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.
278 lines
9 KiB
Python
278 lines
9 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 make_verts(mdl, framenum, subframenum=0):
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frame = mdl.frames[framenum]
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if frame.type:
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frame = frame.frames[subframenum]
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verts = []
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s = Vector(mdl.scale)
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o = Vector(mdl.scale_origin)
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m = Matrix(((s.x, 0, 0, 0),
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( 0,s.y, 0, 0),
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( 0, 0,s.z, 0),
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(o.x,o.y,o.z, 1)))
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for v in frame.verts:
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try: #FIXME
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verts.append(Vector(v.r) * m)
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except ValueError:
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verts.append(m * Vector(v.r))
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return verts
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def make_faces(mdl):
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faces = []
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uvs = []
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for tri in mdl.tris:
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tv = list(tri.verts)
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sts = []
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for v in tri.verts:
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stv = mdl.stverts[v]
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s = stv.s
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t = stv.t
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if stv.onseam and not tri.facesfront:
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s += mdl.skinwidth / 2
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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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sts.append((s * 1.0 / mdl.skinwidth, 1 - t * 1.0 / mdl.skinheight))
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# blender's and quake's vertex order seem to be opposed
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tv.reverse()
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sts.reverse()
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# annoyingly, blender can't have 0 in the final vertex, so rotate the
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# face vertices and uvs
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if not tv[2]:
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tv = [tv[2]] + tv[:2]
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sts = [sts[2]] + sts[:2]
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faces.append (tv)
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uvs.append(sts)
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return faces, uvs
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def load_skins(mdl):
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def load_skin(skin, name):
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img = bpy.data.images.new(name, mdl.skinwidth, mdl.skinheight)
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mdl.images.append(img)
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p = [0.0] * mdl.skinwidth * mdl.skinheight * 4
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d = skin.pixels
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for j in range(mdl.skinheight):
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for k in range(mdl.skinwidth):
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c = palette[d[j * mdl.skinwidth + k]]
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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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l = ((mdl.skinheight - 1 - j) * mdl.skinwidth + k) * 4
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p[l + 0] = c[0] / 255.0
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p[l + 1] = c[1] / 255.0
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p[l + 2] = c[2] / 255.0
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p[l + 3] = 1.0
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img.pixels[:] = p[:]
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if hasattr(img, "pack"):
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img.pack(True)
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mdl.images=[]
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for i, skin in enumerate(mdl.skins):
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if skin.type:
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for j, subskin in enumerate(skin.skins):
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load_skin (subskin, "%s_%d_%d" % (mdl.name, i, j))
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else:
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load_skin (skin, "%s_%d" % (mdl.name, i))
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def setup_skins (mdl, uvs):
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load_skins (mdl)
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img = mdl.images[0] # use the first skin for now
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uvlay = mdl.mesh.uv_textures.new(mdl.name)
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for i, f in enumerate(uvlay.data):
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mdl_uv = uvs[i]
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for j, uv in enumerate(f.uv):
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uv[0], uv[1] = mdl_uv[j]
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f.image = img
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f.use_image = True
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mat = bpy.data.materials.new(mdl.name)
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mat.diffuse_color = (1,1,1)
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mat.use_raytrace = False
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tex = bpy.data.textures.new(mdl.name, 'IMAGE')
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tex.extension = 'CLIP'
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tex.use_preview_alpha = True
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tex.image = img
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mat.texture_slots.add()
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ts = mat.texture_slots[0]
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ts.texture = tex
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ts.use_map_alpha = True
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ts.texture_coords = 'UV'
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mdl.mesh.materials.append(mat)
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def make_shape_key(mdl, framenum, subframenum=0):
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frame = mdl.frames[framenum]
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name = "%s_%d" % (mdl.name, framenum)
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if frame.type:
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frame = frame.frames[subframenum]
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name = "%s_%d_%d" % (mdl.name, framenum, subframenum)
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if frame.name:
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name = frame.name
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else:
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frame.name = name
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frame.key = mdl.obj.shape_key_add(name)
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frame.key.value = 0.0
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mdl.keys.append (frame.key)
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s = Vector(mdl.scale)
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o = Vector(mdl.scale_origin)
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m = Matrix(((s.x, 0, 0, 0),
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( 0,s.y, 0, 0),
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( 0, 0,s.z, 0),
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(o.x,o.y,o.z, 1)))
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for i, v in enumerate(frame.verts):
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try: #FIXME
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frame.key.data[i].co = Vector(v.r) * m
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except ValueError:
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frame.key.data[i].co = m * Vector(v.r)
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def build_shape_keys(mdl):
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mdl.keys = []
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mdl.obj.shape_key_add("Basis")
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mdl.obj.active_shape_key_index = 0
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for i, frame in enumerate(mdl.frames):
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frame = mdl.frames[i]
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if frame.type:
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for j in range(len(frame.frames)):
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make_shape_key(mdl, i, j)
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else:
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make_shape_key(mdl, i)
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def set_keys(act, data):
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for d in data:
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key, co = d
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dp = """key_blocks["%s"].value""" % key.name
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fc = act.fcurves.new(data_path = dp)
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fc.keyframe_points.add(len(co))
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for i in range(len(co)):
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fc.keyframe_points[i].co = co[i]
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def build_actions(mdl):
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sk = mdl.mesh.shape_keys
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for frame in mdl.frames:
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sk.animation_data_create()
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sk.animation_data.action = bpy.data.actions.new(frame.name)
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act=sk.animation_data.action
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data = []
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other_keys = mdl.keys[:]
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if frame.type:
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for j, subframe in enumerate(frame.frames):
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co = []
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if j > 1:
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co.append ((1.0, 0.0))
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if j > 0:
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co.append ((j * 1.0, 0.0))
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co.append (((j + 1) * 1.0, 1.0))
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if j < len(frame.frames) - 2:
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co.append (((j + 2) * 1.0, 0.0))
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if j < len(frame.frames) - 1:
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co.append ((len(frame.frames) * 1.0, 0.0))
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data.append((subframe.key, co))
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if subframe.key in other_keys:
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del(other_keys[other_keys.index(subframe.key)])
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co = [(1.0, 0.0), (len(frame.frames) * 1.0, 0.0)]
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for k in other_keys:
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data.append((k, co))
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else:
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data.append((frame.key, [(1.0, 1.0)]))
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if frame.key in other_keys:
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del(other_keys[other_keys.index(frame.key)])
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co = [(1.0, 0.0)]
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for k in other_keys:
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data.append((k, co))
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set_keys (act, data)
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def merge_frames(mdl):
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def get_base(name):
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i = 0
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while i < len(name) and name[i] not in "0123456789":
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i += 1
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return name[:i]
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i = 0
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while i < len(mdl.frames):
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if mdl.frames[i].type:
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i += 1
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continue
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base = get_base(mdl.frames[i].name)
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j = i + 1
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while j < len(mdl.frames):
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if mdl.frames[j].type:
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break
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if get_base(mdl.frames[j].name) != base:
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break
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j += 1
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f = MDL.Frame()
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f.name = base
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f.type = 1
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f.frames = mdl.frames[i:j]
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mdl.frames[i:j] = [f]
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i += 1
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def write_text(mdl):
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string = "$eyeposition %g %g %g\n" % mdl.eyeposition
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string += "$flags %d\n" % mdl.flags
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if mdl.synctype:
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string += "$sync\n"
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txt = bpy.data.texts.new(mdl.name)
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txt.from_string(string)
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return txt.name
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def import_mdl(operator, context, filepath):
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bpy.context.user_preferences.edit.use_global_undo = False
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for obj in bpy.context.scene.objects:
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obj.select = False
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mdl = MDL()
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if not mdl.read(filepath):
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operator.report({'ERROR'},
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"Unrecognized format: %s %d" % (mdl.ident, mdl.version))
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return {'CANCELLED'}
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faces, uvs = make_faces (mdl)
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verts = make_verts (mdl, 0)
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mdl.mesh = bpy.data.meshes.new(mdl.name)
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mdl.mesh.from_pydata(verts, [], faces)
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mdl.obj = bpy.data.objects.new(mdl.name, mdl.mesh)
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bpy.context.scene.objects.link(mdl.obj)
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bpy.context.scene.objects.active = mdl.obj
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mdl.obj.select = True
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setup_skins (mdl, uvs)
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if mdl.images and not hasattr(mdl.images[0], "pack"):
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operator.report({'WARNING'},
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"Unable to pack skins. They must be packed by hand."
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+" Some may have been lost")
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if len(mdl.frames) > 1 or mdl.frames[0].type:
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build_shape_keys(mdl)
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merge_frames(mdl)
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build_actions(mdl)
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operator.report({'INFO'},
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"Extra settings saved in the %s text block." % write_text(mdl))
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mdl.mesh.update()
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bpy.context.user_preferences.edit.use_global_undo = True
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return {'FINISHED'}
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