forked from bartvdbraak/blender
b662fcb694
- 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.
572 lines
17 KiB
Python
572 lines
17 KiB
Python
#!BPY
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"""
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Name: 'MD2 (.md2)'
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Blender: 239
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Group: 'Import'
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Tooltip: 'Import from Quake file format (.md2).'
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"""
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__author__ = 'Bob Holcomb'
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__version__ = '0.15'
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__url__ = ["Bob's site, http://bane.servebeer.com",
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"Support forum, http://scourage.servebeer.com/phpbb/", "blender", "elysiun"]
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__email__ = ["Bob Holcomb, bob_holcomb:hotmail*com", "scripts"]
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__bpydoc__ = """\
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This script imports a Quake 2 file (MD2), textures,
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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>
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Additional help from: Shadwolf, Skandal, Rojo, Cambo<br>
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Thanks Guys!
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"""
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Script copyright (C) Bob Holcomb
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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 Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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import Blender
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from Blender import NMesh, Object, sys
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from Blender.BGL import *
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from Blender.Draw import *
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from Blender.Window import *
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from Blender.Image import *
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import struct, string
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from types import *
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######################################################
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# Main Body
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######################################################
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#returns the string from a null terminated string
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def asciiz (s):
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n = 0
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while (ord(s[n]) != 0):
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n = n + 1
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return s[0:n]
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######################################################
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# MD2 Model Constants
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######################################################
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MD2_MAX_TRIANGLES=4096
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MD2_MAX_VERTICES=2048
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MD2_MAX_TEXCOORDS=2048
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MD2_MAX_FRAMES=512
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MD2_MAX_SKINS=32
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MD2_MAX_FRAMESIZE=(MD2_MAX_VERTICES * 4 + 128)
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######################################################
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# MD2 data structures
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######################################################
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class md2_alias_triangle:
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vertices=[]
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lightnormalindex=0
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binary_format="<3BB" #little-endian (<), 3 Unsigned char
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def __init__(self):
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self.vertices=[0]*3
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self.lightnormalindex=0
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def load(self, file):
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temp_data = file.read(struct.calcsize(self.binary_format))
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data = struct.unpack(self.binary_format, temp_data)
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self.vertices[0]=data[0]
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self.vertices[1]=data[1]
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self.vertices[2]=data[2]
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self.lightnormalindex=data[3]
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return self
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def dump(self):
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print "MD2 Alias_Triangle Structure"
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print "vertex: ", self.vertices[0]
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print "vertex: ", self.vertices[1]
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print "vertex: ", self.vertices[2]
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print "lightnormalindex: ",self.lightnormalindex
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print ""
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class md2_face:
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vertex_index=[]
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texture_index=[]
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binary_format="<3h3h" #little-endian (<), 3 short, 3 short
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def __init__(self):
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self.vertex_index = [ 0, 0, 0 ]
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self.texture_index = [ 0, 0, 0]
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def load (self, file):
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temp_data=file.read(struct.calcsize(self.binary_format))
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data=struct.unpack(self.binary_format, temp_data)
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self.vertex_index[0]=data[0]
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self.vertex_index[1]=data[1]
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self.vertex_index[2]=data[2]
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self.texture_index[0]=data[3]
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self.texture_index[1]=data[4]
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self.texture_index[2]=data[5]
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return self
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def dump (self):
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print "MD2 Face Structure"
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print "vertex index: ", self.vertex_index[0]
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print "vertex index: ", self.vertex_index[1]
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print "vertex index: ", self.vertex_index[2]
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print "texture index: ", self.texture_index[0]
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print "texture index: ", self.texture_index[1]
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print "texture index: ", self.texture_index[2]
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print ""
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class md2_tex_coord:
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u=0
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v=0
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binary_format="<2h" #little-endian (<), 2 unsigned short
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def __init__(self):
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self.u=0
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self.v=0
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def load (self, file):
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temp_data=file.read(struct.calcsize(self.binary_format))
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data=struct.unpack(self.binary_format, temp_data)
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self.u=data[0]
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self.v=data[1]
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return self
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def dump (self):
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print "MD2 Texture Coordinate Structure"
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print "texture coordinate u: ",self.u
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print "texture coordinate v: ",self.v
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print ""
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class md2_skin:
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name=""
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binary_format="<64s" #little-endian (<), char[64]
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def __init__(self):
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self.name=""
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def load (self, file):
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temp_data=file.read(struct.calcsize(self.binary_format))
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data=struct.unpack(self.binary_format, temp_data)
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self.name=asciiz(data[0])
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return self
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def dump (self):
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print "MD2 Skin"
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print "skin name: ",self.name
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print ""
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class md2_alias_frame:
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scale=[]
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translate=[]
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name=[]
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vertices=[]
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binary_format="<3f3f16s" #little-endian (<), 3 float, 3 float char[16]
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#did not add the "3bb" to the end of the binary format
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#because the alias_vertices will be read in through
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#thier own loader
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def __init__(self):
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self.scale=[0.0]*3
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self.translate=[0.0]*3
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self.name=""
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self.vertices=[]
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def load (self, file):
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temp_data=file.read(struct.calcsize(self.binary_format))
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data=struct.unpack(self.binary_format, temp_data)
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self.scale[0]=data[0]
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self.scale[1]=data[1]
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self.scale[2]=data[2]
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self.translate[0]=data[3]
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self.translate[1]=data[4]
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self.translate[2]=data[5]
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self.name=asciiz(data[6])
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return self
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def dump (self):
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print "MD2 Alias Frame"
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print "scale x: ",self.scale[0]
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print "scale y: ",self.scale[1]
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print "scale z: ",self.scale[2]
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print "translate x: ",self.translate[0]
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print "translate y: ",self.translate[1]
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print "translate z: ",self.translate[2]
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print "name: ",self.name
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print ""
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class md2_obj:
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#Header Structure
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ident=0 #int 0 This is used to identify the file
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version=0 #int 1 The version number of the file (Must be 8)
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skin_width=0 #int 2 The skin width in pixels
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skin_height=0 #int 3 The skin height in pixels
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frame_size=0 #int 4 The size in bytes the frames are
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num_skins=0 #int 5 The number of skins associated with the model
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num_vertices=0 #int 6 The number of vertices (constant for each frame)
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num_tex_coords=0 #int 7 The number of texture coordinates
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num_faces=0 #int 8 The number of faces (polygons)
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num_GL_commands=0 #int 9 The number of gl commands
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num_frames=0 #int 10 The number of animation frames
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offset_skins=0 #int 11 The offset in the file for the skin data
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offset_tex_coords=0 #int 12 The offset in the file for the texture data
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offset_faces=0 #int 13 The offset in the file for the face data
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offset_frames=0 #int 14 The offset in the file for the frames data
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offset_GL_commands=0#int 15 The offset in the file for the gl commands data
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offset_end=0 #int 16 The end of the file offset
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binary_format="<17i" #little-endian (<), 17 integers (17i)
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#md2 data objects
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tex_coords=[]
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faces=[]
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frames=[]
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skins=[]
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def __init__ (self):
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self.tex_coords=[]
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self.faces=[]
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self.frames=[]
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self.skins=[]
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def load (self, file):
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temp_data = file.read(struct.calcsize(self.binary_format))
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data = struct.unpack(self.binary_format, temp_data)
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self.ident=data[0]
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self.version=data[1]
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if (self.ident!=844121161 or self.version!=8):
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print "Not a valid MD2 file"
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Exit()
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self.skin_width=data[2]
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self.skin_height=data[3]
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self.frame_size=data[4]
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#make the # of skin objects for model
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self.num_skins=data[5]
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for i in xrange(0,self.num_skins):
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self.skins.append(md2_skin())
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self.num_vertices=data[6]
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#make the # of texture coordinates for model
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self.num_tex_coords=data[7]
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for i in xrange(0,self.num_tex_coords):
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self.tex_coords.append(md2_tex_coord())
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#make the # of triangle faces for model
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self.num_faces=data[8]
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for i in xrange(0,self.num_faces):
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self.faces.append(md2_face())
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self.num_GL_commands=data[9]
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#make the # of frames for the model
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self.num_frames=data[10]
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for i in xrange(0,self.num_frames):
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self.frames.append(md2_alias_frame())
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#make the # of vertices for each frame
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for j in xrange(0,self.num_vertices):
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self.frames[i].vertices.append(md2_alias_triangle())
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self.offset_skins=data[11]
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self.offset_tex_coords=data[12]
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self.offset_faces=data[13]
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self.offset_frames=data[14]
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self.offset_GL_commands=data[15]
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#load the skin info
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file.seek(self.offset_skins,0)
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for i in xrange(0, self.num_skins):
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self.skins[i].load(file)
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#self.skins[i].dump()
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#load the texture coordinates
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file.seek(self.offset_tex_coords,0)
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for i in xrange(0, self.num_tex_coords):
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self.tex_coords[i].load(file)
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#self.tex_coords[i].dump()
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#load the face info
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file.seek(self.offset_faces,0)
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for i in xrange(0, self.num_faces):
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self.faces[i].load(file)
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#self.faces[i].dump()
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#load the frames
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file.seek(self.offset_frames,0)
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for i in xrange(0, self.num_frames):
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self.frames[i].load(file)
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#self.frames[i].dump()
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for j in xrange(0,self.num_vertices):
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self.frames[i].vertices[j].load(file)
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#self.frames[i].vertices[j].dump()
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return self
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def dump (self):
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print "Header Information"
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print "ident: ", self.ident
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print "version: ", self.version
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print "skin width: ", self.skin_width
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print "skin height: ", self.skin_height
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print "frame size: ", self.frame_size
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print "number of skins: ", self.num_skins
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print "number of texture coordinates: ", self.num_tex_coords
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print "number of faces: ", self.num_faces
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print "number of frames: ", self.num_frames
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print "number of vertices: ", self.num_vertices
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print "offset skins: ", self.offset_skins
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print "offset texture coordinates: ", self.offset_tex_coords
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print "offset faces: ", self.offset_faces
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print "offset frames: ",self.offset_frames
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print ""
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######################################################
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# Import functions
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######################################################
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def load_textures(md2, texture_filename):
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#did the user specify a texture they wanted to use?
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if (texture_filename!="texture"):
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if (Blender.sys.exists(texture_filename)):
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mesh_image=Blender.Image.Load(texture_filename)
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return mesh_image
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else:
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result=Blender.Draw.PupMenu("Cannot find texture: "+texture_filename+"-Continue?%t|OK")
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if(result==1):
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return -1
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#does the model have textures specified with it?
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if int(md2.num_skins) > 0:
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for i in xrange(0,md2.num_skins):
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#md2.skins[i].dump()
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if (Blender.sys.exists(md2.skins[i].name)):
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mesh_image=Blender.Image.Load(md2.skins[i].name)
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else:
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result=Blender.Draw.PupMenu("Cannot find texture: "+md2.skins[i].name+"-Continue?%t|OK")
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if(result==1):
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return -1
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return mesh_image
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else:
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result=Blender.Draw.PupMenu("There will be no Texutre"+"-Continue?%t|OK")
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if(result==1):
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return -1
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def animate_md2(md2, mesh_obj):
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######### Animate the verts through keyframe animation
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mesh=mesh_obj.getData()
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for i in xrange(1, md2.num_frames):
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#update the vertices
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for j in xrange(0,md2.num_vertices):
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x=(md2.frames[i].scale[0]*md2.frames[i].vertices[j].vertices[0]+md2.frames[i].translate[0])*g_scale.val
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y=(md2.frames[i].scale[1]*md2.frames[i].vertices[j].vertices[1]+md2.frames[i].translate[1])*g_scale.val
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z=(md2.frames[i].scale[2]*md2.frames[i].vertices[j].vertices[2]+md2.frames[i].translate[2])*g_scale.val
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#put the vertex in the right spot
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mesh.verts[j].co[0]=y
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mesh.verts[j].co[1]=-x
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mesh.verts[j].co[2]=z
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mesh.update()
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NMesh.PutRaw(mesh, mesh_obj.name)
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#absolute keys, need to figure out how to get them working around the 100 frame limitation
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mesh.insertKey(i,"absolute")
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#not really necissary, but I like playing with the frame counter
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Blender.Set("curframe", i)
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def load_md2 (md2_filename, texture_filename):
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#read the file in
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file=open(md2_filename,"rb")
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md2=md2_obj()
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md2.load(file)
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#md2.dump()
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file.close()
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######### Creates a new mesh
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mesh = NMesh.New()
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uv_coord=[]
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uv_list=[]
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#load the textures to use later
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#-1 if there is no texture to load
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mesh_image=load_textures(md2, texture_filename)
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######### Make the verts
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DrawProgressBar(0.25,"Loading Vertex Data")
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for i in xrange(0,md2.num_vertices):
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#use the first frame for the mesh vertices
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x=(md2.frames[0].scale[0]*md2.frames[0].vertices[i].vertices[0]+md2.frames[0].translate[0])*g_scale.val
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y=(md2.frames[0].scale[1]*md2.frames[0].vertices[i].vertices[1]+md2.frames[0].translate[1])*g_scale.val
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z=(md2.frames[0].scale[2]*md2.frames[0].vertices[i].vertices[2]+md2.frames[0].translate[2])*g_scale.val
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vertex=NMesh.Vert(y,-x,z)
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mesh.verts.append(vertex)
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######## Make the UV list
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DrawProgressBar(0.50,"Loading UV Data")
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mesh.hasFaceUV(1) #turn on face UV coordinates for this mesh
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for i in xrange(0, md2.num_tex_coords):
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u=(float(md2.tex_coords[i].u)/float(md2.skin_width))
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v=(float(md2.tex_coords[i].v)/float(md2.skin_height))
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#for some reason quake2 texture maps are upside down, flip that
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uv_coord=(u,1-v)
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uv_list.append(uv_coord)
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######### Make the faces
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DrawProgressBar(0.75,"Loading Face Data")
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for i in xrange(0,md2.num_faces):
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face = NMesh.Face()
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#draw the triangles in reverse order so they show up
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face.v.append(mesh.verts[md2.faces[i].vertex_index[0]])
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face.v.append(mesh.verts[md2.faces[i].vertex_index[2]])
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face.v.append(mesh.verts[md2.faces[i].vertex_index[1]])
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#append the list of UV
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#ditto in reverse order with the texture verts
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face.uv.append(uv_list[md2.faces[i].texture_index[0]])
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face.uv.append(uv_list[md2.faces[i].texture_index[2]])
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face.uv.append(uv_list[md2.faces[i].texture_index[1]])
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#set the texture that this face uses if it has one
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if (mesh_image!=-1):
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face.image=mesh_image
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#add the face
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mesh.faces.append(face)
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mesh_obj=NMesh.PutRaw(mesh)
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animate_md2(md2, mesh_obj)
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DrawProgressBar(0.999,"Loading Animation Data")
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#locate the Object containing the mesh at the cursor location
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cursor_pos=Blender.Window.GetCursorPos()
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mesh_obj.setLocation(float(cursor_pos[0]),float(cursor_pos[1]),float(cursor_pos[2]))
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DrawProgressBar (1.0, "Finished")
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#***********************************************
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# MAIN
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#***********************************************
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# Import globals
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g_md2_filename=Create("model")
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g_texture_filename=Create("texture")
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g_filename_search=Create("model")
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g_texture_search=Create("texture")
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#Globals
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g_scale=Create(1.0)
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# Events
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EVENT_NOEVENT=1
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EVENT_LOAD_MD2=2
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EVENT_CHOOSE_FILENAME=3
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EVENT_CHOOSE_TEXTURE=4
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EVENT_SAVE_MD2=5
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EVENT_EXIT=100
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######################################################
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# Callbacks for Window functions
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######################################################
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def filename_callback(input_filename):
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global g_md2_filename
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g_md2_filename.val=input_filename
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def texture_callback(input_texture):
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global g_texture_filename
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g_texture_filename.val=input_texture
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######################################################
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# GUI Loader
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######################################################
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def draw_gui():
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global g_scale
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global g_md2_filename
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global g_texture_filename
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global EVENT_NOEVENT,EVENT_LOAD_MD2,EVENT_CHOOSE_FILENAME,EVENT_CHOOSE_TEXTURE,EVENT_EXIT
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########## Titles
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glClear(GL_COLOR_BUFFER_BIT)
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glRasterPos2d(8, 125)
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Text("MD2 loader")
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######### Parameters GUI Buttons
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g_md2_filename = String("MD2 file to load: ", EVENT_NOEVENT, 10, 55, 210, 18,
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g_md2_filename.val, 255, "MD2 file to load")
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########## MD2 File Search Button
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Button("Search",EVENT_CHOOSE_FILENAME,220,55,80,18)
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g_texture_filename = String("Texture file to load: ", EVENT_NOEVENT, 10, 35, 210, 18,
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g_texture_filename.val, 255, "Texture file to load-overrides MD2 file")
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########## Texture Search Button
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Button("Search",EVENT_CHOOSE_TEXTURE,220,35,80,18)
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########## Scale slider-default is 1/8 which is a good scale for md2->blender
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g_scale= Slider("Scale Factor: ", EVENT_NOEVENT, 10, 75, 210, 18,
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1.0, 0.001, 10.0, 1, "Scale factor for obj Model");
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######### Draw and Exit Buttons
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Button("Load",EVENT_LOAD_MD2 , 10, 10, 80, 18)
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Button("Exit",EVENT_EXIT , 170, 10, 80, 18)
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def event(evt, val):
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if (evt == QKEY and not val):
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Blender.Draw.Exit()
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def bevent(evt):
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global g_md2_filename
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global g_texture_filename
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global EVENT_NOEVENT,EVENT_LOAD_MD2,EVENT_SAVE_MD2,EVENT_EXIT
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######### Manages GUI events
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if (evt==EVENT_EXIT):
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Blender.Draw.Exit()
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elif (evt==EVENT_CHOOSE_FILENAME):
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FileSelector(filename_callback, "MD2 File Selection")
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elif (evt==EVENT_CHOOSE_TEXTURE):
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FileSelector(texture_callback, "Texture Selection")
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elif (evt==EVENT_LOAD_MD2):
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if (g_md2_filename.val == "model"):
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Blender.Draw.Exit()
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return
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else:
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load_md2(g_md2_filename.val, g_texture_filename.val)
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Blender.Redraw()
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Blender.Draw.Exit()
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return
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Register(draw_gui, event, bevent)
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