mirror of
https://github.com/ZDoom/raze-gles.git
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1cc9d13ccf
Files moved but not modified. Changes to follow in a subsequent commit. You down with CPP? git-svn-id: https://svn.eduke32.com/eduke32@6055 1a8010ca-5511-0410-912e-c29ae57300e0
452 lines
No EOL
15 KiB
Python
Executable file
452 lines
No EOL
15 KiB
Python
Executable file
#!BPY
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"""
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Name: 'ASCII Scene (.ase) v0.16'
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Blender: 249
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Group: 'Import'
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Tooltip: 'ASCII Scene import (*.ase)'
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"""
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__author__ = "Goofos & Plagman"
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__version__ = "0.16"
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# goofos at epruegel.de
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#
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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
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# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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import string, time, sys as osSys
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import Blender
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from Blender import Draw, Mesh, Window, Object, Scene, NMesh, Key, Ipo, IpoCurve
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#import meshtools
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def read_main(filename):
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global counts
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counts = {'verts': 0, 'tris': 0}
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start = time.clock()
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file = open(filename, "r")
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print_boxed("----------------start-----------------")
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print 'Import Patch: ', filename
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editmode = Window.EditMode() # are we in edit mode? If so ...
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if editmode: Window.EditMode(0) # leave edit mode before getting the mesh
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lines= file.readlines()
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read_file(file, lines)
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Blender.Window.DrawProgressBar(1.0, '') # clear progressbar
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file.close()
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print "----------------end-----------------"
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end = time.clock()
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seconds = " in %.2f %s" % (end-start, "seconds")
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totals = "Verts: %i Tris: %i " % (counts['verts'], counts['tris'])
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print_boxed(totals)
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message = "Successfully imported " + Blender.sys.basename(filename) + seconds
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#meshtools.print_boxed(message)
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print_boxed(message)
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def print_boxed(text): #Copy/Paste from meshtools, only to remove the beep :)
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lines = text.splitlines()
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maxlinelen = max(map(len, lines))
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if osSys.platform[:3] == "win":
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print chr(218)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(191)
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for line in lines:
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print chr(179) + ' ' + line.ljust(maxlinelen) + ' ' + chr(179)
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print chr(192)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(217)
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else:
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print '+-' + '-'*maxlinelen + '-+'
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for line in lines: print '| ' + line.ljust(maxlinelen) + ' |'
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print '+-' + '-'*maxlinelen + '-+'
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#print '\a\r', # beep when done
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class ase_obj:
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def __init__(self):
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self.name = 'Name'
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self.objType = None
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self.row0x = None
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self.row0y = None
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self.row0z = None
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self.row1x = None
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self.row1y = None
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self.row1z = None
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self.row2x = None
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self.row2y = None
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self.row2z = None
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self.row3x = None
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self.row3y = None
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self.row3z = None
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self.parent = None
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self.obj = None
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self.objName = 'Name'
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class ase_mesh:
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def __init__(self):
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self.name = ''
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self.vCount = 0
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self.fCount = 0
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self.frames = []
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self.verts = []
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self.faces = []
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self.animated = 0
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self.frameCount = -1
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class mesh_vert:
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def __init__(self):
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self.x = 0.0
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self.y = 0.0
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self.z = 0.0
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self.u = 0.0
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self.v = 0.0
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self.nx = 0.0
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self.ny = 0.0
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self.nz = 0.0
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self.origi = 0
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def make_tuple(self):
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return (self.x, self.y, self.z, self.u, self.v, self.nx, self.ny, self.nz)
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class mesh_face:
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def __init__(self):
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self.v1 = mesh_vert()
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self.v2 = mesh_vert()
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self.v3 = mesh_vert()
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self.i1 = 0
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self.i2 = 0
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self.i3 = 0
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def read_file(file, lines):
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objects = []
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objIdx = 0
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objCheck = -1 #needed to skip helper objects
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PBidx = 0.0
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lineCount = float(len(lines))
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processed_indices = []
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curFaceID = 0
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faceVertID = 0
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print 'Read file'
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Blender.Window.DrawProgressBar(0.0, "Read File...")
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for line in lines:
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words = string.split(line)
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if (PBidx % 10000) == 0.0:
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Blender.Window.DrawProgressBar(PBidx / lineCount, "Read File...")
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if not words:
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continue
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elif objIdx > 0 and me.animated == 1:
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# I don't know how to make empty statements, this is to skip everything else
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me.animated = me.animated
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elif words[0] == '*GEOMOBJECT':
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objCheck = 0
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newObj = ase_obj()
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objects.append(newObj)
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obj = objects[objIdx]
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objIdx += 1
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obj.objType = 'Mesh'
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obj.obj = ase_mesh()
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me = obj.obj
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elif words[0] == '*NODE_NAME' and objCheck != -1:
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if objCheck == 0:
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obj.name = words[1]
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objCheck = 1
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elif objCheck == 1:
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obj.objName = words[1]
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elif words[0] == '*TM_ROW0' and objCheck != -1:
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obj.row0x = float(words[1])
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obj.row0y = float(words[2])
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obj.row0z = float(words[3])
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elif words[0] == '*TM_ROW1' and objCheck != -1:
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obj.row1x = float(words[1])
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obj.row1y = float(words[2])
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obj.row1z = float(words[3])
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elif words[0] == '*TM_ROW2' and objCheck != -1:
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obj.row2x = float(words[1])
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obj.row2y = float(words[2])
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obj.row2z = float(words[3])
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elif words[0] == '*TM_ROW3' and objCheck != -1:
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obj.row3x = float(words[1])
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obj.row3y = float(words[2])
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obj.row3z = float(words[3])
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objCheck = -1
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elif words[0] == '*MESH_NUMVERTEX':
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me.vCount = int(words[1])
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for i in range(me.vCount):
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me.verts.append(mesh_vert())
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elif words[0] == '*MESH_NUMFACES':
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me.fCount = int(words[1])
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for i in range(me.fCount):
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me.faces.append(mesh_face())
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elif words[0] == '*MESH_VERTEX':
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i = int(words[1])
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me.verts[i].x = float(words[2]);
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me.verts[i].y = float(words[3]);
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me.verts[i].z = float(words[4]);
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elif words[0] == '*MESH_FACE':
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i = int(words[1].rstrip(":")) # looks like "13:"
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v1 = int(words[3]);
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v2 = int(words[5]);
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v3 = int(words[7]);
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me.faces[i].v1.x = me.verts[v1].x;
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me.faces[i].v1.y = me.verts[v1].y;
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me.faces[i].v1.z = me.verts[v1].z;
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me.faces[i].v1.origi = v1
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me.faces[i].v2.x = me.verts[v2].x;
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me.faces[i].v2.y = me.verts[v2].y;
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me.faces[i].v2.z = me.verts[v2].z;
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me.faces[i].v2.origi = v2
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me.faces[i].v3.x = me.verts[v3].x;
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me.faces[i].v3.y = me.verts[v3].y;
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me.faces[i].v3.z = me.verts[v3].z;
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me.faces[i].v3.origi = v3
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elif words[0] == '*MESH_NUMTVERTEX':
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del me.verts[:]
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uvCount = int(words[1])
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for i in range(uvCount):
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me.verts.append(mesh_vert())
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elif words[0] == '*MESH_TVERT':
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i = int(words[1])
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me.verts[i].u = float(words[2]);
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me.verts[i].v = float(words[3]);
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elif words[0] == '*MESH_TFACE':
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i = int(words[1])
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uv1 = int(words[2]);
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uv2 = int(words[3]);
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uv3 = int(words[4]);
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me.faces[i].v1.u = me.verts[uv1].u;
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me.faces[i].v1.v = me.verts[uv1].v;
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me.faces[i].v2.u = me.verts[uv2].u;
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me.faces[i].v2.v = me.verts[uv2].v;
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me.faces[i].v3.u = me.verts[uv3].u;
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me.faces[i].v3.v = me.verts[uv3].v;
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elif words[0] == '*MESH_FACENORMAL':
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curFaceID = int(words[1]) # global, vertexnormal needs this
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faceVertID = 0 # same
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elif words[0] == '*MESH_VERTEXNORMAL':
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nx = float(words[2])
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ny = float(words[3])
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nz = float(words[4])
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if (faceVertID == 0):
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me.faces[curFaceID].v1.nx = nx;
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me.faces[curFaceID].v1.ny = ny;
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me.faces[curFaceID].v1.nz = nz;
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elif (faceVertID == 1):
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me.faces[curFaceID].v2.nx = nx;
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me.faces[curFaceID].v2.ny = ny;
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me.faces[curFaceID].v2.nz = nz;
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elif (faceVertID == 2):
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me.faces[curFaceID].v3.nx = nx;
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me.faces[curFaceID].v3.ny = ny;
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me.faces[curFaceID].v3.nz = nz;
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faceVertID = faceVertID + 1;
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elif words[0] == '*MESH_ANIMATION':
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me.animated = 1
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# now the loop for animation frames
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if objIdx > 0 and me.animated == 1:
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if words[0] == '*MESH_VERTEX_LIST':
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me.frameCount += 1
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me.frames.append([])
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elif words[0] == '*MESH_VERTEX':
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me.frames[me.frameCount].append(mesh_vert())
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i = int(words[1])
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me.frames[me.frameCount][i].x = float(words[2]);
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me.frames[me.frameCount][i].y = float(words[3]);
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me.frames[me.frameCount][i].z = float(words[4]);
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PBidx += 1.0
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spawn_main(objects)
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Blender.Redraw()
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def spawn_main(objects):
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PBidx = 0.0
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objCount = float(len(objects))
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print 'Import Objects'
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Blender.Window.DrawProgressBar(0.0, "Importing Objects...")
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for obj in objects:
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Blender.Window.DrawProgressBar(PBidx / objCount, "Importing Objects...")
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if obj.objType == 'Mesh':
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spawn_mesh(obj)
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PBidx += 1.0
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import random
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def spawn_mesh(obj):
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objMe = obj.obj
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#normal_flag = 1
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row0 = obj.row0x, obj.row0y, obj.row0z
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row1 = obj.row1x, obj.row1y, obj.row1z
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row2 = obj.row2x, obj.row2y, obj.row2z
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row3 = obj.row3x, obj.row3y, obj.row3z
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newMatrix = Blender.Mathutils.Matrix(row0, row1, row2, row3)
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newMatrix.resize4x4()
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newObj = Blender.Object.New(obj.objType, obj.name)
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newObj.setMatrix(newMatrix)
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Blender.Scene.getCurrent().link(newObj)
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newMesh = Blender.Mesh.New(obj.objName)
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newMesh.getFromObject(newObj.name)
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newMesh.vertexUV = 1
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newObj.link(newMesh)
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del objMe.verts[:]
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objMe.vCount = 0
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vertDict = {}
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#for face in objMe.faces:
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#objMe.verts.append(face.v1)
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#objMe.verts.append(face.v2)
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#objMe.verts.append(face.v3)
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#face.i1 = objMe.vCount
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#objMe.vCount = objMe.vCount + 1
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#face.i2 = objMe.vCount
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#objMe.vCount = objMe.vCount + 1
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#face.i3 = objMe.vCount
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#objMe.vCount = objMe.vCount + 1
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for face in objMe.faces:
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if not face.v1.make_tuple() in vertDict:
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vertDict[face.v1.make_tuple()] = objMe.vCount
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objMe.verts.append(face.v1)
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objMe.vCount = objMe.vCount + 1
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if not face.v2.make_tuple() in vertDict:
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vertDict[face.v2.make_tuple()] = objMe.vCount
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objMe.verts.append(face.v2)
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objMe.vCount = objMe.vCount + 1
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if not face.v3.make_tuple() in vertDict:
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vertDict[face.v3.make_tuple()] = objMe.vCount
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objMe.verts.append(face.v3)
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objMe.vCount = objMe.vCount + 1
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face.i1 = vertDict[face.v1.make_tuple()]
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face.i2 = vertDict[face.v2.make_tuple()]
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face.i3 = vertDict[face.v3.make_tuple()]
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# Verts
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for i in range(objMe.vCount):
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xyz = Blender.Mathutils.Vector(objMe.verts[i].x, objMe.verts[i].y, objMe.verts[i].z)
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newMesh.verts.extend(xyz)
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for i in range(objMe.vCount):
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xyz = Blender.Mathutils.Vector(objMe.verts[i].x, objMe.verts[i].y, objMe.verts[i].z)
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uv = Blender.Mathutils.Vector(objMe.verts[i].u, objMe.verts[i].v)
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norm = Blender.Mathutils.Vector(objMe.verts[i].nx, objMe.verts[i].ny, objMe.verts[i].nz)
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newMesh.verts[i].co = xyz;
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newMesh.verts[i].uvco = uv;
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newMesh.verts[i].no = norm;
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if objMe.animated:
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objMe.frameCount -= 1 # do we always get an extra frame at the end?
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for frame in objMe.frames:
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for i in range(objMe.vCount):
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xyz = Blender.Mathutils.Vector(frame[objMe.verts[i].origi].x, frame[objMe.verts[i].origi].y, frame[objMe.verts[i].origi].z)
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newMesh.verts[i].co = xyz;
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newObj.insertShapeKey()
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for key in Key.Get() :
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key.ipo = Ipo.New('Key', "bleh" + "_ipo")
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index = 1
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for curveName in key.ipo.curveConsts :
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# print curveName
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key.ipo.addCurve(curveName)
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key.ipo[curveName].interpolation = IpoCurve.InterpTypes.CONST
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key.ipo[curveName].addBezier((0, 0))
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key.ipo[curveName].addBezier((index, 1))
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key.ipo[curveName].addBezier((index + 1, 0))
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index+=1
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# Faces
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for i in range(objMe.fCount):
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face = [objMe.faces[i].i1, objMe.faces[i].i2, objMe.faces[i].i3]
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newMesh.faces.extend(face)
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# UV
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#if guiTable['UV'] == 1 and objMe.hasFUV == 1:
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#newMesh.faceUV = 1
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#for f in objMe.uvFaces:
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#uv1 = Blender.Mathutils.Vector(float(objMe.uvVerts[f.uv1].u), float(objMe.uvVerts[f.uv1].v))
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#uv2 = Blender.Mathutils.Vector(float(objMe.uvVerts[f.uv2].u), float(objMe.uvVerts[f.uv2].v))
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#uv3 = Blender.Mathutils.Vector(float(objMe.uvVerts[f.uv3].u), float(objMe.uvVerts[f.uv3].v))
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#newMesh.faces[f.index].uv = [uv1, uv2, uv3]
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## normals
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#vertices = [coords for n, coords in sorted(objMe.normals)]
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#random.seed()
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#i = 0
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#for v in newMesh.verts:
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#no = Blender.Mathutils.Vector(vertices[i][0], vertices[i][1], vertices[i][2])
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#v.no = no
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#print 'vertice ', i, 'normal : ', v.no
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##v.no[0] = vertices[i][0]
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##v.no[1] = vertices[i][1]
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##v.no[2] = vertices[i][2]
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#i = i + 1
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newMesh.transform((newObj.getMatrix('worldspace').invert()), 1)
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Blender.Set("curframe", objMe.frameCount + 1)
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counts['verts'] += objMe.vCount
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counts['tris'] += objMe.fCount
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print 'Imported Mesh-Object: ', obj.name
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def read_ui(filename):
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Window.WaitCursor(1)
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read_main(filename)
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Window.WaitCursor(0)
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Blender.Window.FileSelector(read_ui, "Import ASE") |