Blender-ZeroEngine-MSH2-Plugin/src_research_readme/zero-edit-tool-python-base/Application/Modules/msh2_unpack.py

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2021-05-12 21:38:14 +00:00
'''
ZeroEngine .msh model format parser.
Refer to
schlechtwetterfront.github.io/ze_filetypes/msh.html
for more information regarding the file format.
'''
import msh2
reload(msh2)
from struct import unpack as unpack
import logging
STR_CODEC = 'utf-8'
CHUNK_LIST = ['HEDR', 'SHVO', 'MSH2',
'SINF', 'FRAM', 'CAMR',
'MATL', 'DATA', 'MATD', 'ATRB', 'TX0D', 'TX1D', 'TX2D', 'TX3D',
'MODL', 'MTYP', 'MNDX', 'PRNT', 'FLGS', 'TRAN', 'ENVL', 'SWCI',
'GEOM', 'SEGM', 'SHDW', 'MATI', 'POSL', 'NRML', 'UV0L', 'UV1L',
'UV2L', 'CLRL', 'CLRB', 'WGHT', 'NDXL', 'NDXT', 'STRP',
'CLTH', 'CTEX', 'CPOS', 'CUV0', 'FIDX', 'FWGT', 'SPRS', 'CPRS',
'BPRS', 'COLL',
'SKL2', 'BLN2', 'ANM2', 'CYCL', 'KFR3',
'NAME', 'BBOX', 'CL1L']
class UnpackError(Exception):
def __init__(self, val):
self.val = val
def __str__(self):
return str(self.val)
class Unpacker(object):
def unpack_header(self, data):
return data[:4], unpack('<L', data[4:])[0]
def unpack_str(self, data):
pass
def log(self, text):
logging.debug(text)
def dont_log(self, *text):
pass
def long(self, data):
return unpack('<L', data)[0]
def short(self, data):
return unpack('<H', data)[0]
def float(self, data):
return unpack('<f', data)[0]
class BBoxUnpacker(Unpacker):
def __init__(self, data):
self.bbox = msh2.BBox()
self.data = data
def unpack(self):
self.bbox.rotation = unpack('<ffff', self.data[:16])
self.bbox.center = unpack('<fff', self.data[16:28])
self.bbox.extents = unpack('<fff', self.data[28:40])
self.bbox.radius = unpack('<f', self.data[40:])[0]
return self.bbox
class MSHUnpack(Unpacker):
def __init__(self, mshfile, config={'do_logging': False,
'ignore_geo': False,
'triangulate': False}):
self.mshfile = mshfile
self.msh = msh2.Msh()
self.msh.animation = msh2.Animation(self.msh, 'maybe_empty')
self.config = config
if not config['do_logging']:
self.log = self.dont_log
def unpack(self):
with open(self.mshfile, 'rb') as mf:
# HEDR
bin, self.size = self.unpack_header(mf.read(8))
# MSH2 or SHVO
bin, self.msh2size = self.unpack_header(mf.read(8))
if bin == 'SHVO':
self.log('Skipping SHVO chunk.')
# Read the 4 content bytes of SHVO.
mf.read(4)
# that's definitely MSH2
bin, self.msh2size = self.unpack_header(mf.read(8))
mdlcoll = msh2.ModelCollection(self.msh)
self.msh.models = mdlcoll
while True:
hdr, size = self.unpack_header(mf.read(8))
self.log('Header, Size: {0}, {1}'.format(hdr, size))
if hdr == 'SINF':
si = InfoUnpacker(self, size, mf)
self.msh.info = si.unpack()
elif hdr == 'MATL':
num_materials = unpack('<L', mf.read(4))[0]
matcoll = msh2.MaterialCollection(self.msh)
for n in xrange(num_materials):
mat, matsize = self.unpack_header(mf.read(8))
self.log('Material, Size: {0}, {1}'.format(mat, matsize))
mat = MaterialUnpacker(self, matsize, mf)
matcoll.add(mat.unpack())
matcoll.assign_indices()
self.msh.materials = matcoll
elif hdr == 'MODL':
mdl = ModelUnpacker(self, size, mf)
mdlcoll.add(mdl.unpack())
elif hdr == 'CAMR':
mf.read(size)
elif hdr == 'LGHT':
mf.read(size)
elif hdr == 'SKL2':
numbones = unpack('<L', mf.read(4))[0]
bonecoll = msh2.BoneCollection(self.msh.animation)
for n in xrange(numbones):
bone = msh2.Bone(bonecoll)
bone.CRC = mf.read(4)
bone.set_name_from_crc()
bone.bone_type = unpack('<L', mf.read(4))[0]
bone.constrain = unpack('<f', mf.read(4))[0]
bone.bone1len = unpack('<f', mf.read(4))[0]
bone.bone2len = unpack('<f', mf.read(4))[0]
bonecoll.add(bone)
self.msh.animation.bones = bonecoll
elif hdr == 'BLN2':
# Ignore BLN2 as this only has one attribute(blend_factor).
# It's not clear which type this is and it's not important.
mf.read(size)
elif hdr == 'ANM2':
# Continue as this is only a header.
continue
elif hdr == 'CYCL':
num_cycles = unpack('<L', mf.read(4))[0]
cycles = []
for n in xrange(num_cycles):
cycle = msh2.Cycle(self.msh.animation)
cycle.name = mf.read(64).strip('\x00')
cycle.fps = unpack('<f', mf.read(4))[0]
cycle.style = unpack('<L', mf.read(4))[0]
cycle.frames = unpack('<LL', mf.read(8))
cycles.append(cycle)
self.msh.animation.cycles = cycles
self.msh.animation.cycle = cycles[0]
elif hdr == 'KFR3':
numbones = unpack('<L', mf.read(4))[0]
for n in xrange(numbones):
# Ingore the crc, usually the same order as before.
mf.read(4)
bone = self.msh.animation.bones[n]
bone.keyframe_type = unpack('<L', mf.read(4))[0]
numtran, numrot = unpack('<LL', mf.read(8))
tran = []
translation_frame_indices = []
rot = []
rotation_frame_indices = []
for i in xrange(numtran):
# Ignore the frame index.
translation_frame_indices.append(unpack('<L', mf.read(4))[0])
# Add X, Y, Z position tuple.
tran.append(unpack('<fff', mf.read(12)))
for i in xrange(numrot):
# Again, ignore the frame index.
rotation_frame_indices.append(unpack('<L', mf.read(4))[0])
# X, Y, Z, W quaternion translation tuple.
rot.append(unpack('<ffff', mf.read(16)))
bone.pos_keyframes = tran
bone.pos_keyframe_indices = translation_frame_indices
bone.rot_keyframes = rot
bone.rot_keyframe_indices = rotation_frame_indices
elif hdr == 'CL1L':
break
else:
self.log('Unrecognized chunk {0} in MSHUnpack.'.format(hdr))
raise UnpackError('Unrecognized chunk {0} in MSHUnpack (can be a valid chunk but doesnt fit into this unpack level).'.format(hdr))
break
for model in self.msh.models:
model.set_deformers_from_indices()
return self.msh
class ModelUnpacker(Unpacker):
def __init__(self, up, size, fh):
self.size = size
self.fh = fh
self.mdl = msh2.Model(up.msh)
self.up = up
self.log = up.log
def unpack(self):
self.log('Unpacking Model at {0}.'.format(self.fh.tell() - 8))
while True:
hdr, size = self.unpack_header(self.fh.read(8))
self.log('Model: Header, Size: {0}, {1}'.format(hdr, size))
if hdr == 'MTYP':
self.mdl.model_type = msh2.MODEL_TYPES_INT[unpack('<L', self.fh.read(4))[0]]
# RepSharpshooters MshEx exports MTYP as MYTP. Should work since the format update.
elif hdr == 'MYTP':
logging.info('Found RepSharpshooter MshEx type .msh. Continuing the import.')
self.mdl.model_type = msh2.MODEL_TYPES_INT[unpack('<L', self.fh.read(4))[0]]
elif hdr == 'NAME':
self.mdl.name = self.fh.read(size).strip('\x00')
elif hdr == 'MNDX':
self.mdl.index = unpack('<L', self.fh.read(4))[0]
elif hdr == 'PRNT':
self.mdl.parent_name = self.fh.read(size).strip('\x00').encode(STR_CODEC)
elif hdr == 'FLGS':
self.mdl.vis = unpack('<L', self.fh.read(4))[0]
elif hdr == 'TRAN':
scl = unpack('<fff', self.fh.read(12))
rot = unpack('<ffff', self.fh.read(16))
tra = unpack('<fff', self.fh.read(12))
self.mdl.transform = msh2.Transform(tra, rot, scl)
elif hdr == 'GEOM':
if self.up.config['ignore_geo']:
self.fh.read(size)
continue
# If this is a bone(MTYP 3) then set model type to geobone as
# it has geometry, too.
if self.mdl.model_type == 'bone':
self.mdl.model_type = 'geobone'
# Ignore the bbox header and size indicator. We dont need it.
self.fh.read(8)
bb = BBoxUnpacker(self.fh.read(44))
self.mdl.bbox = bb.unpack()
self.mdl.segments = msh2.SegmentCollection(self.mdl)
while True:
soc, ssize = self.unpack_header(self.fh.read(8))
self.log('Model Segments: Header, Size: {0}, {1}'.format(soc, ssize))
if soc == 'SEGM':
segm = GeometryUnpacker(self, ssize, self.fh)
self.mdl.segments.add(segm.unpack())
elif soc == 'CLTH':
segm = ClothUnpacker(self, ssize, self.fh)
self.mdl.segments.add(segm.unpack())
elif soc == 'ENVL':
num = unpack('<L', self.fh.read(4))[0]
inds = []
for n in xrange(num):
inds.append(unpack('<L', self.fh.read(4))[0])
self.mdl.deformer_indices = inds
else:
self.log('Unrecognized chunk {0} in ModelUnpack(Geometry).'.format(soc))
self.fh.seek(self.fh.tell() - 8)
break
elif hdr == 'SWCI':
self.mdl.collprim = True
prim_data = unpack('<Lfff', self.fh.read(16))
self.mdl.primitive = (prim_data[0], prim_data[1],
prim_data[2], prim_data[3])
else:
self.log('Unrecognized chunk {0} in ModelUnpack.'.format(hdr))
# Return to the position before the header.
self.fh.seek(self.fh.tell() - 8)
break
return self.mdl
class ClothUnpacker(Unpacker):
def __init__(self, up, size, fh):
self.up = up
self.size = size
self.fh = fh
self.seg = msh2.ClothGeometry(up.mdl)
self.log = up.log
def unpack(self):
self.log('Unpacking Cloth.')
fixed = []
while True:
hdr, size = self.unpack_header(self.fh.read(8))
logging.debug('Cloth: Header, Size: {0}, {1}'.format(hdr, size))
if hdr == 'CTEX':
self.seg.texture = self.fh.read(size).strip('\x00').encode(STR_CODEC)
elif hdr == 'CPOS':
vertcoll = msh2.ClothVertexCollection(self.seg)
num = unpack('<L', self.fh.read(4))[0]
for n in xrange(num):
pos = unpack('<fff', self.fh.read(12))
vert = msh2.ClothVertex(pos)
vertcoll.add(vert)
self.seg.vertices = vertcoll
elif hdr == 'CUV0':
num = unpack('<L', self.fh.read(4))[0]
for n in xrange(num):
self.seg.vertices[n].uv = unpack('<ff', self.fh.read(8))
elif hdr == 'FIDX':
num = unpack('<L', self.fh.read(4))[0]
for n in xrange(num):
index = unpack('<L', self.fh.read(4))[0]
fixed.append(index)
self.seg.vertices[index].is_fixed = True
elif hdr == 'FWGT':
self.fh.read(4) # Number of points.
weights = self.fh.read(size - 4).split('\x00')
logging.debug('Cloth Deformers: {0}'.format(weights))
logging.debug('Cloth Fixed Points: {0}'.format(len(fixed)))
weights.remove('')
if len(weights) > 0:
for index, vertindex in enumerate(fixed):
self.seg.vertices[vertindex].deformer = weights[index]
elif hdr == 'CMSH':
num = unpack('<L', self.fh.read(4))[0]
facecoll = msh2.FaceCollection(self.seg)
for n in xrange(num):
face = msh2.Face()
face.vertices = unpack('<LLL', self.fh.read(12))
facecoll.add(face)
self.seg.faces = facecoll
elif hdr == 'SPRS':
num_constraints = self.long(self.fh.read(4))
s_constraints = []
for n in xrange(num_constraints):
s_constraints.append(unpack('<HH', self.fh.read(4)))
self.seg.stretch_constraints = s_constraints
elif hdr == 'CPRS':
num_constraints = self.long(self.fh.read(4))
c_constraints = []
for n in xrange(num_constraints):
c_constraints.append(unpack('<HH', self.fh.read(4)))
self.seg.cross_constraints = c_constraints
elif hdr == 'BPRS':
num_constraints = self.long(self.fh.read(4))
b_constraints = []
for n in xrange(num_constraints):
b_constraints.append(unpack('<HH', self.fh.read(4)))
self.seg.bend_constraints = b_constraints
elif hdr == 'COLL':
num_colls = self.long(self.fh.read(4))
for n in xrange(num_colls):
collision = msh2.ClothCollision()
collision.cloth = self.seg
name = []
while 1:
char = self.fh.read(1)
if char == '\x00':
break
name.append(char)
collision.name = ''.join(name)
parent = []
while 1:
char = self.fh.read(1)
if char == '\x00':
break
parent.append(char)
collision.parent = ''.join(parent)
collision.primitive_type = unpack('<L', self.fh.read(4))[0]
collision.primitive_data = unpack('<fff', self.fh.read(12))
self.seg.collisions.append(collision)
# COLL chunk seems to be padded with \x00 at the end to get an even size indicator.
while True:
if self.fh.read(1) == '\x00':
continue
else:
self.fh.seek(self.fh.tell() - 1)
break
else:
self.log('Unrecognized chunk {0} in ClothUnpack.'.format(hdr))
# Return to the position before the header.
self.fh.seek(self.fh.tell() - 8)
break
return self.seg
class GeometryUnpacker(Unpacker):
def __init__(self, up, size, fh):
self.up = up
self.size = size
self.fh = fh
# Either SegmentGeometry or ShadowGeometry.
# Usually it's SegmentGeometry so we'll set it as default.
# Cloth doesn't have the SEGM chunk we read before we got here.
self.seg = msh2.SegmentGeometry(up.mdl)
self.log = up.log
def unpack(self):
# Now we have to check which type of segment it is.
# Most common will be static meshes, then maybe shadows,
# then enveloped.
# Enveloped and static meshes share most of the chunks,
# however, shadows meshes only have one chunk.
self.log('Unpacking Geometry.')
self.up.up.last_chunk = None
while True:
# The SEGM header is already gone so read the next one.
hdr, size = self.unpack_header(self.fh.read(8))
self.log('Geo: Header, Size: {0}, {1}'.format(hdr, size))
if hdr == 'SHDW':
self.up.up.last_chunk = 'SHDW'
self.seg = msh2.ShadowGeometry(self.up.mdl)
# self.seg.data = self.fh.read(size)
num_pos = self.long(self.fh.read(4))
positions = []
for n in xrange(num_pos):
positions.append((self.float(self.fh.read(4)), self.float(self.fh.read(4)), self.float(self.fh.read(4))))
num_edges = self.long(self.fh.read(4))
edges = []
for n in xrange(num_edges):
edge = self.short(self.fh.read(2)), self.short(self.fh.read(2)), self.short(self.fh.read(2)), self.short(self.fh.read(2))
edges.append(edge)
self.seg.positions = positions
self.seg.edges = edges
elif hdr == 'MATI':
self.up.up.last_chunk = 'MATI'
# 1st up: ModelUnpacker, 2nd up: MSHUnpack
self.seg.material = self.up.up.msh.get_mat_by_index(unpack('<L', self.fh.read(4))[0])
self.seg.mat_name = self.seg.material.name
elif hdr == 'POSL':
self.up.up.last_chunk = 'POSL'
num_positions = unpack('<L', self.fh.read(4))[0]
vertcoll = msh2.VertexCollection(self.seg)
for n in xrange(num_positions):
pos = self.fh.read(12)
pos = unpack('<fff', pos)
vert = msh2.Vertex(pos)
vertcoll.add(vert)
self.seg.vertices = vertcoll
elif hdr == 'NRML':
self.up.up.last_chunk = 'NRML'
num_normals = unpack('<L', self.fh.read(4))[0]
for n in xrange(num_normals):
self.seg.vertices[n].normal = unpack('<fff', self.fh.read(12))
elif hdr == 'UV0L':
self.up.up.last_chunk = 'UV0L'
num_uvs = unpack('<L', self.fh.read(4))[0]
for n in xrange(num_uvs):
self.seg.vertices[n].uv = unpack('<ff', self.fh.read(8))
self.seg.vertices.uved = True
elif hdr in ('UV1L', 'UV2L', 'UV3L'):
# Never seen UV2L + but just to be sure.
self.fh.read(size)
elif hdr == 'CLRL':
self.up.up.last_chunk = 'CLRL'
num_colors = unpack('<L', self.fh.read(4))[0]
for n in xrange(num_colors):
bgra_color = unpack('<BBBB', self.fh.read(4))
self.seg.vertices[n].color = msh2.Color((bgra_color[2], bgra_color[1], bgra_color[0], bgra_color[3]))
self.seg.vertices.colored = True
elif hdr == 'CLRB':
self.up.up.last_chunk = 'CLRB'
bgra_color = unpack('<BBBB', self.fh.read(4))
color = (bgra_color[2], bgra_color[1], bgra_color[0], bgra_color[3])
for vert in self.seg.vertices:
vert.color = msh2.Color(color)
self.seg.vertices.colored = True
elif hdr == 'WGHT':
last_chunk = 'WGHT'
num = unpack('<L', self.fh.read(4))[0]
for n in xrange(num):
indices = []
vals = []
for i in xrange(4):
indices.append(unpack('<L', self.fh.read(4))[0])
vals.append(unpack('<f', self.fh.read(4))[0])
self.seg.vertices[n].deformer_indices = indices
self.seg.vertices[n].weights = vals
self.seg.vertices.weighted = True
elif hdr == 'STRP':
last_chunk = 'STRP'
num = unpack('<L', self.fh.read(4))[0]
facecoll = msh2.FaceCollection(self.seg)
num_begins = 0
for n in xrange(num):
val = unpack('<H', self.fh.read(2))[0]
if (val - 0x8000) > -1:
if num_begins == 0:
num_begins += 1
face = msh2.Face()
facecoll.add(face)
elif num_begins == 1:
num_begins += 1
if face.sides > 2:
face = msh2.Face()
facecoll.add(face)
num_begins = 0
elif num_begins == 2:
num_begins = 1
face = msh2.Face()
facecoll.add(face)
face.add(val - 0x8000)
else:
face.add(val)
facecoll.de_ngonize(self.up.up.config['triangulate'])
self.seg.faces = facecoll
elif hdr == 'NDXL':
last_chunk = 'NDXL'
self.fh.read(size)
elif hdr == 'NDXT':
last_chunk = 'NDXT'
# If the faces are already set (for example from the STRP chunk)
# then ignore this as it's usually deprecated.
if self.seg.faces:
continue
num_triangles = unpack('<L', self.fh.read(4))[0]
logging.info('Sizes: %d == %d', num_triangles * 6 + 4, size)
faces = msh2.FaceCollection(self.seg)
for n in range(num_triangles):
face = msh2.Face(list(unpack('<HHH', self.fh.read(2 * 3))))
faces.add(face)
self.seg.faces = faces
# If there are any bytes left (which seems to happen in some
# .msh files), skip them.
used_bytes = len(faces) * 6 + 4
if used_bytes < size:
self.fh.read(size - used_bytes)
else:
if hdr not in CHUNK_LIST:
if last_chunk == 'STRP':
self.log('Fixing STRP chunk import.')
self.fh.seek(self.fh.tell() - 8)
self.fh.read(2)
continue
self.log('Unrecognized chunk {0} in GeometryUnpack.'.format(hdr))
# Return to the position before the header.
self.fh.seek(self.fh.tell() - 8)
break
return self.seg
class MaterialUnpacker(Unpacker):
def __init__(self, up, size, fh):
self.size = size
self.fh = fh
self.mat = msh2.Material(up.msh)
self.log = up.log
def unpack(self):
self.log('Unpacking Material.')
# NAME chunk.
bin, size = self.unpack_header(self.fh.read(8))
bin, size
self.mat.name = self.fh.read(size).strip('\x00')
self.mat.name
# DATA chunk.
self.fh.read(8)
self.mat.diff_color = msh2.Color(unpack('<ffff', self.fh.read(16)))
self.mat.spec_color = msh2.Color(unpack('<ffff', self.fh.read(16)))
self.mat.ambt_color = msh2.Color(unpack('<ffff', self.fh.read(16)))
self.mat.gloss = unpack('<f', self.fh.read(4))[0]
# ATRB chunk.
self.fh.read(8)
self.mat.flags = self.mat.flags_from_int(unpack('<B', self.fh.read(1))[0])
self.mat.render_type, self.mat.data0, self.mat.data1 = unpack('<BBB', self.fh.read(3))
# Textures.
for n in xrange(4):
hdr, size = self.unpack_header(self.fh.read(8))
self.log('TX header, size: {0}, {1}'.format(hdr, size))
if hdr[:2] == 'TX':
if hdr[2] == '0':
self.mat.tex0 = self.fh.read(size).strip('\x00').encode(STR_CODEC)
elif hdr[2] == '1':
self.mat.tex1 = self.fh.read(size).strip('\x00').encode(STR_CODEC)
elif hdr[2] == '2':
self.mat.tex2 = self.fh.read(size).strip('\x00').encode(STR_CODEC)
elif hdr[2] == '3':
self.mat.tex3 = self.fh.read(size).strip('\x00').encode(STR_CODEC)
else:
self.log('Unrecognized chunk {0} in MaterialUnpacker.'.format(hdr))
self.fh.seek(self.fh.tell() - 8)
break
return self.mat
class InfoUnpacker(Unpacker):
def __init__(self, up, size, fh):
self.size = size
self.fh = fh
self.info = msh2.SceneInfo(up.msh)
self.log = up.log
def unpack(self):
self.log('Unpacking Scene Info.')
# Name chunk.
bin, size = self.unpack_header(self.fh.read(8))
self.info.name = self.fh.read(size).strip('\x00').encode(STR_CODEC)
# FRAM chunk.
bin, size = self.unpack_header(self.fh.read(8))
self.info.frame_range = unpack('<LL', self.fh.read(8))
self.info.fps = unpack('<f', self.fh.read(4))[0]
# BBOX chunk.
self.fh.read(8) # Just read those, size is always the same.
bb = BBoxUnpacker(self.fh.read(44))
self.info.bbox = bb.unpack()
return self.info