mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
Checking in ASE import script for Blender, improved with vertex normal support.
git-svn-id: https://svn.eduke32.com/eduke32@1834 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
2f5a8a0f6b
commit
7034f78413
1 changed files with 429 additions and 0 deletions
429
polymer/eduke32/build/src/util/ase_import.py
Executable file
429
polymer/eduke32/build/src/util/ase_import.py
Executable file
|
@ -0,0 +1,429 @@
|
|||
#!BPY
|
||||
|
||||
"""
|
||||
Name: 'ASCII Scene (.ase) v0.15'
|
||||
Blender: 242
|
||||
Group: 'Import'
|
||||
Tooltip: 'ASCII Scene import (*.ase)'
|
||||
"""
|
||||
__author__ = "Goofos & Plagman"
|
||||
__version__ = "0.15"
|
||||
|
||||
# goofos at epruegel.de
|
||||
#
|
||||
# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
#
|
||||
# ***** END GPL LICENCE BLOCK *****
|
||||
|
||||
import string, time, sys as osSys
|
||||
import Blender
|
||||
from Blender import Draw, Mesh, Window, Object, Scene, NMesh, Key, Ipo, IpoCurve
|
||||
#import meshtools
|
||||
|
||||
|
||||
def read_main(filename):
|
||||
|
||||
global counts
|
||||
counts = {'verts': 0, 'tris': 0}
|
||||
|
||||
start = time.clock()
|
||||
file = open(filename, "r")
|
||||
|
||||
print_boxed("----------------start-----------------")
|
||||
print 'Import Patch: ', filename
|
||||
|
||||
editmode = Window.EditMode() # are we in edit mode? If so ...
|
||||
if editmode: Window.EditMode(0) # leave edit mode before getting the mesh
|
||||
|
||||
lines= file.readlines()
|
||||
read_file(file, lines)
|
||||
|
||||
Blender.Window.DrawProgressBar(1.0, '') # clear progressbar
|
||||
file.close()
|
||||
print "----------------end-----------------"
|
||||
end = time.clock()
|
||||
seconds = " in %.2f %s" % (end-start, "seconds")
|
||||
totals = "Verts: %i Tris: %i " % (counts['verts'], counts['tris'])
|
||||
print_boxed(totals)
|
||||
message = "Successfully imported " + Blender.sys.basename(filename) + seconds
|
||||
#meshtools.print_boxed(message)
|
||||
print_boxed(message)
|
||||
|
||||
|
||||
def print_boxed(text): #Copy/Paste from meshtools, only to remove the beep :)
|
||||
lines = text.splitlines()
|
||||
maxlinelen = max(map(len, lines))
|
||||
if osSys.platform[:3] == "win":
|
||||
print chr(218)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(191)
|
||||
for line in lines:
|
||||
print chr(179) + ' ' + line.ljust(maxlinelen) + ' ' + chr(179)
|
||||
print chr(192)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(217)
|
||||
else:
|
||||
print '+-' + '-'*maxlinelen + '-+'
|
||||
for line in lines: print '| ' + line.ljust(maxlinelen) + ' |'
|
||||
print '+-' + '-'*maxlinelen + '-+'
|
||||
#print '\a\r', # beep when done
|
||||
|
||||
|
||||
class ase_obj:
|
||||
|
||||
def __init__(self):
|
||||
self.name = 'Name'
|
||||
self.objType = None
|
||||
self.row0x = None
|
||||
self.row0y = None
|
||||
self.row0z = None
|
||||
self.row1x = None
|
||||
self.row1y = None
|
||||
self.row1z = None
|
||||
self.row2x = None
|
||||
self.row2y = None
|
||||
self.row2z = None
|
||||
self.row3x = None
|
||||
self.row3y = None
|
||||
self.row3z = None
|
||||
self.parent = None
|
||||
self.obj = None
|
||||
self.objName = 'Name'
|
||||
|
||||
class ase_mesh:
|
||||
|
||||
def __init__(self):
|
||||
self.name = ''
|
||||
self.vCount = 0
|
||||
self.fCount = 0
|
||||
self.verts = []
|
||||
self.faces = []
|
||||
|
||||
class mesh_vert:
|
||||
|
||||
def __init__(self):
|
||||
self.x = 0.0
|
||||
self.y = 0.0
|
||||
self.z = 0.0
|
||||
self.u = 0.0
|
||||
self.v = 0.0
|
||||
self.nx = 0.0
|
||||
self.ny = 0.0
|
||||
self.nz = 0.0
|
||||
def make_tuple(self):
|
||||
return (self.x, self.y, self.z, self.u, self.v, self.nx, self.ny, self.nz)
|
||||
|
||||
class mesh_face:
|
||||
|
||||
def __init__(self):
|
||||
self.v1 = mesh_vert()
|
||||
self.v2 = mesh_vert()
|
||||
self.v3 = mesh_vert()
|
||||
self.i1 = 0
|
||||
self.i2 = 0
|
||||
self.i3 = 0
|
||||
|
||||
def read_file(file, lines):
|
||||
|
||||
objects = []
|
||||
objIdx = 0
|
||||
objCheck = -1 #needed to skip helper objects
|
||||
PBidx = 0.0
|
||||
lineCount = float(len(lines))
|
||||
processed_indices = []
|
||||
curFaceID = 0
|
||||
faceVertID = 0
|
||||
|
||||
print 'Read file'
|
||||
Blender.Window.DrawProgressBar(0.0, "Read File...")
|
||||
|
||||
for line in lines:
|
||||
words = string.split(line)
|
||||
|
||||
if (PBidx % 10000) == 0.0:
|
||||
Blender.Window.DrawProgressBar(PBidx / lineCount, "Read File...")
|
||||
|
||||
if not words:
|
||||
continue
|
||||
elif words[0] == '*GEOMOBJECT':
|
||||
objCheck = 0
|
||||
newObj = ase_obj()
|
||||
objects.append(newObj)
|
||||
obj = objects[objIdx]
|
||||
objIdx += 1
|
||||
elif words[0] == '*NODE_NAME' and objCheck != -1:
|
||||
if objCheck == 0:
|
||||
obj.name = words[1]
|
||||
objCheck = 1
|
||||
elif objCheck == 1:
|
||||
obj.objName = words[1]
|
||||
elif words[0] == '*TM_ROW0' and objCheck != -1:
|
||||
obj.row0x = float(words[1])
|
||||
obj.row0y = float(words[2])
|
||||
obj.row0z = float(words[3])
|
||||
elif words[0] == '*TM_ROW1' and objCheck != -1:
|
||||
obj.row1x = float(words[1])
|
||||
obj.row1y = float(words[2])
|
||||
obj.row1z = float(words[3])
|
||||
elif words[0] == '*TM_ROW2' and objCheck != -1:
|
||||
obj.row2x = float(words[1])
|
||||
obj.row2y = float(words[2])
|
||||
obj.row2z = float(words[3])
|
||||
elif words[0] == '*TM_ROW3' and objCheck != -1:
|
||||
obj.row3x = float(words[1])
|
||||
obj.row3y = float(words[2])
|
||||
obj.row3z = float(words[3])
|
||||
objCheck = -1
|
||||
elif words[0] == '*MESH':
|
||||
obj.objType = 'Mesh'
|
||||
obj.obj = ase_mesh()
|
||||
me = obj.obj
|
||||
elif words[0] == '*MESH_NUMVERTEX':
|
||||
me.vCount = int(words[1])
|
||||
for i in range(me.vCount):
|
||||
me.verts.append(mesh_vert())
|
||||
elif words[0] == '*MESH_NUMFACES':
|
||||
me.fCount = int(words[1])
|
||||
for i in range(me.fCount):
|
||||
me.faces.append(mesh_face())
|
||||
elif words[0] == '*MESH_VERTEX':
|
||||
i = int(words[1])
|
||||
me.verts[i].x = float(words[2]);
|
||||
me.verts[i].y = float(words[3]);
|
||||
me.verts[i].z = float(words[4]);
|
||||
elif words[0] == '*MESH_FACE':
|
||||
i = int(words[1].rstrip(":")) # looks like "13:"
|
||||
v1 = int(words[3]);
|
||||
v2 = int(words[5]);
|
||||
v3 = int(words[7]);
|
||||
me.faces[i].v1.x = me.verts[v1].x;
|
||||
me.faces[i].v1.y = me.verts[v1].y;
|
||||
me.faces[i].v1.z = me.verts[v1].z;
|
||||
|
||||
me.faces[i].v2.x = me.verts[v2].x;
|
||||
me.faces[i].v2.y = me.verts[v2].y;
|
||||
me.faces[i].v2.z = me.verts[v2].z;
|
||||
|
||||
me.faces[i].v3.x = me.verts[v3].x;
|
||||
me.faces[i].v3.y = me.verts[v3].y;
|
||||
me.faces[i].v3.z = me.verts[v3].z;
|
||||
elif words[0] == '*MESH_NUMTVERTEX':
|
||||
del me.verts[:]
|
||||
uvCount = int(words[1])
|
||||
for i in range(uvCount):
|
||||
me.verts.append(mesh_vert())
|
||||
elif words[0] == '*MESH_TVERT':
|
||||
i = int(words[1])
|
||||
me.verts[i].u = float(words[2]);
|
||||
me.verts[i].v = float(words[3]);
|
||||
#elif words[0] == '*MESH_NUMTVFACES':
|
||||
elif words[0] == '*MESH_TFACE':
|
||||
i = int(words[1])
|
||||
uv1 = int(words[2]);
|
||||
uv2 = int(words[3]);
|
||||
uv3 = int(words[4]);
|
||||
|
||||
me.faces[i].v1.u = me.verts[uv1].u;
|
||||
me.faces[i].v1.v = me.verts[uv1].v;
|
||||
|
||||
me.faces[i].v2.u = me.verts[uv2].u;
|
||||
me.faces[i].v2.v = me.verts[uv2].v;
|
||||
|
||||
me.faces[i].v3.u = me.verts[uv3].u;
|
||||
me.faces[i].v3.v = me.verts[uv3].v;
|
||||
#elif words[0] == '*MESH_NUMCVERTEX':
|
||||
##
|
||||
#elif words[0] == '*MESH_VERTCOL':
|
||||
##
|
||||
#elif words[0] == '*MESH_CFACE':
|
||||
##
|
||||
elif words[0] == '*MESH_FACENORMAL':
|
||||
curFaceID = int(words[1]) # global, vertexnormal needs this
|
||||
faceVertID = 0 # same
|
||||
elif words[0] == '*MESH_VERTEXNORMAL':
|
||||
nx = float(words[2])
|
||||
ny = float(words[3])
|
||||
nz = float(words[4])
|
||||
|
||||
if (faceVertID == 0):
|
||||
me.faces[curFaceID].v1.nx = nx;
|
||||
me.faces[curFaceID].v1.ny = ny;
|
||||
me.faces[curFaceID].v1.nz = nz;
|
||||
elif (faceVertID == 1):
|
||||
me.faces[curFaceID].v2.nx = nx;
|
||||
me.faces[curFaceID].v2.ny = ny;
|
||||
me.faces[curFaceID].v2.nz = nz;
|
||||
elif (faceVertID == 2):
|
||||
me.faces[curFaceID].v3.nx = nx;
|
||||
me.faces[curFaceID].v3.ny = ny;
|
||||
me.faces[curFaceID].v3.nz = nz;
|
||||
|
||||
faceVertID = faceVertID + 1;
|
||||
PBidx += 1.0
|
||||
|
||||
spawn_main(objects)
|
||||
|
||||
Blender.Redraw()
|
||||
|
||||
def spawn_main(objects):
|
||||
|
||||
PBidx = 0.0
|
||||
objCount = float(len(objects))
|
||||
|
||||
print 'Import Objects'
|
||||
Blender.Window.DrawProgressBar(0.0, "Importing Objects...")
|
||||
|
||||
for obj in objects:
|
||||
|
||||
Blender.Window.DrawProgressBar(PBidx / objCount, "Importing Objects...")
|
||||
|
||||
if obj.objType == 'Mesh':
|
||||
spawn_mesh(obj)
|
||||
|
||||
PBidx += 1.0
|
||||
|
||||
import random
|
||||
|
||||
def spawn_mesh(obj):
|
||||
|
||||
objMe = obj.obj
|
||||
#normal_flag = 1
|
||||
|
||||
row0 = obj.row0x, obj.row0y, obj.row0z
|
||||
row1 = obj.row1x, obj.row1y, obj.row1z
|
||||
row2 = obj.row2x, obj.row2y, obj.row2z
|
||||
row3 = obj.row3x, obj.row3y, obj.row3z
|
||||
|
||||
newMatrix = Blender.Mathutils.Matrix(row0, row1, row2, row3)
|
||||
newMatrix.resize4x4()
|
||||
|
||||
newObj = Blender.Object.New(obj.objType, obj.name)
|
||||
newObj.setMatrix(newMatrix)
|
||||
Blender.Scene.getCurrent().link(newObj)
|
||||
|
||||
|
||||
newMesh = Blender.Mesh.New(obj.objName)
|
||||
newMesh.getFromObject(newObj.name)
|
||||
|
||||
newMesh.vertexUV = 1
|
||||
newObj.link(newMesh)
|
||||
|
||||
del objMe.verts[:]
|
||||
objMe.vCount = 0
|
||||
|
||||
vertDict = {}
|
||||
|
||||
#for face in objMe.faces:
|
||||
#objMe.verts.append(face.v1)
|
||||
#objMe.verts.append(face.v2)
|
||||
#objMe.verts.append(face.v3)
|
||||
#face.i1 = objMe.vCount
|
||||
#objMe.vCount = objMe.vCount + 1
|
||||
#face.i2 = objMe.vCount
|
||||
#objMe.vCount = objMe.vCount + 1
|
||||
#face.i3 = objMe.vCount
|
||||
#objMe.vCount = objMe.vCount + 1
|
||||
|
||||
for face in objMe.faces:
|
||||
if not face.v1.make_tuple() in vertDict:
|
||||
vertDict[face.v1.make_tuple()] = objMe.vCount
|
||||
objMe.verts.append(face.v1)
|
||||
objMe.vCount = objMe.vCount + 1
|
||||
if not face.v2.make_tuple() in vertDict:
|
||||
vertDict[face.v2.make_tuple()] = objMe.vCount
|
||||
objMe.verts.append(face.v2)
|
||||
objMe.vCount = objMe.vCount + 1
|
||||
if not face.v3.make_tuple() in vertDict:
|
||||
vertDict[face.v3.make_tuple()] = objMe.vCount
|
||||
objMe.verts.append(face.v3)
|
||||
objMe.vCount = objMe.vCount + 1
|
||||
face.i1 = vertDict[face.v1.make_tuple()]
|
||||
face.i2 = vertDict[face.v2.make_tuple()]
|
||||
face.i3 = vertDict[face.v3.make_tuple()]
|
||||
|
||||
# Verts
|
||||
for i in range(objMe.vCount):
|
||||
xyz = Blender.Mathutils.Vector(objMe.verts[i].x, objMe.verts[i].y, objMe.verts[i].z)
|
||||
newMesh.verts.extend(xyz)
|
||||
|
||||
frameCount = 100
|
||||
|
||||
|
||||
#animate
|
||||
for frame in range(frameCount):
|
||||
for i in range(objMe.vCount):
|
||||
xyz = Blender.Mathutils.Vector(objMe.verts[i].x, objMe.verts[i].y, objMe.verts[i].z)
|
||||
uv = Blender.Mathutils.Vector(objMe.verts[i].u, objMe.verts[i].v)
|
||||
norm = Blender.Mathutils.Vector(objMe.verts[i].nx, objMe.verts[i].ny, objMe.verts[i].nz)
|
||||
newMesh.verts[i].co = xyz * (1.0 + frame * 0.1);
|
||||
newMesh.verts[i].uvco = uv;
|
||||
newMesh.verts[i].no = norm;
|
||||
newObj.insertShapeKey()
|
||||
|
||||
# Faces
|
||||
for i in range(objMe.fCount):
|
||||
face = [objMe.faces[i].i1, objMe.faces[i].i2, objMe.faces[i].i3]
|
||||
newMesh.faces.extend(face)
|
||||
|
||||
# UV
|
||||
#if guiTable['UV'] == 1 and objMe.hasFUV == 1:
|
||||
#newMesh.faceUV = 1
|
||||
#for f in objMe.uvFaces:
|
||||
#uv1 = Blender.Mathutils.Vector(float(objMe.uvVerts[f.uv1].u), float(objMe.uvVerts[f.uv1].v))
|
||||
#uv2 = Blender.Mathutils.Vector(float(objMe.uvVerts[f.uv2].u), float(objMe.uvVerts[f.uv2].v))
|
||||
#uv3 = Blender.Mathutils.Vector(float(objMe.uvVerts[f.uv3].u), float(objMe.uvVerts[f.uv3].v))
|
||||
#newMesh.faces[f.index].uv = [uv1, uv2, uv3]
|
||||
## normals
|
||||
#vertices = [coords for n, coords in sorted(objMe.normals)]
|
||||
|
||||
#random.seed()
|
||||
|
||||
#i = 0
|
||||
#for v in newMesh.verts:
|
||||
#no = Blender.Mathutils.Vector(vertices[i][0], vertices[i][1], vertices[i][2])
|
||||
#v.no = no
|
||||
#print 'vertice ', i, 'normal : ', v.no
|
||||
##v.no[0] = vertices[i][0]
|
||||
##v.no[1] = vertices[i][1]
|
||||
##v.no[2] = vertices[i][2]
|
||||
#i = i + 1
|
||||
|
||||
for key in Key.Get() :
|
||||
key.ipo = Ipo.New('Key', "bleh" + "_ipo")
|
||||
index = 1
|
||||
for curveName in key.ipo.curveConsts :
|
||||
# print curveName
|
||||
key.ipo.addCurve(curveName)
|
||||
key.ipo[curveName].interpolation = IpoCurve.InterpTypes.CONST
|
||||
key.ipo[curveName].addBezier((0, 0))
|
||||
key.ipo[curveName].addBezier((index, 1))
|
||||
key.ipo[curveName].addBezier((index + 1, 0))
|
||||
index+=1
|
||||
|
||||
newMesh.transform((newObj.getMatrix('worldspace').invert()), 1)
|
||||
|
||||
counts['verts'] += objMe.vCount
|
||||
counts['tris'] += objMe.fCount
|
||||
print 'Imported Mesh-Object: ', obj.name
|
||||
|
||||
|
||||
|
||||
def read_ui(filename):
|
||||
Window.WaitCursor(1)
|
||||
|
||||
read_main(filename)
|
||||
|
||||
Window.WaitCursor(0)
|
||||
|
||||
|
||||
Blender.Window.FileSelector(read_ui, "Import ASE")
|
Loading…
Reference in a new issue