quakeforge/tools/qfmdl/import_mdl.py

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# 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 #####
# <pep8 compliant>
from struct import unpack
from pprint import pprint
import bpy
from bpy_extras.object_utils import object_data_add
from mathutils import Vector,Matrix
from . import quakepal
class MDL:
class Skin:
def __init__(self):
pass
def read(self, mdl, sub=0):
self.width, self.height = mdl.skinwidth, mdl.skinheight
if sub:
self.type = 0
self.read_pixels(mdl)
return self
self.type = mdl.read_int()
if self.type:
# skin group
num = mdl.read_int()
self.times = mdl.read_float(num)
self.skins = []
for i in range(num):
self.skins.append(MDL.Skin().read(mdl, 1))
num -= 1
return self
self.read_pixels(mdl)
return self
def read_pixels(self, mdl):
size = self.width * self.height
self.pixels = mdl.read_bytes(size)
class STVert:
def __init__(self):
pass
def read(self, mdl):
self.onseam = mdl.read_int()
self.s, self.t = mdl.read_int(2)
return self
class Tri:
def __init__(self):
pass
def read(self, mdl):
self.facesfront = mdl.read_int()
self.verts = mdl.read_int(3)
return self
class Frame:
def __init__(self):
pass
def read(self, mdl, numverts, sub=0):
if sub:
self.type = 0
else:
self.type = mdl.read_int()
if self.type:
num = mdl.read_int()
self.read_bounds(mdl)
self.times = mdl.read_float(num)
self.frames = []
for i in range(num):
self.frames.append(MDL.Frame().read(mdl, numverts, 1))
return self
self.read_bounds(mdl)
self.read_name(mdl)
self.read_verts(mdl, numverts)
return self
def read_name(self, mdl):
if mdl.version == 6:
name = mdl.read_string(16)
else:
name = ""
if "\0" in name:
name = name[:name.index("\0")]
self.name = name
def read_bounds(self, mdl):
self.mins = mdl.read_byte(4)[:3] #discard normal index
self.maxs = mdl.read_byte(4)[:3] #discard normal index
def read_verts(self, mdl, num):
self.verts = []
for i in range(num):
self.verts.append(MDL.Vert().read(mdl))
class Vert:
def __init__(self):
pass
def read(self, mdl):
self.r = mdl.read_byte(3)
self.ni = mdl.read_byte()
return self
def read_byte(self, count=1):
size = 1 * count
data = self.file.read(size)
data = unpack("<%dB" % count, data)
if count == 1:
return data[0]
return data
def read_int(self, count=1):
size = 4 * count
data = self.file.read(size)
data = unpack("<%di" % count, data)
if count == 1:
return data[0]
return data
def read_float(self, count=1):
size = 4 * count
data = self.file.read(size)
data = unpack("<%df" % count, data)
if count == 1:
return data[0]
return data
def read_bytes(self, size):
return self.file.read(size)
def read_string(self, size):
data = self.file.read(size)
s = ""
for c in data:
s = s + chr(c)
return s
def __init__(self):
pass
def read(self, filepath):
self.file = open(filepath, "rb")
self.name = filepath.split('/')[-1]
self.name = self.name.split('.')[0]
self.ident = self.read_string(4)
self.version = self.read_int()
if self.ident not in ["IDPO", "MD16"] or self.version not in [3, 6]:
return None
self.scale = Vector(self.read_float(3))
self.scale_origin = Vector(self.read_float(3))
self.boundingradius = self.read_float()
self.eyeposition = Vector(self.read_float(3))
numskins = self.read_int()
self.skinwidth, self.skinheight = self.read_int(2)
numverts, numtris, numframes = self.read_int(3)
self.synctype = self.read_int()
if self.version == 6:
self.flags = self.read_int()
self.size = self.read_float()
# read in the skin data
self.skins = []
for i in range(numskins):
self.skins.append(MDL.Skin().read(self))
#read in the st verts (uv map)
self.stverts = []
for i in range(numverts):
self.stverts.append (MDL.STVert().read(self))
#read in the tris
self.tris = []
for i in range(numtris):
self.tris.append(MDL.Tri().read(self))
#read in the frames
self.frames = []
for i in range(numframes):
self.frames.append(MDL.Frame().read(self, numverts))
return self
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def make_verts(mdl, framenum, subframenum=0):
frame = mdl.frames[framenum]
if frame.type:
frame = frame.frames[subframenum]
verts = []
s = mdl.scale
o = mdl.scale_origin
m = Matrix(((s.x, 0, 0, 0),
( 0,s.y, 0, 0),
( 0, 0,s.z, 0),
(o.x,o.y,o.z, 1)))
for v in frame.verts:
verts.append(Vector(v.r) * m)
#verts.append(m * Vector(v.r))
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return verts
def make_faces(mdl):
faces = []
uvs = []
for tri in mdl.tris:
tv = tri.verts
tv = tv[2], tv[1], tv[0] # flip the normal by reversing the winding
faces.append (tv)
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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))
sts = sts[2], sts[1], sts[0] # to match face vert reversal
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uvs.append(sts)
return faces, uvs
def load_skins(mdl):
def load_skin(skin, 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 = quakepal.palette[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(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_skins (mdl, uvs):
load_skins (mdl)
img = mdl.images[0] # use the first skin for now
uvlay = mdl.mesh.uv_textures.new(mdl.name)
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for i, f in enumerate(uvlay.data):
mdl_uv = uvs[i]
for j, uv in enumerate(f.uv):
uv[0], uv[1] = mdl_uv[j]
f.image = img
f.use_image = True
mat = bpy.data.materials.new(mdl.name)
mat.diffuse_color = (1,1,1)
mat.use_raytrace = False
tex = bpy.data.textures.new(mdl.name, 'IMAGE')
tex.extension = 'CLIP'
tex.use_preview_alpha = True
tex.image = img
mat.texture_slots.add()
ts = mat.texture_slots[0]
ts.texture = tex
ts.use_map_alpha = True
ts.texture_coords = 'UV'
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)
frame.key.value = 0.0
mdl.keys.append (frame.key)
s = mdl.scale
o = mdl.scale_origin
m = Matrix(((s.x, 0, 0, 0),
( 0,s.y, 0, 0),
( 0, 0,s.z, 0),
(o.x,o.y,o.z, 1)))
for i, v in enumerate(frame.verts):
frame.key.data[i].co = Vector(v.r) * m
#frame.key.data[i].co = m * Vector(v.r)
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def build_shape_keys(mdl):
mdl.keys = []
mdl.obj.shape_key_add("Basis") # FIXME do I want this?
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)
else:
make_shape_key(mdl, i)
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]
def build_actions(mdl):
sk = mdl.mesh.shape_keys
for frame in mdl.frames:
sk.animation_data_create()
sk.animation_data.action = bpy.data.actions.new(frame.name)
act=sk.animation_data.action
data = []
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other_keys = mdl.keys[:]
if frame.type:
for j, subframe in enumerate(frame.frames):
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)]
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for k in other_keys:
data.append((k, co))
else:
data.append((frame.key, [(1.0, 1.0)]))
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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)
def get_base(name):
i = 0
while i < len(name) and name[i] not in "0123456789":
i += 1
return name[:i]
def merge_frames(mdl):
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 import_mdl(operator, context, filepath):
bpy.context.user_preferences.edit.use_global_undo = False
for obj in bpy.context.scene.objects:
obj.select = False
mdl = MDL()
if not mdl.read(filepath):
#FIXME report?
return {'CANCELED'}
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.objects.link(mdl.obj)
bpy.context.scene.objects.active = mdl.obj
mdl.obj.select = True
setup_skins (mdl, uvs)
if len(mdl.frames) > 1 or mdl.frames[0].type:
build_shape_keys(mdl)
merge_frames(mdl)
build_actions(mdl)
mdl.mesh.update()
bpy.context.user_preferences.edit.use_global_undo = True
return {'FINISHED'}