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import_kp.py
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'''
importer class/func
class KP_Util_Import
class Import_MD2(Operator, ImportHelper)
'''
import os
import bpy
import struct
from bpy.types import Operator # B2.8
from bpy_extras.io_utils import ImportHelper, unpack_list
from bpy_extras.image_utils import load_image
from math import pi
from mathutils import (
Matrix,
Vector,
)
# import random
# import shutil
from .common_kp import (
MD2_VN,
get_collection,
get_uv_data_new,
get_objects,
get_layers,
set_uv_data_active,
# set_uv_data,
set_select_state,
)
class Kingpin_Model_Reader:
def makeObject(self):
if bpy.app.version >= (2, 80): # nodes
from bpy_extras import node_shader_utils
print("Generate mesh", end='')
int_frame = bpy.context.scene.frame_current
bpy.context.scene.frame_set(0)
# ###################
# 2.8 Create the mesh
md2_mesh = bpy.data.meshes.new(self.name)
md2_mesh.from_pydata(self.v_pos[0], [], self.tris) # new 2.8 method
print('... Done') # Finish mesh data
# ##########
# skins data
image_array = []
if self.numSkins > 0:
print("Generate Materials.")
for skin in self.skins:
print("loading skin: %s" % skin, end='') # print name
mat_id = bpy.data.materials.new(skin) # new material
md2_mesh.materials.append(mat_id) # asign materal to mesh
# get materal node/links
mat_id.use_nodes = True
mat_nodes = mat_id.node_tree.nodes
mat_links = mat_id.node_tree.links
# delete existing node
while(mat_nodes):
mat_nodes.remove(mat_nodes[0])
# create diffuse/texture/output nodes
node_tex = mat_nodes.new("ShaderNodeTexImage") # image texture
node_diff = mat_nodes.new(type='ShaderNodeBsdfDiffuse') # simple shader
node_out_mat = mat_nodes.new(type='ShaderNodeOutputMaterial') # output Cycles
# move nodes
node_tex.location = Vector((-350, -80))
node_out_mat.location = Vector((250, 0)) # output Cycles
# create links
mat_links.new(node_diff.outputs['BSDF'], node_out_mat.inputs['Surface'])
mat_links.new(node_tex.outputs['Color'], node_diff.inputs['Color'])
if bpy.app.version < (2, 80): # output blender render v2.79
node_output = mat_nodes.new(type='ShaderNodeOutput')
mat_links.new(node_tex.outputs['Color'], node_output.inputs['Color'])
node_output.location = Vector((250, -120))
# try to load tga/pcx image
skinImg = loadImage(skin, self.filePath) # KP_Util_Import
if skinImg is None:
skinImg = bpy.data.images.new(skin, self.skinWidth, self.skinHeight)
print(" Missing")
else:
print(" OK")
# skinImg. mapping = 'UV' #2.7
skinImg.name = skin
image_array.append(skinImg)
# link image to diffuse color
node_tex.image = skinImg
# print(" ...Done") # Finish skin data
# #######
# uv data
print('Generate UV.', end='')
uv_type, uv_layer = get_uv_data_new(md2_mesh, uv_name="UVMap_0") # v1.2.2
image = None # asign first image. TODO: cleanup
for im in image_array:
if (im is not None):
image = im
break
if (uv_type == 1): # B2.79 v1.2.2
blen_uvs = md2_mesh.uv_layers[0]
for i, pl in enumerate(md2_mesh.polygons):
face = self.tris_uv[i]
v1, v2, v3 = face
blen_uvs.data[pl.loop_start + 0].uv = self.uv_cords[v1]
blen_uvs.data[pl.loop_start + 1].uv = self.uv_cords[v2]
blen_uvs.data[pl.loop_start + 2].uv = self.uv_cords[v3]
pl.use_smooth = True # smooth all faces
md2_mesh.uv_textures[0].data[i].image = image # set face texture
elif (uv_type == 2): # B2.8 v1.2.2
for i, face in enumerate(md2_mesh.polygons):
face.use_smooth = True
uv_x = self.tris_uv[i]
# dat = md2_mesh.uv_layers[0].data[i].image = imag
for uvid, (vert_idx, loop_idx) in enumerate(zip(face.vertices, face.loop_indices)):
uv_layer.data[loop_idx].uv = (self.uv_cords[uv_x[uvid]][0], self.uv_cords[uv_x[uvid]][1])
print('.. Done') # Finish uv data
# validate/update model
md2_mesh.validate()
md2_mesh.update()
# create new object from mesh
print('Generate object.', end='')
obj = bpy.data.objects.new(md2_mesh.name, md2_mesh)
get_collection(bpy.context).link(obj) # v1.2.2
# select object
set_select_state(context=obj, opt=True) # 1.2.2
print(".. Done")
# ############
# Animate mesh
if (self.numFrames > 1) and not (self.fImportAnimation == 'NONE'):
# setup shape keys
sk_type = 0
sk_data = []
if (self.fImportAnimation == 'VERTEX'): # todo get index?
sk_type = 1
elif (self.fImportAnimation == 'SK_SINGLE'):
sk_type = 2
elif (self.fImportAnimation == 'SK_MULTI'):
sk_type = 3
if sk_type > 1: # use shape keys
sk_data.append(obj.shape_key_add(name="Base", from_mix=False)) # hy.new
sk_data.append(obj.shape_key_add(name=("SK_%i" % 0), from_mix=False)) # hy.new
obj.active_shape_key_index = 1
sk_data[1].value = 1.0
obj.use_shape_key_edit_mode = True
# obj.show_only_shape_key = True
# ####sk_data[1].relative_key = None
if self.fAddTimeline: # reset frame names
lastFName = ""
bpy.data.scenes[0].timeline_markers.clear()
sk_i = 1 # len(obj.data.shape_keys.key_blocks) - 1
for i in range(0, self.numFrames):
if sk_type == 1: # animate vertex
bpy.context.scene.frame_set(i)
obj.data.vertices.foreach_set("co", unpack_list(self.v_pos[i]))
obj.data.update()
for k, vert in enumerate(obj.data.vertices):
vert.keyframe_insert(data_path="co",
frame=i,
group="Vertex: %s" % k)
elif sk_type == 2: # animate single shape key
sk_data[sk_i].data.foreach_set("co", unpack_list(self.v_pos[i]))
for k, vert in enumerate(sk_data[sk_i].data):
vert.keyframe_insert(data_path="co",
frame=i,
group="sKey1 Vertex: %s" % k)
elif sk_type == 3: # animate multiple shape keys
bpy.context.scene.frame_set(i)
if i > 0:
sk_data.append(obj.shape_key_add(name=("SK_%i" % i), from_mix=False))
sk_i += 1
sk_data[sk_i].data.foreach_set("co", unpack_list(self.v_pos[i]))
obj.data.shape_keys.key_blocks[sk_i].value = 0.0
obj.data.shape_keys.key_blocks[sk_i].keyframe_insert("value", frame=i - 1)
obj.data.shape_keys.key_blocks[sk_i].value = 1.0
obj.data.shape_keys.key_blocks[sk_i].keyframe_insert("value", frame=i)
obj.data.shape_keys.key_blocks[sk_i].value = 0.0
obj.data.shape_keys.key_blocks[sk_i].keyframe_insert("value", frame=i + 1)
obj.data.update()
# import frame names
if self.fAddTimeline:
tmp_str = self.frame_names[i].rstrip(b'0123456789')
if lastFName != tmp_str:
bpy.data.scenes[0].timeline_markers.new(tmp_str.decode('utf-8'), frame=i)
lastFName = tmp_str
print("Animating mesh... %3i%%\r" % int(i / self.numFrames * 100), end='')
# set sceen timeline to match imported model
bpy.context.scene.frame_start = 0
bpy.context.scene.frame_end = self.numFrames - 1
print("Animating mesh... Done") # 100%")
# set frame back to old position
bpy.context.scene.frame_set(int_frame)
get_objects(bpy.context).active = obj # v1.2.2
get_layers(bpy.context).update() # v1.2.2
print("Model imported.")
def read(self, filePath):
''' open .md2 file and read contents '''
print()
print("Reading %s" % filePath, end='')
self.filePath = filePath
self.name = os.path.splitext(os.path.basename(filePath))[0]
self.ext = os.path.splitext(os.path.basename(filePath))[1]
self.skins = []
self.tris = [] # store triangle vertex index (idx1, idx2, idx3)
self.tris_uv = [] # store triangles UV index (idx1, idx2, idx3)
self.uv_cords = [] # UV float cordanates (X,Y)
self.v_pos = [] # vertex position (X,Y,Z)
self.v_norms = [] # vertex normal index
self.frame_names = []
# if self.ext not ".md2" or self.ext not ".mdx":
# return
inFile = open(file=self.filePath, mode="rb")
try:
print('.', end='')
if self.isMdx:
buff = inFile.read(struct.calcsize("<23i"))
data = struct.unpack("<23i", buff)
if data[0] != self.ident or data[1] != self.version:
raise NameError("Invalid MDX file")
self.skinWidth = max(1, data[2])
self.skinHeight = max(1, data[3])
# framesize
self.numSkins = data[5]
self.numVerts = data[6]
self.numTris = data[7]
self.numGLCmds = data[8]
if self.fImportAnimation:
self.numFrames = data[9]
else:
self.numFrames = 1
self.ofsSkins = data[13]
self.ofsTris = data[14]
self.ofsFrames = data[15]
self.ofsGLCmds = data[16]
else:
buff = inFile.read(struct.calcsize("<17i"))
data = struct.unpack("<17i", buff)
if data[0] != self.ident or data[1] != self.version:
raise NameError("Invalid MD2 file")
self.skinWidth = max(1, data[2])
self.skinHeight = max(1, data[3])
# framesize
self.numSkins = data[5]
self.numVerts = data[6]
self.numUV = data[7]
self.numTris = data[8]
self.numGLCmds = data[9]
if self.fImportAnimation:
self.numFrames = data[10]
else:
self.numFrames = 1
self.ofsSkins = data[11]
self.ofsUV = data[12]
self.ofsTris = data[13]
self.ofsFrames = data[14]
self.ofsGLCmds = data[15]
print('.', end='')
# Skins
if self.numSkins > 0:
inFile.seek(self.ofsSkins, 0)
for i in range(self.numSkins):
buff = inFile.read(struct.calcsize("<64s"))
data = struct.unpack("<64s", buff)
dataEx1 = data[0].decode("utf-8", "replace")
dataEx1 = dataEx1 + "\x00" # append null.
self.skins.append(asciiz(dataEx1))
print('.') # #3
# UV (software 1byte texture cords)
if self.isMdx is False and self.numGLCmds <= 1:
print("Reading Software Vertex... ", end='')
inFile.seek(self.ofsUV, 0)
for i in range(self.numUV):
buff = inFile.read(struct.calcsize("<2h"))
data = struct.unpack("<2h", buff)
# self.uv_cords.append((data[0] / self.skinWidth, 1 - (data[1] / self.skinHeight)))
# hypo add: index0
self.uv_cords.insert(
i, (data[0] / self.skinWidth, 1 - (data[1] / self.skinHeight)))
# Tris (non GLCommand)
inFile.seek(self.ofsTris, 0)
for i in range(self.numTris):
buff = inFile.read(struct.calcsize("<6H"))
data = struct.unpack("<6H", buff)
self.tris.append((data[0], data[2], data[1]))
self.tris_uv.append((data[3], data[5], data[4])) # 2.8 seperate uv
print('Done')
else:
print('Reading GLCommands... ', end='')
# =====================================================================================
# UV GLCommands (float texture cords)
inFile.seek(self.ofsGLCmds, 0)
uvIdx = 0
def readGLVertex(inFile):
buff = inFile.read(struct.calcsize("<2f1l"))
data = struct.unpack("<2f1l", buff)
s = data[0]
t = 1.0 - data[1] # flip Y
idx = data[2]
return (s, t, idx)
# for glx in range(self.numGLCmds): #wont get to this number
while 1:
if self.isMdx is True:
buff = inFile.read(struct.calcsize("<2l"))
data = struct.unpack("<2l", buff)
else:
buff = inFile.read(struct.calcsize("<l"))
data = struct.unpack("<l", buff)
# read strip
if data[0] >= 1:
numStripVerts = data[0]
v2 = readGLVertex(inFile)
v3 = readGLVertex(inFile)
self.uv_cords.append((v2[0], v2[1]))
self.uv_cords.append((v3[0], v3[1]))
uvIdx += 2
for i in range(1, (numStripVerts - 1), 1):
v1 = v2[:] # new ref
v2 = v3[:] # new ref
v3 = readGLVertex(inFile)
self.uv_cords.append((v3[0], v3[1]))
uvIdx += 1
if (i % 2) == 0:
self.tris.append((v1[2], v2[2], v3[2]))
self.tris_uv.append((uvIdx - 3, uvIdx - 2, uvIdx - 1))
else:
self.tris.append((v3[2], v2[2], v1[2]))
self.tris_uv.append((uvIdx - 1, uvIdx - 2, uvIdx - 3))
# read fan
elif data[0] <= -1:
numFanVerts = -data[0]
v1 = readGLVertex(inFile)
v3 = readGLVertex(inFile)
centreVert = uvIdx
self.uv_cords.append((v1[0], v1[1]))
self.uv_cords.append((v3[0], v3[1]))
uvIdx += 2
for i in range(1, (numFanVerts - 1), 1):
v2 = v3[:] # new ref
v3 = readGLVertex(inFile)
uvIdx += 1
self.uv_cords.append((v3[0], v3[1]))
self.tris.append((v3[2], v2[2], v1[2]))
self.tris_uv.append((uvIdx - 1, uvIdx - 2, centreVert))
else:
break
print("Done")
# ===================================================================================
# Frames
print("Reading Frames..", end='')
inFile.seek(self.ofsFrames, 0)
for i in range(self.numFrames):
buff = inFile.read(struct.calcsize("<6f16s"))
data = struct.unpack("<6f16s", buff)
verts = []
norms = []
for j in range(self.numVerts):
buff = inFile.read(struct.calcsize("<4B"))
vert = struct.unpack("<4B", buff)
verts.append((data[0] * vert[0] + data[3],
data[1] * vert[1] + data[4],
data[2] * vert[2] + data[5]))
norms.append((MD2_VN[vert[3]][0],
MD2_VN[vert[3]][1],
MD2_VN[vert[3]][2]))
self.v_pos.append(verts) # todo append
self.v_norms.append(norms) # vertexnormal index
tmp_str = data[6].split(b'\x00')
# tmp_str[0].decode('utf-8')
self.frame_names.append(tmp_str[0]) # frame names
print('.', end='') # #3
finally:
inFile.close()
print(" Done")
def loadImage(mdxPath, filePath):
fileName = os.path.basename(mdxPath)
image = load_image(fileName, dirname=os.path.dirname(mdxPath), recursive=False)
if image is not None:
return image
image = load_image(fileName, dirname=os.path.dirname(filePath), recursive=False)
if image is not None:
return image
# build game base/mod dir
idxModels = filePath.find("models" + os.sep)
idxPlayer = filePath.find("players" + os.sep)
idxTextur = filePath.find("textures" + os.sep)
if filePath[0] == os.sep:
filePath = filePath[1:]
if idxModels >= 1:
filePath = filePath[0:idxModels]
elif idxPlayer >= 1:
filePath = filePath[0:idxPlayer]
elif idxTextur >= 1:
filePath = filePath[0:idxTextur]
fullpath = filePath + mdxPath
fullpath = bpy.path.native_pathsep(fullpath)
image = load_image(fileName, dirname=os.path.dirname(
fullpath), recursive=False)
if image is not None:
return image
return None
def asciiz(s):
for i, c in enumerate(s):
if ord(c) == 0:
return s[:i]
# def Import_MD2_fn(self, filename):
def load(self,
filepath,
*,
fImportAnimation=False,
fAddTimeline=False,
relpath=None
):
ext = os.path.splitext(os.path.basename(filepath))[1]
if ext != '.md2' and ext != '.mdx':
raise RuntimeError("ERROR: Incorrect file extension. Only md2 or mdx")
return False
else:
md2 = Kingpin_Model_Reader()
md2.object = None
md2.fImportAnimation = fImportAnimation
md2.fAddTimeline = fAddTimeline
if ext == '.mdx':
md2.isMdx = True
md2.ident = 1481655369
md2.version = 4
else:
md2.isMdx = False
md2.ident = 844121161
md2.version = 8
md2.read(self.filepath)
md2.makeObject()
return True