blender/release/scripts/ms3d_import.py

382 lines
9.6 KiB
Python

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