MegaGlest/source/tools/glexemel/g3d_support_b257.py

730 lines
32 KiB
Python
Executable File

###########################################################################
# Glest Model / Texture / UV / Animation Importer and Exporter
# for the Game Glest that u can find http://www.glest.org
# copyright 2005 By Andreas Becker (seltsamuel@yahoo.de)
#
# Updated Jan 2011 by Mark Vejvoda (SoftCoder) to properly import animations
# from G3D into Blender
#
# Started Date: 07 June 2005 Put Public 20 June 2005
# Ver: 0.01 Beta Exporter ripped off because work in Progress
# Distributed under the GNU PUBLIC LICENSE for www.megaglest.org and glest.org
###########################################################################
#NOTE:
# Copy this Script AND g3d_logo.png into .Blender\scripts
# directory then start inside blender Scripts window
# "Update Menus" after that this Script here is accesible
# as 'Wizards' G3d Fileformat Im/Exporter
#ToDo:
#Exporter Bughunt he will be rejoined next release
#Maybe Integrate UV Painter to Generate UVMaps from Blender Material and procedural Textures
#will be nice to paint wireframe too, so that one can easyly load into Paintprogram and see where to paint
#(Already possible through Blender functions so at the end of the list :-) )
###########################################################################
bl_info = {
"name": "MegaGlest G3D Fileformat Import/Exporter",
"description": "Imports and Exports the Glest fileformat V3/V4 (.g3d)",
"author": "Andreas Becker, Mark Vejvoda, William Zheng",
"version": (1,1),
"blender": (2, 5, 7),
"api": 35622,
'location': 'File > Import-Export',
"warning": '',
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/Import-Export/MegaGlest_G3D",
"tracker_url": "http://projects.blender.org/tracker/index.php?"\
"func=detail&aid=<number>",
"category": "Import-Export"
}
"""
Here an explanation of the V4 Format found at www.glest.org
================================
1. DATA TYPES
================================
G3D files use the following data types:
uint8: 8 bit unsigned integer
uint16: 16 bit unsigned integer
uint32: 32 bit unsigned integer
float32: 32 bit floating point
================================
2. OVERALL STRUCTURE
================================
- File header
- Model header
- Mesh header
- Texture names
- Mesh data
================================
2. FILE HEADER
================================
Code:
struct FileHeader{
uint8 id[3];
uint8 version;
};
This header is shared among all the versions of G3D, it identifies this file as a G3D model and provides information of the version.
id: must be "G3D"
version: must be 4, in binary (not '4')
================================
3. MODEL HEADER
================================
Code:
struct ModelHeader{
uint16 meshCount;
uint8 type;
};
meshCount: number of meshes in this model
type: must be 0
================================
4. MESH HEADER
================================
There is a mesh header for each mesh, there must be "meshCount" headers in a file but they are not consecutive, texture names and mesh data are stored in between.
Code:
struct MeshHeader{
uint8 name[64];
uint32 frameCount;
uint32 vertexCount;
uint32 indexCount;
float32 diffuseColor[3];
float32 specularColor[3];
float32 specularPower;
float32 opacity;
uint32 properties;
uint32 textures;
};
name: name of the mesh
frameCount: number of keyframes in this mesh
vertexCount: number of vertices in each frame
indexCount: number of indices in this mesh (the number of triangles is indexCount/3)
diffuseColor: RGB diffuse color
specularColor: RGB specular color (currently unused)
specularPower: specular power (currently unused)
properties: property flags
Code:
enum MeshPropertyFlag{
mpfTwoSided= 1,
mpfCustomColor= 2,
};
mpfTwoSided: meshes in this mesh are rendered by both sides, if this flag is not present only "counter clockwise" faces are rendered
mpfCustomColor: alpha in this model is replaced by a custom color, usually the player color
textures: texture flags, only 0x1 is currently used, indicating that there is a diffuse texture in this mesh.
================================
4. TEXTURE NAMES
================================
A list of uint8[64] texture name values. One for each texture in the mesh. If there are no textures in the mesh no texture names are present. In practice since Glest only uses 1 texture for each mesh the number of texture names should be 0 or 1.
================================
5. MESH DATA
================================
After each mesh header and texture names the mesh data is placed.
vertices: frameCount * vertexCount * 3, float32 values representing the x, y, z vertex coords for all frames
normals: frameCount * vertexCount * 3, float32 values representing the x, y, z normal coords for all frames
texture coords: vertexCount * 2, float32 values representing the s, t tex coords for all frames (only present if the mesh has 1 texture at least)
indices: indexCount, uint32 values representing the indices
"""
###########################################################################
# Importing Structures needed (must later verify if i need them really all)
###########################################################################
import sys, struct, string, types
from types import *
import os
from os import path
from os.path import dirname
import bpy
from bpy.props import StringProperty
from io_utils import ImportHelper, ExportHelper
import mathutils
import math
import re
from string import *
from struct import *
###########################################################################
# Variables that are better Global to handle
###########################################################################
imported = [] #List of all imported Objects
toexport = [] #List of Objects to export (actually only meshes)
sceneID = None #Points to the active Blender Scene
###########################################################################
# Declaring Structures of G3D Format
###########################################################################
class G3DHeader: #Read first 4 Bytes of file should be G3D + Versionnumber
binary_format = "<3cB"
def __init__(self, fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
#print(type(data)); print(repr(data))
#self.id = bytes(data[0]).decode() + bytes(data[1]).decode() + bytes(data[2]).decode()
self.id = ''.join(item.decode() for item in data[0:3])
#self.id = data[0:3]
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.texturefilepath = None
else:
self.texturefilepath = "".join([x.decode("ascii", "ignore") for x in data[7:-1] if x.decode("ascii", "ignore") in string.printable])
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([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
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.texturefilepath = "".join([x.decode("ascii", "ignore") for x in data[0:-1] if x.decode("ascii", "ignore") in string.printable])
self.hastexture = True
else:
self.hastexture = False
self.texturefilepath = 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(filepath,header,data): #Create a Mesh inside Blender
mesh = bpy.data.meshes.new(header.meshname) #New Mesh
meshobj = bpy.data.objects.new(header.meshname,mesh) #New Object for the new Mesh
#meshobj.link(mesh) #Link the Mesh to the Object
sceneID.objects.link (meshobj) #Link the Object to the actual Scene
uvcoords = []
if header.hastexture: #Load Texture when assigned
texturefile = dirname(filepath)+os.sep+header.texturefilepath
texture = bpy.data.images.load(texturefile)
#mesh.hasFaceUV(1) #Because has Texture must have UV Coordinates
#mesh.hasVertexUV(1) #UV for each Vertex not only for Face
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()