Implement image converter
This commit is contained in:
parent
552bc364ba
commit
16956da187
3 changed files with 315 additions and 63 deletions
|
@ -1,63 +0,0 @@
|
|||
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)
|
||||
}
|
||||
}
|
289
Pixi/PixiPlugin.cs
Normal file
289
Pixi/PixiPlugin.cs
Normal file
|
@ -0,0 +1,289 @@
|
|||
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;
|
||||
}
|
||||
}
|
26
Pixi/PlayerLocationEngine.cs
Normal file
26
Pixi/PlayerLocationEngine.cs
Normal file
|
@ -0,0 +1,26 @@
|
|||
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;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue