Get the exporter mostly working.

There seems to be some problems with the UVs, only one frame is exported,
and various model params don't get set (eye position, size, bounding
radius, synctype, flags), but the size and shape look right in qf :).
This commit is contained in:
Bill Currie 2011-09-23 19:01:31 +09:00
parent 8ccb07d959
commit a80eef8bc4
1 changed files with 63 additions and 1 deletions

View File

@ -80,14 +80,76 @@ def make_skin(mdl, mesh):
skin.pixels[outind] = best[1]
mdl.skins.append(skin)
def build_tris(mesh):
# mdl files have a 1:1 relationship between stverts and 3d verts.
# a bit sucky, but it does allow faces to take less memory
#
# modelgen's algorithm for generating UVs is very efficient in that no
# vertices are duplicated (thanks to the onseam flag), but it can result
# in fairly nasty UV layouts, and worse: the artist has no control over
# the layout. However, there seems to be nothing in the mdl format
# preventing the use of duplicate 3d vertices to allow complete freedom
# of the UV layout.
uvfaces = mesh.uv_textures[0].data
stverts = []
tris = []
vertmap = [] # map mdl vert num to blender vert num (for 3d verts)
uvdict = {}
for face, uvface in map(lambda a,b: (a,b), mesh.faces, uvfaces):
fv = tuple(face.vertices)
uv = tuple(uvface.uv)
tv = []
for v, u in map(lambda a,b: (a,b), fv, uv):
k = tuple(u)
if k not in uvdict:
uvdict[k] = len(stverts)
vertmap.append(v)
stverts.append(u)
tv.append(uvdict[k])
# blender's and quake's vertex order seem to be opposed
tv.reverse()
tris.append(MDL.Tri(tv))
return tris, stverts, vertmap
def convert_stverts(mdl, stverts):
for i, st in enumerate (stverts):
s, t = st
s = int (s * mdl.skinwidth + 0.5)
t = int (t * mdl.skinheight + 0.5)
# ensure st is within the skin
s = ((s % mdl.skinwidth) + mdl.skinwidth) % mdl.skinwidth
t = ((t % mdl.skinheight) + mdl.skinheight) % mdl.skinheight
stverts[i] = MDL.STVert ((s, t))
def make_frame(mesh, vertmap):
frame = MDL.Frame()
for v in vertmap:
vert = MDL.Vert(tuple(mesh.vertices[v].co))
frame.add_vert(vert)
return frame
def scale_verts(mdl):
tf = MDL.Frame()
for f in mdl.frames:
tf.add_frame(f, 0.0) # let the frame class do the dirty work for us
size = Vector(tf.maxs) - Vector(tf.mins)
mdl.scale_origin = tf.mins
mdl.scale = tuple(map(lambda x: x / 255.0, size))
for f in mdl.frames:
f.scale(mdl)
def export_mdl(operator, context, filepath):
obj = context.active_object
mesh = obj.data
mesh = obj.to_mesh (context.scene, True, 'PREVIEW') #wysiwyg?
if not check_faces (mesh):
operator.report({'ERROR'},
"Mesh has faces with more than 3 vertices.")
return {'CANCELLED'}
mdl = MDL(obj.name)
make_skin(mdl, mesh)
mdl.tris, mdl.stverts, vertmap = build_tris(mesh)
convert_stverts (mdl, mdl.stverts)
mdl.frames.append(make_frame(mesh, vertmap))
scale_verts(mdl)
mdl.write(filepath)
return {'FINISHED'}