stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / blender_export.py
index 05f2b6ffc833747ef8d2d9b90b2e5a625a940b21..afb0f78c41c3432db71699bcdb87044aa6604ce4 100644 (file)
@@ -1,17 +1,26 @@
-import bpy, math
+import bpy, math, gpu
 from ctypes import *
+from gpu_extras.batch import batch_for_shader
+
+bl_info = {
+   "name":"Carve exporter",
+   "author": "Harry Godden (hgn)",
+   "version": (0,1),
+   "blender":(3,1,0),
+   "location":"Export",
+   "descriptin":"",
+   "warning":"",
+   "wiki_url":"",
+   "category":"Import/Export",
+}
 
 class model(Structure):
    _pack_ = 1
    _fields_ = [("identifier",c_uint32),
                ("vertex_count",c_uint32),
                ("indice_count",c_uint32),
-               ("layer_count",c_uint32)]
-
-class sdf_primative(Structure):
-   _pack_ = 1
-   _fields_ = [("origin",c_float*4),
-               ("info",c_float*4)]
+               ("layer_count",c_uint32),
+               ("marker_count",c_uint32)]
 
 class submodel(Structure):
    _pack_ = 1
@@ -20,8 +29,22 @@ class submodel(Structure):
                ("vertex_start",c_uint32),
                ("vertex_count",c_uint32),
                ("bbx",(c_float*3)*2),
-               ("sdf",sdf_primative),
-               ("sdf_type",c_int32),
+               ("pivot",c_float*3),
+               ("q",c_float*4),
+               ("name",c_char*32),
+               ("material",c_char*32)]
+
+class classtype_gate(Structure):
+   _pack_ = 1
+   _fields_ = [("target",c_uint32)]
+
+class marker(Structure):
+   _pack_ = 1
+   _fields_ = [("co",c_float*3),
+               ( "q",c_float*4),
+               ( "s",c_float*3),
+               ("classtype",c_uint32),
+               ("offset",c_uint32),
                ("name",c_char*32)]
 
 class model_vert(Structure):
@@ -31,10 +54,16 @@ class model_vert(Structure):
                ("colour",c_float*4),
                ("uv",c_float*2)]
 
-def fixed_string(dest,string):
-   return
-   for i in range(len(string)):
-      dest[i] = string[i]
+def submesh_set_transform( sm, obj ):
+   sm.pivot[0] =  obj.matrix_world.translation[0]
+   sm.pivot[1] =  obj.matrix_world.translation[2]
+   sm.pivot[2] = -obj.matrix_world.translation[1]
+
+   quat = obj.matrix_world.to_quaternion()
+   sm.q[0] =  quat[1]
+   sm.q[1] =  quat[3]
+   sm.q[2] = -quat[2]
+   sm.q[3] =  quat[0]
 
 def write_model(name):
    fp = open(F"/home/harry/Documents/carve/models/{name}.mdl", "wb")
@@ -45,99 +74,318 @@ def write_model(name):
    header.vertex_count = 0
    header.indice_count = 0
    header.layer_count = 0
-
+   header.marker_count = 1
+   
+   mesh_cache = {}
    layers = []
    vertex_buffer = []
    indice_buffer = []
 
+   print( F"Create mode {name}" )
+
+   rootmarker = marker()
+   rootmarker.co[0] = 0
+   rootmarker.co[1] = 0
+   rootmarker.co[2] = 0
+   rootmarker.q[0] = 0
+   rootmarker.q[1] = 0
+   rootmarker.q[2] = 0
+   rootmarker.q[3] = 1
+   rootmarker.s[0] = 1
+   rootmarker.s[1] = 1
+   rootmarker.s[2] = 1
+   rootmarker.name = "".encode('utf-8')
+   rootmarker.offset = 0
+   rootmarker.classtype = 0
+
+   markers = [ rootmarker ] # aka entities
+   entdata_structs = []
+   entdata_offset = 0
+
+   entity_count = 1
+
+   for obj in collection.objects:
+      if obj.type == 'EMPTY':
+         obj.cv_data.uid = entity_count
+         entity_count += 1
+
    for obj in collection.objects:
-      if obj.type == 'MESH':
+      if obj.type == 'EMPTY':
+         mk = marker()
+         mk.co[0] =  obj.location[0]
+         mk.co[1] =  obj.location[2]
+         mk.co[2] = -obj.location[1]
+         
+         # Convert rotation quat to our space type
+         quat = obj.matrix_world.to_quaternion()
+         mk.q[0] =  quat[1]
+         mk.q[1] =  quat[3]
+         mk.q[2] = -quat[2]
+         mk.q[3] =  quat[0]
+         
+         mk.s[0] = obj.scale[0]
+         mk.s[1] = obj.scale[2]
+         mk.s[2] = obj.scale[1]
+         mk.name = obj.name.encode('utf-8')
+         mk.offset = entdata_offset
+
+         classtype = obj.cv_data.classtype
+
+         if classtype == 'k_classtype_gate':
+            mk.classtype = 1
+            entdata_offset += sizeof( classtype_gate )
+
+            gate = classtype_gate()
+            gate.target = 0
+            if obj.cv_data.target != None:
+               gate.target = obj.cv_data.target.cv_data.uid
+
+            entdata_structs += [gate]
+
+         elif classtype == 'k_thingummybob':
+            pass
+
+         markers += [mk]
+         header.marker_count += 1
+
+      elif obj.type == 'MESH':
+         default_mat = c_uint32(69)
+         default_mat.name = ""
+
+         if obj.data.name in mesh_cache:
+            ref = mesh_cache[obj.data.name]
+            for material_id, mref in enumerate(ref['sm']):
+               print(F"  Link submesh({ref['users']}) '{obj.name}:{mat.name}'")
+
+               sm = submodel()
+               sm.indice_start = mref['indice_start']
+               sm.indice_count = mref['indice_count']
+               sm.vertex_start = mref['vertex_start']
+               sm.vertex_count = mref['vertex_count']
+               sm.name = obj.name.encode('utf-8')
+               sm.material = mref['material']
+               sm.bbx = mref['bbx']
+               submesh_set_transform( sm, obj )
+               layers += [sm]
+               header.layer_count += 1
+
+            ref['users'] += 1
+            continue
+
+         ref = mesh_cache[obj.data.name] = {}
+         ref['users'] = 0
+         ref['sm'] = []
+
          dgraph = bpy.context.evaluated_depsgraph_get()
          data = obj.evaluated_get(dgraph).data
          data.calc_loop_triangles()
          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
-         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
-         
-         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]
-            
+         mat_list = data.materials if len(data.materials) > 0 else [default_mat]
+         for material_id, mat in enumerate(mat_list):
+            mref = {}
+
+            sm = submodel()
+            sm.indice_start = header.indice_count
+            sm.vertex_start = header.vertex_count
+            sm.vertex_count = 0
+            sm.indice_count = 0
+            submesh_set_transform( sm, obj )
+
             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]
-         
-            if data.uv_layers:
-               uv = data.uv_layers.active.data[ l.index ].uv
-               pvert.uv[0] = uv[0]
-               pvert.uv[1] = uv[1]
+               sm.bbx[0][i] =  999999
+               sm.bbx[1][i] = -999999
+            
+            sm.name = obj.name.encode('utf-8')
+            sm.material = mat.name.encode('utf-8')
+            print( F"  Creating submesh '{obj.name}:{mat.name}'" )
+            boffa = {}
+            
+            hit_count = 0
+            miss_count = 0
+
+            # Write the vertex / indice data
+            #
+            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]]
+
+                  co = vert.co
+                  norm = data.loops[tri.loops[j]].normal
+                  uv = (0,0)
+                  if data.uv_layers:
+                     uv = data.uv_layers.active.data[tri.loops[j]].uv
+
+                  key = (round(co[0],4),round(co[1],4),round(co[2],4),\
+                         round(norm[0],4),round(norm[1],4),round(norm[2],4),\
+                         round(uv[0],4),round(uv[1],4))
+
+                  if key in boffa:
+                     indice_buffer += [boffa[key]]
+                     hit_count += 1
+                  else:
+                     miss_count += 1
+                     index = c_uint32(sm.vertex_count)
+                     sm.vertex_count += 1
+                     
+                     boffa[key] = index
+
+                     indice_buffer += [index]
+
+                     v = model_vert()
+                     v.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] = 1.0
+                     v.colour[1] = 1.0
+                     v.colour[2] = 1.0
+                     v.colour[3] = 1.0
+                     vertex_buffer += [v]
 
-         for tri in data.loop_triangles:
-            indice_buffer += [c_uint32(tri.vertices[_]) for _ in range(3)]
+                     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] )
 
-         layers += [sm]
-         header.layer_count += 1
-         header.vertex_count += sm.vertex_count
-         header.indice_count += sm.indice_count
+                  sm.indice_count += 1
+
+            layers += [sm]
+            header.layer_count += 1
+            header.vertex_count += sm.vertex_count
+            header.indice_count += sm.indice_count
+
+            mref['indice_start'] = sm.indice_start
+            mref['indice_count'] = sm.indice_count
+            mref['vertex_start'] = sm.vertex_start
+            mref['vertex_count'] = sm.vertex_count
+            mref['bbx'] = sm.bbx
+            mref['material'] = sm.material
+            ref['sm'] += [mref]
 
    fp.write( bytearray( header ) )
    for l in layers:
       fp.write( bytearray(l) )
+   for m in markers:
+      fp.write( bytearray(m) )
    for v in vertex_buffer:
       fp.write( bytearray(v) )
    for i in indice_buffer:
       fp.write( bytearray(i) )
+   for ed in entdata_structs:
+      fp.write( bytearray(ed) )
 
    fp.close()
 
-write_model( "test" )
-write_model( "free_dev" )
-write_model( "char_dev" )
-write_model( "skydome" )
-write_model( "cement_r1" )
+# Clicky clicky GUI
+# ------------------------------------------------------------------------------
+
+cv_view_draw_handler = None
+cv_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
+
+def cv_draw():
+   global cv_view_shader
+   cv_view_shader.bind()
+   gpu.state.depth_mask_set(False)
+   gpu.state.line_width_set(2.0)
+   gpu.state.face_culling_set('BACK')
+   gpu.state.depth_test_set('NONE')
+   gpu.state.blend_set('ADDITIVE')
+
+   verts = []
+   colours = []
+
+   for obj in bpy.context.collection.all_objects:
+      if obj.cv_data.classtype == 'k_classtype_gate':
+         if obj.cv_data.target != None:
+            p0 = obj.location
+            p1 = obj.cv_data.target.location
+            verts += [(p0[0],p0[1],p0[2])]
+            verts += [(p1[0],p1[1],p1[2])]
+            colours += [(0,1,0,1.0),(1,0,0,1.0)]
+
+   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_OBJ_SETTINGS(bpy.types.PropertyGroup):
+   uid: bpy.props.IntProperty( name="" )
+
+   target: bpy.props.PointerProperty( type=bpy.types.Object, name="target", \
+         poll=cv_poll_target )
+
+   classtype: bpy.props.EnumProperty(
+      name="Format", 
+      items = [
+      ('k_classtype_none', "k_classtype_none", "", 0),
+      ('k_classtype_gate', "k_classtype_gate", "", 1),
+      ])
+
+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" )
+      _.layout.prop( active_object.cv_data, "target" )
+
+class CV_INTERFACE(bpy.types.Panel):
+   bl_idname = "VIEW3D_PT_carve"
+   bl_label = "Carve"
+   bl_space_type = 'VIEW_3D'
+   bl_region_type = 'UI'
+   bl_category = "Carve"
+
+   def draw(_, context):
+      layout = _.layout
+      layout.operator( "carve.compile_all" )
+
+class CV_COMPILE(bpy.types.Operator):
+   bl_idname="carve.compile_all"
+   bl_label="Compile All"
+
+   def execute(_,context):
+      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]
+
+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)
+   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')