DMX: Difference between revisions

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'''DMX''' (Data Model eXtensible?) is a [[W:Binary file|binary file format]] used in newer Valve technologies. It appears to be a generic replacement for ASCII formats like [[SMD]] or [[VDF]]. Currently it has two known uses: [[Particle]] systems (<code>.pcf</code>) and [[model]] source data (<code>.dmx</code>).
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DMX has several advantages over VDF. It is:
'''DMX''' (Data Model eXtensible?) is a [[W:Binary file|binary]] encoding of a [[Datamodel]] object. It is the sister format of [[KeyValues2]], which stores the same data in ASCII. The unreleased SDK tool '''dmxconvert''' can convert between the two formats.


# '''Efficient''', especially when storing large [[int]]s or accurate [[float]]s
Compared to KeyValues2, DMX is:
# '''Generic''', and able to store most memory structures
 
# '''Robust''', since it does not have to worry about delimiters, line breaks or unclosed quote blocks
# ''Small'', especially when storing large [[int]]s or accurate [[float]]s
# ''Fast'', as values do not have to be converted to or from human-readable characters
# ''Robust'', since it does not have to worry about delimiters, line breaks or unclosed quote blocks
# ''Inscrutable'', because it contains native binary data
 
DMX encoding is currently used for [[particle]] systems (<code>.pcf</code>) and [[model]] source data (<code>.dmx</code>).


== Using DMX ==
== Using DMX ==

Revision as of 11:10, 15 December 2010

DMX (Data Model eXtensible?) is a binary encoding of a Datamodel object. It is the sister format of KeyValues2, which stores the same data in ASCII. The unreleased SDK tool dmxconvert can convert between the two formats.

Compared to KeyValues2, DMX is:

  1. Small, especially when storing large ints or accurate floats
  2. Fast, as values do not have to be converted to or from human-readable characters
  3. Robust, since it does not have to worry about delimiters, line breaks or unclosed quote blocks
  4. Inscrutable, because it contains native binary data

DMX encoding is currently used for particle systems (.pcf) and model source data (.dmx).

Using DMX

With DMX being a binary format, it is not practical either to infer how a given file works from reading it, or to alter one by hand. When the tools for reading/writing them aren't publicly available, this is a problem!

Models

DMX model source files are generated by vsdmxio, which only available publicly as a Maya plugin (sourcesdk/maya/2009/plug-ins/valveSource/). Some editing options are available with the Source 2009 SDK tool dmxedit however, including export to OBJ (unweighted, no animations).

To use dmxedit:

  • Create an empty file called vs.lua in the SDK binaries folder. This is probably meant to contain commands that are executed every time you run the tool.
  • You must then create a LUA file containing the actions you want to perform. Here is a simple example that exports to OBJ:
Load( "<path_to_dmx>" )
Save("<export_path>.obj")
  • Perform dmxedit myfile.lua to run the script.

If export a mesh DMX to OBJ you will get a single file. If you export a morph DMX you will get one OBJ for each flex animation that was in the file. If you chose an animation you will get nothing; it seems that dmxedit doesn't support animations.

Programming

Handling DMX files has many similarities to handling KeyValues. The two big architectural differences are that:

  • CDmxElement objects contain either CDmxAttribute objects, which hold actual data, or more CDmxElements. Arrays are possible in both cases.
  • Values are accessed through a single templated function, not lots of different ones.

For a full list of attributes, see the bottom of public\datamodel\dmattributetypes.h.

Note.pngNote:Strings are CUtlString objects, not char!
Note.pngNote:The SerializeDMX() overload that includes a file path do not work. You must seralize to a buffer then write out manually.

Creating

#include "cbase.h"
#include "dmxloader/dmxloader.h"
#include "dmxloader/dmxelement.h"

CON_COMMAND( dmx_create, "Makes a simple DMX" )
{
	DECLARE_DMX_CONTEXT();
	CDmxElement* DMX = CreateDmxElement("");

	CDmxAttribute* curAttr = DMX->AddAttribute("Hello");
	curAttr->SetValue("world");

	CUtlBuffer buf;
	SerializeDMX(buf,DMX);

	FileHandle_t fh = filesystem->Open("test.dmx","w","DEFAULT_WRITE_PATH");
	filesystem->Write(buf.Base(),buf.TellPut(),fh);
	filesystem->Close(fh);
}

Iterator

This code will print string, int, float and bool values in the given DMX to the console.

Todo: Elegant solution to arrays.
#include "cbase.h"
#include "dmxloader/dmxloader.h"
#include "dmxloader/dmxelement.h"

void IterateDmxElement(CDmxElement* pRoot)
{
	for (int i=0;i<pRoot->AttributeCount();i++)
	{
		CDmxAttribute* pCur = pRoot->GetAttribute(i);
		CDmxElement* subElem;
		
		Warning( "%s: ",pCur->GetName() );

		switch (pCur->GetType())
		{
		case AT_ELEMENT:
			subElem = pCur->GetValue<CDmxElement*>();
			if (subElem)
				IterateDmxElement(subElem);
			break;

		case AT_STRING:
			Msg( "STRING | %s\n",pCur->GetValue<CUtlString>().Get() );
			break;
		case AT_INT:
			Msg( "INT | %i\n",pCur->GetValue<int>() );
			break;
		case AT_FLOAT:
			Msg( "FLOAT | %f\n",pCur->GetValue<float>() );
			break;
		case AT_BOOL:
			Msg( "BOOL | %s\n",pCur->GetValue<bool>() ? "true" : "false" );
			break;
		
		default:
			Msg("Unknown type %i\n",pCur->GetType());
			break;
		}
	}
}

CON_COMMAND(dmx_iterate, "Prints a DMX file to the console")
{
	DECLARE_DMX_CONTEXT();
	
	CDmxElement* DMX = (CDmxElement*)DMXAlloc( 50000000 );

	if (UnserializeDMX(args[1],"MOD",false,&DMX))
	{
		IterateDmxElement(DMX);
	}
	else
		Warning("Could not read DMX file %s\n",args[1]);
}