mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 17:01:22 +00:00
4d0a08a052
The most likely cause is missing texture data. Found while working on the uv_layers bug for Hectate.
313 lines
11 KiB
Python
313 lines
11 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 .qfplist import pldata, PListError
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from .quakepal import palette
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from .quakenorm import map_normal
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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.polygons:
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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.polygons, 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 convert_image(image):
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size = image.size
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skin = MDL.Skin()
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skin.type = 0
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skin.pixels = bytearray(size[0] * size[1]) # preallocate
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cache = {}
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pixels = image.pixels[:]
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for y in range(size[1]):
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for x in range(size[0]):
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outind = y * size[0] + 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 = ((size[1] - 1 - y) * size[0] + x) * 4
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rgb = 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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if rgb not in cache:
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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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cache[rgb] = best[1]
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skin.pixels[outind] = cache[rgb]
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return skin
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def null_skin(size):
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skin = MDL.Skin()
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skin.type = 0
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skin.pixels = bytearray(size[0] * size[1]) # black skin
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return skin
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def active_uv(mesh):
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for uvt in mesh.uv_textures:
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if uvt.active:
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return uvt
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return None
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def make_skin(operator, mdl, mesh):
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uvt = active_uv(mesh)
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mdl.skinwidth, mdl.skinheight = (4, 4)
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skin = null_skin((mdl.skinwidth, mdl.skinheight))
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if (uvt and uvt.data and uvt.data[0].image):
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image = uvt.data[0].image
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if (uvt.data[0].image.size[0] and uvt.data[0].image.size[1]):
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mdl.skinwidth, mdl.skinheight = image.size
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skin = convert_image(image)
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else:
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operator.report({'WARNING'},
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"Texture '%s' invalid (missing?)." % image.name)
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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_layers.active.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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vuvdict = {}
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for face in mesh.polygons:
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fv = list(face.vertices)
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uv = uvfaces[face.loop_start:face.loop_start + face.loop_total]
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uv = list(map(lambda a: a.uv, uv))
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face_tris = []
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for i in range(1, len(fv) - 1):
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# blender's and quake's vertex order are opposed
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face_tris.append([(fv[0], tuple(uv[0])),
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(fv[i + 1], tuple(uv[i + 1])),
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(fv[i], tuple(uv[i]))])
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for ft in face_tris:
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tv = []
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for vuv in ft:
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if vuv not in vuvdict:
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vuvdict[vuv] = len(stverts)
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vertmap.append(vuv[0])
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stverts.append(vuv[1])
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tv.append(vuvdict[vuv])
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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 - 1) + 0.5)
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t = int((1 - t) * (mdl.skinheight - 1) + 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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mv = mesh.vertices[v]
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vert = MDL.Vert(tuple(mv.co), map_normal(mv.normal))
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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 get_properties(operator, mdl, obj):
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mdl.eyeposition = tuple(obj.qfmdl.eyeposition)
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mdl.synctype = MDL.SYNCTYPE[obj.qfmdl.synctype]
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mdl.flags = ((obj.qfmdl.rotate and MDL.EF_ROTATE or 0)
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| MDL.EFFECTS[obj.qfmdl.effects])
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if obj.qfmdl.md16:
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mdl.ident = "MD16"
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script = obj.qfmdl.script
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mdl.script = None
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if script:
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try:
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script = bpy.data.texts[script].as_string()
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except KeyError:
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operator.report({'ERROR'},
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"Script '%s' not found." % script)
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return False
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pl = pldata(script)
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try:
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mdl.script = pl.parse()
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except PListError as err:
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operator.report({'ERROR'}, "Script error: %s." % err)
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return False
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return True
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def process_skin(mdl, skin, ingroup=False):
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if 'skins' in skin:
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if ingroup:
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raise ValueError("nested skin group")
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intervals=['0.0']
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if 'intervals' in skin:
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intervals += list(skin['intervals'])
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intervals = list(map(lambda x: float(x), intervals))
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while len(intervals) < len(skin['skins']):
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intervals.append(intervals[-1] + 0.1)
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sk = MDL.Skin()
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sk.type = 1
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sk.times = intervals[1:len(skin['skins']) + 1]
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sk.skins = []
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for s in skin['skins']:
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sk.skins.append(process_skin(mdl, s, True))
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return sk
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else:
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#FIXME error handling
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name = skin['name']
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image = bpy.data.images[name]
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if hasattr(mdl, 'skinwidth'):
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if (mdl.skinwidth != image.size[0]
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or mdl.skinheight != image.size[1]):
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raise ValueError("%s: different skin size (%d %d) (%d %d)"
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% (name, mdl.skinwidth, mdl.skinheight,
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int(image.size[0]), int(image.size[1])))
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else:
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mdl.skinwidth, mdl.skinheight = image.size
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sk = convert_image(image)
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return sk
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def process_frame(mdl, scene, frame, vertmap, ingroup = False,
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frameno = None, name = 'frame'):
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sc = bpy.context.scene
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if frameno == None:
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frameno = scene.frame_current + scene.frame_subframe
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if 'frameno' in frame:
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frameno = float(frame['frameno'])
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if 'name' in frame:
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name = frame['name']
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if 'frames' in frame:
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if ingroup:
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raise ValueError("nested frames group")
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intervals=['0.0']
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if 'intervals' in frame:
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intervals += list(frame['intervals'])
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intervals = list(map(lambda x: float(x), intervals))
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while len(intervals) < len(frame['frames']) + 1:
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intervals.append(intervals[-1] + 0.1)
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fr = MDL.Frame()
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for i, f in enumerate(frame['frames']):
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fr.add_frame(process_frame(mdl, scene, f, vertmap, True,
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frameno + i, name + str(i + 1)),
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intervals[i + 1])
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if 'intervals' in frame:
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return fr
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mdl.frames += fr.frames[:-1]
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return fr.frames[-1]
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scene.frame_set(int(frameno), frameno - int(frameno))
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mesh = mdl.obj.to_mesh(scene, True, 'PREVIEW') #wysiwyg?
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if mdl.obj.qfmdl.xform:
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mesh.transform(mdl.obj.matrix_world)
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fr = make_frame(mesh, vertmap)
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fr.name = name
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return fr
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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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mdl.obj = obj
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if not get_properties(operator, mdl, obj):
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return {'CANCELLED'}
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mdl.tris, mdl.stverts, vertmap = build_tris(mesh)
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if mdl.script:
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if 'skins' in mdl.script:
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for skin in mdl.script['skins']:
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mdl.skins.append(process_skin(mdl, skin))
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if 'frames' in mdl.script:
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for frame in mdl.script['frames']:
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mdl.frames.append(process_frame(mdl, context.scene, frame,
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vertmap))
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if not mdl.skins:
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make_skin(operator, mdl, mesh)
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if not mdl.frames:
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curframe = context.scene.frame_current
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for fno in range(1, curframe + 1):
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context.scene.frame_set(fno)
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mesh = obj.to_mesh(context.scene, True, 'PREVIEW') #wysiwyg?
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if mdl.obj.qfmdl.xform:
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mesh.transform(mdl.obj.matrix_world)
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mdl.frames.append(make_frame(mesh, vertmap))
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convert_stverts(mdl, mdl.stverts)
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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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