Add animation support to the ASE import script.

git-svn-id: https://svn.eduke32.com/eduke32@1835 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2011-03-08 06:54:48 +00:00
parent 7034f78413
commit c4f613e021
1 changed files with 61 additions and 38 deletions

View File

@ -1,13 +1,13 @@
#!BPY
"""
Name: 'ASCII Scene (.ase) v0.15'
Blender: 242
Name: 'ASCII Scene (.ase) v0.16'
Blender: 249
Group: 'Import'
Tooltip: 'ASCII Scene import (*.ase)'
"""
__author__ = "Goofos & Plagman"
__version__ = "0.15"
__version__ = "0.16"
# goofos at epruegel.de
#
@ -106,8 +106,11 @@ class ase_mesh:
self.name = ''
self.vCount = 0
self.fCount = 0
self.frames = []
self.verts = []
self.faces = []
self.animated = 0
self.frameCount = -1
class mesh_vert:
@ -120,6 +123,7 @@ class mesh_vert:
self.nx = 0.0
self.ny = 0.0
self.nz = 0.0
self.origi = 0
def make_tuple(self):
return (self.x, self.y, self.z, self.u, self.v, self.nx, self.ny, self.nz)
@ -155,12 +159,19 @@ def read_file(file, lines):
if not words:
continue
elif objIdx > 0 and me.animated == 1:
# I don't know how to make empty statements, this is to skip everything else
me.animated = me.animated
elif words[0] == '*GEOMOBJECT':
objCheck = 0
newObj = ase_obj()
objects.append(newObj)
obj = objects[objIdx]
objIdx += 1
obj.objType = 'Mesh'
obj.obj = ase_mesh()
me = obj.obj
elif words[0] == '*NODE_NAME' and objCheck != -1:
if objCheck == 0:
obj.name = words[1]
@ -184,10 +195,6 @@ def read_file(file, lines):
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):
@ -209,14 +216,17 @@ def read_file(file, lines):
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].v1.origi = v1
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].v2.origi = v2
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;
me.faces[i].v3.origi = v3
elif words[0] == '*MESH_NUMTVERTEX':
del me.verts[:]
uvCount = int(words[1])
@ -226,7 +236,6 @@ def read_file(file, lines):
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]);
@ -241,12 +250,6 @@ def read_file(file, lines):
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
@ -269,6 +272,21 @@ def read_file(file, lines):
me.faces[curFaceID].v3.nz = nz;
faceVertID = faceVertID + 1;
elif words[0] == '*MESH_ANIMATION':
me.animated = 1
# now the loop for animation frames
if objIdx > 0 and me.animated == 1:
if words[0] == '*MESH_VERTEX_LIST':
me.frameCount += 1
me.frames.append([])
elif words[0] == '*MESH_VERTEX':
me.frames[me.frameCount].append(mesh_vert())
i = int(words[1])
me.frames[me.frameCount][i].x = float(words[2]);
me.frames[me.frameCount][i].y = float(words[3]);
me.frames[me.frameCount][i].z = float(words[4]);
PBidx += 1.0
spawn_main(objects)
@ -355,20 +373,35 @@ def spawn_mesh(obj):
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
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;
newMesh.verts[i].uvco = uv;
newMesh.verts[i].no = norm;
if objMe.animated:
objMe.frameCount -= 1 # do we always get an extra frame at the end?
for frame in objMe.frames:
for vert in objMe.verts:
xyz = Blender.Mathutils.Vector(frame[vert.origi].x, frame[vert.origi].y, frame[vert.origi].z)
#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()
newMesh.verts[i].co = xyz;
newObj.insertShapeKey()
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
# Faces
for i in range(objMe.fCount):
@ -397,20 +430,10 @@ def spawn_mesh(obj):
##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)
Blender.Set("curframe", objMe.frameCount + 1)
counts['verts'] += objMe.vCount
counts['tris'] += objMe.fCount