quakeforge/tools/qfmdl/import_mdl.py
2011-09-18 10:37:28 +09:00

386 lines
12 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>
from struct import unpack
from pprint import pprint
import bpy
from bpy_extras.object_utils import object_data_add
from mathutils import Vector,Matrix
from . import quakepal
class MDL:
pass
class skin:
pass
class stvert:
pass
class tri:
pass
class frame:
pass
class vert:
pass
def load_mdl(filepath):
data = open(filepath, "rb").read()
m = unpack("<4s i 3f 3f f 3f i i i i i i i", data[:76])
data = data[76:]
mdl = MDL()
mdl.name = filepath.split('/')[-1]
mdl.name = mdl.name.split('.')[0]
mdl.ident = m[0]
mdl.version = m[1]
mdl.scale = Vector(m[2:5])
mdl.scale_origin = Vector(m[5:8])
mdl.boundingradius = m[8]
mdl.eyeposition = Vector(m[9:12])
mdl.numskins = m[12]
mdl.skinwidth = m[13]
mdl.skinheight = m[14]
mdl.numverts = m[15]
mdl.numtris = m[16]
mdl.numframes = m[17]
mdl.synctype = m[18]
mdl.flags = 0
mdl.size = 1.0 # random number ;)
if mdl.version == 6:
m = ("<i f", data[:8])
data = data[8:]
mdl.flags = m[0]
mdl.size = m[1]
# read in the skin data
size = mdl.skinwidth * mdl.skinheight
mdl.skins = []
for i in range(mdl.numskins):
s = skin()
mdl.skins.append(s)
s.type = unpack ("<i", data[:4])[0]
data = data[4:]
if s.type == 0:
# single skin
s.pixels = data[:size]
data = data[size:]
else:
# skin group
s.numskins = unpack ("<i", data[:4])[0]
data = data[4:]
s.times = unpack("<" + repr(n) + "f", data[:n * 4])
data = data[n * 4:]
s.skins = []
for j in range(n):
ss = skin()
ss.type = 0
ss.pixels = data[:size]
data = data[size:]
s.skins.append(ss)
#read in the st verts (uv map)
mdl.stverts = []
for i in range(mdl.numverts):
st = stvert ()
st.onseam, st.s, st.t = unpack ("<i i i", data[:12])
data = data[12:]
mdl.stverts.append(st)
#read in the tris
mdl.tris = []
for i in range(mdl.numtris):
t = unpack("<i 3i", data[:16])
data = data[16:]
mdl.tris.append(tri())
mdl.tris[-1].facesfront = t[0]
mdl.tris[-1].verts = t[1:]
#read in the frames
mdl.frames = []
for i in range(mdl.numframes):
f = frame()
f.type = unpack("<i", data[:4])[0]
data = data[4:]
if f.type == 0:
if mdl.version == 6:
x = unpack("<3B B 3B B 16s", data[:24])
data = data[24:]
name = x[8].decode('ascii','ignore')
else:
x = unpack("<3B B 3B B", data[:8])
data = data[8:]
name = ""
f.mins = x[0:3]
f.maxs = x[4:7]
if "\0" in name:
name = name[:name.index("\0")]
f.name = name
f.verts = []
for j in range(mdl.numverts):
x = unpack("<3B B", data[:4])
data = data[4:]
v = vert()
v.r = x[:3]
v.ni = x[3]
f.verts.append(v)
else:
g = f
x = unpack("<i 3B B 3B B", data[:12])
data = data[12:]
g.numframes = n = x[0]
g.mins = x[1:4]
g.maxs = x[5:8]
g.times = unpack("<" + repr(n) + "f", data[:n * 4])
data = data[n * 4:]
g.frames = []
for k in range(g.numframes):
f = frame()
if mdl.version == 6:
x = unpack("<3B B 3B B 16s", data[:24])
data = data[24:]
name = x[8].decode('ascii','ignore')
else:
x = unpack("<3B B 3B B", data[:8])
data = data[8:]
name = ""
x = unpack("<3B B 3B B 16s", data[:24])
data = data[24:]
f.mins = x[0:3]
f.maxs = x[4:7]
if "\0" in name:
name = name[:name.index("\0")]
f.name = name
f.verts = []
for j in range(mdl.numverts):
x = unpack("<3B B", data[:4])
data = data[4:]
v = vert()
v.r = x[:3]
v.ni = x[3]
f.verts.append(v)
g.frames.append(f)
f = g
mdl.frames.append(f)
return mdl
def make_verts(mdl, framenum, subframenum=0):
frame = mdl.frames[framenum]
if frame.type:
frame = frame.frames[subframenum]
verts = []
s = mdl.scale
o = mdl.scale_origin
m = Matrix(((s.x, 0, 0, 0),
( 0,s.y, 0, 0),
( 0, 0,s.z, 0),
(o.x,o.y,o.z, 1)))
for v in frame.verts:
verts.append(Vector(v.r) * m)
return verts
def make_faces(mdl):
faces = []
uvs = []
for tri in mdl.tris:
tv = tri.verts
tv = tv[2], tv[1], tv[0] # flip the normal by reversing the winding
faces.append (tv)
sts = []
for v in tri.verts:
stv = mdl.stverts[v]
s = stv.s
t = stv.t
if stv.onseam and not tri.facesfront:
s += mdl.skinwidth / 2
# quake textures are top to bottom, but blender images
# are bottom to top
sts.append((s * 1.0 / mdl.skinwidth, 1 - t * 1.0 / mdl.skinheight))
sts = sts[2], sts[1], sts[0] # to match face vert reversal
uvs.append(sts)
return faces, uvs
def load_skins(mdl):
def load_skin(skin, name):
img = bpy.data.images.new(name, mdl.skinwidth, mdl.skinheight)
mdl.images.append(img)
p = [0.0] * mdl.skinwidth * mdl.skinheight * 4
d = skin.pixels
for j in range(mdl.skinheight):
for k in range(mdl.skinwidth):
c = quakepal.palette[d[j * mdl.skinwidth + k]]
# quake textures are top to bottom, but blender images
# are bottom to top
l = ((mdl.skinheight - 1 - j) * mdl.skinwidth + k) * 4
p[l + 0] = c[0] / 255.0
p[l + 1] = c[1] / 255.0
p[l + 2] = c[2] / 255.0
p[l + 3] = 1.0
img.pixels[:] = p[:]
mdl.images=[]
for i in range(mdl.numskins):
if mdl.skins[i].type:
for j in range(mdl.skins[i].numskins):
load_skin (mdl.skins[i].skins[j],
"%s_%d_%d" % (mdl.name, i, j))
else:
load_skin (mdl.skins[i], "%s_%d" % (mdl.name, i))
def setup_skins (mdl, uvs):
load_skins (mdl)
img = mdl.images[0] # use the first skin for now
uvlay = mdl.mesh.uv_textures.new(mdl.name)
for i, f in enumerate(uvlay.data):
mdl_uv = uvs[i]
for j, uv in enumerate(f.uv):
uv[0], uv[1] = mdl_uv[j]
f.image = img
f.use_image = True
mat = bpy.data.materials.new(mdl.name)
mat.diffuse_color = (1,1,1)
mat.use_raytrace = False
tex = bpy.data.textures.new(mdl.name, 'IMAGE')
tex.extension = 'CLIP'
tex.use_preview_alpha = True
tex.image = img
mat.texture_slots.add()
ts = mat.texture_slots[0]
ts.texture = tex
ts.use_map_alpha = True
ts.texture_coords = 'UV'
mdl.mesh.materials.append(mat)
def make_shape_key(mdl, framenum, subframenum=0):
frame = mdl.frames[framenum]
name = "%s_%d" % (mdl.name, framenum)
if frame.type:
frame = frame.frames[subframenum]
name = "%s_%d_%d" % (mdl.name, framenum, subframenum)
if frame.name:
name = frame.name
else:
frame.name = name
frame.key = mdl.obj.shape_key_add(name)
frame.key.value = 0.0
mdl.keys.append (frame.key)
s = mdl.scale
o = mdl.scale_origin
m = Matrix(((s.x, 0, 0, 0),
( 0,s.y, 0, 0),
( 0, 0,s.z, 0),
(o.x,o.y,o.z, 1)))
for i, v in enumerate(frame.verts):
frame.key.data[i].co = Vector(v.r) * m
def build_shape_keys(mdl):
mdl.keys = []
mdl.obj.shape_key_add("Basis") # FIXME do I want this?
for i in range(mdl.numframes):
frame = mdl.frames[i]
if frame.type:
for j in range(frame.numframes):
make_shape_key(mdl, i, j)
else:
make_shape_key(mdl, i)
def set_keys(act, data):
for d in data:
key, co = d
dp = """key_blocks["%s"].value""" % key.name
fc = act.fcurves.new(data_path = dp)
fc.keyframe_points.add(len(co))
for i in range(len(co)):
fc.keyframe_points[i].co = co[i]
def build_actions(mdl):
sk = mdl.mesh.shape_keys
for i in range(mdl.numframes):
frame = mdl.frames[i]
sk.animation_data_create()
sk.animation_data.action = bpy.data.actions.new(frame.name)
act=sk.animation_data.action
data = []
if frame.type:
for j in range(frame.numframes):
co = []
if j > 1:
co.append ((1.0, 0.0))
if j > 0:
co.append ((j * 1.0, 0.0))
co.append (((j + 1) * 1.0, 1.0))
if j < frame.numframes - 2:
co.append (((j + 2) * 1.0, 0.0))
if j < frame.numframes - 1:
co.append ((frame.numframes * 1.0, 0.0))
data.append((frame.frames[j].key, co))
else:
data.append((frame.key, [(1.0, 1.0)]))
set_keys (act, data)
def get_base(name):
i = 0
while i < len(name) and name[i] not in "0123456789":
i += 1
return name[:i]
def merge_frames(mdl):
i = 0
while i < mdl.numframes:
if mdl.frames[i].type:
i += 1
continue
base = get_base(mdl.frames[i].name)
j = i + 1
while j < mdl.numframes:
if mdl.frames[j].type:
break
if get_base(mdl.frames[j].name) != base:
break
j += 1
f = frame()
f.name = base
f.numframes = j - i
f.type = 1
f.frames = mdl.frames[i:j]
mdl.frames[i:j] = [f]
mdl.numframes -= f.numframes - 1
i += 1
def import_mdl(operator, context, filepath):
bpy.context.user_preferences.edit.use_global_undo = False
for obj in bpy.context.scene.objects:
obj.select = False
mdl = load_mdl(filepath)
faces, uvs = make_faces (mdl)
verts = make_verts (mdl, 0)
mdl.mesh = bpy.data.meshes.new(mdl.name)
mdl.mesh.from_pydata(verts, [], faces)
mdl.obj = bpy.data.objects.new(mdl.name, mdl.mesh)
bpy.context.scene.objects.link(mdl.obj)
bpy.context.scene.objects.active = mdl.obj
mdl.obj.select = True
setup_skins (mdl, uvs)
if mdl.numframes > 1 or mdl.frames[0].type:
build_shape_keys(mdl)
merge_frames(mdl)
build_actions(mdl)
mdl.mesh.update()
bpy.context.user_preferences.edit.use_global_undo = True
return 'FINISHED'