Implement multiple skin and frame exporting.

This commit is contained in:
Bill Currie 2012-04-21 11:31:33 +09:00
parent 1242247ac2
commit 4e435654c0

View file

@ -23,6 +23,7 @@ import bpy
from bpy_extras.object_utils import object_data_add from bpy_extras.object_utils import object_data_add
from mathutils import Vector,Matrix from mathutils import Vector,Matrix
from .qfplist import pldata, PListError
from .quakepal import palette from .quakepal import palette
from .mdl import MDL from .mdl import MDL
@ -47,41 +48,49 @@ def check_faces(mesh):
mesh.update() mesh.update()
return True return True
def convert_image(image):
size = image.size
skin = MDL.Skin()
skin.type = 0
skin.pixels = bytearray(size[0] * size[1]) # preallocate
cache = {}
pixels = image.pixels[:]
for y in range(size[1]):
for x in range(size[0]):
outind = y * size[0] + x
# quake textures are top to bottom, but blender images
# are bottom to top
inind = ((size[1] - 1 - y) * size[0] + x) * 4
rgb = pixels[inind : inind + 3] # ignore alpha
rgb = tuple(map(lambda x: int(x * 255 + 0.5), rgb))
if rgb not in cache:
best = (3*256*256, -1)
for i, p in enumerate(palette):
if i > 255: # should never happen
break
r = 0
for x in map (lambda a, b: (a - b) ** 2, rgb, p):
r += x
if r < best[0]:
best = (r, i)
cache[rgb] = best[1]
skin.pixels[outind] = cache[rgb]
return skin
def null_skin(size):
skin = MDL.Skin()
skin.type = 0
skin.pixels = bytearray(size[0] * size[1]) # black skin
def make_skin(mdl, mesh): def make_skin(mdl, mesh):
if (not mesh.uv_textures or not mesh.uv_textures[0].data if (not mesh.uv_textures or not mesh.uv_textures[0].data
or not mesh.uv_textures[0].data[0].image): or not mesh.uv_textures[0].data[0].image):
mdl.skinwidth = mdl.skinheight = 4 mdl.skinwidth, mdl.skinheight = (4, 4)
skin = MDL.Skin() skin = null_skin((mdl.skinwidth, mdl.skinheight))
skin.type = 0
skin.pixels = bytes(mdl.skinwidth * mdl.skinheight) # black skin
else: else:
image = mesh.uv_textures[0].data[0].image image = mesh.uv_textures[0].data[0].image
mdl.skinwidth, mdl.skinheight = image.size mdl.skinwidth, mdl.skinheight = image.size
skin = MDL.Skin() skin = convert_image(image)
skin.type = 0
skin.pixels = bytearray(mdl.skinwidth * mdl.skinheight) # preallocate
cache = {}
pixels = image.pixels[:]
for y in range(mdl.skinheight):
for x in range(mdl.skinwidth):
outind = y * mdl.skinwidth + x
# quake textures are top to bottom, but blender images
# are bottom to top
inind = ((mdl.skinheight - 1 - y) * mdl.skinwidth + x) * 4
rgb = pixels[inind : inind + 3] # ignore alpha
rgb = tuple(map(lambda x: int(x * 255 + 0.5), rgb))
if rgb not in cache:
best = (3*256*256, -1)
for i, p in enumerate(palette):
if i > 255: # should never happen
break
r = 0
for x in map (lambda a, b: (a - b) ** 2, rgb, p):
r += x
if r < best[0]:
best = (r, i)
cache[rgb] = best[1]
skin.pixels[outind] = cache[rgb]
mdl.skins.append(skin) mdl.skins.append(skin)
def build_tris(mesh): def build_tris(mesh):
@ -161,11 +170,91 @@ def calc_average_area(mdl):
totalarea += (c * c) ** 0.5 / 2.0 totalarea += (c * c) ** 0.5 / 2.0
return totalarea / len(mdl.tris) return totalarea / len(mdl.tris)
def get_properties(mdl, obj): def get_properties(operator, mdl, obj):
mdl.eyeposition = tuple (obj.qfmdl.eyeposition) mdl.eyeposition = tuple (obj.qfmdl.eyeposition)
mdl.synctype = MDL.SYNCTYPE[obj.qfmdl.synctype] mdl.synctype = MDL.SYNCTYPE[obj.qfmdl.synctype]
mdl.flags = ((obj.qfmdl.synctype and MDL.EF_ROTATE or 0) mdl.flags = ((obj.qfmdl.synctype and MDL.EF_ROTATE or 0)
| MDL.EFFECTS[obj.qfmdl.effects]) | MDL.EFFECTS[obj.qfmdl.effects])
script = obj.qfmdl.script
mdl.script = None
if script:
try:
script = bpy.data.texts[script].as_string()
except KeyError:
operator.report({'ERROR'},
"Script '%s' not found." % script)
return False
pl = pldata(script)
try:
mdl.script = pl.parse()
except PListError as err:
operator.report({'ERROR'}, "Script error: %s." % err)
return False
return True
def process_skin(mdl, skin, ingroup=False):
if 'skins' in skin:
if ingroup:
raise ValueError("nested skin group")
intervals=['0.0']
if 'intervals' in skin:
intervals += list(skin['intervals'])
intervals = list(map(lambda x: float(x), intervals))
while len(intervals) < len(skin['skins']):
intervals.append(intervals[-1] + 0.1)
sk = MDL.Skin()
sk.type = 1
sk.times = intervals[1:len(skin['skins']) + 1]
sk.skins = []
for s in skin['skins']:
sk.skins.append(process_skin (mdl, s, True))
return sk
else:
#FIXME error handling
name = skin['name']
image = bpy.data.images[name]
if hasattr(mdl, 'skinwidth'):
if (mdl.skinwidth != image.size[0]
or mdl.skinheight != image.size[1]):
raise ValueError("%s: different skin size (%d %d) (%d %d)"
% (name, mdl.skinwidth, mdl.skinheight, int(image.size[0]), int(image.size[1])))
else:
mdl.skinwidth, mdl.skinheight = image.size
sk = convert_image(image)
return sk
def process_frame(mdl, scene, frame, vertmap, ingroup = False,
frameno = None, name = 'frame'):
sc = bpy.context.scene
if frameno == None:
frameno = scene.frame_current + scene.frame_subframe
if 'frameno' in frame:
frameno = float(frame['frameno'])
if 'name' in frame:
name = frame['name']
if 'frames' in frame:
if ingroup:
raise ValueError("nested frames group")
intervals=['0.0']
if 'intervals' in frame:
intervals += list(frame['intervals'])
intervals = list(map(lambda x: float(x), intervals))
while len(intervals) < len(frame['frames']):
intervals.append(intervals[-1] + 0.1)
fr = MDL.Frame()
for i, f in enumerate(frame['frames']):
fr.add_frame(process_frame (mdl, scene, f, vertmap, True,
frameno + i, name + str(i + 1)),
intervals[i + 1])
if 'intervals' in frame:
return fr
mdl.frames += fr.frames[:-1]
return fr.frames[-1]
scene.frame_set (int(frameno), frameno - int(frameno))
mesh = mdl.obj.to_mesh (scene, True, 'PREVIEW') #wysiwyg?
fr = make_frame(mesh, vertmap)
fr.name = name
return fr
def export_mdl(operator, context, filepath): def export_mdl(operator, context, filepath):
obj = context.active_object obj = context.active_object
@ -175,16 +264,24 @@ def export_mdl(operator, context, filepath):
"Mesh has faces with more than 3 vertices.") "Mesh has faces with more than 3 vertices.")
return {'CANCELLED'} return {'CANCELLED'}
mdl = MDL(obj.name) mdl = MDL(obj.name)
#FIXME this should be configurable mdl.obj = obj
#FIXME use it if not get_properties(operator, mdl, obj):
if mdl.name in bpy.data.texts: return {'CANCELLED'}
mdl.script = bpy.data.texts[mdl.name].as_string()
make_skin(mdl, mesh)
mdl.tris, mdl.stverts, vertmap = build_tris(mesh) mdl.tris, mdl.stverts, vertmap = build_tris(mesh)
if mdl.script:
if 'skins' in mdl.script:
for skin in mdl.script['skins']:
mdl.skins.append(process_skin(mdl, skin))
if 'frames' in mdl.script:
for frame in mdl.script['frames']:
mdl.frames.append(process_frame(mdl, context.scene, frame,
vertmap))
if not mdl.skins:
make_skin(mdl, mesh)
if not mdl.frames:
mdl.frames.append(make_frame(mesh, vertmap))
convert_stverts (mdl, mdl.stverts) convert_stverts (mdl, mdl.stverts)
mdl.frames.append(make_frame(mesh, vertmap))
mdl.size = calc_average_area(mdl) mdl.size = calc_average_area(mdl)
scale_verts(mdl) scale_verts(mdl)
get_properties(mdl, obj)
mdl.write(filepath) mdl.write(filepath)
return {'FINISHED'} return {'FINISHED'}