mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
50795b8239
The size is actually the average area in quake units of the mesh's triangles. Again, my results are slightly smaller (0.025). With this, all calculable fields are set. Only eye position, flags and synctype remain.
174 lines
6.4 KiB
Python
174 lines
6.4 KiB
Python
# vim:ts=4:et
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy_extras.object_utils import object_data_add
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from mathutils import Vector,Matrix
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from .quakepal import palette
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from .mdl import MDL
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def check_faces(mesh):
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#Check that all faces are tris because mdl does not support anything else.
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#Because the diagonal on which a quad is split can make a big difference,
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#quad to tri conversion will not be done automatically.
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faces_ok = True
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save_select = []
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for f in mesh.faces:
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save_select.append(f.select)
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f.select = False
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if len(f.vertices) > 3:
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f.select = True
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faces_ok = False
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if not faces_ok:
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mesh.update()
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return False
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#reset selection to what it was before the check.
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for f, s in map(lambda x, y: (x, y), mesh.faces, save_select):
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f.select = s
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mesh.update()
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return True
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def make_skin(mdl, mesh):
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if (not mesh.uv_textures or not mesh.uv_textures[0].data
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or not mesh.uv_textures[0].data[0].image):
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mdl.skinwidth = mdl.skinheight = 4
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skin = MDL.Skin()
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skin.type = 0
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skin.pixels = bytes(mdl.skinwidth * mdl.skinheight) # black skin
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else:
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image = mesh.uv_textures[0].data[0].image
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mdl.skinwidth, mdl.skinheight = image.size
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skin = MDL.Skin()
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skin.type = 0
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skin.pixels = bytearray(mdl.skinwidth * mdl.skinheight) # preallocate
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for y in range(mdl.skinheight):
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for x in range(mdl.skinwidth):
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outind = y * mdl.skinwidth + x
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# quake textures are top to bottom, but blender images
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# are bottom to top
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inind = ((mdl.skinheight - 1 - y) * mdl.skinwidth + x) * 4
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rgb = image.pixels[inind : inind + 3] # ignore alpha
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rgb = tuple(map(lambda x: int(x * 255 + 0.5), rgb))
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best = (3*256*256, -1)
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for i, p in enumerate(palette):
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if i > 255: # should never happen
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break
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r = 0
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for x in map (lambda a, b: (a - b) ** 2, rgb, p):
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r += x
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if r < best[0]:
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best = (r, i)
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skin.pixels[outind] = best[1]
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mdl.skins.append(skin)
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def build_tris(mesh):
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# mdl files have a 1:1 relationship between stverts and 3d verts.
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# a bit sucky, but it does allow faces to take less memory
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#
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# modelgen's algorithm for generating UVs is very efficient in that no
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# vertices are duplicated (thanks to the onseam flag), but it can result
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# in fairly nasty UV layouts, and worse: the artist has no control over
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# the layout. However, there seems to be nothing in the mdl format
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# preventing the use of duplicate 3d vertices to allow complete freedom
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# of the UV layout.
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uvfaces = mesh.uv_textures[0].data
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stverts = []
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tris = []
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vertmap = [] # map mdl vert num to blender vert num (for 3d verts)
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uvdict = {}
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for face, uvface in map(lambda a,b: (a,b), mesh.faces, uvfaces):
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fv = list(face.vertices)
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uv = list(uvface.uv)
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# blender's and quake's vertex order seem to be opposed
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fv.reverse()
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uv.reverse()
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tv = []
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for v, u in map(lambda a,b: (a,b), fv, uv):
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k = tuple(u)
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if k not in uvdict:
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uvdict[k] = len(stverts)
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vertmap.append(v)
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stverts.append(u)
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tv.append(uvdict[k])
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tris.append(MDL.Tri(tv))
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return tris, stverts, vertmap
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def convert_stverts(mdl, stverts):
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for i, st in enumerate (stverts):
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s, t = st
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# quake textures are top to bottom, but blender images
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# are bottom to top
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s = int (s * mdl.skinwidth + 0.5)
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t = int ((1 - t) * mdl.skinheight + 0.5)
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# ensure st is within the skin
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s = ((s % mdl.skinwidth) + mdl.skinwidth) % mdl.skinwidth
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t = ((t % mdl.skinheight) + mdl.skinheight) % mdl.skinheight
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stverts[i] = MDL.STVert ((s, t))
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def make_frame(mesh, vertmap):
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frame = MDL.Frame()
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for v in vertmap:
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vert = MDL.Vert(tuple(mesh.vertices[v].co))
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frame.add_vert(vert)
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return frame
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def scale_verts(mdl):
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tf = MDL.Frame()
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for f in mdl.frames:
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tf.add_frame(f, 0.0) # let the frame class do the dirty work for us
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size = Vector(tf.maxs) - Vector(tf.mins)
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rsqr = tuple(map(lambda a, b: max(abs(a), abs(b)) ** 2, tf.mins, tf.maxs))
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mdl.boundingradius = (rsqr[0] + rsqr[1] + rsqr[2]) ** 0.5
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mdl.scale_origin = tf.mins
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mdl.scale = tuple(map(lambda x: x / 255.0, size))
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for f in mdl.frames:
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f.scale(mdl)
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def calc_average_area(mdl):
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frame = mdl.frames[0]
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if frame.type:
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frame = frame.frames[0]
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totalarea = 0.0
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for tri in mdl.tris:
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verts = tuple(map(lambda i: frame.verts[i], tri.verts))
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a = Vector(verts[0].r) - Vector(verts[1].r)
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b = Vector(verts[2].r) - Vector(verts[1].r)
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c = a.cross(b)
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totalarea += (c * c) ** 0.5 / 2.0
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return totalarea / len(mdl.tris)
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def export_mdl(operator, context, filepath):
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obj = context.active_object
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mesh = obj.to_mesh (context.scene, True, 'PREVIEW') #wysiwyg?
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if not check_faces (mesh):
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operator.report({'ERROR'},
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"Mesh has faces with more than 3 vertices.")
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return {'CANCELLED'}
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mdl = MDL(obj.name)
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make_skin(mdl, mesh)
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mdl.tris, mdl.stverts, vertmap = build_tris(mesh)
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convert_stverts (mdl, mdl.stverts)
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mdl.frames.append(make_frame(mesh, vertmap))
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mdl.size = calc_average_area(mdl)
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scale_verts(mdl)
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mdl.write(filepath)
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return {'FINISHED'}
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