rework scene format
[carveJwlIkooP6JGAAIwe30JlM.git] / blender_export.py
index 16b97645b306d758406b4233c8da3ca9b93e0bc3..16d1f381e201f2c9625c335690a4404134d38150 100644 (file)
@@ -1,5 +1,6 @@
 import bpy, math, gpu
 from ctypes import *
+from mathutils import *
 from gpu_extras.batch import batch_for_shader
 
 bl_info = {
@@ -14,168 +15,246 @@ bl_info = {
    "category":"Import/Export",
 }
 
-class model(Structure):
+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 classtype_gate(Structure):
+class mdl_material(Structure):
    _pack_ = 1
-   _fields_ = [("target",c_uint32)]
+   _fields_ = [("pstr_name",c_uint32)]
 
-class marker(Structure):
+class mdl_node(Structure):
    _pack_ = 1
    _fields_ = [("co",c_float*3),
                ( "q",c_float*4),
                ( "s",c_float*3),
+               ("submesh_start",c_uint32),
+               ("submesh_count",c_uint32),
                ("classtype",c_uint32),
                ("offset",c_uint32),
-               ("name",c_char*32)]
+               ("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)]
+
+class classtype_block(Structure):
+   _pack_ = 1
+   _fields_ = [("bbx",(c_float*3)*2)]
 
-def submesh_set_transform( sm, obj ):
-   sm.pivot[0] =  obj.matrix_world.translation[0]
-   sm.pivot[1] =  obj.matrix_world.translation[2]
-   sm.pivot[2] = -obj.matrix_world.translation[1]
+class classtype_spawn(Structure):
+   _pack_ = 1
+   _fields_ = [("temp",c_uint32)]
+
+class classtype_water(Structure):
+   _pack_ = 1
+   _fields_ = [("temp",c_uint32)]
 
-   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]
+# 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.marker_count = 1
+   header.submesh_count = 0
+   header.node_count = 0
+   header.material_count = 0
+   header.file_length = 0
    
    mesh_cache = {}
-   layers = []
+   string_cache = {}
+   material_cache = {}
+
+   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
 
-   print( F"Create mode {name}" )
-
-   rootmarker = marker()
-   rootmarker.co[0] = 0
-   rootmarker.co[1] = 0
-   rootmarker.co[2] = 0
-   rootmarker.q[0] = 0
-   rootmarker.q[1] = 0
-   rootmarker.q[2] = 0
-   rootmarker.q[3] = 1
-   rootmarker.s[0] = 1
-   rootmarker.s[1] = 1
-   rootmarker.s[2] = 1
-   rootmarker.name = "".encode('utf-8')
-   rootmarker.offset = 0
-   rootmarker.classtype = 0
-
-   markers = [ rootmarker ] # aka entities
-   entdata_structs = []
-   entdata_offset = 0
-
-   entity_count = 1
-
-   for obj in collection.objects:
-      if obj.type == 'EMPTY':
-         obj.cv_data.uid = entity_count
-         entity_count += 1
-
-   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')
-         mk.offset = entdata_offset
+         entdata_buffer += [gate]
 
-         classtype = obj.cv_data.classtype
+      elif classtype == 'k_classtype_block':
+         node.classtype = 2
+         entdata_length += sizeof( classtype_block )
 
-         if classtype == 'k_classtype_gate':
-            mk.classtype = 1
-            entdata_offset += sizeof( classtype_gate )
+         source = obj.data.cv_data
 
-            gate = classtype_gate()
-            gate.target = 0
-            if obj.cv_data.target != None:
-               gate.target = obj.cv_data.target.cv_data.uid
+         block = classtype_block()
+         block.bbx[0][0] =  source.v0[0]
+         block.bbx[0][1] =  source.v0[2]
+         block.bbx[0][2] = -source.v0[1]
+         block.bbx[1][0] =  source.v1[0]
+         block.bbx[1][1] =  source.v1[2]
+         block.bbx[1][2] = -source.v1[1]
+         entdata_buffer += [block]
 
-            entdata_structs += [gate]
+      elif classtype == 'k_classtype_spawn':
+         node.classtype = 3
 
-         elif classtype == 'k_thingummybob':
-            pass
+      elif classtype == 'k_classtype_water':
+         node.classtype = 4
 
-         markers += [mk]
-         header.marker_count += 1
+      # Process meshes
+      #
+      node.submesh_start = header.submesh_count
+      node.submesh_count = 0
 
-      elif obj.type == 'MESH':
+      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]
-            for material_id, mref in enumerate(ref['sm']):
-               print(F"  Link submesh({ref['users']}) '{obj.name}:{mat.name}'")
-
-               sm = submodel()
-               sm.indice_start = mref['indice_start']
-               sm.indice_count = mref['indice_count']
-               sm.vertex_start = mref['vertex_start']
-               sm.vertex_count = mref['vertex_count']
-               sm.name = obj.name.encode('utf-8')
-               sm.material = mref['material']
-               sm.bbx = mref['bbx']
-               submesh_set_transform( sm, obj )
-               layers += [sm]
-               header.layer_count += 1
-
-            ref['users'] += 1
+            node.submesh_start = ref.submesh_start
+            node.submesh_count = ref.submesh_count
+            node_buffer += [node]
             continue
 
-         ref = mesh_cache[obj.data.name] = {}
-         ref['users'] = 0
-         ref['sm'] = []
-
          dgraph = bpy.context.evaluated_depsgraph_get()
          data = obj.evaluated_get(dgraph).data
          data.calc_loop_triangles()
@@ -185,24 +264,18 @@ def write_model(name):
          for material_id, mat in enumerate(mat_list):
             mref = {}
 
-            sm = submodel()
+            sm = mdl_submesh()
             sm.indice_start = header.indice_count
             sm.vertex_start = header.vertex_count
             sm.vertex_count = 0
             sm.indice_count = 0
-            submesh_set_transform( sm, obj )
+            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
             #
@@ -231,17 +304,14 @@ def write_model(name):
 
                   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]
@@ -267,35 +337,63 @@ def write_model(name):
                   for i in range(3):
                      sm.bbx[j][i] = 0
 
-            layers += [sm]
-            header.layer_count += 1
+            submesh_buffer += [sm]
+            node.submesh_count += 1
+            header.submesh_count += 1
             header.vertex_count += sm.vertex_count
             header.indice_count += sm.indice_count
 
-            mref['indice_start'] = sm.indice_start
-            mref['indice_count'] = sm.indice_count
-            mref['vertex_start'] = sm.vertex_start
-            mref['vertex_count'] = sm.vertex_count
-            mref['bbx'] = sm.bbx
-            print( F"{sm.bbx[0][0]},{sm.bbx[0][1]},{sm.bbx[0][2]}" )
+         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
 
-            mref['material'] = sm.material
-            ref['sm'] += [mref]
+   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) )
-   for ed in entdata_structs:
-      fp.write( bytearray(ed) )
-
+   fp.write( strings_buffer )
    fp.close()
 
+   print( F"Completed {name}.mdl" )
+
 # Clicky clicky GUI
 # ------------------------------------------------------------------------------
 
@@ -314,7 +412,7 @@ def cv_draw():
    verts = []
    colours = []
 
-   for obj in bpy.context.collection.all_objects:
+   for obj in bpy.context.collection.objects:
       if obj.cv_data.classtype == 'k_classtype_gate':
          if obj.cv_data.target != None:
             p0 = obj.location
@@ -322,6 +420,29 @@ def cv_draw():
             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)]
 
    lines = batch_for_shader(\
          cv_view_shader, 'LINES', \
@@ -336,6 +457,12 @@ def cv_poll_target(scene, obj):
       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="" )
 
@@ -347,6 +474,9 @@ class CV_OBJ_SETTINGS(bpy.types.PropertyGroup):
       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)
       ])
 
 class CV_OBJ_PANEL(bpy.types.Panel):
@@ -360,7 +490,17 @@ class CV_OBJ_PANEL(bpy.types.Panel):
       active_object = bpy.context.active_object
       if active_object == None: return
       _.layout.prop( active_object.cv_data, "classtype" )
-      _.layout.prop( active_object.cv_data, "target" )
+
+      if active_object.cv_data.classtype == 'k_classtype_gate':
+         _.layout.prop( active_object.cv_data, "target" )
+      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"
@@ -383,7 +523,8 @@ class CV_COMPILE(bpy.types.Operator):
 
       return {'FINISHED'}
 
-classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE]
+classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\
+           CV_MESH_SETTINGS]
 
 def register():
    global cv_view_draw_handler
@@ -392,6 +533,8 @@ def register():
       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')