# vim:ts=4:et # ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy from bpy_extras.object_utils import object_data_add from mathutils import Vector,Matrix from .quakepal import quakepal from .hexen2pal import hexen2pal from .mdl import MDL from .qfplist import pldata def make_verts(mdl, framenum, subframenum=0): frame = mdl.frames[framenum] if frame.type: frame = frame.frames[subframenum] verts = [] s = Vector(mdl.scale) o = Vector(mdl.scale_origin) m = Matrix(((s.x, 0, 0,o.x), ( 0,s.y, 0,o.y), ( 0, 0,s.z,o.z), ( 0, 0, 0, 1))) for v in frame.verts: verts.append(m @ Vector(v.r)) return verts def make_faces(mdl): faces = [] uvs = [] for tri in mdl.tris: tv = list(tri.verts) sts = [] for v in tri.verts: stv = mdl.stverts[v] s = stv.s t = stv.t if stv.onseam and not tri.facesfront: s += mdl.skinwidth / 2 # quake textures are top to bottom, but blender images # are bottom to top sts.append((s * 1.0 / mdl.skinwidth, 1 - t * 1.0 / mdl.skinheight)) # blender's and quake's vertex order seem to be opposed tv.reverse() sts.reverse() # annoyingly, blender can't have 0 in the final vertex, so rotate the # face vertices and uvs if not tv[2]: tv = [tv[2]] + tv[:2] sts = [sts[2]] + sts[:2] faces.append(tv) uvs.append(sts) return faces, uvs def load_skins(mdl): def load_skin(skin, name): if mdl.palette == 0: pal = quakepal else: pal = hexen2pal skin.name = name img = bpy.data.images.new(name, mdl.skinwidth, mdl.skinheight) mdl.images.append(img) p = [0.0] * mdl.skinwidth * mdl.skinheight * 4 d = skin.pixels for j in range(mdl.skinheight): for k in range(mdl.skinwidth): c = pal[d[j * mdl.skinwidth + k]] # quake textures are top to bottom, but blender images # are bottom to top l = ((mdl.skinheight - 1 - j) * mdl.skinwidth + k) * 4 p[l + 0] = c[0] / 255.0 p[l + 1] = c[1] / 255.0 p[l + 2] = c[2] / 255.0 p[l + 3] = 1.0 img.pixels[:] = p[:] img.pack() img.use_fake_user = True mdl.images=[] for i, skin in enumerate(mdl.skins): if skin.type: for j, subskin in enumerate(skin.skins): load_skin(subskin, "%s_%d_%d" % (mdl.name, i, j)) else: load_skin(skin, "%s_%d" % (mdl.name, i)) def setup_main_material(mdl): mat = bpy.data.materials.new(mdl.name) mat.blend_method = 'OPAQUE' mat.diffuse_color = (1, 1, 1, 1) mat.metallic = 1 mat.roughness = 1 mat.specular_intensity = 0 mat.use_nodes = True return mat def setup_skins(mdl, uvs): load_skins(mdl) # img = mdl.images[0] # use the first skin for now # uvlay = mdl.mesh.uv_textures.new(mdl.name) # uvloop = mdl.mesh.uv_layers[0] # for i, texpoly in enumerate(uvlay.data): uvloop = mdl.mesh.uv_layers.new(name = mdl.name) for i in range(len(mdl.mesh.polygons)): poly = mdl.mesh.polygons[i] mdl_uv = uvs[i] # texpoly.image = img # TODO: commented out by jazz for j,k in enumerate(poly.loop_indices): uvloop.data[k].uv = mdl_uv[j] #Load all skins img_counter = 0 for i, skin in enumerate(mdl.skins): if skin.type: mat = setup_main_material(mdl) emissionNode = mat.node_tree.nodes.new("ShaderNodeEmission") shaderOut = mat.node_tree.nodes["Material Output"] mat.node_tree.nodes.remove(mat.node_tree.nodes["Principled BSDF"]) emissionNode.location = (0, 0) shaderOut.location = (200, 0) yPos = 0 for j, subskin in enumerate(skin.skins): tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage") tex_node.image = mdl.images[img_counter] img_counter += 1 tex_node.interpolation = "Closest" tex_node.location = (-300, yPos) yPos -= 280 if j == 0: # connect only first texture (we'll need something smarter in the future) mat.node_tree.links.new(tex_node.outputs[0], emissionNode.inputs[0]) mat.node_tree.links.new(emissionNode.outputs[0], shaderOut.inputs[0]) mdl.mesh.materials.append(mat) else: mat = setup_main_material(mdl) # TODO: turn transform to True and position it properly in editor emissionNode = mat.node_tree.nodes.new("ShaderNodeEmission") shaderOut = mat.node_tree.nodes["Material Output"] mat.node_tree.nodes.remove(mat.node_tree.nodes["Principled BSDF"]) tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage") tex_node.image = mdl.images[img_counter] img_counter += 1 tex_node.interpolation = "Closest" emissionNode.location = (0, 0) shaderOut.location = (200, 0) tex_node.location = (-300, 0) mat.node_tree.links.new(tex_node.outputs[0], emissionNode.inputs[0]) mat.node_tree.links.new(emissionNode.outputs[0], shaderOut.inputs[0]) mdl.mesh.materials.append(mat) def make_shape_key(mdl, framenum, subframenum=0): frame = mdl.frames[framenum] name = "%s_%d" % (mdl.name, framenum) if frame.type: frame = frame.frames[subframenum] name = "%s_%d_%d" % (mdl.name, framenum, subframenum) if frame.name: name = frame.name else: frame.name = name frame.key = mdl.obj.shape_key_add(name=name) frame.key.value = 0.0 mdl.keys.append(frame.key) s = Vector(mdl.scale) o = Vector(mdl.scale_origin) m = Matrix(((s.x, 0, 0,o.x), ( 0,s.y, 0,o.y), ( 0, 0,s.z,o.z), ( 0, 0, 0, 1))) for i, v in enumerate(frame.verts): frame.key.data[i].co = m @ Vector(v.r) def build_shape_keys(mdl): mdl.keys = [] mdl.obj.shape_key_add(name="Basis",from_mix=False) mdl.mesh.shape_keys.name = mdl.name mdl.obj.active_shape_key_index = 0 bpy.context.scene.frame_end = 0 for i, frame in enumerate(mdl.frames): frame = mdl.frames[i] if frame.type: for j in range(len(frame.frames)): make_shape_key(mdl, i, j) bpy.context.scene.frame_end += 1 else: make_shape_key(mdl, i) bpy.context.scene.frame_end += 1 bpy.context.scene.frame_start = 1 def set_keys(act, data): for d in data: key, co = d dp = """key_blocks["%s"].value""" % key.name fc = act.fcurves.new(data_path = dp) fc.keyframe_points.add(len(co)) for i in range(len(co)): fc.keyframe_points[i].co = co[i] fc.keyframe_points[i].interpolation = 'LINEAR' def build_actions(mdl): sk = mdl.mesh.shape_keys ad = sk.animation_data_create() track = ad.nla_tracks.new(); track.name = mdl.name start_frame = 1.0 for frame in mdl.frames: act = bpy.data.actions.new(frame.name) data = [] other_keys = mdl.keys[:] if frame.type: for j, subframe in enumerate(frame.frames): subframe.frameno = start_frame + j co = [] if j > 1: co.append((1.0, 0.0)) if j > 0: co.append((j * 1.0, 0.0)) co.append(((j + 1) * 1.0, 1.0)) if j < len(frame.frames) - 2: co.append(((j + 2) * 1.0, 0.0)) if j < len(frame.frames) - 1: co.append((len(frame.frames) * 1.0, 0.0)) data.append((subframe.key, co)) if subframe.key in other_keys: del(other_keys[other_keys.index(subframe.key)]) co = [(1.0, 0.0), (len(frame.frames) * 1.0, 0.0)] for k in other_keys: data.append((k, co)) else: sub.frameno = start_frame + j data.append((frame.key, [(1.0, 1.0)])) if frame.key in other_keys: del(other_keys[other_keys.index(frame.key)]) co = [(1.0, 0.0)] for k in other_keys: data.append((k, co)) set_keys(act, data) track.strips.new(act.name, start_frame, act) start_frame += act.frame_range[1] def merge_frames(mdl): def get_base(name): i = 0 while i < len(name) and name[i] not in "0123456789": i += 1 return name[:i] i = 0 while i < len(mdl.frames): if mdl.frames[i].type: i += 1 continue base = get_base(mdl.frames[i].name) j = i + 1 while j < len(mdl.frames): if mdl.frames[j].type: break if get_base(mdl.frames[j].name) != base: break j += 1 f = MDL.Frame() f.name = base f.type = 1 f.frames = mdl.frames[i:j] mdl.frames[i:j] = [f] i += 1 def write_text(mdl): header=""" /* This script represents the animation data within the model file. It is generated automatically on import, and is optional when exporting. If no script is used when exporting, frames will be exported one per blender frame from frame 1 to the current frame (inclusive), and only one skin will be exported. The fundamental format of the script is documented at http://quakeforge.net/doxygen/property-list.html The expected layout is a top-level dictionary with two expected entries: frames array of frame entries. If missing, frames will be handled as if there were no script. skins array of skin entries. If missing, skins will be handled as if there were no script. A frame entry is a dictionary with the following fields: name The name of the frame to be written to the mdl file. In a frame group, this will form the base for sub-frame names (name + relative frame number: eg, frame1) if the sub-frame does not have a name field. (string) frameno The blender frame to use for the captured animation. In a frame group, this will be used as the base frame for any sub-frames that do not specify a frame. While fractional frames are supported, YMMV. (string:float) frames Array of frame entries. If present, the current frame entry is a frame group, and the frame entries specify sub-frames. (array of dictionary) NOTE: only top-level frames may be frame groups intervals Array of frame end times for frame groups. No meaning in blender, but the quake engine uses them for client-side animations. Times must be ascending, but any step > 0 is valid. Ignored for single frames. If not present in a frame group, the sub-frames of the group will be written as single frames (in order to undo the auto-group feature of the importer). Excess times will be ignored, missing times will be generated at 0.1 second intervals. (array of string:float). A skin entry is a dictionary with the following fields: name The name of the blender image to be used as the skin. Ignored for skin groups (animated skins). (string) skins Array of skin entries. If present, the current skin entry is a skin group (animated skin), and the skin entries specify sub-skin. (array of dictionary) NOTE: only top-level skins may be skins groups intervals Array of skin end times for skin groups. No meaning in blender, but the quake engine uses them for client-side animations. Times must be ascending, but any step > 0 is valid. Ignored for single skins. If not present in a skin group, it will be generated using 0.1 second intervals. Excess times will be ignored, missing times will be generated at 0.1 second intervals. (array of string:float). */ """ d={'frames':[], 'skins':[]} for f in mdl.frames: d['frames'].append(f.info()) for s in mdl.skins: d['skins'].append(s.info()) pl = pldata() string = header + pl.write(d) txt = bpy.data.texts.new(mdl.name) txt.from_string(string) mdl.text = txt def parse_flags(flags): #NOTE these are in QuakeForge priority order; a little different to id. # id has rocket and grenate between tracer2 and tracer3 if flags & MDL.EF_ROCKET: return 'EF_ROCKET' elif flags & MDL.EF_GRENADE: return 'EF_GRENADE' elif flags & MDL.EF_GIB: return 'EF_GIB' elif flags & MDL.EF_ZOMGIB: return 'EF_ZOMGIB' elif flags & MDL.EF_TRACER: return 'EF_TRACER' elif flags & MDL.EF_TRACER2: return 'EF_TRACER2' elif flags & MDL.EF_TRACER3: return 'EF_TRACER3' else: return 'EF_NONE' def set_properties(mdl): mdl.obj.qfmdl.eyeposition = mdl.eyeposition try: mdl.obj.qfmdl.synctype = MDL.SYNCTYPE[mdl.synctype] except IndexError: mdl.obj.qfmdl.synctype = 'ST_SYNC' mdl.obj.qfmdl.rotate = (mdl.flags & MDL.EF_ROTATE) and True or False mdl.obj.qfmdl.effects = parse_flags(mdl.flags) #mdl.obj.qfmdl.script = mdl.text.name #FIXME really want the text object mdl.obj.qfmdl.md16 = (mdl.ident == "MD16") def import_mdl(operator, context, filepath, palette = 'PAL_QUAKE'): bpy.context.preferences.edit.use_global_undo = False for obj in bpy.context.scene.collection.objects: obj.select_set(False) mdl = MDL() if not mdl.read(filepath): operator.report({'ERROR'}, "Unrecognized format: %s %d" % (mdl.ident, mdl.version)) return {'CANCELLED'} faces, uvs = make_faces(mdl) verts = make_verts(mdl, 0) mdl.mesh = bpy.data.meshes.new(mdl.name) mdl.mesh.from_pydata(verts, [], faces) mdl.obj = bpy.data.objects.new(mdl.name, mdl.mesh) bpy.context.scene.collection.objects.link(mdl.obj) mdl.obj.select_set(True) bpy.context.view_layer.objects.active = mdl.obj mdl.palette = MDL.PALETTE[palette] setup_skins(mdl, uvs) bpy.context.scene.frame_start = 1 bpy.context.scene.frame_end = 1 if len(mdl.frames) > 1 or mdl.frames[0].type: build_shape_keys(mdl) merge_frames(mdl) build_actions(mdl) write_text(mdl) set_properties(mdl) mdl.mesh.update() bpy.context.preferences.edit.use_global_undo = True return {'FINISHED'}