blender/release/scripts/md2_import.py
Willian Padovani Germano b662fcb694 Scripts:
- added import and export scripts for 3ds and md2 (Quake 2) models
contributed by author Bob Holcomb. Thanks!
- updated ac3d importer to be more forgiving and exporter to get rid of
deprecated call.

More additions and possibly fixes to come.

Note: we're forming a group to take care of importers and exporters and
improve the situation as a whole in Blender. Discussions should happen
at the bf-scripts-dev mailing list:
http://projects.blender.org/mailman/listinfo/bf-scripts-dev

Thanks Tom Musgrove (LetterRip) for helping a lot with scripts.
2005-12-15 01:42:45 +00:00

572 lines
17 KiB
Python

#!BPY
"""
Name: 'MD2 (.md2)'
Blender: 239
Group: 'Import'
Tooltip: 'Import from Quake file format (.md2).'
"""
__author__ = 'Bob Holcomb'
__version__ = '0.15'
__url__ = ["Bob's site, http://bane.servebeer.com",
"Support forum, http://scourage.servebeer.com/phpbb/", "blender", "elysiun"]
__email__ = ["Bob Holcomb, bob_holcomb:hotmail*com", "scripts"]
__bpydoc__ = """\
This script imports a Quake 2 file (MD2), textures,
and animations into blender for editing. Loader is based on MD2 loader from www.gametutorials.com-Thanks DigiBen! and the md3 blender loader by PhaethonH <phaethon@linux.ucla.edu><br>
Additional help from: Shadwolf, Skandal, Rojo, Cambo<br>
Thanks Guys!
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Bob Holcomb
#
# 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 Blender
from Blender import NMesh, Object, sys
from Blender.BGL import *
from Blender.Draw import *
from Blender.Window import *
from Blender.Image import *
import struct, string
from types import *
######################################################
# Main Body
######################################################
#returns the string from a null terminated string
def asciiz (s):
n = 0
while (ord(s[n]) != 0):
n = n + 1
return s[0:n]
######################################################
# MD2 Model Constants
######################################################
MD2_MAX_TRIANGLES=4096
MD2_MAX_VERTICES=2048
MD2_MAX_TEXCOORDS=2048
MD2_MAX_FRAMES=512
MD2_MAX_SKINS=32
MD2_MAX_FRAMESIZE=(MD2_MAX_VERTICES * 4 + 128)
######################################################
# MD2 data structures
######################################################
class md2_alias_triangle:
vertices=[]
lightnormalindex=0
binary_format="<3BB" #little-endian (<), 3 Unsigned char
def __init__(self):
self.vertices=[0]*3
self.lightnormalindex=0
def load(self, file):
temp_data = file.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format, temp_data)
self.vertices[0]=data[0]
self.vertices[1]=data[1]
self.vertices[2]=data[2]
self.lightnormalindex=data[3]
return self
def dump(self):
print "MD2 Alias_Triangle Structure"
print "vertex: ", self.vertices[0]
print "vertex: ", self.vertices[1]
print "vertex: ", self.vertices[2]
print "lightnormalindex: ",self.lightnormalindex
print ""
class md2_face:
vertex_index=[]
texture_index=[]
binary_format="<3h3h" #little-endian (<), 3 short, 3 short
def __init__(self):
self.vertex_index = [ 0, 0, 0 ]
self.texture_index = [ 0, 0, 0]
def load (self, file):
temp_data=file.read(struct.calcsize(self.binary_format))
data=struct.unpack(self.binary_format, temp_data)
self.vertex_index[0]=data[0]
self.vertex_index[1]=data[1]
self.vertex_index[2]=data[2]
self.texture_index[0]=data[3]
self.texture_index[1]=data[4]
self.texture_index[2]=data[5]
return self
def dump (self):
print "MD2 Face Structure"
print "vertex index: ", self.vertex_index[0]
print "vertex index: ", self.vertex_index[1]
print "vertex index: ", self.vertex_index[2]
print "texture index: ", self.texture_index[0]
print "texture index: ", self.texture_index[1]
print "texture index: ", self.texture_index[2]
print ""
class md2_tex_coord:
u=0
v=0
binary_format="<2h" #little-endian (<), 2 unsigned short
def __init__(self):
self.u=0
self.v=0
def load (self, file):
temp_data=file.read(struct.calcsize(self.binary_format))
data=struct.unpack(self.binary_format, temp_data)
self.u=data[0]
self.v=data[1]
return self
def dump (self):
print "MD2 Texture Coordinate Structure"
print "texture coordinate u: ",self.u
print "texture coordinate v: ",self.v
print ""
class md2_skin:
name=""
binary_format="<64s" #little-endian (<), char[64]
def __init__(self):
self.name=""
def load (self, file):
temp_data=file.read(struct.calcsize(self.binary_format))
data=struct.unpack(self.binary_format, temp_data)
self.name=asciiz(data[0])
return self
def dump (self):
print "MD2 Skin"
print "skin name: ",self.name
print ""
class md2_alias_frame:
scale=[]
translate=[]
name=[]
vertices=[]
binary_format="<3f3f16s" #little-endian (<), 3 float, 3 float char[16]
#did not add the "3bb" to the end of the binary format
#because the alias_vertices will be read in through
#thier own loader
def __init__(self):
self.scale=[0.0]*3
self.translate=[0.0]*3
self.name=""
self.vertices=[]
def load (self, file):
temp_data=file.read(struct.calcsize(self.binary_format))
data=struct.unpack(self.binary_format, temp_data)
self.scale[0]=data[0]
self.scale[1]=data[1]
self.scale[2]=data[2]
self.translate[0]=data[3]
self.translate[1]=data[4]
self.translate[2]=data[5]
self.name=asciiz(data[6])
return self
def dump (self):
print "MD2 Alias Frame"
print "scale x: ",self.scale[0]
print "scale y: ",self.scale[1]
print "scale z: ",self.scale[2]
print "translate x: ",self.translate[0]
print "translate y: ",self.translate[1]
print "translate z: ",self.translate[2]
print "name: ",self.name
print ""
class md2_obj:
#Header Structure
ident=0 #int 0 This is used to identify the file
version=0 #int 1 The version number of the file (Must be 8)
skin_width=0 #int 2 The skin width in pixels
skin_height=0 #int 3 The skin height in pixels
frame_size=0 #int 4 The size in bytes the frames are
num_skins=0 #int 5 The number of skins associated with the model
num_vertices=0 #int 6 The number of vertices (constant for each frame)
num_tex_coords=0 #int 7 The number of texture coordinates
num_faces=0 #int 8 The number of faces (polygons)
num_GL_commands=0 #int 9 The number of gl commands
num_frames=0 #int 10 The number of animation frames
offset_skins=0 #int 11 The offset in the file for the skin data
offset_tex_coords=0 #int 12 The offset in the file for the texture data
offset_faces=0 #int 13 The offset in the file for the face data
offset_frames=0 #int 14 The offset in the file for the frames data
offset_GL_commands=0#int 15 The offset in the file for the gl commands data
offset_end=0 #int 16 The end of the file offset
binary_format="<17i" #little-endian (<), 17 integers (17i)
#md2 data objects
tex_coords=[]
faces=[]
frames=[]
skins=[]
def __init__ (self):
self.tex_coords=[]
self.faces=[]
self.frames=[]
self.skins=[]
def load (self, file):
temp_data = file.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format, temp_data)
self.ident=data[0]
self.version=data[1]
if (self.ident!=844121161 or self.version!=8):
print "Not a valid MD2 file"
Exit()
self.skin_width=data[2]
self.skin_height=data[3]
self.frame_size=data[4]
#make the # of skin objects for model
self.num_skins=data[5]
for i in xrange(0,self.num_skins):
self.skins.append(md2_skin())
self.num_vertices=data[6]
#make the # of texture coordinates for model
self.num_tex_coords=data[7]
for i in xrange(0,self.num_tex_coords):
self.tex_coords.append(md2_tex_coord())
#make the # of triangle faces for model
self.num_faces=data[8]
for i in xrange(0,self.num_faces):
self.faces.append(md2_face())
self.num_GL_commands=data[9]
#make the # of frames for the model
self.num_frames=data[10]
for i in xrange(0,self.num_frames):
self.frames.append(md2_alias_frame())
#make the # of vertices for each frame
for j in xrange(0,self.num_vertices):
self.frames[i].vertices.append(md2_alias_triangle())
self.offset_skins=data[11]
self.offset_tex_coords=data[12]
self.offset_faces=data[13]
self.offset_frames=data[14]
self.offset_GL_commands=data[15]
#load the skin info
file.seek(self.offset_skins,0)
for i in xrange(0, self.num_skins):
self.skins[i].load(file)
#self.skins[i].dump()
#load the texture coordinates
file.seek(self.offset_tex_coords,0)
for i in xrange(0, self.num_tex_coords):
self.tex_coords[i].load(file)
#self.tex_coords[i].dump()
#load the face info
file.seek(self.offset_faces,0)
for i in xrange(0, self.num_faces):
self.faces[i].load(file)
#self.faces[i].dump()
#load the frames
file.seek(self.offset_frames,0)
for i in xrange(0, self.num_frames):
self.frames[i].load(file)
#self.frames[i].dump()
for j in xrange(0,self.num_vertices):
self.frames[i].vertices[j].load(file)
#self.frames[i].vertices[j].dump()
return self
def dump (self):
print "Header Information"
print "ident: ", self.ident
print "version: ", self.version
print "skin width: ", self.skin_width
print "skin height: ", self.skin_height
print "frame size: ", self.frame_size
print "number of skins: ", self.num_skins
print "number of texture coordinates: ", self.num_tex_coords
print "number of faces: ", self.num_faces
print "number of frames: ", self.num_frames
print "number of vertices: ", self.num_vertices
print "offset skins: ", self.offset_skins
print "offset texture coordinates: ", self.offset_tex_coords
print "offset faces: ", self.offset_faces
print "offset frames: ",self.offset_frames
print ""
######################################################
# Import functions
######################################################
def load_textures(md2, texture_filename):
#did the user specify a texture they wanted to use?
if (texture_filename!="texture"):
if (Blender.sys.exists(texture_filename)):
mesh_image=Blender.Image.Load(texture_filename)
return mesh_image
else:
result=Blender.Draw.PupMenu("Cannot find texture: "+texture_filename+"-Continue?%t|OK")
if(result==1):
return -1
#does the model have textures specified with it?
if int(md2.num_skins) > 0:
for i in xrange(0,md2.num_skins):
#md2.skins[i].dump()
if (Blender.sys.exists(md2.skins[i].name)):
mesh_image=Blender.Image.Load(md2.skins[i].name)
else:
result=Blender.Draw.PupMenu("Cannot find texture: "+md2.skins[i].name+"-Continue?%t|OK")
if(result==1):
return -1
return mesh_image
else:
result=Blender.Draw.PupMenu("There will be no Texutre"+"-Continue?%t|OK")
if(result==1):
return -1
def animate_md2(md2, mesh_obj):
######### Animate the verts through keyframe animation
mesh=mesh_obj.getData()
for i in xrange(1, md2.num_frames):
#update the vertices
for j in xrange(0,md2.num_vertices):
x=(md2.frames[i].scale[0]*md2.frames[i].vertices[j].vertices[0]+md2.frames[i].translate[0])*g_scale.val
y=(md2.frames[i].scale[1]*md2.frames[i].vertices[j].vertices[1]+md2.frames[i].translate[1])*g_scale.val
z=(md2.frames[i].scale[2]*md2.frames[i].vertices[j].vertices[2]+md2.frames[i].translate[2])*g_scale.val
#put the vertex in the right spot
mesh.verts[j].co[0]=y
mesh.verts[j].co[1]=-x
mesh.verts[j].co[2]=z
mesh.update()
NMesh.PutRaw(mesh, mesh_obj.name)
#absolute keys, need to figure out how to get them working around the 100 frame limitation
mesh.insertKey(i,"absolute")
#not really necissary, but I like playing with the frame counter
Blender.Set("curframe", i)
def load_md2 (md2_filename, texture_filename):
#read the file in
file=open(md2_filename,"rb")
md2=md2_obj()
md2.load(file)
#md2.dump()
file.close()
######### Creates a new mesh
mesh = NMesh.New()
uv_coord=[]
uv_list=[]
#load the textures to use later
#-1 if there is no texture to load
mesh_image=load_textures(md2, texture_filename)
######### Make the verts
DrawProgressBar(0.25,"Loading Vertex Data")
for i in xrange(0,md2.num_vertices):
#use the first frame for the mesh vertices
x=(md2.frames[0].scale[0]*md2.frames[0].vertices[i].vertices[0]+md2.frames[0].translate[0])*g_scale.val
y=(md2.frames[0].scale[1]*md2.frames[0].vertices[i].vertices[1]+md2.frames[0].translate[1])*g_scale.val
z=(md2.frames[0].scale[2]*md2.frames[0].vertices[i].vertices[2]+md2.frames[0].translate[2])*g_scale.val
vertex=NMesh.Vert(y,-x,z)
mesh.verts.append(vertex)
######## Make the UV list
DrawProgressBar(0.50,"Loading UV Data")
mesh.hasFaceUV(1) #turn on face UV coordinates for this mesh
for i in xrange(0, md2.num_tex_coords):
u=(float(md2.tex_coords[i].u)/float(md2.skin_width))
v=(float(md2.tex_coords[i].v)/float(md2.skin_height))
#for some reason quake2 texture maps are upside down, flip that
uv_coord=(u,1-v)
uv_list.append(uv_coord)
######### Make the faces
DrawProgressBar(0.75,"Loading Face Data")
for i in xrange(0,md2.num_faces):
face = NMesh.Face()
#draw the triangles in reverse order so they show up
face.v.append(mesh.verts[md2.faces[i].vertex_index[0]])
face.v.append(mesh.verts[md2.faces[i].vertex_index[2]])
face.v.append(mesh.verts[md2.faces[i].vertex_index[1]])
#append the list of UV
#ditto in reverse order with the texture verts
face.uv.append(uv_list[md2.faces[i].texture_index[0]])
face.uv.append(uv_list[md2.faces[i].texture_index[2]])
face.uv.append(uv_list[md2.faces[i].texture_index[1]])
#set the texture that this face uses if it has one
if (mesh_image!=-1):
face.image=mesh_image
#add the face
mesh.faces.append(face)
mesh_obj=NMesh.PutRaw(mesh)
animate_md2(md2, mesh_obj)
DrawProgressBar(0.999,"Loading Animation Data")
#locate the Object containing the mesh at the cursor location
cursor_pos=Blender.Window.GetCursorPos()
mesh_obj.setLocation(float(cursor_pos[0]),float(cursor_pos[1]),float(cursor_pos[2]))
DrawProgressBar (1.0, "Finished")
#***********************************************
# MAIN
#***********************************************
# Import globals
g_md2_filename=Create("model")
g_texture_filename=Create("texture")
g_filename_search=Create("model")
g_texture_search=Create("texture")
#Globals
g_scale=Create(1.0)
# Events
EVENT_NOEVENT=1
EVENT_LOAD_MD2=2
EVENT_CHOOSE_FILENAME=3
EVENT_CHOOSE_TEXTURE=4
EVENT_SAVE_MD2=5
EVENT_EXIT=100
######################################################
# Callbacks for Window functions
######################################################
def filename_callback(input_filename):
global g_md2_filename
g_md2_filename.val=input_filename
def texture_callback(input_texture):
global g_texture_filename
g_texture_filename.val=input_texture
######################################################
# GUI Loader
######################################################
def draw_gui():
global g_scale
global g_md2_filename
global g_texture_filename
global EVENT_NOEVENT,EVENT_LOAD_MD2,EVENT_CHOOSE_FILENAME,EVENT_CHOOSE_TEXTURE,EVENT_EXIT
########## Titles
glClear(GL_COLOR_BUFFER_BIT)
glRasterPos2d(8, 125)
Text("MD2 loader")
######### Parameters GUI Buttons
g_md2_filename = String("MD2 file to load: ", EVENT_NOEVENT, 10, 55, 210, 18,
g_md2_filename.val, 255, "MD2 file to load")
########## MD2 File Search Button
Button("Search",EVENT_CHOOSE_FILENAME,220,55,80,18)
g_texture_filename = String("Texture file to load: ", EVENT_NOEVENT, 10, 35, 210, 18,
g_texture_filename.val, 255, "Texture file to load-overrides MD2 file")
########## Texture Search Button
Button("Search",EVENT_CHOOSE_TEXTURE,220,35,80,18)
########## Scale slider-default is 1/8 which is a good scale for md2->blender
g_scale= Slider("Scale Factor: ", EVENT_NOEVENT, 10, 75, 210, 18,
1.0, 0.001, 10.0, 1, "Scale factor for obj Model");
######### Draw and Exit Buttons
Button("Load",EVENT_LOAD_MD2 , 10, 10, 80, 18)
Button("Exit",EVENT_EXIT , 170, 10, 80, 18)
def event(evt, val):
if (evt == QKEY and not val):
Blender.Draw.Exit()
def bevent(evt):
global g_md2_filename
global g_texture_filename
global EVENT_NOEVENT,EVENT_LOAD_MD2,EVENT_SAVE_MD2,EVENT_EXIT
######### Manages GUI events
if (evt==EVENT_EXIT):
Blender.Draw.Exit()
elif (evt==EVENT_CHOOSE_FILENAME):
FileSelector(filename_callback, "MD2 File Selection")
elif (evt==EVENT_CHOOSE_TEXTURE):
FileSelector(texture_callback, "Texture Selection")
elif (evt==EVENT_LOAD_MD2):
if (g_md2_filename.val == "model"):
Blender.Draw.Exit()
return
else:
load_md2(g_md2_filename.val, g_texture_filename.val)
Blender.Redraw()
Blender.Draw.Exit()
return
Register(draw_gui, event, bevent)