raze-gles/polymer/eduke32/build/src/util/ase_import.py
plagman f1c2dcaef8 Blender ASE: fix animation import.
git-svn-id: https://svn.eduke32.com/eduke32@1838 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-11 04:55:02 +00:00

452 lines
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15 KiB
Python
Executable file

#!BPY
"""
Name: 'ASCII Scene (.ase) v0.16'
Blender: 249
Group: 'Import'
Tooltip: 'ASCII Scene import (*.ase)'
"""
__author__ = "Goofos & Plagman"
__version__ = "0.16"
# 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.frames = []
self.verts = []
self.faces = []
self.animated = 0
self.frameCount = -1
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
self.origi = 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 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]
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_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].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])
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_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_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;
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)
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)
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 i in range(objMe.vCount):
xyz = Blender.Mathutils.Vector(frame[objMe.verts[i].origi].x, frame[objMe.verts[i].origi].y, frame[objMe.verts[i].origi].z)
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):
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
newMesh.transform((newObj.getMatrix('worldspace').invert()), 1)
Blender.Set("curframe", objMe.frameCount + 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")