mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
364 lines
13 KiB
Python
364 lines
13 KiB
Python
# 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 #####
|
|
|
|
# <pep8 compliant>
|
|
|
|
import bpy
|
|
from bpy_extras.object_utils import object_data_add
|
|
from mathutils import Vector,Matrix
|
|
|
|
from .qfplist import pldata, PListError
|
|
from .quakepal import palette
|
|
from .quakenorm import map_normal
|
|
from .mdl import MDL
|
|
from .__init__ import SYNCTYPE, EFFECTS
|
|
|
|
def check_faces(mesh):
|
|
#Check that all faces are tris because mdl does not support anything else.
|
|
#Because the diagonal on which a quad is split can make a big difference,
|
|
#quad to tri conversion will not be done automatically.
|
|
faces_ok = True
|
|
save_select = []
|
|
for f in mesh.polygons:
|
|
save_select.append(f.select_get())
|
|
f.select_set('DESELECT')
|
|
if len(f.vertices) > 3:
|
|
f.select_set('SELECT')
|
|
faces_ok = False
|
|
if not faces_ok:
|
|
mesh.update()
|
|
return False
|
|
#reset selection to what it was before the check.
|
|
for f, s in map(lambda x, y: (x, y), mesh.polygons, save_select):
|
|
f.select_set('SELECT' if s else 'DESELECT')
|
|
mesh.update()
|
|
return True
|
|
|
|
def convert_image(image):
|
|
size = image.size
|
|
skin = MDL.Skin()
|
|
skin.type = 0
|
|
skin.pixels = bytearray(size[0] * size[1]) # preallocate
|
|
cache = {}
|
|
pixels = image.pixels[:]
|
|
for y in range(size[1]):
|
|
for x in range(size[0]):
|
|
outind = y * size[0] + x
|
|
# quake textures are top to bottom, but blender images
|
|
# are bottom to top
|
|
inind = ((size[1] - 1 - y) * size[0] + x) * 4
|
|
rgb = pixels[inind : inind + 3] # ignore alpha
|
|
rgb = tuple(map(lambda x: int(x * 255 + 0.5), rgb))
|
|
if rgb not in cache:
|
|
best = (3*256*256, -1)
|
|
for i, p in enumerate(palette):
|
|
if i > 255: # should never happen
|
|
break
|
|
r = 0
|
|
for x in map(lambda a, b: (a - b) ** 2, rgb, p):
|
|
r += x
|
|
if r < best[0]:
|
|
best = (r, i)
|
|
cache[rgb] = best[1]
|
|
skin.pixels[outind] = cache[rgb]
|
|
return skin
|
|
|
|
def null_skin(size):
|
|
skin = MDL.Skin()
|
|
skin.type = 0
|
|
skin.pixels = bytearray(size[0] * size[1]) # black skin
|
|
return skin
|
|
|
|
def active_uv(mesh):
|
|
for uvt in mesh.uv_layers:
|
|
if uvt.active:
|
|
return uvt
|
|
return None
|
|
|
|
def make_skin(operator, mdl, mesh):
|
|
uvt = active_uv(mesh)
|
|
mdl.skinwidth, mdl.skinheight = (4, 4)
|
|
skin = null_skin((mdl.skinwidth, mdl.skinheight))
|
|
|
|
materials = mesh.materials
|
|
|
|
if len(materials) > 0:
|
|
for mat in materials:
|
|
allTextureNodes = list(filter(lambda node: node.type == "TEX_IMAGE", mat.node_tree.nodes))
|
|
if len(allTextureNodes) > 1: #=== skingroup
|
|
skingroup = MDL.Skin()
|
|
skingroup.type = 1
|
|
skingroup.skins = []
|
|
skingroup.times = []
|
|
sortedNodes = list(allTextureNodes)
|
|
sortedNodes.sort(key=lambda x: x.location[1], reverse=True)
|
|
for node in sortedNodes:
|
|
if node.type == "TEX_IMAGE":
|
|
image = node.image
|
|
mdl.skinwidth, mdl.skinheight = image.size
|
|
skin = convert_image(image)
|
|
skingroup.skins.append(skin)
|
|
skingroup.times.append(0.1) # hardcoded at the moment
|
|
mdl.skins.append(skingroup)
|
|
elif len(allTextureNodes) == 1: #=== single skin
|
|
for node in allTextureNodes:
|
|
if node.type == "TEX_IMAGE":
|
|
image = node.image
|
|
mdl.skinwidth, mdl.skinheight = image.size
|
|
skin = convert_image(image)
|
|
mdl.skins.append(skin)
|
|
else:
|
|
mdl.skins.append(skin) # add empty skin - no texture nodes
|
|
else:
|
|
mdl.skins.append(skin) # add empty skin - no materials
|
|
|
|
'''
|
|
if (uvt and uvt.data and uvt.data[0].image):
|
|
image = uvt.data[0].image
|
|
if (uvt.data[0].image.size[0] and uvt.data[0].image.size[1]):
|
|
mdl.skinwidth, mdl.skinheight = image.size
|
|
skin = convert_image(image)
|
|
else:
|
|
operator.report({'WARNING'},
|
|
"Texture '%s' invalid (missing?)." % image.name)
|
|
|
|
mdl.skins.append(skin)
|
|
'''
|
|
|
|
def build_tris(mesh):
|
|
# mdl files have a 1:1 relationship between stverts and 3d verts.
|
|
# a bit sucky, but it does allow faces to take less memory
|
|
#
|
|
# modelgen's algorithm for generating UVs is very efficient in that no
|
|
# vertices are duplicated (thanks to the onseam flag), but it can result
|
|
# in fairly nasty UV layouts, and worse: the artist has no control over
|
|
# the layout. However, there seems to be nothing in the mdl format
|
|
# preventing the use of duplicate 3d vertices to allow complete freedom
|
|
# of the UV layout.
|
|
uvfaces = mesh.uv_layers.active.data
|
|
stverts = []
|
|
tris = []
|
|
vertmap = [] # map mdl vert num to blender vert num (for 3d verts)
|
|
vuvdict = {}
|
|
for face in mesh.polygons:
|
|
fv = list(face.vertices)
|
|
uv = uvfaces[face.loop_start:face.loop_start + face.loop_total]
|
|
uv = list(map(lambda a: a.uv, uv))
|
|
face_tris = []
|
|
for i in range(1, len(fv) - 1):
|
|
# blender's and quake's vertex order are opposed
|
|
face_tris.append([(fv[0], tuple(uv[0])),
|
|
(fv[i + 1], tuple(uv[i + 1])),
|
|
(fv[i], tuple(uv[i]))])
|
|
for ft in face_tris:
|
|
tv = []
|
|
for vuv in ft:
|
|
if vuv not in vuvdict:
|
|
vuvdict[vuv] = len(stverts)
|
|
vertmap.append(vuv[0])
|
|
stverts.append(vuv[1])
|
|
tv.append(vuvdict[vuv])
|
|
tris.append(MDL.Tri(tv))
|
|
return tris, stverts, vertmap
|
|
|
|
def convert_stverts(mdl, stverts):
|
|
for i, st in enumerate(stverts):
|
|
s, t = st
|
|
# quake textures are top to bottom, but blender images
|
|
# are bottom to top
|
|
s = int(s * (mdl.skinwidth - 1) + 0.5)
|
|
t = int((1 - t) * (mdl.skinheight - 1) + 0.5)
|
|
# ensure st is within the skin
|
|
s = ((s % mdl.skinwidth) + mdl.skinwidth) % mdl.skinwidth
|
|
t = ((t % mdl.skinheight) + mdl.skinheight) % mdl.skinheight
|
|
stverts[i] = MDL.STVert((s, t))
|
|
|
|
def make_frame(mesh, vertmap):
|
|
frame = MDL.Frame()
|
|
for v in vertmap:
|
|
mv = mesh.vertices[v]
|
|
vert = MDL.Vert(tuple(mv.co), map_normal(mv.normal))
|
|
frame.add_vert(vert)
|
|
return frame
|
|
|
|
def scale_verts(mdl):
|
|
tf = MDL.Frame()
|
|
for f in mdl.frames:
|
|
tf.add_frame(f, 0.0) # let the frame class do the dirty work for us
|
|
size = Vector(tf.maxs) - Vector(tf.mins)
|
|
rsqr = tuple(map(lambda a, b: max(abs(a), abs(b)) ** 2, tf.mins, tf.maxs))
|
|
mdl.boundingradius = (rsqr[0] + rsqr[1] + rsqr[2]) ** 0.5
|
|
mdl.scale_origin = tf.mins
|
|
mdl.scale = tuple(map(lambda x: x / 255.0, size))
|
|
for f in mdl.frames:
|
|
f.scale(mdl)
|
|
|
|
def calc_average_area(mdl):
|
|
frame = mdl.frames[0]
|
|
if frame.type:
|
|
frame = frame.frames[0]
|
|
totalarea = 0.0
|
|
for tri in mdl.tris:
|
|
verts = tuple(map(lambda i: frame.verts[i], tri.verts))
|
|
a = Vector(verts[0].r) - Vector(verts[1].r)
|
|
b = Vector(verts[2].r) - Vector(verts[1].r)
|
|
c = a.cross(b)
|
|
totalarea += (c @ c) ** 0.5 / 2.0
|
|
return totalarea / len(mdl.tris)
|
|
|
|
def get_properties(operator, mdl, obj):
|
|
mdl.eyeposition = tuple(obj.qfmdl.eyeposition)
|
|
mdl.synctype = MDL.SYNCTYPE[obj.qfmdl.synctype]
|
|
mdl.flags = ((obj.qfmdl.rotate and MDL.EF_ROTATE or 0)
|
|
| MDL.EFFECTS[obj.qfmdl.effects])
|
|
if obj.qfmdl.md16:
|
|
mdl.ident = "MD16"
|
|
|
|
script = obj.qfmdl.script
|
|
mdl.script = None
|
|
if script:
|
|
pl = pldata(script.as_string())
|
|
try:
|
|
mdl.script = pl.parse()
|
|
except PListError as err:
|
|
operator.report({'ERROR'}, "Script error: %s." % err)
|
|
return False
|
|
return True
|
|
|
|
def process_skin(mdl, skin, ingroup=False):
|
|
if 'skins' in skin:
|
|
if ingroup:
|
|
raise ValueError("nested skin group")
|
|
intervals=['0.0']
|
|
if 'intervals' in skin:
|
|
intervals += list(skin['intervals'])
|
|
intervals = list(map(lambda x: float(x), intervals))
|
|
while len(intervals) < len(skin['skins']):
|
|
intervals.append(intervals[-1] + 0.1)
|
|
sk = MDL.Skin()
|
|
sk.type = 1
|
|
sk.times = intervals[1:len(skin['skins']) + 1]
|
|
sk.skins = []
|
|
for s in skin['skins']:
|
|
sk.skins.append(process_skin(mdl, s, True))
|
|
return sk
|
|
else:
|
|
#FIXME error handling
|
|
name = skin['name']
|
|
image = bpy.data.images[name]
|
|
if hasattr(mdl, 'skinwidth'):
|
|
if (mdl.skinwidth != image.size[0]
|
|
or mdl.skinheight != image.size[1]):
|
|
raise ValueError("%s: different skin size (%d %d) (%d %d)"
|
|
% (name, mdl.skinwidth, mdl.skinheight,
|
|
int(image.size[0]), int(image.size[1])))
|
|
else:
|
|
mdl.skinwidth, mdl.skinheight = image.size
|
|
sk = convert_image(image)
|
|
return sk
|
|
|
|
def process_frame(mdl, scene, frame, vertmap, ingroup = False,
|
|
frameno = None, name = 'frame'):
|
|
sc = bpy.context.scene
|
|
if frameno == None:
|
|
frameno = scene.frame_current + scene.frame_subframe
|
|
if 'frameno' in frame:
|
|
frameno = float(frame['frameno'])
|
|
if 'name' in frame:
|
|
name = frame['name']
|
|
if 'frames' in frame:
|
|
if ingroup:
|
|
raise ValueError("nested frames group")
|
|
intervals=['0.0']
|
|
if 'intervals' in frame:
|
|
intervals += list(frame['intervals'])
|
|
intervals = list(map(lambda x: float(x), intervals))
|
|
while len(intervals) < len(frame['frames']) + 1:
|
|
intervals.append(intervals[-1] + 0.1)
|
|
fr = MDL.Frame()
|
|
for i, f in enumerate(frame['frames']):
|
|
fr.add_frame(process_frame(mdl, scene, f, vertmap, True,
|
|
frameno + i, name + str(i + 1)),
|
|
intervals[i + 1])
|
|
if 'intervals' in frame:
|
|
return fr
|
|
mdl.frames += fr.frames[:-1]
|
|
return fr.frames[-1]
|
|
scene.frame_set(int(frameno), subframe = frameno - int(frameno))
|
|
depsgraph = bpy.context.evaluated_depsgraph_get()
|
|
mesh = mdl.obj.evaluated_get(depsgraph).to_mesh() #wysiwyg?
|
|
if mdl.obj.qfmdl.xform:
|
|
mesh.transform(mdl.obj.matrix_world)
|
|
fr = make_frame(mesh, vertmap)
|
|
fr.name = name
|
|
return fr
|
|
|
|
def get_frame_name(mesh, idx):
|
|
name = "frame" + str(idx)
|
|
if mesh.shape_keys:
|
|
shape_keys_amount = len(mesh.shape_keys.key_blocks)
|
|
if shape_keys_amount > idx:
|
|
name = mesh.shape_keys.key_blocks[idx].name
|
|
return name
|
|
|
|
def export_mdl(operator, context, filepath):
|
|
obj = context.active_object
|
|
obj.update_from_editmode()
|
|
depsgraph = context.evaluated_depsgraph_get()
|
|
ob_eval = obj.evaluated_get(depsgraph)
|
|
mesh = ob_eval.to_mesh()
|
|
#if not check_faces(mesh):
|
|
# operator.report({'ERROR'},
|
|
# "Mesh has faces with more than 3 vertices.")
|
|
# return {'CANCELLED'}
|
|
mdl = MDL(obj.name)
|
|
mdl.obj = obj
|
|
if not get_properties(operator, mdl, obj):
|
|
return {'CANCELLED'}
|
|
|
|
mdl.tris, mdl.stverts, vertmap = build_tris(mesh)
|
|
if mdl.script:
|
|
if 'skins' in mdl.script:
|
|
for skin in mdl.script['skins']:
|
|
mdl.skins.append(process_skin(mdl, skin))
|
|
if 'frames' in mdl.script:
|
|
for frame in mdl.script['frames']:
|
|
mdl.frames.append(process_frame(mdl, context.scene, frame,
|
|
vertmap))
|
|
if not mdl.skins:
|
|
make_skin(operator, mdl, mesh)
|
|
if not mdl.frames:
|
|
scene = context.scene
|
|
for fno in range(scene.frame_start, scene.frame_end + 1):
|
|
context.scene.frame_set(fno)
|
|
obj.update_from_editmode()
|
|
depsgraph = context.evaluated_depsgraph_get()
|
|
ob_eval = obj.evaluated_get(depsgraph)
|
|
mesh = ob_eval.to_mesh()
|
|
if obj.qfmdl.xform:
|
|
mesh.transform(mdl.obj.matrix_world)
|
|
frame = make_frame(mesh, vertmap)
|
|
frame.name = get_frame_name(obj.data, fno)
|
|
mdl.frames.append(frame)
|
|
|
|
convert_stverts(mdl, mdl.stverts)
|
|
mdl.size = calc_average_area(mdl)
|
|
scale_verts(mdl)
|
|
mdl.write(filepath)
|
|
return {'FINISHED'}
|