBlock(BlockIDs.AluminiumCube, position, color: qVoxel.color, darkness: qVoxel.darkness, scale: scale);
blockCount++;
}
//position.y = zero_y;
}
Logging.CommandLog($"Placed {width}x{height} image beside you ({blockCount} blocks total)");
Logging.MetaLog($"Saved {(width * height) - blockCount} blocks while placing {filepath}");
}
private void setScale(uint _width, uint _height)
{
width = _width;
height = _height;
Logging.CommandLog($"Pixi image size set to {width}x{height}");
}
private void pixelate3DFile(string filepath)
{
// TODO?
Logging.CommandLogError("Oh no you found this command!\nCommand functionality not implemented (yet)");
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private QuantizedPixel quantizeColor(Color pixel)
{
BlockColors color = BlockColors.Default;
int darkness = 0;
Logging.MetaDebugLog($"Color (r:{pixel.r}, g:{pixel.g}, b:{pixel.b})");
if (Mathf.Abs(pixel.r - pixel.g) < pixel.r * 0.1f && Mathf.Abs(pixel.r - pixel.b) < pixel.r * 0.1f)
{
color = BlockColors.White;
darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b) * 3.5));
//Logging.MetaDebugLog($"Color (r:{pixel.r}, g:{pixel.g}, b:{pixel.b})");
}
else if (pixel.r >= pixel.g && pixel.r >= pixel.b)
{
// Red is highest
if ((pixel.r - pixel.g) > pixel.r * 0.5 && (pixel.r - pixel.b) > pixel.r * 0.5)
{
// Red is much higher than other pixels
darkness = (int)(10 - (pixel.r * 11));
color = BlockColors.Red;
}
else if ((pixel.g - pixel.b) > pixel.g * 0.3)
{
// Green is much higher than blue
darkness = (int)(10 - ((pixel.r + pixel.g) * 5.1));
if ((pixel.r - pixel.g) > pixel.r * 0.5)
{
color = BlockColors.Orange;
}
else
{
color = BlockColors.Yellow;
}
}
else if ((pixel.b - pixel.g) > pixel.b * 0.5)
{
// Blue is much higher than green
darkness = (int)(10 - ((pixel.r + pixel.b) * 4.9));
color = BlockColors.Purple;
}
else
{
// Green is close strength to blue
darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b) * 4.8));
color = BlockColors.Pink;
}
}
else if (pixel.g >= pixel.r && pixel.g >= pixel.b)
{
// Green is highest
if ((pixel.g - pixel.r) > pixel.g * 0.5 && (pixel.g - pixel.b) > pixel.g * 0.5)
{
// Green is much higher than other pixels
darkness = (int)(10 - (pixel.g * 11));
color = BlockColors.Green;
}
else if ((pixel.r - pixel.b) > pixel.r * 0.5)
{
// Red is much higher than blue
darkness = (int)(10 - ((pixel.r + pixel.g) * 5.1));
color = BlockColors.Yellow;
}
else if ((pixel.b - pixel.r) > pixel.b * 0.5)
{
// Blue is much higher than red
darkness = (int)(10 - ((pixel.g + pixel.b) * 5.1));
color = BlockColors.Aqua;
}
else
{
// Red is close strength to blue
darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b) * 4.8));
color = BlockColors.Lime;
}
}
else if (pixel.b >= pixel.g && pixel.b >= pixel.r)
{
// Blue is highest
if ((pixel.b - pixel.g) > pixel.b * 0.5 && (pixel.b - pixel.r) > pixel.b * 0.5)
{
// Blue is much higher than other pixels
darkness = (int)(10 - (pixel.b * 11));
color = BlockColors.Blue;
}
else if ((pixel.g - pixel.r) > pixel.g * 0.5)
{
// Green is much higher than red
darkness = (int)(10 - ((pixel.g + pixel.b) * 5.1));
color = BlockColors.Aqua;
}
else if ((pixel.r - pixel.g) > pixel.r * 0.5)
{
// Red is much higher than green
darkness = (int)(10 - ((pixel.r + pixel.b) * 4.9));
color = BlockColors.Purple;
}
else
{
// Green is close strength to red
darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b) * 4.9));
color = BlockColors.Aqua;
}
}
if (darkness > 9) darkness = 9;
if (darkness < 0) darkness = 0;
// darkness 0 is the most saturated (it's not just the lightest)
Logging.MetaDebugLog($"Quantized Color {color} d:{darkness}");
return new QuantizedPixel { color = color, darkness = (byte)darkness, visible = pixel.a > 0.5f};
}
}
internal struct QuantizedPixel
{
public BlockColors color;
public byte darkness;
public bool visible;
}
}

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using System;
using GamecraftModdingAPI.Utility;
using Svelto.ECS;
using Unity.Mathematics;
using RobocraftX.Physics;
using RobocraftX.Character;
namespace Pixi
{
internal class PlayerLocationEngine : IApiEngine
{
public string Name => "PixiPlayerLocationGameEngine";
public EntitiesDB entitiesDB { set; private get; }
public void Dispose() {}
public void Ready() {}
public float3 GetPlayerLocation(uint playerId)
{
return entitiesDB.QueryEntity<RigidBodyEntityStruct>(playerId, CharacterExclusiveGroups.OnFootGroup).position;
}
}
}