forked from bartvdbraak/blender
382 lines
9.6 KiB
Python
382 lines
9.6 KiB
Python
#!BPY
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"""
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Name: 'MilkShape3D (.ms3d)...'
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Blender: 245
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Group: 'Import'
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Tooltip: 'Import from MilkShape3D file format (.ms3d)'
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"""
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#
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# Author: Markus Ilmola
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# Email: markus.ilmola@pp.inet.fi
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# import needed stuff
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import os.path
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import math
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from math import *
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import struct
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import Blender
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from Blender import Mathutils
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from Blender.Mathutils import *
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# trims a string by removing ending 0 and everything after it
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def uku(s):
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try:
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return s[:s.index('\0')]
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except:
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return s
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# Converts ms3d euler angles to a rotation matrix
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def RM(a):
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sy = sin(a[2])
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cy = cos(a[2])
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sp = sin(a[1])
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cp = cos(a[1])
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sr = sin(a[0])
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cr = cos(a[0])
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return Matrix([cp*cy, sr*sp*cy+cr*-sy, cr*sp*cy+-sr*-sy],[cp*sy, sr*sp*sy+cr*cy, cr*sp*sy+-sr*cy], [-sp, sr*cp, cr*cp])
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# Converts ms3d euler angles to a quaternion
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def RQ(a):
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angle = a[2] * 0.5;
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sy = sin(angle);
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cy = cos(angle);
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angle = a[1] * 0.5;
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sp = sin(angle);
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cp = cos(angle);
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angle = a[0] * 0.5;
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sr = sin(angle);
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cr = cos(angle);
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return Quaternion(cr*cp*cy+sr*sp*sy, sr*cp*cy-cr*sp*sy, cr*sp*cy+sr*cp*sy, cr*cp*sy-sr*sp*cy)
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# takes a texture filename and tries to load it
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def loadImage(path, filename):
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image = None
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try:
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image = Blender.Image.Load(os.path.abspath(filename))
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except IOError:
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print "Warning: Failed to load image: " + filename + ". Trying short path instead...\n"
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try:
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image = Blender.Image.Load(os.path.dirname(path) + "/" + os.path.basename(filename))
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except IOError:
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print "Warning: Failed to load image: " + os.path.basename(filename) + "!\n"
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return image
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# imports a ms3d file to the current scene
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def import_ms3d(path):
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# get scene
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scn = Blender.Scene.GetCurrent()
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if scn == None:
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return "No scene to import to!"
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# open the file
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try:
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file = open(path, 'rb')
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except IOError:
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return "Failed to open the file!"
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# read id
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id = file.read(10)
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if id!="MS3D000000":
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return "The file is not a MS3D file!"
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# read version
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version = struct.unpack("i", file.read(4))[0]
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if version!=4:
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return "The file has invalid version!"
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# Create the mesh
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scn.objects.selected = []
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mesh = Blender.Mesh.New("MilkShape3D Mesh")
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meshOb = scn.objects.new(mesh)
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# read the number of vertices
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numVertices = struct.unpack("H", file.read(2))[0]
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# read vertices
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coords = []
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boneIds = []
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for i in xrange(numVertices):
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# skip flags
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file.read(1)
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# read coords
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coords.append(struct.unpack("fff", file.read(3*4)))
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# read bone ids
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boneIds.append(struct.unpack("B", file.read(1))[0])
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# skip refcount
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file.read(1)
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# add the vertices to the mesh
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mesh.verts.extend(coords)
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# read number of triangles
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numTriangles = struct.unpack("H", file.read(2))[0]
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# read triangles
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faces = []
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uvs = []
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for i in xrange(numTriangles):
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# skip flags
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file.read(2)
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# read indices (faces)
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faces.append(struct.unpack("HHH", file.read(3*2)))
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# read normals
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normals = struct.unpack("fffffffff", file.read(3*3*4))
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# read texture coordinates
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s = struct.unpack("fff", file.read(3*4))
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t = struct.unpack("fff", file.read(3*4))
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# store texture coordinates
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uvs.append([[s[0], 1-t[0]], [s[1], 1-t[1]], [s[2], 1-t[2]]])
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if faces[-1][2] == 0: # Cant have zero at the third index
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faces[-1] = faces[-1][1], faces[-1][2], faces[-1][0]
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uvs[-1] = uvs[-1][1], uvs[-1][2], uvs[-1][0]
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# skip smooth group
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file.read(1)
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# skip group
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file.read(1)
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# add the faces to the mesh
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mesh.faces.extend(faces)
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# set texture coordinates
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for i in xrange(numTriangles):
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mesh.faces[i].uv = [Vector(uvs[i][0]), Vector(uvs[i][1]), Vector(uvs[i][2])]
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# read number of groups
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numGroups = struct.unpack("H", file.read(2))[0]
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# read groups
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for i in xrange(numGroups):
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# skip flags
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file.read(1)
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# skip name
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file.read(32)
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# read the number of triangles in the group
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numGroupTriangles = struct.unpack("H", file.read(2))[0]
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# read the group triangles
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if numGroupTriangles > 0:
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triangleIndices = struct.unpack(str(numGroupTriangles) + "H", file.read(2*numGroupTriangles));
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# read material
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material = struct.unpack("B", file.read(1))[0]
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for j in xrange(numGroupTriangles):
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mesh.faces[triangleIndices[j]].mat = material
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# read the number of materials
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numMaterials = struct.unpack("H", file.read(2))[0]
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# read materials
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for i in xrange(numMaterials):
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# read name
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name = uku(file.read(32))
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# create the material
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mat = Blender.Material.New(name)
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mesh.materials += [mat]
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# read ambient color
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ambient = struct.unpack("ffff", file.read(4*4))[0:3]
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mat.setAmb((ambient[0]+ambient[1]+ambient[2])/3)
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# read diffuse color
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diffuse = struct.unpack("ffff", file.read(4*4))[0:3]
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mat.setRGBCol(diffuse)
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# read specular color
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specular = struct.unpack("ffff", file.read(4*4))[0:3]
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mat.setSpecCol(specular)
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# read emissive color
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emissive = struct.unpack("ffff", file.read(4*4))[0:3]
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mat.setEmit((emissive[0]+emissive[1]+emissive[2])/3)
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# read shininess
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shininess = struct.unpack("f", file.read(4))[0]
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print "Shininess: " + str(shininess)
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# read transparency
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transparency = struct.unpack("f", file.read(4))[0]
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mat.setAlpha(transparency)
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if transparency < 1:
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mat.mode |= Blender.Material.Modes.ZTRANSP
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# read mode
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mode = struct.unpack("B", file.read(1))[0]
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# read texturemap
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texturemap = uku(file.read(128))
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if len(texturemap)>0:
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colorTexture = Blender.Texture.New(name + "_texture")
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colorTexture.setType('Image')
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colorTexture.setImage(loadImage(path, texturemap))
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mat.setTexture(0, colorTexture, Blender.Texture.TexCo.UV, Blender.Texture.MapTo.COL)
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# read alphamap
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alphamap = uku(file.read(128))
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if len(alphamap)>0:
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alphaTexture = Blender.Texture.New(name + "_alpha")
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alphaTexture.setType('Image')
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alphaTexture.setImage(loadImage(path, alphamap))
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mat.setTexture(1, alphaTexture, Blender.Texture.TexCo.UV, Blender.Texture.MapTo.ALPHA)
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# read animation
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fps = struct.unpack("f", file.read(4))[0]
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time = struct.unpack("f", file.read(4))[0]
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frames = struct.unpack("i", file.read(4))[0]
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# read the number of joints
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numJoints = struct.unpack("H", file.read(2))[0]
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# create the armature
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armature = 0
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armOb = 0
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if numJoints > 0:
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armOb = Blender.Object.New('Armature', "MilkShape3D Skeleton")
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armature = Blender.Armature.New("MilkShape3D Skeleton")
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armature.drawType = Blender.Armature.STICK
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armOb.link(armature)
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scn.objects.link(armOb)
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armOb.makeParentDeform([meshOb])
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armature.makeEditable()
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# read joints
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rotKeys = {}
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posKeys = {}
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for i in xrange(numJoints):
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# skip flags
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file.read(1)
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# read name
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name = uku(file.read(32))
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# create the bone
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bone = Blender.Armature.Editbone()
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armature.bones[name] = bone
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# read parent
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parent = uku(file.read(32))
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if len(parent)>0:
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bone.parent = armature.bones[parent]
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# read orientation
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rot = struct.unpack("fff", file.read(3*4))
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# read position
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pos = struct.unpack("fff", file.read(3*4))
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# set head
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if bone.hasParent():
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bone.head = bone.parent.matrix * Vector(pos) + bone.parent.head
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bone.matrix = bone.parent.matrix * RM(rot)
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else:
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bone.head = Vector(pos)
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bone.matrix = RM(rot)
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# set tail
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bvec = bone.tail - bone.head
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bvec.normalize()
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bone.tail = bone.head + 0.01 * bvec
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# Create vertex group for this bone
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mesh.addVertGroup(name)
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vgroup = []
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for index, v in enumerate(boneIds):
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if v==i:
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vgroup.append(index)
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mesh.assignVertsToGroup(name, vgroup, 1.0, 1)
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# read the number of rotation keys
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numKeyFramesRot = struct.unpack("H", file.read(2))[0]
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# read the number of postions keys
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numKeyFramesPos = struct.unpack("H", file.read(2))[0]
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# read rotation keys
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rotKeys[name] = []
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for j in xrange(numKeyFramesRot):
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# read time
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time = fps * struct.unpack("f", file.read(4))[0]
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# read data
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rotKeys[name].append([time, struct.unpack("fff", file.read(3*4))])
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# read position keys
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posKeys[name] = []
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for j in xrange(numKeyFramesPos):
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# read time
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time = fps * struct.unpack("f", file.read(4))[0]
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# read data
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posKeys[name].append([time, struct.unpack("fff", file.read(3*4))])
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# create action and pose
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action = 0
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pose = 0
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if armature!=0:
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armature.update()
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pose = armOb.getPose()
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action = armOb.getAction()
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if not action:
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action = Blender.Armature.NLA.NewAction()
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action.setActive(armOb)
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# create animation key frames
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for name, pbone in pose.bones.items():
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# create position keys
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for key in posKeys[name]:
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pbone.loc = Vector(key[1])
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pbone.insertKey(armOb, int(key[0]), Blender.Object.Pose.LOC, True)
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# create rotation keys
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for key in rotKeys[name]:
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pbone.quat = RQ(key[1])
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pbone.insertKey(armOb, int(key[0]), Blender.Object.Pose.ROT, True)
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Blender.Redraw()
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# close the file
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file.close()
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# succes return empty error string
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return ""
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# load the model
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def fileCallback(filename):
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error = import_ms3d(filename)
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if error!="":
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Blender.Draw.PupMenu("An error occured during import: " + error + "|Not all data might have been imported succesfully.", 2)
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Blender.Window.FileSelector(fileCallback, 'Import')
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