mirror of
https://github.com/glest/glest-source.git
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944 lines
35 KiB
Python
944 lines
35 KiB
Python
# -*- coding: utf-8 -*-
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###########################################################################
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# Glest Model / Texture / UV / Animation Importer and Exporter
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# for the Game Glest that u can find http://www.glest.org
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# copyright 2005 By Andreas Becker (seltsamuel@yahoo.de)
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#
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# 2011/05/25: v0.1 alpha1
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# modified by William Zheng for Blender 2.57(loveheaven_zhengwei@hotmail.com)
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#
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# corrected by MrPostiga for Blender 2.58
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#
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# extended by Yggdrasil
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#
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# Started Date: 07 June 2005 Put Public 20 June 2005
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# Distributed under the GNU PUBLIC LICENSE
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#"""
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#Here an explanation of the V4 Format found at www.glest.org
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#================================
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#1. DATA TYPES
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#================================
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#G3D files use the following data types:
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#uint8: 8 bit unsigned integer
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#uint16: 16 bit unsigned integer
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#uint32: 32 bit unsigned integer
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#float32: 32 bit floating point
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#================================
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#2. OVERALL STRUCTURE
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#================================
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#- File header
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#- Model header
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#- Mesh header
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#- Texture names
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#- Mesh data
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#================================
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#2. FILE HEADER
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#================================
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#Code:
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#struct FileHeader{
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# uint8 id[3];
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# uint8 version;
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#};
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#This header is shared among all the versions of G3D, it identifies this file as a G3D model and provides information of the version.
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#id: must be "G3D"
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#version: must be 4, in binary (not '4')
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#================================
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#3. MODEL HEADER
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#================================
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#Code:
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#struct ModelHeader{
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# uint16 meshCount;
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# uint8 type;
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#};
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#meshCount: number of meshes in this model
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#type: must be 0
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#================================
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#4. MESH HEADER
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#================================
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#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.
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#Code:
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#struct MeshHeader{
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# uint8 name[64];
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# uint32 frameCount;
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# uint32 vertexCount;
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# uint32 indexCount;
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# float32 diffuseColor[3];
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# float32 specularColor[3];
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# float32 specularPower;
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# float32 opacity;
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# uint32 properties;
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# uint32 textures;
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#};
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#name: name of the mesh
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#frameCount: number of keyframes in this mesh
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#vertexCount: number of vertices in each frame
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#indexCount: number of indices in this mesh (the number of triangles is indexCount/3)
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#diffuseColor: RGB diffuse color
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#specularColor: RGB specular color (currently unused)
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#specularPower: specular power (currently unused)
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##properties: property flags
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#Code:
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#enum MeshPropertyFlag{
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# mpfCustomColor= 1,
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# mpfTwoSided= 2,
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# mpfNoSelect= 4
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#};
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#mpfTwoSided: meshes in this mesh are rendered by both sides, if this flag is not present only "counter clockwise" faces are rendered
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#mpfCustomColor: alpha in this model is replaced by a custom color, usually the player color
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#textures: texture flags
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#Code:
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#enum MeshTexture{
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# diffuse = 1,
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# specular = 2,
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# normal = 4
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#};
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#================================
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#4. TEXTURE NAMES
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#================================
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#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.
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#================================
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#5. MESH DATA
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#================================
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#After each mesh header and texture names the mesh data is placed.
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#vertices: frameCount * vertexCount * 3, float32 values representing the x, y, z vertex coords for all frames
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#normals: frameCount * vertexCount * 3, float32 values representing the x, y, z normal coords for all frames
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#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)
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#indices: indexCount, uint32 values representing the indices
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###########################################################################
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bl_info = {
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"name": "G3D Mesh Import/Export",
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"description": "Import/Export .g3d file (Glest 3D)",
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"author": "various, see head of script",
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"version": (0, 11, 1),
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"blender": (2, 65, 0),
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"location": "File > Import-Export",
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"warning": "always keep .blend files",
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"wiki_url": "http://glest.wikia.com/wiki/G3D_support",
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"tracker_url": "https://forum.megaglest.org/index.php?topic=6596",
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"category": "Import-Export"}
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###########################################################################
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# Importing Structures needed (must later verify if i need them really all)
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###########################################################################
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import bpy
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from bpy.props import StringProperty
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from bpy_extras.image_utils import load_image
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from bpy_extras.io_utils import ImportHelper, ExportHelper
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import bmesh
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import sys, struct, string, types
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from types import *
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import os
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from os import path
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from os.path import dirname, abspath
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import subprocess
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from mathutils import Matrix
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from math import radians
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###########################################################################
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# Variables that are better Global to handle
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###########################################################################
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imported = [] #List of all imported Objects
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toexport = [] #List of Objects to export (actually only meshes)
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sceneID = None #Points to the active Blender Scene
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def unpack_list(list_of_tuples):
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l = []
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for t in list_of_tuples:
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l.extend(t)
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return l
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###########################################################################
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# Declaring Structures of G3D Format
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###########################################################################
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class G3DHeader: #Read first 4 Bytes of file should be G3D + Versionnumber
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binary_format = "<3cB"
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def __init__(self, fileID):
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temp = fileID.read(struct.calcsize(self.binary_format))
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data = struct.unpack(self.binary_format,temp)
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self.id = str(data[0]+data[1]+data[2], "utf-8")
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self.version = data[3]
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class G3DModelHeaderv3: #Read Modelheader in V3 there is only the number of Meshes in file
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binary_format = "<I"
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def __init__(self, fileID):
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temp = fileID.read(struct.calcsize(self.binary_format))
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data = struct.unpack(self.binary_format,temp)
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self.meshcount = data[0]
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class G3DModelHeaderv4: #Read Modelheader: Number of Meshes and Meshtype (must be 0)
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binary_format = "<HB"
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def __init__(self, fileID):
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temp = fileID.read(struct.calcsize(self.binary_format))
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data = struct.unpack(self.binary_format,temp)
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self.meshcount = data[0]
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self.mtype = data[1]
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class G3DMeshHeaderv3: #Read Meshheader
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binary_format = "<7I64c"
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def __init__(self,fileID):
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temp = fileID.read(struct.calcsize(self.binary_format))
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data = struct.unpack(self.binary_format,temp)
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self.framecount = data[0] #Framecount = Number of Animationsteps
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self.normalframecount= data[1] #Number of Normal Frames actualli equal to Framecount
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self.texturecoordframecount= data[2]#Number of Frames of Texturecoordinates seems everytime to be 1
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self.colorframecount= data[3] #Number of Frames of Colors seems everytime to be 1
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self.vertexcount= data[4] #Number of Vertices in each Frame
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self.indexcount= data[5] #Number of Indices in Mesh (Triangles = Indexcount/3)
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self.properties= data[6] #Property flags
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if self.properties & 1: #PropertyBit is Mesh Textured ?
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self.hastexture = False
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self.diffusetexture = None
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else:
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self.diffusetexture = "".join([str(x, "ascii") for x in data[7:-1] if x[0]< 127 ])
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self.hastexture = True
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if self.properties & 2: #PropertyBit is Mesh TwoSided ?
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self.istwosided = True
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else:
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self.istwosided = False
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if self.properties & 4: #PropertyBit is Mesh Alpha Channel custom Color in Game ?
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self.customalpha = True
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else:
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self.customalpha = False
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class G3DMeshHeaderv4: #Read Meshheader
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binary_format = "<64c3I8f2I"
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texname_format = "<64c"
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def _readtexname(self,fileID):
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temp = fileID.read(struct.calcsize(self.texname_format))
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data = struct.unpack(self.texname_format,temp)
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return "".join([str(x, "ascii") for x in data[0:-1] if x[0] < 127 ])
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def __init__(self,fileID):
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temp = fileID.read(struct.calcsize(self.binary_format))
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data = struct.unpack(self.binary_format,temp)
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self.meshname = "".join([str(x, "ascii") for x in data[0:64] if x[0] < 127 ]) #Name of Mesh every Char is a String on his own
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self.framecount = data[64] #Framecount = Number of Animationsteps
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self.vertexcount = data[65] #Number of Vertices in each Frame
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self.indexcount = data[66] #Number of Indices in Mesh (Triangles = Indexcount/3)
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self.diffusecolor = data[67:70] #RGB diffuse color
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self.specularcolor = data[70:73] #RGB specular color (unused)
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self.specularpower = data[73] #Specular power (unused)
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self.opacity = data[74] #Opacity
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self.properties = data[75] #Property flags
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self.textures = data[76] #Texture flags
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self.customalpha = bool(self.properties & 1)
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self.istwosided = bool(self.properties & 2)
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self.noselect = bool(self.properties & 4)
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self.glow = bool(self.properties & 8)
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# Get last 8 bits for teamcolor transparency.
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# The value is inverted for compatibility with megaglest.
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self.teamcoloralpha = 255 - (self.properties >> 24)
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self.hastexture = False
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self.diffusetexture = None
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self.speculartexture = None
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self.normaltexture = None
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if self.textures: #PropertyBit is Mesh Textured ?
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if self.textures & 1: # diffuse
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self.diffusetexture = self._readtexname(fileID)
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if self.textures & 2: # specular
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self.speculartexture = self._readtexname(fileID)
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if self.textures & 4: # normal
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self.normaltexture = self._readtexname(fileID)
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self.hastexture = True
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# read all texture slots, otherwise it's read as data
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tex = self.textures >> 3
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while tex:
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tex &= tex - 1 # set rightmost 1-bit to 0
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# discard texture name, as we don't know what to do with it
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fileID.seek(struct.calcsize(self.texname_format))
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print("warning: ignored texture in undefined texture slot")
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class G3DMeshdataV3: #Calculate and read the Mesh Datapack
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def __init__(self,fileID,header):
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#Calculation of the Meshdatasize to load because its variable
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#Animationframes * Vertices per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
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vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
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#The same for Normals
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normals_format = "<%if" % int(header.normalframecount * header.vertexcount * 3)
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#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
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texturecoords_format = "<%if" % int(header.texturecoordframecount * header.vertexcount * 2)
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#Colors in format RGBA
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colors_format = "<%if" % int(header.colorframecount * 4)
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#Indices
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indices_format = "<%iI" % int(header.indexcount)
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#Load the Meshdata as calculated above
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self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
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self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
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self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
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self.colors = struct.unpack(colors_format,fileID.read(struct.calcsize(colors_format)))
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self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))
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class G3DMeshdataV4: #Calculate and read the Mesh Datapack
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def __init__(self,fileID,header):
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#Calculation of the Meshdatasize to load because its variable
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#Animationframes * Points (Vertex) per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
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vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
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#The same for Normals
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normals_format = "<%if" % int(header.framecount * header.vertexcount * 3)
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#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
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texturecoords_format = "<%if" % int(header.vertexcount * 2)
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#Indices
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indices_format = "<%iI" % int(header.indexcount)
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#Load the Meshdata as calculated above
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self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
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self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
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if header.hastexture:
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self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
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self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))
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#Create a Mesh inside Blender
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def createMesh(filename, header, data, toblender, operator):
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mesh = bpy.data.meshes.new(header.meshname) #New Mesh
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meshobj = bpy.data.objects.new(header.meshname+'Object', mesh) #New Object for the new Mesh
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scene = bpy.context.scene
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scene.objects.link(meshobj)
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scene.update()
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uvcoords = []
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img_diffuse = None
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img_specular = None
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img_normal = None
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if header.hastexture: #Load Texture when assigned
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try:
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texturefile = dirname(abspath(filename)) + os.sep + header.diffusetexture
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img_diffuse = bpy.data.images.load(texturefile)
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for x in range(0,len(data.texturecoords),2): #Prepare the UV
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uvcoords.append([data.texturecoords[x],data.texturecoords[x+1]])
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if header.isv4:
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if header.speculartexture:
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texturefile = dirname(abspath(filename)) + os.sep + header.speculartexture
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img_specular = bpy.data.images.load(texturefile)
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if header.normaltexture:
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texturefile = dirname(abspath(filename)) + os.sep + header.normaltexture
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img_normal = bpy.data.images.load(texturefile)
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except:
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import traceback
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traceback.print_exc()
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header.hastexture = False
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operator.report({'WARNING'}, "Couldn't load texture. See console for details.")
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vertsCO = []
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vertsNormal = []
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for x in range(0,header.vertexcount*3,3): #Get the Vertices and Normals into empty Mesh
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vertsCO.extend([(data.vertices[x],data.vertices[x+1],data.vertices[x+2])])
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vertsNormal.extend([(data.normals[x],data.normals[x+1],data.normals[x+2])])
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#vertsCO.extend([(data.vertices[x+(header.framecount-1)*header.vertexcount*3],data.vertices[x+(header.framecount-1)*header.vertexcount*3+1],data.vertices[x+(header.framecount-1)*header.vertexcount*3+2])])
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#vertsNormal.extend([(data.normals[x+(header.framecount-1)*header.vertexcount*3],data.normals[x+(header.framecount-1)*header.vertexcount*3+1],data.normals[x+(header.framecount-1)*header.vertexcount*3+2])])
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mesh.vertices.add(len(vertsCO))
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mesh.vertices.foreach_set("co", unpack_list(vertsCO))
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mesh.vertices.foreach_set("normal", unpack_list(vertsNormal))
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faces = []
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faceuv = []
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for i in range(0,len(data.indices),3): #Build Faces into Mesh
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faces.extend([data.indices[i], data.indices[i+1], data.indices[i+2], 0])
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if header.hastexture:
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uv = []
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u0 = uvcoords[data.indices[i]][0]
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v0 = uvcoords[data.indices[i]][1]
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uv.append([u0,v0])
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u1 = uvcoords[data.indices[i+1]][0]
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v1 = uvcoords[data.indices[i+1]][1]
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uv.append([u1,v1])
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u2 = uvcoords[data.indices[i+2]][0]
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v2 = uvcoords[data.indices[i+2]][1]
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uv.append([u2,v2])
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faceuv.append([uv,0,0,0])
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else:
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uv = []
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uv.append([0,0])
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uv.append([0,0])
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uv.append([0,0])
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faceuv.append([uv,0,0,0])
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mesh.tessfaces.add(len(faces)//4)
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mesh.tessfaces.foreach_set("vertices_raw", faces)
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mesh.tessfaces.foreach_set("use_smooth", [True] * len(mesh.tessfaces))
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mesh.g3d_customColor = header.customalpha
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mesh.show_double_sided = header.istwosided
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if header.isv4:
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mesh.g3d_noSelect = header.noselect
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mesh.g3d_glow = header.glow
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mesh.teamcolor_alpha = header.teamcoloralpha
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else:
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mesh.g3d_noSelect = False
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mesh.glow = False
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mesh.g3d_fullyOpaque = False
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#===================================================================================================
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#Material Setup
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#===================================================================================================
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def addtexslot(matdata,index,name,img):
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texture = bpy.data.textures.new(name=name,type='IMAGE')
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texture.image = img
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slot = matdata.texture_slots.create(index)
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slot.texture = texture
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slot.texture_coords = 'UV'
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if header.hastexture:
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materialname = "pskmat"
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materials = []
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matdata = bpy.data.materials.new(materialname + '1')
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addtexslot(matdata, 0, 'diffusetexture', img_diffuse)
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if img_specular:
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addtexslot(matdata, 1, 'speculartexture', img_specular)
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if img_normal:
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addtexslot(matdata, 2, 'normaltexture', img_normal)
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if header.isv4:
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matdata.diffuse_color = (header.diffusecolor[0], header.diffusecolor[1],header.diffusecolor[2])
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matdata.alpha = header.opacity
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matdata.specular_color = (header.specularcolor[0], header.specularcolor[1],header.specularcolor[2])
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materials.append(matdata)
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for material in materials:
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#add material to the mesh list of materials
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mesh.materials.append(material)
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countm = 0
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psktexname="psk" + str(countm)
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mesh.tessface_uv_textures.new(name=psktexname)
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if (len(faceuv) > 0):
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for countm in range(len(mesh.tessface_uv_textures)):
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uvtex = mesh.tessface_uv_textures[countm] #add one uv texture
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for i, face in enumerate(mesh.tessfaces):
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blender_tface = uvtex.data[i] #face
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mfaceuv = faceuv[i]
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if countm == faceuv[i][1]:
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face.material_index = faceuv[i][1]
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blender_tface.uv1 = mfaceuv[0][0] #uv = (0,0)
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blender_tface.uv2 = mfaceuv[0][1] #uv = (0,0)
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blender_tface.uv3 = mfaceuv[0][2] #uv = (0,0)
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blender_tface.image = img_diffuse
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else:
|
|
blender_tface.uv1 = [0,0]
|
|
blender_tface.uv2 = [0,0]
|
|
blender_tface.uv3 = [0,0]
|
|
imported.append(meshobj) #Add to Imported Objects
|
|
sk = meshobj.shape_key_add()
|
|
for x in range(1,header.framecount): #Put in Vertex Positions for Keyanimation
|
|
sk = meshobj.shape_key_add()
|
|
for i in range(0,header.vertexcount*3,3):
|
|
sk.data[i//3].co[0]= data.vertices[x*header.vertexcount*3 + i]
|
|
sk.data[i//3].co[1]= data.vertices[x*header.vertexcount*3 + i +1]
|
|
sk.data[i//3].co[2]= data.vertices[x*header.vertexcount*3 + i +2]
|
|
|
|
# activate one shapekey per frame
|
|
for i in range(1,header.framecount):
|
|
shape = mesh.shape_keys.key_blocks[i]
|
|
shape.value = 0.0
|
|
shape.keyframe_insert("value", frame=i)
|
|
shape.value = 1.0
|
|
shape.keyframe_insert("value", frame=(i+1))
|
|
shape.value = 0.0
|
|
shape.keyframe_insert("value", frame=(i+2))
|
|
|
|
meshobj.active_shape_key_index = 0
|
|
|
|
if toblender:
|
|
# rotate from glest to blender orientation
|
|
#mesh.transform( Matrix( ((1,0,0,0),(0,0,-1,0),(0,1,0,0),(0,0,0,1)) ) )
|
|
# doesn't work, maybe because of shape keys
|
|
# use object transformation instead
|
|
meshobj.rotation_euler = (radians(90), 0, 0)
|
|
|
|
# update polygon structures from tessfaces
|
|
mesh.update()
|
|
mesh.update_tag()
|
|
|
|
# remove duplicates
|
|
bm = bmesh.new()
|
|
bm.from_mesh(mesh)
|
|
bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0001)
|
|
bm.to_mesh(mesh)
|
|
bm.free()
|
|
|
|
return
|
|
###########################################################################
|
|
# Import
|
|
###########################################################################
|
|
def G3DLoader(filepath, toblender, operator): #Main Import Routine
|
|
global imported, sceneID
|
|
print ("\nNow Importing File: " + filepath)
|
|
fileID = open(filepath,"rb")
|
|
header = G3DHeader(fileID)
|
|
print ("\nHeader ID : " + header.id)
|
|
print ("Version : " + str(header.version))
|
|
if header.id != "G3D":
|
|
print ("ERROR: This is Not a G3D Model File")
|
|
operator.report({'ERROR'}, "This is Not a G3D Model File")
|
|
fileID.close
|
|
return
|
|
if header.version not in (3, 4):
|
|
print ("ERROR: The Version of this G3D File is not Supported")
|
|
operator.report({'ERROR'}, "The Version of this G3D File is not Supported")
|
|
fileID.close
|
|
return
|
|
#in_editmode = Blender.Window.EditMode() #Must leave Editmode when active
|
|
#if in_editmode: Blender.Window.EditMode(0)
|
|
sceneID = bpy.context.scene #Get active Scene
|
|
#scenecontext=sceneID.getRenderingContext() #To Access the Start/Endframe its so hidden i searched till i got angry :-)
|
|
basename=os.path.basename(filepath).split('.')[0] #Generate the Base Filename without Path + extension
|
|
imported = []
|
|
maxframe=0
|
|
if header.version == 3:
|
|
modelheader = G3DModelHeaderv3(fileID)
|
|
print ("Number of Meshes : " + str(modelheader.meshcount))
|
|
for x in range(modelheader.meshcount):
|
|
meshheader = G3DMeshHeaderv3(fileID)
|
|
meshheader.isv4 = False
|
|
print ("\nMesh Number : " + str(x+1))
|
|
print ("framecount : " + str(meshheader.framecount))
|
|
print ("normalframecount : " + str(meshheader.normalframecount))
|
|
print ("texturecoordframecount: " + str(meshheader.texturecoordframecount))
|
|
print ("colorframecount : " + str(meshheader.colorframecount))
|
|
print ("pointcount : " + str(meshheader.vertexcount))
|
|
print ("indexcount : " + str(meshheader.indexcount))
|
|
print ("texturename : " + str(meshheader.diffusetexture))
|
|
print ("hastexture : " + str(meshheader.hastexture))
|
|
print ("istwosided : " + str(meshheader.istwosided))
|
|
print ("customalpha : " + str(meshheader.customalpha))
|
|
meshheader.meshname = basename+str(x+1) #Generate Meshname because V3 has none
|
|
if meshheader.framecount > maxframe: maxframe = meshheader.framecount #Evaluate the maximal animationsteps
|
|
meshdata = G3DMeshdataV3(fileID,meshheader)
|
|
createMesh(filepath, meshheader, meshdata, toblender, operator)
|
|
fileID.close
|
|
bpy.context.scene.frame_start=1
|
|
bpy.context.scene.frame_end=maxframe
|
|
bpy.context.scene.frame_current=1
|
|
anchor = bpy.data.objects.new('Empty', None)
|
|
anchor.select = True
|
|
bpy.context.scene.objects.link(anchor)
|
|
for ob in imported:
|
|
ob.parent = anchor
|
|
bpy.context.scene.update()
|
|
return
|
|
if header.version == 4:
|
|
modelheader = G3DModelHeaderv4(fileID)
|
|
print ("Number of Meshes : " + str(modelheader.meshcount))
|
|
for x in range(modelheader.meshcount):
|
|
meshheader = G3DMeshHeaderv4(fileID)
|
|
meshheader.isv4 = True
|
|
print ("\nMesh Number : " + str(x+1))
|
|
print ("meshname : " + str(meshheader.meshname))
|
|
print ("framecount : " + str(meshheader.framecount))
|
|
print ("vertexcount : " + str(meshheader.vertexcount))
|
|
print ("indexcount : " + str(meshheader.indexcount))
|
|
print ("diffusecolor : %1.6f %1.6f %1.6f" %meshheader.diffusecolor)
|
|
print ("specularcolor : %1.6f %1.6f %1.6f" %meshheader.specularcolor)
|
|
print ("specularpower : %1.6f" %meshheader.specularpower)
|
|
print ("opacity : %1.6f" %meshheader.opacity)
|
|
print ("teamcoloralpha : %d" %meshheader.teamcoloralpha)
|
|
print ("properties : " + str(meshheader.properties))
|
|
print ("textures : " + str(meshheader.textures))
|
|
print ("texturename : " + str(meshheader.diffusetexture))
|
|
if len(meshheader.meshname) ==0: #When no Meshname in File Generate one
|
|
meshheader.meshname = basename+str(x+1)
|
|
if meshheader.framecount > maxframe: maxframe = meshheader.framecount #Evaluate the maximal animationsteps
|
|
meshdata = G3DMeshdataV4(fileID,meshheader)
|
|
createMesh(filepath, meshheader, meshdata, toblender, operator)
|
|
fileID.close
|
|
|
|
bpy.context.scene.frame_start=1
|
|
bpy.context.scene.frame_end=maxframe
|
|
bpy.context.scene.frame_current=1
|
|
anchor = bpy.data.objects.new('Empty', None)
|
|
anchor.select = True
|
|
bpy.context.scene.objects.link(anchor)
|
|
for ob in imported:
|
|
ob.parent = anchor
|
|
bpy.context.scene.update()
|
|
print ("Created a empty Object as 'Grip' where all imported Objects are parented to")
|
|
print ("To move the complete Meshes only select this empty Object and move it")
|
|
print ("All Done, have a good Day :-)\n\n")
|
|
return
|
|
|
|
def G3DSaver(filepath, context, toglest, operator):
|
|
print ("\nNow Exporting File: " + filepath)
|
|
|
|
objs = context.selected_objects
|
|
if len(objs) == 0:
|
|
objs = bpy.data.objects
|
|
|
|
#get real meshcount as len(bpy.data.meshes) holds also old meshes
|
|
meshCount = 0
|
|
for obj in objs:
|
|
if obj.type == 'MESH':
|
|
meshCount += 1
|
|
if obj.mode != 'OBJECT': # we want to be in object mode
|
|
print("ERROR: mesh not in object mode")
|
|
operator.report({'ERROR'}, "mesh not in object mode")
|
|
return -1
|
|
|
|
if meshCount == 0:
|
|
print("ERROR: no meshes found")
|
|
operator.report({'ERROR'}, "no meshes found")
|
|
return -1
|
|
|
|
fileID = open(filepath,"wb")
|
|
# G3DHeader v4
|
|
fileID.write(struct.pack("<3cB", b'G', b'3', b'D', 4))
|
|
# G3DModelHeaderv4
|
|
fileID.write(struct.pack("<HB", meshCount, 0))
|
|
# meshes
|
|
#for mesh in bpy.data.meshes:
|
|
for obj in objs:
|
|
if obj.type != 'MESH':
|
|
continue
|
|
mesh = obj.data.copy()
|
|
diffuseColor = [1.0, 1.0, 1.0]
|
|
specularColor = [0.9, 0.9, 0.9]
|
|
opacity = 1.0
|
|
textures = 0
|
|
if len(mesh.materials) > 0:
|
|
# we have a texture, hopefully
|
|
material = mesh.materials[0]
|
|
slot = material.texture_slots[0]
|
|
# only look for other textures when we have diffuse
|
|
if slot and slot.texture.type=='IMAGE' and len(mesh.uv_textures)>0:
|
|
diffuseColor = material.diffuse_color
|
|
specularColor = material.specular_color
|
|
opacity = material.alpha
|
|
textures = 1
|
|
texnames = []
|
|
texnames.append(bpy.path.basename(slot.texture.image.filepath))
|
|
# specular and normal
|
|
for i in range(1, 3):
|
|
slot = material.texture_slots[i]
|
|
if slot and slot.texture.type=='IMAGE':
|
|
texnames.append(bpy.path.basename(slot.texture.image.filepath))
|
|
textures |= 1 << i
|
|
|
|
else:
|
|
print("WARNING: first texture slot in first material isn't of type IMAGE or it's not unwrapped, texture ignored")
|
|
operator.report({'WARNING'}, "first texture slot in first material isn't of type IMAGE or it's not unwrapped, texture ignored")
|
|
#continue without texture
|
|
|
|
meshname = mesh.name
|
|
frameCount = context.scene.frame_end - context.scene.frame_start +1
|
|
realFaceCount = 0 # real face count (triangles)
|
|
indices=[] # list of indices
|
|
newverts=[] # list of vertex indices which need to be duplicated
|
|
uvlist = [] # list of texcoords
|
|
mesh.update(calc_tessface=True) # tesselate n-polygons to triangles & quads
|
|
if textures:
|
|
uvtex = mesh.tessface_uv_textures[0]
|
|
uvlist[:] = [[0]*2 for i in range(len(mesh.vertices))]
|
|
# blender allows to have multiple texcoords per vertex,
|
|
# in g3d format every vertex can only have one texcoord
|
|
# -> duplicate vertex
|
|
# the dictionary/map vdict collects all the stuff
|
|
# index to "unique" vertices from blender
|
|
# -> tuple( list of texcoords, list of indices to the duplicated vertex )
|
|
vdict = dict()
|
|
nextIndex = len(mesh.vertices)
|
|
for face in mesh.tessfaces:
|
|
# when a vertex is duplicated it gets a new index, so the
|
|
# triple of indices describing the face is different too
|
|
faceindices = []
|
|
realFaceCount += 1
|
|
uvdata = uvtex.data[face.index]
|
|
for i in range(3):
|
|
#closure, got rid of copy&paste, still looking weird
|
|
def getTexCoords():
|
|
nonlocal nextIndex, vdict, uvlist, newverts
|
|
vindex = face.vertices[i]
|
|
if vindex not in vdict: # new vertex -> add it
|
|
vdict[vindex] = [uvdata.uv[i]], [vindex]
|
|
uvlist[vindex] = uvdata.uv[i] # that's a (s,t)-pair
|
|
else:
|
|
found = False
|
|
idx = 0
|
|
for ele in vdict[vindex][0]:
|
|
if uvdata.uv[i][0] == ele[0] and uvdata.uv[i][1] == ele[1]:
|
|
found = True
|
|
break
|
|
idx += 1
|
|
if found: # same vertex and texcoord before
|
|
# it could be a different index now, the index of a new
|
|
# duplicated vertex
|
|
#vindex = vdict[vindex][1][ vdict[vindex][0].index(uvdata.uv[i]) ]
|
|
vindex = vdict[vindex][1][idx]
|
|
else: # same vertex as before but with different texcoord -> duplicate
|
|
vdict[vindex][0].append(uvdata.uv[i])
|
|
vdict[vindex][1].append(nextIndex)
|
|
|
|
# duplicate vertex because it takes part in different faces
|
|
# with different texcoords
|
|
newverts.append(vindex)
|
|
uvlist.append(uvdata.uv[i])
|
|
# new index for the duplicated vertex
|
|
vindex = nextIndex
|
|
nextIndex += 1
|
|
|
|
faceindices.append(vindex)
|
|
getTexCoords()
|
|
indices.extend(faceindices)
|
|
|
|
if len(face.vertices) == 4:
|
|
faceindices = []
|
|
realFaceCount += 1
|
|
for i in [0,2,3]:
|
|
getTexCoords()
|
|
indices.extend(faceindices)
|
|
else:
|
|
for face in mesh.tessfaces:
|
|
realFaceCount += 1
|
|
indices.extend(face.vertices[0:3])
|
|
if len(face.vertices) == 4:
|
|
realFaceCount += 1
|
|
# new face because quad got split
|
|
indices.append(face.vertices[0])
|
|
indices.append(face.vertices[2])
|
|
indices.append(face.vertices[3])
|
|
|
|
|
|
# abort when no triangles as it crashs g3dviewer
|
|
if realFaceCount == 0:
|
|
print("ERROR: no triangles found")
|
|
operator.report({'ERROR'}, "no triangles found")
|
|
fileID.close()
|
|
return -1
|
|
indexCount = realFaceCount * 3
|
|
vertexCount = len(mesh.vertices) + len(newverts)
|
|
specularPower = 9.999999 # unused, same as old exporter
|
|
properties = 0
|
|
if mesh.g3d_customColor:
|
|
properties |= 1
|
|
properties |= (255 - mesh.teamcolor_alpha) << 24
|
|
if mesh.show_double_sided:
|
|
properties |= 2
|
|
if mesh.g3d_noSelect:
|
|
properties |= 4
|
|
if mesh.g3d_glow:
|
|
properties |= 8
|
|
|
|
#MeshData
|
|
vertices = []
|
|
normals = []
|
|
fcurrent = context.scene.frame_current
|
|
for i in range(context.scene.frame_start, context.scene.frame_end+1):
|
|
context.scene.frame_set(i)
|
|
#FIXME: not sure what's better: PREVIEW or RENDER settings
|
|
m = obj.to_mesh(context.scene, True, 'RENDER')
|
|
m.transform(obj.matrix_world) # apply object-mode transformations
|
|
|
|
if toglest:
|
|
# rotate from blender to glest orientation
|
|
m.transform( Matrix( ((1,0,0,0),(0,0,1,0),(0,-1,0,0),(0,0,0,1)) ) )
|
|
# transform normals too
|
|
m.calc_normals()
|
|
|
|
for vertex in m.vertices:
|
|
vertices.extend(vertex.co)
|
|
normals.extend(vertex.normal)
|
|
|
|
# duplicate vertices and corresponding normals, for every frame
|
|
for nv in newverts:
|
|
vertices.extend(m.vertices[nv].co)
|
|
normals.extend(m.vertices[nv].normal)
|
|
|
|
context.scene.frame_set(fcurrent)
|
|
|
|
if mesh.g3d_fullyOpaque:
|
|
opacity = 1.0
|
|
|
|
# MeshHeader
|
|
fileID.write(struct.pack("<64s3I8f2I",
|
|
bytes(meshname, "ascii"),
|
|
frameCount, vertexCount, indexCount,
|
|
diffuseColor[0], diffuseColor[1], diffuseColor[2],
|
|
specularColor[0], specularColor[1], specularColor[2],
|
|
specularPower, opacity,
|
|
properties, textures
|
|
))
|
|
#Texture names
|
|
if textures: # only when we have textures
|
|
for i in range(len(texnames)):
|
|
fileID.write(struct.pack("<64s", bytes(texnames[i], "ascii")))
|
|
|
|
# see G3DMeshdataV4
|
|
vertex_format = "<%if" % int(frameCount * vertexCount * 3)
|
|
normals_format = "<%if" % int(frameCount * vertexCount * 3)
|
|
texturecoords_format = "<%if" % int(vertexCount * 2)
|
|
indices_format = "<%iI" % int(indexCount)
|
|
|
|
fileID.write(struct.pack(vertex_format, *vertices))
|
|
fileID.write(struct.pack(normals_format, *normals))
|
|
|
|
# texcoords
|
|
if textures: # only when we have textures
|
|
texcoords = []
|
|
for uv in uvlist:
|
|
texcoords.extend(uv)
|
|
fileID.write(struct.pack(texturecoords_format, *texcoords))
|
|
|
|
fileID.write(struct.pack(indices_format, *indices))
|
|
|
|
fileID.close()
|
|
return 0
|
|
|
|
|
|
#---=== Register ===
|
|
class G3DPanel(bpy.types.Panel):
|
|
#bl_idname = "OBJECT_PT_G3DPanel"
|
|
bl_label = "G3D properties"
|
|
bl_space_type = 'PROPERTIES'
|
|
bl_region_type = 'WINDOW'
|
|
bl_context = "data"
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.object is not None and context.object.type == 'MESH')
|
|
|
|
def draw(self, context):
|
|
self.layout.prop(context.object.data, "g3d_customColor")
|
|
col = self.layout.column()
|
|
col.prop(context.object.data, "teamcolor_alpha")
|
|
col.enabled = context.object.data.g3d_customColor
|
|
self.layout.prop(context.object.data, "show_double_sided", text="double sided")
|
|
self.layout.prop(context.object.data, "g3d_noSelect")
|
|
self.layout.prop(context.object.data, "g3d_fullyOpaque")
|
|
self.layout.prop(context.object.data, "g3d_glow")
|
|
|
|
class ImportG3D(bpy.types.Operator, ImportHelper):
|
|
'''Load a G3D file'''
|
|
bl_idname = "importg3d.g3d"
|
|
bl_label = "Import G3D"
|
|
|
|
filename_ext = ".g3d"
|
|
filter_glob = StringProperty(default="*.g3d", options={'HIDDEN'})
|
|
|
|
toblender = bpy.props.BoolProperty(
|
|
name="rotate to Blender orientation",
|
|
description="Rotate meshes from Glest to Blender orientation",
|
|
default=True)
|
|
|
|
def execute(self, context):
|
|
try:
|
|
G3DLoader(self.filepath, self.toblender, self)
|
|
except:
|
|
import traceback
|
|
traceback.print_exc()
|
|
|
|
return {'CANCELLED'}
|
|
|
|
return {'FINISHED'}
|
|
|
|
class ExportG3D(bpy.types.Operator, ExportHelper):
|
|
'''Save a G3D file'''
|
|
bl_idname = "exportg3d.g3d"
|
|
bl_label = "Export G3D"
|
|
|
|
filename_ext = ".g3d"
|
|
filter_glob = StringProperty(default="*.g3d", options={'HIDDEN'})
|
|
|
|
#export options
|
|
showg3d = bpy.props.BoolProperty(
|
|
name="show G3D afterwards",
|
|
description=("Run g3dviewer to show G3D after export. "
|
|
"g3dviewer needs to be in the scripts directory, "
|
|
"otherwise the associated program of .g3d is run."),
|
|
default=False)
|
|
toglest = bpy.props.BoolProperty(
|
|
name="rotate to glest orientation",
|
|
description="Rotate meshes from Blender to Glest orientation",
|
|
default=True)
|
|
|
|
def execute(self, context):
|
|
try:
|
|
res = G3DSaver(self.filepath, context, self.toglest, self)
|
|
if res==0 and self.showg3d:
|
|
print("opening g3dviewer with " + self.filepath)
|
|
scriptsdir = bpy.utils.script_path_user()
|
|
dname = os.path.dirname(self.filepath)
|
|
found = False
|
|
for f in os.listdir(scriptsdir):
|
|
if "g3dviewer" in f:
|
|
f = os.path.join(scriptsdir, f)
|
|
if os.path.isfile(f) and os.access(f, os.X_OK):
|
|
cmd = [f, self.filepath]
|
|
print(cmd)
|
|
subprocess.Popen(cmd, cwd=dname)
|
|
found = True
|
|
|
|
# try default associated program
|
|
if not found:
|
|
if os.name == 'posix':
|
|
# xdg-open is only a shell script which delegates the job to a
|
|
# desktop specific program, e.g. if DE=kde than kde-open
|
|
# needs DE environment variable set, otherwise it just throws it
|
|
# at the browser, which is not very helpful
|
|
print("running xdg-open "+self.filepath)
|
|
subprocess.Popen(['xdg-open', self.filepath], cwd=dname)
|
|
elif os.name == 'mac':
|
|
subprocess.Popen(['open', self.filepath], cwd=dname)
|
|
elif os.name == 'nt':
|
|
#os.startfile(self.filepath) # no way to change dir
|
|
subprocess.Popen(['cmd', '/C', 'start', self.filepath], cwd=dname)
|
|
|
|
except:
|
|
import traceback
|
|
traceback.print_exc()
|
|
|
|
return {'CANCELLED'}
|
|
|
|
return {'FINISHED'}
|
|
|
|
def menu_func_import(self, context):
|
|
self.layout.operator(ImportG3D.bl_idname, text="Glest 3D File (.g3d)")
|
|
|
|
def menu_func_export(self, context):
|
|
self.layout.operator(ExportG3D.bl_idname, text="Glest 3D File (.g3d)")
|
|
|
|
def register():
|
|
# custom mesh properties
|
|
bpy.types.Mesh.g3d_customColor = bpy.props.BoolProperty(
|
|
name="team color",
|
|
description="replace alpha channel of texture with team color")
|
|
bpy.types.Mesh.g3d_noSelect = bpy.props.BoolProperty(
|
|
name="non-selectable",
|
|
description="click on mesh doesn't select unit")
|
|
bpy.types.Mesh.g3d_fullyOpaque = bpy.props.BoolProperty(
|
|
name="fully opaque",
|
|
description="sets opacity to 1.0, ignoring what's set in materials")
|
|
bpy.types.Mesh.g3d_glow = bpy.props.BoolProperty(
|
|
name="glow",
|
|
description="let objects glow like particles")
|
|
bpy.types.Mesh.teamcolor_alpha = bpy.props.IntProperty(
|
|
name="team color alpha",
|
|
description="set the transparency of the teamcolor part of the texture only",
|
|
default=0,
|
|
min=0, max=2**8-1)
|
|
|
|
bpy.utils.register_module(__name__)
|
|
|
|
bpy.types.INFO_MT_file_import.append(menu_func_import)
|
|
bpy.types.INFO_MT_file_export.append(menu_func_export)
|
|
|
|
|
|
def unregister():
|
|
bpy.utils.unregister_module(__name__)
|
|
|
|
bpy.types.INFO_MT_file_import.remove(menu_func_import)
|
|
bpy.types.INFO_MT_file_export.remove(menu_func_export)
|
|
|
|
if __name__ == '__main__':
|
|
register()
|
|
# main()
|
|
|
|
#for obj in bpy.data.objects:
|
|
# if obj.type == 'MESH':
|
|
# obj.select = True
|
|
# bpy.ops.object.delete()
|
|
#G3DLoader("import.g3d", True, None)
|
|
|
|
#for obj in bpy.context.selected_objects:
|
|
# obj.select = False # deselect everything, so we get it all
|
|
#G3DSaver("test.g3d", bpy.context)
|
|
|