From c1afb761f1a77d4555b825b7f132e87b14354cfa Mon Sep 17 00:00:00 2001 From: Gerard Krol Date: Fri, 8 Jun 2007 18:05:16 +0000 Subject: [PATCH] PIE import and export scripts. The import script is adapted from Rodzilla. Place these in your ~/.blender/scripts folder and enjoy. Supported: connectors, team colors (using a second UV layer). Not supported: animations of any kind. git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1840 4a71c877-e1ca-e34f-864e-861f7616d084 --- tools/blender/COPYING | 340 ++++++++++++++++++++++++++++++++++++ tools/blender/pie_export.py | 120 +++++++++++++ tools/blender/pie_import.py | 224 ++++++++++++++++++++++++ 3 files changed, 684 insertions(+) create mode 100644 tools/blender/COPYING create mode 100644 tools/blender/pie_export.py create mode 100644 tools/blender/pie_import.py diff --git a/tools/blender/COPYING b/tools/blender/COPYING new file mode 100644 index 000000000..3912109b5 --- /dev/null +++ b/tools/blender/COPYING @@ -0,0 +1,340 @@ + GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc. + 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. 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If this is what you want to do, use the GNU Library General +Public License instead of this License. diff --git a/tools/blender/pie_export.py b/tools/blender/pie_export.py new file mode 100644 index 000000000..136570031 --- /dev/null +++ b/tools/blender/pie_export.py @@ -0,0 +1,120 @@ +#!BPY +from __future__ import division + +""" +Name: 'Warzone model (.pie)...' +Blender: 244 +Group: 'Export' +Tooltip: 'Save a Warzone model file' +""" + +__author__ = "Gerard Krol" +__version__ = "0.1" +__bpydoc__ = """\ +This script exports Warzone 2100 PIE files. +""" + +# +# -------------------------------------------------------------------------- +# PIE Export v0.1 by Gerard Krol (gerard_) +# -------------------------------------------------------------------------- +# ***** BEGIN GPL LICENSE BLOCK ***** +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# -------------------------------------------------------------------------- + +import Blender +import os +import math + +def fs_callback(filepath): + # TODO: export all meshes instead of only the selected one + ob = Blender.Object.GetSelected() + mesh = ob[0].getData(mesh=1) + + out = file(filepath, 'w') + out.write( 'PIE 2\n' ) + out.write( 'TYPE 200\n' ) + #print mesh.faces[0].image.getFilename() + texturename = os.path.basename(mesh.faces[0].image.getFilename()) + print 'texture:', texturename + out.write( 'TEXTURE 0 ' + texturename + ' 256 256\n') + out.write( 'LEVELS 1\n') + out.write( 'LEVEL 1\n') + out.write('POINTS ' + str(len(mesh.verts)) + '\n') + + for vert in mesh.verts: + out.write( '\t%i %i %i\n' % (vert.co.x*128, vert.co.z*128, -vert.co.y*128) ) + + out.write('POLYGONS ' + str(len(mesh.faces)) + '\n') + uvLayers = mesh.getUVLayerNames() + for face in mesh.faces: + flags = 0x200 + if len(uvLayers) > 1: + # team colored + mesh.activeUVLayer = uvLayers[0] + orgUVCoords = [] + for n in xrange(0, len(face.v)): + orgUVCoords.append((face.uv[n][0], 1.0-face.uv[n][1]) ) + mesh.activeUVLayer = uvLayers[1] + if face.mode & Blender.Mesh.FaceModes['TEX']: + uDiff = 0.0 + vDiff = 0.0 + for n in xrange(0, len(face.v)): + uDiff += face.uv[n][0] - orgUVCoords[n][0] + vDiff += 1.0-face.uv[n][1] - orgUVCoords[n][1] + uDiff /= len(face.v) + vDiff /= len(face.v) + print uDiff, vDiff + if abs(uDiff) > abs(vDiff): + width = uDiff*256/7 + height = 256 + else: + width = 256 + height = vDiff*256/7 + flags |= 0x4000 + if face.mode & Blender.Mesh.FaceModes['TWOSIDE']: + flags |= 0x2000 + if face.transp == Blender.Mesh.FaceTranspModes['ALPHA']: + flags |= 0x800 + + mesh.activeUVLayer = uvLayers[0] + out.write('\t' + hex(flags).split('x')[-1] + ' ' + str(len(face.v))) + + for vert in face.v: + out.write( ' %i' % vert.index ) + if flags & 0x4000: + # team colors + out.write( ' 8 1 %i %i' % (width, height) ) + for n, vert in enumerate(face.v): + #print face.uv[n] + out.write( ' %i %i' % (face.uv[n][0]*256, (1.0-face.uv[n][1])*256) ) + out.write('\n') + # export the connectors + connectors = [] + for object in Blender.Scene.GetCurrent().getChildren(): + if object.getData() == None: + x,y,z = object.getLocation() + connectors.append((object.getName(), (x*128, -y*128 ,z*128))) + connectors.sort() + if connectors: + out.write('CONNECTORS %i\n' % len(connectors)) + for c, xyz in connectors: + out.write('\t%i %i %i\n' % xyz) + out.close() +fname = Blender.sys.makename(ext=".pie") +Blender.Window.FileSelector(fs_callback, "Export Warzone Model", fname) diff --git a/tools/blender/pie_import.py b/tools/blender/pie_import.py new file mode 100644 index 000000000..d3c8403a8 --- /dev/null +++ b/tools/blender/pie_import.py @@ -0,0 +1,224 @@ +#!BPY + +""" +Name: 'Warzone model (.pie)...' +Blender: 244 +Group: 'Import' +Tooltip: 'Load a Warzone model file' +""" + +__author__ = "Rodolphe Suescun, Gerard Krol" +__url__ = ["blender"] +__version__ = "0.2" + +__bpydoc__ = """\ +This script imports PIE files to Blender. + +Usage: + +Run this script from "File->Import" menu and then load the desired PIE file. +""" + +# +# -------------------------------------------------------------------------- +# PIE Import v0.1 by Rodolphe Suescun (AKA RodZilla) +# v0.2 by Gerard Krol (gerard_) +# -------------------------------------------------------------------------- +# ***** BEGIN GPL LICENSE BLOCK ***** +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# -------------------------------------------------------------------------- + +import glob +from Blender import * +import os + +#==================================================================================# +# This loads data from .pie file # +#==================================================================================# +def load_pie(file): + time1 = sys.time() + + DIR = os.path.dirname(file) + + fileLines = open(file, 'r').readlines() + + #==================================================================================# + # Make split lines, ignore blenk lines or comments. # + #==================================================================================# + lIdx = 0 + while lIdx < len(fileLines): + fileLines[lIdx] = fileLines[lIdx].split() + lIdx+=1 + + lIdx = 0 + pieVersion = -1 + image = None + while lIdx < len(fileLines): + l = fileLines[lIdx] + if len(l) == 0: + fileLines.pop(lIdx) + + elif l[0] == 'PIE': + pieVersion = int(l[1]) + fileLines.pop(lIdx) + print 'PIE version ', pieVersion + + elif l[0] == 'TEXTURE': + currentMat = Material.New('PIE_mat') + loaded = 1 + + # the big image finding trick + basename = l[2].split(' ')[0].split('.')[0].lower() + print 'basename:', basename + options = [] + options.extend(glob.glob(os.path.join(DIR,basename) + '*.*')) + options.extend(glob.glob(os.path.join(DIR,'..','texpages', basename) + '*.*')) + options.extend(glob.glob(os.path.join(DIR,'..','..','texpages', basename) + '*.*')) + print 'options', options + image = Image.Load(options[0]) + + texture = Texture.New() + texture.setType('Image') + texture.image = image + currentMat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL) + fileLines.pop(lIdx) + + elif l[0] == 'LEVEL': + mesh = Mesh.New('PIE') + mesh.materials.append(currentMat) + mesh.addUVLayer('base') + mesh.addUVLayer('teamcolors') + fileLines.pop(lIdx) + + elif l[0] == 'POINTS': + nbPoints = int(l[1]) + fileLines.pop(lIdx) + point = 0 + while point < nbPoints: + l = fileLines[lIdx] + #todo: convert to Mesh code + mesh.verts.extend(float(l[0])/128.0, -float(l[2])/128.0, float(l[1])/128.0) + fileLines.pop(lIdx) + point+=1 + + elif l[0] == 'POLYGONS': + nbPolys = int(l[1]) + fileLines.pop(lIdx) + for poly in xrange(0,nbPolys): + l = fileLines[lIdx] + flags = int(l[0],16) + nbPoints = int(l[1]) + #f=Mesh.MFace() + #f.mat = 0 + # set up verticles + vertsInFace = [] + for point in xrange(0, nbPoints): + vertsInFace.append(int(l[point+2])) + #print vertsInFace + mesh.faces.extend(vertsInFace, ignoreDups=True) + #print poly, len(mesh.faces) + f = mesh.faces[poly] + #print 'face', f + f.mat = 0 + # set up uv coords + mesh.activeUVLayer = 'base' + f.image=image + uvCoords = [] + for point in xrange(0, nbPoints): + uvCoords.append(Mathutils.Vector(float(l[point*2-nbPoints*2])/256.0, 1.0-float(l[point*2-nbPoints*2+1])/256.0)) + print 'UVs', uvCoords + f.uv = uvCoords + # set up uv coords + if flags & 0x4000: + mesh.activeUVLayer = 'teamcolors' + f.image=image + uvCoords = [] + max = int(l[1+nbPoints]) + time = int(l[1+nbPoints+1]) + width = int(l[1+nbPoints+2]) + height = int(l[1+nbPoints+3]) + print 'max', max + print 'time', time + print 'width', width + print 'height', height + offsetU = height*7 + offsetV = 0 + while offsetU > 255: + offsetU -= 256 + offsetV += width + print 'offset', offsetU, offsetV + for point in xrange(0, nbPoints): + # team colors + uvCoords.append(Mathutils.Vector(float(l[point*2-nbPoints*2])/256.0+float(offsetU)/256.0, 1.0-float(l[point*2-nbPoints*2+1])/256.0-float(offsetV)/256.0)) + f.uv = uvCoords + + + if flags & 0x2000: + # double sided + mesh.activeUVLayer = 'base' + f.mode |= Mesh.FaceModes['TWOSIDE'] + mesh.activeUVLayer = 'teamcolors' + f.mode |= Mesh.FaceModes['TWOSIDE'] + if flags & 0x800: + # transparent + mesh.activeUVLayer = 'base' + f.transp = Mesh.FaceTranspModes['ALPHA'] + mesh.activeUVLayer = 'teamcolors' + f.transp = Mesh.FaceTranspModes['ALPHA'] + #mesh.faces.append(f) + fileLines.pop(lIdx) + #poly+=1 + elif l[0] == 'CONNECTORS': + nbConnectors = int(l[1]) + fileLines.pop(lIdx) + connector = 0 + # we only load three... the rest is junk + while connector < 3 and connector < nbConnectors: + l = fileLines[lIdx] + x = float(l[0])/128.0 + y = -float(l[1])/128.0 + z = float(l[2])/128.0 + scene = Scene.GetCurrent() # get the current scene + empty = Object.New('Empty', 'Connector') + + # convert our number strings to floats + empty.loc = x, y, z + empty.setSize(0.15, 0.15, 0.15) + scene.link(empty) # link our new object into scene + + #empty = Object.New('Empty') + #ob = scn.objects.new(empty, 'Empty') # make a new object in this scene using the camera data + #ob.setLocation (x, y, z) # position the object in the scene + fileLines.pop(lIdx) + connector+=1 + while connector < nbConnectors: + fileLines.pop(lIdx) + + else: + lIdx+=1 + + #NMesh.PutRaw(mesh, "pie", 1) + mesh.activeUVLayer = 'base' + scn = Scene.GetCurrent() # link object to current scene + ob = scn.objects.new(mesh, 'PIE') + Redraw() + + print "pie import time: ", sys.time() - time1 + +Window.FileSelector(load_pie, 'Import Warzone model') +