diff options
Diffstat (limited to 'release/scripts/md2_export.py')
-rw-r--r-- | release/scripts/md2_export.py | 103 |
1 files changed, 53 insertions, 50 deletions
diff --git a/release/scripts/md2_export.py b/release/scripts/md2_export.py index 588336ed447..cf5752597da 100644 --- a/release/scripts/md2_export.py +++ b/release/scripts/md2_export.py @@ -612,29 +612,9 @@ class md2_obj: ###################################################### # Validation ###################################################### + def validation(object): global user_frame_list - - #move the object to the origin if it's not already there - if object.getLocation('worldspace')!=(0.0, 0.0, 0.0): - print "Model not centered at origin" - result=Blender.Draw.PupMenu("Model not centered at origin%t|Center (will not work with animations!)|Do not center") - if result==1: - object.setLocation(0.0,0.0,0.0) - - #resize the object in case it is not the right size - if object.getSize('worldspace')!=(1.0,1.0,1.0): - print "Object is scaled-You should scale the mesh verts, not the object" - result=Blender.Draw.PupMenu("Object is scaled-You should scale the mesh verts, not the object%t|Fix scale (will not work with animations!)|Do not scale") - if result==1: - object.setSize(1.0,1.0,1.0) - - if object.getEuler('worldspace')!=Blender.Mathutils.Euler(0.0,0.0,0.0): - print "object.rot: ", object.getEuler('worldspace') - print "Object is rotated-You should rotate the mesh verts, not the object" - result=Blender.Draw.PupMenu("Object is rotated-You should rotate the mesh verts, not the object%t|Fix rotation (will not work with animations!)|Do not rotate") - if result==1: - object.setEuler([0.0,0.0,0.0]) #get access to the mesh data mesh=object.getData(False, True) #get the object (not just name) and the Mesh, not NMesh @@ -696,7 +676,8 @@ def validation(object): result=Blender.Draw.PupMenu("Model has more than 1 texture map assigned%t|Quit") #return False if mesh_image: - size=mesh_image.getSize() + try: size=mesh_image.getSize() + except: size= 256,256 # No image data #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] @@ -753,6 +734,8 @@ def fill_md2(md2, object): #create the vertex list from the first frame Blender.Set("curframe", 1) + has_uvs = mesh.faceUV + #header information md2.ident=844121161 md2.version=8 @@ -761,9 +744,11 @@ def fill_md2(md2, object): #get the skin information #use the first faces' image for the texture information - if mesh.faceUV: + if has_uvs: mesh_image=mesh.faces[0].image - size=mesh_image.getSize() + try: size=mesh_image.getSize() + except: size= 256,256 + md2.skin_width=size[0] md2.skin_height=size[1] md2.num_skins=1 @@ -777,12 +762,14 @@ def fill_md2(md2, object): #put texture information in the md2 structure #build UV coord dictionary (prevents double entries-saves space) + if not has_uvs: + t=(0,0) + for face in mesh.faces: for i in xrange(0,3): - if mesh.faceUV: + if has_uvs: t=(face.uv[i]) - else: - t=(0,0) + tex_key=(t[0],t[1]) if not tex_list.has_key(tex_key): tex_list[tex_key]=tex_count @@ -798,16 +785,25 @@ def fill_md2(md2, object): #put faces in the md2 structure #for each face in the model + + if not has_uvs: + uv_coords=[(0,0)]*3 + for this_face in xrange(0, md2.num_faces): md2.faces.append(md2_face()) + mf = mesh.faces[this_face] + mf_v = mf.v + if has_uvs: + uv_coords = mf.uv + for i in xrange(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 + md2.faces[this_face].vertex_index[i] = mf_v[i].index #lookup texture index in dictionary - if mesh.faceUV: - uv_coord=(mesh.faces[this_face].uv[i]) - else: - uv_coord=(0,0) + if has_uvs: + uv_coord = uv_coords[i] + # otherwise we set it before + tex_key=(uv_coord[0],uv_coord[1]) tex_index=tex_list[tex_key] md2.faces[this_face].texture_index[i]=tex_index @@ -837,13 +833,18 @@ def fill_md2(md2, object): for frame_counter in xrange(0,md2.num_frames): progress+=progressIncrement - Blender.Window.DrawProgressBar(progress, "Calculating Frame: "+str(frame_counter)) + Blender.Window.DrawProgressBar(progress, "Calculating Frame: %d of %d" % (frame_counter, 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 + + + + + mesh.getFromObject(object) #update the mesh to make verts current + mesh.transform(object.matrixWorld) #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 @@ -862,13 +863,14 @@ def fill_md2(md2, object): frame_max_z=-100000.0 for face in mesh.faces: - for vert in face.verts: - if frame_min_x>vert.co[1]: frame_min_x=vert.co[1] - if frame_max_x<vert.co[1]: frame_max_x=vert.co[1] - if frame_min_y>vert.co[0]: frame_min_y=vert.co[0] - if frame_max_y<vert.co[0]: frame_max_y=vert.co[0] - if frame_min_z>vert.co[2]: frame_min_z=vert.co[2] - if frame_max_z<vert.co[2]: frame_max_z=vert.co[2] + for vert in face: + co = vert.co + if frame_min_x>co[1]: frame_min_x=co[1] + if frame_max_x<co[1]: frame_max_x=co[1] + if frame_min_y>co[0]: frame_min_y=co[0] + if frame_max_y<co[0]: frame_max_y=co[0] + if frame_min_z>co[2]: frame_min_z=co[2] + if frame_max_z<co[2]: frame_max_z=co[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 @@ -896,9 +898,10 @@ def fill_md2(md2, object): #then translates the point so it's not less than 0 #then scale it so it's between 0..255 #print "frame scale : ", frame_scale_x, " ", frame_scale_y, " ", frame_scale_z - 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) + co = mesh.verts[vert_counter].co + new_x=int((co[1]-frame_trans_x)/frame_scale_x) + new_y=int((co[0]-frame_trans_y)/frame_scale_y) + new_z=int((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) @@ -908,14 +911,14 @@ def fill_md2(md2, object): #swap y and x for difference in axis orientation - x1=-mesh.verts[vert_counter].no[1] - y1=mesh.verts[vert_counter].no[0] - z1=mesh.verts[vert_counter].no[2] + no = mesh.verts[vert_counter].no + x1= -no[1] + y1= no[0] + z1= no[2] + for j in xrange(0,162): #dot = (x[0]*y[0]+x[1]*y[1]+x[2]*y[2]) - dot = (x1*MD2_NORMALS[j][0]+ - y1*MD2_NORMALS[j][1]+ - z1*MD2_NORMALS[j][2]); + dot = (x1*MD2_NORMALS[j][0] + y1*MD2_NORMALS[j][1]+ z1*MD2_NORMALS[j][2]); if (dot > maxdot): maxdot = dot; maxdotindex = j; |