From: hgn Date: Thu, 27 Oct 2022 15:36:35 +0000 (+0100) Subject: model fmt & heisenbug X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=bdac014448b6ec968fe645f1581f321144f07dba;p=carveJwlIkooP6JGAAIwe30JlM.git model fmt & heisenbug --- diff --git a/audio.h b/audio.h index eacfbab..34ebb3a 100644 --- a/audio.h +++ b/audio.h @@ -23,7 +23,7 @@ audio_clip audio_board[] = }; audio_clip audio_splash = -{ .path = "sound/splash.ogg", k_audio_source_compressed }; +{ .path = "sound/splash.ogg" }; audio_clip audio_jumps[] = { { .path = "sound/jump0.ogg" }, @@ -65,7 +65,7 @@ audio_clip audio_grass[] = { audio_clip audio_ambience[] = { - { .path="sound/town_generic.ogg", k_audio_source_compressed } + { .path="sound/town_generic.ogg" } }; audio_clip audio_gate_pass = { @@ -91,11 +91,11 @@ audio_player audio_rewind_player = }; audio_clip audio_rewind[] = { -{ .path = "sound/rewind_start.ogg", k_audio_source_compressed }, -{ .path = "sound/rewind_end_1.5.ogg", k_audio_source_compressed }, -{ .path = "sound/rewind_end_2.5.ogg", k_audio_source_compressed }, -{ .path = "sound/rewind_end_6.5.ogg", k_audio_source_compressed }, -{ .path = "sound/rewind_clack.ogg", k_audio_source_compressed }, +{ .path = "sound/rewind_start.ogg" }, +{ .path = "sound/rewind_end_1.5.ogg" }, +{ .path = "sound/rewind_end_2.5.ogg" }, +{ .path = "sound/rewind_end_6.5.ogg" }, +{ .path = "sound/rewind_clack.ogg" }, }; audio_clip audio_ui[] = { diff --git a/blender_export.py b/blender_export.py index 2ed183a..a7e714c 100644 --- a/blender_export.py +++ b/blender_export.py @@ -9,9 +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":"", @@ -20,16 +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), @@ -37,12 +40,16 @@ 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), @@ -54,19 +61,18 @@ class mdl_node(Structure): ("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), ("pad0",c_uint32), - ("vertex_count",c_uint32), - ("vertex_offset",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), @@ -74,84 +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_length",c_uint32), - ("strings_offset",c_uint32), - ("entdata_length",c_uint32), + ("entdata_size",c_uint32), ("entdata_offset",c_uint32), + + ("strings_size",c_uint32), + ("strings_offset",c_uint32), ("keyframe_count",c_uint32), - ("keyframe_offset",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), @@ -159,7 +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), @@ -169,87 +265,153 @@ class classtype_bone(Structure): ("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), ("trigger",c_uint32)] + def encode_obj(_, node,node_def ): + #{ + node.classtype = 0 + #} +#} + class classtype_audio(Structure): +#{ _pack_ = 1 _fields_ = [("pstr_file",c_uint32), ("flags",c_uint32), ("volume",c_float)] -# Exporter -# ============================================================================== + def encode_obj(_, node,node_def ): + #{ + node.classtype = 14 -def write_model(collection_name): - print( F"Model graph | Create mode '{collection_name}'" ) + obj = node_def['obj'] - 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 - - header.strings_length = 0 - header.entdata_length = 0 - header.keyframe_count = 0 + _.pstr_file = encoder_process_pstr( obj.cv_data.strp ) + _.flags = obj.cv_data.intp + _.volume = obj.cv_data.fltp + #} - mesh_cache = {} - string_cache = {} - material_cache = {} + @staticmethod + def editor_interface(yada): + #{ + pass + #} - strings_buffer = b'' - - material_buffer = [] - submesh_buffer = [] - vertex_buffer = [] - indice_buffer = [] - node_buffer = [] - entdata_buffer = [] + @staticmethod + def draw_scene_helpers(yada): + #{ + pass + #} +#} - anim_buffer = [] - animdata_buffer = [] - def emplace_string( s ): - nonlocal string_cache, strings_buffer - - if s in string_cache: - return string_cache[s] - - string_cache[s] = len( strings_buffer ) - strings_buffer += (s+'\0').encode('utf-8') - return string_cache[s] +# Current encoder state +# +g_encoder = None - def emplace_material( mat ): - nonlocal material_cache, material_buffer - if mat == None: - return 0 +# Reset encoder +# +def encoder_init(): +#{ + global g_encoder - if mat.name in material_cache: - return material_cache[mat.name] + 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 @@ -261,744 +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: - - def _extend( p, n, d ): - uid = _uid() - tree = {} - tree["uid"] = uid - tree["children"] = [] - tree["depth"] = d - tree["obj"] = n - tree["parent"] = p - n.cv_data.uid = uid - - if n.type == 'ARMATURE': - tree["bones"] = [None] # None is the root transform - tree["ik_count"] = 0 - tree["collider_count"] = 0 - - def _extendb( p, n, d ): - nonlocal tree - - btree = {} - btree["bone"] = n - btree["uid"] = _uid() - btree["children"] = [] - btree["depth"] = d - btree["parent"] = p - tree["bones"] += [n.name] - - for c in n.children: - _extendb( btree, c, d+1 ) - - for c in tree['obj'].pose.bones[n.name].constraints: - if c.type == 'IK': - btree["target"] = c.subtarget - btree["pole"] = c.pole_subtarget - tree["ik_count"] += 1 - - if n.cv_data.collider: - tree['collider_count'] += 1 - - btree['deform'] = n.use_deform - p['children'] += [btree] - - for b in n.data.bones: - if not b.parent: - _extendb( tree, b, d+1 ) - - for obj1 in n.children: - nonlocal collection - for c1 in obj1.users_collection: - if c1 == collection: - _extend( tree, obj1, d+1 ) - break - - p["children"] += [tree] - graph_lookup[n] = tree - - _extend( graph, obj, 1 ) - - - def _graph_iter(p): - for c in p['children']: - yield c - yield from _graph_iter(c) - - it = _graph_iter(graph) - root.parent = 0xffffffff - # Compile - # ============================================== - it = _graph_iter(graph) - print( " compiling data" ) - for node_def in it: - if 'obj' in node_def: - obj = node_def['obj'] - objt = obj.type - objco = obj.location - elif 'bone' in node_def: - obj = node_def['bone'] - objt = 'BONE' - objco = obj.head_local - - depth = node_def['depth'] - uid = node_def['uid'] - - node = mdl_node() - node.co[0] = objco[0] - node.co[1] = objco[2] - node.co[2] = -objco[1] - - # Convert rotation quat to our space type - quat = obj.matrix_local.to_quaternion() - node.q[0] = quat[1] - node.q[1] = quat[3] - node.q[2] = -quat[2] - node.q[3] = quat[0] - - if objt == 'BONE': - node.s[0] = obj.tail_local[0] - node.co[0] - node.s[1] = obj.tail_local[2] - node.co[1] - node.s[2] = -obj.tail_local[1] - node.co[2] - else: - node.s[0] = obj.scale[0] - node.s[1] = obj.scale[2] - node.s[2] = obj.scale[1] + g_encoder['data']['node'] += [root] +#} - node.pstr_name = emplace_string( obj.name ) - if node_def["parent"]: - node.parent = node_def["parent"]["uid"] +# fill with 0x00 until a multiple of align. Returns how many bytes it added +# +def bytearray_align_to( buffer, align, offset=0 ): +#{ + count = 0 - if objt == 'BONE': - classtype = 'k_classtype_bone' - elif objt == 'ARMATURE': - classtype = 'k_classtype_skeleton' - else: - classtype = obj.cv_data.classtype - - # Process type: MESH - # ================================================================= - # + while ((len(buffer)+offset) % align) != 0: + #{ + buffer.extend( b'\0' ) + count += 1 + #} - # 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 + return count +#} - 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 +# 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 mod.type == 'ARMATURE': - classtype = 'k_classtype_skin' - armature_def = graph_lookup[mod.object] - POSE_OR_REST_CACHE = armature_def['obj'].data.pose_position + cache = g_encoder['string_cache'] - armature_def['obj'].data.pose_position = 'REST' + if s in cache: + return cache[s] + + cache[s] = len( g_encoder['data']['strings'] ) - 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 + buffer = g_encoder['data']['strings'] + buffer.extend( s.encode('utf-8') ) + buffer.extend( b'\0' ) + + bytearray_align_to( buffer, 4 ) + return cache[s] +#} - if compile_mesh: - node.submesh_start = header.submesh_count - node.submesh_count = 0 +# Add a material to the material buffer. Returns 0 (None ID) if invalid +# +def encoder_process_material( mat ): +#{ + global g_encoder - default_mat = c_uint32(69) - default_mat.name = "" + if mat == None: + return 0 - dgraph = bpy.context.evaluated_depsgraph_get() - data = obj.evaluated_get(dgraph).data - data.calc_loop_triangles() - data.calc_normals_split() + cache = g_encoder['material_cache'] + buffer = g_encoder['data']['material'] - mat_list = data.materials if len(data.materials) > 0 else [default_mat] - for material_id, mat in enumerate(mat_list): - mref = {} + if mat.name in cache: + return cache[mat.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 ) + cache[mat.name] = len( buffer ) - for i in range(3): - sm.bbx[0][i] = 999999 - sm.bbx[1][i] = -999999 + dest = mdl_material() + dest.pstr_name = encoder_process_pstr( mat.name ) + buffer += [dest] - boffa = {} + return cache[mat.name] +#} - # Write the vertex / indice data - # - for tri_index, tri in enumerate(data.loop_triangles): - if tri.material_index != material_id: - continue +# Create a tree structure containing all the objects in the collection +# +def encoder_build_scene_graph( collection ): +#{ + global g_encoder - for j in range(3): - vert = data.vertices[tri.vertices[j]] - li = tri.loops[j] - vi = data.loops[li].vertex_index - - co = vert.co - norm = data.loops[li].normal - uv = (0,0) - colour = (255,255,255,255) - groups = [0,0,0,0] - weights = [0,0,0,0] - - if data.uv_layers: - uv = data.uv_layers.active.data[li].uv - - if data.vertex_colors: - colour = data.vertex_colors.active.data[li].color - colour = (int(colour[0]*255.0),\ - int(colour[1]*255.0),\ - int(colour[2]*255.0),\ - int(colour[3]*255.0)) - - # WEight groups - # - if armature_def: - src_groups = [_ for _ in data.vertices[vi].groups \ - if obj.vertex_groups[_.group].name in \ - armature_def['bones']] - - weight_groups = sorted( src_groups, key = \ - lambda a: a.weight, reverse=True ) - tot = 0.0 - for ml in range(3): - if len(weight_groups) > ml: - g = weight_groups[ml] - name = obj.vertex_groups[g.group].name - weight = g.weight - - weights[ml] = weight - groups[ml] = armature_def['bones'].index(name) - tot += weight - - if len(weight_groups) > 0: - inv_norm = (1.0/tot) * 65535.0 - for ml in range(3): - weights[ml] = int( weights[ml] * inv_norm ) - weights[ml] = min( weights[ml], 65535 ) - weights[ml] = max( weights[ml], 0 ) - - TOLERENCE = 4 - m = float(10**TOLERENCE) - - key = (int(co[0]*m+0.5),\ - int(co[1]*m+0.5),\ - int(co[2]*m+0.5),\ - int(norm[0]*m+0.5),\ - int(norm[1]*m+0.5),\ - int(norm[2]*m+0.5),\ - int(uv[0]*m+0.5),\ - int(uv[1]*m+0.5),\ - colour[0],\ - colour[1],\ - colour[2],\ - colour[3],\ - weights[0],\ - weights[1],\ - weights[2],\ - weights[3],\ - groups[0],\ - groups[1],\ - groups[2],\ - groups[3]) - - if key in boffa: - indice_buffer += [boffa[key]] - else: - index = c_uint32(sm.vertex_count) - sm.vertex_count += 1 - - boffa[key] = index - indice_buffer += [index] - - v = mdl_vert() - v.co[0] = co[0] - v.co[1] = co[2] - v.co[2] = -co[1] - v.norm[0] = norm[0] - v.norm[1] = norm[2] - v.norm[2] = -norm[1] - v.uv[0] = uv[0] - v.uv[1] = uv[1] - v.colour[0] = colour[0] - v.colour[1] = colour[1] - v.colour[2] = colour[2] - v.colour[3] = colour[3] - v.weights[0] = weights[0] - v.weights[1] = weights[1] - v.weights[2] = weights[2] - v.weights[3] = weights[3] - v.groups[0] = groups[0] - v.groups[1] = groups[1] - v.groups[2] = groups[2] - v.groups[3] = groups[3] - - vertex_buffer += [v] - - for i in range(3): - sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] ) - sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] ) - - sm.indice_count += 1 - - if sm.vertex_count == 0: - for j in range(2): - for i in range(3): - sm.bbx[j][i] = 0 - - submesh_buffer += [sm] - node.submesh_count += 1 - header.submesh_count += 1 - header.vertex_count += sm.vertex_count - header.indice_count += sm.indice_count - - mesh_cache[obj.data.name] = node - - # Process entity data - # ================================================================== - node.offset = header.entdata_length - - if classtype != 'k_classtype_none': - disptype = classtype - else: - disptype = objt + print( " creating scene graph" ) - 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 = "" + # 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 classtype == 'k_classtype_skin': - armature_def['obj'].data.pose_position = POSE_OR_REST_CACHE - s005 = F" [armature -> {armature_def['obj'].cv_data.uid}]" + def _new_uid(): + #{ + global g_encoder + uid = g_encoder['uid_count'] + g_encoder['uid_count'] += 1 + return uid + #} - scmp = F"{s002:<32} {s003:<22} {s004} {s005}" - print( scmp ) - - if classtype == 'k_classtype_INSTANCE' or \ - classtype == 'k_classtype_BONE' or \ - classtype == 'k_classtype_SKELETON' or \ - classtype == 'k_classtype_SKIN': - print( "ERROR: user classtype cannot be _INSTANCE or _BONE" ) - node.classtype = 0 - node.offset = 0 - - elif classtype == 'k_classtype_skin': - node.classtype = 12 - - armature = armature_def['obj'] - header.entdata_length += sizeof( classtype_skin ) - - skin = classtype_skin() - skin.skeleton = armature.cv_data.uid - entdata_buffer += [skin] - - elif classtype == 'k_classtype_skeleton': - node.classtype = 11 - header.entdata_length += sizeof( classtype_skeleton ) - skeleton = classtype_skeleton() - - armature_def = graph_lookup[obj] - armature = obj - bones = armature_def['bones'] - skeleton.channels = len(bones) - skeleton.ik_count = armature_def["ik_count"] - skeleton.collider_count = armature_def["collider_count"] + 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 - if armature.animation_data: - previous_frame = bpy.context.scene.frame_current - previous_action = armature.animation_data.action - - skeleton.anim_start = len(anim_buffer) - skeleton.anim_count = 0 - - for NLALayer in obj.animation_data.nla_tracks: - for NLAStrip in NLALayer.strips: - # Use action - for a in bpy.data.actions: - if a.name == NLAStrip.name: - armature.animation_data.action = a - break - - anim_start = int(NLAStrip.action_frame_start) - anim_end = int(NLAStrip.action_frame_end) - - # export strips - anim = mdl_animation() - anim.pstr_name = emplace_string( NLAStrip.action.name ) - anim.rate = 30.0 - anim.offset = header.keyframe_count - anim.length = anim_end-anim_start - - # Export the fucking keyframes - for frame in range(anim_start,anim_end): - bpy.context.scene.frame_set(frame) - - for bone_name in bones: - for pb in armature.pose.bones: - if pb.name == bone_name: - rb = armature.data.bones[ bone_name ] - - # relative bone matrix - if rb.parent is not None: - offset_mtx = rb.parent.matrix_local - offset_mtx = offset_mtx.inverted_safe() @ \ - rb.matrix_local - - inv_parent = pb.parent.matrix @ offset_mtx - inv_parent.invert_safe() - fpm = inv_parent @ pb.matrix - else: - bone_mtx = rb.matrix.to_4x4() - local_inv = rb.matrix_local.inverted_safe() - fpm = bone_mtx @ local_inv @ pb.matrix - - loc, rot, sca = fpm.decompose() - - # local position - final_pos = Vector(( loc[0], loc[2], -loc[1] )) - - # rotation - lc_m = pb.matrix_channel.to_3x3() - if pb.parent is not None: - smtx = pb.parent.matrix_channel.to_3x3() - lc_m = smtx.inverted() @ lc_m - rq = lc_m.to_quaternion() - - kf = mdl_keyframe() - kf.co[0] = final_pos[0] - kf.co[1] = final_pos[1] - kf.co[2] = final_pos[2] - - kf.q[0] = rq[1] - kf.q[1] = rq[3] - kf.q[2] = -rq[2] - kf.q[3] = rq[0] - - # scale - kf.s[0] = sca[0] - kf.s[1] = sca[2] - kf.s[2] = sca[1] - - animdata_buffer += [kf] - header.keyframe_count += 1 - break - - anim_buffer += [anim] - skeleton.anim_count += 1 - - s000 = F" [{uid: 3}/{header.node_count-1}]" + " |"*(depth-1) - print( F"{s000} | *anim: {NLAStrip.action.name}" ) + # Descend into amature + # + if n.type == 'ARMATURE': + #{ + tree["bones"] = [None] # None is the root transform + tree["ik_count"] = 0 + tree["collider_count"] = 0 - bpy.context.scene.frame_set( previous_frame ) - armature.animation_data.action = previous_action - - entdata_buffer += [skeleton] - - elif classtype == 'k_classtype_bone': - node.classtype = 10 - header.entdata_length += sizeof( classtype_bone ) - - bone = classtype_bone() - bone.deform = node_def['deform'] + # 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 ) + #} + #} - 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 - header.entdata_length += sizeof( classtype_gate ) - - gate = classtype_gate() - gate.target = 0 - if obj.cv_data.target != None: - gate.target = obj.cv_data.target.cv_data.uid - - if obj.type == 'MESH': - gate.dims[0] = obj.data.cv_data.v0[0] - gate.dims[1] = obj.data.cv_data.v0[1] - gate.dims[2] = obj.data.cv_data.v0[2] - else: - gate.dims[0] = obj.cv_data.v0[0] - gate.dims[1] = obj.cv_data.v0[1] - gate.dims[2] = obj.cv_data.v0[2] - - entdata_buffer += [gate] + # 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 + #} + #} + #} - elif classtype == 'k_classtype_block': - node.classtype = 2 - header.entdata_length += sizeof( classtype_block ) + p["children"] += [tree] + graph_lookup[n] = tree - 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] + _extend( graph, obj, 1 ) - block.bbx[1][0] = source.v1[0] - block.bbx[1][1] = source.v1[2] - block.bbx[1][2] = -source.v0[1] - entdata_buffer += [block] + #} +#} - elif classtype == 'k_classtype_achievement_box': - node.classtype = 13 - header.entdata_length += sizeof( classtype_achievement_box ) - ach = classtype_achievement_box() - ach.pstr_name = emplace_string( obj.cv_data.strp ) - ach.trigger = 0 +# 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) + #} +#} - if obj.cv_data.target != None: - ach.trigger = obj.cv_data.target.cv_data.uid - entdata_buffer += [ach] +# 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'] - elif classtype == 'k_classtype_audio': - node.classtype = 14 + 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 - header.entdata_length += sizeof( classtype_audio ) - aud = classtype_audio() - aud.pstr_file = emplace_string( obj.cv_data.strp ) - aud.flags = obj.cv_data.intp - aud.volume = obj.cv_data.fltp + default_mat = c_uint32(12345) + default_mat.name = "" - entdata_buffer += [aud] + 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 = {} - elif classtype == 'k_classtype_spawn': - node.classtype = 3 + # 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 + # + 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 ] - elif classtype == 'k_classtype_water': - node.classtype = 4 + 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) - elif classtype == 'k_classtype_car_path': - node.classtype = 5 - header.entdata_length += sizeof( classtype_car_path ) + cl = globals()[ name ] + inst = cl() + inst.encode_obj( node, node_def ) - pn = classtype_car_path() - pn.target = 0 - pn.target1 = 0 + buffer.extend( bytearray(inst) ) + bytearray_align_to( buffer, 4 ) +#} - 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 +# 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) - entdata_buffer += [pn] + # 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 obj.is_instancer: - target = obj.instance_collection + 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] - node.classtype = 6 - header.entdata_length += sizeof( classtype_instance ) + keyframedata += [kf] + break + #} + #} + #} + + # Add to animation buffer + # + animdata += [anim] + node_def['anim_count'] += 1 - inst = classtype_instance() - inst.pstr_file = emplace_string( F"models/{target.name}.mdl" ) - entdata_buffer += [inst] + # 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 + #} +#} - elif classtype == 'k_classtype_capsule': - node.classtype = 7 +# We are trying to compile this node_def +# +def encoder_process_definition( node_def ): +#{ + global g_encoder - elif classtype == 'k_classtype_route_node': - node.classtype = 8 - header.entdata_length += sizeof( classtype_route_node ) + # 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 - 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 + # Check for armature deform + # + for mod in obj.modifiers: + #{ + if mod.type == 'ARMATURE': + #{ + obj_classtype = 'classtype_skin' - entdata_buffer += [rn] + # 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_route': - node.classtype = 9 - header.entdata_length += sizeof( classtype_route ) - r = classtype_route() - r.colour[0] = obj.cv_data.colour[0] - r.colour[1] = obj.cv_data.colour[1] - r.colour[2] = obj.cv_data.colour[2] + if node_def["parent"]: + node.parent = node_def["parent"]["uid"] - if obj.cv_data.target != None: - r.id_start = obj.cv_data.target.cv_data.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 - entdata_buffer += [r] + status_id = F" [{obj_uid: 3}/{tot_uid}]" + " |"*obj_depth + status_name = status_id + F" L {obj.name}" - # classtype == 'k_classtype_none': - else: - node.classtype = 0 - node.offset = 0 + if obj_classtype != 'classtype_none': status_type = obj_classtype + else: status_type = obj_type - node_buffer += [node] + status_parent = F"{node.parent: 3}" + status_armref = "" - # Write data arrays - # TODO: 8 BYTE ALIGNMENT + if obj_classtype == 'classtype_skin': + status_armref = F" [armature -> {armature_def['obj'].cv_data.uid}]" - print( "Writing data" ) - fpos = sizeof(header) + print(F"{status_name:<32} {status_type:<22} {status_parent} {status_armref}") - print( F"Nodes: {header.node_count}" ) - header.node_offset = fpos - fpos += sizeof(mdl_node)*header.node_count + # Process mesh if needed + # + if obj_type == 'MESH': + #{ + encoder_compile_mesh( node, node_def ) + #} + elif obj_type == 'ARMATURE': + #{ + encoder_compile_armature( node, node_def ) + #} - print( F"Submeshes: {header.submesh_count}" ) - header.submesh_offset = fpos - fpos += sizeof(mdl_submesh)*header.submesh_count + encoder_compile_ent_as( obj_classtype, node, node_def ) - print( F"Materials: {header.material_count}" ) - header.material_offset = fpos - fpos += sizeof(mdl_material)*header.material_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 - print( F"Animation count: {len(anim_buffer)}" ) - header.anim_count = len(anim_buffer) - header.anim_offset = fpos - fpos += sizeof(mdl_animation)*header.anim_count + g_encoder['data']['node'] += [node] +#} - print( F"Entdata length: {header.entdata_length}" ) - header.entdata_offset = fpos - fpos += header.entdata_length - - print( F"Strings length: {len(strings_buffer)}" ) - header.strings_offset = fpos - header.strings_length = len(strings_buffer) - fpos += header.strings_length +# The post processing step or the pre processing to the writing step +# +def encoder_write_to_file( path ): +#{ + global g_encoder - # Optional array things - print( F"Keyframe count: {header.keyframe_count}" ) - header.keyframe_offset = fpos - fpos += sizeof(mdl_keyframe)*header.keyframe_count + # Compile down to a byte array + # + header = g_encoder['header'] + file_pos = sizeof(header) + file_data = bytearray() + print( " Compositing data arrays" ) - print( F"Vertex count: {header.vertex_count}" ) - header.vertex_offset = fpos - fpos += sizeof(mdl_vert)*header.vertex_count + for array_name in g_encoder['data']: + #{ + file_pos += bytearray_align_to( file_data, 16, sizeof(header) ) + arr = g_encoder['data'][array_name] - print( F"Indice count: {header.indice_count}" ) - header.indice_offset = fpos - fpos += sizeof(c_uint32)*header.indice_count + setattr( header, array_name + "_offset", file_pos ) - header.file_length = fpos + print( F" {array_name:<16} @{file_pos:> 8X}[{len(arr)}]" ) - path = F"/home/harry/Documents/carve/models_src/{collection_name}.mdl" + if isinstance( arr, bytearray ): + #{ + setattr( header, array_name + "_size", len(arr) ) + + 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 + + print( " Writing file" ) + # Write header and data chunk to file + # fp = open( path, "wb" ) - fp.write( bytearray( header ) ) + 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}'" ) - for node in node_buffer: - fp.write( bytearray(node) ) - for sm in submesh_buffer: - fp.write( bytearray(sm) ) - for mat in material_buffer: - fp.write( bytearray(mat) ) - for a in anim_buffer: - fp.write( bytearray(a) ) - for ed in entdata_buffer: - fp.write( bytearray(ed) ) - - fp.write( strings_buffer ) - - for kf in animdata_buffer: - fp.write( bytearray(kf) ) - - for v in vertex_buffer: - fp.write( bytearray(v) ) - for i in indice_buffer: - fp.write( bytearray(i) ) + collection = bpy.data.collections[collection_name] - fp.close() + 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" ) +#} + # Clicky clicky GUI # ------------------------------------------------------------------------------ @@ -1158,7 +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: @@ -1190,7 +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: @@ -1205,7 +1485,7 @@ 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 == 'k_classtype_achievement_box': + elif obj.cv_data.classtype == 'classtype_achievement_box': a = Vector((-1,-1,-1)) b = Vector((1,1,1)) @@ -1242,7 +1522,7 @@ def cv_draw(): colours += [(0,1,1,1),(0,1,1,1)] - elif obj.cv_data.classtype == 'k_classtype_block': + elif obj.cv_data.classtype == 'classtype_block': a = obj.data.cv_data.v0 b = obj.data.cv_data.v1 @@ -1266,7 +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] @@ -1291,7 +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)) @@ -1305,7 +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 @@ -1336,7 +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]] @@ -1368,8 +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 ) @@ -1378,7 +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) ) @@ -1406,7 +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 @@ -1434,21 +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), - ('k_classtype_achievement_box',"k_classtype_achievement_box","",13), - ('k_classtype_audio',"k_classtype_audio","",14), + ('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): @@ -1496,25 +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}" ) @@ -1522,14 +1810,14 @@ 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 == 'k_classtype_achievement_box': + 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 == 'k_classtype_audio': + 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" ) diff --git a/build.sh b/build.sh index 9f7f13a..0228534 100755 --- a/build.sh +++ b/build.sh @@ -10,7 +10,7 @@ # Compiler Presets # ============================================================================== -_linux_compiler="gcc -std=c99 -D_REENTRANT" +_linux_compiler="clang -std=c99 -D_REENTRANT" _linux_linkgraphics="-lGL -lglfw3 -lX11 -lXxf86vm -lXrandr -lm -pthread -lXi -ldl" _linux_asan="-fsanitize=address" _linux_linksteam="-lsteam_api" diff --git a/main.c b/main.c index c900e5e..119be9e 100644 --- a/main.c +++ b/main.c @@ -19,8 +19,8 @@ */ #define VG_3D -#define VG_STATIC static -//#define VG_STATIC +//#define VG_STATIC static +#define VG_STATIC //#define VG_MINIMAL_TEST #ifndef VG_MINIMAL_TEST @@ -40,6 +40,25 @@ static int cl_ui = 1; int main( int argc, char *argv[] ) { + vg_mem.use_libc_malloc = 1; +#if 0 + vg_prealloc_quota( 128*1024*1024 ); + void *test_allocator = vg_create_linear_allocator( NULL, 2048 ); + + for( int i=0; i<8; i++ ) + { + u64 *items = vg_linear_alloc( test_allocator, sizeof(u64) ); + items = vg_linear_extend( test_allocator, items, sizeof(u64)); + items[0] = 43; + items[1] = 12445; + + vg_info( "%lu %lu\n", items[0], items[1] ); + } + + vg_linear_clear( test_allocator ); + return 0; +#endif + vg_prealloc_quota( 128*1024*1024 ); vg_enter( argc, argv, "Voyager Game Engine" ); } @@ -51,6 +70,7 @@ VG_STATIC void highscores_save_at_exit(void*_) VG_STATIC void vg_preload(void) { + vg_convar_push( (struct vg_convar){ .name = "cl_ui", .data = &cl_ui, @@ -91,7 +111,7 @@ VG_STATIC void vg_load(void) vg_loader_highwater( audio_init, audio_free, NULL ); /* 'systems' are completely loaded now */ - strcpy( world.world_name, "models/mp_dev.mdl" ); + strcpy( world.world_name, "models/mp_test.mdl" ); world_load(); vg_console_load_autos(); } diff --git a/model.h b/model.h index 0547e8e..957001c 100644 --- a/model.h +++ b/model.h @@ -30,12 +30,8 @@ enum classtype { k_classtype_none = 0, k_classtype_gate = 1, - k_classtype_block = 2, k_classtype_spawn = 3, k_classtype_water = 4, - k_classtype_car_path = 5, - k_classtype_instance = 6, - k_classtype_capsule = 7, k_classtype_route_node = 8, k_classtype_route = 9, k_classtype_bone = 10, @@ -111,26 +107,24 @@ struct mdl_file_header { u32 identifier, version, file_length, pad0; - u32 vertex_count, vertex_offset, - indice_count, indice_offset, - submesh_count, submesh_offset, - material_count, material_offset, - node_count, node_offset, - anim_count, anim_offset, - strings_length, strings_offset, - entdata_length, entdata_offset, - keyframe_count, keyframe_offset; + u32 + node_count, node_offset, + submesh_count, submesh_offset, + material_count, material_offset, + anim_count, anim_offset, + entdata_size, entdata_offset, + strings_size, strings_offset, + + keyframe_count, keyframe_offset, + + vertex_count, vertex_offset, + indice_count, indice_offset; }; /* * Entity data structures */ -struct classtype_block -{ - boxf bbx; -}; - struct classtype_gate { u32 target; @@ -139,7 +133,7 @@ struct classtype_gate struct classtype_spawn { - u32 target; + u32 pstr_alias; }; struct classtype_water @@ -147,21 +141,6 @@ struct classtype_water u32 temp; }; -struct classtype_car_path -{ - u32 target, target1; -}; - -struct classtype_instance -{ - u32 pstr_file; -}; - -struct classtype_capsule -{ - float height, radius; -}; - struct classtype_route_node { u32 target, target1; @@ -468,7 +447,8 @@ VG_STATIC mdl_context *mdl_load_full( void *lin_alloc, const char *path ) /* create allocator */ u32 tot_size = temp_ctx.info.file_length + sizeof( mdl_context ); - void *data = vg_create_linear_allocator( lin_alloc, tot_size ); + void *data = vg_create_linear_allocator( lin_alloc, tot_size, + VG_MEMORY_SYSTEM ); /* copy context and load all other data */ mdl_context *ctx = vg_linear_alloc( data, sizeof(mdl_context) ); diff --git a/models_src/alter.mdl b/models_src/alter.mdl deleted file mode 100644 index 502c98e..0000000 Binary files a/models_src/alter.mdl and /dev/null differ diff --git a/models_src/cement_r1.mdl b/models_src/cement_r1.mdl deleted file mode 100644 index aaa9071..0000000 Binary files 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b/models_src1/rs_skydome.mdl new file mode 100644 index 0000000..a3aea27 Binary files /dev/null and b/models_src1/rs_skydome.mdl differ diff --git a/models_src1/rs_vig.mdl b/models_src1/rs_vig.mdl new file mode 100644 index 0000000..2e27cf3 Binary files /dev/null and b/models_src1/rs_vig.mdl differ diff --git a/models_src1/skydome.mdl b/models_src1/skydome.mdl new file mode 100644 index 0000000..712651b Binary files /dev/null and b/models_src1/skydome.mdl differ diff --git a/models_src1/test.mdl b/models_src1/test.mdl new file mode 100644 index 0000000..e69de29 diff --git a/scene.h b/scene.h index b3d5062..3402075 100644 --- a/scene.h +++ b/scene.h @@ -157,29 +157,26 @@ VG_STATIC void scene_copy_slice( scene *pscene, mdl_submesh *sm ) __attribute__((warn_unused_result)) VG_STATIC scene *scene_fix( void *lin_alloc, scene *pscene ) { - u32 vertex_length = pscene->vertex_count * sizeof(mdl_vert), - index_length = pscene->indice_count * sizeof(u32), + return pscene; + u32 vertex_count = pscene->vertex_count, + indice_count = pscene->indice_count, + vertex_length = vertex_count * sizeof(mdl_vert), + index_length = indice_count * sizeof(u32), tot_size = sizeof(scene) + vertex_length + index_length; - scene *src_scene = pscene; - mdl_vert *src_verts = pscene->arrvertices; - u32 *src_indices = pscene->arrindices; + /* copy down index data */ + void *dst_indices = pscene->arrvertices + vertex_length; + memmove( dst_indices, pscene->arrindices, index_length ); - scene *dst_scene = vg_linear_resize( lin_alloc, pscene, tot_size ); - memcpy( dst_scene, src_scene, sizeof(scene) ); + /* realloc */ + pscene = vg_linear_resize( lin_alloc, pscene, tot_size ); - void *dst_verts = dst_scene+1, - *dst_indices = dst_verts + vertex_length; - - memcpy( dst_verts, src_verts, vertex_length ); - memcpy( dst_indices, src_indices, index_length ); - - dst_scene->arrvertices = dst_verts; - dst_scene->arrindices = dst_indices; - dst_scene->max_vertices = pscene->vertex_count; - dst_scene->max_indices = pscene->indice_count; + pscene->arrvertices = (mdl_vert *)(pscene+1); + pscene->arrindices = (u32 *)(pscene->arrvertices+vertex_count); + pscene->max_vertices = vertex_count; + pscene->max_indices = indice_count; - return dst_scene; + return pscene; } #if 0 diff --git a/world.h b/world.h index fe1a4c1..7b265cd 100644 --- a/world.h +++ b/world.h @@ -290,23 +290,12 @@ VG_STATIC struct gworld rigidbody rb_geo; - /* TODO Maybe make this less hardcoded */ + /* TODO Maybe make this less hardcoded... + * im on it, boss*/ mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb, sm_foliage_main, sm_foliage_alphatest, sm_graffiti, sm_subworld, sm_terrain; - /* - * Allocated AFTER all previous buffers are done - * -------------------------------------------------------------------------- - */ - - struct instance_cache - { - mdl_context *mdl; - u32 pstr_file; - } - instance_cache[32]; - u32 instance_cache_count; } world; @@ -438,9 +427,8 @@ VG_STATIC void world_init(void) /* Allocate dynamic world memory arena */ u32 max_size = 72*1024*1024; - world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size ); - for( u32 i=0; i<72*1024*1024; i++ ) - ((u8 *)world.dynamic_vgl)[i] = 0xfe; + world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size, + VG_MEMORY_SYSTEM ); } VG_STATIC void world_update( v3f pos ) diff --git a/world_gen.h b/world_gen.h index 40d6f4c..4605adf 100644 --- a/world_gen.h +++ b/world_gen.h @@ -30,24 +30,6 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, scene_add_submesh( pscene, mdl, sm, transform2 ); } } - -#if 0 - if( pnode->classtype == k_classtype_instance ) - { - if( pnode->sub_uid ) - { - u32 instance_id = pnode->sub_uid -1; - struct instance_cache *cache = &world.instance_cache[instance_id]; - mdl_context *mdl2 = cache->mdl; - - m4x3f transform2; - mdl_node_transform( pnode, transform2 ); - m4x3_mul( transform, transform2, transform2 ); - - world_add_all_if_material( transform2, pscene, mdl2, id ); - } - } -#endif } } @@ -198,51 +180,6 @@ VG_STATIC void world_pct_water( mdl_node *pnode ) } } -VG_STATIC void world_pct_instance( mdl_node *pnode ) -{ - struct classtype_instance *inst = mdl_get_entdata( world.meta, pnode ); - pnode->sub_uid = 0; - - int cache_entry = 0; - for( int i=0; ipstr_file == cache->pstr_file ) - { - cache_entry = 1; - pnode->sub_uid = i+1; - break; - } - } - - if( !cache_entry ) - { - if( world.instance_cache_count == vg_list_size(world.instance_cache) ) - vg_fatal_exit_loop( "Instance cache is full!" ); - - struct instance_cache *cache = - &world.instance_cache[world.instance_cache_count ++ ]; - - cache->pstr_file = inst->pstr_file; - -#if 0 - cache->mdl = mdl_load( filename ); - - if( cache->mdl ) - { - world.instance_cache_count ++; - pnode->sub_uid = world.instance_cache_count; - mdl_link_materials( mworld, cache->mdl ); - vg_success( "Cached %s\n", filename ); - } - else - { - vg_warn( "Failed to cache %s\n", filename ); - } -#endif - } -} - VG_STATIC void world_pct_audio( mdl_node *pnode ) { struct world_audio_thing *thing = &world.audio_things[ @@ -260,6 +197,8 @@ VG_STATIC void world_pct_audio( mdl_node *pnode ) thing->flags = aud->flags; thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file ); + thing->temp_embedded_clip.source_mode = k_audio_source_mono; + audio_clip_load( &thing->temp_embedded_clip ); thing->player.name = mdl_pstr( world.meta, pnode->pstr_name ); thing->player.enqued = 0; @@ -279,7 +218,6 @@ VG_STATIC void world_entities_process(void) { { k_classtype_spawn, world_pct_spawn }, { k_classtype_water, world_pct_water }, - { k_classtype_instance, world_pct_instance }, { k_classtype_audio, world_pct_audio }, }; @@ -343,25 +281,12 @@ VG_STATIC void world_entities_process(void) #endif } -VG_STATIC void world_load_instance_cache(void) -{ - vg_linear_clear( vg_mem.scratch ); - - for( int i=0; ipstr_file ); - inst->mdl = mdl_load_full( vg_mem.scratch, filename ); - } -} - VG_STATIC void world_generate(void) { /* * Compile meshes into the world scenes */ - world.scene_geo = scene_init( world.dynamic_vgl, 500000, 1200000 ); + world.scene_geo = scene_init( world.dynamic_vgl, 350000, 1200000 ); /* * TODO: System to dynamically allocate these @@ -396,8 +321,6 @@ VG_STATIC void world_generate(void) m4x3f midentity; m4x3_identity( midentity ); - world_load_instance_cache(); - /* * Generate scene: collidable geometry * ---------------------------------------------------------------- @@ -464,6 +387,7 @@ VG_STATIC void world_generate(void) world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 ); vg_info( "Applying foliage\n" ); + srand(0); world_apply_procedural_foliage(); scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main ); @@ -613,13 +537,8 @@ VG_STATIC void world_unload(void) } /* delete the entire block of memory */ - memset( world.dynamic_vgl, 0xff, 72*1024*1024 ); - vg_linear_clear( world.dynamic_vgl ); - for( u32 i=0; i<72*1024*1024; i++ ) - ((u8 *)world.dynamic_vgl)[i] = 0xff^i; - /* clean dangling pointers */ world.meta = NULL; @@ -658,7 +577,6 @@ VG_STATIC void world_unload(void) world.collectors = NULL; world.collector_count = 0; - world.instance_cache_count = 0; world.water.enabled = 0; } diff --git a/world_render.h b/world_render.h index a73998a..d2e615d 100644 --- a/world_render.h +++ b/world_render.h @@ -176,6 +176,9 @@ VG_STATIC void render_sky(m4x3f camera) VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera ) { + if( !world.gate_count ) + return; + float closest = INFINITY; int id = 0; @@ -209,6 +212,9 @@ VG_STATIC void render_world( m4x4f projection, m4x3f camera ) int closest = 0; float min_dist = INFINITY; + if( !world.route_count ) + return; + for( int i=0; i