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authorCampbell Barton <ideasman42@gmail.com>2007-01-28 15:33:04 +0300
committerCampbell Barton <ideasman42@gmail.com>2007-01-28 15:33:04 +0300
commit5943ad8f6572824c83dcd2d13302788b0d200d0a (patch)
tree054ccd6e628da191186aec27be3078aeb5ca6334 /release/scripts
parentc7718d2bcd644286c7f9ceed0a60118a9cd81589 (diff)
update to the md2 importer.
* moved from NMesh to Mesh * made newstyle classes (use less memory) * optimized mesh creation * Animation now imports and plays (Bugfix for 5834) + other small tweaks Added mesh.key - was missing from docs
Diffstat (limited to 'release/scripts')
-rw-r--r--release/scripts/md2_import.py273
1 files changed, 150 insertions, 123 deletions
diff --git a/release/scripts/md2_import.py b/release/scripts/md2_import.py
index 82b76d40c94..e39b2ca85ec 100644
--- a/release/scripts/md2_import.py
+++ b/release/scripts/md2_import.py
@@ -8,7 +8,7 @@ Tooltip: 'Import from Quake file format (.md2).'
"""
__author__ = 'Bob Holcomb'
-__version__ = '0.15'
+__version__ = '0.16'
__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"]
@@ -16,7 +16,7 @@ __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>
+ Additional help from: Shadwolf, Skandal, Rojo and Campbell Barton<br>
Thanks Guys!
"""
@@ -43,18 +43,15 @@ and animations into blender for editing. Loader is based on MD2 loader from www
import Blender
-from Blender import NMesh, Object, sys
+from Blender import Mesh, Object, sys
from Blender.BGL import *
from Blender.Draw import *
from Blender.Window import *
-from Blender.Image import *
-
-import struct, string
+from Blender.Mathutils import Vector
+import struct
from types import *
-
-
######################################################
# Main Body
######################################################
@@ -80,10 +77,8 @@ MD2_MAX_FRAMESIZE=(MD2_MAX_VERTICES * 4 + 128)
######################################################
# MD2 data structures
######################################################
-class md2_alias_triangle:
- vertices=[]
- lightnormalindex=0
-
+class md2_alias_triangle(object):
+ __slots__ = 'vertices', 'lightnormalindex'
binary_format="<3BB" #little-endian (<), 3 Unsigned char
def __init__(self):
@@ -107,12 +102,12 @@ class md2_alias_triangle:
print "lightnormalindex: ",self.lightnormalindex
print ""
-class md2_face:
- vertex_index=[]
- texture_index=[]
-
+class md2_face(object):
+
binary_format="<3h3h" #little-endian (<), 3 short, 3 short
+ __slots__ = 'vertex_index', 'texture_index'
+
def __init__(self):
self.vertex_index = [ 0, 0, 0 ]
self.texture_index = [ 0, 0, 0]
@@ -138,12 +133,10 @@ class md2_face:
print "texture index: ", self.texture_index[2]
print ""
-class md2_tex_coord:
- u=0
- v=0
-
+class md2_tex_coord(object):
+ __slots__ = 'u', 'v'
binary_format="<2h" #little-endian (<), 2 unsigned short
-
+
def __init__(self):
self.u=0
self.v=0
@@ -162,9 +155,8 @@ class md2_tex_coord:
print ""
-class md2_skin:
- name=""
-
+class md2_skin(object):
+ __slots__ = 'name'
binary_format="<64s" #little-endian (<), char[64]
def __init__(self):
@@ -181,12 +173,8 @@ class md2_skin:
print "skin name: ",self.name
print ""
-class md2_alias_frame:
- scale=[]
- translate=[]
- name=[]
- vertices=[]
-
+class md2_alias_frame(object):
+ __slots__ = '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
@@ -222,7 +210,17 @@ class md2_alias_frame:
print "name: ",self.name
print ""
-class md2_obj:
+class md2_obj(object):
+ __slots__ =\
+ 'tex_coords', 'faces', 'frames',\
+ 'skins', 'ident', 'version',\
+ 'skin_width', 'skin_height',\
+ 'frame_size', 'num_skins', 'num_vertices',\
+ 'num_tex_coords', 'num_faces', 'num_GL_commands',\
+ 'num_frames', 'offset_skins', 'offset_tex_coords',\
+ 'offset_faces', 'offset_frames', 'offset_GL_commands'
+
+ '''
#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)
@@ -241,14 +239,10 @@ class md2_obj:
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=[]
@@ -356,133 +350,162 @@ class md2_obj:
######################################################
def load_textures(md2, texture_filename):
#did the user specify a texture they wanted to use?
- if (texture_filename!="texture"):
+ if texture_filename:
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
+ try: return Blender.Image.Load(texture_filename)
+ except: return -1 # could not load?
+
#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
+ try: return Blender.Image.Load(md2.skins[i].name)
+ except: return -1
-def animate_md2(md2, mesh_obj):
+def animate_md2(md2, mesh):
######### Animate the verts through keyframe animation
- mesh=mesh_obj.getData()
+
+ # Fast access to the meshes vertex coords
+ verts = [v.co for v in mesh.verts]
+ scale = g_scale.val
+
for i in xrange(1, md2.num_frames):
+ frame = md2.frames[i]
#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
-
+ for j in xrange(md2.num_vertices):
+ x=(frame.scale[0] * frame.vertices[j].vertices[0] + frame.translate[0]) * scale
+ y=(frame.scale[1] * frame.vertices[j].vertices[1] + frame.translate[1]) * scale
+ z=(frame.scale[2] * frame.vertices[j].vertices[2] + frame.translate[2]) * scale
+
#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
+ verts[j][:] = y,-x,z
+
mesh.insertKey(i,"absolute")
+ # mesh.insertKey(i)
#not really necissary, but I like playing with the frame counter
Blender.Set("curframe", i)
+
+
+ # Make the keys animate in the 3d view.
+ key = mesh.key
+ key.relative = False
+
+ # Add an IPO to teh Key
+ ipo = Blender.Ipo.New('Key', 'md2')
+ key.ipo = ipo
+ # Add a curve to the IPO
+ curve = ipo.addCurve('Basis')
+
+ # Add 2 points to cycle through the frames.
+ curve.append((1, 0))
+ curve.append((md2.num_frames, (md2.num_frames-1)/10.0))
+ curve.interpolation = Blender.IpoCurve.InterpTypes.LINEAR
+
-def load_md2 (md2_filename, texture_filename):
+def load_md2(md2_filename, texture_filename):
#read the file in
file=open(md2_filename,"rb")
+ WaitCursor(1)
+ DrawProgressBar(0.0, 'Loading MD2')
md2=md2_obj()
md2.load(file)
#md2.dump()
file.close()
######### Creates a new mesh
- mesh = NMesh.New()
+ mesh = Mesh.New()
uv_coord=[]
- uv_list=[]
-
+ #uv_list=[]
+ verts_extend = []
#load the textures to use later
#-1 if there is no texture to load
mesh_image=load_textures(md2, texture_filename)
+ if mesh_image == -1 and texture_filename:
+ print 'MD2 Import, Warning, texture "%s" could not load'
######### Make the verts
DrawProgressBar(0.25,"Loading Vertex Data")
- for i in xrange(0,md2.num_vertices):
+ frame = md2.frames[0]
+ scale = g_scale.val
+
+ def tmp_get_vertex(i):
#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)
-
+ x=(frame.scale[0]*frame.vertices[i].vertices[0]+frame.translate[0])*scale
+ y=(frame.scale[1]*frame.vertices[i].vertices[1]+frame.translate[1])*scale
+ z=(frame.scale[2]*frame.vertices[i].vertices[2]+frame.translate[2])*scale
+ return y,-x,z
+
+ mesh.verts.extend( [tmp_get_vertex(i) for i in xrange(0,md2.num_vertices)] )
+ del tmp_get_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)
-
+
+ w = float(md2.skin_width)
+ h = float(md2.skin_height)
+ #for some reason quake2 texture maps are upside down, flip that
+ uv_list = [Vector(co.u/w, 1-(co.v/h)) for co in md2.tex_coords]
+ del w, h
+
######### 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
+ faces = []
+ face_uvs = []
+ for md2_face in md2.faces:
+ f = md2_face.vertex_index[0], md2_face.vertex_index[2], md2_face.vertex_index[1]
+ uv = uv_list[md2_face.texture_index[0]], uv_list[md2_face.texture_index[2]], uv_list[md2_face.texture_index[1]]
- #add the face
- mesh.faces.append(face)
-
- mesh_obj=NMesh.PutRaw(mesh)
- animate_md2(md2, mesh_obj)
- DrawProgressBar(0.999,"Loading Animation Data")
+ if f[2] == 0:
+ # EEKADOODLE :/
+ f= f[1], f[2], f[0]
+ uv= uv[1], uv[2], uv[0]
+
+ #ditto in reverse order with the texture verts
+ faces.append(f)
+ face_uvs.append(uv)
+
+
+ face_mapping = mesh.faces.extend(faces, indexList=True)
+ print len(faces)
+ print len(mesh.faces)
+ mesh.faceUV= True #turn on face UV coordinates for this mesh
+ mesh_faces = mesh.faces
+ for i, uv in enumerate(face_uvs):
+ if face_mapping[i] != None:
+ f = mesh_faces[face_mapping[i]]
+ f.uv = uv
+ if (mesh_image!=-1):
+ f.image=mesh_image
+
+ scn= Blender.Scene.GetCurrent()
+ mesh_obj= scn.objects.new(mesh)
+ animate_md2(md2, mesh)
+ DrawProgressBar(0.98,"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")
+ DrawProgressBar (1.0, "")
+ WaitCursor(0)
#***********************************************
# MAIN
#***********************************************
# Import globals
-g_md2_filename=Create("model")
-g_texture_filename=Create("texture")
+g_md2_filename=Create("*.md2")
+#g_md2_filename=Create("/d/warvet/tris.md2")
+g_texture_filename=Create('')
+# g_texture_filename=Create("/d/warvet/warvet.jpg")
-g_filename_search=Create("model")
-g_texture_search=Create("texture")
+g_filename_search=Create("*.md2")
+g_texture_search=Create('')
+# g_texture_search=Create("/d/warvet/warvet.jpg")
#Globals
g_scale=Create(1.0)
@@ -523,23 +546,27 @@ def draw_gui():
Text("MD2 loader")
######### Parameters GUI Buttons
+ BeginAlign()
g_md2_filename = String("MD2 file to load: ", EVENT_NOEVENT, 10, 55, 210, 18,
- g_md2_filename.val, 255, "MD2 file to load")
+ g_md2_filename.val, 255, "MD2 file to load")
########## MD2 File Search Button
- Button("Search",EVENT_CHOOSE_FILENAME,220,55,80,18)
+ Button("Browse",EVENT_CHOOSE_FILENAME,220,55,80,18)
+ EndAlign()
+ BeginAlign()
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")
+ g_texture_filename.val, 255, "Texture file to load-overrides MD2 file")
########## Texture Search Button
- Button("Search",EVENT_CHOOSE_TEXTURE,220,35,80,18)
+ Button("Browse",EVENT_CHOOSE_TEXTURE,220,35,80,18)
+ EndAlign()
########## 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");
+ 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)
+ Button("Exit",EVENT_EXIT , 170, 10, 80, 18)
def event(evt, val):
if (evt == QKEY and not val):
@@ -558,14 +585,14 @@ def bevent(evt):
elif (evt==EVENT_CHOOSE_TEXTURE):
FileSelector(texture_callback, "Texture Selection")
elif (evt==EVENT_LOAD_MD2):
- if (g_md2_filename.val == "model"):
- Blender.Draw.Exit()
+ if not Blender.sys.exists(g_md2_filename.val):
+ PupMenu('Model file does not exist')
return
else:
load_md2(g_md2_filename.val, g_texture_filename.val)
- Blender.Redraw()
+ Blender.Redraw()
Blender.Draw.Exit()
return
-
-Register(draw_gui, event, bevent)
+if __name__ == '__main__':
+ Register(draw_gui, event, bevent)