meshes can glow
This commit is contained in:
parent
14f04c5c35
commit
b3cf4bf1fd
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@ -72,6 +72,7 @@ private:
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bool twoSided;
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bool customColor;
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bool noSelect;
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bool glow;
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uint32 textureFlags;
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@ -133,6 +134,7 @@ public:
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bool getTwoSided() const {return twoSided;}
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bool getCustomTexture() const {return customColor;}
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bool getNoSelect() const {return noSelect;}
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bool getGlow() const {return glow;}
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string getName() const {return name;}
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uint32 getTextureFlags() const { return textureFlags; }
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@ -43,7 +43,8 @@ enum ModelType{
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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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mpfNoSelect= 4,
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mpfGlow= 8
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};
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enum MeshTexture{
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@ -175,6 +175,12 @@ void ModelRendererGl::renderMesh(Mesh *mesh,int renderMode) {
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glEnable(GL_CULL_FACE);
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}
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if(renderMode==rmNormal && mesh->getGlow()==true){
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// glow on
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glDisable(GL_LIGHTING);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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}
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if(this->colorPickingMode == false) {
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//set color
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if(renderColors) {
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@ -324,6 +330,12 @@ void ModelRendererGl::renderMesh(Mesh *mesh,int renderMode) {
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glDrawRangeElements(GL_TRIANGLES, 0, vertexCount-1, indexCount, GL_UNSIGNED_INT, mesh->getIndices());
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}
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// glow
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if(renderMode==rmNormal && mesh->getGlow()==true){
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// glow off
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glEnable(GL_LIGHTING);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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//assertions
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assertGl();
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}
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@ -225,6 +225,7 @@ Mesh::Mesh() {
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twoSided= false;
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customColor= false;
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noSelect= false;
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glow= false;
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textureFlags=0;
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@ -446,6 +447,7 @@ void Mesh::loadV2(int meshIndex, const string &dir, FILE *f, TextureManager *tex
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twoSided= false;
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customColor= false;
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noSelect= false;
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glow= false;
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if(SystemFlags::VERBOSE_MODE_ENABLED) printf("Load v2, this = %p Found meshHeader.hasTexture = %d, texName [%s] mtDiffuse = %d meshIndex = %d modelFile [%s]\n",this,meshHeader.hasTexture,toLower(reinterpret_cast<char*>(meshHeader.texName)).c_str(),mtDiffuse,meshIndex,modelFile.c_str());
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@ -586,6 +588,7 @@ void Mesh::loadV3(int meshIndex, const string &dir, FILE *f,
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twoSided= (meshHeader.properties & mp3TwoSided) != 0;
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customColor= (meshHeader.properties & mp3CustomColor) != 0;
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noSelect = false;
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glow = false;
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textureFlags= 0;
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if((meshHeader.properties & mp3NoTexture) != mp3NoTexture) {
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@ -781,6 +784,7 @@ void Mesh::load(int meshIndex, const string &dir, FILE *f, TextureManager *textu
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customColor= (meshHeader.properties & mpfCustomColor) != 0;
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twoSided= (meshHeader.properties & mpfTwoSided) != 0;
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noSelect= (meshHeader.properties & mpfNoSelect) != 0;
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glow= (meshHeader.properties & mpfGlow) != 0;
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//material
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diffuseColor= Vec3f(meshHeader.diffuseColor);
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@ -900,6 +904,9 @@ void Mesh::save(int meshIndex, const string &dir, FILE *f, TextureManager *textu
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if(noSelect) {
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meshHeader.properties |= mpfNoSelect;
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}
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if(glow) {
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meshHeader.properties |= mpfGlow;
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}
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meshHeader.textures = textureFlags;
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fwrite(&meshHeader, sizeof(MeshHeader), 1, f);
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@ -1532,6 +1539,7 @@ void Mesh::copyInto(Mesh *dest, bool ignoreInterpolationData,
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dest->twoSided = this->twoSided;
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dest->customColor = this->customColor;
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dest->noSelect = this->noSelect;
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dest->glow = this->glow;
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dest->textureFlags = this->textureFlags;
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@ -1605,6 +1613,7 @@ void Model::autoJoinMeshFrames() {
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string("_") + intToStr(mesh.getCustomTexture()) +
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string("_") + intToStr(mesh.getNoSelect()) +
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string("_") + floatToStr(mesh.getOpacity()) +
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string("_") + floatToStr(mesh.getGlow()) +
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string("_") + mesh.getDiffuseColor().getString() +
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string("_") + mesh.getSpecularColor().getString() +
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string("_") + floatToStr(mesh.getSpecularPower());
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File diff suppressed because it is too large
Load Diff
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@ -1,729 +0,0 @@
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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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# Updated Jan 2011 by Mark Vejvoda (SoftCoder) to properly import animations
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# from G3D into Blender
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#
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# Started Date: 07 June 2005 Put Public 20 June 2005
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# Ver: 0.01 Beta Exporter ripped off because work in Progress
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# Distributed under the GNU PUBLIC LICENSE for www.megaglest.org and glest.org
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###########################################################################
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#NOTE:
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# Copy this Script AND g3d_logo.png into .Blender\scripts
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# directory then start inside blender Scripts window
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# "Update Menus" after that this Script here is accesible
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# as 'Wizards' G3d Fileformat Im/Exporter
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#ToDo:
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#Exporter Bughunt he will be rejoined next release
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#Maybe Integrate UV Painter to Generate UVMaps from Blender Material and procedural Textures
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#will be nice to paint wireframe too, so that one can easyly load into Paintprogram and see where to paint
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#(Already possible through Blender functions so at the end of the list :-) )
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###########################################################################
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bl_info = {
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"name": "MegaGlest G3D Fileformat Import/Exporter",
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"description": "Imports and Exports the Glest fileformat V3/V4 (.g3d)",
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"author": "Andreas Becker, Mark Vejvoda, William Zheng",
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"version": (1,1),
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"blender": (2, 5, 7),
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"api": 35622,
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'location': 'File > Import-Export',
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"warning": '',
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"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
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"Scripts/Import-Export/MegaGlest_G3D",
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"tracker_url": "http://projects.blender.org/tracker/index.php?"\
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"func=detail&aid=<number>",
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"category": "Import-Export"
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}
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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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mpfTwoSided= 1,
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mpfCustomColor= 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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###########################################################################
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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 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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import bpy
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from bpy.props import StringProperty
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from io_utils import ImportHelper, ExportHelper
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import mathutils
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import math
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import re
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from string import *
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from struct import *
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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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###########################################################################
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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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#print(type(data)); print(repr(data))
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#self.id = bytes(data[0]).decode() + bytes(data[1]).decode() + bytes(data[2]).decode()
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self.id = ''.join(item.decode() for item in data[0:3])
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#self.id = data[0:3]
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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.texturefilepath = None
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else:
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self.texturefilepath = "".join([x.decode("ascii", "ignore") for x in data[7:-1] if x.decode("ascii", "ignore") in string.printable])
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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([x.decode("ascii", "ignore") for x in data[0:64] if x.decode("ascii", "ignore") in string.printable]) #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 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 & 2: #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.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.texturefilepath = "".join([x.decode("ascii", "ignore") for x in data[0:-1] if x.decode("ascii", "ignore") in string.printable])
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self.hastexture = True
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else:
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self.hastexture = False
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self.texturefilepath = 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(filepath,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,mesh) #New Object for the new Mesh
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#meshobj.link(mesh) #Link the Mesh to the Object
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sceneID.objects.link (meshobj) #Link the Object to the actual Scene
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uvcoords = []
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if header.hastexture: #Load Texture when assigned
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texturefile = dirname(filepath)+os.sep+header.texturefilepath
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texture = bpy.data.images.load(texturefile)
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#mesh.hasFaceUV(1) #Because has Texture must have UV Coordinates
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#mesh.hasVertexUV(1) #UV for each Vertex not only for Face
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for x in range(0,len(data.texturecoords),2): #Prepare the UVs
|
||||
uvcoords.append((data.texturecoords[x],data.texturecoords[x+1]))
|
||||
else: #Has no Texture
|
||||
texture = None
|
||||
#mesh.hasFaceUV(0)
|
||||
if header.isv4:
|
||||
mesh.col(int(255*header.diffusecolor[0]),int(255*header.diffusecolor[1]),int(255*header.diffusecolor[2]),int(255*header.opacity))
|
||||
if header.istwosided:
|
||||
#mesh.setMode("TwoSided","AutoSmooth") #Added Autosmooth because i think it does no harm
|
||||
mesh.show_double_sided = True
|
||||
mesh.use_auto_smooth = True
|
||||
else: #I wonder why TwoSided here takes no effect on Faces ??
|
||||
mesh.use_auto_smooth = True #Same here
|
||||
y=0
|
||||
|
||||
mesh.vertices.add(header.vertexcount)
|
||||
vertexIndex=0;
|
||||
|
||||
for x in range(0,header.vertexcount*3,3): #Get the Vertices and Normals into empty Mesh
|
||||
#and load UV coords when needed per Vertex
|
||||
mesh.vertices[vertexIndex].co[0] = data.vertices[x]
|
||||
mesh.vertices[vertexIndex].co[1] = data.vertices[x+1]
|
||||
mesh.vertices[vertexIndex].co[2] = data.vertices[x+2]
|
||||
mesh.vertices[vertexIndex].normal[0] = data.normals[x]
|
||||
mesh.vertices[vertexIndex].normal[1] = data.normals[x+1]
|
||||
mesh.vertices[vertexIndex].normal[2] = data.normals[x+2]
|
||||
#if header.hastexture: ###Have to Check this per Vertex UV### may not be needed
|
||||
# vertex.uvco[0] = data.texturecoords[y] ###but seems to do no harm :-)###
|
||||
# vertex.uvco[1] = data.texturecoords[y+1]
|
||||
#mesh.verts.append(vertex)
|
||||
y= y+2
|
||||
vertexIndex = vertexIndex + 1
|
||||
|
||||
mesh.faces.add(len(data.indices))
|
||||
faceIndex=0;
|
||||
|
||||
for i in range(0,len(data.indices),3): #Build Faces into Mesh
|
||||
# face = NMesh.Face()
|
||||
mesh.faces[faceIndex].use_smooth = 1
|
||||
|
||||
#print(type(data.indices[i])); print(repr(data.indices[i]))
|
||||
#print(type(mesh.vertices[data.indices[i]])); print(repr(mesh.vertices[data.indices[i]]))
|
||||
#print(type(mesh.vertices[data.indices[i]].co[0])); print(repr(mesh.vertices[data.indices[i]].co[0]))
|
||||
#print(type(mesh.faces[faceIndex].vertices[0])); print(repr(mesh.faces[faceIndex].vertices[0]))
|
||||
|
||||
mesh.faces[faceIndex].vertices[0] = mesh.vertices[data.indices[i]].index
|
||||
mesh.faces[faceIndex].vertices[1] = mesh.vertices[data.indices[i+1]].index
|
||||
mesh.faces[faceIndex].vertices[2] = mesh.vertices[data.indices[i+2]].index
|
||||
if header.hastexture: #Put UV in Faces too and assign Texture when textured
|
||||
mesh.uv_textures.new()
|
||||
tface = mesh.uv_textures[0].data[faceIndex]
|
||||
tface.uv1 = uvcoords[data.indices[i]]
|
||||
tface.uv2 = uvcoords[data.indices[i+1]]
|
||||
tface.uv3 = uvcoords[data.indices[i+2]]
|
||||
tface.image = texture
|
||||
tface.use_image = True
|
||||
if header.istwosided: #Finaly found out how it works :-)
|
||||
tface.use_twoside = True
|
||||
|
||||
# face.uv.append(uvcoords[data.indices[i]])
|
||||
# face.uv.append(uvcoords[data.indices[i+1]])
|
||||
# face.uv.append(uvcoords[data.indices[i+2]])
|
||||
# face.image = texture
|
||||
#if header.istwosided: #Finaly found out how it works :-)
|
||||
# face.mode |= NMesh.FaceModes['TWOSIDE'] #Really Bad documented this works to set all modes
|
||||
# mesh.faces.append(face)
|
||||
faceIndex = faceIndex + 1
|
||||
|
||||
mesh.update() #Update changes to Mesh
|
||||
#objdata = meshobj.data #Access Data of the Meshobject only the Obj has Key/IPOData
|
||||
imported.append(meshobj) #Add to Imported Objects
|
||||
for x in range(header.framecount): #Put in Vertex Positions for Keyanimation
|
||||
for i in range(0,header.vertexcount*3,3):
|
||||
vertexIndex = int(i/3)
|
||||
dataIndex = x*header.vertexcount*3 + i
|
||||
|
||||
#print(type(vertexIndex)); print(repr(vertexIndex))
|
||||
#print(type(dataIndex)); print(repr(dataIndex))
|
||||
#print(type(mesh.vertices[vertexIndex].co[0])); print(repr(mesh.vertices[vertexIndex].co[0]))
|
||||
#print(type(data.vertices[dataIndex])); print(repr(data.vertices[dataIndex]))
|
||||
|
||||
mesh.vertices[vertexIndex].co[0] = data.vertices[dataIndex]
|
||||
mesh.vertices[vertexIndex].co[1] = data.vertices[dataIndex +1]
|
||||
mesh.vertices[vertexIndex].co[2] = data.vertices[dataIndex +2]
|
||||
#objdata.verts[i/3].co[0]= data.vertices[x*header.vertexcount*3 + i]
|
||||
#objdata.verts[i/3].co[1]= data.vertices[x*header.vertexcount*3 + i +1]
|
||||
#objdata.verts[i/3].co[2]= data.vertices[x*header.vertexcount*3 + i +2 ]
|
||||
#objdata.update()
|
||||
mesh.update()
|
||||
#mesh.insertKey(x+1,"absolute")
|
||||
shape_key = meshobj.shape_key_add()
|
||||
|
||||
#Blender.Set("curframe",x)
|
||||
sceneID.frame_current = x
|
||||
|
||||
# Make the keys animate in the 3d view.
|
||||
#key = mesh.key
|
||||
#key.relative = False
|
||||
bpy.data.shape_keys[0].use_relative = False
|
||||
|
||||
# Add an IPO to teh Key
|
||||
#ipo = Blender.Ipo.New('Key', 'md2')
|
||||
#key.ipo = ipo
|
||||
# Add a curve to the IPO
|
||||
#curve = ipo.addCurve('Basis')
|
||||
#curve = bpy.data.curves.new('Key',CURVE)
|
||||
|
||||
# Add 2 points to cycle through the frames.
|
||||
#curve.append((1, 0))
|
||||
#curve.append((header.framecount, (header.framecount-1)/10.0))
|
||||
#curve.interpolation = Blender.IpoCurve.InterpTypes.LINEAR
|
||||
|
||||
return
|
||||
###########################################################################
|
||||
# Import
|
||||
###########################################################################
|
||||
def G3DLoader(filepath): #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("This is Not a G3D Model File")
|
||||
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 = 0 #Must leave Editmode when active
|
||||
if bpy.context.mode == 'EDIT': in_editmode = 1
|
||||
if in_editmode: bpy.ops.object.editmode_toggle()
|
||||
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=str(Blender.sys.makename(filepath,"",1)) #Generate the Base filepath without Path + extension
|
||||
basename="g3d_mesh"
|
||||
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.texturefilepath))
|
||||
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
|
||||
print("Imported Objects: ", imported)
|
||||
sceneID.frame_start = 1 #Yeah finally found this Options :-)
|
||||
sceneID.frame_end = maxframe #Set it correctly to the last Animationstep :-))))
|
||||
sceneID.frame_current = 1 #Why the Heck are the above Options not here accessible ????
|
||||
anchor = bpy.data.objects.new(basename,None) #Build an "empty" to Parent all meshes to it for easy handling
|
||||
sceneID.objects.link(anchor) #Link it to current Scene
|
||||
#anchor.makeParent(imported) #Make it Parent for all imported Meshes
|
||||
anchor.select = True #Select it
|
||||
if in_editmode: bpy.ops.object.editmode_toggle() # Be nice and restore Editmode when was active
|
||||
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 = False
|
||||
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 : ", meshheader.diffusecolor)
|
||||
print("specularcolor : ", meshheader.specularcolor)
|
||||
print("specularpower : ", meshheader.specularpower)
|
||||
print("opacity : ", meshheader.opacity)
|
||||
print("properties : ", str(meshheader.properties))
|
||||
print("textures : ", str(meshheader.textures))
|
||||
print("texturename : ", str(meshheader.texturefilepath))
|
||||
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
|
||||
sceneID.frame_start = 1 #Yeah finally found this Options :-)
|
||||
sceneID.frame_end = maxframe #Set it correctly to the last Animationstep :-))))
|
||||
sceneID.frame_current = 1 #Why the Heck are the above Options not here accessible ????
|
||||
anchor = bpy.data.objects.new(basename,None) #Build an "empty" to Parent all meshes to it for easy handling
|
||||
sceneID.objects.link(anchor) #Link it to current Scene
|
||||
#anchor.parent = imported #Make it Parent for all imported Meshes
|
||||
anchor.select = True #Select it
|
||||
if in_editmode: bpy.ops.object.editmode_toggle() # Be nice and restore Editmode when was active
|
||||
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):
|
||||
print ("\nNow Exporting File: " + filepath)
|
||||
fileID = open(filepath,"wb")
|
||||
|
||||
# G3DHeader v4
|
||||
fileID.write(struct.pack("<3cB", b'G', b'3', b'D', 4))
|
||||
#get real meshcount as len(bpy.data.meshes) holds also old meshes
|
||||
meshCount = 0
|
||||
for obj in bpy.data.objects:#context.selected_objects:
|
||||
if obj.type == 'MESH':
|
||||
meshCount += 1
|
||||
# G3DModelHeaderv4
|
||||
fileID.write(struct.pack("<HB", meshCount, 0))
|
||||
# meshes
|
||||
#for mesh in bpy.data.meshes:
|
||||
for obj in bpy.data.objects:#context.selected_objects:
|
||||
if obj.type != 'MESH':
|
||||
continue
|
||||
mesh = obj.data
|
||||
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':
|
||||
diffuseColor = material.diffuse_color
|
||||
specularColor = material.specular_color
|
||||
opacity = material.alpha
|
||||
textures = 1
|
||||
texname = bpy.path.basename(material.active_texture.image.filepath)
|
||||
else:
|
||||
#FIXME: needs warning in gui
|
||||
print("active texture in first material isn't of type IMAGE")
|
||||
|
||||
meshname = mesh.name
|
||||
frameCount = context.scene.frame_end - context.scene.frame_start +1
|
||||
#Real face count (only use triangle)
|
||||
realFaceCount = 0
|
||||
indices=[]
|
||||
newverts=[]
|
||||
if textures == 1:
|
||||
uvtex = mesh.uv_textures[0]
|
||||
uvlist = []
|
||||
uvlist[:] = [[0]*2 for i in range(len(mesh.vertices))]
|
||||
s = set()
|
||||
for face in mesh.faces:
|
||||
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.faces:
|
||||
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])
|
||||
|
||||
|
||||
#FIXME: abort when no triangles as it crashs g3dviewer
|
||||
if realFaceCount == 0:
|
||||
print("no triangles found")
|
||||
indexCount = realFaceCount * 3
|
||||
vertexCount = len(mesh.vertices) + len(newverts)
|
||||
specularPower = 9.999999 # unused, same as old exporter
|
||||
properties = 0
|
||||
if mesh.show_double_sided:
|
||||
properties |= 1
|
||||
if textures==1 and mesh.materials[0].use_face_texture_alpha:
|
||||
properties |= 2
|
||||
|
||||
#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: this is hacky
|
||||
if obj.find_armature() == None:
|
||||
m = mesh.copy()
|
||||
m.transform(obj.matrix_world)
|
||||
else:
|
||||
#FIXME: not sure what's better: PREVIEW or RENDER settings
|
||||
m = obj.to_mesh(context.scene, True, 'RENDER')
|
||||
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 ImportG3D(bpy.types.Operator, ImportHelper):
|
||||
'''Import from G3D file format (.g3d)'''
|
||||
bl_idname = "import_mg.g3d"
|
||||
bl_label = "Import G3D files"
|
||||
|
||||
filepath_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):
|
||||
'''Export to G3D file format (.g3d)'''
|
||||
bl_idname = "export_mg.g3d"
|
||||
bl_label = "Export G3D files"
|
||||
|
||||
filename_ext = ".g3d"
|
||||
filter_glob = StringProperty(default="*.g3d", options={'HIDDEN'})
|
||||
|
||||
def execute(self, context):
|
||||
try:
|
||||
G3DSaver(self.filepath, context)
|
||||
except:
|
||||
import traceback
|
||||
traceback.print_exc()
|
||||
|
||||
return {'CANCELLED'}
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
def menu_func_import(self, context):
|
||||
self.layout.operator(ImportG3D.bl_idname, text="MegaGlest 3D File (.g3d)")
|
||||
|
||||
def menu_func_export(self, context):
|
||||
self.layout.operator(ExportG3D.bl_idname, text="MegaGlest 3D File (.g3d)")
|
||||
|
||||
def register():
|
||||
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()
|
||||
|
|
@ -1,700 +0,0 @@
|
|||
# -*- coding: utf-8 -*-
|
||||
|
||||
###########################################################################
|
||||
# Glest Model / Texture / UV / Animation Importer and Exporter
|
||||
# for the Game Glest that u can find http://www.glest.org
|
||||
# copyright 2005 By Andreas Becker (seltsamuel@yahoo.de)
|
||||
#
|
||||
# 2011/05/25: v0.1 alpha1
|
||||
# modified by William Zheng for Blender 2.57(loveheaven_zhengwei@hotmail.com)
|
||||
#
|
||||
# Started Date: 07 June 2005 Put Public 20 June 2005
|
||||
# Distributed under the GNU PUBLIC LICENSE
|
||||
#"""
|
||||
#Here an explanation of the V4 Format found at www.glest.org
|
||||
#================================
|
||||
#1. DATA TYPES
|
||||
#================================
|
||||
#G3D files use the following data types:
|
||||
#uint8: 8 bit unsigned integer
|
||||
#uint16: 16 bit unsigned integer
|
||||
#uint32: 32 bit unsigned integer
|
||||
#float32: 32 bit floating point
|
||||
#================================
|
||||
#2. OVERALL STRUCTURE
|
||||
#================================
|
||||
#- File header
|
||||
#- Model header
|
||||
#- Mesh header
|
||||
#- Texture names
|
||||
#- Mesh data
|
||||
#================================
|
||||
#2. FILE HEADER
|
||||
#================================
|
||||
#Code:
|
||||
#struct FileHeader{
|
||||
# uint8 id[3];
|
||||
# uint8 version;
|
||||
#};
|
||||
#This header is shared among all the versions of G3D, it identifies this file as a G3D model and provides information of the version.
|
||||
#id: must be "G3D"
|
||||
#version: must be 4, in binary (not '4')
|
||||
#================================
|
||||
#3. MODEL HEADER
|
||||
#================================
|
||||
#Code:
|
||||
#struct ModelHeader{
|
||||
# uint16 meshCount;
|
||||
# uint8 type;
|
||||
#};
|
||||
#meshCount: number of meshes in this model
|
||||
#type: must be 0
|
||||
#================================
|
||||
#4. MESH HEADER
|
||||
#================================
|
||||
#There is a mesh header for each mesh, there must be "meshCount" headers in a file but they are not consecutive, texture names and mesh data are stored in between.
|
||||
#Code:
|
||||
#struct MeshHeader{
|
||||
# uint8 name[64];
|
||||
# uint32 frameCount;
|
||||
# uint32 vertexCount;
|
||||
# uint32 indexCount;
|
||||
# float32 diffuseColor[3];
|
||||
# float32 specularColor[3];
|
||||
# float32 specularPower;
|
||||
# float32 opacity;
|
||||
# uint32 properties;
|
||||
# uint32 textures;
|
||||
#};
|
||||
#name: name of the mesh
|
||||
#frameCount: number of keyframes in this mesh
|
||||
#vertexCount: number of vertices in each frame
|
||||
#indexCount: number of indices in this mesh (the number of triangles is indexCount/3)
|
||||
#diffuseColor: RGB diffuse color
|
||||
#specularColor: RGB specular color (currently unused)
|
||||
#specularPower: specular power (currently unused)
|
||||
##properties: property flags
|
||||
#Code:
|
||||
#enum MeshPropertyFlag{
|
||||
# mpfTwoSided= 1,
|
||||
# mpfCustomColor= 2,
|
||||
#};
|
||||
#mpfTwoSided: meshes in this mesh are rendered by both sides, if this flag is not present only "counter clockwise" faces are rendered
|
||||
#mpfCustomColor: alpha in this model is replaced by a custom color, usually the player color
|
||||
#textures: texture flags, only 0x1 is currently used, indicating that there is a diffuse texture in this mesh.
|
||||
#================================
|
||||
#4. TEXTURE NAMES
|
||||
#================================
|
||||
#A list of uint8[64] texture name values. One for each texture in the mesh. If there are no textures in the mesh no texture names are present. In practice since Glest only uses 1 texture for each mesh the number of texture names should be 0 or 1.
|
||||
#================================
|
||||
#5. MESH DATA
|
||||
#================================
|
||||
#After each mesh header and texture names the mesh data is placed.
|
||||
#vertices: frameCount * vertexCount * 3, float32 values representing the x, y, z vertex coords for all frames
|
||||
#normals: frameCount * vertexCount * 3, float32 values representing the x, y, z normal coords for all frames
|
||||
#texture coords: vertexCount * 2, float32 values representing the s, t tex coords for all frames (only present if the mesh has 1 texture at least)
|
||||
#indices: indexCount, uint32 values representing the indices
|
||||
###########################################################################
|
||||
|
||||
bl_info = {
|
||||
"name": "G3D Mesh Import/Export",
|
||||
"author": "William Zheng (corrected by MrPostiga)",
|
||||
"version": (0, 1, 1),
|
||||
"blender": (2, 6, 0),
|
||||
"api": 36079,
|
||||
"location": "File > Import-Export",
|
||||
"description": "Import/Export .g3d file",
|
||||
"warning": "",
|
||||
"wiki_url": "",
|
||||
"tracker_url": "",
|
||||
"category": "Import-Export"}
|
||||
###########################################################################
|
||||
# Importing Structures needed (must later verify if i need them really all)
|
||||
###########################################################################
|
||||
import bpy
|
||||
from bpy.props import StringProperty
|
||||
from bpy_extras.image_utils import load_image
|
||||
from bpy_extras.io_utils import ImportHelper, ExportHelper
|
||||
|
||||
import sys, struct, string, types
|
||||
from types import *
|
||||
import os
|
||||
from os import path
|
||||
from os.path import dirname
|
||||
###########################################################################
|
||||
# Variables that are better Global to handle
|
||||
###########################################################################
|
||||
imported = [] #List of all imported Objects
|
||||
toexport = [] #List of Objects to export (actually only meshes)
|
||||
sceneID = None #Points to the active Blender Scene
|
||||
def unpack_list(list_of_tuples):
|
||||
l = []
|
||||
for t in list_of_tuples:
|
||||
l.extend(t)
|
||||
return l
|
||||
###########################################################################
|
||||
# Declaring Structures of G3D Format
|
||||
###########################################################################
|
||||
class G3DHeader: #Read first 4 Bytes of file should be G3D + Versionnumber
|
||||
binary_format = "<3cB"
|
||||
def __init__(self, fileID):
|
||||
temp = fileID.read(struct.calcsize(self.binary_format))
|
||||
data = struct.unpack(self.binary_format,temp)
|
||||
self.id = str(data[0]+data[1]+data[2], "utf-8")
|
||||
self.version = data[3]
|
||||
|
||||
class G3DModelHeaderv3: #Read Modelheader in V3 there is only the number of Meshes in file
|
||||
binary_format = "<I"
|
||||
def __init__(self, fileID):
|
||||
temp = fileID.read(struct.calcsize(self.binary_format))
|
||||
data = struct.unpack(self.binary_format,temp)
|
||||
self.meshcount = data[0]
|
||||
|
||||
class G3DModelHeaderv4: #Read Modelheader: Number of Meshes and Meshtype (must be 0)
|
||||
binary_format = "<HB"
|
||||
def __init__(self, fileID):
|
||||
temp = fileID.read(struct.calcsize(self.binary_format))
|
||||
data = struct.unpack(self.binary_format,temp)
|
||||
self.meshcount = data[0]
|
||||
self.mtype = data[1]
|
||||
|
||||
class G3DMeshHeaderv3: #Read Meshheader
|
||||
binary_format = "<7I64c"
|
||||
def __init__(self,fileID):
|
||||
temp = fileID.read(struct.calcsize(self.binary_format))
|
||||
data = struct.unpack(self.binary_format,temp)
|
||||
self.framecount = data[0] #Framecount = Number of Animationsteps
|
||||
self.normalframecount= data[1] #Number of Normal Frames actualli equal to Framecount
|
||||
self.texturecoordframecount= data[2]#Number of Frames of Texturecoordinates seems everytime to be 1
|
||||
self.colorframecount= data[3] #Number of Frames of Colors seems everytime to be 1
|
||||
self.vertexcount= data[4] #Number of Vertices in each Frame
|
||||
self.indexcount= data[5] #Number of Indices in Mesh (Triangles = Indexcount/3)
|
||||
self.properties= data[6] #Property flags
|
||||
if self.properties & 1: #PropertyBit is Mesh Textured ?
|
||||
self.hastexture = False
|
||||
self.texturefilename = None
|
||||
else:
|
||||
self.texturefilename = "".join([str(x, "ascii") for x in data[7:-1] if x[0]< 127 ])
|
||||
self.hastexture = True
|
||||
if self.properties & 2: #PropertyBit is Mesh TwoSided ?
|
||||
self.istwosided = True
|
||||
else:
|
||||
self.istwosided = False
|
||||
if self.properties & 4: #PropertyBit is Mesh Alpha Channel custom Color in Game ?
|
||||
self.customalpha = True
|
||||
else:
|
||||
self.customalpha = False
|
||||
|
||||
class G3DMeshHeaderv4: #Read Meshheader
|
||||
binary_format = "<64c3I8f2I"
|
||||
texname_format = "<64c"
|
||||
def __init__(self,fileID):
|
||||
temp = fileID.read(struct.calcsize(self.binary_format))
|
||||
data = struct.unpack(self.binary_format,temp)
|
||||
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
|
||||
self.framecount = data[64] #Framecount = Number of Animationsteps
|
||||
self.vertexcount = data[65] #Number of Vertices in each Frame
|
||||
self.indexcount = data[66] #Number of Indices in Mesh (Triangles = Indexcount/3)
|
||||
self.diffusecolor = data[67:70] #RGB diffuse color
|
||||
self.specularcolor = data[70:73] #RGB specular color (unused)
|
||||
self.specularpower = data[73] #Specular power (unused)
|
||||
self.opacity = data[74] #Opacity
|
||||
self.properties= data[75] #Property flags
|
||||
self.textures = data[76] #Texture flag
|
||||
if self.properties & 1: #PropertyBit is Mesh TwoSided ?
|
||||
self.istwosided = True
|
||||
else:
|
||||
self.istwosided = False
|
||||
if self.properties & 2: #PropertyBit is Mesh Alpha Channel custom Color in Game ?
|
||||
self.customalpha = True
|
||||
else:
|
||||
self.customalpha = False
|
||||
if self.textures & 1: #PropertyBit is Mesh Textured ?
|
||||
temp = fileID.read(struct.calcsize(self.texname_format))
|
||||
data = struct.unpack(self.texname_format,temp)
|
||||
self.texturefilename = "".join([str(x, "ascii") for x in data[0:-1] if x[0] < 127 ])
|
||||
self.hastexture = True
|
||||
else:
|
||||
self.hastexture = False
|
||||
self.texturefilename = None
|
||||
|
||||
class G3DMeshdataV3: #Calculate and read the Mesh Datapack
|
||||
def __init__(self,fileID,header):
|
||||
#Calculation of the Meshdatasize to load because its variable
|
||||
#Animationframes * Vertices per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
|
||||
vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
|
||||
#The same for Normals
|
||||
normals_format = "<%if" % int(header.normalframecount * header.vertexcount * 3)
|
||||
#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
|
||||
texturecoords_format = "<%if" % int(header.texturecoordframecount * header.vertexcount * 2)
|
||||
#Colors in format RGBA
|
||||
colors_format = "<%if" % int(header.colorframecount * 4)
|
||||
#Indices
|
||||
indices_format = "<%iI" % int(header.indexcount)
|
||||
#Load the Meshdata as calculated above
|
||||
self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
|
||||
self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
|
||||
self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
|
||||
self.colors = struct.unpack(colors_format,fileID.read(struct.calcsize(colors_format)))
|
||||
self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))
|
||||
|
||||
class G3DMeshdataV4: #Calculate and read the Mesh Datapack
|
||||
def __init__(self,fileID,header):
|
||||
#Calculation of the Meshdatasize to load because its variable
|
||||
#Animationframes * Points (Vertex) per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
|
||||
vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
|
||||
#The same for Normals
|
||||
normals_format = "<%if" % int(header.framecount * header.vertexcount * 3)
|
||||
#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
|
||||
texturecoords_format = "<%if" % int(header.vertexcount * 2)
|
||||
#Indices
|
||||
indices_format = "<%iI" % int(header.indexcount)
|
||||
#Load the Meshdata as calculated above
|
||||
self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
|
||||
self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
|
||||
if header.hastexture:
|
||||
self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
|
||||
self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))
|
||||
|
||||
def createMesh(filename,header,data): #Create a Mesh inside Blender
|
||||
mesh = bpy.data.meshes.new(header.meshname) #New Mesh
|
||||
meshobj = bpy.data.objects.new(header.meshname+'Object', mesh) #New Object for the new Mesh
|
||||
scene = bpy.context.scene
|
||||
scene.objects.link(meshobj)
|
||||
scene.update()
|
||||
uvcoords = []
|
||||
image = None
|
||||
if header.hastexture: #Load Texture when assigned
|
||||
texturefile = dirname(filename)+os.sep+header.texturefilename
|
||||
image = bpy.data.images.load(texturefile) #load_image(texturefile, dirname(filename))
|
||||
for x in range(0,len(data.texturecoords),2): #Prepare the UV
|
||||
uvcoords.append([data.texturecoords[x],data.texturecoords[x+1]])
|
||||
|
||||
vertsCO = []
|
||||
vertsNormal = []
|
||||
for x in range(0,header.vertexcount*3,3): #Get the Vertices and Normals into empty Mesh
|
||||
vertsCO.extend([(data.vertices[x],data.vertices[x+1],data.vertices[x+2])])
|
||||
vertsNormal.extend([(data.normals[x],data.normals[x+1],data.normals[x+2])])
|
||||
#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])])
|
||||
#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])])
|
||||
mesh.vertices.add(len(vertsCO))
|
||||
mesh.vertices.foreach_set("co", unpack_list(vertsCO))
|
||||
mesh.vertices.foreach_set("normal", unpack_list(vertsNormal))
|
||||
|
||||
faces = []
|
||||
faceuv = []
|
||||
for i in range(0,len(data.indices),3): #Build Faces into Mesh
|
||||
faces.extend([data.indices[i], data.indices[i+1], data.indices[i+2], 0])
|
||||
if header.hastexture:
|
||||
uv = []
|
||||
u0 = uvcoords[data.indices[i]][0]
|
||||
v0 = uvcoords[data.indices[i]][1]
|
||||
uv.append([u0,v0])
|
||||
u1 = uvcoords[data.indices[i+1]][0]
|
||||
v1 = uvcoords[data.indices[i+1]][1]
|
||||
uv.append([u1,v1])
|
||||
u2 = uvcoords[data.indices[i+2]][0]
|
||||
v2 = uvcoords[data.indices[i+2]][1]
|
||||
uv.append([u2,v2])
|
||||
faceuv.append([uv,0,0,0])
|
||||
else:
|
||||
uv.append([0,0])
|
||||
uv.append([0,0])
|
||||
uv.append([0,0])
|
||||
faceuv.append([uv,0,0,0])
|
||||
mesh.faces.add(len(faces)//4)
|
||||
mesh.faces.foreach_set("vertices_raw", faces)
|
||||
mesh.faces.foreach_set("use_smooth", [True] * len(mesh.faces))
|
||||
mesh.update_tag()
|
||||
mesh.update() #Update changes to Mesh
|
||||
#===================================================================================================
|
||||
#Material Setup
|
||||
#===================================================================================================
|
||||
if header.hastexture:
|
||||
materialname = "pskmat"
|
||||
materials = []
|
||||
texture = bpy.data.textures.new(name=header.texturefilename,type='IMAGE')
|
||||
texture.image = image
|
||||
matdata = bpy.data.materials.new(materialname + '1')
|
||||
slot = matdata.texture_slots.add()
|
||||
slot.texture = texture
|
||||
slot.texture_coords = 'UV'
|
||||
if header.isv4:
|
||||
matdata.diffuse_color = (header.diffusecolor[0], header.diffusecolor[1],header.diffusecolor[2])
|
||||
matdata.alpha = header.opacity
|
||||
matdata.specular_color = (header.specularcolor[0], header.specularcolor[1],header.specularcolor[2])
|
||||
materials.append(matdata)
|
||||
|
||||
for material in materials:
|
||||
#add material to the mesh list of materials
|
||||
mesh.materials.append(material)
|
||||
|
||||
countm = 0
|
||||
psktexname="psk" + str(countm)
|
||||
mesh.uv_textures.new(name=psktexname)
|
||||
for countm in range(len(mesh.uv_textures)):
|
||||
mesh.update()
|
||||
uvtex = mesh.uv_textures[countm] #add one uv texture
|
||||
mesh.update()
|
||||
if (len(faceuv) > 0):
|
||||
counttex = 0
|
||||
countm = 0
|
||||
for countm in range(len(mesh.uv_textures)):
|
||||
mesh.update()
|
||||
psktexname="psk" + str(countm)
|
||||
uvtex = mesh.uv_textures[countm] #add one uv texture
|
||||
mesh.update()
|
||||
for i, face in enumerate(mesh.faces):
|
||||
blender_tface = uvtex.data[i] #face
|
||||
mfaceuv = faceuv[i]
|
||||
#face.material_index = faceuv[i][1]
|
||||
if countm == faceuv[i][1]:
|
||||
face.material_index = faceuv[i][1]
|
||||
blender_tface.uv1 = mfaceuv[0][0] #uv = (0,0)
|
||||
blender_tface.uv2 = mfaceuv[0][1] #uv = (0,0)
|
||||
blender_tface.uv3 = mfaceuv[0][2] #uv = (0,0)
|
||||
blender_tface.image = image
|
||||
#blender_tface.use_image = True
|
||||
#blender_tface.blend_type = 'ALPHA'
|
||||
#blender_tface.use_twoside = True
|
||||
else:
|
||||
blender_tface.uv1 = [0,0]
|
||||
blender_tface.uv2 = [0,0]
|
||||
blender_tface.uv3 = [0,0]
|
||||
mesh.update()
|
||||
imported.append(meshobj) #Add to Imported Objects
|
||||
for x in range(header.framecount): #Put in Vertex Positions for Keyanimation
|
||||
print("Frame"+str(x))
|
||||
for i in range(0,header.vertexcount*3,3):
|
||||
print(str(i//3)+':\t'+str(data.vertices[x*header.vertexcount*3 + i])+'\t'+
|
||||
str(data.vertices[x*header.vertexcount*3 + i +1])+'\t'+
|
||||
str(data.vertices[x*header.vertexcount*3 + i +2]))
|
||||
mesh.vertices[i//3].co[0]= data.vertices[x*header.vertexcount*3 + i]
|
||||
mesh.vertices[i//3].co[1]= data.vertices[x*header.vertexcount*3 + i +1]
|
||||
mesh.vertices[i//3].co[2]= data.vertices[x*header.vertexcount*3 + i +2]
|
||||
meshobj.keyframe_insert("location",-1, frame=(x+1))
|
||||
mesh.update()
|
||||
return
|
||||
###########################################################################
|
||||
# Import
|
||||
###########################################################################
|
||||
def G3DLoader(filepath): #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 ("This is Not a G3D Model File")
|
||||
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):
|
||||
print ("\nNow Exporting File: " + filepath)
|
||||
fileID = open(filepath,"wb")
|
||||
|
||||
# G3DHeader v4
|
||||
fileID.write(struct.pack("<3cB", b'G', b'3', b'D', 4))
|
||||
#get real meshcount as len(bpy.data.meshes) holds also old meshes
|
||||
meshCount = 0
|
||||
for obj in bpy.data.objects:#context.selected_objects:
|
||||
if obj.type == 'MESH':
|
||||
meshCount += 1
|
||||
# G3DModelHeaderv4
|
||||
fileID.write(struct.pack("<HB", meshCount, 0))
|
||||
# meshes
|
||||
#for mesh in bpy.data.meshes:
|
||||
for obj in bpy.data.objects:#context.selected_objects:
|
||||
if obj.type != 'MESH':
|
||||
continue
|
||||
mesh = obj.data
|
||||
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':
|
||||
diffuseColor = material.diffuse_color
|
||||
specularColor = material.specular_color
|
||||
opacity = material.alpha
|
||||
textures = 1
|
||||
texname = bpy.path.basename(material.active_texture.image.filepath)
|
||||
else:
|
||||
#FIXME: needs warning in gui
|
||||
print("active texture in first material isn't of type IMAGE")
|
||||
|
||||
meshname = mesh.name
|
||||
frameCount = context.scene.frame_end - context.scene.frame_start +1
|
||||
#Real face count (only use triangle)
|
||||
realFaceCount = 0
|
||||
indices=[]
|
||||
newverts=[]
|
||||
if textures == 1:
|
||||
uvtex = mesh.uv_textures[0]
|
||||
uvlist = []
|
||||
uvlist[:] = [[0]*2 for i in range(len(mesh.vertices))]
|
||||
s = set()
|
||||
for face in mesh.faces:
|
||||
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.faces:
|
||||
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])
|
||||
|
||||
|
||||
#FIXME: abort when no triangles as it crashs g3dviewer
|
||||
if realFaceCount == 0:
|
||||
print("no triangles found")
|
||||
indexCount = realFaceCount * 3
|
||||
vertexCount = len(mesh.vertices) + len(newverts)
|
||||
specularPower = 9.999999 # unused, same as old exporter
|
||||
properties = 0
|
||||
if mesh.show_double_sided:
|
||||
properties |= 1
|
||||
if textures==1 and mesh.materials[0].use_face_texture_alpha:
|
||||
properties |= 2
|
||||
|
||||
#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: this is hacky
|
||||
if obj.find_armature() == None:
|
||||
m = mesh.copy()
|
||||
m.transform(obj.matrix_world)
|
||||
else:
|
||||
#FIXME: not sure what's better: PREVIEW or RENDER settings
|
||||
m = obj.to_mesh(context.scene, True, 'RENDER')
|
||||
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 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)
|
||||
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():
|
||||
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()
|
||||
|
|
@ -1,747 +0,0 @@
|
|||
# -*- coding: utf-8 -*-
|
||||
|
||||
###########################################################################
|
||||
# Glest Model / Texture / UV / Animation Importer and Exporter
|
||||
# for the Game Glest that u can find http://www.glest.org
|
||||
# copyright 2005 By Andreas Becker (seltsamuel@yahoo.de)
|
||||
#
|
||||
# 2011/05/25: v0.1 alpha1
|
||||
# modified by William Zheng for Blender 2.57(loveheaven_zhengwei@hotmail.com)
|
||||
#
|
||||
# corrected by MrPostiga for Blender 2.58
|
||||
#
|
||||
# extended by Yggdrasil
|
||||
#
|
||||
# Started Date: 07 June 2005 Put Public 20 June 2005
|
||||
# Distributed under the GNU PUBLIC LICENSE
|
||||
#"""
|
||||
#Here an explanation of the V4 Format found at www.glest.org
|
||||
#================================
|
||||
#1. DATA TYPES
|
||||
#================================
|
||||
#G3D files use the following data types:
|
||||
#uint8: 8 bit unsigned integer
|
||||
#uint16: 16 bit unsigned integer
|
||||
#uint32: 32 bit unsigned integer
|
||||
#float32: 32 bit floating point
|
||||
#================================
|
||||
#2. OVERALL STRUCTURE
|
||||
#================================
|
||||
#- File header
|
||||
#- Model header
|
||||
#- Mesh header
|
||||
#- Texture names
|
||||
#- Mesh data
|
||||
#================================
|
||||
#2. FILE HEADER
|
||||
#================================
|
||||
#Code:
|
||||
#struct FileHeader{
|
||||
# uint8 id[3];
|
||||
# uint8 version;
|
||||
#};
|
||||
#This header is shared among all the versions of G3D, it identifies this file as a G3D model and provides information of the version.
|
||||
#id: must be "G3D"
|
||||
#version: must be 4, in binary (not '4')
|
||||
#================================
|
||||
#3. MODEL HEADER
|
||||
#================================
|
||||
#Code:
|
||||
#struct ModelHeader{
|
||||
# uint16 meshCount;
|
||||
# uint8 type;
|
||||
#};
|
||||
#meshCount: number of meshes in this model
|
||||
#type: must be 0
|
||||
#================================
|
||||
#4. MESH HEADER
|
||||
#================================
|
||||
#There is a mesh header for each mesh, there must be "meshCount" headers in a file but they are not consecutive, texture names and mesh data are stored in between.
|
||||
#Code:
|
||||
#struct MeshHeader{
|
||||
# uint8 name[64];
|
||||
# uint32 frameCount;
|
||||
# uint32 vertexCount;
|
||||
# uint32 indexCount;
|
||||
# float32 diffuseColor[3];
|
||||
# float32 specularColor[3];
|
||||
# float32 specularPower;
|
||||
# float32 opacity;
|
||||
# uint32 properties;
|
||||
# uint32 textures;
|
||||
#};
|
||||
#name: name of the mesh
|
||||
#frameCount: number of keyframes in this mesh
|
||||
#vertexCount: number of vertices in each frame
|
||||
#indexCount: number of indices in this mesh (the number of triangles is indexCount/3)
|
||||
#diffuseColor: RGB diffuse color
|
||||
#specularColor: RGB specular color (currently unused)
|
||||
#specularPower: specular power (currently unused)
|
||||
##properties: property flags
|
||||
#Code:
|
||||
#enum MeshPropertyFlag{
|
||||
# mpfCustomColor= 1,
|
||||
# mpfTwoSided= 2
|
||||
#};
|
||||
#mpfTwoSided: meshes in this mesh are rendered by both sides, if this flag is not present only "counter clockwise" faces are rendered
|
||||
#mpfCustomColor: alpha in this model is replaced by a custom color, usually the player color
|
||||
#textures: texture flags, only 0x1 is currently used, indicating that there is a diffuse texture in this mesh.
|
||||
#================================
|
||||
#4. TEXTURE NAMES
|
||||
#================================
|
||||
#A list of uint8[64] texture name values. One for each texture in the mesh. If there are no textures in the mesh no texture names are present. In practice since Glest only uses 1 texture for each mesh the number of texture names should be 0 or 1.
|
||||
#================================
|
||||
#5. MESH DATA
|
||||
#================================
|
||||
#After each mesh header and texture names the mesh data is placed.
|
||||
#vertices: frameCount * vertexCount * 3, float32 values representing the x, y, z vertex coords for all frames
|
||||
#normals: frameCount * vertexCount * 3, float32 values representing the x, y, z normal coords for all frames
|
||||
#texture coords: vertexCount * 2, float32 values representing the s, t tex coords for all frames (only present if the mesh has 1 texture at least)
|
||||
#indices: indexCount, uint32 values representing the indices
|
||||
###########################################################################
|
||||
|
||||
bl_info = {
|
||||
"name": "G3D Mesh Import/Export",
|
||||
"author": "various, see head of script",
|
||||
"version": (0, 5, 2),
|
||||
"blender": (2, 63, 0),
|
||||
#"api": 36079,
|
||||
"location": "File > Import-Export",
|
||||
"description": "Import/Export .g3d file",
|
||||
"warning": "",
|
||||
"wiki_url": "",
|
||||
"tracker_url": "",
|
||||
"category": "Import-Export"}
|
||||
###########################################################################
|
||||
# Importing Structures needed (must later verify if i need them really all)
|
||||
###########################################################################
|
||||
import bpy
|
||||
from bpy.props import StringProperty
|
||||
from bpy_extras.image_utils import load_image
|
||||
from bpy_extras.io_utils import ImportHelper, ExportHelper
|
||||
|
||||
import sys, struct, string, types
|
||||
from types import *
|
||||
import os
|
||||
from os import path
|
||||
from os.path import dirname
|
||||
###########################################################################
|
||||
# Variables that are better Global to handle
|
||||
###########################################################################
|
||||
imported = [] #List of all imported Objects
|
||||
toexport = [] #List of Objects to export (actually only meshes)
|
||||
sceneID = None #Points to the active Blender Scene
|
||||
def unpack_list(list_of_tuples):
|
||||
l = []
|
||||
for t in list_of_tuples:
|
||||
l.extend(t)
|
||||
return l
|
||||
###########################################################################
|
||||
# Declaring Structures of G3D Format
|
||||
###########################################################################
|
||||
class G3DHeader: #Read first 4 Bytes of file should be G3D + Versionnumber
|
||||
binary_format = "<3cB"
|
||||
def __init__(self, fileID):
|
||||
temp = fileID.read(struct.calcsize(self.binary_format))
|
||||
data = struct.unpack(self.binary_format,temp)
|
||||
self.id = str(data[0]+data[1]+data[2], "utf-8")
|
||||
self.version = data[3]
|
||||
|
||||
class G3DModelHeaderv3: #Read Modelheader in V3 there is only the number of Meshes in file
|
||||
binary_format = "<I"
|
||||
def __init__(self, fileID):
|
||||
temp = fileID.read(struct.calcsize(self.binary_format))
|
||||
data = struct.unpack(self.binary_format,temp)
|
||||
self.meshcount = data[0]
|
||||
|
||||
class G3DModelHeaderv4: #Read Modelheader: Number of Meshes and Meshtype (must be 0)
|
||||
binary_format = "<HB"
|
||||
def __init__(self, fileID):
|
||||
temp = fileID.read(struct.calcsize(self.binary_format))
|
||||
data = struct.unpack(self.binary_format,temp)
|
||||
self.meshcount = data[0]
|
||||
self.mtype = data[1]
|
||||
|
||||
class G3DMeshHeaderv3: #Read Meshheader
|
||||
binary_format = "<7I64c"
|
||||
def __init__(self,fileID):
|
||||
temp = fileID.read(struct.calcsize(self.binary_format))
|
||||
data = struct.unpack(self.binary_format,temp)
|
||||
self.framecount = data[0] #Framecount = Number of Animationsteps
|
||||
self.normalframecount= data[1] #Number of Normal Frames actualli equal to Framecount
|
||||
self.texturecoordframecount= data[2]#Number of Frames of Texturecoordinates seems everytime to be 1
|
||||
self.colorframecount= data[3] #Number of Frames of Colors seems everytime to be 1
|
||||
self.vertexcount= data[4] #Number of Vertices in each Frame
|
||||
self.indexcount= data[5] #Number of Indices in Mesh (Triangles = Indexcount/3)
|
||||
self.properties= data[6] #Property flags
|
||||
if self.properties & 1: #PropertyBit is Mesh Textured ?
|
||||
self.hastexture = False
|
||||
self.texturefilename = None
|
||||
else:
|
||||
self.texturefilename = "".join([str(x, "ascii") for x in data[7:-1] if x[0]< 127 ])
|
||||
self.hastexture = True
|
||||
if self.properties & 2: #PropertyBit is Mesh TwoSided ?
|
||||
self.istwosided = True
|
||||
else:
|
||||
self.istwosided = False
|
||||
if self.properties & 4: #PropertyBit is Mesh Alpha Channel custom Color in Game ?
|
||||
self.customalpha = True
|
||||
else:
|
||||
self.customalpha = False
|
||||
|
||||
class G3DMeshHeaderv4: #Read Meshheader
|
||||
binary_format = "<64c3I8f2I"
|
||||
texname_format = "<64c"
|
||||
def __init__(self,fileID):
|
||||
temp = fileID.read(struct.calcsize(self.binary_format))
|
||||
data = struct.unpack(self.binary_format,temp)
|
||||
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
|
||||
self.framecount = data[64] #Framecount = Number of Animationsteps
|
||||
self.vertexcount = data[65] #Number of Vertices in each Frame
|
||||
self.indexcount = data[66] #Number of Indices in Mesh (Triangles = Indexcount/3)
|
||||
self.diffusecolor = data[67:70] #RGB diffuse color
|
||||
self.specularcolor = data[70:73] #RGB specular color (unused)
|
||||
self.specularpower = data[73] #Specular power (unused)
|
||||
self.opacity = data[74] #Opacity
|
||||
self.properties= data[75] #Property flags
|
||||
self.textures = data[76] #Texture flag
|
||||
if self.properties & 1: #PropertyBit is Mesh Alpha Channel custom Color in Game ?
|
||||
self.customalpha = True
|
||||
else:
|
||||
self.customalpha = False
|
||||
if self.properties & 2: #PropertyBit is Mesh TwoSided ?
|
||||
self.istwosided = True
|
||||
else:
|
||||
self.istwosided = False
|
||||
if self.properties & 4:
|
||||
self.noselect = True
|
||||
else:
|
||||
self.noselect = False
|
||||
if self.textures & 1: #PropertyBit is Mesh Textured ?
|
||||
temp = fileID.read(struct.calcsize(self.texname_format))
|
||||
data = struct.unpack(self.texname_format,temp)
|
||||
self.texturefilename = "".join([str(x, "ascii") for x in data[0:-1] if x[0] < 127 ])
|
||||
self.hastexture = True
|
||||
else:
|
||||
self.hastexture = False
|
||||
self.texturefilename = None
|
||||
|
||||
class G3DMeshdataV3: #Calculate and read the Mesh Datapack
|
||||
def __init__(self,fileID,header):
|
||||
#Calculation of the Meshdatasize to load because its variable
|
||||
#Animationframes * Vertices per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
|
||||
vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
|
||||
#The same for Normals
|
||||
normals_format = "<%if" % int(header.normalframecount * header.vertexcount * 3)
|
||||
#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
|
||||
texturecoords_format = "<%if" % int(header.texturecoordframecount * header.vertexcount * 2)
|
||||
#Colors in format RGBA
|
||||
colors_format = "<%if" % int(header.colorframecount * 4)
|
||||
#Indices
|
||||
indices_format = "<%iI" % int(header.indexcount)
|
||||
#Load the Meshdata as calculated above
|
||||
self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
|
||||
self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
|
||||
self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
|
||||
self.colors = struct.unpack(colors_format,fileID.read(struct.calcsize(colors_format)))
|
||||
self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))
|
||||
|
||||
class G3DMeshdataV4: #Calculate and read the Mesh Datapack
|
||||
def __init__(self,fileID,header):
|
||||
#Calculation of the Meshdatasize to load because its variable
|
||||
#Animationframes * Points (Vertex) per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
|
||||
vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
|
||||
#The same for Normals
|
||||
normals_format = "<%if" % int(header.framecount * header.vertexcount * 3)
|
||||
#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
|
||||
texturecoords_format = "<%if" % int(header.vertexcount * 2)
|
||||
#Indices
|
||||
indices_format = "<%iI" % int(header.indexcount)
|
||||
#Load the Meshdata as calculated above
|
||||
self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
|
||||
self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
|
||||
if header.hastexture:
|
||||
self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
|
||||
self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))
|
||||
|
||||
def createMesh(filename,header,data): #Create a Mesh inside Blender
|
||||
mesh = bpy.data.meshes.new(header.meshname) #New Mesh
|
||||
meshobj = bpy.data.objects.new(header.meshname+'Object', mesh) #New Object for the new Mesh
|
||||
scene = bpy.context.scene
|
||||
scene.objects.link(meshobj)
|
||||
scene.update()
|
||||
uvcoords = []
|
||||
image = None
|
||||
if header.hastexture: #Load Texture when assigned
|
||||
texturefile = dirname(filename)+os.sep+header.texturefilename
|
||||
image = bpy.data.images.load(texturefile) #load_image(texturefile, dirname(filename))
|
||||
for x in range(0,len(data.texturecoords),2): #Prepare the UV
|
||||
uvcoords.append([data.texturecoords[x],data.texturecoords[x+1]])
|
||||
|
||||
vertsCO = []
|
||||
vertsNormal = []
|
||||
for x in range(0,header.vertexcount*3,3): #Get the Vertices and Normals into empty Mesh
|
||||
vertsCO.extend([(data.vertices[x],data.vertices[x+1],data.vertices[x+2])])
|
||||
vertsNormal.extend([(data.normals[x],data.normals[x+1],data.normals[x+2])])
|
||||
#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])])
|
||||
#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])])
|
||||
mesh.vertices.add(len(vertsCO))
|
||||
mesh.vertices.foreach_set("co", unpack_list(vertsCO))
|
||||
mesh.vertices.foreach_set("normal", unpack_list(vertsNormal))
|
||||
|
||||
faces = []
|
||||
faceuv = []
|
||||
for i in range(0,len(data.indices),3): #Build Faces into Mesh
|
||||
faces.extend([data.indices[i], data.indices[i+1], data.indices[i+2], 0])
|
||||
if header.hastexture:
|
||||
uv = []
|
||||
u0 = uvcoords[data.indices[i]][0]
|
||||
v0 = uvcoords[data.indices[i]][1]
|
||||
uv.append([u0,v0])
|
||||
u1 = uvcoords[data.indices[i+1]][0]
|
||||
v1 = uvcoords[data.indices[i+1]][1]
|
||||
uv.append([u1,v1])
|
||||
u2 = uvcoords[data.indices[i+2]][0]
|
||||
v2 = uvcoords[data.indices[i+2]][1]
|
||||
uv.append([u2,v2])
|
||||
faceuv.append([uv,0,0,0])
|
||||
else:
|
||||
uv = []
|
||||
uv.append([0,0])
|
||||
uv.append([0,0])
|
||||
uv.append([0,0])
|
||||
faceuv.append([uv,0,0,0])
|
||||
mesh.tessfaces.add(len(faces)//4)
|
||||
mesh.tessfaces.foreach_set("vertices_raw", faces)
|
||||
mesh.tessfaces.foreach_set("use_smooth", [True] * len(mesh.tessfaces))
|
||||
mesh.g3d_customColor = header.customalpha
|
||||
mesh.show_double_sided = header.istwosided
|
||||
mesh.g3d_noSelect = header.noselect
|
||||
#===================================================================================================
|
||||
#Material Setup
|
||||
#===================================================================================================
|
||||
if header.hastexture:
|
||||
materialname = "pskmat"
|
||||
materials = []
|
||||
texture = bpy.data.textures.new(name=header.texturefilename,type='IMAGE')
|
||||
texture.image = image
|
||||
matdata = bpy.data.materials.new(materialname + '1')
|
||||
slot = matdata.texture_slots.add()
|
||||
slot.texture = texture
|
||||
slot.texture_coords = 'UV'
|
||||
if header.isv4:
|
||||
matdata.diffuse_color = (header.diffusecolor[0], header.diffusecolor[1],header.diffusecolor[2])
|
||||
matdata.alpha = header.opacity
|
||||
matdata.specular_color = (header.specularcolor[0], header.specularcolor[1],header.specularcolor[2])
|
||||
materials.append(matdata)
|
||||
|
||||
for material in materials:
|
||||
#add material to the mesh list of materials
|
||||
mesh.materials.append(material)
|
||||
|
||||
countm = 0
|
||||
psktexname="psk" + str(countm)
|
||||
mesh.tessface_uv_textures.new(name=psktexname)
|
||||
if (len(faceuv) > 0):
|
||||
for countm in range(len(mesh.tessface_uv_textures)):
|
||||
uvtex = mesh.tessface_uv_textures[countm] #add one uv texture
|
||||
for i, face in enumerate(mesh.tessfaces):
|
||||
blender_tface = uvtex.data[i] #face
|
||||
mfaceuv = faceuv[i]
|
||||
if countm == faceuv[i][1]:
|
||||
face.material_index = faceuv[i][1]
|
||||
blender_tface.uv1 = mfaceuv[0][0] #uv = (0,0)
|
||||
blender_tface.uv2 = mfaceuv[0][1] #uv = (0,0)
|
||||
blender_tface.uv3 = mfaceuv[0][2] #uv = (0,0)
|
||||
blender_tface.image = image
|
||||
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()
|
||||
#mesh.shape_keys.use_relative = False
|
||||
#sk.interpolation = 'KEY_LINEAR'
|
||||
for x in range(1,header.framecount): #Put in Vertex Positions for Keyanimation
|
||||
#print("Frame"+str(x))
|
||||
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]
|
||||
#meshobj.keyframe_insert("location",-1, frame=(x+1))
|
||||
#meshobj.keyframe_insert(data_path="data.vertices", frame=(x+1))
|
||||
# update polygon structures from tessfaces
|
||||
mesh.update()
|
||||
mesh.update_tag()
|
||||
return
|
||||
###########################################################################
|
||||
# Import
|
||||
###########################################################################
|
||||
def G3DLoader(filepath): #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 ("This is Not a G3D Model File")
|
||||
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
|
||||
if material.alpha == 0 : #ignore the opacity if it is 0 . in this case its set to 1.0 to make it visible
|
||||
opacity = 1.0
|
||||
else:
|
||||
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)
|
||||
|
|
@ -226,6 +226,7 @@ class G3DMeshHeaderv4: #Read Meshheader
|
|||
self.customalpha = bool(self.properties & 1)
|
||||
self.istwosided = bool(self.properties & 2)
|
||||
self.noselect = bool(self.properties & 4)
|
||||
self.glow = bool(self.properties & 8)
|
||||
|
||||
self.hastexture = False
|
||||
self.diffusetexture = None
|
||||
|
@ -358,8 +359,10 @@ def createMesh(filename, header, data, toblender, operator):
|
|||
mesh.show_double_sided = header.istwosided
|
||||
if header.isv4:
|
||||
mesh.g3d_noSelect = header.noselect
|
||||
mesh.g3d_glow = header.glow
|
||||
else:
|
||||
mesh.g3d_noSelect = False
|
||||
mesh.glow = False
|
||||
mesh.g3d_fullyOpaque = False
|
||||
#===================================================================================================
|
||||
#Material Setup
|
||||
|
@ -705,6 +708,8 @@ def G3DSaver(filepath, context, toglest, operator):
|
|||
properties |= 2
|
||||
if mesh.g3d_noSelect:
|
||||
properties |= 4
|
||||
if mesh.g3d_glow:
|
||||
properties |= 8
|
||||
|
||||
#MeshData
|
||||
vertices = []
|
||||
|
@ -789,6 +794,7 @@ class G3DPanel(bpy.types.Panel):
|
|||
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'''
|
||||
|
@ -891,6 +897,9 @@ def register():
|
|||
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.utils.register_module(__name__)
|
||||
|
||||
|
|
|
@ -1,535 +0,0 @@
|
|||
#!BPY
|
||||
# coding: utf-8
|
||||
"""
|
||||
Name: 'G3D XML Exporter Ver:1.1'
|
||||
Blender: 2.43
|
||||
Group: 'Export'
|
||||
Tooltip: 'Exports directly to G3D(if xml2g is installed next to this script) or XML (which can be converted to .g3d using xml2g)'
|
||||
"""
|
||||
###########################################################################
|
||||
# Glest Model / Texture / Animation Exporter
|
||||
# for the game Glest that you can find at http://www.glest.org
|
||||
# copyright 2005-2006 By Vincent Gadoury
|
||||
# Started Date: December 18 2005 Put Public Decembre 20 2005
|
||||
# Ver: 1.0 (Jan 30 2009)
|
||||
# Distributed under the GNU PUBLIC LICENSE
|
||||
# Based on g3d_support.py by Andreas Becker
|
||||
# and on glexemel by Jonathan Merritt
|
||||
###########################################################################
|
||||
# (I'm sorry for the poor quality of this text,
|
||||
# I'm not a native English speaker)
|
||||
#
|
||||
#INSTALLATION :
|
||||
# Copy this Script into your .blender\scripts directory.
|
||||
# if you want direct .g3d support unpack all needed glexemel files to this directory too:
|
||||
# LINUX:
|
||||
# In case of linux its only: xml2g and g3d.dtd ( included is a binary for linux32 bit).
|
||||
# The sourcecode can be found here:
|
||||
# http://www.glest.org/files/contrib/tools/glexemel-0.1a.zip
|
||||
# WINDOWS:
|
||||
# If you are using windows, all files from the "bin" directory from the
|
||||
# following zip files are needed:
|
||||
# http://www.glest.org/files/contrib/tools/glexemel_win32_0.1a.zip
|
||||
#
|
||||
# In Blender, open a Script Window and in the menu choose "Update Menus"
|
||||
# Export with File->Export->G3D XML Exporter
|
||||
#
|
||||
#PREPARE THE MODEL :
|
||||
# Each of your meshes' faces must be a triangle (3 vertex)
|
||||
# In Edit mode, you can press Space, edit>faces>Convert to Triangles
|
||||
# Create and place all your meshes before texturing or animating.
|
||||
# The X axe is the floor and the Y axe is the elevation. The center
|
||||
# of the Blender's 3D space will be the center of you object, at the
|
||||
# ground level. Before exporting your model, apply the transformations
|
||||
# to each of your mesh (In the 3D space window's menu :
|
||||
# Object->Clear/Apply->Apply ... )
|
||||
# This will place the center of your mesh (the yellow or pink dot)
|
||||
# at the center of the Blender 3D space.
|
||||
#
|
||||
# !!!!!!!!!!!!!!
|
||||
# !!!new since 0.1.4: !!!
|
||||
# If you have a non animating model, you have to set the start frame
|
||||
# and the end frame to '1' in blenders 'timeline'-window. Otherwise a non
|
||||
# animating animation will be exported, containing a lot of frames and your
|
||||
# model gets really big.
|
||||
# !!!!!!!!!!!!!!
|
||||
#
|
||||
# Before doing any texturing or animation, try to export your model and
|
||||
# check your python console (the terminal which opens Blender) to see
|
||||
# if there is a warning about the number of used faces in the summary.
|
||||
# If there is, try to delete "false" faces (which use only 2 vertices)
|
||||
# and transform all your faces in triangle.
|
||||
#
|
||||
#EXPORTING :
|
||||
# You MUST select the meshes you want to export.
|
||||
# Only meshes are exported among the selected objects.
|
||||
#
|
||||
# The diffuse color of the mesh will be it's (first) material's color.
|
||||
# The opacity of the mesh will be it's material's alpha.
|
||||
# Double sided property of the mesh is exported (see F9).
|
||||
# If you want to use custom color in the texture, your mesh must be
|
||||
# double sided. If you don't want custom color to be activated for the
|
||||
# mesh, add a new boolean property to it (F4) named customColor and with
|
||||
# the false value. Custom Color set if the alpha of the texture is
|
||||
# replaced for the color of the player.
|
||||
#
|
||||
#TEXTURING :
|
||||
# To use a texture for the mesh, you must add a texture at the FIRST
|
||||
# position to the mesh's material. The texture type must be 'image'
|
||||
# and you should insert the real image. In fact, only the filename
|
||||
# of the image is used. After having mapped the image on the
|
||||
# mesh with UV Face selection, you don't need anymore to "stick"
|
||||
# the coordinates to the vertices.
|
||||
# Your texture's format must be TGA, without compression and with the origin
|
||||
# at the bottom left position. The side of the image must be a multiple
|
||||
# of 2. In practice, you must use only one image for all your meshes.
|
||||
#
|
||||
#ANIMATING :
|
||||
# You can export all animations made with blenders armature system.
|
||||
# You have to set the start frame and the end frame in the 'timeline'-window
|
||||
# to define the animation which will be exported.
|
||||
# If you animate without using the armatures it will not work!!
|
||||
#
|
||||
# LINKS :
|
||||
# Animating with armatures
|
||||
# http://www.blender.org/documentation/htmlI/x1829.html
|
||||
# Map an image on your mesh with UV Face selection :
|
||||
# http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics
|
||||
# http://download.blender.org/documentation/htmlI/ch11s05.html
|
||||
#
|
||||
#CONVERT TO .G3D
|
||||
# The following is no longer needed if you copied g3d.dtd and xml2g(.exe) next
|
||||
# to this script:
|
||||
#
|
||||
# Use the xml2g program of the glexemel tool at
|
||||
# http://www.glest.org/files/contrib/tools/
|
||||
# Syntax : ./xml2g ExportedFile.xml DesiredFile.g3d
|
||||
#
|
||||
# WARNING : The current version of this program don't seems to work...
|
||||
# You'll have to add the lines (if they aren't there) :
|
||||
# #pragma pack(push, 1)
|
||||
# near of the beginning of the file "g3dv4.h" of glexemel and
|
||||
# #pragma pack(pop)
|
||||
# before the #endif
|
||||
#
|
||||
#
|
||||
#ChangeLog :
|
||||
# 1.1: by Titus Tscharntke (titi)
|
||||
# fixed bug in windows ( problems with file sparator char )
|
||||
# 1.0: Big thanks go to Frank Tetzel (Yggdrasil) who finally made a
|
||||
# direct export to .g3d possible. If you copy g3d.dtd and
|
||||
# xml2g(.exe) next to this script it will export to .g3d.
|
||||
# If not, it will export to .xml like before.
|
||||
#
|
||||
# 0.1.7 : by Titus Tscharntke (titi)
|
||||
# removed non 7-bit ascii characters for newer versions of python
|
||||
# 0.1.6 : by justWeedy(weedkiller)
|
||||
# Basic colorsettings for maps are often unused but may cause
|
||||
# models look "bright".
|
||||
# There are Hardcoded defauld values to avoid this.
|
||||
# Turn On/Off due the boolean <useHardCodedColor>
|
||||
# 0.1.5 : by weedkiller
|
||||
# You don't have to apply scale and rotation anymore
|
||||
# 0.1.4 : by weedkiller and Titus Tscharntke ( www.titusgames.de )
|
||||
# New implementation of the animation export ( including some usage changes!!! )
|
||||
# Exporting animations is now possible with newer Blender versions ( tested with 2.43 )
|
||||
#
|
||||
# 0.1.3 : by Titus Tscharntke ( www.titusgames.de )
|
||||
# Fixed a bug with getProperty() in blender 2.43
|
||||
#
|
||||
# 0.1.2 :
|
||||
# Correcting an execution bug
|
||||
# Adding the "frameCount" property for each object
|
||||
# Using only the triangle faces for the index count
|
||||
# (problems of linking between index and vertex may occur)
|
||||
# Adding the summary display in the python console
|
||||
# Adding a better documentation
|
||||
# 0.1.1b :
|
||||
# Adding a vertex duplication method to correct the vertex UV problem.
|
||||
# Correcting NMVert.uvco misuse
|
||||
#
|
||||
#ToDo:
|
||||
# More tests...
|
||||
# More validations...
|
||||
# Warn the user if there is something wrong, e.g. :
|
||||
# - no mesh among the selected objects;
|
||||
# - texture without uvco;
|
||||
# - no material on a mesh.
|
||||
# Test and correct the theoric linking problem if faces are ignored...
|
||||
#
|
||||
#Contributions :
|
||||
# pseudonym404 : NMVert.uvco issue and solutions
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
import Blender
|
||||
from Blender import NMesh
|
||||
from Blender import sys as bsys
|
||||
|
||||
import subprocess, os
|
||||
|
||||
|
||||
# part Hardcoded Color >>
|
||||
HardCodedDiffuse=0.588235
|
||||
HardCodedSpecular=0.900000
|
||||
useHardCodedColor='true' #'false' if not wanted
|
||||
# part Hardcoded Color <<
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
seenindex=set()
|
||||
uvlist=[]
|
||||
|
||||
# This list will contain the associative "real" vertex of each duplicated vertex
|
||||
# in ascendant order.
|
||||
# The fisrt "vertex" of the list (newvertices[0]) has the index len(mesh.verts)
|
||||
newvertices=[]
|
||||
currentnewvertex=0
|
||||
|
||||
#This list will contain all the "new" faces' indices
|
||||
newindices=[]
|
||||
|
||||
|
||||
|
||||
|
||||
def icmp(x,y):
|
||||
return cmp(x,y)
|
||||
|
||||
def notseenindex(index):
|
||||
seen = index in seenindex
|
||||
if not seen: seenindex.add(index)
|
||||
return not seen
|
||||
|
||||
# this will return the properties data if it exists, else the given defaultvalue
|
||||
def getPropertyIfExists(blenderobject,propertyName,defaultvalue):
|
||||
propertiesList = blenderobject.getAllProperties()
|
||||
lpropertiesList = range( 0 , len(propertiesList) )
|
||||
for iprop in lpropertiesList:
|
||||
objectProperty = propertiesList[iprop]
|
||||
currentPropertyName=objectProperty.getName()
|
||||
if currentPropertyName == propertyName:
|
||||
return objectProperty.getData()
|
||||
return defaultvalue
|
||||
|
||||
|
||||
def write_obj(filepath):
|
||||
out = file(filepath, 'w')
|
||||
|
||||
print("-----------------------------------------------")
|
||||
|
||||
#Header
|
||||
out.write( '<?xml version="1.0" encoding="ASCII" ?>\n' )
|
||||
out.write( '<!DOCTYPE G3D SYSTEM "g3d.dtd">\n' )
|
||||
out.write( '<!-- \n' )
|
||||
out.write( ' This file is an XML encoding of a G3D binary\n' )
|
||||
out.write( ' file. The XML format is by Jonathan Merritt\n' )
|
||||
out.write( ' (not yet accepted as part of Glest!).\n' )
|
||||
out.write( ' The file was exported from Blender with the\n' )
|
||||
out.write( ' G3D-XML Exporter script by Vincent Gadoury.\n' )
|
||||
out.write( '-->\n' )
|
||||
out.write( '<G3D version="4">\n' )
|
||||
|
||||
objects = Blender.Object.GetSelected()
|
||||
|
||||
print("Exporting %i selected objects to XML-G3D format..." %(len(objects)))
|
||||
|
||||
#FOR EACH MESH
|
||||
lobjects = range( 0 , len(objects) )
|
||||
for iobj in lobjects:
|
||||
object = objects[iobj]
|
||||
|
||||
mesh = object.getData()
|
||||
# Skip the object if it's not a mesh
|
||||
if type(mesh) != Blender.Types.NMeshType :
|
||||
continue
|
||||
|
||||
#Clear the lists
|
||||
seenindex.clear()
|
||||
uvlist[:]=[]
|
||||
newvertices[:]=[]
|
||||
newindices[:]=[]
|
||||
|
||||
currentnewvertex=(len(mesh.verts))
|
||||
|
||||
#Find some properties of the mesh
|
||||
|
||||
image = None
|
||||
textureName = ''
|
||||
diffuseTexture = 'false'
|
||||
opacity = 1
|
||||
diffuseColor = [ 1.0, 1.0, 1.0 ]
|
||||
|
||||
#Find if the mesh has a material and a texture
|
||||
# (opacity, diffuseColor, diffuseTexture, textureName)
|
||||
if len(mesh.materials) > 0:
|
||||
material = mesh.materials[0]
|
||||
|
||||
opacity = material.alpha
|
||||
diffuseColor[0] = material.rgbCol[0]
|
||||
diffuseColor[1] = material.rgbCol[1]
|
||||
diffuseColor[2] = material.rgbCol[2]
|
||||
|
||||
# part Hardcoded Color >>
|
||||
if useHardCodedColor :
|
||||
diffuseColor[0] = HardCodedDiffuse
|
||||
diffuseColor[1] = HardCodedDiffuse
|
||||
diffuseColor[2] = HardCodedDiffuse
|
||||
# part Hardcoded Color <<
|
||||
|
||||
if material.getTextures()[0]:
|
||||
image = material.getTextures()[0].tex.getImage()
|
||||
if image:
|
||||
textureName = image.getFilename()
|
||||
textureName = textureName.split(os.path.normcase('/'))[-1] #get only the filename
|
||||
diffuseTexture = 'true'
|
||||
#End material and texture
|
||||
|
||||
#TwoSided
|
||||
if mesh.mode & NMesh.Modes['TWOSIDED']:
|
||||
twoSided='true'
|
||||
else:
|
||||
twoSided='false'
|
||||
|
||||
#CustomColor
|
||||
customColor = 1
|
||||
customColor = getPropertyIfExists(object,'customColor',customColor)
|
||||
if customColor:
|
||||
customColor = 'true'
|
||||
else:
|
||||
customColor = 'false'
|
||||
|
||||
#Real face count (only use triangle)
|
||||
realFaceCount = 0
|
||||
for face in mesh.faces:
|
||||
if (len(face.v) == 3):
|
||||
realFaceCount += 1
|
||||
|
||||
#Frames number
|
||||
frameCount = 1
|
||||
#frameCount = getPropertyIfExists(object,'frameCount',frameCount)
|
||||
startFrame = Blender.Get('staframe')
|
||||
endFrame = Blender.Get('endframe')
|
||||
frameCount = endFrame-startFrame+1
|
||||
|
||||
# TRANSFERING FACE TEXTURE COORD. TO VERTEX TEXTURE COORD.
|
||||
# and duplicating vertex associated to different uvco
|
||||
|
||||
if textureName == '': #THERE IS NO TEXTURE
|
||||
#create the index list, don't care of newvertices
|
||||
for face in mesh.faces:
|
||||
faceindices = []
|
||||
if (len(face.v) == 3):
|
||||
for vert in face.v:
|
||||
faceindices.append(vert.index)
|
||||
newindices.append(faceindices[0:3])
|
||||
|
||||
else: # THERE IS A TEXTURE
|
||||
|
||||
uvlist[:] = [[0]*3 for i in range( len(mesh.verts) )]
|
||||
|
||||
for face in mesh.faces:
|
||||
faceindices = []
|
||||
if (len(face.v) == 3):
|
||||
for i in range(len(face.uv)):
|
||||
vindex = face.v[i].index
|
||||
|
||||
if notseenindex(vindex):
|
||||
uvlist[vindex] = [vindex, face.uv[i][0], face.uv[i][1]]
|
||||
|
||||
elif uvlist[vindex][1] != face.uv[i][0] or \
|
||||
uvlist[vindex][2] != face.uv[i][1]:
|
||||
#debug: print("dif: [%f,%f] et [%f,%f]" %( uvlist[vindex][1], face.uv[i][0], uvlist[vindex][2], face.uv[i][1] ))
|
||||
#Create a new "entry" for an existing vertex
|
||||
newvertices.append(vindex)
|
||||
uvlist.append([currentnewvertex, face.uv[i][0], face.uv[i][1]])
|
||||
vindex = currentnewvertex
|
||||
currentnewvertex += 1
|
||||
|
||||
faceindices.append(vindex)
|
||||
newindices.append(faceindices[0:3])
|
||||
|
||||
#End texture and vertex copy
|
||||
|
||||
|
||||
# ---- BEGINNING OF THE WRITING OF THE FILE ----
|
||||
|
||||
#MESH HEADER
|
||||
out.write( '\n<Mesh \n' )
|
||||
out.write( ' name="%s" \n' % (mesh.name) )
|
||||
out.write( ' frameCount="%i" \n' % ( frameCount ) )
|
||||
out.write( ' vertexCount="%i" \n' % (len(mesh.verts) + len(newvertices)) )
|
||||
out.write( ' indexCount="%i" \n' % ( realFaceCount * 3 ) )
|
||||
out.write( ' specularPower="9.999999" \n' )
|
||||
out.write( ' opacity="%f" \n' % (opacity) )
|
||||
out.write( ' twoSided="%s" \n' % ( twoSided ) )
|
||||
out.write( ' customColor="%s" \n' % ( customColor ) )
|
||||
out.write( ' diffuseTexture="%s" > \n' % ( diffuseTexture ) )
|
||||
|
||||
#DIFFUSE
|
||||
out.write( ' <Diffuse>\n <Color r="%f" g="%f" b="%f" />\n </Diffuse>\n' % ( diffuseColor[0], diffuseColor[1], diffuseColor[2] ) )
|
||||
|
||||
#SPECULAR # part Hardcoded Color: THIS WAS ALREADY HARDCODED ...
|
||||
out.write( ' <Specular><Color r="%f" g="%f" b="%f" /></Specular>\n' % (HardCodedSpecular, HardCodedSpecular, HardCodedSpecular) )
|
||||
|
||||
#TEXTURE
|
||||
if textureName == '':
|
||||
out.write( ' <!-- NO TEXTURE -->\n' )
|
||||
else:
|
||||
out.write( ' <Texture name="%s" />\n' % (textureName) )
|
||||
|
||||
#For each FRAME
|
||||
|
||||
#VERTICES
|
||||
framelist={}
|
||||
l = range( startFrame , startFrame+frameCount )
|
||||
for frame in l:
|
||||
# set the right frame
|
||||
Blender.Set('curframe', frame)
|
||||
curObject=object
|
||||
curMatrix= curObject.getMatrix('worldspace')
|
||||
|
||||
fmesh = curObject.getData()
|
||||
|
||||
# after creation of new Object, Selection is no longer reliable (new obj. are selected, too), already corrected in code (see: curObject= ...)
|
||||
defmesh=Blender.Mesh.New(curObject.name+'F'+str(frame))
|
||||
defmesh.getFromObject(curObject.name)
|
||||
|
||||
framelist[frame]=defmesh
|
||||
|
||||
# just to avoid work
|
||||
fmesh=defmesh
|
||||
|
||||
out.write( ' <Vertices frame="%i">\n' % ( frame-startFrame ) )
|
||||
# "real" vertex
|
||||
for vert in fmesh.verts:
|
||||
vert.co= vert.co * curMatrix
|
||||
out.write( ' <Vertex x="%f" y="%f" z="%f" />\n' % (vert.co.x,vert.co.y,vert.co.z) )
|
||||
# "linked" new vertex
|
||||
for ind in newvertices:
|
||||
out.write( ' <Vertex x="%f" y="%f" z="%f" />\n' % \
|
||||
(fmesh.verts[ind].co.x, fmesh.verts[ind].co.y, fmesh.verts[ind].co.z) )
|
||||
out.write( ' </Vertices>\n' )
|
||||
|
||||
#NORMALS
|
||||
l = range( startFrame , startFrame+frameCount )
|
||||
for frame in l:
|
||||
Blender.Set('curframe', frame)
|
||||
|
||||
# getting the created meshes
|
||||
fmesh = framelist[frame] #.getData()
|
||||
|
||||
out.write( ' <Normals frame="%i">\n' % ( frame-startFrame ) )
|
||||
# "real" vertex
|
||||
for vert in fmesh.verts:
|
||||
out.write( ' <Normal x="%f" y="%f" z="%f" />\n' % (vert.no.x, vert.no.y, vert.no.z) )
|
||||
# "linked" new vertex
|
||||
for ind in newvertices:
|
||||
out.write( ' <Normal x="%f" y="%f" z="%f" />\n' % \
|
||||
(fmesh.verts[ind].no.x, fmesh.verts[ind].no.y, fmesh.verts[ind].no.z) )
|
||||
out.write( ' </Normals>\n' )
|
||||
|
||||
#End FRAMES
|
||||
|
||||
|
||||
#TEXTURES COORDS
|
||||
if textureName == '':
|
||||
out.write( ' <!-- NO TEXTURE COORDS -->\n' )
|
||||
else:
|
||||
out.write( ' <TexCoords>\n' )
|
||||
#write list
|
||||
for uv in uvlist:
|
||||
out.write( ' <ST s="%f" t="%f" />\n' % (uv[1], uv[2]) )
|
||||
out.write( ' </TexCoords>\n' )
|
||||
|
||||
#INDICES
|
||||
out.write( ' <Indices>\n' )
|
||||
for face in newindices:
|
||||
for vert in face:
|
||||
out.write( ' <Ix i="%i" />\n' % (vert) )
|
||||
# out.write('\n')
|
||||
out.write( ' </Indices>\n' )
|
||||
|
||||
#END MESH
|
||||
out.write( '</Mesh>\n' )
|
||||
|
||||
#Printing a summary of the mesh to the output
|
||||
print("\nObject : %s" %(object.getName() ) )
|
||||
print("Mesh : %s" %(mesh.name) )
|
||||
print("%i frames" % ( frameCount ) )
|
||||
print("%i vertices" % (len(mesh.verts) + len(newvertices)) )
|
||||
print("%i exported faces (%i real faces)" % (realFaceCount, len(mesh.faces) ) )
|
||||
if realFaceCount != len(mesh.faces) :
|
||||
print("WARNING : some faces have been ignored (not triangle)\n" +
|
||||
" Errors may occur with faces and indices linking..." )
|
||||
Blender.Draw.PupMenu("export warning:%t|WARNING : some faces have been ignored (not triangle)|" +
|
||||
" Errors may occur with faces and indices linking...")
|
||||
print("%i indices" % (realFaceCount * 3) )
|
||||
print("opacity : %f" % (opacity) )
|
||||
print("two sided : %s" % (twoSided) )
|
||||
print("custom color : %s" % (customColor) )
|
||||
print("Use a diffuse texture : %s" % (diffuseTexture) )
|
||||
if textureName != '':
|
||||
print( " texture name : %s" % (textureName) )
|
||||
print("diffuse color : %f,%f,%f" % ( diffuseColor[0], diffuseColor[1], diffuseColor[2] ) )
|
||||
print("Number of new vertices to fit uv mapping : %i\n" % ( len(newvertices) ) )
|
||||
|
||||
#FOOTER
|
||||
out.write( '</G3D>\n' )
|
||||
|
||||
out.close()
|
||||
#END write_obj
|
||||
|
||||
# file selector based on ac3d_export.py by Willian P. Germano
|
||||
# File Selector callback:
|
||||
def fs_callback(filename):
|
||||
global cmd, extension, scriptsdir
|
||||
if not filename.endswith(extension): filename = '%s%s' % (filename, extension)
|
||||
if bsys.exists(filename):
|
||||
if Blender.Draw.PupMenu('OVERWRITE?%t|File exists') != 1:
|
||||
return
|
||||
if cmd:
|
||||
tmp = bsys.join(scriptsdir, "tmp.xml")
|
||||
write_obj(tmp)
|
||||
|
||||
print "running glexemel"
|
||||
cmd = [cmd, tmp, filename]
|
||||
print cmd
|
||||
p = subprocess.Popen(cmd, stdout=subprocess.PIPE, stderr=subprocess.PIPE)
|
||||
out = p.stdout.read()
|
||||
err = p.stderr.read()
|
||||
res = p.wait()
|
||||
if res != 0 or err:
|
||||
s = ''
|
||||
if out:
|
||||
s += out.replace('\n', '|')
|
||||
if err:
|
||||
s += err.replace('\n', '|')
|
||||
Blender.Draw.PupMenu('glexemel error: see console%t|' + s)
|
||||
print out
|
||||
print err
|
||||
print res
|
||||
else:
|
||||
write_obj(filename)
|
||||
print "glexemel not found"
|
||||
|
||||
|
||||
scriptsdir = Blender.Get('scriptsdir')
|
||||
files = os.listdir(scriptsdir)
|
||||
cmd = ''
|
||||
extension=".xml"
|
||||
for fname in files:
|
||||
if fname.startswith("xml2g"):
|
||||
cmd = bsys.join(scriptsdir, fname)
|
||||
extension = ".g3d"
|
||||
break
|
||||
|
||||
OBJS = Blender.Object.GetSelected()
|
||||
if not OBJS:
|
||||
Blender.Draw.PupMenu('ERROR: no objects selected')
|
||||
else:
|
||||
fname = bsys.makename(ext=extension)
|
||||
Blender.Window.FileSelector(fs_callback, "Export XML-G3D", fname)
|
||||
#Blender.Window.FileSelector(write_obj, "Export")
|
Loading…
Reference in New Issue