X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=16d1f381e201f2c9625c335690a4404134d38150;hb=9c85e110fa8b965195438d96625ff9753af362a6;hp=05f2b6ffc833747ef8d2d9b90b2e5a625a940b21;hpb=fc32ce17923a42f9a0f250e4ab21a08411a41acb;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index 05f2b6f..16d1f38 100644 --- a/blender_export.py +++ b/blender_export.py @@ -1,143 +1,547 @@ -import bpy, math +import bpy, math, gpu 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), + ("colour",c_float*4), + ("uv",c_float*2)] -class submodel(Structure): +class mdl_submesh(Structure): _pack_ = 1 _fields_ = [("indice_start",c_uint32), ("indice_count",c_uint32), ("vertex_start",c_uint32), ("vertex_count",c_uint32), ("bbx",(c_float*3)*2), - ("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), + ("submesh_start",c_uint32), + ("submesh_count",c_uint32), + ("classtype",c_uint32), + ("offset",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), + + ("indice_count",c_uint32), + ("indice_offset",c_uint32), + + ("submesh_count",c_uint32), + ("submesh_offset",c_uint32), + + ("material_count",c_uint32), + ("material_offset",c_uint32), + + ("node_count",c_uint32), + ("node_offset",c_uint32), + + ("strings_offset",c_uint32), + ("entdata_offset",c_uint32) + ] -def fixed_string(dest,string): - return - for i in range(len(string)): - dest[i] = string[i] +# Entity types +# ========================================== + +class classtype_gate(Structure): + _pack_ = 1 + _fields_ = [("target",c_uint32)] + +class classtype_block(Structure): + _pack_ = 1 + _fields_ = [("bbx",(c_float*3)*2)] + +class classtype_spawn(Structure): + _pack_ = 1 + _fields_ = [("temp",c_uint32)] + +class classtype_water(Structure): + _pack_ = 1 + _fields_ = [("temp",c_uint32)] + +# Exporter +# ============================================================================== def write_model(name): - fp = open(F"/home/harry/Documents/carve/models/{name}.mdl", "wb") + print( F"Create mode {name}" ) + collection = bpy.data.collections[name] - header = model() + header = mdl_header() header.identifier = 0xABCD0000 + header.version = 0 header.vertex_count = 0 header.indice_count = 0 - header.layer_count = 0 + header.submesh_count = 0 + header.node_count = 0 + header.material_count = 0 + header.file_length = 0 + + mesh_cache = {} + string_cache = {} + material_cache = {} - layers = [] + strings_buffer = b'' + + material_buffer = [] + submesh_buffer = [] vertex_buffer = [] indice_buffer = [] + node_buffer = [] + entdata_buffer = [] + entdata_length = 0 + + def emplace_string( s ): + nonlocal string_cache, strings_buffer + + if s in string_cache: + return string_cache[s] + + string_cache[s] = len( strings_buffer ) + strings_buffer += (s+'\0').encode('utf-8') + return string_cache[s] + + def emplace_material( mat ): + nonlocal material_cache, material_buffer + + if mat.name in material_cache: + return material_cache[mat.name] + + material_cache[mat.name] = header.material_count + dest = mdl_material() + dest.pstr_name = emplace_string( mat.name ) + material_buffer += [dest] + + header.material_count += 1 + return material_cache[mat.name] + + # Create root or empty node and materials + # + none_material = c_uint32(69) + none_material.name = "" + emplace_material( none_material ) + + root = mdl_node() + root.co[0] = 0 + root.co[1] = 0 + root.co[2] = 0 + root.q[0] = 0 + root.q[1] = 0 + root.q[2] = 0 + root.q[3] = 1 + root.s[0] = 1 + root.s[1] = 1 + root.s[2] = 1 + root.pstr_name = emplace_string('') + root.submesh_start = 0 + root.submesh_count = 0 + root.offset = 0 + root.classtype = 0 + node_buffer += [root] + + # Do exporting + # + print( " assigning ids" ) + header.node_count = 1 + for obj in collection.all_objects: + obj.cv_data.uid = header.node_count + header.node_count += 1 + + print( " compiling data" ) + for obj in collection.all_objects: + print( F" [{obj.cv_data.uid}/{header.node_count-1}] {obj.name}" ) + + node = mdl_node() + node.co[0] = obj.location[0] + node.co[1] = obj.location[2] + node.co[2] = -obj.location[1] + + # Convert rotation quat to our space type + quat = obj.matrix_world.to_quaternion() + node.q[0] = quat[1] + node.q[1] = quat[3] + node.q[2] = -quat[2] + node.q[3] = quat[0] + + node.s[0] = obj.scale[0] + node.s[1] = obj.scale[2] + node.s[2] = obj.scale[1] + node.pstr_name = emplace_string( obj.name ) + + # Process entity data + # + node.offset = entdata_length + classtype = obj.cv_data.classtype + + if classtype == 'k_classtype_none': + node.classtype = 0 + node.offset = 0 + + elif classtype == 'k_classtype_gate': + node.classtype = 1 + entdata_length += sizeof( classtype_gate ) + + gate = classtype_gate() + gate.target = 0 + if obj.cv_data.target != None: + gate.target = obj.cv_data.target.cv_data.uid + + entdata_buffer += [gate] + + elif classtype == 'k_classtype_block': + node.classtype = 2 + entdata_length += sizeof( classtype_block ) + + source = obj.data.cv_data + + block = classtype_block() + block.bbx[0][0] = source.v0[0] + block.bbx[0][1] = source.v0[2] + block.bbx[0][2] = -source.v0[1] + block.bbx[1][0] = source.v1[0] + block.bbx[1][1] = source.v1[2] + block.bbx[1][2] = -source.v1[1] + entdata_buffer += [block] + + elif classtype == 'k_classtype_spawn': + node.classtype = 3 + + elif classtype == 'k_classtype_water': + node.classtype = 4 + + # Process meshes + # + node.submesh_start = header.submesh_count + node.submesh_count = 0 - for obj in collection.objects: if obj.type == 'MESH': + default_mat = c_uint32(69) + default_mat.name = "" + + if obj.data.name in mesh_cache: + ref = mesh_cache[obj.data.name] + node.submesh_start = ref.submesh_start + node.submesh_count = ref.submesh_count + node_buffer += [node] + continue + 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 = 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] = 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 + + 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] + + 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 + + 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),\ + round(colour[0],4),round(colour[1],4),\ + round(colour[2],4),round(colour[3],4)) + + 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 - for tri in data.loop_triangles: - indice_buffer += [c_uint32(tri.vertices[_]) for _ in range(3)] + submesh_buffer += [sm] + node.submesh_count += 1 + header.submesh_count += 1 + header.vertex_count += sm.vertex_count + header.indice_count += sm.indice_count - layers += [sm] - header.layer_count += 1 - header.vertex_count += sm.vertex_count - header.indice_count += sm.indice_count + mesh_cache[obj.data.name] = node + node_buffer += [node] + # Write data arrays + # + print( "Writing data" ) + fpos = sizeof(header) + + header.node_offset = fpos + fpos += sizeof(mdl_node)*header.node_count + + header.submesh_offset = fpos + fpos += sizeof(mdl_submesh)*header.submesh_count + + header.material_offset = fpos + fpos += sizeof(mdl_material)*header.material_count + + header.entdata_offset = fpos + fpos += entdata_length + + header.vertex_offset = fpos + fpos += sizeof(mdl_vert)*header.vertex_count + + header.indice_offset = fpos + fpos += sizeof(c_uint32)*header.indice_count + + header.strings_offset = fpos + fpos += len(strings_buffer) + + header.file_length = fpos + + fp = open(F"/home/harry/Documents/carve/models/{name}.mdl", "wb") fp.write( bytearray( header ) ) - for l in layers: - fp.write( bytearray(l) ) + + for node in node_buffer: + fp.write( bytearray(node) ) + for sm in submesh_buffer: + fp.write( bytearray(sm) ) + for mat in material_buffer: + fp.write( bytearray(mat) ) + for ed in entdata_buffer: + fp.write( bytearray(ed) ) for v in vertex_buffer: fp.write( bytearray(v) ) for i in indice_buffer: fp.write( bytearray(i) ) - + fp.write( strings_buffer ) fp.close() -write_model( "test" ) -write_model( "free_dev" ) -write_model( "char_dev" ) -write_model( "skydome" ) -write_model( "cement_r1" ) + print( F"Completed {name}.mdl" ) + +# Clicky clicky GUI +# ------------------------------------------------------------------------------ + +cv_view_draw_handler = None +cv_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR') + +def cv_draw(): + global cv_view_shader + cv_view_shader.bind() + gpu.state.depth_mask_set(False) + gpu.state.line_width_set(2.0) + gpu.state.face_culling_set('BACK') + gpu.state.depth_test_set('NONE') + gpu.state.blend_set('ADDITIVE') + + verts = [] + colours = [] + + for obj in bpy.context.collection.objects: + if obj.cv_data.classtype == 'k_classtype_gate': + if obj.cv_data.target != None: + p0 = obj.location + p1 = obj.cv_data.target.location + verts += [(p0[0],p0[1],p0[2])] + verts += [(p1[0],p1[1],p1[2])] + colours += [(0,1,0,1.0),(1,0,0,1.0)] + elif obj.cv_data.classtype == 'k_classtype_block': + a = obj.data.cv_data.v0 + b = obj.data.cv_data.v1 + + vs = [None]*8 + vs[0] = obj.matrix_world @ Vector((a[0], a[1], a[2])) + vs[1] = obj.matrix_world @ Vector((a[0], b[1], a[2])) + vs[2] = obj.matrix_world @ Vector((b[0], b[1], a[2])) + vs[3] = obj.matrix_world @ Vector((b[0], a[1], a[2])) + vs[4] = obj.matrix_world @ Vector((a[0], a[1], b[2])) + vs[5] = obj.matrix_world @ Vector((a[0], b[1], b[2])) + vs[6] = obj.matrix_world @ Vector((b[0], b[1], b[2])) + vs[7] = obj.matrix_world @ Vector((b[0], a[1], b[2])) + + indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\ + (0,4),(1,5),(2,6),(3,7)] + + for l in indices: + v0 = vs[l[0]] + v1 = vs[l[1]] + verts += [(v0[0],v0[1],v0[2])] + verts += [(v1[0],v1[1],v1[2])] + colours += [(1,1,0,1),(1,1,0,1)] + + lines = batch_for_shader(\ + cv_view_shader, 'LINES', \ + { "pos":verts, "color":colours }) + + lines.draw( cv_view_shader ) + +def cv_poll_target(scene, obj): + if obj == bpy.context.active_object: + return False + if obj.cv_data.classtype == 'k_classtype_none': + return False + return True + +class CV_MESH_SETTINGS(bpy.types.PropertyGroup): + v0: bpy.props.FloatVectorProperty(name="v0",size=3) + v1: bpy.props.FloatVectorProperty(name="v1",size=3) + v2: bpy.props.FloatVectorProperty(name="v2",size=3) + v3: bpy.props.FloatVectorProperty(name="v3",size=3) + +class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): + uid: bpy.props.IntProperty( name="" ) + + target: bpy.props.PointerProperty( type=bpy.types.Object, name="target", \ + poll=cv_poll_target ) + + 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) + ]) + +class CV_OBJ_PANEL(bpy.types.Panel): + bl_label="Entity Config" + bl_idname="SCENE_PT_cv_entity" + bl_space_type='PROPERTIES' + bl_region_type='WINDOW' + bl_context="object" + + def draw(_,context): + active_object = bpy.context.active_object + if active_object == None: return + _.layout.prop( active_object.cv_data, "classtype" ) + + if active_object.cv_data.classtype == 'k_classtype_gate': + _.layout.prop( active_object.cv_data, "target" ) + elif active_object.cv_data.classtype == 'k_classtype_block': + mesh = active_object.data + + _.layout.label( text=F"(i) Data is stored in {mesh.name}" ) + _.layout.prop( mesh.cv_data, "v0" ) + _.layout.prop( mesh.cv_data, "v1" ) + _.layout.prop( mesh.cv_data, "v2" ) + _.layout.prop( mesh.cv_data, "v3" ) + +class CV_INTERFACE(bpy.types.Panel): + bl_idname = "VIEW3D_PT_carve" + bl_label = "Carve" + bl_space_type = 'VIEW_3D' + bl_region_type = 'UI' + bl_category = "Carve" + + def draw(_, context): + layout = _.layout + layout.operator( "carve.compile_all" ) + +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,\ + CV_MESH_SETTINGS] + +def register(): + global cv_view_draw_handler + + for c in classes: + bpy.utils.register_class(c) + + bpy.types.Object.cv_data = bpy.props.PointerProperty(type=CV_OBJ_SETTINGS) + bpy.types.Mesh.cv_data = bpy.props.PointerProperty(type=CV_MESH_SETTINGS) + + cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\ + cv_draw,(),'WINDOW','POST_VIEW') + +def unregister(): + global cv_view_draw_handler + + for c in classes: + bpy.utils.unregister_class(c) + + bpy.types.SpaceView3D.draw_handler_remove(cv_view_draw_handler,'WINDOW')