Blender-ZeroEngine-MSH2-Plugin/src_research_readme/blender_2.43_scripts/md2_export.py

1272 lines
41 KiB
Python

#!BPY
"""
Name: 'MD2 (.md2)'
Blender: 243
Group: 'Export'
Tooltip: 'Export to Quake file format (.md2).'
"""
__author__ = 'Bob Holcomb'
__version__ = '0.18.1 patch 1'
__url__ = ["Bob's site, http://bane.servebeer.com",
"Support forum, http://bane.servebeer.com", "blender", "blenderartists.org"]
__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!
"""
# This is a PATCHED VERSION, fixing the bug due to which animations would
# (almost) never work. It is now also possible to output a MD2 model without
# texture.
# On: 23 january 2008
# By: Boris van Schooten (schooten@cs.utwente.nl)
# ***** 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("tris.md2")
g_frame_filename=Create("default")
g_filename_search=Create("")
g_frame_search=Create("default")
g_texture_path=Create("")
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
global g_texture_path
########## Titles
glClear(GL_COLOR_BUFFER_BIT)
glRasterPos2d(10, 120)
Text("MD2 Export")
######### Parameters GUI Buttons
######### MD2 Filename text entry
g_filename = String("MD2 file to save: ", EVENT_NOEVENT, 10, 75, 210, 18,
g_filename.val, 255, "MD2 file to save")
########## MD2 File Search Button
Button("Browse",EVENT_CHOOSE_FILENAME,220,75,80,18)
########## MD2 Frame List Text entry
g_frame_filename = String("Frame List file to load: ", EVENT_NOEVENT, 10, 55, 210, 18,
g_frame_filename.val, 255, "Frame List to load-overrides MD2 defaults")
########## Frame List Search Button
Button("Browse",EVENT_CHOOSE_FRAME,220,55,80,18)
########## Texture path to append
g_texture_path=String("Texture Path: ", EVENT_NOEVENT, 10,35,210,18,
g_texture_path.val,255, "Texture path to prepend")
########## Scale slider-default is 1/8 which is a good scale for md2->blender
g_scale= Slider("Scale Factor: ", EVENT_NOEVENT, 10, 95, 210, 18,
1.0, 0.001, 10.0, 1, "Scale factor for object 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):
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_NORMALS=((-0.525731, 0.000000, 0.850651),
(-0.442863, 0.238856, 0.864188),
(-0.295242, 0.000000, 0.955423),
(-0.309017, 0.500000, 0.809017),
(-0.162460, 0.262866, 0.951056),
(0.000000, 0.000000, 1.000000),
(0.000000, 0.850651, 0.525731),
(-0.147621, 0.716567, 0.681718),
(0.147621, 0.716567, 0.681718),
(0.000000, 0.525731, 0.850651),
(0.309017, 0.500000, 0.809017),
(0.525731, 0.000000, 0.850651),
(0.295242, 0.000000, 0.955423),
(0.442863, 0.238856, 0.864188),
(0.162460, 0.262866, 0.951056),
(-0.681718, 0.147621, 0.716567),
(-0.809017, 0.309017, 0.500000),
(-0.587785, 0.425325, 0.688191),
(-0.850651, 0.525731, 0.000000),
(-0.864188, 0.442863, 0.238856),
(-0.716567, 0.681718, 0.147621),
(-0.688191, 0.587785, 0.425325),
(-0.500000, 0.809017, 0.309017),
(-0.238856, 0.864188, 0.442863),
(-0.425325, 0.688191, 0.587785),
(-0.716567, 0.681718, -0.147621),
(-0.500000, 0.809017, -0.309017),
(-0.525731, 0.850651, 0.000000),
(0.000000, 0.850651, -0.525731),
(-0.238856, 0.864188, -0.442863),
(0.000000, 0.955423, -0.295242),
(-0.262866, 0.951056, -0.162460),
(0.000000, 1.000000, 0.000000),
(0.000000, 0.955423, 0.295242),
(-0.262866, 0.951056, 0.162460),
(0.238856, 0.864188, 0.442863),
(0.262866, 0.951056, 0.162460),
(0.500000, 0.809017, 0.309017),
(0.238856, 0.864188, -0.442863),
(0.262866, 0.951056, -0.162460),
(0.500000, 0.809017, -0.309017),
(0.850651, 0.525731, 0.000000),
(0.716567, 0.681718, 0.147621),
(0.716567, 0.681718, -0.147621),
(0.525731, 0.850651, 0.000000),
(0.425325, 0.688191, 0.587785),
(0.864188, 0.442863, 0.238856),
(0.688191, 0.587785, 0.425325),
(0.809017, 0.309017, 0.500000),
(0.681718, 0.147621, 0.716567),
(0.587785, 0.425325, 0.688191),
(0.955423, 0.295242, 0.000000),
(1.000000, 0.000000, 0.000000),
(0.951056, 0.162460, 0.262866),
(0.850651, -0.525731, 0.000000),
(0.955423, -0.295242, 0.000000),
(0.864188, -0.442863, 0.238856),
(0.951056, -0.162460, 0.262866),
(0.809017, -0.309017, 0.500000),
(0.681718, -0.147621, 0.716567),
(0.850651, 0.000000, 0.525731),
(0.864188, 0.442863, -0.238856),
(0.809017, 0.309017, -0.500000),
(0.951056, 0.162460, -0.262866),
(0.525731, 0.000000, -0.850651),
(0.681718, 0.147621, -0.716567),
(0.681718, -0.147621, -0.716567),
(0.850651, 0.000000, -0.525731),
(0.809017, -0.309017, -0.500000),
(0.864188, -0.442863, -0.238856),
(0.951056, -0.162460, -0.262866),
(0.147621, 0.716567, -0.681718),
(0.309017, 0.500000, -0.809017),
(0.425325, 0.688191, -0.587785),
(0.442863, 0.238856, -0.864188),
(0.587785, 0.425325, -0.688191),
(0.688191, 0.587785, -0.425325),
(-0.147621, 0.716567, -0.681718),
(-0.309017, 0.500000, -0.809017),
(0.000000, 0.525731, -0.850651),
(-0.525731, 0.000000, -0.850651),
(-0.442863, 0.238856, -0.864188),
(-0.295242, 0.000000, -0.955423),
(-0.162460, 0.262866, -0.951056),
(0.000000, 0.000000, -1.000000),
(0.295242, 0.000000, -0.955423),
(0.162460, 0.262866, -0.951056),
(-0.442863, -0.238856, -0.864188),
(-0.309017, -0.500000, -0.809017),
(-0.162460, -0.262866, -0.951056),
(0.000000, -0.850651, -0.525731),
(-0.147621, -0.716567, -0.681718),
(0.147621, -0.716567, -0.681718),
(0.000000, -0.525731, -0.850651),
(0.309017, -0.500000, -0.809017),
(0.442863, -0.238856, -0.864188),
(0.162460, -0.262866, -0.951056),
(0.238856, -0.864188, -0.442863),
(0.500000, -0.809017, -0.309017),
(0.425325, -0.688191, -0.587785),
(0.716567, -0.681718, -0.147621),
(0.688191, -0.587785, -0.425325),
(0.587785, -0.425325, -0.688191),
(0.000000, -0.955423, -0.295242),
(0.000000, -1.000000, 0.000000),
(0.262866, -0.951056, -0.162460),
(0.000000, -0.850651, 0.525731),
(0.000000, -0.955423, 0.295242),
(0.238856, -0.864188, 0.442863),
(0.262866, -0.951056, 0.162460),
(0.500000, -0.809017, 0.309017),
(0.716567, -0.681718, 0.147621),
(0.525731, -0.850651, 0.000000),
(-0.238856, -0.864188, -0.442863),
(-0.500000, -0.809017, -0.309017),
(-0.262866, -0.951056, -0.162460),
(-0.850651, -0.525731, 0.000000),
(-0.716567, -0.681718, -0.147621),
(-0.716567, -0.681718, 0.147621),
(-0.525731, -0.850651, 0.000000),
(-0.500000, -0.809017, 0.309017),
(-0.238856, -0.864188, 0.442863),
(-0.262866, -0.951056, 0.162460),
(-0.864188, -0.442863, 0.238856),
(-0.809017, -0.309017, 0.500000),
(-0.688191, -0.587785, 0.425325),
(-0.681718, -0.147621, 0.716567),
(-0.442863, -0.238856, 0.864188),
(-0.587785, -0.425325, 0.688191),
(-0.309017, -0.500000, 0.809017),
(-0.147621, -0.716567, 0.681718),
(-0.425325, -0.688191, 0.587785),
(-0.162460, -0.262866, 0.951056),
(0.442863, -0.238856, 0.864188),
(0.162460, -0.262866, 0.951056),
(0.309017, -0.500000, 0.809017),
(0.147621, -0.716567, 0.681718),
(0.000000, -0.525731, 0.850651),
(0.425325, -0.688191, 0.587785),
(0.587785, -0.425325, 0.688191),
(0.688191, -0.587785, 0.425325),
(-0.955423, 0.295242, 0.000000),
(-0.951056, 0.162460, 0.262866),
(-1.000000, 0.000000, 0.000000),
(-0.850651, 0.000000, 0.525731),
(-0.955423, -0.295242, 0.000000),
(-0.951056, -0.162460, 0.262866),
(-0.864188, 0.442863, -0.238856),
(-0.951056, 0.162460, -0.262866),
(-0.809017, 0.309017, -0.500000),
(-0.864188, -0.442863, -0.238856),
(-0.951056, -0.162460, -0.262866),
(-0.809017, -0.309017, -0.500000),
(-0.681718, 0.147621, -0.716567),
(-0.681718, -0.147621, -0.716567),
(-0.850651, 0.000000, -0.525731),
(-0.688191, 0.587785, -0.425325),
(-0.587785, 0.425325, -0.688191),
(-0.425325, 0.688191, -0.587785),
(-0.425325, -0.688191, -0.587785),
(-0.587785, -0.425325, -0.688191),
(-0.688191, -0.587785, -0.425325))
######################################################
# 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|Quit")
#triangulate or quit
if result==1:
#selecting face mode
Blender.Mesh.Mode(3)
editmode = Window.EditMode() # are we in edit mode? If so ...
if editmode: Window.EditMode(0) # leave edit mode before getting the mesh
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|Quit")
return False
elif mesh.faceUV==True:
for face in mesh.faces:
if(len(face.uv)==3):
pass
else:
print "Model's vertices do not all have UV"
result=Blender.Draw.PupMenu("Model's vertices do not all have UV%t|Quit")
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|Output (0,0) as UV coordinates and do not generate GL commands|Quit")
if result==2:
return False
#check it has an associated texture map
last_face=""
if mesh.faceUV:
last_face=mesh.faces[0].image
#check if each face uses the same texture map (only one allowed)
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|This should never happen!")
#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|Quit")
#return False
if mesh_image:
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]
result=Blender.Draw.PupMenu("Texture map size is non-standard (not 256x256), it is: "+str(size[0])+"x"+str(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 defines
global user_frame_list
global g_texture_path
Blender.Window.DrawProgressBar(0.25,"Filling MD2 Data")
#get a Mesh, not NMesh
mesh=object.getData(False, True)
#don't forget to copy the data! -- Boris van Schooten
mesh=mesh.__copy__();
#load up some intermediate data structures
tex_list={}
tex_count=0
#create the vertex list from the first frame
Blender.Set("curframe", 1)
has_uvs = mesh.faceUV
#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
if has_uvs:
mesh_image=mesh.faces[0].image
try: size=mesh_image.getSize()
except: size= 256,256
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=g_texture_path.val+Blender.sys.basename(mesh_image.getFilename())
if len(md2.skins[0].name)>64:
print "Texture Path and name is more than 64 characters"
result=Blender.Draw.PupMenu("Texture path and name is more than 64 characters-Quitting")
return False
#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 has_uvs:
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 xrange (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
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] = mf_v[i].index
#lookup texture index in dictionary
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
Blender.Window.DrawProgressBar(0.5, "Computing GL Commands")
#compute GL commands
md2.num_GL_commands=build_GL_commands(md2, mesh)
#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
progress=0.5
progressIncrement=0.25/md2.num_frames
#fill in each frame with frame info and all the vertex data for that frame
for frame_counter in xrange(0,md2.num_frames):
progress+=progressIncrement
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) #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
#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
#initialize
frame_min_x=100000.0
frame_max_x=-100000.0
frame_min_y=100000.0
frame_max_y=-100000.0
frame_min_z=100000.0
frame_max_z=-100000.0
for face in mesh.faces:
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
frame_scale_y=(frame_max_y-frame_min_y)/255
frame_scale_z=(frame_max_z-frame_min_z)/255
if frame_scale_x == 0: frame_scale_x = 1.0
if frame_scale_y == 0: frame_scale_y = 1.0
if frame_scale_z == 0: frame_scale_z = 1.0
#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 xrange(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
#print "frame scale : ", frame_scale_x, " ", frame_scale_y, " ", 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)
#need to add the lookup table check here
maxdot = -999999.0;
maxdotindex = -1;
#swap y and x for difference in axis orientation
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]);
if (dot > maxdot):
maxdot = dot;
maxdotindex = j;
# See patch [#19206], gives good info on this line below.
md2.frames[frame_counter].vertices[vert_counter].lightnormalindex=maxdotindex
del maxdot, maxdotindex
del new_x, new_y, new_z
del frame_max_x, frame_max_y, frame_max_z, frame_min_x, frame_min_y, frame_min_z
del frame_scale_x, frame_scale_y, frame_scale_z, frame_trans_x, frame_trans_y, frame_trans_z
#output all the frame names-user_frame_list is loaded during the validation
for frame_set in user_frame_list:
for counter in xrange(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].strip() != "# MD2 Frame Name List":
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 xrange(1, len(lines)):
current_line=lines[counter].strip()
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
######################################################
# Globals for GL command list calculations
######################################################
used_tris=[]
edge_dict={}
strip_verts=[]
strip_st=[]
strip_tris=[]
strip_first_run=True
odd=False
######################################################
# Find Strip length function
######################################################
def find_strip_length(mesh, start_tri, edge_key):
#print "Finding strip length"
global used_tris
global edge_dict
global strip_tris
global strip_st
global strip_verts
global strip_first_run
global odd
used_tris[start_tri]=2
strip_tris.append(start_tri) #add this tri to the potential list of tri-strip
#print "I am face: ", start_tri
#print "Using edge Key: ", edge_key
faces=edge_dict[edge_key] #get list of face indexes that share this edge
if (len(faces)==0):
#print "Cant find edge with key: ", edge_key
pass
#print "Faces sharing this edge: ", faces
for face_index in faces:
face=mesh.faces[face_index]
if face_index==start_tri: #don't want to check myself
#print "I found myself, continuing"
pass
else:
if used_tris[face_index]!=0: #found a used tri-move along
#print "Found a used tri: ", face_index
pass
else:
#find non-shared vert
for vert_counter in xrange(0,3):
if (face.verts[vert_counter].index!=edge_key[0] and face.verts[vert_counter].index!=edge_key[1]):
next_vert=vert_counter
if(odd==False):
#print "Found a suitable even connecting tri: ", face_index
used_tris[face_index]=2 #mark as dirty for this rum
odd=True
#find the new edge
if(face.verts[next_vert].index < face.verts[(next_vert+2)%3].index):
temp_key=(face.verts[next_vert].index,face.verts[(next_vert+2)%3].index)
else:
temp_key=(face.verts[(next_vert+2)%3].index, face.verts[next_vert].index)
#print "temp key: ", temp_key
temp_faces=edge_dict[temp_key]
if(len(temp_faces)==0):
print "Can't find any other faces with key: ", temp_key
else:
#search the new edge
#print "found other faces, searching them"
find_strip_length(mesh, face_index, temp_key) #recursive greedy-takes first tri it finds as best
break;
else:
#print "Found a suitable odd connecting tri: ", face_index
used_tris[face_index]=2 #mark as dirty for this rum
odd=False
#find the new edge
if(face.verts[next_vert].index < face.verts[(next_vert+1)%3].index):
temp_key=(face.verts[next_vert].index,face.verts[(next_vert+1)%3].index)
else:
temp_key=(face.verts[(next_vert+1)%3].index, face.verts[next_vert].index)
#print "temp key: ", temp_key
temp_faces=edge_dict[temp_key]
if(len(temp_faces)==0):
print "Can't find any other faces with key: ", temp_key
else:
#search the new edge
#print "found other faces, searching them"
find_strip_length(mesh, face_index, temp_key) #recursive greedy-takes first tri it finds as best
break;
return len(strip_tris)
######################################################
# Tri-Stripify function
######################################################
def stripify_tri_list(mesh, edge_key):
global edge_dict
global strip_tris
global strip_st
global strip_verts
shared_edge=[]
key=[]
#print "*****Stripify the triangle list*******"
#print "strip tris: ", strip_tris
#print "strip_tri length: ", len(strip_tris)
for tri_counter in xrange(0, len(strip_tris)):
face=mesh.faces[strip_tris[tri_counter]]
if (tri_counter==0): #first one only
#find non-edge vert
for vert_counter in xrange(0,3):
if (face.verts[vert_counter].index!=edge_key[0] and face.verts[vert_counter].index!=edge_key[1]):
start_vert=vert_counter
strip_verts.append(face.verts[start_vert].index)
strip_st.append(face.uv[start_vert])
strip_verts.append(face.verts[(start_vert+2)%3].index)
strip_st.append(face.uv[(start_vert+2)%3])
strip_verts.append(face.verts[(start_vert+1)%3].index)
strip_st.append(face.uv[(start_vert+1)%3])
else:
for vert_counter in xrange(0,3):
if(face.verts[vert_counter].index!=strip_verts[-1] and face.verts[vert_counter].index!=strip_verts[-2]):
strip_verts.append(face.verts[vert_counter].index)
strip_st.append(face.uv[vert_counter])
break
######################################################
# Build GL command List
######################################################
def build_GL_commands(md2, mesh):
# we can't output gl command structure without uv
if not mesh.faceUV:
print "No UV: not building GL Commands"
return 0
print "Building GL Commands"
global used_tris
global edge_dict
global strip_verts
global strip_tris
global strip_st
#globals initialization
used_tris=[0]*len(mesh.faces)
#print "Used: ", used_tris
num_commands=0
#edge dictionary generation
edge_dict=dict([(ed.key,[]) for ed in mesh.edges])
for face in (mesh.faces):
for key in face.edge_keys:
edge_dict[key].append(face.index)
#print "edge Dict: ", edge_dict
for tri_counter in xrange(0,len(mesh.faces)):
if used_tris[tri_counter]!=0:
#print "Found a used triangle: ", tri_counter
pass
else:
#print "Found an unused triangle: ", tri_counter
#intialization
strip_tris=[0]*0
strip_verts=[0]*0
strip_st=[0]*0
strip_first_run=True
odd=True
#find the strip length
strip_length=find_strip_length(mesh, tri_counter, mesh.faces[tri_counter].edge_keys[0])
#mark tris as used
for used_counter in xrange(0,strip_length):
used_tris[strip_tris[used_counter]]=1
stripify_tri_list(mesh, mesh.faces[tri_counter].edge_keys[0])
#create command list
cmd_list=md2_GL_cmd_list()
#number of commands in this list
print "strip length: ", strip_length
cmd_list.num=(len(strip_tris)+2) #positive for strips, fans would be negative, but not supported yet
num_commands+=1
#add s,t,vert for this command list
for command_counter in xrange(0, len(strip_tris)+2):
cmd=md2_GL_command()
cmd.s=strip_st[command_counter][0]
cmd.t=1.0-strip_st[command_counter][1] #flip upside down
cmd.vert_index=strip_verts[command_counter]
num_commands+=3
cmd_list.cmd_list.append(cmd)
print "Cmd List length: ", len(cmd_list.cmd_list)
print "Cmd list num: ", cmd_list.num
print "Cmd List: ", cmd_list.dump()
md2.GL_commands.append(cmd_list)
#add the null command at the end
temp_cmdlist=md2_GL_cmd_list()
temp_cmdlist.num=0
md2.GL_commands.append(temp_cmdlist)
num_commands+=1
#cleanup and return
used=strip_vert=strip_st=strip_tris=0
return num_commands
######################################################
# Save MD2 Format
######################################################
def save_md2(filename):
print ""
print "***********************************"
print "MD2 Export"
print "***********************************"
print ""
Blender.Window.DrawProgressBar(0.0,"Begining MD2 Export")
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()
Blender.Window.DrawProgressBar(1.0, "Writing to Disk")
#actually write it to disk
file=open(filename,"wb")
md2.save(file)
file.close()
#cleanup
md2=0
print "Closed the file"