well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / blender_export.py
index 38de9298eddda445e833e13aec2d93aeefe84b5e..2ed183aa075b7708b8f3b8b021700ea1e7e49ea5 100644 (file)
-import bpy, math
+#
+# Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+#
+
+import bpy, math, gpu
+import cProfile
 from ctypes import *
+from mathutils import *
+from gpu_extras.batch import batch_for_shader
 
-class model(Structure):
-   _pack_ = 1
-   _fields_ = [("identifier",c_uint32),
-               ("vertex_count",c_uint32),
-               ("indice_count",c_uint32),
-               ("layer_count",c_uint32)]
+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 sdf_primative(Structure):
+class mdl_vert(Structure):
    _pack_ = 1
-   _fields_ = [("origin",c_float*4),
-               ("info",c_float*4)]
+   _fields_ = [("co",c_float*3),
+               ("norm",c_float*3),
+               ("uv",c_float*2),
+               ("colour",c_uint8*4),
+               ("weights",c_uint16*4),
+               ("groups",c_uint8*4)]
 
-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),
-               ("sdf",sdf_primative),
-               ("sdf_type",c_int32),
-               ("name",c_char*32)]
+               ("material_id",c_uint32)]        # index into the material array
 
-class model_vert(Structure):
+class mdl_material(Structure):
+   _pack_ = 1
+   _fields_ = [("pstr_name",c_uint32)]
+
+class mdl_node(Structure):
    _pack_ = 1
    _fields_ = [("co",c_float*3),
-               ("norm",c_float*3),
-               ("colour",c_float*4),
-               ("uv",c_float*2)]
+               ( "q",c_float*4),
+               ( "s",c_float*3),
+               ("sub_uid",c_uint32),        # dont use
+               ("submesh_start",c_uint32),
+               ("submesh_count",c_uint32),
+               ("classtype",c_uint32),
+               ("offset",c_uint32),
+               ("parent",c_uint32),
+               ("pstr_name",c_uint32)]
 
-def fixed_string(dest,string):
-   return
-   for i in range(len(string)):
-      dest[i] = string[i]
+class mdl_header(Structure):
+   _pack_ = 1
+   _fields_ = [("identifier",c_uint32),
+               ("version",c_uint32),
+               ("file_length",c_uint32),
+               ("pad0",c_uint32),
 
-def write_model(name):
-   fp = open(F"/home/harry/Documents/carve/models/{name}.mdl", "wb")
-   collection = bpy.data.collections[name]
-   
-   header = model()
+               ("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),
+
+               ("anim_count",c_uint32),
+               ("anim_offset",c_uint32),
+               
+               ("strings_length",c_uint32),
+               ("strings_offset",c_uint32),
+
+               ("entdata_length",c_uint32),
+               ("entdata_offset",c_uint32),
+
+               ("keyframe_count",c_uint32),
+               ("keyframe_offset",c_uint32)]
+               
+
+class mdl_animation(Structure):
+   _pack_ = 1
+   _fields_ = [("pstr_name",c_uint32),
+               ("length",c_uint32),
+               ("rate",c_float),
+               ("offset",c_uint32)]
+
+class mdl_keyframe(Structure):
+   _pack_ = 1
+   _fields_ = [("co",c_float*3),
+               ("q",c_float*4),
+               ("s",c_float*3)]
+
+# Entity types
+# ==========================================
+
+class classtype_gate(Structure):
+   _pack_ = 1
+   _fields_ = [("target",c_uint32),
+               ("dims",c_float*3)]
+
+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)]
+
+class classtype_instance(Structure):
+   _pack_ = 1
+   _fields_ = [("pstr_file",c_uint32)]
+
+class classtype_capsule(Structure):
+   _pack_ = 1
+   _fields_ = [("height",c_float),
+               ("radius",c_float)]
+
+class classtype_route_node(Structure):
+   _pack_ = 1
+   _fields_ = [("target",c_uint32),
+               ("target1",c_uint32)]
+
+class classtype_route(Structure):
+   _pack_ = 1
+   _fields_ = [("id_start",c_uint32),
+               ("colour",c_float*3)]
+
+class classtype_skin(Structure):
+   _pack_ = 1
+   _fields_ = [("skeleton",c_uint32)]
+
+class classtype_skeleton(Structure):
+   _pack_ = 1
+   _fields_ = [("channels",c_uint32),
+               ("ik_count",c_uint32),
+               ("collider_count",c_uint32),
+               ("anim_start",c_uint32),
+               ("anim_count",c_uint32)]
+
+class classtype_bone(Structure):
+   _pack_ = 1
+   _fields_ = [("deform",c_uint32),
+               ("ik_target",c_uint32),
+               ("ik_pole",c_uint32),
+               ("collider",c_uint32),
+               ("use_limits",c_uint32),
+               ("angle_limits",(c_float*3)*2),
+               ("hitbox",(c_float*3)*2)]
+
+class classtype_achievement_box(Structure):
+   _pack_ = 1
+   _fields_ = [("pstr_name",c_uint32),
+               ("trigger",c_uint32)]
+
+class classtype_audio(Structure):
+   _pack_ = 1
+   _fields_ = [("pstr_file",c_uint32),
+               ("flags",c_uint32),
+               ("volume",c_float)]
+
+# Exporter
+# ==============================================================================
+
+def write_model(collection_name):
+   print( F"Model graph | Create mode '{collection_name}'" )
+
+   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
 
-   layers = []
+   header.strings_length = 0
+   header.entdata_length = 0
+   header.keyframe_count = 0
+   
+   mesh_cache = {}
+   string_cache = {}
+   material_cache = {}
+
+   strings_buffer = b''
+   
+   material_buffer = []
+   submesh_buffer = []
    vertex_buffer = []
    indice_buffer = []
+   node_buffer = []
+   entdata_buffer = []
+
+   anim_buffer = []
+   animdata_buffer = []
+
+   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 == None:
+         return 0
+
+      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
+   # this is to designate id 0 as 'NULL'
+   #
+   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" )
+   collection = bpy.data.collections[collection_name]
+
+   # Scene graph
+   # ==========================================
+   
+   header.node_count = 0
+   def _uid():
+      nonlocal header
+      uid = header.node_count
+      header.node_count += 1
+      return uid
+
+   print( "  creating scene graph" )
+   graph = {}
+   graph["obj"] = None
+   graph["depth"] = 0
+   graph["children"] = []
+   graph["uid"] = _uid()
+   graph["parent"] = None
+
+   graph_lookup = {} # object can lookup its graph def here
+
+   for obj in collection.all_objects:
+      if not obj.parent:
+
+         def _extend( p, n, d ):
+            uid = _uid()
+            tree = {}
+            tree["uid"] = uid
+            tree["children"] = []
+            tree["depth"] = d
+            tree["obj"] = n
+            tree["parent"] = p
+            n.cv_data.uid = uid
+
+            if n.type == 'ARMATURE':
+               tree["bones"] = [None] # None is the root transform
+               tree["ik_count"] = 0
+               tree["collider_count"] = 0
+
+               def _extendb( p, n, d ):
+                  nonlocal tree
+
+                  btree = {}
+                  btree["bone"] = n
+                  btree["uid"] = _uid()
+                  btree["children"] = []
+                  btree["depth"] = d
+                  btree["parent"] = p
+                  tree["bones"] += [n.name]
+
+                  for c in n.children:
+                     _extendb( btree, c, d+1 )
+
+                  for c in tree['obj'].pose.bones[n.name].constraints:
+                     if c.type == 'IK':
+                        btree["target"] = c.subtarget
+                        btree["pole"] = c.pole_subtarget
+                        tree["ik_count"] += 1
+
+                  if n.cv_data.collider:
+                     tree['collider_count'] += 1
+
+                  btree['deform'] = n.use_deform
+                  p['children'] += [btree]
+
+               for b in n.data.bones:
+                  if not b.parent:
+                     _extendb( tree, b, d+1 )
+
+            for obj1 in n.children:
+               nonlocal collection
+               for c1 in obj1.users_collection:
+                  if c1 == collection:
+                     _extend( tree, obj1, d+1 )
+                     break
+
+            p["children"] += [tree]
+            graph_lookup[n] = tree
+
+         _extend( graph, obj, 1 )
+
+
+   def _graph_iter(p):
+      for c in p['children']:
+         yield c
+         yield from _graph_iter(c)
+
+   it = _graph_iter(graph)
+
+   root.parent = 0xffffffff
+
+   # Compile
+   # ==============================================
+   it = _graph_iter(graph)
+   print( "  compiling data" )
+   for node_def in it:
+      if 'obj' in node_def:
+         obj = node_def['obj']
+         objt = obj.type
+         objco = obj.location
+      elif 'bone' in node_def:
+         obj = node_def['bone']
+         objt = 'BONE'
+         objco = obj.head_local
+
+      depth = node_def['depth']
+      uid = node_def['uid']
+
+      node = mdl_node()
+      node.co[0] =  objco[0]
+      node.co[1] =  objco[2]
+      node.co[2] = -objco[1]
+      
+      # Convert rotation quat to our space type
+      quat = obj.matrix_local.to_quaternion()
+      node.q[0] =  quat[1]
+      node.q[1] =  quat[3]
+      node.q[2] = -quat[2]
+      node.q[3] =  quat[0]
+      
+      if objt == 'BONE':
+         node.s[0] =  obj.tail_local[0] - node.co[0]
+         node.s[1] =  obj.tail_local[2] - node.co[1]
+         node.s[2] = -obj.tail_local[1] - node.co[2]
+      else:
+         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 )
+
+      if node_def["parent"]:
+         node.parent = node_def["parent"]["uid"]
+
+      if objt == 'BONE':
+         classtype = 'k_classtype_bone'
+      elif objt == 'ARMATURE':
+         classtype = 'k_classtype_skeleton'
+      else:
+         classtype = obj.cv_data.classtype
+      
+      # Process type: MESH
+      # =================================================================
+      #
+
+      # Dont use the cache if we have modifiers that affect the normals
+      #
+      compile_mesh = False
+      if objt == 'MESH':
+         armature_def = None
+         compile_mesh = True
+         can_use_cache = True
+
+         for mod in obj.modifiers:
+            if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP' or \
+               mod.type == 'BOOLEAN' or mod.type == 'CURVE' or \
+               mod.type == 'ARRAY':
+               can_use_cache = False
+
+            if mod.type == 'ARMATURE':
+               classtype = 'k_classtype_skin'
+               armature_def = graph_lookup[mod.object]
+               POSE_OR_REST_CACHE = armature_def['obj'].data.pose_position
+
+               armature_def['obj'].data.pose_position = 'REST'
+
+         if can_use_cache and obj.data.name in mesh_cache:
+            ref = mesh_cache[obj.data.name]
+            node.submesh_start = ref.submesh_start
+            node.submesh_count = ref.submesh_count
+            compile_mesh = False
+
+      if compile_mesh:
+         node.submesh_start = header.submesh_count
+         node.submesh_count = 0
+
+         default_mat = c_uint32(69)
+         default_mat.name = ""
 
-   for obj in collection.objects:
-      if obj.type == 'MESH':
          dgraph = bpy.context.evaluated_depsgraph_get()
          data = obj.evaluated_get(dgraph).data
          data.calc_loop_triangles()
          data.calc_normals_split()
 
-         sm = submodel()
-         sm.indice_start = header.indice_count
-         sm.vertex_start = header.vertex_count
-         sm.vertex_count = len(data.vertices)
-         sm.indice_count = len(data.loop_triangles)*3
-         sm.sdf_type = 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]
-
-         for i in range(3):
-            sm.bbx[0][i] =  999999
-            sm.bbx[1][i] = -999999
-
-         if F"{obj.name}.sdf_cone" in bpy.data.objects:
-            cone = bpy.data.objects[F"{obj.name}.sdf_cone"]
-            sm.sdf.origin[0] =  cone.location[0]
-            sm.sdf.origin[1] =  cone.location[2] + cone.scale[1]*2.0
-            sm.sdf.origin[2] = -cone.location[1]
-            sm.sdf.origin[3] = 0.0
-
-            lo = cone.scale[0]
-            la = cone.scale[1]*2.0
-            lh = math.sqrt(lo*lo+la*la)
-
-            sm.sdf.info[0] = lo
-            sm.sdf.info[1] = la
-            sm.sdf.info[2] = lo/lh
-            sm.sdf.info[3] = la/lh
-
-            sm.sdf_type = 1
+         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.material_id = emplace_material( mat )
+
+            for i in range(3):
+               sm.bbx[0][i] =  999999
+               sm.bbx[1][i] = -999999
+
+            boffa = {}
+
+            # Write the vertex / indice data
+            #
+            for tri_index, tri in enumerate(data.loop_triangles):
+               if tri.material_index != material_id:
+                  continue
+
+               for j in range(3):
+                  vert = data.vertices[tri.vertices[j]]
+                  li = tri.loops[j]
+                  vi = data.loops[li].vertex_index
+
+                  co = vert.co
+                  norm = data.loops[li].normal
+                  uv = (0,0)
+                  colour = (255,255,255,255)
+                  groups = [0,0,0,0]
+                  weights = [0,0,0,0]
+
+                  if data.uv_layers:
+                     uv = data.uv_layers.active.data[li].uv
+
+                  if data.vertex_colors:
+                     colour = data.vertex_colors.active.data[li].color
+                     colour = (int(colour[0]*255.0),\
+                               int(colour[1]*255.0),\
+                               int(colour[2]*255.0),\
+                               int(colour[3]*255.0))
+                  
+                  # WEight groups
+                  #
+                  if armature_def:
+                     src_groups = [_ for _ in data.vertices[vi].groups \
+                                 if obj.vertex_groups[_.group].name in \
+                                    armature_def['bones']]
+
+                     weight_groups = sorted( src_groups, key = \
+                                             lambda a: a.weight, reverse=True )
+                     tot = 0.0
+                     for ml in range(3):
+                        if len(weight_groups) > ml:
+                           g = weight_groups[ml]
+                           name = obj.vertex_groups[g.group].name
+                           weight = g.weight
+
+                           weights[ml] = weight
+                           groups[ml] = armature_def['bones'].index(name)
+                           tot += weight
+                  
+                     if len(weight_groups) > 0:
+                        inv_norm = (1.0/tot) * 65535.0
+                        for ml in range(3):
+                           weights[ml] = int( weights[ml] * inv_norm )
+                           weights[ml] = min( weights[ml], 65535 )
+                           weights[ml] = max( weights[ml], 0 )
+
+                  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),\
+                         colour[0],\
+                         colour[1],\
+                         colour[2],\
+                         colour[3],\
+                         weights[0],\
+                         weights[1],\
+                         weights[2],\
+                         weights[3],\
+                         groups[0],\
+                         groups[1],\
+                         groups[2],\
+                         groups[3])
+
+                  if key in boffa:
+                     indice_buffer += [boffa[key]]
+                  else:
+                     index = c_uint32(sm.vertex_count)
+                     sm.vertex_count += 1
+                     
+                     boffa[key] = index
+                     indice_buffer += [index]
+
+                     v = mdl_vert()
+                     v.co[0] =  co[0]
+                     v.co[1] =  co[2]
+                     v.co[2] = -co[1]
+                     v.norm[0] =  norm[0]
+                     v.norm[1] =  norm[2]
+                     v.norm[2] = -norm[1]
+                     v.uv[0] = uv[0]
+                     v.uv[1] = uv[1]
+                     v.colour[0] = colour[0]
+                     v.colour[1] = colour[1]
+                     v.colour[2] = colour[2]
+                     v.colour[3] = colour[3]
+                     v.weights[0] = weights[0]
+                     v.weights[1] = weights[1]
+                     v.weights[2] = weights[2]
+                     v.weights[3] = weights[3]
+                     v.groups[0] = groups[0]
+                     v.groups[1] = groups[1]
+                     v.groups[2] = groups[2]
+                     v.groups[3] = groups[3]
+
+                     vertex_buffer += [v]
+
+                     for i in range(3):
+                        sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] )
+                        sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] )
+
+                  sm.indice_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
+
+      # Process entity data
+      # ==================================================================
+      node.offset = header.entdata_length
+
+      if classtype != 'k_classtype_none':
+         disptype = classtype
+      else:
+         disptype = objt
+
+      s000 = F"  [{uid: 3}/{header.node_count-1}]" + " |"*(depth-1)
+      s001 = F" L {obj.name}"
+      s002 = s000+s001
+      s003 = F"{disptype}"
+      s004 = F"{node.parent: 3}"
+      s005 = ""
+
+      if classtype == 'k_classtype_skin':
+         armature_def['obj'].data.pose_position = POSE_OR_REST_CACHE
+         s005 = F" [armature -> {armature_def['obj'].cv_data.uid}]"
+
+      scmp = F"{s002:<32} {s003:<22} {s004} {s005}"
+      print( scmp )
+      
+      if classtype == 'k_classtype_INSTANCE' or \
+         classtype == 'k_classtype_BONE' or \
+         classtype == 'k_classtype_SKELETON' or \
+         classtype == 'k_classtype_SKIN':
+         print( "ERROR: user classtype cannot be _INSTANCE or _BONE" )
+         node.classtype = 0
+         node.offset = 0
+
+      elif classtype == 'k_classtype_skin':
+         node.classtype = 12
+
+         armature = armature_def['obj']
+         header.entdata_length += sizeof( classtype_skin )
+
+         skin = classtype_skin()
+         skin.skeleton = armature.cv_data.uid
+         entdata_buffer += [skin]
+      
+      elif classtype == 'k_classtype_skeleton':
+         node.classtype = 11
+         header.entdata_length += sizeof( classtype_skeleton )
+         skeleton = classtype_skeleton()
+
+         armature_def = graph_lookup[obj]
+         armature = obj
+         bones = armature_def['bones']
+         skeleton.channels = len(bones)
+         skeleton.ik_count = armature_def["ik_count"]
+         skeleton.collider_count = armature_def["collider_count"]
          
-         sm.name = obj.name.encode('utf-8')
-
-         for vert in data.vertices:
-            v = model_vert()
-            v.co[0] = vert.co[0]
-            v.co[1] = vert.co[2]
-            v.co[2] = -vert.co[1]
-            v.colour[0] = 1.0
-            v.colour[1] = 1.0
-            v.colour[2] = 1.0
-            v.colour[3] = 1.0
-            vertex_buffer += [v]
+         if armature.animation_data:
+            previous_frame = bpy.context.scene.frame_current
+            previous_action = armature.animation_data.action
+
+            skeleton.anim_start = len(anim_buffer)
+            skeleton.anim_count = 0
+
+            for NLALayer in obj.animation_data.nla_tracks:
+               for NLAStrip in NLALayer.strips:
+                  # Use action
+                  for a in bpy.data.actions:
+                     if a.name == NLAStrip.name:
+                        armature.animation_data.action = a
+                        break
+
+                  anim_start = int(NLAStrip.action_frame_start)
+                  anim_end   = int(NLAStrip.action_frame_end)
+
+                  # export strips
+                  anim = mdl_animation()
+                  anim.pstr_name = emplace_string( NLAStrip.action.name )
+                  anim.rate = 30.0
+                  anim.offset = header.keyframe_count
+                  anim.length = anim_end-anim_start
+                  
+                  # Export the fucking keyframes
+                  for frame in range(anim_start,anim_end):
+                     bpy.context.scene.frame_set(frame)
+                     
+                     for bone_name in bones:
+                        for pb in armature.pose.bones:
+                           if pb.name == bone_name:
+                              rb = armature.data.bones[ bone_name ]
+                              
+                              # relative bone matrix
+                              if rb.parent is not None:
+                                 offset_mtx = rb.parent.matrix_local
+                                 offset_mtx = offset_mtx.inverted_safe() @ \
+                                              rb.matrix_local
+
+                                 inv_parent = pb.parent.matrix @ offset_mtx
+                                 inv_parent.invert_safe()
+                                 fpm = inv_parent @ pb.matrix 
+                              else:
+                                 bone_mtx = rb.matrix.to_4x4()
+                                 local_inv = rb.matrix_local.inverted_safe()
+                                 fpm = bone_mtx @ local_inv @ pb.matrix
+
+                              loc, rot, sca = fpm.decompose()
+
+                              # local position
+                              final_pos = Vector(( loc[0], loc[2], -loc[1] ))
+
+                              # rotation
+                              lc_m = pb.matrix_channel.to_3x3()
+                              if pb.parent is not None:
+                                 smtx = pb.parent.matrix_channel.to_3x3()
+                                 lc_m = smtx.inverted() @ lc_m
+                              rq = lc_m.to_quaternion()
+
+                              kf = mdl_keyframe()
+                              kf.co[0] =  final_pos[0]
+                              kf.co[1] =  final_pos[1]
+                              kf.co[2] =  final_pos[2]
+
+                              kf.q[0] =  rq[1]
+                              kf.q[1] =  rq[3]
+                              kf.q[2] = -rq[2]
+                              kf.q[3] =  rq[0]
+                              
+                              # scale
+                              kf.s[0] = sca[0]
+                              kf.s[1] = sca[2]
+                              kf.s[2] = sca[1]
+
+                              animdata_buffer += [kf]
+                              header.keyframe_count += 1
+                              break
+
+                  anim_buffer += [anim]
+                  skeleton.anim_count += 1
+
+                  s000 = F"  [{uid: 3}/{header.node_count-1}]" + " |"*(depth-1)
+                  print( F"{s000} | *anim: {NLAStrip.action.name}" )
             
-            for i in range(3):
-               sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] )
-               sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] )
-
-         for l in data.loops:
-            pvert = vertex_buffer[l.vertex_index + sm.vertex_start]
-            norm = l.normal
-            pvert.norm[0] = norm[0]
-            pvert.norm[1] = norm[2]
-            pvert.norm[2] = -norm[1]
-
-            #if data.vertex_colors:
-            #   colour = data.vertex_colors.active.data[ l.index ].color
-            #   pvert.colour[0] = colour[0]
+            bpy.context.scene.frame_set( previous_frame )
+            armature.animation_data.action = previous_action
+
+         entdata_buffer += [skeleton]
+
+      elif classtype == 'k_classtype_bone':
+         node.classtype = 10
+         header.entdata_length += sizeof( classtype_bone )
+         
+         bone = classtype_bone()
+         bone.deform = node_def['deform']
          
-            if data.uv_layers:
-               uv = data.uv_layers.active.data[ l.index ].uv
-               pvert.uv[0] = uv[0]
-               pvert.uv[1] = uv[1]
+         if 'target' in node_def:
+            bone.ik_target = armature_def['bones'].index( node_def['target'] )
+            bone.ik_pole   = armature_def['bones'].index( node_def['pole'] )
+         else:
+            bone.ik_target = 0
+            bone.ik_pole = 0
+
+         bone.collider = 1 if obj.cv_data.collider else 0
+         if obj.cv_data.collider:
+            bone.hitbox[0][0] =  obj.cv_data.v0[0]
+            bone.hitbox[0][1] =  obj.cv_data.v0[2]
+            bone.hitbox[0][2] = -obj.cv_data.v1[1]
+            bone.hitbox[1][0] =  obj.cv_data.v1[0]
+            bone.hitbox[1][1] =  obj.cv_data.v1[2]
+            bone.hitbox[1][2] = -obj.cv_data.v0[1]
+         else:
+            bone.hitbox[0][0] = 0.0
+            bone.hitbox[0][1] = 0.0
+            bone.hitbox[0][2] = 0.0
+            bone.hitbox[1][0] = 0.0
+            bone.hitbox[1][1] = 0.0
+            bone.hitbox[1][2] = 0.0
+
+         if obj.cv_data.con0:
+            bone.use_limits = 1 
+            bone.angle_limits[0][0] =  obj.cv_data.mins[0]
+            bone.angle_limits[0][1] =  obj.cv_data.mins[2]
+            bone.angle_limits[0][2] = -obj.cv_data.maxs[1]
+            bone.angle_limits[1][0] =  obj.cv_data.maxs[0]
+            bone.angle_limits[1][1] =  obj.cv_data.maxs[2]
+            bone.angle_limits[1][2] = -obj.cv_data.mins[1]
+         else:
+            bone.use_limits = 0
+            bone.angle_limits[0][0] = 0.0
+            bone.angle_limits[0][1] = 0.0
+            bone.angle_limits[0][2] = 0.0
+            bone.angle_limits[1][0] = 0.0
+            bone.angle_limits[1][1] = 0.0
+            bone.angle_limits[1][2] = 0.0
 
-         for tri in data.loop_triangles:
-            indice_buffer += [c_uint32(tri.vertices[_]) for _ in range(3)]
+         bone.deform = node_def['deform']
+         entdata_buffer += [bone]
 
-         layers += [sm]
-         header.layer_count += 1
-         header.vertex_count += sm.vertex_count
-         header.indice_count += sm.indice_count
+      elif classtype == 'k_classtype_gate':
+         node.classtype = 1
+         header.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
+
+         if obj.type == 'MESH':
+            gate.dims[0] = obj.data.cv_data.v0[0]
+            gate.dims[1] = obj.data.cv_data.v0[1]
+            gate.dims[2] = obj.data.cv_data.v0[2]
+         else:
+            gate.dims[0] = obj.cv_data.v0[0]
+            gate.dims[1] = obj.cv_data.v0[1]
+            gate.dims[2] = obj.cv_data.v0[2]
+
+         entdata_buffer += [gate]
+
+      elif classtype == 'k_classtype_block':
+         node.classtype = 2
+         header.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_achievement_box':
+         node.classtype = 13
+
+         header.entdata_length += sizeof( classtype_achievement_box )
+         ach = classtype_achievement_box()
+         ach.pstr_name = emplace_string( obj.cv_data.strp )
+         ach.trigger = 0
+
+         if obj.cv_data.target != None:
+            ach.trigger = obj.cv_data.target.cv_data.uid
+
+         entdata_buffer += [ach]
+
+      elif classtype == 'k_classtype_audio':
+         node.classtype = 14
+
+         header.entdata_length += sizeof( classtype_audio )
+         aud = classtype_audio()
+         aud.pstr_file = emplace_string( obj.cv_data.strp )
+         aud.flags = obj.cv_data.intp
+         aud.volume = obj.cv_data.fltp
+
+         entdata_buffer += [aud]
+
+      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
+         header.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]
+
+      elif obj.is_instancer:
+         target = obj.instance_collection
+
+         node.classtype = 6
+         header.entdata_length += sizeof( classtype_instance )
+
+         inst = classtype_instance()
+         inst.pstr_file = emplace_string( F"models/{target.name}.mdl" )
+         entdata_buffer += [inst]
+
+      elif classtype == 'k_classtype_capsule':
+         node.classtype = 7
+
+      elif classtype == 'k_classtype_route_node':
+         node.classtype = 8
+         header.entdata_length += sizeof( classtype_route_node )
+
+         rn = classtype_route_node()
+         if obj.cv_data.target != None: 
+            rn.target = obj.cv_data.target.cv_data.uid
+         if obj.cv_data.target1 != None: 
+            rn.target1 = obj.cv_data.target1.cv_data.uid
+
+         entdata_buffer += [rn]
+
+      elif classtype == 'k_classtype_route':
+         node.classtype = 9
+         header.entdata_length += sizeof( classtype_route )
+         r = classtype_route()
+         r.colour[0] = obj.cv_data.colour[0]
+         r.colour[1] = obj.cv_data.colour[1]
+         r.colour[2] = obj.cv_data.colour[2]
+
+         if obj.cv_data.target != None: 
+            r.id_start = obj.cv_data.target.cv_data.uid
+
+         entdata_buffer += [r]
+
+      # classtype == 'k_classtype_none':
+      else:
+         node.classtype = 0
+         node.offset = 0
+
+      node_buffer += [node]
+
+   # Write data arrays
+   # TODO: 8 BYTE ALIGNMENT
+
+   print( "Writing data" )
+   fpos = sizeof(header)
+
+   print( F"Nodes: {header.node_count}" )
+   header.node_offset = fpos
+   fpos += sizeof(mdl_node)*header.node_count
+
+   print( F"Submeshes: {header.submesh_count}" )
+   header.submesh_offset = fpos
+   fpos += sizeof(mdl_submesh)*header.submesh_count
+
+   print( F"Materials: {header.material_count}" )
+   header.material_offset = fpos
+   fpos += sizeof(mdl_material)*header.material_count
+
+   print( F"Animation count: {len(anim_buffer)}" )
+   header.anim_count = len(anim_buffer)
+   header.anim_offset = fpos
+   fpos += sizeof(mdl_animation)*header.anim_count
+
+   print( F"Entdata length: {header.entdata_length}" )
+   header.entdata_offset = fpos
+   fpos += header.entdata_length
+   
+   print( F"Strings length: {len(strings_buffer)}" )
+   header.strings_offset = fpos
+   header.strings_length = len(strings_buffer)
+   fpos += header.strings_length
+   
+   # Optional array things
+   print( F"Keyframe count: {header.keyframe_count}" )
+   header.keyframe_offset = fpos
+   fpos += sizeof(mdl_keyframe)*header.keyframe_count
+   
+   print( F"Vertex count: {header.vertex_count}" )
+   header.vertex_offset = fpos
+   fpos += sizeof(mdl_vert)*header.vertex_count
+
+   print( F"Indice count: {header.indice_count}" )
+   header.indice_offset = fpos
+   fpos += sizeof(c_uint32)*header.indice_count
+
+   header.file_length = fpos
+
+   path = F"/home/harry/Documents/carve/models_src/{collection_name}.mdl"
+   fp = open( path, "wb" )
+             
    fp.write( bytearray( header ) )
-   for l in layers:
-      fp.write( bytearray(l) )
+   
+   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 a in anim_buffer:
+      fp.write( bytearray(a) )
+   for ed in entdata_buffer:
+      fp.write( bytearray(ed) )
+
+   fp.write( strings_buffer )
+
+   for kf in animdata_buffer:
+      fp.write( bytearray(kf) )
+
    for v in vertex_buffer:
       fp.write( bytearray(v) )
    for i in indice_buffer:
@@ -141,5 +998,594 @@ def write_model(name):
 
    fp.close()
 
-for col in bpy.data.collections["export"].children:
-   write_model( col.name )
+   print( F"Completed {collection_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('LESS')
+   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
+
+   course_count = 0
+
+   def drawbhandle(obj, direction, colour):
+      nonlocal verts, colours
+      p0 = obj.location
+      h0 = obj.matrix_world @ Vector((0,direction,0))
+      verts += [p0]
+      verts += [h0]
+      colours += [colour,colour]
+
+   def drawbezier(p0,h0,p1,h1,c0,c1):
+      nonlocal verts, colours
+
+      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
+
+   def drawsbpath(o0,o1,c0,c1,s0,s1):
+      nonlocal course_count
+      
+      offs = ((course_count % 2)*2-1) * course_count * 0.02
+
+      p0 = o0.matrix_world @ Vector((offs,  0,0))
+      h0 = o0.matrix_world @ Vector((offs, s0,0))
+      p1 = o1.matrix_world @ Vector((offs,  0,0))
+      h1 = o1.matrix_world @ Vector((offs,-s1,0))
+      drawbezier(p0,h0,p1,h1,c0,c1)
+
+   def drawbpath(o0,o1,c0,c1):
+      drawsbpath(o0,o1,c0,c1,1.0,1.0)
+
+   def drawbline(p0,p1,c0,c1):
+      nonlocal verts, colours
+      verts += [p0,p1]
+      colours += [c0,c1]
+
+   for obj in bpy.context.collection.objects:
+      if obj.type == 'ARMATURE':
+         for bone in obj.data.bones:
+            if bone.cv_data.collider and obj.data.pose_position == 'REST':
+               c = bone.head_local
+               a = bone.cv_data.v0
+               b = bone.cv_data.v1
+               
+               vs = [None]*8
+               vs[0]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+a[2]))
+               vs[1]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+a[2]))
+               vs[2]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+a[2]))
+               vs[3]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+a[2]))
+               vs[4]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+b[2]))
+               vs[5]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+b[2]))
+               vs[6]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+b[2]))
+               vs[7]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+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 += [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)]
+
+               center=obj.matrix_world@c
+               
+               def _angle_lim( major, minor, amin, amax, colour ):
+                  nonlocal verts, colours
+                  f = 0.05
+                  ay = major*f
+                  ax = minor*f
+
+                  for x in range(16):
+                     t0 = x/16
+                     t1 = (x+1)/16
+                     a0 = amin*(1.0-t0)+amax*t0
+                     a1 = amin*(1.0-t1)+amax*t1
+
+                     p0 = c + major*f*math.cos(a0) + minor*f*math.sin(a0)
+                     p1 = c + major*f*math.cos(a1) + minor*f*math.sin(a1)
+
+                     p0=obj.matrix_world @ p0
+                     p1=obj.matrix_world @ p1
+                     verts += [p0,p1]
+                     colours += [colour,colour]
+
+                     if x == 0:
+                        verts += [p0,c]
+                        colours += [colour,colour]
+                     if x == 15:
+                        verts += [p1,c]
+                        colours += [colour,colour]
+
+                  verts += [c+major*1.2*f,c+major*f*0.8]
+                  colours += [colour,colour]
+                  
+               if bone.cv_data.con0:
+                  _angle_lim( Vector((0,1,0)),Vector((0,0,1)), \
+                              bone.cv_data.mins[0], bone.cv_data.maxs[0], \
+                              (1,0,0,1))
+                  _angle_lim( Vector((0,0,1)),Vector((1,0,0)), \
+                              bone.cv_data.mins[1], bone.cv_data.maxs[1], \
+                              (0,1,0,1))
+                  _angle_lim( Vector((1,0,0)),Vector((0,1,0)), \
+                              bone.cv_data.mins[2], bone.cv_data.maxs[2], \
+                              (0,0,1,1))
+               
+
+      if obj.cv_data.classtype == 'k_classtype_gate':
+         if obj.type == 'MESH':
+            dims = obj.data.cv_data.v0
+         else:
+            dims = obj.cv_data.v0
+
+         vs = [None]*9
+         c = Vector((0,0,dims[2]))
+
+         vs[0] = obj.matrix_world @ Vector((-dims[0],0.0,-dims[1]+dims[2]))
+         vs[1] = obj.matrix_world @ Vector((-dims[0],0.0, dims[1]+dims[2]))
+         vs[2] = obj.matrix_world @ Vector(( dims[0],0.0, dims[1]+dims[2]))
+         vs[3] = obj.matrix_world @ Vector(( dims[0],0.0,-dims[1]+dims[2]))
+         vs[4] = obj.matrix_world @ (c+Vector((-1,0,-2)))
+         vs[5] = obj.matrix_world @ (c+Vector((-1,0, 2)))
+         vs[6] = obj.matrix_world @ (c+Vector(( 1,0, 2)))
+         vs[7] = obj.matrix_world @ (c+Vector((-1,0, 0)))
+         vs[8] = obj.matrix_world @ (c+Vector(( 1,0, 0)))
+
+         indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)]
+
+         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)]
+
+         sw = (0.4,0.4,0.4,0.2)
+         if obj.cv_data.target != None:
+            drawbline( obj.location, obj.cv_data.target.location, sw,sw )
+
+      elif obj.cv_data.classtype == 'k_classtype_route_node':
+         sw = Vector((0.4,0.4,0.4,0.2))
+         sw2 = Vector((1.5,0.2,0.2,0.0))
+         if obj.cv_data.target != None:
+            drawbpath( obj, obj.cv_data.target, sw, sw )
+         if obj.cv_data.target1 != None:
+            drawbpath( obj, obj.cv_data.target1, sw, sw )
+
+         drawbhandle( obj,  1.0, (0.8,0.8,0.8,1.0) )
+         drawbhandle( obj, -1.0, (0.4,0.4,0.4,1.0) )
+
+         p1 = obj.location+ \
+               obj.matrix_world.to_quaternion() @ Vector((0,0,-6+1.5))
+         drawbline( obj.location, p1, sw,sw2 )
+
+      elif obj.cv_data.classtype == 'k_classtype_achievement_box':
+         a = Vector((-1,-1,-1))
+         b = Vector((1,1,1))
+         
+         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 += [(0,1,0,1),(0,1,0,1)]
+
+         if obj.cv_data.target != None:
+            vs = [None]*2
+            vs[0] = obj.location
+            vs[1] = obj.cv_data.target.location
+            indices = [(0,1)]
+            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_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_capsule':
+         h = obj.data.cv_data.v0[0]
+         r = obj.data.cv_data.v0[1]
+
+         vs = [None]*10
+         vs[0] = obj.matrix_world @ Vector((0.0,0.0, h*0.5  ))
+         vs[1] = obj.matrix_world @ Vector((0.0,0.0,-h*0.5  ))
+         vs[2] = obj.matrix_world @ Vector((  r,0.0, h*0.5-r))
+         vs[3] = obj.matrix_world @ Vector(( -r,0.0, h*0.5-r))
+         vs[4] = obj.matrix_world @ Vector((  r,0.0,-h*0.5+r))
+         vs[5] = obj.matrix_world @ Vector(( -r,0.0,-h*0.5+r))
+         vs[6] = obj.matrix_world @ Vector((0.0, r , h*0.5-r))
+         vs[7] = obj.matrix_world @ Vector((0.0,-r , h*0.5-r))
+         vs[8] = obj.matrix_world @ Vector((0.0, r ,-h*0.5+r))
+         vs[9] = obj.matrix_world @ Vector((0.0,-r ,-h*0.5+r))
+
+         indices = [(0,1),(2,3),(4,5),(6,7),(8,9)]
+
+         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 += [(0.5,1,0,1),(0.5,1,0,1)]
+
+      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_route':
+         vs = [None]*2
+         vs[0] = obj.location
+         vs[1] = obj.cv_data.target.location
+         indices = [(0,1)]
+         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)]
+
+         stack = [None]*64
+         stack_i = [0]*64
+         stack[0] = obj.cv_data.target
+         si = 1
+         loop_complete = False
+
+         while si > 0:
+            if stack_i[si-1] == 2:
+               si -= 1
+               continue
+
+               if si == 0: # Loop failed to complete
+                  break
+
+            node = stack[si-1]
+
+            targets = [None,None]
+            targets[0] = node.cv_data.target
+
+            if node.cv_data.classtype == 'k_classtype_route_node':
+               targets[1] = node.cv_data.target1
+            
+            nextnode = targets[stack_i[si-1]]
+            stack_i[si-1] += 1
+
+            if nextnode != None: # branch
+               if nextnode == stack[0]: # Loop completed
+                  loop_complete = True
+                  break
+
+               valid=True
+               for sj in range(si):
+                  if stack[sj] == nextnode: # invalidated path
+                     valid=False
+                     break
+
+               if valid:
+                  stack_i[si] = 0
+                  stack[si] = nextnode
+                  si += 1
+                  continue
+
+         if loop_complete:
+            cc = Vector((obj.cv_data.colour[0],\
+                         obj.cv_data.colour[1],\
+                         obj.cv_data.colour[2],\
+                         1.0))
+
+            for sj in range(si):
+               sk = (sj+1)%si
+
+               if stack[sj].cv_data.classtype == 'k_classtype_gate' and \
+                  stack[sk].cv_data.classtype == 'k_classtype_gate':
+                  dist = (stack[sj].location-stack[sk].location).magnitude
+                  drawsbpath( stack[sj], stack[sk], cc*0.4, cc, dist, dist )
+
+               else:
+                  drawbpath( stack[sj], stack[sk], cc, cc )
+
+            course_count += 1
+
+      elif obj.cv_data.classtype == 'k_classtype_car_path':
+         v0 = obj.matrix_world.to_quaternion() @ Vector((0,1,0))
+         c0 = Vector((v0.x*0.5+0.5, v0.y*0.5+0.5, 0.0, 1.0))
+         drawbhandle( obj, 1.0, (0.9,0.9,0.9,1.0) )
+
+         if obj.cv_data.target != None:
+            v1 = obj.cv_data.target.matrix_world.to_quaternion()@Vector((0,1,0))
+            c1 = Vector((v1.x*0.5+0.5, v1.y*0.5+0.5, 0.0, 1.0))
+
+            drawbhandle( obj.cv_data.target, -1.0, (0.5,0.5,0.5,1.0) )
+            drawbpath( obj, obj.cv_data.target, c0, c1 )
+
+         if obj.cv_data.target1 != None:
+            v1 = obj.cv_data.target1.matrix_world.to_quaternion()@Vector((0,1,0))
+            c1 = Vector((v1.x*0.5+0.5, v1.y*0.5+0.5, 0.0, 1.0))
+
+            drawbhandle( obj.cv_data.target1, -1.0, (0.5,0.5,0.5,1.0) )
+            drawbpath( obj, obj.cv_data.target1, 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="" )
+
+   strp: bpy.props.StringProperty( name="strp" )
+   intp: bpy.props.IntProperty( name="intp" )
+   fltp: bpy.props.FloatProperty( name="fltp" )
+
+   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 )
+
+   colour: bpy.props.FloatVectorProperty(name="colour",subtype='COLOR',\
+                                         min=0.0,max=1.0)
+
+   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),
+      ('k_classtype_INSTANCE', "","", 6 ),
+      ('k_classtype_capsule', "k_classtype_capsule", "", 7 ),
+      ('k_classtype_route_node', "k_classtype_route_node", "", 8 ),
+      ('k_classtype_route', "k_classtype_route", "", 9 ),
+      ('k_classtype_bone',"k_classtype_bone","",10),
+      ('k_classtype_SKELETON', "","", 11 ),
+      ('k_classtype_SKIN',"","",12),
+      ('k_classtype_achievement_box',"k_classtype_achievement_box","",13),
+      ('k_classtype_audio',"k_classtype_audio","",14),
+      ])
+
+class CV_BONE_SETTINGS(bpy.types.PropertyGroup):
+   collider: bpy.props.BoolProperty(name="Collider",default=False)
+   v0: bpy.props.FloatVectorProperty(name="v0",size=3)
+   v1: bpy.props.FloatVectorProperty(name="v1",size=3)
+
+   con0: bpy.props.BoolProperty(name="Constriant 0",default=False)
+   mins: bpy.props.FloatVectorProperty(name="mins",size=3)
+   maxs: bpy.props.FloatVectorProperty(name="maxs",size=3)
+
+class CV_BONE_PANEL(bpy.types.Panel):
+   bl_label="Bone Config"
+   bl_idname="SCENE_PT_cv_bone"
+   bl_space_type='PROPERTIES'
+   bl_region_type='WINDOW'
+   bl_context='bone'
+
+   def draw(_,context):
+      active_object = context.active_object
+      if active_object == None: return
+
+      bone = active_object.data.bones.active
+      if bone == None: return
+
+      _.layout.prop( bone.cv_data, "collider" )
+      _.layout.prop( bone.cv_data, "v0" )
+      _.layout.prop( bone.cv_data, "v1" )
+
+      _.layout.label( text="Angle Limits" )
+      _.layout.prop( bone.cv_data, "con0" )
+      _.layout.prop( bone.cv_data, "mins" )
+      _.layout.prop( bone.cv_data, "maxs" )
+
+class CV_SCENE_SETTINGS(bpy.types.PropertyGroup):
+   use_hidden: bpy.props.BoolProperty( name="use hidden", default=False )
+
+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" )
+
+         mesh = active_object.data
+         _.layout.label( text=F"(i) Data is stored in {mesh.name}" )
+         _.layout.prop( mesh.cv_data, "v0" )
+
+      elif active_object.cv_data.classtype == 'k_classtype_car_path' or \
+           active_object.cv_data.classtype == 'k_classtype_route_node':
+         _.layout.prop( active_object.cv_data, "target" )
+         _.layout.prop( active_object.cv_data, "target1" )
+
+      elif active_object.cv_data.classtype == 'k_classtype_route':
+         _.layout.prop( active_object.cv_data, "target" )
+         _.layout.prop( active_object.cv_data, "colour" )
+
+      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" )
+      elif active_object.cv_data.classtype == 'k_classtype_capsule':
+         mesh = active_object.data
+         _.layout.label( text=F"(i) Data is stored in {mesh.name}" )
+         _.layout.prop( mesh.cv_data, "v0" )
+      elif active_object.cv_data.classtype == 'k_classtype_achievement_box':
+         _.layout.prop( active_object.cv_data, "strp" )
+         _.layout.prop( active_object.cv_data, "target" )
+      elif active_object.cv_data.classtype == 'k_classtype_audio':
+         _.layout.prop( active_object.cv_data, "strp" )
+         _.layout.prop( active_object.cv_data, "intp" )
+         _.layout.prop( active_object.cv_data, "fltp" )
+
+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.prop( context.scene.cv_data, "use_hidden")
+      layout.operator( "carve.compile_all" )
+
+def test_compile():
+   view_layer = bpy.context.view_layer
+   for col in view_layer.layer_collection.children["export"].children:
+      if not col.hide_viewport or bpy.context.scene.cv_data.use_hidden:
+         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, CV_SCENE_SETTINGS, CV_BONE_SETTINGS,\
+           CV_BONE_PANEL]
+
+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)
+   bpy.types.Scene.cv_data = bpy.props.PointerProperty(type=CV_SCENE_SETTINGS)
+   bpy.types.Bone.cv_data = bpy.props.PointerProperty(type=CV_BONE_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')