Neutrino/python/neutrino/encode.py

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Python
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2021-08-25 14:08:17 -06:00
import json
# create a new scene graph
def new_scene(name, cache = True):
# create empty neutrino data
data = {
"meta": {
"name": ("name", name),
"scale": ("float", 1.0),
"asset_path": ("path", "./")
},
"graph": {
"scene": {},
"assets": {}
},
"cache": {
"names": {},
"objects": {}
},
"internal": {
"cache": cache,
"max_object_key": {"index": 0},
"max_name_key": {"index": 0}
}
}
# return that empty data
return data
# write the data to a JSON file
def save_scene(data, readable = False):
# cache the scene
if data["internal"]["cache"]:
cache_scene(data)
# create working copy of the scene data
clean_data = data.copy()
# get rid of internal data (not to be exported)
del clean_data["internal"]
filename = data["meta"]["name"][1].replace(" ", "") + ".json"
with open(filename, "w") as outfile:
if readable:
json.dump(clean_data, outfile, indent = 4)
else:
json.dump(clean_data, outfile)
# get a new indexed object key and track it
def new_key(index):
# get the indexed key
key = hex(index["index"] + 1)
# index the max key
index["index"] += 1
return key
# returns a cached name key from a string
def name_key(data, name):
if data["internal"]["cache"]:
name_pointer = ""
# retrieve the proper key if it exists
for key, value in data["cache"]["names"].items():
if value == name:
name_pointer = key
# if the name pointer is still empty, make a new key and add it to the cache
if name_pointer == "":
name_pointer = new_key(data["internal"]["max_name_key"])
data["cache"]["names"][name_pointer] = name
return "@" + name_pointer
else:
return name
# add an asset to the graph
def add_asset(data, name, path):
asset_data = {
name_key(data, "name"): (name_key(data, "name"), name),
name_key(data, "file"): (name_key(data, "path"), path)
}
# add the asset to the graph
data["graph"]["assets"][new_key(data["internal"]["max_object_key"])] = (name_key(data, "asset"), asset_data)
# add an object to the scene
def spawn_object(data, name, asset):
object_data = {
name_key(data, "name"): (name_key(data, "name"), name),
name_key(data, "asset"): "",
name_key(data, "transform"): (name_key(data, "transform"), {
name_key(data, "position"): (name_key(data, "vec3"), [0.0, 0.0, 0.0]),
name_key(data, "rotation"): (name_key(data, "vec3"), [0.0, 0.0, 0.0]),
name_key(data, "scale"): (name_key(data, "vec3"), [1.0, 1.0, 1.0])
})
}
# get an asset key by the provided name
for key, value in data["graph"]["assets"].items():
if value[1][name_key(data, "name")][1] == asset:
object_data[name_key(data, "asset")] = f"*{key}"
# add the object to the scene
data["graph"]["scene"][new_key(data["internal"]["max_object_key"])] = (name_key(data, "object"), object_data)
# recursively cache a single typeval tuple object
def cache_typeval(cache, typeval):
# ignore if not typeval
if type(typeval) == tuple:
for key, value in typeval[1].items():
# refuse to cache pointers (that's just... that would just be a nightmare)
if type(value) == str:
is_pointer = ("*" in value)
else:
is_pointer = False
if not is_pointer:
# cache member objects if it's a dictionary object
if type(value[1]) == dict:
cache_typeval(cache, value)
value_hash = hash(str(value))
# track in cache
if value_hash not in cache["objects"]:
cache_pointer = new_key(cache["key_index"])
cache["objects"][value_hash] = {"key": cache_pointer, "value": value, "count": 1}
else:
cache_pointer = cache["objects"][value_hash]["key"]
cache["objects"][value_hash]["count"] += 1
# replace real value with hash
typeval[1][key] = "#" + cache_pointer
# if there's only one instance of a certain value, convert it back to the original value and destroy the cached version
def uncache_typeval(cache, typeval):
for key, value in typeval[1].items():
# refuse to cache pointers (that's just... that would just be a nightmare)
if type(value) == str:
is_pointer = ("*" in value)
else:
is_pointer = False
if not is_pointer:
# cache member objects if it's a dictionary object
if type(value[1]) == dict:
uncache_typeval(cache, value)
value_hash = hash(str(value))
# check if it occurs only once
cache_key = value.replace("#", "")
if cache[cache_key]["count"] <= 1:
# replace the cache pointer in the scene data with its original value
typeval[1][key] = cache[cache_key]["value"]
# delete this object from the cache
del cache[cache_key]
# cache the scene
def cache_scene(data):
containers = [
data["graph"]["scene"],
data["graph"]["assets"]
]
# build a cache of value hashes and pointers
hash_cache = {"key_index": {"index": 0}, "objects": {}}
for objects in containers:
for key, value in objects.items():
cache_typeval(hash_cache, value)
# create a cache hashed with pointer keys instead of value hashes
key_cache = {}
for key, value in hash_cache["objects"].items():
key_cache[value["key"]] = {"value": value["value"], "count": value["count"]}
# prune the cache to only redirect repeat values
for objects in containers:
for key, value in objects.items():
uncache_typeval(key_cache, value)
# create a serialized cache usable by neutrino
serial_cache = {}
for key, value in key_cache.items():
serial_cache[key] = value["value"]
# add that cache to the neutrino scene data
data["cache"]["objects"] = serial_cache