X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=a7e714c2fae4a76661b19f7a9fcfa0e1f9412be1;hb=bdac014448b6ec968fe645f1581f321144f07dba;hp=c44694abc0ea5b6e41e36fec86cdfaa1ff5ce181;hpb=ba5f879f85b9cab1e2b37241399d79709fe4f584;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index c44694a..a7e714c 100644 --- a/blender_export.py +++ b/blender_export.py @@ -1,3 +1,7 @@ +# +# Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved +# + import bpy, math, gpu import cProfile from ctypes import * @@ -5,9 +9,9 @@ from mathutils 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":"", @@ -16,16 +20,19 @@ bl_info = { "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), ("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), @@ -33,33 +40,39 @@ class mdl_submesh(Structure): ("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), @@ -67,79 +80,161 @@ class mdl_header(Structure): ("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_offset",c_uint32), + ("entdata_size",c_uint32), ("entdata_offset",c_uint32), - ("animdata_offset",c_uint32) - ] + + ("strings_size",c_uint32), + ("strings_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): - _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)] + 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)] + def encode_obj(_, node,node_def): + #{ + node.classtype = 8 + obj = node_def['obj'] + + 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_ = [("id_start",c_uint32), ("colour",c_float*3)] + 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_ = [("skeleton",c_uint32)] + 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), @@ -147,7 +242,20 @@ class classtype_skeleton(Structure): ("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), @@ -157,74 +265,153 @@ class classtype_bone(Structure): ("angle_limits",(c_float*3)*2), ("hitbox",(c_float*3)*2)] -# Exporter -# ============================================================================== + def encode_obj(_, node,node_def): + #{ + node.classtype = 10 -def write_model(collection_name): - print( F"Model graph | Create mode '{collection_name}'" ) + 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), + ("trigger",c_uint32)] - 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 - - anim_buffer = [] - animdata_length = 0 - 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] +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 == None: - return 0 + obj = node_def['obj'] - if mat.name in material_cache: - return material_cache[mat.name] + _.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 - # this is to designate id 0 as 'NULL' + # 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 @@ -236,711 +423,862 @@ def write_model(collection_name): 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] - - # 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: + root.parent = 0xffffffff - 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 + g_encoder['data']['node'] += [root] +#} - 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 +# fill with 0x00 until a multiple of align. Returns how many bytes it added +# +def bytearray_align_to( buffer, align, offset=0 ): +#{ + count = 0 - btree = {} - btree["bone"] = n - btree["uid"] = _uid() - btree["children"] = [] - btree["depth"] = d - btree["parent"] = p - tree["bones"] += [n.name] + while ((len(buffer)+offset) % align) != 0: + #{ + buffer.extend( b'\0' ) + count += 1 + #} - for c in n.children: - _extendb( btree, c, d+1 ) + return count +#} - 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 +# 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 - if n.cv_data.collider: - tree['collider_count'] += 1 + cache = g_encoder['string_cache'] - btree['deform'] = n.use_deform - p['children'] += [btree] + if s in cache: + return cache[s] + + cache[s] = len( g_encoder['data']['strings'] ) - for b in n.data.bones: - if not b.parent: - _extendb( tree, b, d+1 ) + buffer = g_encoder['data']['strings'] + buffer.extend( s.encode('utf-8') ) + buffer.extend( b'\0' ) + + bytearray_align_to( buffer, 4 ) + return cache[s] +#} - for obj1 in n.children: - _extend( tree, obj1, d+1 ) +# Add a material to the material buffer. Returns 0 (None ID) if invalid +# +def encoder_process_material( mat ): +#{ + global g_encoder - p["children"] += [tree] - graph_lookup[n] = tree + if mat == None: + return 0 - _extend( graph, obj, 1 ) + cache = g_encoder['material_cache'] + buffer = g_encoder['data']['material'] + if mat.name in cache: + return cache[mat.name] - def _graph_iter(p): - for c in p['children']: - yield c - yield from _graph_iter(c) + cache[mat.name] = len( buffer ) - it = _graph_iter(graph) + dest = mdl_material() + dest.pstr_name = encoder_process_pstr( mat.name ) + buffer += [dest] - root.parent = 0xffffffff + return cache[mat.name] +#} - # 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] +# Create a tree structure containing all the objects in the collection +# +def encoder_build_scene_graph( collection ): +#{ + global g_encoder - node.pstr_name = emplace_string( obj.name ) + print( " creating scene graph" ) - if node_def["parent"]: - node.parent = node_def["parent"]["uid"] + # 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 - if objt == 'BONE': - classtype = 'k_classtype_bone' - elif objt == 'ARMATURE': - classtype = 'k_classtype_skeleton' - else: - classtype = obj.cv_data.classtype - - # Process type: MESH - # ================================================================= - # + def _new_uid(): + #{ + global g_encoder + uid = g_encoder['uid_count'] + g_encoder['uid_count'] += 1 + return uid + #} - # 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 obj in collection.all_objects: + #{ + 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 + #} + #} + #} - 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 + p["children"] += [tree] + graph_lookup[n] = tree - 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' + _extend( graph, obj, 1 ) - 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 = "" +# 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) + #} +#} - dgraph = bpy.context.evaluated_depsgraph_get() - data = obj.evaluated_get(dgraph).data - data.calc_loop_triangles() - data.calc_normals_split() - mat_list = data.materials if len(data.materials) > 0 else [default_mat] - for material_id, mat in enumerate(mat_list): - mref = {} +# 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'] - 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 ) + 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 - for i in range(3): - sm.bbx[0][i] = 999999 - sm.bbx[1][i] = -999999 + default_mat = c_uint32(12345) + default_mat.name = "" - boffa = {} + 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 + #} + + # Keep a reference to very very very similar vertices + # + vertex_reference = {} - # Write the vertex / indice data + # 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 + + # Gather vertex information # - 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 = entdata_length - - if classtype != 'k_classtype_none': - disptype = classtype + 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: - 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 = "" + #{ + for j in range(sm.vertex_count): + #{ + vert = g_encoder['data']['vertex'][ sm.vertex_start + j ] - 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'] - entdata_length += sizeof( classtype_skin ) - - skin = classtype_skin() - skin.skeleton = armature.cv_data.uid - entdata_buffer += [skin] + 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] ) + #} + #} + #} - elif classtype == 'k_classtype_skeleton': - node.classtype = 11 - 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"] - - 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 = animdata_length - 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] - animdata_length += sizeof(mdl_keyframe) - 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}" ) + # 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 + #} + #} - bpy.context.scene.frame_set( previous_frame ) - armature.animation_data.action = previous_action - - entdata_buffer += [skeleton] - - elif classtype == 'k_classtype_bone': - node.classtype = 10 - entdata_length += sizeof( classtype_bone ) - - bone = classtype_bone() - bone.deform = node_def['deform'] - - 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 - - bone.deform = node_def['deform'] - entdata_buffer += [bone] - - 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 - - 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] + # Clip to NLA settings + # + anim_start = int(NLAStrip.action_frame_start) + anim_end = int(NLAStrip.action_frame_end) - entdata_buffer += [gate] + # 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 - elif classtype == 'k_classtype_block': - node.classtype = 2 - entdata_length += sizeof( classtype_block ) + 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] - source = obj.data.cv_data + keyframedata += [kf] + break + #} + #} + #} + + # Add to animation buffer + # + animdata += [anim] + node_def['anim_count'] += 1 - block = classtype_block() - block.bbx[0][0] = source.v0[0] - block.bbx[0][1] = source.v0[2] - block.bbx[0][2] = -source.v1[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 + # + 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 - block.bbx[1][0] = source.v1[0] - block.bbx[1][1] = source.v1[2] - block.bbx[1][2] = -source.v0[1] - entdata_buffer += [block] + # Check for armature deform + # + for mod in obj.modifiers: + #{ + if mod.type == 'ARMATURE': + #{ + obj_classtype = 'classtype_skin' - elif classtype == 'k_classtype_spawn': - node.classtype = 3 + # 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 ) - elif classtype == 'k_classtype_water': - node.classtype = 4 + if node_def["parent"]: + node.parent = node_def["parent"]["uid"] - elif classtype == 'k_classtype_car_path': - node.classtype = 5 - entdata_length += sizeof( classtype_car_path ) + # 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 - pn = classtype_car_path() - pn.target = 0 - pn.target1 = 0 + status_id = F" [{obj_uid: 3}/{tot_uid}]" + " |"*obj_depth + status_name = status_id + F" L {obj.name}" - 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 + if obj_classtype != 'classtype_none': status_type = obj_classtype + else: status_type = obj_type - entdata_buffer += [pn] + status_parent = F"{node.parent: 3}" + status_armref = "" - elif obj.is_instancer: - target = obj.instance_collection + if obj_classtype == 'classtype_skin': + status_armref = F" [armature -> {armature_def['obj'].cv_data.uid}]" - node.classtype = 6 - entdata_length += sizeof( classtype_instance ) + print(F"{status_name:<32} {status_type:<22} {status_parent} {status_armref}") - inst = classtype_instance() - inst.pstr_file = emplace_string( F"models/{target.name}.mdl" ) - entdata_buffer += [inst] + # Process mesh if needed + # + if obj_type == 'MESH': + #{ + encoder_compile_mesh( node, node_def ) + #} + elif obj_type == 'ARMATURE': + #{ + encoder_compile_armature( node, node_def ) + #} - elif classtype == 'k_classtype_capsule': - node.classtype = 7 + encoder_compile_ent_as( obj_classtype, node, node_def ) - elif classtype == 'k_classtype_route_node': - node.classtype = 8 - entdata_length += sizeof( classtype_route_node ) + # 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 - 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 + g_encoder['data']['node'] += [node] +#} - entdata_buffer += [rn] +# 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] - elif classtype == 'k_classtype_route': - node.classtype = 9 - 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] + setattr( header, array_name + "_offset", file_pos ) - if obj.cv_data.target != None: - r.id_start = obj.cv_data.target.cv_data.uid + print( F" {array_name:<16} @{file_pos:> 8X}[{len(arr)}]" ) - entdata_buffer += [r] + if isinstance( arr, bytearray ): + #{ + setattr( header, array_name + "_size", len(arr) ) - # classtype == 'k_classtype_none': + file_data.extend( arr ) + file_pos += len(arr) + #} else: - node.classtype = 0 - node.offset = 0 - - node_buffer += [node] - - # Write data arrays + #{ + 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.anim_count = len(anim_buffer) - - 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 + header.file_length = file_pos - print( F"Materials: {header.material_count}" ) - header.material_offset = fpos - fpos += sizeof(mdl_material)*header.material_count - - print( F"Animation count: {header.anim_count}" ) - header.anim_offset = fpos - fpos += sizeof(mdl_animation)*header.anim_count + print( " Writing file" ) + # Write header and data chunk to file + # + fp = open( path, "wb" ) + fp.write( bytearray( header ) ) + fp.write( file_data ) + fp.close() +#} - print( F"Entdata length: {entdata_length}" ) - header.entdata_offset = fpos - fpos += entdata_length +# 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}'" ) - 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 + collection = bpy.data.collections[collection_name] - print( F"Keyframe count: {animdata_length}" ) - header.animdata_offset = fpos - fpos += animdata_length - - print( F"Strings length: {len(strings_buffer)}" ) - header.strings_offset = fpos - fpos += len(strings_buffer) + encoder_init() + encoder_build_scene_graph( collection ) - header.file_length = fpos + # 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" - 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 a in anim_buffer: - fp.write( bytearray(a) ) - for ed in entdata_buffer: - fp.write( bytearray(ed) ) - for v in vertex_buffer: - fp.write( bytearray(v) ) - for i in indice_buffer: - fp.write( bytearray(i) ) - for kf in animdata_buffer: - fp.write( bytearray(kf) ) - - fp.write( strings_buffer ) - fp.close() + encoder_write_to_file( path ) print( F"Completed {collection_name}.mdl" ) +#} + # Clicky clicky GUI # ------------------------------------------------------------------------------ @@ -1100,7 +1438,7 @@ def cv_draw(): (0,0,1,1)) - if obj.cv_data.classtype == 'k_classtype_gate': + if obj.cv_data.classtype == 'classtype_gate': if obj.type == 'MESH': dims = obj.data.cv_data.v0 else: @@ -1132,7 +1470,7 @@ def cv_draw(): 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: @@ -1147,8 +1485,44 @@ def cv_draw(): 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 @@ -1172,7 +1546,7 @@ def cv_draw(): 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] @@ -1197,7 +1571,7 @@ def cv_draw(): 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)) @@ -1211,7 +1585,7 @@ def cv_draw(): 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 @@ -1242,7 +1616,7 @@ def cv_draw(): 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]] @@ -1274,8 +1648,8 @@ def cv_draw(): 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 ) @@ -1284,7 +1658,7 @@ def cv_draw(): 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) ) @@ -1312,7 +1686,7 @@ def cv_draw(): 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 @@ -1325,6 +1699,10 @@ class CV_MESH_SETTINGS(bpy.types.PropertyGroup): 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", \ @@ -1336,19 +1714,21 @@ class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): 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) + ('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): @@ -1396,25 +1776,33 @@ class CV_OBJ_PANEL(bpy.types.Panel): 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}" ) @@ -1422,10 +1810,17 @@ class CV_OBJ_PANEL(bpy.types.Panel): _.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"