# 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 palette from .mdl import MDL def check_faces(mesh): #Check that all faces are tris because mdl does not support anything else. #Because the diagonal on which a quad is split can make a big difference, #quad to tri conversion will not be done automatically. faces_ok = True save_select = [] for f in mesh.faces: save_select.append(f.select) f.select = False if len(f.vertices) > 3: f.select = True faces_ok = False if not faces_ok: mesh.update() return False #reset selection to what it was before the check. for f, s in map(lambda x, y: (x, y), mesh.faces, save_select): f.select = s mesh.update() return True def make_skin(mdl, mesh): if (not mesh.uv_textures or not mesh.uv_textures[0].data or not mesh.uv_textures[0].data[0].image): mdl.skinwidth = mdl.skinheight = 4 skin = MDL.Skin() skin.type = 0 skin.pixels = bytes(mdl.skinwidth * mdl.skinheight) # black skin else: image = mesh.uv_textures[0].data[0].image mdl.skinwidth, mdl.skinheight = image.size skin = MDL.Skin() skin.type = 0 skin.pixels = bytearray(mdl.skinwidth * mdl.skinheight) # preallocate 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 = image.pixels[inind : inind + 3] # ignore alpha rgb = tuple(map(lambda x: int(x * 255 + 0.5), rgb)) 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) 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 = list(face.vertices) uv = list(uvface.uv) # blender's and quake's vertex order seem to be opposed fv.reverse() uv.reverse() 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]) tris.append(MDL.Tri(tv)) return tris, stverts, vertmap def convert_stverts(mdl, stverts): for i, st in enumerate (stverts): s, t = st # quake textures are top to bottom, but blender images # are bottom to top s = int (s * mdl.skinwidth + 0.5) t = int ((1 - 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) rsqr = tuple(map(lambda a, b: max(abs(a), abs(b)) ** 2, tf.mins, tf.maxs)) mdl.boundingradius = (rsqr[0] + rsqr[1] + rsqr[2]) ** 0.5 mdl.scale_origin = tf.mins mdl.scale = tuple(map(lambda x: x / 255.0, size)) for f in mdl.frames: f.scale(mdl) def calc_average_area(mdl): frame = mdl.frames[0] if frame.type: frame = frame.frames[0] totalarea = 0.0 for tri in mdl.tris: verts = tuple(map(lambda i: frame.verts[i], tri.verts)) a = Vector(verts[0].r) - Vector(verts[1].r) b = Vector(verts[2].r) - Vector(verts[1].r) c = a.cross(b) totalarea += (c * c) ** 0.5 / 2.0 return totalarea / len(mdl.tris) def export_mdl(operator, context, filepath): obj = context.active_object 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)) mdl.size = calc_average_area(mdl) scale_verts(mdl) mdl.write(filepath) return {'FINISHED'}