new blender exporter from GAE for blender 2.63 and later
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# -*- 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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#};
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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, only 0x1 is currently used, indicating that there is a diffuse texture in this mesh.
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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. In practice since Glest only uses 1 texture for each mesh the number of texture names should be 0 or 1.
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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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"author": "various, see head of script",
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"version": (0, 5, 1),
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"blender": (2, 63, 0),
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#"api": 36079,
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"location": "File > Import-Export",
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"description": "Import/Export .g3d file",
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"warning": "",
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"wiki_url": "",
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"tracker_url": "",
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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 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
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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.texturefilename = None
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else:
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self.texturefilename = "".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 __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 flag
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if self.properties & 1: #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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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.textures & 1: #PropertyBit is Mesh Textured ?
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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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self.texturefilename = "".join([str(x, "ascii") for x in data[0:-1] if x[0] < 127 ])
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self.hastexture = True
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else:
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self.hastexture = False
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self.texturefilename = None
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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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def createMesh(filename,header,data): #Create a Mesh inside Blender
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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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image = None
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if header.hastexture: #Load Texture when assigned
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texturefile = dirname(filename)+os.sep+header.texturefilename
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image = bpy.data.images.load(texturefile) #load_image(texturefile, dirname(filename))
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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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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.faces.add(len(faces)//4)
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mesh.faces.foreach_set("vertices_raw", faces)
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mesh.faces.foreach_set("use_smooth", [True] * len(mesh.faces))
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mesh.show_double_sided = header.istwosided
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mesh.update_tag()
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mesh.update() #Update changes to Mesh
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#===================================================================================================
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#Material Setup
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#===================================================================================================
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if header.hastexture:
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materialname = "pskmat"
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materials = []
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texture = bpy.data.textures.new(name=header.texturefilename,type='IMAGE')
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texture.image = image
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matdata = bpy.data.materials.new(materialname + '1')
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slot = matdata.texture_slots.add()
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slot.texture = texture
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slot.texture_coords = 'UV'
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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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matdata.use_face_texture_alpha = header.customalpha
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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.uv_textures.new(name=psktexname)
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if (len(faceuv) > 0):
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for countm in range(len(mesh.uv_textures)):
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mesh.update()
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uvtex = mesh.uv_textures[countm] #add one uv texture
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mesh.update()
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for i, face in enumerate(mesh.faces):
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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 = image
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else:
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blender_tface.uv1 = [0,0]
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blender_tface.uv2 = [0,0]
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blender_tface.uv3 = [0,0]
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mesh.update()
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imported.append(meshobj) #Add to Imported Objects
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sk = meshobj.shape_key_add()
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#mesh.shape_keys.use_relative = False
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#sk.interpolation = 'KEY_LINEAR'
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for x in range(1,header.framecount): #Put in Vertex Positions for Keyanimation
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#print("Frame"+str(x))
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sk = meshobj.shape_key_add()
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for i in range(0,header.vertexcount*3,3):
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sk.data[i//3].co[0]= data.vertices[x*header.vertexcount*3 + i]
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sk.data[i//3].co[1]= data.vertices[x*header.vertexcount*3 + i +1]
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sk.data[i//3].co[2]= data.vertices[x*header.vertexcount*3 + i +2]
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#meshobj.keyframe_insert("location",-1, frame=(x+1))
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#meshobj.keyframe_insert(data_path="data.vertices", frame=(x+1))
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mesh.update()
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return
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###########################################################################
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# Import
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###########################################################################
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def G3DLoader(filepath): #Main Import Routine
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global imported, sceneID
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print ("\nNow Importing File: " + filepath)
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fileID = open(filepath,"rb")
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header = G3DHeader(fileID)
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print ("\nHeader ID : " + header.id)
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print ("Version : " + str(header.version))
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if header.id != "G3D":
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print ("This is Not a G3D Model File")
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fileID.close
|
||||
return
|
||||
if header.version not in (3, 4):
|
||||
print ("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.texturefilename))
|
||||
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)
|
||||
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 ("properties : " + str(meshheader.properties))
|
||||
print ("textures : " + str(meshheader.textures))
|
||||
print ("texturename : " + str(meshheader.texturefilename))
|
||||
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)
|
||||
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, 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
|
||||
|
||||
if meshCount == 0:
|
||||
print("ERROR: no meshes found")
|
||||
operator.report({'ERROR'}, "no meshes found")
|
||||
return
|
||||
|
||||
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]
|
||||
if material.active_texture.type=='IMAGE' and len(mesh.uv_textures)>0:
|
||||
diffuseColor = material.diffuse_color
|
||||
specularColor = material.specular_color
|
||||
opacity = material.alpha
|
||||
textures = 1
|
||||
texname = bpy.path.basename(material.active_texture.image.filepath)
|
||||
else:
|
||||
print("WARNING: active texture in first material isn't of type IMAGE or it's not unwrapped, texture ignored")
|
||||
operator.report({'WARNING'}, "active texture 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
|
||||
#Real face count (triangles)
|
||||
realFaceCount = 0
|
||||
indices=[]
|
||||
newverts=[]
|
||||
mesh.calc_tessface() # tesselate n-polygons to triangles and quads
|
||||
if textures == 1:
|
||||
uvtex = mesh.tessface_uv_textures[0]
|
||||
uvlist = []
|
||||
uvlist[:] = [[0]*2 for i in range(len(mesh.vertices))]
|
||||
s = set()
|
||||
for face in mesh.tessfaces:
|
||||
faceindices = [] # we create new faces when duplicating vertices
|
||||
realFaceCount += 1
|
||||
uvdata = uvtex.data[face.index]
|
||||
for i in range(3):
|
||||
vindex = face.vertices[i]
|
||||
if vindex not in s:
|
||||
s.add(vindex)
|
||||
uvlist[vindex] = uvdata.uv[i]
|
||||
elif uvlist[vindex] != uvdata.uv[i]:
|
||||
# duplicate vertex because it takes part in different faces
|
||||
# with different texcoords
|
||||
newverts.append(vindex)
|
||||
uvlist.append(uvdata.uv[i])
|
||||
#FIXME: probably better with some counter
|
||||
vindex = len(mesh.vertices) + len(newverts) -1
|
||||
|
||||
faceindices.append(vindex)
|
||||
indices.extend(faceindices)
|
||||
|
||||
#FIXME: stupid copy&paste
|
||||
if len(face.vertices) == 4:
|
||||
faceindices = []
|
||||
realFaceCount += 1
|
||||
for i in [0,2,3]:
|
||||
vindex = face.vertices[i]
|
||||
if vindex not in s:
|
||||
s.add(vindex)
|
||||
uvlist[vindex] = uvdata.uv[i]
|
||||
elif uvlist[vindex] != uvdata.uv[i]:
|
||||
# duplicate vertex because it takes part in different faces
|
||||
# with different texcoords
|
||||
newverts.append(vindex)
|
||||
uvlist.append(uvdata.uv[i])
|
||||
#FIXME: probably better with some counter
|
||||
vindex = len(mesh.vertices) + len(newverts) -1
|
||||
|
||||
faceindices.append(vindex)
|
||||
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")
|
||||
return
|
||||
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
|
||||
if mesh.show_double_sided:
|
||||
properties |= 2
|
||||
if mesh.g3d_noSelect:
|
||||
properties |= 4
|
||||
|
||||
#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
|
||||
for vertex in m.vertices:
|
||||
vertices.extend(vertex.co)
|
||||
normals.extend(vertex.normal)
|
||||
|
||||
for nv in newverts:
|
||||
vertices.extend(m.vertices[nv].co)
|
||||
normals.extend(m.vertices[nv].normal)
|
||||
|
||||
context.scene.frame_set(fcurrent)
|
||||
|
||||
# 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 == 1: # only when we have one
|
||||
fileID.write(struct.pack("<64s", bytes(texname, "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 == 1: # only when we have one
|
||||
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
|
||||
|
||||
|
||||
#---=== 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", text="team color")
|
||||
self.layout.prop(context.object.data, "show_double_sided", text="double sided")
|
||||
self.layout.prop(context.object.data, "g3d_noSelect", text="non-selectable")
|
||||
|
||||
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'})
|
||||
|
||||
def execute(self, context):
|
||||
try:
|
||||
G3DLoader(**self.as_keywords(ignore=("filter_glob",)))
|
||||
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'})
|
||||
|
||||
def execute(self, context):
|
||||
try:
|
||||
G3DSaver(self.filepath, context, self)
|
||||
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()
|
||||
bpy.types.Mesh.g3d_noSelect = bpy.props.BoolProperty()
|
||||
|
||||
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()
|
||||
|
||||
#G3DLoader("import.g3d")
|
||||
#for obj in bpy.context.selected_objects:
|
||||
# obj.select = False # deselect everything, so we get it all
|
||||
#G3DSaver("test.g3d", bpy.context)
|
||||
|
Loading…
Reference in New Issue