diff --git a/CMakeLists.txt b/CMakeLists.txt index 698c1b84c..d8e8bc38b 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -130,9 +130,15 @@ ENDIF() ADD_SUBDIRECTORY( source/shared_lib ) ADD_SUBDIRECTORY( source/glest_game ) -ADD_SUBDIRECTORY( source/glest_map_editor ) -ADD_SUBDIRECTORY( source/g3d_viewer ) -ADD_SUBDIRECTORY( source/configurator ) +#if(wxWidgets_FOUND) + ADD_SUBDIRECTORY( source/glest_map_editor ) + ADD_SUBDIRECTORY( source/g3d_viewer ) + ADD_SUBDIRECTORY( source/configurator ) +#else() +# MESSAGE(STATUS "WARNING... the following game tools will NOT be built since we cannot find wxWidgets on this machine") +# MESSAGE(STATUS "map editor, g3d viewer, configurator") +#endif() +ADD_SUBDIRECTORY( source/tools/glexemel ) IF(APPLE) include(mk/macosx/CMakeLists.txt) diff --git a/source/tools/glexemel/CMakeLists.txt b/source/tools/glexemel/CMakeLists.txt new file mode 100644 index 000000000..0b086c6d4 --- /dev/null +++ b/source/tools/glexemel/CMakeLists.txt @@ -0,0 +1,13 @@ +# glexemel + +SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_SOURCE_DIR}/source/tools/glexemel) +add_executable(g2xml g2xml.c g3dv4.h) + +find_package(LibXml2) +IF(LIBXML2_FOUND) + include_directories(${LIBXML2_INCLUDE_DIR}) + add_executable(xml2g xml2g.c g3dv4.h) + target_link_libraries(xml2g ${LIBXML2_LIBRARIES}) +ELSE() + MESSAGE(STATUS "WARNING... xml2g will NOT be built since we cannot find libXml2 on this machine") +ENDIF() diff --git a/source/tools/glexemel/COPYING b/source/tools/glexemel/COPYING new file mode 100644 index 000000000..14db8fc79 --- /dev/null +++ b/source/tools/glexemel/COPYING @@ -0,0 +1,340 @@ + GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc. + 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. By contrast, the GNU General Public +License is intended to guarantee your freedom to share and change free +software--to make sure the software is free for all its users. This +General Public License applies to most of the Free Software +Foundation's software and to any other program whose authors commit to +using it. (Some other Free Software Foundation software is covered by +the GNU Library General Public License instead.) You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. 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It is safest +to attach them to the start of each source file to most effectively +convey the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + 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 + + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) year name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + , 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Library General +Public License instead of this License. diff --git a/source/tools/glexemel/INSTALL b/source/tools/glexemel/INSTALL new file mode 100644 index 000000000..9d705dde1 --- /dev/null +++ b/source/tools/glexemel/INSTALL @@ -0,0 +1,11 @@ +Sorry - no autotools support (yet!). + +You will need: + 1) GNU Make (or an equivalent). + 2) An ANSI C compiler (eg: gcc). + 3) libxml2 (http://xmlsoft.org) - the XML parser for GNOME. + +Just copy Makefile.linux to Makefile: + $ cp Makefile.linux Makefile +Then edit Makefile to suit your needs (it's *very* simple). + diff --git a/source/tools/glexemel/Makefile.linux b/source/tools/glexemel/Makefile.linux new file mode 100644 index 000000000..8de1f7d28 --- /dev/null +++ b/source/tools/glexemel/Makefile.linux @@ -0,0 +1,30 @@ +# You need to edit this Makefile for your specific platform + +# CC is the name of your C compiler +CC=gcc +# CFLAGS are the flags that you want to pass to the C compiler +CFLAGS=-Wall -ansi -pedantic +# IDIRS specify the include directories to use +IDIRS=-I/usr/include/libxml2 +# LIBS specify the libraries (libxml2) +LIBS=-lxml2 +# INSTALLDIR specifies the directory to which the binaries should be installed +INSTALLDIR=/usr/local/bin +# CP specifies the copy command for the system +CP=cp + +all: g2xml xml2g + +g2xml: + ${CC} ${CFLAGS} ${IDIRS} g2xml.c -o g2xml ${LIBS} + +xml2g: + ${CC} ${CFLAGS} ${IDIRS} xml2g.c -o xml2g ${LIBS} + +install: + ${CP} g2xml ${INSTALLDIR}/. + ${CP} xml2g ${INSTALLDIR}/. + ${CP} g3d.dtd ${INSTALLDIR}/. + +clean: + rm -f g2xml xml2g diff --git a/source/tools/glexemel/README b/source/tools/glexemel/README new file mode 100644 index 000000000..ec077e910 --- /dev/null +++ b/source/tools/glexemel/README @@ -0,0 +1,13 @@ +=== GLEXEMEL === +An XML format for the G3D file format used by the game Glest: + http://www.glest.org + +This XML format allows for exporters to create XML file descriptions that +can then be converted to binary. + +Note: This package is not yet part of Glest, although it is offered for +inclusion should the developers wish. + +Copyright (C) Jonathan Merritt 2005. +This package may be distributed under the terms of the GNU General Public +License (see the file COPYING for more details). diff --git a/source/tools/glexemel/g2xml.c b/source/tools/glexemel/g2xml.c new file mode 100644 index 000000000..504355536 --- /dev/null +++ b/source/tools/glexemel/g2xml.c @@ -0,0 +1,362 @@ +/** + * File: g2xml.c + * Written: Jonathan Merritt + * + * Description: + * Converts G3D format files into an XML representation. + * + * Copyright (C) Jonathan Merritt 2005. + * This file may be distributed under the terms of the GNU General Public + * License. + */ + +#include +#include +#include + +#include "g3dv4.h" + +#ifndef TRUE +#define TRUE 1 +#endif +#ifndef FALSE +#define FALSE 0 +#endif + + + +/** + * Forward function declarations. + */ +int g3d2xml(FILE *infile, FILE *outfile); +void usage(char *execname); + + + +/** + * Program entry point. + * + * @param argc: Number of arguments passed to the program. + * @param argv: Array of string arguments. + * + * @returns: EXIT_SUCCESS or EXIT_FAILURE depending upon success or failure + * of the conversion to XML. + */ +int main(int argc, char **argv) +{ + char *infilename, *outfilename; + FILE *infile, *outfile; + int successFlag; + + /* parse command line arguments */ + if (argc != 3) + { + usage(argv[0]); + return (EXIT_FAILURE); + } + else + { + infilename = argv[1]; + outfilename = argv[2]; + } + + /* attempt to open the input and output files */ + infile = fopen(infilename, "rb"); + if (infile == NULL) + { + printf("Could not open file \"%s\" for binary reading.\n", + infilename); + return (EXIT_FAILURE); + } + outfile = fopen(outfilename, "w"); + if (outfile == NULL) + { + printf("Could not open file \"%s\" for writing.\n", + outfilename); + fclose(infile); + return (EXIT_FAILURE); + } + + /* perform the XML conversion */ + successFlag = g3d2xml(infile, outfile); + + /* close the two files */ + fclose(infile); + fclose(outfile); + + /* return a success or failure flag */ + if (successFlag) + return (EXIT_SUCCESS); + else + return (EXIT_FAILURE); +} + + + + +/** + * Prints a "Usage:" string for the program. + * + * @param execname: Executable name of the program. + */ +void usage(char *execname) +{ + printf("Usage:\n"); + printf(" %s infile.g3d outfile.xml\n", execname); + + return; +} + + + +/** + * Performs the conversion from the G3D file format to XML. + * + * @param infile: G3D binary file, opened as "rb", for input. + * @param outfile: Text file, opened as "w", for XML output. + * + * @returns: TRUE if conversion to XML was successful, and FALSE otherwise. + */ +int g3d2xml(FILE *infile, FILE *outfile) +{ + struct FileHeader fileHeader; + struct ModelHeader modelHeader; + struct MeshHeader meshHeader; + size_t nBytes; + uint8 textureName[NAMESIZE]; + float32 *fdata; + uint32 *idata; + int ii, jj, kk; + + /* read in the FileHeader */ + nBytes = sizeof(struct FileHeader); + if (fread(&fileHeader, nBytes, 1, infile) != 1) + { + printf("Could not read file header!\n"); + return FALSE; + } + if (strncmp((char*)fileHeader.id, "G3D", 3) != 0) + { + printf("Expected \"G3D\" id was not found!\n"); + return FALSE; + } + if (fileHeader.version != 4) + { + printf("Version 4 expected, but version %d found!\n", + fileHeader.version); + return FALSE; + } + fprintf(outfile, "\n"); + fprintf(outfile, "\n"); + fprintf(outfile, "\n"); + fprintf(outfile, "\n", fileHeader.version); + + /* read in the ModelHeader */ + nBytes = sizeof(struct ModelHeader); + if (fread(&modelHeader, nBytes, 1, infile) != 1) + { + printf("Could not read model header!\n"); + return FALSE; + } + if (modelHeader.type != mtMorphMesh) + { + printf("Unrecognized mesh type!\n"); + return FALSE; + } + + /* read in the meshes */ + for (ii = 0; ii < modelHeader.meshCount; ii++) + { + /* read in the MeshHeader */ + nBytes = sizeof(struct MeshHeader); + if (fread(&meshHeader, nBytes, 1, infile) != 1) + { + printf("Could not read mesh header!\n"); + return FALSE; + } + + /* write out XML mesh header */ + fprintf(outfile, "\t\n"); + + /* write out diffuse and specular colors */ + fprintf(outfile, "\t\t\n"); + fprintf(outfile, "\t\t\t\n", + meshHeader.diffuseColor[0], + meshHeader.diffuseColor[1], + meshHeader.diffuseColor[2]); + fprintf(outfile, "\t\t\n"); + fprintf(outfile, "\t\t\n"); + fprintf(outfile, "\t\t\t\n", + meshHeader.specularColor[0], + meshHeader.specularColor[1], + meshHeader.specularColor[2]); + fprintf(outfile, "\t\t\n"); + + /* read / write the texture name if present */ + if (meshHeader.textures) + { + nBytes = sizeof(textureName); + if (fread(&textureName, nBytes, 1, infile) != 1) + { + printf("Could not read texture name!\n"); + return FALSE; + } + fprintf(outfile, "\t\t\n", + textureName); + } + + /* read / write each set of vertex data */ + for (jj=0; jj < meshHeader.frameCount; jj++) + { + nBytes = sizeof(float32)*meshHeader.vertexCount*3; + fdata = malloc(nBytes); + if (fdata == NULL) + { + printf("Could not allocate buffer!\n"); + return FALSE; + } + if (fread(fdata, nBytes, 1, infile) != 1) + { + printf("Could not read vertex data!\n"); + free(fdata); + return FALSE; + } + fprintf(outfile, "\t\t\n", + jj); + for (kk=0; kk < meshHeader.vertexCount; kk++) + { + fprintf(outfile, "\t\t\t\n", + fdata[3*kk+2]); + } + fprintf(outfile, "\t\t\n"); + free(fdata); + } + + /* read / write each set of normal data */ + for (jj=0; jj < meshHeader.frameCount; jj++) + { + nBytes = sizeof(float32)*meshHeader.vertexCount*3; + fdata = malloc(nBytes); + if (fdata == NULL) + { + printf("Could not allocate buffer!\n"); + return FALSE; + } + if (fread(fdata, nBytes, 1, infile) != 1) + { + printf("Could not read normal data!\n"); + free(fdata); + return FALSE; + } + fprintf(outfile, "\t\t\n", + jj); + for (kk=0; kk < meshHeader.vertexCount; kk++) + { + fprintf(outfile, "\t\t\t\n", + fdata[3*kk+2]); + } + fprintf(outfile, "\t\t\n"); + free(fdata); + } + + /* read / write texture coordinates */ + if (meshHeader.textures) + { + nBytes = sizeof(float32)*meshHeader.vertexCount*2; + fdata = malloc(nBytes); + if (fdata == NULL) + { + printf("Could not allocate buffer!\n"); + return FALSE; + } + if (fread(fdata, nBytes, 1, infile) != 1) + { + printf("Could not read texture coords!\n"); + free(fdata); + return FALSE; + } + fprintf(outfile, "\t\t\n"); + for (kk=0; kk < meshHeader.vertexCount; kk++) + { + fprintf(outfile, "\t\t\t\n", + fdata[2*kk+1]); + } + fprintf(outfile, "\t\t\n"); + free(fdata); + } + + /* read / write face indices */ + nBytes = sizeof(uint32)*meshHeader.indexCount; + idata = malloc(nBytes); + if (idata == NULL) + { + printf("Could not allocate buffer!\n"); + return FALSE; + } + if (fread(idata, nBytes, 1, infile) != 1) + { + printf("Could not read indexes!\n"); + free(idata); + return FALSE; + } + fprintf(outfile, "\t\t\n"); + for (kk=0; kk < meshHeader.indexCount; kk++) + { + fprintf(outfile, "\t\t\t\n", + idata[kk]); + } + fprintf(outfile, "\t\t\n"); + free(idata); + + fprintf(outfile, "\t\n"); + } + + fprintf(outfile, "\n"); + + return TRUE; + +} + diff --git a/source/tools/glexemel/g3d.dtd b/source/tools/glexemel/g3d.dtd new file mode 100644 index 000000000..f1822b6a4 --- /dev/null +++ b/source/tools/glexemel/g3d.dtd @@ -0,0 +1,66 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/source/tools/glexemel/g3d_logo.png b/source/tools/glexemel/g3d_logo.png new file mode 100755 index 000000000..fdf474f34 Binary files /dev/null and b/source/tools/glexemel/g3d_logo.png differ diff --git a/source/tools/glexemel/g3d_support.py b/source/tools/glexemel/g3d_support.py new file mode 100644 index 000000000..4ec045aed --- /dev/null +++ b/source/tools/glexemel/g3d_support.py @@ -0,0 +1,507 @@ +#!BPY +""" +Name: 'G3D Fileformat Im/Exporter' +Blender: 237 +Group: 'Wizards' +Tooltip: 'Imports and Exports the Glest fileformat V3/V4 (.g3d)' +""" +########################################################################### +# Glest Model / Texture / UV / Animation Importer and Exporter +# for the Game Glest that u can find http://www.glest.org +# copyright 2005 By Andreas Becker (seltsamuel@yahoo.de) +# +# Updated Jan 2011 by Mark Vejvoda (SoftCoder) to properly import animations +# from G3D into Blender +# +# Started Date: 07 June 2005 Put Public 20 June 2005 +# Ver: 0.01 Beta Exporter ripped off because work in Progress +# Distributed under the GNU PUBLIC LICENSE for www.megaglest.org and glest.org +########################################################################### +#NOTE: +# Copy this Script AND g3d_logo.png into .Blender\scripts +# directory then start inside blender Scripts window +# "Update Menus" after that this Script here is accesible +# as 'Wizards' G3d Fileformat Im/Exporter +#ToDo: +#Exporter Bughunt he will be rejoined next release +#Maybe Integrate UV Painter to Generate UVMaps from Blender Material and procedural Textures +#will be nice to paint wireframe too, so that one can easyly load into Paintprogram and see where to paint +#(Already possible through Blender functions so at the end of the list :-) ) +########################################################################### +""" +Here an explanation of the V4 Format found at www.glest.org +================================ +1. DATA TYPES +================================ +G3D files use the following data types: +uint8: 8 bit unsigned integer +uint16: 16 bit unsigned integer +uint32: 32 bit unsigned integer +float32: 32 bit floating point +================================ +2. OVERALL STRUCTURE +================================ +- File header +- Model header +- Mesh header +- Texture names +- Mesh data +================================ +2. FILE HEADER +================================ +Code: +struct FileHeader{ + uint8 id[3]; + uint8 version; +}; +This header is shared among all the versions of G3D, it identifies this file as a G3D model and provides information of the version. +id: must be "G3D" +version: must be 4, in binary (not '4') +================================ +3. MODEL HEADER +================================ +Code: +struct ModelHeader{ + uint16 meshCount; + uint8 type; +}; +meshCount: number of meshes in this model +type: must be 0 +================================ +4. MESH HEADER +================================ +There is a mesh header for each mesh, there must be "meshCount" headers in a file but they are not consecutive, texture names and mesh data are stored in between. +Code: +struct MeshHeader{ + uint8 name[64]; + uint32 frameCount; + uint32 vertexCount; + uint32 indexCount; + float32 diffuseColor[3]; + float32 specularColor[3]; + float32 specularPower; + float32 opacity; + uint32 properties; + uint32 textures; +}; +name: name of the mesh +frameCount: number of keyframes in this mesh +vertexCount: number of vertices in each frame +indexCount: number of indices in this mesh (the number of triangles is indexCount/3) +diffuseColor: RGB diffuse color +specularColor: RGB specular color (currently unused) +specularPower: specular power (currently unused) +properties: property flags +Code: +enum MeshPropertyFlag{ + mpfTwoSided= 1, + mpfCustomColor= 2, +}; +mpfTwoSided: meshes in this mesh are rendered by both sides, if this flag is not present only "counter clockwise" faces are rendered +mpfCustomColor: alpha in this model is replaced by a custom color, usually the player color +textures: texture flags, only 0x1 is currently used, indicating that there is a diffuse texture in this mesh. +================================ +4. TEXTURE NAMES +================================ +A list of uint8[64] texture name values. One for each texture in the mesh. If there are no textures in the mesh no texture names are present. In practice since Glest only uses 1 texture for each mesh the number of texture names should be 0 or 1. +================================ +5. MESH DATA +================================ +After each mesh header and texture names the mesh data is placed. +vertices: frameCount * vertexCount * 3, float32 values representing the x, y, z vertex coords for all frames +normals: frameCount * vertexCount * 3, float32 values representing the x, y, z normal coords for all frames +texture coords: vertexCount * 2, float32 values representing the s, t tex coords for all frames (only present if the mesh has 1 texture at least) +indices: indexCount, uint32 values representing the indices +""" +########################################################################### +# Importing Structures needed (must later verify if i need them really all) +########################################################################### +import Blender +from Blender import NMesh, Object, Scene +from Blender.BGL import * +from Blender.Draw import * +from Blender.Window import * +from Blender.Image import * +import sys, struct, string, types +from types import * +import os +from os import path +from os.path import dirname +########################################################################### +# Variables that are better Global to handle +########################################################################### +imported = [] #List of all imported Objects +toexport = [] #List of Objects to export (actually only meshes) +sceneID = None #Points to the active Blender Scene + +########################################################################### +# Declaring Structures of G3D Format +########################################################################### +class G3DHeader: #Read first 4 Bytes of file should be G3D + Versionnumber + binary_format = "<3cB" + def __init__(self, fileID): + temp = fileID.read(struct.calcsize(self.binary_format)) + data = struct.unpack(self.binary_format,temp) + self.id = "".join(data[0:3]) + self.version = data[3] + +class G3DModelHeaderv3: #Read Modelheader in V3 there is only the number of Meshes in file + binary_format = "