Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorWillian Padovani Germano <wpgermano@gmail.com>2005-12-15 04:42:45 +0300
committerWillian Padovani Germano <wpgermano@gmail.com>2005-12-15 04:42:45 +0300
commitb662fcb694ecdf1312c45b5d5cd8c0f07d955d13 (patch)
treea469e3a9b444f496e855e9701d76782ac80d9613 /release
parente64008e2c7b780db1c8e8a2fabc2f5cc1a0f8481 (diff)
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.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/3ds_export.py673
-rw-r--r--release/scripts/3ds_import.py548
-rw-r--r--release/scripts/ac3d_export.py3
-rw-r--r--release/scripts/ac3d_import.py12
-rw-r--r--release/scripts/md2_export.py1016
-rw-r--r--release/scripts/md2_import.py571
6 files changed, 2817 insertions, 6 deletions
diff --git a/release/scripts/3ds_export.py b/release/scripts/3ds_export.py
new file mode 100644
index 00000000000..ebe06c3d4eb
--- /dev/null
+++ b/release/scripts/3ds_export.py
@@ -0,0 +1,673 @@
+#!BPY
+
+"""
+Name: '3D Studio (.3ds)...'
+Blender: 237
+Group: 'Export'
+Tooltip: 'Export to 3DS file format (.3ds).'
+"""
+
+__author__ = ["Campbell Barton", "Bob Holcomb", "Richard Lärkäng", "Damien McGinnes"]
+__url__ = ("blender", "elysiun", "http://www.gametutorials.com")
+__version__ = "0.82"
+__bpydoc__ = """\
+
+3ds Exporter
+
+This script Exports a 3ds file and the materials into blender for editing.
+
+Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen).
+"""
+
+# ***** 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 *****
+# --------------------------------------------------------------------------
+
+
+######################################################
+# Importing modules
+######################################################
+
+import Blender
+from Blender import NMesh, Scene, Object, Material
+import struct
+
+
+######################################################
+# Data Structures
+######################################################
+
+#Some of the chunks that we will export
+#----- Primary Chunk, at the beginning of each file
+PRIMARY= long("0x4D4D",16)
+
+#------ Main Chunks
+OBJECTINFO = long("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information
+VERSION = long("0x0002",16); #This gives the version of the .3ds file
+EDITKEYFRAME= long("0xB000",16); #This is the header for all of the key frame info
+
+#------ sub defines of OBJECTINFO
+MATERIAL=45055 #0xAFFF // This stored the texture info
+OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
+
+#>------ sub defines of MATERIAL
+MATNAME = long("0xA000",16); # This holds the material name
+MATAMBIENT = long("0xA010",16); # Ambient color of the object/material
+MATDIFFUSE = long("0xA020",16); # This holds the color of the object/material
+MATSPECULAR = long("0xA030",16); # SPecular color of the object/material
+MATSHINESS = long("0xA040",16); # ??
+MATMAP = long("0xA200",16); # This is a header for a new material
+MATMAPFILE = long("0xA300",16); # This holds the file name of the texture
+
+RGB1= long("0x0011",16)
+RGB2= long("0x0012",16)
+
+#>------ sub defines of OBJECT
+OBJECT_MESH = long("0x4100",16); # This lets us know that we are reading a new object
+OBJECT_LIGHT = long("0x4600",16); # This lets un know we are reading a light object
+OBJECT_CAMERA= long("0x4700",16); # This lets un know we are reading a camera object
+
+#>------ sub defines of CAMERA
+OBJECT_CAM_RANGES= long("0x4720",16); # The camera range values
+
+#>------ sub defines of OBJECT_MESH
+OBJECT_VERTICES = long("0x4110",16); # The objects vertices
+OBJECT_FACES = long("0x4120",16); # The objects faces
+OBJECT_MATERIAL = long("0x4130",16); # This is found if the object has a material, either texture map or color
+OBJECT_UV = long("0x4140",16); # The UV texture coordinates
+OBJECT_TRANS_MATRIX = long("0x4160",16); # The Object Matrix
+
+#==============================================#
+# Strips the slashes from the back of a string #
+#==============================================#
+def stripPath(path):
+ return path.split('/')[-1].split('\\')[-1]
+
+#==================================================#
+# New name based on old with a different extension #
+#==================================================#
+def newFName(ext):
+ return Blender.Get('filename')[: -len(Blender.Get('filename').split('.', -1)[-1]) ] + ext
+
+
+#the chunk class
+class chunk:
+ ID=0
+ size=0
+
+ def __init__(self):
+ self.ID=0
+ self.size=0
+
+ def get_size(self):
+ self.size=6
+
+ def write(self, file):
+ #write header
+ data=struct.pack(\
+ "<HI",\
+ self.ID,\
+ self.size)
+ file.write(data)
+
+ def dump(self):
+ print "ID: ", self.ID
+ print "ID in hex: ", hex(self.ID)
+ print "size: ", self.size
+
+
+
+#may want to add light, camera, keyframe chunks.
+class vert_chunk(chunk):
+ verts=[]
+
+ def __init__(self):
+ self.verts=[]
+ self.ID=OBJECT_VERTICES
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=2 #for the number of verts short
+ temp_size += 12 * len(self.verts) #3 floats x 4 bytes each
+ self.size+=temp_size
+ #~ print "vert_chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write header
+ data=struct.pack("<H", len(self.verts))
+ file.write(data)
+ #write verts
+ for vert in self.verts:
+ data=struct.pack("<3f",vert[0],vert[1], vert[2])
+ file.write(data)
+
+class obj_material_chunk(chunk):
+ name=""
+ faces=[]
+
+ def __init__(self):
+ self.name=""
+ self.faces=[]
+ self.ID=OBJECT_MATERIAL
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=(len(self.name)+1)
+ temp_size+=2
+ for face in self.faces:
+ temp_size+=2
+ self.size+=temp_size
+ #~ print "obj material chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write name
+ name_length=len(self.name)+1
+ binary_format="<"+str(name_length)+"s"
+ data=struct.pack(binary_format, self.name)
+ file.write(data)
+ binary_format="<H"
+ #~ print "Nr of faces: ", len(self.faces)
+ data=struct.pack(binary_format, len(self.faces))
+ file.write(data)
+ for face in self.faces:
+ data=struct.pack(binary_format, face)
+ file.write(data)
+
+class face_chunk(chunk):
+ faces=[]
+ num_faces=0
+ m_chunks=[]
+
+ def __init__(self):
+ self.faces=[]
+ self.ID=OBJECT_FACES
+ self.num_faces=0
+ self.m_chunks=[]
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size = 2 #num faces info
+ temp_size += 8 * len(self.faces) #4 short ints x 2 bytes each
+ for m in self.m_chunks:
+ temp_size+=m.get_size()
+ self.size += temp_size
+ #~ print "face_chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ data=struct.pack("<H", len(self.faces))
+ file.write(data)
+ #write faces
+ for face in self.faces:
+ data=struct.pack("<4H", face[0],face[1], face[2], 0) # The last zero is only used by 3d studio
+ file.write(data)
+ #write materials
+ for m in self.m_chunks:
+ m.write(file)
+
+class uv_chunk(chunk):
+ uv=[]
+ num_uv=0
+
+ def __init__(self):
+ self.uv=[]
+ self.ID=OBJECT_UV
+ self.num_uv=0
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=2 #for num UV
+ for this_uv in self.uv:
+ temp_size+=8 #2 floats at 4 bytes each
+ self.size+=temp_size
+ #~ print "uv chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+
+ #write header
+ data=struct.pack("<H", len(self.uv))
+ file.write(data)
+
+ #write verts
+ for this_uv in self.uv:
+ data=struct.pack("<2f", this_uv[0], this_uv[1])
+ file.write(data)
+
+class mesh_chunk(chunk):
+ v_chunk=vert_chunk()
+ f_chunk=face_chunk()
+ uv_chunk=uv_chunk()
+
+ def __init__(self):
+ self.v_chunk=vert_chunk()
+ self.f_chunk=face_chunk()
+ self.uv_chunk=uv_chunk()
+ self.ID=OBJECT_MESH
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.v_chunk.get_size()
+ temp_size+=self.f_chunk.get_size()
+ temp_size+=self.uv_chunk.get_size()
+ self.size+=temp_size
+ #~ print "object mesh chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write stuff
+ self.v_chunk.write(file)
+ self.f_chunk.write(file)
+ self.uv_chunk.write(file)
+
+class object_chunk(chunk):
+ name=""
+ mesh_chunks=[]
+
+ def __init__(self):
+ self.name=""
+ self.mesh_chunks=[]
+ self.ID=OBJECT
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=len(self.name)+1 #+1 for null character
+ for mesh in self.mesh_chunks:
+ temp_size+=mesh.get_size()
+ self.size+=temp_size
+ #~ print "object chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write name
+
+ binary_format = "<%ds" % (len(self.name)+1)
+ data=struct.pack(binary_format, self.name)
+ file.write(data)
+ #write stuff
+ for mesh in self.mesh_chunks:
+ mesh.write(file)
+
+class object_info_chunk(chunk):
+ obj_chunks=[]
+ mat_chunks=[]
+
+ def __init__(self):
+ self.obj_chunks=[]
+ self.mat_chunks=[]
+ self.ID=OBJECTINFO
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=0
+ for mat in self.mat_chunks:
+ temp_size+=mat.get_size()
+ for obj in self.obj_chunks:
+ temp_size+=obj.get_size()
+ self.size+=temp_size
+ #~ print "object info size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write all the materials
+ for mat in self.mat_chunks:
+ mat.write(file)
+ #write all the objects
+ for obj in self.obj_chunks:
+ obj.write(file)
+
+
+
+class version_chunk(chunk):
+ version=3
+
+ def __init__(self):
+ self.ID=VERSION
+ self.version=3 #that the document that I'm using
+
+ def get_size(self):
+ chunk.get_size(self)
+ self.size += 4 #bytes for the version info
+ #~ print "version chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write header and version
+ data=struct.pack("<I", self.version)
+ file.write(data)
+
+class rgb_chunk(chunk):
+ col=[]
+
+ def __init__(self):
+ self.col=[]
+
+ def get_size(self):
+ chunk.get_size(self)
+ self.size+=3 #color size
+ #~ print "rgb chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write colors
+ for c in self.col:
+ file.write( struct.pack("<c", chr(int(255*c))) )
+
+
+class rgb1_chunk(rgb_chunk):
+
+ def __init__(self):
+ self.ID=RGB1
+
+class rgb2_chunk(rgb_chunk):
+
+ def __init__(self):
+ self.ID=RGB2
+
+class material_ambient_chunk(chunk):
+ col1=None
+ col2=None
+
+ def __init__(self):
+ self.ID=MATAMBIENT
+ self.col1=rgb1_chunk()
+ self.col2=rgb2_chunk()
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.col1.get_size()
+ temp_size+=self.col2.get_size()
+ self.size+=temp_size
+ #~ print "material ambient size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write colors
+ self.col1.write(file)
+ self.col2.write(file)
+
+class material_diffuse_chunk(chunk):
+ col1=None
+ col2=None
+
+ def __init__(self):
+ self.ID=MATDIFFUSE
+ self.col1=rgb1_chunk()
+ self.col2=rgb2_chunk()
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.col1.get_size()
+ temp_size+=self.col2.get_size()
+ self.size+=temp_size
+ #~ print "material diffuse size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write colors
+ self.col1.write(file)
+ self.col2.write(file)
+
+class material_specular_chunk(chunk):
+ col1=None
+ col2=None
+
+ def __init__(self):
+ self.ID=MATSPECULAR
+ self.col1=rgb1_chunk()
+ self.col2=rgb2_chunk()
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.col1.get_size()
+ temp_size+=self.col2.get_size()
+ self.size+=temp_size
+ #~ print "material specular size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write colors
+ self.col1.write(file)
+ self.col2.write(file)
+
+class material_name_chunk(chunk):
+ name=""
+
+ def __init__(self):
+ self.ID=MATNAME
+ self.name=""
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=(len(self.name)+1)
+ self.size+=temp_size
+ #~ print "material name size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write name
+ name_length=len(self.name)+1
+ binary_format="<"+str(name_length)+"s"
+ data=struct.pack(binary_format, self.name)
+ file.write(data)
+
+class material_chunk(chunk):
+ matname_chunk=None
+ matambient_chunk=None
+ matdiffuse_chunk=None
+ matspecular_chunk=None
+
+ def __init__(self):
+ self.ID=MATERIAL
+ self.matname_chunk=material_name_chunk()
+ self.matambient_chunk=material_ambient_chunk()
+ self.matdiffuse_chunk=material_diffuse_chunk()
+ self.matspecular_chunk=material_specular_chunk()
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.matname_chunk.get_size()
+ temp_size+=self.matambient_chunk.get_size()
+ temp_size+=self.matdiffuse_chunk.get_size()
+ temp_size+=self.matspecular_chunk.get_size()
+ self.size+=temp_size
+ #~ print "material chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write name chunk
+ self.matname_chunk.write(file)
+ #write material colors
+ self.matambient_chunk.write(file)
+ self.matdiffuse_chunk.write(file)
+ self.matspecular_chunk.write(file)
+
+class primary_chunk(chunk):
+ version=None
+ obj_info=None
+
+ def __init__(self):
+ self.version=version_chunk()
+ self.obj_info=object_info_chunk()
+ self.ID=PRIMARY
+
+ def get_size(self):
+ chunk.get_size(self)
+ temp_size=self.version.get_size()
+ temp_size+=self.obj_info.get_size()
+ self.size+=temp_size
+ #~ print "primary chunk size: ", self.size
+ return self.size
+
+ def write(self, file):
+ chunk.write(self, file)
+ #write version chunk
+ self.version.write(file)
+ #write object_info chunk
+ self.obj_info.write(file)
+
+def read_chunk(file, chunk):
+ chunk.ID, chunk.size = \
+ struct.unpack(\
+ chunk.binary_format, \
+ file.read(struct.calcsize(chunk.binary_format)) )
+
+def read_string(file):
+ s=""
+ index=0
+
+ #read in the characters till we get a null character
+ data=struct.unpack("c", file.read(struct.calcsize("c")))
+ s=s+(data[0])
+ #print "string: ",s
+ while(ord(s[index])!=0):
+ index+=1
+ data=struct.unpack("c", file.read(struct.calcsize("c")))
+ s=s+(data[0])
+ #print "string: ",s
+ return str(s)
+
+######################################################
+# EXPORT
+######################################################
+def save_3ds(filename):
+ # Time the export
+ time1 = Blender.sys.time()
+
+ exported_materials = {}
+
+ #fill the chunks full of data
+ primary=primary_chunk()
+ #get all the objects in this scene
+ object_list = [ ob for ob in Blender.Object.GetSelected() if ob.getType() == 'Mesh' ]
+ #fill up the data structures with objects
+ for obj in object_list:
+ #create a new object chunk
+ primary.obj_info.obj_chunks.append(object_chunk())
+ #get the mesh data
+ blender_mesh = obj.getData()
+ blender_mesh.transform(obj.getMatrix())
+ #set the object name
+ primary.obj_info.obj_chunks[len(primary.obj_info.obj_chunks)-1].name=obj.getName()
+
+ matrix = obj.getMatrix()
+
+ #make a new mesh chunk object
+ mesh=mesh_chunk()
+
+ mesh.v_chunk.verts = blender_mesh.verts
+
+ dummy = None # just incase...
+
+ for m in blender_mesh.materials:
+ mesh.f_chunk.m_chunks.append(obj_material_chunk())
+ mesh.f_chunk.m_chunks[len(mesh.f_chunk.m_chunks)-1].name = m.name
+
+ # materials should only be exported once
+ try:
+ dummy = exported_materials[m.name]
+
+
+ except KeyError:
+ material = material_chunk()
+ material.matname_chunk.name=m.name
+ material.matambient_chunk.col1.col = m.mirCol
+ material.matambient_chunk.col2.col = m.mirCol
+ material.matdiffuse_chunk.col1.col = m.rgbCol
+ material.matdiffuse_chunk.col2.col = m.rgbCol
+ material.matspecular_chunk.col1.col = m.specCol
+ material.matspecular_chunk.col2.col = m.specCol
+
+ primary.obj_info.mat_chunks.append(material)
+
+ exported_materials[m.name] = None
+
+ del dummy # unpolute the namespace
+
+ valid_faces = [f for f in blender_mesh.faces if len(f) > 2]
+ facenr=0
+ #fill in faces
+ for face in valid_faces:
+
+ #is this a tri or a quad
+ num_fv=len(face.v)
+
+
+ #it's a tri
+ if num_fv==3:
+ mesh.f_chunk.faces.append((face[0].index, face[1].index, face[2].index))
+ if (face.materialIndex < len(mesh.f_chunk.m_chunks)):
+ mesh.f_chunk.m_chunks[face.materialIndex].faces.append(facenr)
+ facenr+=1
+
+ else: #it's a quad
+ mesh.f_chunk.faces.append((face[0].index, face[1].index, face[2].index)) # 0,1,2
+ mesh.f_chunk.faces.append((face[2].index, face[3].index, face[0].index)) # 2,3,0
+ #first tri
+ if (face.materialIndex < len(mesh.f_chunk.m_chunks)):
+ mesh.f_chunk.m_chunks[face.materialIndex].faces.append(facenr)
+ facenr+=1
+ #other tri
+ if (face.materialIndex < len(mesh.f_chunk.m_chunks)):
+ mesh.f_chunk.m_chunks[face.materialIndex].faces.append(facenr)
+ facenr+=1
+
+
+ #fill in the UV info
+ if blender_mesh.hasVertexUV():
+ for vert in blender_mesh.verts:
+ mesh.uv_chunk.uv.append((vert.uvco[0], vert.uvco[1]))
+
+ elif blender_mesh.hasFaceUV():
+ for face in valid_faces:
+ # Tri or quad.
+ for uv_coord in face.uv:
+ mesh.uv_chunk.uv.append((uv_coord[0], uv_coord[1]))
+
+ #filled in our mesh, lets add it to the file
+ primary.obj_info.obj_chunks[len(primary.obj_info.obj_chunks)-1].mesh_chunks.append(mesh)
+
+ #check the size
+ primary.get_size()
+ #open the files up for writing
+ file = open( filename, "wb" )
+ #recursively write the stuff to file
+ primary.write(file)
+ file.close()
+ print "3ds export time: %.2f" % (Blender.sys.time() - time1)
+
+
+Blender.Window.FileSelector(save_3ds, "Export 3DS", newFName('3ds'))
diff --git a/release/scripts/3ds_import.py b/release/scripts/3ds_import.py
new file mode 100644
index 00000000000..6bd81c2606d
--- /dev/null
+++ b/release/scripts/3ds_import.py
@@ -0,0 +1,548 @@
+#!BPY
+
+"""
+Name: '3D Studio (.3ds)...'
+Blender: 237
+Group: 'Import'
+Tooltip: 'Import from 3DS file format (.3ds).'
+"""
+
+__author__ = ["Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Campbell Barton"]
+__url__ = ("blender", "elysiun", "http://www.gametutorials.com")
+__version__ = "0.82"
+__bpydoc__ = """\
+
+3ds Importer
+
+This script imports a 3ds file and the materials into blender for editing.
+
+Loader is based on 3ds loader from www.gametutorials.com(Thanks DigiBen).
+
+Changes:<br>
+0.81a (fork- not 0.9) Campbell Barton 2005-06-08<br>
+- Simplified import code<br>
+- Never overwrite data<br>
+- Faster list handling<br>
+- Leaves import selected<br>
+
+0.81 Damien McGinnes 2005-01-09<br>
+- handle missing images better<br>
+
+0.8 Damien McGinnes 2005-01-08<br>
+- copies sticky UV coords to face ones<br>
+- handles images better<br>
+- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
+
+"""
+
+# ***** 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 *****
+# --------------------------------------------------------------------------
+
+# Importing modules
+
+import Blender
+from Blender import NMesh, Scene, Object, Material, Image
+
+import sys, struct, string
+
+import os
+
+#this script imports uvcoords as sticky vertex coords
+#this parameter enables copying these to face uv coords
+#which shold be more useful.
+
+
+#===========================================================================#
+# Returns unique name of object/mesh (stops overwriting existing meshes) #
+#===========================================================================#
+def getUniqueName(name):
+ newName = name
+ uniqueInt = 0
+ while 1:
+ try:
+ ob = Object.Get(newName)
+ # Okay, this is working, so lets make a new name
+ newName = '%s.%d' % (name, uniqueInt)
+ uniqueInt +=1
+ except AttributeError:
+ if newName not in NMesh.GetNames():
+ return newName
+ else:
+ newName = '%s.%d' % (name, uniqueInt)
+ uniqueInt +=1
+
+
+######################################################
+# Data Structures
+######################################################
+
+#Some of the chunks that we will see
+#----- Primary Chunk, at the beginning of each file
+PRIMARY= long("0x4D4D",16)
+
+#------ Main Chunks
+OBJECTINFO = long("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information
+VERSION = long("0x0002",16); #This gives the version of the .3ds file
+EDITKEYFRAME= long("0xB000",16); #This is the header for all of the key frame info
+
+#------ sub defines of OBJECTINFO
+MATERIAL=45055 #0xAFFF // This stored the texture info
+OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
+
+#>------ sub defines of MATERIAL
+MATNAME = long("0xA000",16); # This holds the material name
+MATAMBIENT = long("0xA010",16); # Ambient color of the object/material
+MATDIFFUSE = long("0xA020",16); # This holds the color of the object/material
+MATSPECULAR = long("0xA030",16); # SPecular color of the object/material
+MATSHINESS = long("0xA040",16); # ??
+MATMAP = long("0xA200",16); # This is a header for a new material
+MATMAPFILE = long("0xA300",16); # This holds the file name of the texture
+
+#>------ sub defines of OBJECT
+OBJECT_MESH = long("0x4100",16); # This lets us know that we are reading a new object
+OBJECT_LIGHT = long("0x4600",16); # This lets un know we are reading a light object
+OBJECT_CAMERA= long("0x4700",16); # This lets un know we are reading a camera object
+
+#>------ sub defines of CAMERA
+OBJECT_CAM_RANGES= long("0x4720",16); # The camera range values
+
+#>------ sub defines of OBJECT_MESH
+OBJECT_VERTICES = long("0x4110",16); # The objects vertices
+OBJECT_FACES = long("0x4120",16); # The objects faces
+OBJECT_MATERIAL = long("0x4130",16); # This is found if the object has a material, either texture map or color
+OBJECT_UV = long("0x4140",16); # The UV texture coordinates
+OBJECT_TRANS_MATRIX = long("0x4160",16); # The Object Matrix
+
+#the chunk class
+class chunk:
+ ID=0
+ length=0
+ bytes_read=0
+
+ #we don't read in the bytes_read, we compute that
+ binary_format="<HI"
+
+ def __init__(self):
+ self.ID=0
+ self.length=0
+ self.bytes_read=0
+
+ def dump(self):
+ print "ID: ", self.ID
+ print "ID in hex: ", hex(self.ID)
+ print "length: ", self.length
+ print "bytes_read: ", self.bytes_read
+
+
+def read_chunk(file, chunk):
+ temp_data=file.read(struct.calcsize(chunk.binary_format))
+ data=struct.unpack(chunk.binary_format, temp_data)
+ chunk.ID=data[0]
+ chunk.length=data[1]
+ #update the bytes read function
+ chunk.bytes_read=6
+
+ #if debugging
+ #chunk.dump()
+
+def read_string(file):
+ s=""
+ index=0
+ #print "reading a string"
+ #read in the characters till we get a null character
+ temp_data=file.read(1)
+ data=struct.unpack("c", temp_data)
+ s=s+(data[0])
+ #print "string: ",s
+ while(ord(s[index])!=0):
+ index+=1
+ temp_data=file.read(1)
+ data=struct.unpack("c", temp_data)
+ s=s+(data[0])
+ #print "string: ",s
+
+ #remove the null character from the string
+ the_string=s[:-1]
+ return str(the_string)
+
+######################################################
+# IMPORT
+######################################################
+def process_next_object_chunk(file, previous_chunk):
+ new_chunk=chunk()
+ temp_chunk=chunk()
+
+ while (previous_chunk.bytes_read<previous_chunk.length):
+ #read the next chunk
+ read_chunk(file, new_chunk)
+
+
+def process_next_chunk(file, previous_chunk, new_object_list):
+ contextObName = None
+ #contextLamp = None
+ contextMaterial = None
+ contextMatrix = Blender.Mathutils.Matrix(); contextMatrix.identity()
+ contextMesh = None
+
+ TEXDICT={}
+ MATDICT={}
+
+ objectList = [] # Keep a list of imported objects.
+
+ # Localspace variable names, faster.
+ STRUCT_SIZE_1CHAR = struct.calcsize("c")
+ STRUCT_SIZE_2FLOAT = struct.calcsize("2f")
+ STRUCT_SIZE_3FLOAT = struct.calcsize("3f")
+ STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize("H")
+ STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize("4H")
+ STRUCT_SIZE_4x3MAT = struct.calcsize("ffffffffffff")
+
+
+ def putContextMesh(myContextMesh):
+ INV_MAT = Blender.Mathutils.CopyMat(contextMatrix)
+ INV_MAT.invert()
+ contextMesh.transform(INV_MAT)
+ objectList.append(NMesh.PutRaw(contextMesh))
+ objectList[-1].name = contextObName
+ objectList[-1].setMatrix(contextMatrix)
+
+
+ #a spare chunk
+ new_chunk=chunk()
+ temp_chunk=chunk()
+
+ #loop through all the data for this chunk (previous chunk) and see what it is
+ while (previous_chunk.bytes_read<previous_chunk.length):
+ #read the next chunk
+ #print "reading a chunk"
+ read_chunk(file, new_chunk)
+
+ #is it a Version chunk?
+ if (new_chunk.ID==VERSION):
+ #print "found a VERSION chunk"
+ #read in the version of the file
+ #it's an unsigned short (H)
+ temp_data=file.read(struct.calcsize("I"))
+ data=struct.unpack("I", temp_data)
+ version=data[0]
+ new_chunk.bytes_read+=4 #read the 4 bytes for the version number
+ #this loader works with version 3 and below, but may not with 4 and above
+ if (version>3):
+ print "\tNon-Fatal Error: Version greater than 3, may not load correctly: ", version
+
+ #is it an object info chunk?
+ elif (new_chunk.ID==OBJECTINFO):
+ # print "found an OBJECTINFO chunk"
+ process_next_chunk(file, new_chunk, new_object_list)
+
+ #keep track of how much we read in the main chunk
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ #is it an object chunk?
+ elif (new_chunk.ID==OBJECT):
+ # print "found an OBJECT chunk"
+ tempName = str(read_string(file))
+ contextObName = getUniqueName( tempName )
+ new_chunk.bytes_read += (len(tempName)+1)
+
+ #is it a material chunk?
+ elif (new_chunk.ID==MATERIAL):
+ # print "found a MATERIAL chunk"
+ contextMaterial = Material.New()
+
+ elif (new_chunk.ID==MATNAME):
+ # print "Found a MATNAME chunk"
+ material_name=""
+ material_name=str(read_string(file))
+
+ #plus one for the null character that ended the string
+ new_chunk.bytes_read+=(len(material_name)+1)
+
+ contextMaterial.setName(material_name)
+ MATDICT[material_name] = contextMaterial.name
+
+ elif (new_chunk.ID==MATAMBIENT):
+ # print "Found a MATAMBIENT chunk"
+
+ read_chunk(file, temp_chunk)
+ temp_data=file.read(struct.calcsize("3B"))
+ data=struct.unpack("3B", temp_data)
+ temp_chunk.bytes_read+=3
+ contextMaterial.mirCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ elif (new_chunk.ID==MATDIFFUSE):
+ # print "Found a MATDIFFUSE chunk"
+
+ read_chunk(file, temp_chunk)
+ temp_data=file.read(struct.calcsize("3B"))
+ data=struct.unpack("3B", temp_data)
+ temp_chunk.bytes_read+=3
+ contextMaterial.rgbCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ elif (new_chunk.ID==MATSPECULAR):
+ # print "Found a MATSPECULAR chunk"
+
+ read_chunk(file, temp_chunk)
+ temp_data=file.read(struct.calcsize("3B"))
+ data=struct.unpack("3B", temp_data)
+ temp_chunk.bytes_read+=3
+
+ contextMaterial.specCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
+ new_chunk.bytes_read+=temp_chunk.bytes_read
+
+ elif (new_chunk.ID==MATMAP):
+ # print "Found a MATMAP chunk"
+ pass # This chunk has no data
+
+ elif (new_chunk.ID==MATMAPFILE):
+ # print "Found a MATMAPFILE chunk"
+ texture_name=""
+ texture_name=str(read_string(file))
+ try:
+ img = Image.Load(texture_name)
+ TEXDICT[contextMaterial.name]=img
+ except IOError:
+ fname = os.path.join( os.path.dirname(FILENAME), texture_name)
+ try:
+ img = Image.Load(fname)
+ TEXDICT[contextMaterial.name]=img
+ except IOError:
+ print "\tERROR: failed to load image ",texture_name
+ TEXDICT[contextMaterial.name] = None # Dummy
+
+ #plus one for the null character that gets removed
+ new_chunk.bytes_read += (len(texture_name)+1)
+
+
+ elif (new_chunk.ID==OBJECT_MESH):
+ # print "Found an OBJECT_MESH chunk"
+ if contextMesh != None: # Write context mesh if we have one.
+ putContextMesh(contextMesh)
+
+ contextMesh = NMesh.New()
+
+ # Reset matrix
+ contextMatrix = Blender.Mathutils.Matrix(); contextMatrix.identity()
+
+ elif (new_chunk.ID==OBJECT_VERTICES):
+ # print "Found an OBJECT_VERTICES chunk"
+ #print "object_verts: length: ", new_chunk.length
+ temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ data=struct.unpack("H", temp_data)
+ new_chunk.bytes_read+=2
+ num_verts=data[0]
+ # print "number of verts: ", num_verts
+ for counter in range (num_verts):
+ temp_data=file.read(STRUCT_SIZE_3FLOAT)
+ new_chunk.bytes_read += STRUCT_SIZE_3FLOAT #12: 3 floats x 4 bytes each
+ data=struct.unpack("3f", temp_data)
+ v=NMesh.Vert(data[0],data[1],data[2])
+ contextMesh.verts.append(v)
+ #print "object verts: bytes read: ", new_chunk.bytes_read
+
+ elif (new_chunk.ID==OBJECT_FACES):
+ # print "Found an OBJECT_FACES chunk"
+ #print "object faces: length: ", new_chunk.length
+ temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ data=struct.unpack("H", temp_data)
+ new_chunk.bytes_read+=2
+ num_faces=data[0]
+ #print "number of faces: ", num_faces
+
+ for counter in range(num_faces):
+ temp_data=file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
+ new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
+ data=struct.unpack("4H", temp_data)
+
+ #insert the mesh info into the faces, don't worry about data[3] it is a 3D studio thing
+ f = NMesh.Face( [contextMesh.verts[data[i]] for i in xrange(3) ] )
+ f.uv = [ tuple(contextMesh.verts[data[i]].uvco[:2]) for i in xrange(3) ]
+ contextMesh.faces.append(f)
+ #print "object faces: bytes read: ", new_chunk.bytes_read
+
+ elif (new_chunk.ID==OBJECT_MATERIAL):
+ # print "Found an OBJECT_MATERIAL chunk"
+ material_name=""
+ material_name=str(read_string(file))
+ new_chunk.bytes_read += len(material_name)+1 # remove 1 null character.
+
+ #look up the material in all the materials
+ material_found=0
+ for mat in Material.Get():
+
+ #found it, add it to the mesh
+ if(mat.name==material_name):
+ if len(contextMesh.materials) >= 15:
+ print "\tCant assign more than 16 materials per mesh, keep going..."
+ break
+ else:
+ meshHasMat = 0
+ for myMat in contextMesh.materials:
+ if myMat.name == mat.name:
+ meshHasMat = 1
+
+ if meshHasMat == 0:
+ contextMesh.addMaterial(mat)
+ material_found=1
+
+ #figure out what material index this is for the mesh
+ for mat_counter in range(len(contextMesh.materials)):
+ if contextMesh.materials[mat_counter].name == material_name:
+ mat_index=mat_counter
+ #print "material index: ",mat_index
+
+
+ break # get out of this for loop so we don't accidentally set material_found back to 0
+ else:
+ material_found=0
+ # print "Not matching: ", mat.name, " and ", material_name
+
+ if material_found == 1:
+ contextMaterial = mat
+ #read the number of faces using this material
+ temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ data=struct.unpack("H", temp_data)
+ new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
+ num_faces_using_mat=data[0]
+
+ #list of faces using mat
+ for face_counter in range(num_faces_using_mat):
+ temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
+ data=struct.unpack("H", temp_data)
+ contextMesh.faces[data[0]].materialIndex = mat_index
+
+ try:
+ mname = MATDICT[contextMaterial.name]
+ contextMesh.faces[data[0]].image = TEXDICT[mname]
+ except:
+ continue
+ else:
+ #read past the information about the material you couldn't find
+ #print "Couldn't find material. Reading past face material info"
+ buffer_size=new_chunk.length-new_chunk.bytes_read
+ binary_format=str(buffer_size)+"c"
+ temp_data=file.read(struct.calcsize(binary_format))
+ new_chunk.bytes_read+=buffer_size
+
+ #print "object mat: bytes read: ", new_chunk.bytes_read
+
+ elif (new_chunk.ID == OBJECT_UV):
+ # print "Found an OBJECT_UV chunk"
+ temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ data=struct.unpack("H", temp_data)
+ new_chunk.bytes_read+=2
+ num_uv=data[0]
+
+ for counter in range(num_uv):
+ temp_data=file.read(STRUCT_SIZE_2FLOAT)
+ new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
+ data=struct.unpack("2f", temp_data)
+
+ #insert the insert the UV coords in the vertex data
+ contextMesh.verts[counter].uvco = data
+
+ elif (new_chunk.ID == OBJECT_TRANS_MATRIX):
+ # print "Found an OBJECT_TRANS_MATRIX chunk"
+
+ temp_data=file.read(STRUCT_SIZE_4x3MAT)
+ data = list( struct.unpack("ffffffffffff", temp_data) )
+ new_chunk.bytes_read += STRUCT_SIZE_4x3MAT
+
+ contextMatrix = Blender.Mathutils.Matrix(\
+ data[:3] + [0],\
+ data[3:6] + [0],\
+ data[6:9] + [0],\
+ data[9:] + [1])
+
+
+
+ else: #(new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL):
+ # print "skipping to end of this chunk"
+ buffer_size=new_chunk.length-new_chunk.bytes_read
+ binary_format=str(buffer_size)+"c"
+ temp_data=file.read(struct.calcsize(binary_format))
+ new_chunk.bytes_read+=buffer_size
+
+
+ #update the previous chunk bytes read
+ previous_chunk.bytes_read += new_chunk.bytes_read
+ #print "Bytes left in this chunk: ", previous_chunk.length-previous_chunk.bytes_read
+
+ # FINISHED LOOP
+ # There will be a number of objects still not added
+ if contextMesh != None:
+ putContextMesh(contextMesh)
+
+ for ob in objectList:
+ ob.sel = 1
+
+def load_3ds (filename):
+ print 'Importing "%s"' % filename
+
+ time1 = Blender.sys.time()
+
+ global FILENAME
+ FILENAME=filename
+ current_chunk=chunk()
+
+ file=open(filename,"rb")
+
+ #here we go!
+ # print "reading the first chunk"
+ new_object_list = []
+ read_chunk(file, current_chunk)
+ if (current_chunk.ID!=PRIMARY):
+ print "\tFatal Error: Not a valid 3ds file: ", filename
+ file.close()
+ return
+
+ process_next_chunk(file, current_chunk, new_object_list)
+
+ # Select all new objects.
+ for ob in new_object_list: ob.sel = 1
+
+ print 'finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1))
+ file.close()
+
+#***********************************************
+# MAIN
+#***********************************************
+def my_callback(filename):
+ load_3ds(filename)
+
+Blender.Window.FileSelector(my_callback, "Import 3DS", '*.3ds')
+
+# For testing compatibility
+'''
+TIME = Blender.sys.time()
+import os
+for _3ds in os.listdir('/3ds/'):
+ if _3ds.lower().endswith('3ds'):
+ print _3ds
+ newScn = Scene.New(_3ds)
+ newScn.makeCurrent()
+ my_callback('/3ds/' + _3ds)
+
+print "TOTAL TIME: ", Blender.sys.time() - TIME
+'''
diff --git a/release/scripts/ac3d_export.py b/release/scripts/ac3d_export.py
index b9b7b8e5ae6..ea9ba239003 100644
--- a/release/scripts/ac3d_export.py
+++ b/release/scripts/ac3d_export.py
@@ -202,7 +202,8 @@ def transform_verts(verts, m):
vecs = []
for v in verts:
vec = Mathutils.Vector([v[0],v[1],v[2], 1])
- vecs.append(Mathutils.VecMultMat(vec, m))
+ #vecs.append(Mathutils.VecMultMat(vec, m))
+ vecs.append(vec*m)
return vecs
# ---
diff --git a/release/scripts/ac3d_import.py b/release/scripts/ac3d_import.py
index d2505022adf..4dcde65fb4a 100644
--- a/release/scripts/ac3d_import.py
+++ b/release/scripts/ac3d_import.py
@@ -10,7 +10,7 @@ Tip: 'Import an AC3D (.ac) file.'
__author__ = "Willian P. Germano"
__url__ = ("blender", "elysiun", "AC3D's homepage, http://www.ac3d.org",
"PLib 3d gaming lib, http://plib.sf.net")
-__version__ = "2.36 2005-04-14"
+__version__ = "2.36a 2005-12-04"
__bpydoc__ = """\
This script imports AC3D models into Blender.
@@ -43,9 +43,9 @@ users can configure (see config options above).
# $Id$
#
# --------------------------------------------------------------------------
-# AC3DImport version 2.36 Apr 14, 2005
+# AC3DImport version 2.36a Dec 04, 2005
# Program versions: Blender 2.36+ and AC3Db files (means version 0xb)
-# changed: updated to use the Scripts Config Editor facilities
+# changed: fixed a bug: error on 1 vertex "closed" polylines
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
@@ -366,7 +366,7 @@ class AC3DImport:
faces.append(cut)
face = face[1:]
- if flaglow == 1:
+ if flaglow == 1 and faces:
face = [faces[-1][-1], faces[0][0]]
faces.append(face)
@@ -498,7 +498,9 @@ class AC3DImport:
for vi in range(len(f)):
bface.v.append(mesh.verts[f[vi][0]])
bface.uv.append((f[vi][1][0], f[vi][1][1]))
- mesh.faces.append(bface)
+ #mesh.faces.append(bface)
+ # quick hack, will switch from NMesh to Mesh later:
+ if len(bface.v) > 1: mesh.addFace(bface)
mesh.mode = 0
object = Blender.NMesh.PutRaw(mesh)
diff --git a/release/scripts/md2_export.py b/release/scripts/md2_export.py
new file mode 100644
index 00000000000..d02f1101d9a
--- /dev/null
+++ b/release/scripts/md2_export.py
@@ -0,0 +1,1016 @@
+#!BPY
+
+"""
+Name: 'MD2 (.md2)'
+Blender: 239
+Group: 'Export'
+Tooltip: 'Export to Quake file format (.md2).'
+"""
+
+__author__ = 'Bob Holcomb'
+__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"]
+__bpydoc__ = """\
+This script Exports a Quake 2 file (MD2).
+
+ 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 *
+from Blender.Draw import *
+from Blender.BGL import *
+from Blender.Window import *
+
+import struct, string
+from types import *
+
+
+
+######################################################
+# GUI Loader
+######################################################
+
+# Export globals
+g_filename=Create("/home/bob/work/blender_scripts/md2/test-export.md2")
+g_frame_filename=Create("default")
+
+g_filename_search=Create("model")
+g_frame_search=Create("default")
+
+user_frame_list=[]
+
+#Globals
+g_scale=Create(1.0)
+
+# Events
+EVENT_NOEVENT=1
+EVENT_SAVE_MD2=2
+EVENT_CHOOSE_FILENAME=3
+EVENT_CHOOSE_FRAME=4
+EVENT_EXIT=100
+
+######################################################
+# Callbacks for Window functions
+######################################################
+def filename_callback(input_filename):
+ global g_filename
+ g_filename.val=input_filename
+
+def frame_callback(input_frame):
+ global g_frame_filename
+ g_frame_filename.val=input_frame
+
+def draw_gui():
+ global g_scale
+ global g_filename
+ global g_frame_filename
+ global EVENT_NOEVENT,EVENT_SAVE_MD2,EVENT_CHOOSE_FILENAME,EVENT_CHOOSE_FRAME,EVENT_EXIT
+
+ ########## Titles
+ glClear(GL_COLOR_BUFFER_BIT)
+ glRasterPos2d(8, 103)
+ Text("MD2 Export")
+
+ ######### Parameters GUI Buttons
+ g_filename = String("MD2 file to save: ", EVENT_NOEVENT, 10, 55, 210, 18,
+ g_filename.val, 255, "MD2 file to save")
+ ########## MD2 File Search Button
+ Button("Search",EVENT_CHOOSE_FILENAME,220,55,80,18)
+
+ g_frame_filename = String("Frame List file to load: ", EVENT_NOEVENT, 10, 35, 210, 18,
+ g_frame_filename.val, 255, "Frame List to load-overrides MD2 defaults")
+ ########## Texture Search Button
+ Button("Search",EVENT_CHOOSE_FRAME,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("Export",EVENT_SAVE_MD2 , 10, 10, 80, 18)
+ Button("Exit",EVENT_EXIT , 170, 10, 80, 18)
+
+def event(evt, val):
+ if (evt == QKEY and not val):
+ Exit()
+
+def bevent(evt):
+ global g_filename
+ global g_frame_filename
+ global EVENT_NOEVENT,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_FRAME):
+ FileSelector(frame_callback, "Frame Selection")
+ elif (evt==EVENT_SAVE_MD2):
+ if (g_filename.val == "model"):
+ save_md2("blender.md2")
+ Blender.Draw.Exit()
+ return
+ else:
+ save_md2(g_filename.val)
+ Blender.Draw.Exit()
+ return
+
+Register(draw_gui, event, bevent)
+
+######################################################
+# 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_FRAME_NAME_LIST=(("stand",1,40),
+ ("run",41,46),
+ ("attack",47,54),
+ ("pain1",55,58),
+ ("pain2",59,62),
+ ("pain3",63,66),
+ ("jump",67,72),
+ ("flip",73,84),
+ ("salute", 85,95),
+ ("taunt",96,112),
+ ("wave",113,123),
+ ("point",124,135),
+ ("crstnd",136,154),
+ ("crwalk",155,160),
+ ("crattack",161,169),
+ ("crpain",170,173),
+ ("crdeath",174,178),
+ ("death1",179,184),
+ ("death2",185,190),
+ ("death3",191,198))
+ #198 frames
+
+######################################################
+# MD2 data structures
+######################################################
+class md2_point:
+ vertices=[]
+ lightnormalindex=0
+ binary_format="<3BB"
+ def __init__(self):
+ self.vertices=[0]*3
+ self.lightnormalindex=0
+ def save(self, file):
+ temp_data=[0]*4
+ temp_data[0]=self.vertices[0]
+ temp_data[1]=self.vertices[1]
+ temp_data[2]=self.vertices[2]
+ temp_data[3]=self.lightnormalindex
+ data=struct.pack(self.binary_format, temp_data[0], temp_data[1], temp_data[2], temp_data[3])
+ file.write(data)
+ def dump(self):
+ print "MD2 Point Structure"
+ print "vertex X: ", self.vertices[0]
+ print "vertex Y: ", self.vertices[1]
+ print "vertex Z: ", self.vertices[2]
+ print "lightnormalindex: ",self.lightnormalindex
+ print ""
+
+class md2_face:
+ vertex_index=[]
+ texture_index=[]
+ binary_format="<3h3h"
+ def __init__(self):
+ self.vertex_index = [ 0, 0, 0 ]
+ self.texture_index = [ 0, 0, 0]
+ def save(self, file):
+ temp_data=[0]*6
+ #swap vertices around so they draw right
+ temp_data[0]=self.vertex_index[0]
+ temp_data[1]=self.vertex_index[2]
+ temp_data[2]=self.vertex_index[1]
+ #swap texture vertices around so they draw right
+ temp_data[3]=self.texture_index[0]
+ temp_data[4]=self.texture_index[2]
+ temp_data[5]=self.texture_index[1]
+ data=struct.pack(self.binary_format,temp_data[0],temp_data[1],temp_data[2],temp_data[3],temp_data[4],temp_data[5])
+ file.write(data)
+ def dump (self):
+ print "MD2 Face Structure"
+ print "vertex 1 index: ", self.vertex_index[0]
+ print "vertex 2 index: ", self.vertex_index[1]
+ print "vertex 3 index: ", self.vertex_index[2]
+ print "texture 1 index: ", self.texture_index[0]
+ print "texture 2 index: ", self.texture_index[1]
+ print "texture 3 index: ", self.texture_index[2]
+ print ""
+
+class md2_tex_coord:
+ u=0
+ v=0
+ binary_format="<2h"
+ def __init__(self):
+ self.u=0
+ self.v=0
+ def save(self, file):
+ temp_data=[0]*2
+ temp_data[0]=self.u
+ temp_data[1]=self.v
+ data=struct.pack(self.binary_format, temp_data[0], temp_data[1])
+ file.write(data)
+ def dump (self):
+ print "MD2 Texture Coordinate Structure"
+ print "texture coordinate u: ",self.u
+ print "texture coordinate v: ",self.v
+ print ""
+
+class md2_GL_command:
+ s=0.0
+ t=0.0
+ vert_index=0
+ binary_format="<2fi"
+
+ def __init__(self):
+ self.s=0.0
+ self.t=0.0
+ vert_index=0
+ def save(self,file):
+ temp_data=[0]*3
+ temp_data[0]=float(self.s)
+ temp_data[1]=float(self.t)
+ temp_data[2]=self.vert_index
+ data=struct.pack(self.binary_format, temp_data[0],temp_data[1],temp_data[2])
+ file.write(data)
+ def dump (self):
+ print "MD2 OpenGL Command"
+ print "s: ", self.s
+ print "t: ", self.t
+ print "Vertex Index: ", self.vert_index
+ print ""
+
+class md2_GL_cmd_list:
+ num=0
+ cmd_list=[]
+ binary_format="<i"
+
+ def __init__(self):
+ self.num=0
+ self.cmd_list=[]
+
+ def save(self,file):
+ data=struct.pack(self.binary_format, self.num)
+ file.write(data)
+ for cmd in self.cmd_list:
+ cmd.save(file)
+ def dump(self):
+ print "MD2 OpenGL Command List"
+ print "number: ", self.num
+ for cmd in self.cmd_list:
+ cmd.dump()
+ print ""
+
+class md2_skin:
+ name=""
+ binary_format="<64s"
+ def __init__(self):
+ self.name=""
+ def save(self, file):
+ temp_data=self.name
+ data=struct.pack(self.binary_format, temp_data)
+ file.write(data)
+ def dump (self):
+ print "MD2 Skin"
+ print "skin name: ",self.name
+ print ""
+
+class md2_frame:
+ scale=[]
+ translate=[]
+ name=[]
+ vertices=[]
+ binary_format="<3f3f16s"
+
+ def __init__(self):
+ self.scale=[0.0]*3
+ self.translate=[0.0]*3
+ self.name=""
+ self.vertices=[]
+ def save(self, file):
+ temp_data=[0]*7
+ temp_data[0]=float(self.scale[0])
+ temp_data[1]=float(self.scale[1])
+ temp_data[2]=float(self.scale[2])
+ temp_data[3]=float(self.translate[0])
+ temp_data[4]=float(self.translate[1])
+ temp_data[5]=float(self.translate[2])
+ temp_data[6]=self.name
+ data=struct.pack(self.binary_format, temp_data[0],temp_data[1],temp_data[2],temp_data[3],temp_data[4],temp_data[5],temp_data[6])
+ file.write(data)
+ def dump (self):
+ print "MD2 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=[]
+ GL_commands=[]
+
+ def __init__ (self):
+ self.tex_coords=[]
+ self.faces=[]
+ self.frames=[]
+ self.skins=[]
+ def save(self, file):
+ temp_data=[0]*17
+ temp_data[0]=self.ident
+ temp_data[1]=self.version
+ temp_data[2]=self.skin_width
+ temp_data[3]=self.skin_height
+ temp_data[4]=self.frame_size
+ temp_data[5]=self.num_skins
+ temp_data[6]=self.num_vertices
+ temp_data[7]=self.num_tex_coords
+ temp_data[8]=self.num_faces
+ temp_data[9]=self.num_GL_commands
+ temp_data[10]=self.num_frames
+ temp_data[11]=self.offset_skins
+ temp_data[12]=self.offset_tex_coords
+ temp_data[13]=self.offset_faces
+ temp_data[14]=self.offset_frames
+ temp_data[15]=self.offset_GL_commands
+ temp_data[16]=self.offset_end
+ data=struct.pack(self.binary_format, temp_data[0],temp_data[1],temp_data[2],temp_data[3],temp_data[4],temp_data[5],temp_data[6],temp_data[7],temp_data[8],temp_data[9],temp_data[10],temp_data[11],temp_data[12],temp_data[13],temp_data[14],temp_data[15],temp_data[16])
+ file.write(data)
+ #write the skin data
+ for skin in self.skins:
+ skin.save(file)
+ #save the texture coordinates
+ for tex_coord in self.tex_coords:
+ tex_coord.save(file)
+ #save the face info
+ for face in self.faces:
+ face.save(file)
+ #save the frames
+ for frame in self.frames:
+ frame.save(file)
+ for vert in frame.vertices:
+ vert.save(file)
+ #save the GL command List
+ for cmd in self.GL_commands:
+ cmd.save(file)
+ 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 "number of GL commands: ",self.num_GL_commands
+ 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 "offset GL Commands: ",self.offset_GL_commands
+ print "offset end: ",self.offset_end
+ print ""
+
+######################################################
+# Validation
+######################################################
+def validation(object):
+ global user_frame_list
+
+ #get access to the mesh data
+ mesh=object.getData(False, True) #get the object (not just name) and the Mesh, not NMesh
+
+ #check it's composed of only tri's
+ result=0
+ for face in mesh.faces:
+ if len(face.verts)!=3:
+ #select the face for future triangulation
+ face.sel=1
+ if result==0: #first time we have this problem, don't pop-up a window every time it finds a quad
+ print "Model not made entirely of triangles"
+ result=Blender.Draw.PupMenu("Model not made entirely out of Triangles-Convert?%t|YES|NO")
+ if result==1:
+ mesh.quadToTriangle(0) #use closest verticies in breaking a quad
+ elif result==2:
+ return False #user will fix (I guess)
+
+ #check it has UV coordinates
+ if mesh.vertexUV==True:
+ print "Vertex UV not supported"
+ result=Blender.Draw.PupMenu("Vertex UV not suppored-Use Sticky UV%t|OK")
+ return False
+
+ elif mesh.faceUV==True:
+ for face in mesh.faces:
+ if(len(face.uv)==3):
+ pass
+ else:
+ print "Models vertices do not all have UV"
+ result=Blender.Draw.PupMenu("Models vertices do not all have UV%t|OK")
+ return False
+
+ else:
+ print "Model does not have UV (face or vertex)"
+ result=Blender.Draw.PupMenu("Model does not have UV (face or vertex)%t|OK")
+ return False
+
+ #check it has only 1 associated texture map
+ last_face=""
+ last_face=mesh.faces[0].image
+ if last_face=="":
+ print "Model does not have a texture Map"
+ result=Blender.Draw.PupMenu("Model does not have a texture Map%t|OK")
+ return False
+
+ for face in mesh.faces:
+ mesh_image=face.image
+ if not mesh_image:
+ print "Model has a face without a texture Map"
+ result=Blender.Draw.PupMenu("Model has a face without a texture Map%t|OK")
+ return False
+ if mesh_image!=last_face:
+ print "Model has more than 1 texture map assigned"
+ result=Blender.Draw.PupMenu("Model has more than 1 texture map assigned%t|OK")
+ return False
+
+ size=mesh_image.getSize()
+ #is this really what the user wants
+ if (size[0]!=256 or size[1]!=256):
+ print "Texture map size is non-standard (not 256x256), it is: ",size[0],"x",size[1]
+ result=Blender.Draw.PupMenu("Texture map size is non-standard (not 256x256), it is: "+size[0]+"x"+size[1]+": Continue?%t|YES|NO")
+ if(result==2):
+ return False
+
+ #verify frame list data
+ user_frame_list=get_frame_list()
+ temp=user_frame_list[len(user_frame_list)-1]
+ temp_num_frames=temp[2]
+
+ #verify tri/vert/frame counts are within MD2 standard
+ face_count=len(mesh.faces)
+ vert_count=len(mesh.verts)
+ frame_count=temp_num_frames
+
+ if face_count>MD2_MAX_TRIANGLES:
+ print "Number of triangles exceeds MD2 standard: ", face_count,">",MD2_MAX_TRIANGLES
+ result=Blender.Draw.PupMenu("Number of triangles exceeds MD2 standard: Continue?%t|YES|NO")
+ if(result==2):
+ return False
+ if vert_count>MD2_MAX_VERTICES:
+ print "Number of verticies exceeds MD2 standard",vert_count,">",MD2_MAX_VERTICES
+ result=Blender.Draw.PupMenu("Number of verticies exceeds MD2 standard: Continue?%t|YES|NO")
+ if(result==2):
+ return False
+ if frame_count>MD2_MAX_FRAMES:
+ print "Number of frames exceeds MD2 standard of",frame_count,">",MD2_MAX_FRAMES
+ result=Blender.Draw.PupMenu("Number of frames exceeds MD2 standard: Continue?%t|YES|NO")
+ if(result==2):
+ return False
+ #model is OK
+ return True
+
+######################################################
+# Fill MD2 data structure
+######################################################
+def fill_md2(md2, object):
+ global user_frame_list
+ #get a Mesh, not NMesh
+ mesh=object.getData(False, True)
+
+ #load up some intermediate data structures
+ tex_list={}
+ tex_count=0
+ #create the vertex list from the first frame
+ Blender.Set("curframe", 1)
+
+ #header information
+ md2.ident=844121161
+ md2.version=8
+ md2.num_vertices=len(mesh.verts)
+ md2.num_faces=len(mesh.faces)
+
+ #get the skin information
+ #use the first faces' image for the texture information
+ mesh_image=mesh.faces[0].image
+ size=mesh_image.getSize()
+ md2.skin_width=size[0]
+ md2.skin_height=size[1]
+ md2.num_skins=1
+ #add a skin node to the md2 data structure
+ md2.skins.append(md2_skin())
+ md2.skins[0].name=Blender.sys.basename(mesh_image.getFilename())
+
+ #put texture information in the md2 structure
+ #build UV coord dictionary (prevents double entries-saves space)
+ for face in mesh.faces:
+ for i in range(0,3):
+ t=(face.uv[i])
+ tex_key=(t[0],t[1])
+ if not tex_list.has_key(tex_key):
+ tex_list[tex_key]=tex_count
+ tex_count+=1
+ md2.num_tex_coords=tex_count #each vert has its own UV coord
+
+ for this_tex in range (0, md2.num_tex_coords):
+ md2.tex_coords.append(md2_tex_coord())
+ for coord, index in tex_list.iteritems():
+ #md2.tex_coords.append(md2_tex_coord())
+ md2.tex_coords[index].u=int(coord[0]*md2.skin_width)
+ md2.tex_coords[index].v=int((1-coord[1])*md2.skin_height)
+
+ #put faces in the md2 structure
+ #for each face in the model
+ for this_face in range(0, md2.num_faces):
+ md2.faces.append(md2_face())
+ for i in range(0,3):
+ #blender uses indexed vertexes so this works very well
+ md2.faces[this_face].vertex_index[i]=mesh.faces[this_face].verts[i].index
+ #lookup texture index in dictionary
+ uv_coord=(mesh.faces[this_face].uv[i])
+ tex_key=(uv_coord[0],uv_coord[1])
+ tex_index=tex_list[tex_key]
+ md2.faces[this_face].texture_index[i]=tex_index
+
+ #compute GL commands
+ md2.num_GL_commands=build_GL_commands(md2)
+
+ #get the frame data
+ #calculate 1 frame size + (1 vert size*num_verts)
+ md2.frame_size=40+(md2.num_vertices*4) #in bytes
+
+ #get the frame list
+ user_frame_list=get_frame_list()
+ if user_frame_list=="default":
+ md2.num_frames=198
+ else:
+ temp=user_frame_list[len(user_frame_list)-1] #last item
+ md2.num_frames=temp[2] #last frame number
+
+ #fill in each frame with frame info and all the vertex data for that frame
+ for frame_counter in range(0,md2.num_frames):
+ #add a frame
+ md2.frames.append(md2_frame())
+ #update the mesh objects vertex positions for the animation
+ Blender.Set("curframe", frame_counter) #set blender to the correct frame
+ mesh.getFromObject(object.name) #update the mesh to make verts current
+
+#each frame has a scale and transform value that gets the vertex value between 0-255
+#since the scale and transform are the same for the all the verts in the frame, we only need
+#to figure this out once per frame
+
+ #we need to start with the bounding box
+ bounding_box=object.getBoundBox() #uses the object, not the mesh data
+ #initialize with the first vertex for both min and max. X and Y are swapped for MD2 format
+ point=bounding_box[0]
+ frame_min_x=point[1]
+ frame_max_x=point[1]
+ frame_min_y=point[0]
+ frame_max_y=point[0]
+ frame_min_z=point[2]
+ frame_max_z=point[2]
+ #find min/max values
+ for point in bounding_box:
+ if frame_min_x>point[1]: frame_min_x=point[1]
+ if frame_max_x<point[1]: frame_max_x=point[1]
+ if frame_min_y>point[0]: frame_min_y=point[0]
+ if frame_max_y<point[0]: frame_max_y=point[0]
+ if frame_min_z>point[2]: frame_min_z=point[2]
+ if frame_max_z<point[2]: frame_max_z=point[2]
+
+ #the scale is the difference between the min and max (on that axis) / 255
+ frame_scale_x=(frame_max_x-frame_min_x)/255
+ frame_scale_y=(frame_max_y-frame_min_y)/255
+ frame_scale_z=(frame_max_z-frame_min_z)/255
+
+ #translate value of the mesh to center it on the origin
+ frame_trans_x=frame_min_x
+ frame_trans_y=frame_min_y
+ frame_trans_z=frame_min_z
+
+ #fill in the data
+ md2.frames[frame_counter].scale=(-frame_scale_x, frame_scale_y, frame_scale_z)
+ md2.frames[frame_counter].translate=(-frame_trans_x, frame_trans_y, frame_trans_z)
+
+ #now for the vertices
+ for vert_counter in range(0, md2.num_vertices):
+ #add a vertex to the md2 structure
+ md2.frames[frame_counter].vertices.append(md2_point())
+ #figure out the new coords based on scale and transform
+ #then translates the point so it's not less than 0
+ #then scale it so it's between 0..255
+ new_x=int((mesh.verts[vert_counter].co[1]-frame_trans_x)/frame_scale_x)
+ new_y=int((mesh.verts[vert_counter].co[0]-frame_trans_y)/frame_scale_y)
+ new_z=int((mesh.verts[vert_counter].co[2]-frame_trans_z)/frame_scale_z)
+ #put them in the structure
+ md2.frames[frame_counter].vertices[vert_counter].vertices=(new_x, new_y, new_z)
+
+ #need to add the lookup table check here
+ md2.frames[frame_counter].vertices[vert_counter].lightnormalindex=0
+
+ #output all the frame names-user_frame_list is loaded during the validation
+ for frame_set in user_frame_list:
+ for counter in range(frame_set[1]-1, frame_set[2]):
+ md2.frames[counter].name=frame_set[0]+"_"+str(counter-frame_set[1]+2)
+
+ #compute these after everthing is loaded into a md2 structure
+ header_size=17*4 #17 integers, and each integer is 4 bytes
+ skin_size=64*md2.num_skins #64 char per skin * number of skins
+ tex_coord_size=4*md2.num_tex_coords #2 short * number of texture coords
+ face_size=12*md2.num_faces #3 shorts for vertex index, 3 shorts for tex index
+ frames_size=(((12+12+16)+(4*md2.num_vertices)) * md2.num_frames) #frame info+verts per frame*num frames
+ GL_command_size=md2.num_GL_commands*4 #each is an int or float, so 4 bytes per
+
+ #fill in the info about offsets
+ md2.offset_skins=0+header_size
+ md2.offset_tex_coords=md2.offset_skins+skin_size
+ md2.offset_faces=md2.offset_tex_coords+tex_coord_size
+ md2.offset_frames=md2.offset_faces+face_size
+ md2.offset_GL_commands=md2.offset_frames+frames_size
+ md2.offset_end=md2.offset_GL_commands+GL_command_size
+
+######################################################
+# Get Frame List
+######################################################
+def get_frame_list():
+ global g_frame_filename
+ frame_list=[]
+
+ if g_frame_filename.val=="default":
+ return MD2_FRAME_NAME_LIST
+
+ else:
+ #check for file
+ if (Blender.sys.exists(g_frame_filename.val)==1):
+ #open file and read it in
+ file=open(g_frame_filename.val,"r")
+ lines=file.readlines()
+ file.close()
+
+ #check header (first line)
+ if lines[0]<>"# MD2 Frame Name List\n":
+ print "its not a valid file"
+ result=Blender.Draw.PupMenu("This is not a valid frame definition file-using default%t|OK")
+ return MD2_FRAME_NAME_LIST
+ else:
+ #read in the data
+ num_frames=0
+ for counter in range(1, len(lines)):
+ current_line=lines[counter]
+ if current_line[0]=="#":
+ #found a comment
+ pass
+ else:
+ data=current_line.split()
+ frame_list.append([data[0],num_frames+1, num_frames+int(data[1])])
+ num_frames+=int(data[1])
+ return frame_list
+ else:
+ print "Cannot find file"
+ result=Blender.Draw.PupMenu("Cannot find frame definion file-using default%t|OK")
+ return MD2_FRAME_NAME_LIST
+
+######################################################
+# Tri-Strip/Tri-Fan functions
+######################################################
+def find_strip_length(md2, start_tri, start_vert):
+ #variables shared between fan and strip functions
+ global used
+ global strip_vert
+ global strip_st
+ global strip_tris
+ global strip_count
+
+ m1=m2=0
+ st1=st2=0
+
+ used[start_tri]=2
+
+ last=start_tri
+
+ strip_vert[0]=md2.faces[last].vertex_index[start_vert%3]
+ strip_vert[1]=md2.faces[last].vertex_index[(start_vert+1)%3]
+ strip_vert[2]=md2.faces[last].vertex_index[(start_vert+2)%3]
+
+ strip_st[0]=md2.faces[last].texture_index[start_vert%3]
+ strip_st[1]=md2.faces[last].texture_index[(start_vert+1)%3]
+ strip_st[2]=md2.faces[last].texture_index[(start_vert+2)%3]
+
+ strip_tris[0]=start_tri
+ strip_count=1
+
+ m1=md2.faces[last].vertex_index[(start_vert+2)%3]
+ st1=md2.faces[last].texture_index[(start_vert+2)%3]
+ m2=md2.faces[last].vertex_index[(start_vert+1)%3]
+ st2=md2.faces[last].texture_index[(start_vert+1)%3]
+
+ #look for matching triangle
+ check=start_tri+1
+
+ for tri_counter in range(start_tri+1, md2.num_faces):
+
+ for k in range(0,3):
+ if md2.faces[check].vertex_index[k]!=m1:
+ continue
+ if md2.faces[check].texture_index[k]!=st1:
+ continue
+ if md2.faces[check].vertex_index[(k+1)%3]!=m2:
+ continue
+ if md2.faces[check].texture_index[(k+1)%3]!=st2:
+ continue
+
+ #if we can't use this triangle, this tri_strip is done
+ if (used[tri_counter]!=0):
+ for clear_counter in range(start_tri+1, md2.num_faces):
+ if used[clear_counter]==2:
+ used[clear_counter]=0
+ return strip_count
+
+ #new edge
+ if (strip_count & 1):
+ m2=md2.faces[check].vertex_index[(k+2)%3]
+ st2=md2.faces[check].texture_index[(k+2)%3]
+ else:
+ m1=md2.faces[check].vertex_index[(k+2)%3]
+ st1=md2.faces[check].texture_index[(k+2)%3]
+
+ strip_vert[strip_count+2]=md2.faces[tri_counter].vertex_index[(k+2)%3]
+ strip_st[strip_count+2]=md2.faces[tri_counter].texture_index[(k+2)%3]
+ strip_tris[strip_count]=tri_counter
+ strip_count+=1
+
+ used[tri_counter]=2
+ check+=1
+ return strip_count
+
+def find_fan_length(md2, start_tri, start_vert):
+ #variables shared between fan and strip functions
+ global used
+ global strip_vert
+ global strip_st
+ global strip_tris
+ global strip_count
+
+ m1=m2=0
+ st1=st2=0
+
+ used[start_tri]=2
+
+ last=start_tri
+
+ strip_vert[0]=md2.faces[last].vertex_index[start_vert%3]
+ strip_vert[1]=md2.faces[last].vertex_index[(start_vert+1)%3]
+ strip_vert[2]=md2.faces[last].vertex_index[(start_vert+2)%3]
+
+ strip_st[0]=md2.faces[last].texture_index[start_vert%3]
+ strip_st[1]=md2.faces[last].texture_index[(start_vert+1)%3]
+ strip_st[2]=md2.faces[last].texture_index[(start_vert+2)%3]
+
+ strip_tris[0]=start_tri
+ strip_count=1
+
+ m1=md2.faces[last].vertex_index[(start_vert+0)%3]
+ st1=md2.faces[last].texture_index[(start_vert+0)%3]
+ m2=md2.faces[last].vertex_index[(start_vert+2)%3]
+ st2=md2.faces[last].texture_index[(start_vert+2)%3]
+
+ #look for matching triangle
+ check=start_tri+1
+ for tri_counter in range(start_tri+1, md2.num_faces):
+ for k in range(0,3):
+ if md2.faces[check].vertex_index[k]!=m1:
+ continue
+ if md2.faces[check].texture_index[k]!=st1:
+ continue
+ if md2.faces[check].vertex_index[(k+1)%3]!=m2:
+ continue
+ if md2.faces[check].texture_index[(k+1)%3]!=st2:
+ continue
+
+ #if we can't use this triangle, this tri_strip is done
+ if (used[tri_counter]!=0):
+ for clear_counter in range(start_tri+1, md2.num_faces):
+ if used[clear_counter]==2:
+ used[clear_counter]=0
+ return strip_count
+
+ #new edge
+ m2=md2.faces[check].vertex_index[(k+2)%3]
+ st2=md2.faces[check].texture_index[(k+2)%3]
+
+ strip_vert[strip_count+2]=m2
+ strip_st[strip_count+2]=st2
+ strip_tris[strip_count]=tri_counter
+ strip_count+=1
+
+ used[tri_counter]=2
+ check+=1
+ return strip_count
+
+
+######################################################
+# Globals for GL command list calculations
+######################################################
+used=[]
+strip_vert=0
+strip_st=0
+strip_tris=0
+strip_count=0
+
+######################################################
+# Build GL command List
+######################################################
+def build_GL_commands(md2):
+ #variables shared between fan and strip functions
+ global used
+ used=[0]*md2.num_faces
+ global strip_vert
+ strip_vert=[0]*128
+ global strip_st
+ strip_st=[0]*128
+ global strip_tris
+ strip_tris=[0]*128
+ global strip_count
+ strip_count=0
+
+ #variables
+ num_commands=0
+ start_vert=0
+ fan_length=strip_length=0
+ length=best_length=0
+ best_type=0
+ best_vert=[0]*1024
+ best_st=[0]*1024
+ best_tris=[0]*1024
+ s=0.0
+ t=0.0
+
+ for face_counter in range(0,md2.num_faces):
+ if used[face_counter]!=0: #don't evaluate a tri that's been used
+ #print "found a used triangle: ", face_counter
+ pass
+ else:
+ best_length=0 #restart the counter
+ #for each vertex index in this face
+ for start_vert in range(0,3):
+ fan_length=find_fan_length(md2, face_counter, start_vert)
+ if (fan_length>best_length):
+ best_type=1
+ best_length=fan_length
+ for index in range (0, best_length+2):
+ best_st[index]=strip_st[index]
+ best_vert[index]=strip_vert[index]
+ for index in range(0, best_length):
+ best_tris[index]=strip_tris[index]
+
+ strip_length=find_strip_length(md2, face_counter, start_vert)
+ if (strip_length>best_length):
+ best_type=0
+ best_length=strip_length
+ for index in range (0, best_length+2):
+ best_st[index]=strip_st[index]
+ best_vert[index]=strip_vert[index]
+ for index in range(0, best_length):
+ best_tris[index]=strip_tris[index]
+
+ #mark the tris on the best strip/fan as used
+ for used_counter in range (0, best_length):
+ used[best_tris[used_counter]]=1
+
+ temp_cmdlist=md2_GL_cmd_list()
+ #push the number of commands into the command stream
+ if best_type==1:
+ temp_cmdlist.num=best_length+2
+ num_commands+=1
+ else:
+ temp_cmdlist.num=(-(best_length+2))
+ num_commands+=1
+ for command_counter in range (0, best_length+2):
+ #emit a vertex into the reorder buffer
+ cmd=md2_GL_command()
+ index=best_st[command_counter]
+ #calc and put S/T coords in the structure
+ s=md2.tex_coords[index].u
+ t=md2.tex_coords[index].v
+ s=(s+0.5)/md2.skin_width
+ t=(t+0.5)/md2.skin_height
+ cmd.s=s
+ cmd.t=t
+ cmd.vert_index=best_vert[command_counter]
+ temp_cmdlist.cmd_list.append(cmd)
+ num_commands+=3
+ md2.GL_commands.append(temp_cmdlist)
+
+ #end of list
+ temp_cmdlist=md2_GL_cmd_list()
+ temp_cmdlist.num=0
+ md2.GL_commands.append(temp_cmdlist)
+ num_commands+=1
+
+ #cleanup and return
+ used=best_vert=best_st=best_tris=strip_vert=strip_st=strip_tris=0
+ return num_commands
+
+######################################################
+# Save MD2 Format
+######################################################
+def save_md2(filename):
+ md2=md2_obj() #blank md2 object to save
+
+ #get the object
+ mesh_objs = Blender.Object.GetSelected()
+
+ #check there is a blender object selected
+ if len(mesh_objs)==0:
+ print "Fatal Error: Must select a mesh to output as MD2"
+ print "Found nothing"
+ result=Blender.Draw.PupMenu("Must select an object to export%t|OK")
+ return
+
+ mesh_obj=mesh_objs[0] #this gets the first object (should be only one)
+
+ #check if it's a mesh object
+ if mesh_obj.getType()!="Mesh":
+ print "Fatal Error: Must select a mesh to output as MD2"
+ print "Found: ", mesh_obj.getType()
+ result=Blender.Draw.PupMenu("Selected Object must be a mesh to output as MD2%t|OK")
+ return
+
+ ok=validation(mesh_obj)
+ if ok==False:
+ return
+
+ fill_md2(md2, mesh_obj)
+ md2.dump()
+
+ #actually write it to disk
+ file=open(filename,"wb")
+ md2.save(file)
+ file.close()
+
+ #cleanup
+ md2=0
+
+ print "Closed the file"
diff --git a/release/scripts/md2_import.py b/release/scripts/md2_import.py
new file mode 100644
index 00000000000..82b76d40c94
--- /dev/null
+++ b/release/scripts/md2_import.py
@@ -0,0 +1,571 @@
+#!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)