physics revision
[carveJwlIkooP6JGAAIwe30JlM.git] / blender_export.py
index 8fb8bf7473c2a399093007891098f5c9b6d17ba1..05f687a42530d0b9b670fcc6b54621b10f32bcb1 100644 (file)
-import bpy, math
+import bpy, math, gpu
+import cProfile
 from ctypes import *
-
-class model(Structure):
+from mathutils import *
+from gpu_extras.batch import batch_for_shader
+
+bl_info = {
+   "name":"Carve exporter",
+   "author": "Harry Godden (hgn)",
+   "version": (0,1),
+   "blender":(3,1,0),
+   "location":"Export",
+   "descriptin":"",
+   "warning":"",
+   "wiki_url":"",
+   "category":"Import/Export",
+}
+
+class mdl_vert(Structure):
    _pack_ = 1
-   _fields_ = [("identifier",c_uint32),
-               ("vertex_count",c_uint32),
-               ("indice_count",c_uint32),
-               ("layer_count",c_uint32),
-               ("marker_count",c_uint32)]
+   _fields_ = [("co",c_float*3),
+               ("norm",c_float*3),
+               ("colour",c_float*4),
+               ("uv",c_float*2)]
 
-class submodel(Structure):
+class mdl_submesh(Structure):
    _pack_ = 1
    _fields_ = [("indice_start",c_uint32),
                ("indice_count",c_uint32),
                ("vertex_start",c_uint32),
                ("vertex_count",c_uint32),
                ("bbx",(c_float*3)*2),
-               ("pivot",c_float*3),
-               ("q",c_float*4),
-               ("name",c_char*32),
-               ("material",c_char*32)]
+               ("material_id",c_uint32)]        # index into the material array
 
-class marker(Structure):
+class mdl_material(Structure):
+   _pack_ = 1
+   _fields_ = [("pstr_name",c_uint32)]
+
+class mdl_node(Structure):
    _pack_ = 1
    _fields_ = [("co",c_float*3),
                ( "q",c_float*4),
                ( "s",c_float*3),
-               ("name",c_char*32)]
+               ("submesh_start",c_uint32),
+               ("submesh_count",c_uint32),
+               ("classtype",c_uint32),
+               ("offset",c_uint32),
+               ("pstr_name",c_uint32)]
 
-class model_vert(Structure):
+class mdl_header(Structure):
    _pack_ = 1
-   _fields_ = [("co",c_float*3),
-               ("norm",c_float*3),
-               ("colour",c_float*4),
-               ("uv",c_float*2)]
+   _fields_ = [("identifier",c_uint32),
+               ("version",c_uint32),
+               ("file_length",c_uint32),
+               ("vertex_count",c_uint32),
+               ("vertex_offset",c_uint32),
+
+               ("indice_count",c_uint32),
+               ("indice_offset",c_uint32),
+
+               ("submesh_count",c_uint32),
+               ("submesh_offset",c_uint32),
+
+               ("material_count",c_uint32),
+               ("material_offset",c_uint32),
+
+               ("node_count",c_uint32),
+               ("node_offset",c_uint32),
+
+               ("strings_offset",c_uint32),
+               ("entdata_offset",c_uint32)
+               ]
+
+# Entity types
+# ==========================================
+
+class classtype_gate(Structure):
+   _pack_ = 1
+   _fields_ = [("target",c_uint32),
+               ("target1",c_uint32)]
+
+class classtype_block(Structure):
+   _pack_ = 1
+   _fields_ = [("bbx",(c_float*3)*2)]
+
+class classtype_spawn(Structure):
+   _pack_ = 1
+   _fields_ = [("temp",c_uint32)]
+
+class classtype_water(Structure):
+   _pack_ = 1
+   _fields_ = [("temp",c_uint32)]
+
+class classtype_car_path(Structure):
+   _pack_ = 1
+   _fields_ = [("target",c_uint32),
+               ("target1",c_uint32)]
 
-def v4_dot( a, b ):
-       return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*a[3]
-
-def v4_length( a ):
-   return math.sqrt( v4_dot(a,a) )
-
-def v2_eq( a, b ):
-   if abs(a[0]-b[0]) < 0.0001:
-      if abs(a[1]-b[1]) < 0.0001:
-         return True
-   return False
-
-def v3_eq( a, b ):
-   if abs(a[0]-b[0]) < 0.0001:
-      if abs(a[1]-b[1]) < 0.0001:
-         if abs(a[2]-b[2]) < 0.0001:
-            return True
-   return False
-
-def v4_eq( a, b ):
-   if abs(a[0]-b[0]) < 0.0001:
-      if abs(a[1]-b[1]) < 0.0001:
-         if abs(a[2]-b[2]) < 0.0001:
-            if abs(a[3]-b[3]) < 0.0001:
-               return True
-   return False
-
-def m3x3_mul( a, b, d ):
-   a00 = a[0][0]
-   a01 = a[0][1]
-   a02 = a[0][2]
-   a10 = a[1][0]
-   a11 = a[1][1]
-   a12 = a[1][2]
-   a20 = a[2][0]
-   a21 = a[2][1]
-   a22 = a[2][2]
-   b00 = b[0][0]
-   b01 = b[0][1]
-   b02 = b[0][2]
-   b10 = b[1][0]
-   b11 = b[1][1]
-   b12 = b[1][2]
-   b20 = b[2][0]
-   b21 = b[2][1]
-   b22 = b[2][2]
-   d[0][0] = a00*b00 + a10*b01 + a20*b02
-   d[0][1] = a01*b00 + a11*b01 + a21*b02
-   d[0][2] = a02*b00 + a12*b01 + a22*b02
-   d[1][0] = a00*b10 + a10*b11 + a20*b12
-   d[1][1] = a01*b10 + a11*b11 + a21*b12
-   d[1][2] = a02*b10 + a12*b11 + a22*b12
-   d[2][0] = a00*b20 + a10*b21 + a20*b22
-   d[2][1] = a01*b20 + a11*b21 + a21*b22
-   d[2][2] = a02*b20 + a12*b21 + a22*b22
-
-def q_m3x3( q, d ):
-   l = v4_length(q)
-   s = 2.0 if l > 0.0 else 0.0
-   xx = s*q[0]*q[0]
-   xy = s*q[0]*q[1]
-   wx = s*q[3]*q[0]
-   yy = s*q[1]*q[1]
-   yz = s*q[1]*q[2]
-   wy = s*q[3]*q[1]
-   zz = s*q[2]*q[2]
-   xz = s*q[0]*q[2]
-   wz = s*q[3]*q[2]
-   d[0][0] = 1.0 - yy - zz
-   d[1][1] = 1.0 - xx - zz
-   d[2][2] = 1.0 - xx - yy
-   d[0][1] = xy + wz
-   d[1][2] = yz + wx
-   d[2][0] = xz + wy
-   d[1][0] = xy - wz
-   d[2][1] = yz - wx
-   d[0][2] = xz - wy
-
-def m3x3_q( m, q ):
-   diag = m[0][0] + m[1][1] + m[2][2]
-   if diag >= 0.0:
-      r    = math.sqrt( 1.0 + diag )
-      rinv = 0.5 / r
-      q[0] = rinv * (m[1][2] - m[2][1])
-      q[1] = rinv * (m[2][0] - m[0][2])
-      q[2] = rinv * (m[0][1] - m[1][0])
-      q[3] = r    * 0.5
-   elif m[0][0] >= m[1][1] and m[0][0] >= m[2][2]:
-      r    = math.sqrt( 1.0 - m[1][1] - m[2][2] + m[0][0] )
-      rinv = 0.5 / r
-      q[0] = r    * 0.5
-      q[1] = rinv * (m[0][1] + m[1][0])
-      q[2] = rinv * (m[0][2] + m[2][0])
-      q[3] = rinv * (m[1][2] - m[2][1])
-   elif m[1][1] >= m[2][2]:
-      r    = math.sqrt( 1.0 - m[0][0] - m[2][2] + m[1][1] )
-      rinv = 0.5 / r
-      q[0] = rinv * (m[0][1] + m[1][0])
-      q[1] = r    * 0.5
-      q[2] = rinv * (m[1][2] + m[2][1])
-      q[3] = rinv * (m[2][0] - m[0][2])
-   else:
-      r    = math.sqrt( 1.0 - m[0][0] - m[1][1] + m[2][2] )
-      rinv = 0.5 / r
-      q[0] = rinv * (m[0][2] + m[2][0])
-      q[1] = rinv * (m[1][2] + m[2][1])
-      q[2] = r    * 0.5
-      q[3] = rinv * (m[0][1] - m[1][0])
+# Exporter
+# ==============================================================================
 
 def write_model(name):
-   fp = open(F"/home/harry/Documents/carve/models/{name}.mdl", "wb")
+   print( F"Create mode {name}" )
+
    collection = bpy.data.collections[name]
    
-   header = model()
+   header = mdl_header()
    header.identifier = 0xABCD0000
+   header.version = 0
    header.vertex_count = 0
    header.indice_count = 0
-   header.layer_count = 0
+   header.submesh_count = 0
+   header.node_count = 0
+   header.material_count = 0
+   header.file_length = 0
+   
+   mesh_cache = {}
+   string_cache = {}
+   material_cache = {}
 
-   layers = []
-   markers = []
+   strings_buffer = b''
+   
+   material_buffer = []
+   submesh_buffer = []
    vertex_buffer = []
    indice_buffer = []
+   node_buffer = []
+   entdata_buffer = []
+   entdata_length = 0
+
+   def emplace_string( s ):
+      nonlocal string_cache, strings_buffer
+
+      if s in string_cache:
+         return string_cache[s]
+      
+      string_cache[s] = len( strings_buffer )
+      strings_buffer += (s+'\0').encode('utf-8')
+      return string_cache[s]
+
+   def emplace_material( mat ):
+      nonlocal material_cache, material_buffer
+
+      if mat.name in material_cache:
+         return material_cache[mat.name]
+
+      material_cache[mat.name] = header.material_count
+      dest = mdl_material()
+      dest.pstr_name = emplace_string( mat.name )
+      material_buffer += [dest]
+
+      header.material_count += 1
+      return material_cache[mat.name]
+
+   # Create root or empty node and materials
+   #
+   none_material = c_uint32(69)
+   none_material.name = ""
+   emplace_material( none_material )
+
+   root = mdl_node()
+   root.co[0] = 0
+   root.co[1] = 0
+   root.co[2] = 0
+   root.q[0] = 0
+   root.q[1] = 0
+   root.q[2] = 0
+   root.q[3] = 1
+   root.s[0] = 1
+   root.s[1] = 1
+   root.s[2] = 1
+   root.pstr_name = emplace_string('')
+   root.submesh_start = 0
+   root.submesh_count = 0
+   root.offset = 0
+   root.classtype = 0
+   node_buffer += [root]
+
+   # Do exporting
+   #
+   print( "  assigning ids" )
+   header.node_count = 1
+   for obj in collection.all_objects:
+      obj.cv_data.uid = header.node_count
+      header.node_count += 1
+
+   print( "  compiling data" )
+   for obj in collection.all_objects:
+      print( F"  [{obj.cv_data.uid}/{header.node_count-1}] {obj.name}" )
+
+      node = mdl_node()
+      node.co[0] =  obj.location[0]
+      node.co[1] =  obj.location[2]
+      node.co[2] = -obj.location[1]
+      
+      # Convert rotation quat to our space type
+      quat = obj.matrix_world.to_quaternion()
+      node.q[0] =  quat[1]
+      node.q[1] =  quat[3]
+      node.q[2] = -quat[2]
+      node.q[3] =  quat[0]
+      
+      node.s[0] = obj.scale[0]
+      node.s[1] = obj.scale[2]
+      node.s[2] = obj.scale[1]
+      node.pstr_name = emplace_string( obj.name )
+
+      # Process entity data
+      #
+      node.offset = entdata_length
+      classtype = obj.cv_data.classtype
+
+      if classtype == 'k_classtype_none':
+         node.classtype = 0
+         node.offset = 0
+
+      elif classtype == 'k_classtype_gate':
+         node.classtype = 1
+         entdata_length += sizeof( classtype_gate )
+
+         gate = classtype_gate()
+         gate.target = 0
+         if obj.cv_data.target != None:
+            gate.target = obj.cv_data.target.cv_data.uid
+
+         entdata_buffer += [gate]
+
+      elif classtype == 'k_classtype_block':
+         node.classtype = 2
+         entdata_length += sizeof( classtype_block )
+
+         source = obj.data.cv_data
+
+         block = classtype_block()
+         block.bbx[0][0] =  source.v0[0]
+         block.bbx[0][1] =  source.v0[2]
+         block.bbx[0][2] = -source.v1[1]
+
+         block.bbx[1][0] =  source.v1[0]
+         block.bbx[1][1] =  source.v1[2]
+         block.bbx[1][2] = -source.v0[1]
+         entdata_buffer += [block]
+
+      elif classtype == 'k_classtype_spawn':
+         node.classtype = 3
+
+      elif classtype == 'k_classtype_water':
+         node.classtype = 4
+      elif classtype == 'k_classtype_car_path':
+         node.classtype = 5
+         entdata_length += sizeof( classtype_car_path )
+
+         pn = classtype_car_path()
+         pn.target = 0
+         pn.target1 = 0
+
+         if obj.cv_data.target != None: 
+            pn.target = obj.cv_data.target.cv_data.uid
+         if obj.cv_data.target1 != None: 
+            pn.target1 = obj.cv_data.target1.cv_data.uid
+
+         entdata_buffer += [pn]
+
+      # Process meshes
+      #
+      node.submesh_start = header.submesh_count
+      node.submesh_count = 0
+
+      if obj.type == 'MESH':
+         default_mat = c_uint32(69)
+         default_mat.name = ""
+
+         if obj.data.name in mesh_cache:
+            ref = mesh_cache[obj.data.name]
+            node.submesh_start = ref.submesh_start
+            node.submesh_count = ref.submesh_count
+            node_buffer += [node]
+            continue
 
-   print( F"Create mode {name}" )
-
-   for obj in collection.objects:
-      if obj.type == 'EMPTY':
-         mk = marker()
-         mk.co[0] =  obj.location[0]
-         mk.co[1] =  obj.location[2]
-         mk.co[2] = -obj.location[1]
-         
-         # Convert rotation quat to our space type
-         quat = obj.matrix_world.to_quaternion()
-         mk.q[0] =  quat[1]
-         mk.q[1] =  quat[3]
-         mk.q[2] = -quat[2]
-         mk.q[3] =  quat[0]
-         
-         mk.s[0] = obj.scale[0]
-         mk.s[1] = obj.scale[2]
-         mk.s[2] = obj.scale[1]
-         mk.name = obj.name.encode('utf-8')
-
-         markers += [mk]
-         header.marker_count += 1
-
-      elif obj.type == 'MESH':
          dgraph = bpy.context.evaluated_depsgraph_get()
          data = obj.evaluated_get(dgraph).data
          data.calc_loop_triangles()
          data.calc_normals_split()
 
-         for material_id, mat in enumerate(data.materials):
-            sm = submodel()
+         mat_list = data.materials if len(data.materials) > 0 else [default_mat]
+         for material_id, mat in enumerate(mat_list):
+            mref = {}
+
+            sm = mdl_submesh()
             sm.indice_start = header.indice_count
             sm.vertex_start = header.vertex_count
             sm.vertex_count = 0
             sm.indice_count = 0
-            sm.pivot[0] =  obj.matrix_world.translation[0]
-            sm.pivot[1] =  obj.matrix_world.translation[2]
-            sm.pivot[2] = -obj.matrix_world.translation[1]
-
-            quat = obj.matrix_world.to_quaternion()
-            sm.q[0] =  quat[1]
-            sm.q[1] =  quat[3]
-            sm.q[2] = -quat[2]
-            sm.q[3] =  quat[0]
+            sm.material_id = emplace_material( mat )
 
             for i in range(3):
                sm.bbx[0][i] =  999999
                sm.bbx[1][i] = -999999
-            
-            sm.name = obj.name.encode('utf-8')
-            sm.material = mat.name.encode('utf-8')
-            print( F"  Creating submesh '{obj.name}:{mat.name}'" )
+
             boffa = {}
-            
-            hit_count = 0
-            miss_count = 0
 
             # Write the vertex / indice data
             #
@@ -225,30 +307,43 @@ def write_model(name):
 
                for j in range(3):
                   vert = data.vertices[tri.vertices[j]]
+                  li = tri.loops[j]
 
                   co = vert.co
-                  norm = data.loops[tri.loops[j]].normal
+                  norm = data.loops[li].normal
                   uv = (0,0)
+                  colour = (1,1,1,1)
                   if data.uv_layers:
-                     uv = data.uv_layers.active.data[tri.loops[j]].uv
-
-                  key = (round(co[0],4),round(co[1],4),round(co[2],4),\
-                         round(norm[0],4),round(norm[1],4),round(norm[2],4),\
-                         round(uv[0],4),round(uv[1],4))
+                     uv = data.uv_layers.active.data[li].uv
+                  if data.vertex_colors:
+                     colour = data.vertex_colors.active.data[li].color
+
+                  TOLERENCE = 4
+                  m = float(10**TOLERENCE)
+
+                  key = (int(co[0]*m+0.5),\
+                         int(co[1]*m+0.5),\
+                         int(co[2]*m+0.5),\
+                         int(norm[0]*m+0.5),\
+                         int(norm[1]*m+0.5),\
+                         int(norm[2]*m+0.5),\
+                         int(uv[0]*m+0.5),\
+                         int(uv[1]*m+0.5),\
+                         int(colour[0]*m+0.5),\
+                         int(colour[1]*m+0.5),\
+                         int(colour[2]*m+0.5),\
+                         int(colour[3]*m+0.5))
 
                   if key in boffa:
                      indice_buffer += [boffa[key]]
-                     hit_count += 1
                   else:
-                     miss_count += 1
                      index = c_uint32(sm.vertex_count)
                      sm.vertex_count += 1
                      
                      boffa[key] = index
-
                      indice_buffer += [index]
 
-                     v = model_vert()
+                     v = mdl_vert()
                      v.co[0] =  co[0]
                      v.co[1] =  co[2]
                      v.co[2] = -co[1]
@@ -257,10 +352,10 @@ def write_model(name):
                      v.norm[2] = -norm[1]
                      v.uv[0] = uv[0]
                      v.uv[1] = uv[1]
-                     v.colour[0] = 1.0
-                     v.colour[1] = 1.0
-                     v.colour[2] = 1.0
-                     v.colour[3] = 1.0
+                     v.colour[0] = colour[0]
+                     v.colour[1] = colour[1]
+                     v.colour[2] = colour[2]
+                     v.colour[3] = colour[3]
                      vertex_buffer += [v]
 
                      for i in range(3):
@@ -269,22 +364,290 @@ def write_model(name):
 
                   sm.indice_count += 1
 
-            layers += [sm]
-            header.layer_count += 1
+            if sm.vertex_count == 0:
+               for j in range(2):
+                  for i in range(3):
+                     sm.bbx[j][i] = 0
+
+            submesh_buffer += [sm]
+            node.submesh_count += 1
+            header.submesh_count += 1
             header.vertex_count += sm.vertex_count
             header.indice_count += sm.indice_count
 
+         mesh_cache[obj.data.name] = node
+      node_buffer += [node]
+
+   # Write data arrays
+   #
+   print( "Writing data" )
+   fpos = sizeof(header)
+
+   header.node_offset = fpos
+   fpos += sizeof(mdl_node)*header.node_count
+
+   header.submesh_offset = fpos
+   fpos += sizeof(mdl_submesh)*header.submesh_count
+
+   header.material_offset = fpos
+   fpos += sizeof(mdl_material)*header.material_count
+
+   header.entdata_offset = fpos
+   fpos += entdata_length
+
+   header.vertex_offset = fpos
+   fpos += sizeof(mdl_vert)*header.vertex_count
+
+   header.indice_offset = fpos
+   fpos += sizeof(c_uint32)*header.indice_count
+
+   header.strings_offset = fpos
+   fpos += len(strings_buffer)
+
+   header.file_length = fpos
+
+   fp = open(F"/home/harry/Documents/carve/models/{name}.mdl", "wb")
    fp.write( bytearray( header ) )
-   for l in layers:
-      fp.write( bytearray(l) )
-   for m in markers:
-      fp.write( bytearray(m) )
+   
+   for node in node_buffer:
+      fp.write( bytearray(node) )
+   for sm in submesh_buffer:
+      fp.write( bytearray(sm) )
+   for mat in material_buffer:
+      fp.write( bytearray(mat) )
+   for ed in entdata_buffer:
+      fp.write( bytearray(ed) )
    for v in vertex_buffer:
       fp.write( bytearray(v) )
    for i in indice_buffer:
       fp.write( bytearray(i) )
-
+   fp.write( strings_buffer )
    fp.close()
 
-for col in bpy.data.collections["export"].children:
-   write_model( col.name )
+   print( F"Completed {name}.mdl" )
+
+# Clicky clicky GUI
+# ------------------------------------------------------------------------------
+
+cv_view_draw_handler = None
+cv_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
+
+def cv_draw():
+   global cv_view_shader
+   cv_view_shader.bind()
+   gpu.state.depth_mask_set(False)
+   gpu.state.line_width_set(2.0)
+   gpu.state.face_culling_set('BACK')
+   gpu.state.depth_test_set('NONE')
+   gpu.state.blend_set('NONE')
+
+   verts = []
+   colours = []
+
+   def drawbezier(p0,h0,p1,h1,c0,c1):
+      nonlocal verts, colours
+
+      verts += [p0]
+      verts += [h0]
+      colours += [(0.5,0.5,0.5,1.0),(0.5,0.5,0.5,1)]
+      verts += [p1]
+      verts += [h1]
+      colours += [(1.0,1.0,1,1),(1,1,1,1)]
+      
+      last = p0
+      for i in range(10):
+         t = (i+1)/10
+         a0 = 1-t
+
+         tt = t*t
+         ttt = tt*t
+         p=ttt*p1+(3*tt-3*ttt)*h1+(3*ttt-6*tt+3*t)*h0+(3*tt-ttt-3*t+1)*p0
+         verts += [(last[0],last[1],last[2])]
+         verts += [(p[0],p[1],p[2])]
+         colours += [c0*a0+c1*(1-a0),c0*a0+c1*(1-a0)]
+         last = p
+
+   for obj in bpy.context.collection.objects:
+      if obj.cv_data.classtype == 'k_classtype_gate':
+         if obj.cv_data.target != None:
+            p0 = obj.location
+            p1 = obj.cv_data.target.location
+            verts += [(p0[0],p0[1],p0[2])]
+            verts += [(p1[0],p1[1],p1[2])]
+            colours += [(0,1,0,1.0),(1,0,0,1.0)]
+      elif obj.cv_data.classtype == 'k_classtype_block':
+         a = obj.data.cv_data.v0
+         b = obj.data.cv_data.v1
+         
+         vs = [None]*8
+         vs[0] = obj.matrix_world @ Vector((a[0], a[1], a[2]))
+         vs[1] = obj.matrix_world @ Vector((a[0], b[1], a[2]))
+         vs[2] = obj.matrix_world @ Vector((b[0], b[1], a[2]))
+         vs[3] = obj.matrix_world @ Vector((b[0], a[1], a[2]))
+         vs[4] = obj.matrix_world @ Vector((a[0], a[1], b[2]))
+         vs[5] = obj.matrix_world @ Vector((a[0], b[1], b[2]))
+         vs[6] = obj.matrix_world @ Vector((b[0], b[1], b[2]))
+         vs[7] = obj.matrix_world @ Vector((b[0], a[1], b[2]))
+
+         indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
+                    (0,4),(1,5),(2,6),(3,7)]
+
+         for l in indices:
+            v0 = vs[l[0]]
+            v1 = vs[l[1]]
+            verts += [(v0[0],v0[1],v0[2])]
+            verts += [(v1[0],v1[1],v1[2])]
+            colours += [(1,1,0,1),(1,1,0,1)]
+
+      elif obj.cv_data.classtype == 'k_classtype_spawn':
+         vs = [None]*4
+         vs[0] = obj.matrix_world @ Vector((0,0,0))
+         vs[1] = obj.matrix_world @ Vector((0,2,0))
+         vs[2] = obj.matrix_world @ Vector((0.5,1,0))
+         vs[3] = obj.matrix_world @ Vector((-0.5,1,0))
+         indices = [(0,1),(1,2),(1,3)]
+         for l in indices:
+            v0 = vs[l[0]]
+            v1 = vs[l[1]]
+            verts += [(v0[0],v0[1],v0[2])]
+            verts += [(v1[0],v1[1],v1[2])]
+            colours += [(0,1,1,1),(0,1,1,1)]
+
+      elif obj.cv_data.classtype == 'k_classtype_car_path':
+         p0 = obj.location
+         h0 = obj.matrix_world @ Vector((1,0,0))
+
+         v0 = obj.matrix_world.to_quaternion() @ Vector((1,0,0))
+         c0 = Vector((v0.x*0.5+0.5, v0.y*0.5+0.5, 0.0, 1.0))
+
+         if obj.cv_data.target != None:
+            p1 = obj.cv_data.target.location
+            h1 = obj.cv_data.target.matrix_world @ Vector((-1,0,0))
+
+            v1 = obj.cv_data.target.matrix_world.to_quaternion()@Vector((1,0,0))
+            c1 = Vector((v1.x*0.5+0.5, v1.y*0.5+0.5, 0.0, 1.0))
+
+            drawbezier( p0, h0, p1, h1, c0, c1 )
+
+         if obj.cv_data.target1 != None:
+            p1 = obj.cv_data.target1.location
+            h1 = obj.cv_data.target1.matrix_world @ Vector((-1,0,0))
+
+            v1 = obj.cv_data.target1.matrix_world.to_quaternion()@Vector((1,0,0))
+            c1 = Vector((v1.x*0.5+0.5, v1.y*0.5+0.5, 0.0, 1.0))
+
+            drawbezier( p0, h0, p1, h1, c0, c1 )
+
+   lines = batch_for_shader(\
+         cv_view_shader, 'LINES', \
+         { "pos":verts, "color":colours })
+
+   lines.draw( cv_view_shader )
+
+def cv_poll_target(scene, obj):
+   if obj == bpy.context.active_object:
+      return False
+   if obj.cv_data.classtype == 'k_classtype_none':
+      return False
+   return True
+
+class CV_MESH_SETTINGS(bpy.types.PropertyGroup):
+   v0: bpy.props.FloatVectorProperty(name="v0",size=3)
+   v1: bpy.props.FloatVectorProperty(name="v1",size=3)
+   v2: bpy.props.FloatVectorProperty(name="v2",size=3)
+   v3: bpy.props.FloatVectorProperty(name="v3",size=3)
+
+class CV_OBJ_SETTINGS(bpy.types.PropertyGroup):
+   uid: bpy.props.IntProperty( name="" )
+
+   target: bpy.props.PointerProperty( type=bpy.types.Object, name="target", \
+         poll=cv_poll_target )
+   target1: bpy.props.PointerProperty( type=bpy.types.Object, name="target1", \
+         poll=cv_poll_target )
+
+   classtype: bpy.props.EnumProperty(
+      name="Format", 
+      items = [
+      ('k_classtype_none', "k_classtype_none", "", 0),
+      ('k_classtype_gate', "k_classtype_gate", "", 1),
+      ('k_classtype_block', "k_classtype_block", "", 2),
+      ('k_classtype_spawn', "k_classtype_spawn", "", 3),
+      ('k_classtype_water', "k_classtype_water", "", 4),
+      ('k_classtype_car_path', "k_classtype_car_path", "", 5)
+      ])
+
+class CV_OBJ_PANEL(bpy.types.Panel):
+   bl_label="Entity Config"
+   bl_idname="SCENE_PT_cv_entity"
+   bl_space_type='PROPERTIES'
+   bl_region_type='WINDOW'
+   bl_context="object"
+   
+   def draw(_,context):
+      active_object = bpy.context.active_object
+      if active_object == None: return
+      _.layout.prop( active_object.cv_data, "classtype" )
+
+      if active_object.cv_data.classtype == 'k_classtype_gate':
+         _.layout.prop( active_object.cv_data, "target" )
+      elif active_object.cv_data.classtype == 'k_classtype_car_path':
+         _.layout.prop( active_object.cv_data, "target" )
+         _.layout.prop( active_object.cv_data, "target1" )
+      elif active_object.cv_data.classtype == 'k_classtype_block':
+         mesh = active_object.data
+
+         _.layout.label( text=F"(i) Data is stored in {mesh.name}" )
+         _.layout.prop( mesh.cv_data, "v0" )
+         _.layout.prop( mesh.cv_data, "v1" )
+         _.layout.prop( mesh.cv_data, "v2" )
+         _.layout.prop( mesh.cv_data, "v3" )
+
+class CV_INTERFACE(bpy.types.Panel):
+   bl_idname = "VIEW3D_PT_carve"
+   bl_label = "Carve"
+   bl_space_type = 'VIEW_3D'
+   bl_region_type = 'UI'
+   bl_category = "Carve"
+
+   def draw(_, context):
+      layout = _.layout
+      layout.operator( "carve.compile_all" )
+
+def test_compile():
+   for col in bpy.data.collections["export"].children:
+      write_model( col.name )
+
+class CV_COMPILE(bpy.types.Operator):
+   bl_idname="carve.compile_all"
+   bl_label="Compile All"
+
+   def execute(_,context):
+      test_compile()
+      #cProfile.runctx("test_compile()",globals(),locals(),sort=1)
+      #for col in bpy.data.collections["export"].children:
+      #   write_model( col.name )
+
+      return {'FINISHED'}
+
+classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\
+           CV_MESH_SETTINGS]
+
+def register():
+   global cv_view_draw_handler
+
+   for c in classes:
+      bpy.utils.register_class(c)
+
+   bpy.types.Object.cv_data = bpy.props.PointerProperty(type=CV_OBJ_SETTINGS)
+   bpy.types.Mesh.cv_data = bpy.props.PointerProperty(type=CV_MESH_SETTINGS)
+
+   cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\
+      cv_draw,(),'WINDOW','POST_VIEW')
+
+def unregister():
+   global cv_view_draw_handler
+
+   for c in classes:
+      bpy.utils.unregister_class(c)
+
+   bpy.types.SpaceView3D.draw_handler_remove(cv_view_draw_handler,'WINDOW')