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io_import_md2.py
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io_import_md2.py
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bl_info = {
"name": "Experimental MD2 Importer",
"author": "Lennart G",
"location": "File > Import > Anachronox (.md2)",
"version": (0, 1, 0),
"blender": (2, 80, 0),
"category": "Import-Export"
}
import sys
from dataclasses import dataclass
import struct
from pathlib import Path
from typing import List
"""
This part is used to load an md2 file into a MD2 dataclass object
"""
"""
Dataclasses resembling structs in C. Used for storing MD2 information, being nested and forming one big dataclass
"""
@dataclass
class vec3_t:
x: float
y: float
z: float
@dataclass
class vertex_t: # 4 bytes in total
v: list # unsigned char (in python 1 byte int), list of len 3, compressed vertex
lightnormalindex: int # unsigned char, index to a normal vector for the lighting
@dataclass
class frame_t: # 40 + num_xyz*4 bytes
scale: vec3_t # scale values, 3 elements
translate: vec3_t # translation vector, 3 elements
name: str # frame name, 16 characters aka bytes at most
verts: List[vertex_t] # list of num_xyz vertex_t's
@dataclass
class md2_t:
ident: int # magic number. must be equal to "IDP2" or 844121161 as int
version: int # md2 version. must be equal to 8
resolution: int
skinwidth: int # width of the texture
skinheight: int # height of the texture
framesize: int # size of one frame in bytes
num_skins: int # number of textures
num_xyz: int # number of vertices
num_st: int # number of texture coordinates
num_tris: int # number of triangles
num_glcmds: int # number of opengl commands
num_frames: int # total number of frames
ofs_skins: int # offset to skin names (64 bytes each)
ofs_st: int # offset to s-t texture coordinates
ofs_tris: int # offset to triangles
ofs_frames: int # offset to frame data
ofs_glcmds: int # offset to opengl commands
ofs_end: int # offset to end of file
@dataclass
class triangle_t: # 12 bytes each
vertexIndices: List[int] # short, 3 values
textureIndices: List[int] # short, 3 values
@dataclass
class textureCoordinate_t: # 4 bytes each
s: int # short
t: int # short
@dataclass
class glCommandVertex_t:
s: float
t: float
vertexIndex: int
@dataclass
class glCommand_t:
mode: str # string saying GL_TRIANGLE_STRIP or GL_TRIANGLE_FAN
vertices: List[glCommandVertex_t] # all vertices rendered with said mode
@dataclass
class md2_object:
header: md2_t
skin_names: List[str]
triangles: List[triangle_t]
frames: List[frame_t]
texture_coordinates: List[textureCoordinate_t]
gl_commands: List[glCommand_t]
"""
Functions used to create an MD2 Object
"""
def load_gl_commands(gl_command_bytes):
"""
Loads gl_commands which are a list of GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN calls that reduce fps
Code differs much from original loading code in C
:param gl_command_bytes: bytes belonging to gl_commands lump from md2 file
:return: list of dataclasses storing gl commands
"""
offset = 0
gl_commands = list()
while True: # ends when mode is 0
(mode,) = struct.unpack("<i", gl_command_bytes[offset:offset+4])
num_verts = abs(mode)
if mode > 0:
mode = "GL_TRIANGLE_STRIP"
elif mode == 0:
offset += 4
break
else:
mode = "GL_TRIANGLE_FAN"
offset += 4
gl_vertices = list()
for i in range(num_verts):
s_and_t = struct.unpack("<ff", gl_command_bytes[offset+12*i:offset+12*i+8])
vertex_index = struct.unpack("<i", gl_command_bytes[offset+12*i+8:offset+12*i+12])
gl_vertices.append(glCommandVertex_t(*s_and_t, *vertex_index))
# print(gl_vertices)
offset += 12*num_verts
gl_commands.append(glCommand_t(mode, gl_vertices))
return gl_commands
def load_triangles(triangle_bytes, header):
"""
Creates basic list of triangle dataclasses which contain indices to vertices
:param triangle_bytes: bytes from md2 file belonging to triangles lump
:param header: dataclass containing header information
:return: list of triangles
"""
triangles = list()
for i in range(header.num_tris):
triangle = triangle_t(list(struct.unpack("<hhh", triangle_bytes[12*i:12*i+6])), list(struct.unpack("<hhh", triangle_bytes[12*i+6:12*i+12])))
# print(triangle)
triangles.append(triangle)
return triangles
def load_frames(frames_bytes, header):
"""
Loads frames
:param frames_bytes: bytes from md2 file belonging to frames lump
:param header: header dataclass
:return: list of frame dataclass objects
"""
# # check if header.ofs_glcmds - header.ofs_frames == header.num_frames*(40+4*header.num_xyz) # #
#print("len", len(frames_bytes))
#print("frames", header.num_frames)
#print("check", header.num_frames*(40+4*header.num_xyz))
frames = list()
if header.resolution == 0:
unpack_format = "<BBB"
resolution_bytes = 0
elif header.resolution == 1:
unpack_format = "<BBB"
resolution_bytes = 1
elif header.resolution == 2:
unpack_format = "<HHH"
resolution_bytes = 3
for current_frame in range(header.num_frames):
scale = vec3_t(*struct.unpack("<fff", frames_bytes[(40+(5+resolution_bytes)*header.num_xyz)*current_frame:(40+(5+resolution_bytes)*header.num_xyz)*current_frame+12]))
translate = vec3_t(*struct.unpack("<fff", frames_bytes[(40+(5+resolution_bytes)*header.num_xyz)*current_frame+12:(40+(5+resolution_bytes)*header.num_xyz)*current_frame+24]))
name = frames_bytes[(40+(5+resolution_bytes)*header.num_xyz)*current_frame+24:(40+(5+resolution_bytes)*header.num_xyz)*current_frame+40].decode("ascii", "ignore")
print(name)
verts = list()
for v in range(header.num_xyz):
#print(v)
if header.resolution == 0 or header.resolution == 2:
verts.append(vertex_t(list(struct.unpack(unpack_format, frames_bytes[(40+(5+resolution_bytes)*header.num_xyz)*current_frame+40+v*(5+resolution_bytes):(40+(5+resolution_bytes)*header.num_xyz)*current_frame+40+v*(5+resolution_bytes)+(3+resolution_bytes)])), *struct.unpack("<H", frames_bytes[(40+(5+resolution_bytes)*header.num_xyz)*current_frame+(43+resolution_bytes)+v*(5+resolution_bytes):(40+(5+resolution_bytes)*header.num_xyz)*current_frame+(45+resolution_bytes)+v*(5+resolution_bytes)]))) # list() only for matching expected type
elif header.resolution == 1:
vertexBytes = int.from_bytes(frames_bytes[(40+6*header.num_xyz)*current_frame+40+v*6:(40+6*header.num_xyz)*current_frame+40+v*6+4], sys.byteorder)
x = vertexBytes >> 0 & 0x000007ff
y = vertexBytes >> 11 & 0x000003ff
z = vertexBytes >> 21 & 0x000007ff
vector = [x,y,z]
normal = struct.unpack("<H", frames_bytes[(40+6*header.num_xyz)*current_frame+44+v*6:(40+6*header.num_xyz)*current_frame+46+v*6])[0]
vertex = vertex_t(vector, normal)
verts.append(vertex)
#print(scale, translate, name, verts)
frame = frame_t(scale, translate, name, verts)
#print(frame)
frames.append(frame)
return frames
def load_header(file_bytes):
"""
Creates header dataclass object
:param file_bytes: bytes from md2 file belonging to header
:return: header dataclass object
"""
# print(file_bytes[:4].decode("ascii", "ignore"))
arguments = struct.unpack("<ihhiiiiiiiiiiiiiii", file_bytes[:68])
header = md2_t(*arguments)
# Verify MD2
if not header.ident == 844121161 or not header.version == 15:
print(f"Error: File type is not MD2. Ident or version not matching")
print(f'Ident: {file_bytes[:4].decode("ascii", "ignore")} should be "IDP2"')
print(f"Version: {header.version} should be 15")
return header
def load_texture_coordinates(texture_coordinate_bytes, header):
"""
Loads UV (in Q2 term ST) coordinates
:param texture_coordinate_bytes:
:param header:
:return: list of texture coordinate dataclass objects
"""
texture_coordinates = list()
for i in range(header.num_st):
texture_coordinates.append(textureCoordinate_t(*struct.unpack("<hh", texture_coordinate_bytes[4*i:4*i+4])))
return texture_coordinates
def load_file(path):
"""
Master function returning one dataclass object containing all the MD2 information
:param path:
:return:
"""
with open(path, "rb") as f: # bsps are binary files
byte_list = f.read() # stores all bytes in bytes1 variable (named like that to not interfere with builtin names
header = load_header(byte_list)
skin_names = [byte_list[header.ofs_skins + 64 * x:header.ofs_skins + 64 * x + 64].decode("ascii", "ignore") for x in range(header.num_skins)]
triangles = load_triangles(byte_list[header.ofs_tris:header.ofs_frames], header)
frames = load_frames(byte_list[header.ofs_frames:header.ofs_glcmds], header)
texture_coordinates = load_texture_coordinates(byte_list[header.ofs_st:header.ofs_tris], header)
gl_commands = load_gl_commands(byte_list[header.ofs_glcmds:header.ofs_end])
# print(header)
# print(skin_names)
# print(triangles)
# print(frames)
# print(texture_coordinates)
for i in range(len(texture_coordinates)):
texture_coordinates[i].s = texture_coordinates[i].s/header.skinwidth
texture_coordinates[i].t = texture_coordinates[i].t / header.skinheight
# print(texture_coordinates)
# print(header.num_xyz)
for i_frame in range(len(frames)):
for i_vert in range((header.num_xyz)):
frames[i_frame].verts[i_vert].v[0] = frames[i_frame].verts[i_vert].v[0]*frames[i_frame].scale.x+frames[i_frame].translate.x
frames[i_frame].verts[i_vert].v[1] = frames[i_frame].verts[i_vert].v[1] * frames[i_frame].scale.y + frames[i_frame].translate.y
frames[i_frame].verts[i_vert].v[2] = frames[i_frame].verts[i_vert].v[2] * frames[i_frame].scale.z + frames[i_frame].translate.z
model = md2_object(header, skin_names, triangles, frames, texture_coordinates, gl_commands)
return model
import bpy
import sys
from importlib import reload # required when a self-written module is imported that's edited simultaneously
from PIL import Image, ImageFile
import os # for checking if skin pathes exist
def blender_load_md2(md2_path, displayed_name):
"""
This function uses the information from a md2 dataclass into a blender object.
This will consist of an animated mesh and its material (which is not much more than the texture.
For better understanding, steps are:
- Create the MD2 object containing all information that's inside the loaded md2
- Get the absolute path of the UV map / skin to load
- Get necessary information about the mesh (vertices, tris, uv coordinates)
- Create the scene structure and create the mesh for the first frame
- Assign UV coordinates to each triangle
- Create shape animation (Add keyframe to each vertex)
- Assign skin to mesh
"""
""" Create MD2 dataclass object """
# ImageFile.LOAD_TRUNCATED_IMAGES = True # Necessary for loading jpgs with PIL
object_path = md2_path # Kept for testing purposes
# A dataclass containing all information stored in a .md2 file
my_object = load_file(object_path)
""" Create skin path. By default, the one stored inside of the MD2 is used. Some engines like the Digital Paintball 2 one
check for any image file with that path disregarding the file extension.
"""
""" get the skin path stored inside of the MD2 """
# check box must be checked (alternatively it could be checked if the input field was empty or not ...)
skin_paths = []
for index, skin_name in enumerate(my_object.skin_names):
path = my_object.skin_names[index].rstrip("\x00")
# only first stored path is used since Digital Paintball 2 only uses that one
path = path.split("/")[-1]
print(path)
# absolute path is formed by using the given md2 object path
absolute_path = "/".join(md2_path.split("/")[:-1])+"/"+path
print(absolute_path)
skin_path = absolute_path
""" Look for existing file of given name and supported image format """
supported_image_formats = [".png", ".jpg", ".jpeg", ".tga", ".pcx", ".bmp"] # Order doesn't match DP2 image order
skin_path_unextended = os.path.splitext(skin_path)[0] # remove extension (last one)
print(skin_path_unextended)
for format in supported_image_formats:
if os.path.isfile(skin_path_unextended+format):
skin_path = skin_path_unextended+format
break
print("used skin path", skin_path)
skin_paths.append(skin_path)
""" Loads required information for mesh generation and UV mapping from the .md2 file"""
# Gets name to give to the object and mesh in the outliner
if not displayed_name:
object_name = "/".join(object_path.split("/")[-2:]).split(".")[:-1]
print(object_name)
else:
print(displayed_name)
object_name = [displayed_name]
# List of vertices [x,y,z] for all frames extracted from the md2 object
all_verts = [[x.v for x in my_object.frames[y].verts] for y in range(my_object.header.num_frames)]
# List of vertex indices forming a triangular face
tris = ([x.vertexIndices for x in my_object.triangles])
# uv coordinates (in q2 terms st coordinates) for projecting the skin on the model's faces
# blender flips images upside down when loading so v = 1-t for blender imported images
uvs_others = ([(x.s, 1-x.t) for x in my_object.texture_coordinates])
# blender uv coordinate system originates at lower left
""" Lots of code (copy and pasted) that creates a mesh and adds it to the scene collection/outlines """
mesh = bpy.data.meshes.new(*object_name) # add the new mesh, * extracts string from list
obj = bpy.data.objects.new(mesh.name, mesh)
col = bpy.data.collections.get("Collection")
col.objects.link(obj)
bpy.context.view_layer.objects.active = obj
# Creates mesh by taking first frame's vertices and connects them via indices in tris
mesh.from_pydata(all_verts[0], [], tris)
""" UV Mapping: Create UV Layer, assign UV coordinates from md2 files for each face to each face's vertices """
uv_layers = []
for index, skin_path in enumerate(skin_paths):
uv_layer=(mesh.uv_layers.new())
uv_layers.append(uv_layer)
mesh.uv_layers.active = uv_layers[0]
uv_layer = uv_layers[0]
# add uv coordinates to each polygon (here: triangle since md2 only stores vertices and triangles)
# note: faces and vertices are stored exactly in the order they were added
for face_idx, face in enumerate(mesh.polygons):
mesh.polygons[face_idx].use_smooth = True
for idx, (vert_idx, loop_idx) in enumerate(zip(face.vertices, face.loop_indices)):
uv_layer.data[loop_idx].uv = uvs_others[my_object.triangles[face_idx].textureIndices[idx]]
""" Create animation for animated models: set keyframe for each vertex in each frame individually """
# Create keyframes from first to last frame
for i in range(my_object.header.num_frames):
for idx,v in enumerate(obj.data.vertices):
obj.data.vertices[idx].co = all_verts[i][idx]
v.keyframe_insert('co', frame=i*2) # parameter index=2 restricts keyframe to dimension
# insert first keyframe after last one to yield cyclic animation
# for idx,v in enumerate(obj.data.vertices):
# obj.data.vertices[idx].co = all_verts[0][idx]
# v.keyframe_insert('co', frame=60)
""" Assign skin to mesh: Create material (barely understood copy and paste again) and set the image.
Might work by manually setting the textures pixels to the pixels of a PIL.Image if it would actually
load non-empty .pcx files
idea/TODO: Write an own pcx loader from scratch ... """
# Creating material and corresponding notes (see Shading tab)
for index, skin_path in enumerate(skin_paths):
material_name = "md2_material_" + str(index)
mat = bpy.data.materials.new(name=material_name)
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs['Specular'].default_value = 0
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
path = Path(skin_path)
if path.exists():
texImage.image = bpy.data.images.load(skin_paths[index])
# again copy and paste
mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
obj.data.materials.append(mat)
print("YAY NO ERRORS!!")
return {'FINISHED'} # no idea, seems to be necessary for the UI
"""
This part is required for the UI, to make the Addon appear under File > Import once it's
activated and to have additional input fields in the file picking menu
Code is taken from Templates > Python > Operator File Import in Text Editor
The code here calls blender_load_md2
"""
# ImportHelper is a helper class, defines filename and
# invoke() function which calls the file selector.
from bpy_extras.io_utils import ImportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator
class ImportSomeData(Operator, ImportHelper):
"""Loads a Quake 2 MD2 File"""
bl_idname = "import_md2.some_data" # important since its how bpy.ops.import_test.some_data is constructed
bl_label = "Import MD2"
## ImportHelper mixin class uses this
#filename_ext = ".md2"
filter_glob: StringProperty(
default="*.*", # only shows md2 files in opening screen
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped.
)
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
displayed_name: bpy.props.StringProperty(name="Displayed name",
description="What this model should be named in the outliner\ngood for default file names like tris.md2",
default="",
maxlen=1024)
def execute(self, context):
return blender_load_md2(self.filepath, self.displayed_name)
# Only needed if you want to add into a dynamic menu
def menu_func_import(self, context):
self.layout.operator(ImportSomeData.bl_idname, text="Anachronox Model Import (.md2)")
# called when addon is activated (adds script to File > Import
def register():
bpy.utils.register_class(ImportSomeData)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
# called when addon is deactivated (removed script from menu)
def unregister():
bpy.utils.unregister_class(ImportSomeData)
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
if __name__ == "__main__":
register()
# test call
bpy.ops.import_md2.some_data('INVOKE_DEFAULT')