mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
3b8ab404a0
The params are eye position, flags and synctype. Provision is made for reading them from a text block on export, but nothing is done other than retrieving the text block.
182 lines
6.7 KiB
Python
182 lines
6.7 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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cache = {}
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pixels = image.pixels[:]
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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 = 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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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 - 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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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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#FIXME this should be configurable
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#FIXME use it
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if mdl.name in bpy.data.texts:
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mdl.script = bpy.data.texts[mdl.name].as_string()
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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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