+#
+# Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+#
+
import bpy, math, gpu
import cProfile
from ctypes import *
from gpu_extras.batch import batch_for_shader
bl_info = {
- "name":"Carve exporter",
+ "name":"Skate Rift model compiler",
"author": "Harry Godden (hgn)",
- "version": (0,1),
+ "version": (0,2),
"blender":(3,1,0),
"location":"Export",
"descriptin":"",
"category":"Import/Export",
}
-class mdl_vert(Structure):
- _pack_ = 1
+class mdl_vert(Structure): # 48 bytes. Quite large. Could compress
+#{ # the normals and uvs to i16s. Not an
+ _pack_ = 1 # real issue, yet.
_fields_ = [("co",c_float*3),
("norm",c_float*3),
- ("colour",c_float*4),
- ("uv",c_float*2)]
+ ("uv",c_float*2),
+ ("colour",c_uint8*4),
+ ("weights",c_uint16*4),
+ ("groups",c_uint8*4)]
+#}
class mdl_submesh(Structure):
+#{
_pack_ = 1
_fields_ = [("indice_start",c_uint32),
("indice_count",c_uint32),
("vertex_count",c_uint32),
("bbx",(c_float*3)*2),
("material_id",c_uint32)] # index into the material array
+#}
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),
+ ("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)]
+#}
class mdl_header(Structure):
+#{
_pack_ = 1
_fields_ = [("identifier",c_uint32),
("version",c_uint32),
("file_length",c_uint32),
- ("vertex_count",c_uint32),
- ("vertex_offset",c_uint32),
+ ("pad0",c_uint32),
- ("indice_count",c_uint32),
- ("indice_offset",c_uint32),
+ ("node_count",c_uint32),
+ ("node_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),
+ ("entdata_size",c_uint32),
+ ("entdata_offset",c_uint32),
+
+ ("strings_size",c_uint32),
("strings_offset",c_uint32),
- ("entdata_offset",c_uint32)
- ]
+
+ ("keyframe_count",c_uint32),
+ ("keyframe_offset",c_uint32),
+
+ ("vertex_count",c_uint32),
+ ("vertex_offset",c_uint32),
+
+ ("indice_count",c_uint32),
+ ("indice_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
# ==========================================
+#
+# ctypes _fields_ defines the data which is filled in by:
+# def encode_obj( _, node, node_def ):
+#
+# gizmos get drawn into the viewport via:
+# @staticmethod
+# def editor_interface( object ):
+#
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)]
+ def encode_obj(_, node,node_def):
+ #{
+ node.classtype = 1
+
+ obj = node_def['obj']
+
+ if obj.cv_data.target != None:
+ _.target = obj.cv_data.target.cv_data.uid
+
+ if obj.type == 'MESH':
+ #{
+ _.dims[0] = obj.data.cv_data.v0[0]
+ _.dims[1] = obj.data.cv_data.v0[1]
+ _.dims[2] = obj.data.cv_data.v0[2]
+ #}
+ else:
+ #{
+ _.dims[0] = obj.cv_data.v0[0]
+ _.dims[1] = obj.cv_data.v0[1]
+ _.dims[2] = obj.cv_data.v0[2]
+ #}
+ #}
+#}
class classtype_spawn(Structure):
+#{
_pack_ = 1
- _fields_ = [("temp",c_uint32)]
+ _fields_ = [("pstr_alias",c_uint32)]
+
+ def encode_obj(_, node,node_def):
+ #{
+ node.classtype = 3
+ _.pstr_alias = encoder_process_pstr( node_def['obj'].cv_data.strp )
+ #}
+#}
class classtype_water(Structure):
+#{
_pack_ = 1
_fields_ = [("temp",c_uint32)]
-class classtype_car_path(Structure):
+ def encode_obj(_, node,node_def):
+ #{
+ node.classtype = 4
+ # no data, spooky
+ #}
+#}
+
+class classtype_route_node(Structure):
+#{
_pack_ = 1
_fields_ = [("target",c_uint32),
("target1",c_uint32)]
-class classtype_instance(Structure):
- _pack_ = 1
- _fields_ = [("pstr_file",c_uint32)]
+ def encode_obj(_, node,node_def):
+ #{
+ node.classtype = 8
+ obj = node_def['obj']
-class classtype_capsule(Structure):
+ if obj.cv_data.target != None:
+ _.target = obj.cv_data.target.cv_data.uid
+ if obj.cv_data.target1 != None:
+ _.target1 = obj.cv_data.target1.cv_data.uid
+ #}
+#}
+
+class classtype_route(Structure):
+#{
_pack_ = 1
- _fields_ = [("height",c_float),
- ("radius",c_float)]
+ _fields_ = [("id_start",c_uint32),
+ ("colour",c_float*3)]
-class classtype_route_node(Structure):
+ def encode_obj(_, node,node_def):
+ #{
+ node.classtype = 9
+ obj = node_def['obj']
+
+ _.colour[0] = obj.cv_data.colour[0]
+ _.colour[1] = obj.cv_data.colour[1]
+ _.colour[2] = obj.cv_data.colour[2]
+
+ if obj.cv_data.target != None:
+ _.id_start = obj.cv_data.target.cv_data.uid
+ #}
+#}
+
+class classtype_skin(Structure):
+#{
_pack_ = 1
- _fields_ = [("target",c_uint32),
- ("target1",c_uint32)]
+ _fields_ = [("skeleton",c_uint32)]
-class classtype_route(Structure):
+ def encode_obj(_, node,node_def):
+ #{
+ node.classtype = 12
+
+ armature_def = node_def['linked_armature']
+ _.skeleton = armature_def['obj'].cv_data.uid
+ #}
+#}
+
+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)]
+
+ def encode_obj(_, node,node_def):
+ #{
+ node.classtype = 11
+
+ _.channels = len( node_def['bones'] )
+ _.ik_count = node_def['ik_count']
+ _.collider_count = node_def['collider_count']
+ _.anim_start = node_def['anim_start']
+ _.anim_count = node_def['anim_count']
+ #}
+#}
+
+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)]
+
+ def encode_obj(_, node,node_def):
+ #{
+ node.classtype = 10
+
+ armature_def = node_def['linked_armature']
+ obj = node_def['bone']
+
+ _.deform = node_def['deform']
+
+ if 'ik_target' in node_def:
+ #{
+ _.ik_target = armature_def['bones'].index( node_def['ik_target'] )
+ _.ik_pole = armature_def['bones'].index( node_def['ik_pole'] )
+ #}
+
+ # For ragdolls
+ #
+ if obj.cv_data.collider:
+ #{
+ _.collider = 1
+ _.hitbox[0][0] = obj.cv_data.v0[0]
+ _.hitbox[0][1] = obj.cv_data.v0[2]
+ _.hitbox[0][2] = -obj.cv_data.v1[1]
+ _.hitbox[1][0] = obj.cv_data.v1[0]
+ _.hitbox[1][1] = obj.cv_data.v1[2]
+ _.hitbox[1][2] = -obj.cv_data.v0[1]
+ #}
+
+ if obj.cv_data.con0:
+ #{
+ _.use_limits = 1
+ _.angle_limits[0][0] = obj.cv_data.mins[0]
+ _.angle_limits[0][1] = obj.cv_data.mins[2]
+ _.angle_limits[0][2] = -obj.cv_data.maxs[1]
+ _.angle_limits[1][0] = obj.cv_data.maxs[0]
+ _.angle_limits[1][1] = obj.cv_data.maxs[2]
+ _.angle_limits[1][2] = -obj.cv_data.mins[1]
+ #}
+ #}
+#}
+
+
+# TO BE REPLACED
+#
+class classtype_achievement_box(Structure):
+#{
_pack_ = 1
_fields_ = [("pstr_name",c_uint32),
- ("id_start",c_uint32),
- ("colour",c_float*3)]
+ ("trigger",c_uint32)]
-# Exporter
-# ==============================================================================
-
-def write_model(name):
- print( F"Create mode {name}" )
-
- header = mdl_header()
- header.identifier = 0xABCD0000
- header.version = 0
- header.vertex_count = 0
- header.indice_count = 0
- header.submesh_count = 0
- header.node_count = 0
- header.material_count = 0
- header.file_length = 0
-
- mesh_cache = {}
- string_cache = {}
- material_cache = {}
+ def encode_obj(_, node,node_def ):
+ #{
+ node.classtype = 0
+ #}
+#}
- 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]
+class classtype_audio(Structure):
+#{
+ _pack_ = 1
+ _fields_ = [("pstr_file",c_uint32),
+ ("flags",c_uint32),
+ ("volume",c_float)]
- def emplace_material( mat ):
- nonlocal material_cache, material_buffer
+ def encode_obj(_, node,node_def ):
+ #{
+ node.classtype = 14
- if mat.name in material_cache:
- return material_cache[mat.name]
+ obj = node_def['obj']
+
+ _.pstr_file = encoder_process_pstr( obj.cv_data.strp )
+ _.flags = obj.cv_data.intp
+ _.volume = obj.cv_data.fltp
+ #}
+
+ @staticmethod
+ def editor_interface(yada):
+ #{
+ pass
+ #}
+
+ @staticmethod
+ def draw_scene_helpers(yada):
+ #{
+ pass
+ #}
+#}
+
+
+# Current encoder state
+#
+g_encoder = None
+
+
+# Reset encoder
+#
+def encoder_init():
+#{
+ global g_encoder
+
+ g_encoder = \
+ {
+ # The actual file header
+ #
+ 'header': mdl_header(),
- material_cache[mat.name] = header.material_count
- dest = mdl_material()
- dest.pstr_name = emplace_string( mat.name )
- material_buffer += [dest]
+ # Compiled data chunks (each can be read optionally by the client)
+ #
+ 'data':
+ {
+ #1---------------------------------
+ 'node': [], # Metadata 'chunk'
+ 'submesh': [],
+ 'material': [],
+ 'anim': [],
+ 'entdata': bytearray(), # variable width
+ 'strings': bytearray(), # .
+ #2---------------------------------
+ 'keyframe': [], # Animations
+ #3---------------------------------
+ 'vertex': [], # Mesh data
+ 'indice': [],
+ },
+
+ # All objects of the model in their final heirachy
+ #
+ "uid_count": 1,
+ "scene_graph":{},
+ "graph_lookup":{},
+
+ # Allows us to reuse definitions
+ #
+ 'string_cache':{},
+ 'mesh_cache': {},
+ 'material_cache': {},
+ }
- header.material_count += 1
- return material_cache[mat.name]
+ g_encoder['header'].identifier = 0xABCD0000
+ g_encoder['header'].version = 1
- # Create root or empty node and materials
+ # Add fake NoneID material
#
- none_material = c_uint32(69)
+ none_material = c_uint32(1234)
none_material.name = ""
- emplace_material( none_material )
+ encoder_process_material( none_material )
+ # Add root node
+ #
root = mdl_node()
root.co[0] = 0
root.co[1] = 0
root.s[0] = 1
root.s[1] = 1
root.s[2] = 1
- root.pstr_name = emplace_string('')
+ root.pstr_name = encoder_process_pstr('')
root.submesh_start = 0
root.submesh_count = 0
root.offset = 0
root.classtype = 0
- node_buffer += [root]
+ root.parent = 0xffffffff
- # Do exporting
- #
- print( " assigning ids" )
- collection = bpy.data.collections[name]
+ g_encoder['data']['node'] += [root]
+#}
+
+
+# fill with 0x00 until a multiple of align. Returns how many bytes it added
+#
+def bytearray_align_to( buffer, align, offset=0 ):
+#{
+ count = 0
+
+ while ((len(buffer)+offset) % align) != 0:
+ #{
+ buffer.extend( b'\0' )
+ count += 1
+ #}
+
+ return count
+#}
+
+# Add a string to the string buffer except if it already exists there then we
+# just return its ID.
+#
+def encoder_process_pstr( s ):
+#{
+ global g_encoder
+
+ cache = g_encoder['string_cache']
+
+ if s in cache:
+ return cache[s]
- header.node_count = 1
- for obj in collection.all_objects:
- obj.cv_data.uid = header.node_count
- header.node_count += 1
+ cache[s] = len( g_encoder['data']['strings'] )
+
+ buffer = g_encoder['data']['strings']
+ buffer.extend( s.encode('utf-8') )
+ buffer.extend( b'\0' )
+
+ bytearray_align_to( buffer, 4 )
+ return cache[s]
+#}
+
+# Add a material to the material buffer. Returns 0 (None ID) if invalid
+#
+def encoder_process_material( mat ):
+#{
+ global g_encoder
+
+ if mat == None:
+ return 0
+
+ cache = g_encoder['material_cache']
+ buffer = g_encoder['data']['material']
+
+ if mat.name in cache:
+ return cache[mat.name]
+
+ cache[mat.name] = len( buffer )
+
+ dest = mdl_material()
+ dest.pstr_name = encoder_process_pstr( mat.name )
+ buffer += [dest]
+
+ return cache[mat.name]
+#}
+
+# Create a tree structure containing all the objects in the collection
+#
+def encoder_build_scene_graph( collection ):
+#{
+ global g_encoder
+
+ print( " creating scene graph" )
+
+ # initialize root
+ #
+ graph = g_encoder['scene_graph']
+ graph_lookup = g_encoder['graph_lookup']
+ graph["obj"] = None
+ graph["depth"] = 0
+ graph["children"] = []
+ graph["uid"] = 0
+ graph["parent"] = None
+
+ def _new_uid():
+ #{
+ global g_encoder
+ uid = g_encoder['uid_count']
+ g_encoder['uid_count'] += 1
+ return uid
+ #}
- print( " compiling data" )
for obj in collection.all_objects:
- print( F" [{obj.cv_data.uid}/{header.node_count-1}] {obj.name}" )
+ #{
+ if obj.parent: continue
+
+ def _extend( p, n, d ):
+ #{
+ uid = _new_uid()
+ tree = {}
+ tree["uid"] = uid
+ tree["children"] = []
+ tree["depth"] = d
+ tree["obj"] = n
+ tree["parent"] = p
+ n.cv_data.uid = uid
+
+ # Descend into amature
+ #
+ if n.type == 'ARMATURE':
+ #{
+ tree["bones"] = [None] # None is the root transform
+ tree["ik_count"] = 0
+ tree["collider_count"] = 0
+
+ # Here also collects some information about constraints, ik and
+ # counts colliders for the armature.
+ #
+ def _extendb( p, n, d ):
+ #{
+ nonlocal tree
+
+ btree = {}
+ btree["bone"] = n
+ btree["linked_armature"] = tree
+ btree["uid"] = _new_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["ik_target"] = c.subtarget
+ btree["ik_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 )
+ #}
+ #}
+
+ # Recurse into children of this object
+ #
+ for obj1 in n.children:
+ #{
+ nonlocal collection
+ for c1 in obj1.users_collection:
+ #{
+ if c1 == collection:
+ #{
+ _extend( tree, obj1, d+1 )
+ break
+ #}
+ #}
+ #}
- 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]
+ p["children"] += [tree]
+ graph_lookup[n] = tree
+
+ #}
+
+ _extend( graph, obj, 1 )
+
+ #}
+#}
+
+
+# Kind of a useless thing i made but it looks cool and adds complexity!!1
+#
+def encoder_graph_iterator( root ):
+#{
+ for c in root['children']:
+ #{
+ yield c
+ yield from encoder_graph_iterator(c)
+ #}
+#}
+
+
+# Push a vertex into the model file, or return a cached index (c_uint32)
+#
+def encoder_vertex_push( vertex_reference, co,norm,uv,colour,groups,weights ):
+#{
+ global g_encoder
+ buffer = g_encoder['data']['vertex']
+
+ TOLERENCE = 4
+ m = float(10**TOLERENCE)
+
+ # Would be nice to know if this can be done faster than it currently runs,
+ # its quite slow.
+ #
+ 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]*m+0.5, # these guys are already quantized
+ colour[1]*m+0.5, # .
+ colour[2]*m+0.5, # .
+ colour[3]*m+0.5, # .
+ weights[0]*m+0.5, # v
+ weights[1]*m+0.5,
+ weights[2]*m+0.5,
+ weights[3]*m+0.5,
+ groups[0]*m+0.5,
+ groups[1]*m+0.5,
+ groups[2]*m+0.5,
+ groups[3]*m+0.5)
+
+ if key in vertex_reference:
+ return vertex_reference[key]
+ else:
+ #{
+ index = c_uint32( len(vertex_reference) )
+ vertex_reference[key] = 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]
+
+ buffer += [v]
+ return index
+ #}
+#}
+
+
+# Compile a mesh (or use one from the cache) onto node, based on node_def
+# No return value
+#
+def encoder_compile_mesh( node, node_def ):
+#{
+ global g_encoder
+
+ graph = g_encoder['scene_graph']
+ graph_lookup = g_encoder['graph_lookup']
+ mesh_cache = g_encoder['mesh_cache']
+ obj = node_def['obj']
+ armature_def = None
+ can_use_cache = True
+
+ # Check for modifiers that typically change the data per-instance
+ # there is no well defined rule for the choices here, its just what i've
+ # needed while producing the game.
+ #
+ # It may be possible to detect these cases automatically.
+ #
+ 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':
+ armature_def = graph_lookup[mod.object]
+
+ # Check the cache first
+ #
+ 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
+ return
+ #}
+
+ # Compile a whole new mesh
+ #
+ node.submesh_start = len( g_encoder['data']['submesh'] )
+ node.submesh_count = 0
+
+ default_mat = c_uint32(12345)
+ default_mat.name = ""
+
+ dgraph = bpy.context.evaluated_depsgraph_get()
+ data = obj.evaluated_get(dgraph).data
+ data.calc_loop_triangles()
+ data.calc_normals_split()
+
+ # Mesh is split into submeshes based on their material
+ #
+ 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 = len( g_encoder['data']['indice'] )
+ sm.vertex_start = len( g_encoder['data']['vertex'] )
+ sm.vertex_count = 0
+ sm.indice_count = 0
+ sm.material_id = encoder_process_material( mat )
+
+ for i in range(3):
+ #{
+ sm.bbx[0][i] = 999999
+ sm.bbx[1][i] = -999999
+ #}
- 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 )
+ # Keep a reference to very very very similar vertices
+ #
+ vertex_reference = {}
- # Process entity data
+ # Write the vertex / indice data
#
- node.offset = entdata_length
- classtype = obj.cv_data.classtype
+ for tri_index, tri in enumerate(data.loop_triangles):
+ #{
+ if tri.material_index != material_id:
+ continue
- if classtype == 'k_classtype_gate':
- node.classtype = 1
- entdata_length += sizeof( classtype_gate )
+ for j in range(3):
+ #{
+ vert = data.vertices[tri.vertices[j]]
+ li = tri.loops[j]
+ vi = data.loops[li].vertex_index
+
+ # Gather vertex information
+ #
+ 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]
+
+ # Uvs
+ #
+ if data.uv_layers:
+ uv = data.uv_layers.active.data[li].uv
+
+ # Vertex Colours
+ #
+ 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: truncates to the 3 with the most influence. The
+ # fourth bone ID is never used by the shader so it is
+ # always 0
+ #
+ 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 )
+ #}
+ #}
+
+ # Add vertex and expand bound box
+ #
+ index = encoder_vertex_push( vertex_reference, co, \
+ norm, \
+ uv, \
+ colour, \
+ groups, \
+ weights )
+ g_encoder['data']['indice'] += [index]
+ #}
+ #}
+
+ # How many unique verts did we add in total
+ #
+ sm.vertex_count = len(g_encoder['data']['vertex']) - sm.vertex_start
+ sm.indice_count = len(g_encoder['data']['indice']) - sm.indice_start
+
+ # Make sure bounding box isn't -inf -> inf if no vertices
+ #
+ if sm.vertex_count == 0:
+ for j in range(2):
+ for i in range(3):
+ sm.bbx[j][i] = 0
+ else:
+ #{
+ for j in range(sm.vertex_count):
+ #{
+ vert = g_encoder['data']['vertex'][ sm.vertex_start + j ]
- gate = classtype_gate()
- gate.target = 0
- if obj.cv_data.target != None:
- gate.target = obj.cv_data.target.cv_data.uid
+ for i in range(3):
+ #{
+ sm.bbx[0][i] = min( sm.bbx[0][i], vert.co[i] )
+ sm.bbx[1][i] = max( sm.bbx[1][i], vert.co[i] )
+ #}
+ #}
+ #}
+
+ # Add submesh to encoder
+ #
+ g_encoder['data']['submesh'] += [sm]
+ node.submesh_count += 1
+
+ #}
+
+ # Save a reference to this node since we want to reuse the submesh indices
+ # later.
+ g_encoder['mesh_cache'][obj.data.name] = node
+#}
+
+
+def encoder_compile_ent_as( name, node, node_def ):
+#{
+ global g_encoder
+
+ if name == 'classtype_none':
+ #{
+ node.offset = 0
+ node.classtype = 0
+ return
+ #}
+ elif name not in globals():
+ #{
+ print( "Classtype '" +name + "' is unknown!" )
+ return
+ #}
+
+ buffer = g_encoder['data']['entdata']
+ node.offset = len(buffer)
+
+ cl = globals()[ name ]
+ inst = cl()
+ inst.encode_obj( node, node_def )
+
+ buffer.extend( bytearray(inst) )
+ bytearray_align_to( buffer, 4 )
+#}
+
+# Compiles animation data into model and gives us some extra node_def entries
+#
+def encoder_compile_armature( node, node_def ):
+#{
+ global g_encoder
+
+ entdata = g_encoder['data']['entdata']
+ animdata = g_encoder['data']['anim']
+ keyframedata = g_encoder['data']['keyframe']
+ mesh_cache = g_encoder['mesh_cache']
+ obj = node_def['obj']
+ bones = node_def['bones']
+
+ # extra info
+ node_def['anim_start'] = len(animdata)
+ node_def['anim_count'] = 0
+
+ # Compile anims
+ #
+ if obj.animation_data:
+ #{
+ # So we can restore later
+ #
+ previous_frame = bpy.context.scene.frame_current
+ previous_action = obj.animation_data.action
+ POSE_OR_REST_CACHE = obj.data.pose_position
+ obj.data.pose_position = 'POSE'
+
+ for NLALayer in obj.animation_data.nla_tracks:
+ #{
+ for NLAStrip in NLALayer.strips:
+ #{
+ # set active
+ #
+ for a in bpy.data.actions:
+ #{
+ if a.name == NLAStrip.name:
+ #{
+ obj.animation_data.action = a
+ break
+ #}
+ #}
+
+ # Clip to NLA settings
+ #
+ anim_start = int(NLAStrip.action_frame_start)
+ anim_end = int(NLAStrip.action_frame_end)
- 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
- 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]
- elif obj.is_instancer:
- target = obj.instance_collection
-
- node.classtype = 6
- 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
- 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
- entdata_length += sizeof( classtype_route )
- r = classtype_route()
- r.pstr_name = emplace_string("not-implemented")
- 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
+ # Export strips
+ #
+ anim = mdl_animation()
+ anim.pstr_name = encoder_process_pstr( NLAStrip.action.name )
+ anim.rate = 30.0
+ anim.offset = len(keyframedata)
+ anim.length = anim_end-anim_start
+
+ # Export the keyframes
+ for frame in range(anim_start,anim_end):
+ #{
+ bpy.context.scene.frame_set(frame)
+
+ for bone_name in bones:
+ #{
+ for pb in obj.pose.bones:
+ #{
+ if pb.name != bone_name: continue
+
+ rb = obj.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]
- # Process meshes
+ keyframedata += [kf]
+ break
+ #}
+ #}
+ #}
+
+ # Add to animation buffer
+ #
+ animdata += [anim]
+ node_def['anim_count'] += 1
+
+ # Report progress
+ #
+ status_name = F" " + " |"*(node_def['depth']-1)
+ print( F"{status_name} | *anim: {NLAStrip.action.name}" )
+ #}
+ #}
+
+ # Restore context to how it was before
#
- node.submesh_start = header.submesh_count
- node.submesh_count = 0
+ bpy.context.scene.frame_set( previous_frame )
+ obj.animation_data.action = previous_action
+ obj.data.pose_position = POSE_OR_REST_CACHE
+ #}
+#}
+
+# We are trying to compile this node_def
+#
+def encoder_process_definition( node_def ):
+#{
+ global g_encoder
+
+ # data sources for object/bone are taken differently
+ #
+ if 'obj' in node_def:
+ #{
+ obj = node_def['obj']
+ obj_type = obj.type
+ obj_co = obj.location
+
+ if obj_type == 'ARMATURE':
+ obj_classtype = 'classtype_skeleton'
+ else:
+ #{
+ obj_classtype = obj.cv_data.classtype
- if obj.type == 'MESH':
- default_mat = c_uint32(69)
- default_mat.name = ""
-
- # Dont use the cache if we have modifiers that affect the normals
+ # Check for armature deform
#
- use_cache = True
for mod in obj.modifiers:
- if mod.type == 'DATA_TRANSFER':
- use_cache = False
-
- if 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
- node_buffer += [node]
- continue
+ #{
+ if mod.type == 'ARMATURE':
+ #{
+ obj_classtype = 'classtype_skin'
+
+ # Make sure to freeze armature in rest while we collect
+ # vertex information
+ #
+ armature_def = g_encoder['graph_lookup'][mod.object]
+ POSE_OR_REST_CACHE = armature_def['obj'].data.pose_position
+ armature_def['obj'].data.pose_position = 'REST'
+ node_def['linked_armature'] = armature_def
+ break
+ #}
+ #}
+ #}
+ #}
+
+ elif 'bone' in node_def:
+ #{
+ obj = node_def['bone']
+ obj_type = 'BONE'
+ obj_co = obj.head_local
+ obj_classtype = 'classtype_bone'
+ #}
+
+ # Create node
+ #
+ node = mdl_node()
+ node.pstr_name = encoder_process_pstr( obj.name )
- dgraph = bpy.context.evaluated_depsgraph_get()
- data = obj.evaluated_get(dgraph).data
- data.calc_loop_triangles()
- data.calc_normals_split()
+ if node_def["parent"]:
+ node.parent = node_def["parent"]["uid"]
+
+ # Setup transform
+ #
+ node.co[0] = obj_co[0]
+ node.co[1] = obj_co[2]
+ node.co[2] = -obj_co[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]
+
+ # Bone scale is just a vector to the tail
+ #
+ if obj_type == '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]
+ #}
+
+ # Report status
+ #
+ tot_uid = g_encoder['uid_count']-1
+ obj_uid = node_def['uid']
+ obj_depth = node_def['depth']-1
- mat_list = data.materials if len(data.materials) > 0 else [default_mat]
- for material_id, mat in enumerate(mat_list):
- mref = {}
+ status_id = F" [{obj_uid: 3}/{tot_uid}]" + " |"*obj_depth
+ status_name = status_id + F" L {obj.name}"
- 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 )
+ if obj_classtype != 'classtype_none': status_type = obj_classtype
+ else: status_type = obj_type
- for i in range(3):
- sm.bbx[0][i] = 999999
- sm.bbx[1][i] = -999999
+ status_parent = F"{node.parent: 3}"
+ status_armref = ""
- boffa = {}
+ if obj_classtype == 'classtype_skin':
+ status_armref = F" [armature -> {armature_def['obj'].cv_data.uid}]"
- # Write the vertex / indice data
- #
- for tri_index, tri in enumerate(data.loop_triangles):
- if tri.material_index != material_id:
- continue
+ print(F"{status_name:<32} {status_type:<22} {status_parent} {status_armref}")
- for j in range(3):
- vert = data.vertices[tri.vertices[j]]
- li = tri.loops[j]
-
- co = vert.co
- norm = data.loops[li].normal
- uv = (0,0)
- colour = (1,1,1,1)
- if data.uv_layers:
- 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]]
- 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]
- 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
- node_buffer += [node]
-
- # Write data arrays
- #
- print( "Writing data" )
- fpos = sizeof(header)
+ # Process mesh if needed
+ #
+ if obj_type == 'MESH':
+ #{
+ encoder_compile_mesh( node, node_def )
+ #}
+ elif obj_type == 'ARMATURE':
+ #{
+ encoder_compile_armature( node, node_def )
+ #}
- header.node_offset = fpos
- fpos += sizeof(mdl_node)*header.node_count
+ encoder_compile_ent_as( obj_classtype, node, node_def )
- header.submesh_offset = fpos
- fpos += sizeof(mdl_submesh)*header.submesh_count
+ # Make sure to reset the armature we just mucked about with
+ #
+ if obj_classtype == 'classtype_skin':
+ armature_def['obj'].data.pose_position = POSE_OR_REST_CACHE
- header.material_offset = fpos
- fpos += sizeof(mdl_material)*header.material_count
+ g_encoder['data']['node'] += [node]
+#}
- header.entdata_offset = fpos
- fpos += entdata_length
+# The post processing step or the pre processing to the writing step
+#
+def encoder_write_to_file( path ):
+#{
+ global g_encoder
+
+ # Compile down to a byte array
+ #
+ header = g_encoder['header']
+ file_pos = sizeof(header)
+ file_data = bytearray()
+ print( " Compositing data arrays" )
+
+ for array_name in g_encoder['data']:
+ #{
+ file_pos += bytearray_align_to( file_data, 16, sizeof(header) )
+ arr = g_encoder['data'][array_name]
- header.vertex_offset = fpos
- fpos += sizeof(mdl_vert)*header.vertex_count
+ setattr( header, array_name + "_offset", file_pos )
- header.indice_offset = fpos
- fpos += sizeof(c_uint32)*header.indice_count
+ print( F" {array_name:<16} @{file_pos:> 8X}[{len(arr)}]" )
- header.strings_offset = fpos
- fpos += len(strings_buffer)
+ if isinstance( arr, bytearray ):
+ #{
+ setattr( header, array_name + "_size", len(arr) )
- header.file_length = fpos
+ file_data.extend( arr )
+ file_pos += len(arr)
+ #}
+ else:
+ #{
+ setattr( header, array_name + "_count", len(arr) )
+
+ for item in arr:
+ #{
+ bbytes = bytearray(item)
+ file_data.extend( bbytes )
+ file_pos += sizeof(item)
+ #}
+ #}
+ #}
+
+ # This imperitive for this field to be santized in the future!
+ #
+ header.file_length = file_pos
- fp = open(F"/home/harry/Documents/carve/models_src/{name}.mdl", "wb")
+ print( " Writing file" )
+ # Write header and data chunk to file
+ #
+ fp = open( path, "wb" )
fp.write( bytearray( header ) )
-
- 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.write( file_data )
fp.close()
+#}
+
+# Main compiler, uses string as the identifier for the collection
+#
+def write_model(collection_name):
+#{
+ global g_encoder
+ print( F"Model graph | Create mode '{collection_name}'" )
+
+ collection = bpy.data.collections[collection_name]
+
+ encoder_init()
+ encoder_build_scene_graph( collection )
+
+ # Compile
+ #
+ print( " Comping objects" )
+ it = encoder_graph_iterator( g_encoder['scene_graph'] )
+ for node_def in it:
+ encoder_process_definition( node_def )
+
+ # Write
+ #
+ # TODO HOLY
+ path = F"/home/harry/Documents/carve/models_src/{collection_name}.mdl"
+ encoder_write_to_file( path )
+
+ print( F"Completed {collection_name}.mdl" )
+#}
- print( F"Completed {name}.mdl" )
# Clicky clicky GUI
# ------------------------------------------------------------------------------
colours += [c0,c1]
for obj in bpy.context.collection.objects:
-
- if obj.cv_data.classtype == 'k_classtype_gate':
+ 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 == 'classtype_gate':
if obj.type == 'MESH':
dims = obj.data.cv_data.v0
else:
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':
+ elif obj.cv_data.classtype == '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:
obj.matrix_world.to_quaternion() @ Vector((0,0,-6+1.5))
drawbline( obj.location, p1, sw,sw2 )
+ elif obj.cv_data.classtype == '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)]
- elif obj.cv_data.classtype == 'k_classtype_block':
+ 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 == 'classtype_block':
a = obj.data.cv_data.v0
b = obj.data.cv_data.v1
verts += [(v1[0],v1[1],v1[2])]
colours += [(1,1,0,1),(1,1,0,1)]
- elif obj.cv_data.classtype == 'k_classtype_capsule':
+ elif obj.cv_data.classtype == 'classtype_capsule':
h = obj.data.cv_data.v0[0]
r = obj.data.cv_data.v0[1]
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':
+ elif obj.cv_data.classtype == 'classtype_spawn':
vs = [None]*4
vs[0] = obj.matrix_world @ Vector((0,0,0))
vs[1] = obj.matrix_world @ Vector((0,2,0))
verts += [(v1[0],v1[1],v1[2])]
colours += [(0,1,1,1),(0,1,1,1)]
- elif obj.cv_data.classtype == 'k_classtype_route':
+ elif obj.cv_data.classtype == 'classtype_route':
vs = [None]*2
vs[0] = obj.location
vs[1] = obj.cv_data.target.location
targets = [None,None]
targets[0] = node.cv_data.target
- if node.cv_data.classtype == 'k_classtype_route_node':
+ if node.cv_data.classtype == 'classtype_route_node':
targets[1] = node.cv_data.target1
nextnode = targets[stack_i[si-1]]
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':
+ if stack[sj].cv_data.classtype == 'classtype_gate' and \
+ stack[sk].cv_data.classtype == 'classtype_gate':
dist = (stack[sj].location-stack[sk].location).magnitude
drawsbpath( stack[sj], stack[sk], cc*0.4, cc, dist, dist )
course_count += 1
- elif obj.cv_data.classtype == 'k_classtype_car_path':
+ elif obj.cv_data.classtype == '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) )
def cv_poll_target(scene, obj):
if obj == bpy.context.active_object:
return False
- if obj.cv_data.classtype == 'k_classtype_none':
+ if obj.cv_data.classtype == 'classtype_none':
return False
return True
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", \
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_capsule', "k_classtype_capsule", "", 7 ),
- ('k_classtype_route_node', "k_classtype_route_node", "", 8 ),
- ('k_classtype_route', "k_classtype_route", "", 9 )
+ ('classtype_none', "classtype_none", "", 0),
+ ('classtype_gate', "classtype_gate", "", 1),
+ ('classtype_block', "classtype_block", "", 2),
+ ('classtype_spawn', "classtype_spawn", "", 3),
+ ('classtype_water', "classtype_water", "", 4),
+ ('classtype_car_path', "classtype_car_path", "", 5),
+ ('classtype_INSTANCE', "","", 6 ),
+ ('classtype_capsule', "classtype_capsule", "", 7 ),
+ ('classtype_route_node', "classtype_route_node", "", 8 ),
+ ('classtype_route', "classtype_route", "", 9 ),
+ ('classtype_bone',"classtype_bone","",10),
+ ('classtype_SKELETON', "","", 11 ),
+ ('classtype_SKIN',"","",12),
+ ('classtype_achievement_box',"classtype_achievement_box","",13),
+ ('classtype_audio',"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"
def draw(_,context):
active_object = bpy.context.active_object
if active_object == None: return
+ if active_object.type == 'ARMATURE':
+ #{
+ row = _.layout.row()
+ row.enabled = False
+ row.label( text="This object has the intrinsic classtype of skeleton" )
+ return
+ #}
+
_.layout.prop( active_object.cv_data, "classtype" )
- if active_object.cv_data.classtype == 'k_classtype_gate':
+ if active_object.cv_data.classtype == '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':
+ elif active_object.cv_data.classtype == 'classtype_car_path' or \
+ active_object.cv_data.classtype == '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':
+ elif active_object.cv_data.classtype == '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':
+ elif active_object.cv_data.classtype == 'classtype_block':
mesh = active_object.data
_.layout.label( text=F"(i) Data is stored in {mesh.name}" )
_.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':
+ elif active_object.cv_data.classtype == '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 == 'classtype_achievement_box':
+ _.layout.prop( active_object.cv_data, "strp" )
+ _.layout.prop( active_object.cv_data, "target" )
+ elif active_object.cv_data.classtype == '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"
def draw(_, context):
layout = _.layout
+ layout.prop( context.scene.cv_data, "use_hidden")
layout.operator( "carve.compile_all" )
def test_compile():
- for col in bpy.data.collections["export"].children:
- write_model( col.name )
+ 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"
return {'FINISHED'}
classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\
- CV_MESH_SETTINGS]
+ CV_MESH_SETTINGS, CV_SCENE_SETTINGS, CV_BONE_SETTINGS,\
+ CV_BONE_PANEL]
def register():
global cv_view_draw_handler
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')