# 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 ##### # 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 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)) 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) 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 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) 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) 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 = [] 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)] for k in other_keys: data.append((k, co)) else: 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) 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'}