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md2_export_258.py
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790 lines (644 loc) · 25.2 KB
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# ***** 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 *****
bl_info = {
"name": "Export .md2",
"description": "Export to Quake2 file format, applies modifiers (.md2)",
"author": "Sebastian Lieberknecht, Dao Nguyen and Bernd Meyer metaio GmbH (based on Damien Thebault and Erwan Mathieu's Blender2.4x exporter)",
"version": (1, 5),
"blender": (2, 5, 8),
"api": 31236,
"location": "File > Export > md2",
"warning": '', # used for warning icon and text in addons panel
"wiki_url": "http://metaio.com",
"tracker_url": "http://metaio.com",
"category": "Import-Export"}
import bpy
from bpy.props import *
from bpy_extras.io_utils import ExportHelper
from datetime import datetime
import math
from math import pi
import mathutils
import struct
import random
import os
import shutil
MD2_NORMALS=((-0.525731, 0.000000, 0.850651),
(-0.442863, 0.238856, 0.864188),
(-0.295242, 0.000000, 0.955423),
(-0.309017, 0.500000, 0.809017),
(-0.162460, 0.262866, 0.951056),
( 0.000000, 0.000000, 1.000000),
( 0.000000, 0.850651, 0.525731),
(-0.147621, 0.716567, 0.681718),
( 0.147621, 0.716567, 0.681718),
( 0.000000, 0.525731, 0.850651),
( 0.309017, 0.500000, 0.809017),
( 0.525731, 0.000000, 0.850651),
( 0.295242, 0.000000, 0.955423),
( 0.442863, 0.238856, 0.864188),
( 0.162460, 0.262866, 0.951056),
(-0.681718, 0.147621, 0.716567),
(-0.809017, 0.309017, 0.500000),
(-0.587785, 0.425325, 0.688191),
(-0.850651, 0.525731, 0.000000),
(-0.864188, 0.442863, 0.238856),
(-0.716567, 0.681718, 0.147621),
(-0.688191, 0.587785, 0.425325),
(-0.500000, 0.809017, 0.309017),
(-0.238856, 0.864188, 0.442863),
(-0.425325, 0.688191, 0.587785),
(-0.716567, 0.681718,-0.147621),
(-0.500000, 0.809017,-0.309017),
(-0.525731, 0.850651, 0.000000),
( 0.000000, 0.850651,-0.525731),
(-0.238856, 0.864188,-0.442863),
( 0.000000, 0.955423,-0.295242),
(-0.262866, 0.951056,-0.162460),
( 0.000000, 1.000000, 0.000000),
( 0.000000, 0.955423, 0.295242),
(-0.262866, 0.951056, 0.162460),
( 0.238856, 0.864188, 0.442863),
( 0.262866, 0.951056, 0.162460),
( 0.500000, 0.809017, 0.309017),
( 0.238856, 0.864188,-0.442863),
( 0.262866, 0.951056,-0.162460),
( 0.500000, 0.809017,-0.309017),
( 0.850651, 0.525731, 0.000000),
( 0.716567, 0.681718, 0.147621),
( 0.716567, 0.681718,-0.147621),
( 0.525731, 0.850651, 0.000000),
( 0.425325, 0.688191, 0.587785),
( 0.864188, 0.442863, 0.238856),
( 0.688191, 0.587785, 0.425325),
( 0.809017, 0.309017, 0.500000),
( 0.681718, 0.147621, 0.716567),
( 0.587785, 0.425325, 0.688191),
( 0.955423, 0.295242, 0.000000),
( 1.000000, 0.000000, 0.000000),
( 0.951056, 0.162460, 0.262866),
( 0.850651,-0.525731, 0.000000),
( 0.955423,-0.295242, 0.000000),
( 0.864188,-0.442863, 0.238856),
( 0.951056,-0.162460, 0.262866),
( 0.809017,-0.309017, 0.500000),
( 0.681718,-0.147621, 0.716567),
( 0.850651, 0.000000, 0.525731),
( 0.864188, 0.442863,-0.238856),
( 0.809017, 0.309017,-0.500000),
( 0.951056, 0.162460,-0.262866),
( 0.525731, 0.000000,-0.850651),
( 0.681718, 0.147621,-0.716567),
( 0.681718,-0.147621,-0.716567),
( 0.850651, 0.000000,-0.525731),
( 0.809017,-0.309017,-0.500000),
( 0.864188,-0.442863,-0.238856),
( 0.951056,-0.162460,-0.262866),
( 0.147621, 0.716567,-0.681718),
( 0.309017, 0.500000,-0.809017),
( 0.425325, 0.688191,-0.587785),
( 0.442863, 0.238856,-0.864188),
( 0.587785, 0.425325,-0.688191),
( 0.688191, 0.587785,-0.425325),
(-0.147621, 0.716567,-0.681718),
(-0.309017, 0.500000,-0.809017),
( 0.000000, 0.525731,-0.850651),
(-0.525731, 0.000000,-0.850651),
(-0.442863, 0.238856,-0.864188),
(-0.295242, 0.000000,-0.955423),
(-0.162460, 0.262866,-0.951056),
( 0.000000, 0.000000,-1.000000),
( 0.295242, 0.000000,-0.955423),
( 0.162460, 0.262866,-0.951056),
(-0.442863,-0.238856,-0.864188),
(-0.309017,-0.500000,-0.809017),
(-0.162460,-0.262866,-0.951056),
( 0.000000,-0.850651,-0.525731),
(-0.147621,-0.716567,-0.681718),
( 0.147621,-0.716567,-0.681718),
( 0.000000,-0.525731,-0.850651),
( 0.309017,-0.500000,-0.809017),
( 0.442863,-0.238856,-0.864188),
( 0.162460,-0.262866,-0.951056),
( 0.238856,-0.864188,-0.442863),
( 0.500000,-0.809017,-0.309017),
( 0.425325,-0.688191,-0.587785),
( 0.716567,-0.681718,-0.147621),
( 0.688191,-0.587785,-0.425325),
( 0.587785,-0.425325,-0.688191),
( 0.000000,-0.955423,-0.295242),
( 0.000000,-1.000000, 0.000000),
( 0.262866,-0.951056,-0.162460),
( 0.000000,-0.850651, 0.525731),
( 0.000000,-0.955423, 0.295242),
( 0.238856,-0.864188, 0.442863),
( 0.262866,-0.951056, 0.162460),
( 0.500000,-0.809017, 0.309017),
( 0.716567,-0.681718, 0.147621),
( 0.525731,-0.850651, 0.000000),
(-0.238856,-0.864188,-0.442863),
(-0.500000,-0.809017,-0.309017),
(-0.262866,-0.951056,-0.162460),
(-0.850651,-0.525731, 0.000000),
(-0.716567,-0.681718,-0.147621),
(-0.716567,-0.681718, 0.147621),
(-0.525731,-0.850651, 0.000000),
(-0.500000,-0.809017, 0.309017),
(-0.238856,-0.864188, 0.442863),
(-0.262866,-0.951056, 0.162460),
(-0.864188,-0.442863, 0.238856),
(-0.809017,-0.309017, 0.500000),
(-0.688191,-0.587785, 0.425325),
(-0.681718,-0.147621, 0.716567),
(-0.442863,-0.238856, 0.864188),
(-0.587785,-0.425325, 0.688191),
(-0.309017,-0.500000, 0.809017),
(-0.147621,-0.716567, 0.681718),
(-0.425325,-0.688191, 0.587785),
(-0.162460,-0.262866, 0.951056),
( 0.442863,-0.238856, 0.864188),
( 0.162460,-0.262866, 0.951056),
( 0.309017,-0.500000, 0.809017),
( 0.147621,-0.716567, 0.681718),
( 0.000000,-0.525731, 0.850651),
( 0.425325,-0.688191, 0.587785),
( 0.587785,-0.425325, 0.688191),
( 0.688191,-0.587785, 0.425325),
(-0.955423, 0.295242, 0.000000),
(-0.951056, 0.162460, 0.262866),
(-1.000000, 0.000000, 0.000000),
(-0.850651, 0.000000, 0.525731),
(-0.955423,-0.295242, 0.000000),
(-0.951056,-0.162460, 0.262866),
(-0.864188, 0.442863,-0.238856),
(-0.951056, 0.162460,-0.262866),
(-0.809017, 0.309017,-0.500000),
(-0.864188,-0.442863,-0.238856),
(-0.951056,-0.162460,-0.262866),
(-0.809017,-0.309017,-0.500000),
(-0.681718, 0.147621,-0.716567),
(-0.681718,-0.147621,-0.716567),
(-0.850651, 0.000000,-0.525731),
(-0.688191, 0.587785,-0.425325),
(-0.587785, 0.425325,-0.688191),
(-0.425325, 0.688191,-0.587785),
(-0.425325,-0.688191,-0.587785),
(-0.587785,-0.425325,-0.688191),
(-0.688191,-0.587785,-0.425325))
class MD2:
def __init__(self, options):
self.options = options
self.object = None
self.progressBarDisplayed = -10
return
def setObject(self, object, scale=1.0):
self.object = object
self.scale = scale
def write(self, filename):
self.version = 8
self.skinwidth = 2**10-1 #1023
self.skinheight = 2**10-1 #1023
# self.framesize : see below
mesh = self.object.data
skins = Util.getSkins(mesh)
self.num_skins = len(skins)
self.num_xyz = len(mesh.vertices)
self.num_st = len(mesh.faces)*3
self.num_tris = len(mesh.faces)
self.num_glcmds = self.num_tris * (1+3*3) + 1
self.num_frames = 1
if self.options.fExportAnimation:
self.num_frames = 1 + bpy.context.scene.frame_end - bpy.context.scene.frame_start
self.framesize = 40+4*self.num_xyz
self.ofs_skins = 68 # size of the header
self.ofs_st = self.ofs_skins + 64*self.num_skins
self.ofs_tris = self.ofs_st + 4*self.num_st
self.ofs_frames = self.ofs_tris + 12*self.num_tris
self.ofs_glcmds = self.ofs_frames + self.framesize*self.num_frames
self.ofs_end = self.ofs_glcmds + 4*self.num_glcmds
file = open(filename, 'wb')
try:
# write header
bin = struct.pack('<4B16i', #bin = struct.pack('<4s16i',
ord('I'),
ord('D'),
ord('P'),
ord('2'),
self.version,
self.skinwidth,
self.skinheight,
self.framesize,
self.num_skins,
self.num_xyz,
self.num_st, # number of texture coordinates
self.num_tris,
self.num_glcmds,
self.num_frames,
self.ofs_skins,
self.ofs_st,
self.ofs_tris,
self.ofs_frames,
self.ofs_glcmds,
self.ofs_end)
file.write(bin)
# write skin file names
for iSkin, skin in enumerate(skins):
fnImg = skin
try:
# get the image path and convert it to a relative one (if it is not already a relative path)
fnImg = bpy.path.relpath(skin)[2:]
except ValueError: # could not convert path as it's on other drive
pass
if self.options.fCopyTextureSxS:
fnSxS = os.path.join(os.path.dirname(filename), os.path.basename(fnImg))
if iSkin == 0 and self.options.fNameTextureToMD2Filename:
# rename first skin to basename
fnSxS = os.path.splitext(filename)[0] + os.path.splitext(fnImg)[1]
print("Copying texture %s to %s" % (fnImg, fnSxS))
try:
shutil.copy(fnImg, fnSxS)
except:
print("Copying texture %s to %s failed." % (fnImg, fnSxS))
fnImg = fnSxS # for proper referencing in the MD2 file
if len(fnImg) > 63 and not self.options.fExportOnlyTextureBasename:
print("WARNING: The texture path '"+fnImg+"' is too long. It is automatically truncated to the file basename.")
if len(fnImg) > 63 or self.options.fExportOnlyTextureBasename:
fnImg = os.path.basename(fnImg)
bin = struct.pack('<64s', bytes(fnImg[0:63], encoding='utf8'))
file.write(bin) # skin name
#define meshTextureFaces
if len(mesh.uv_textures) != 0:
meshTextureFaces = mesh.uv_textures[0].data
else:
meshTextureFaces = mesh.faces
for meshTextureFace in meshTextureFaces: # for face in mesh.faces:
try:
uvs = meshTextureFace.uv
except:
uvs = ([0,0],[0,0],[0,0])
# (u,v) in blender -> (u,1-v)
bin = struct.pack('<6h',
int(uvs[0][0]*self.skinwidth),
int((1-uvs[0][1])*self.skinheight),
int(uvs[1][0]*self.skinwidth),
int((1-uvs[1][1])*self.skinheight),
int(uvs[2][0]*self.skinwidth),
int((1-uvs[2][1])*self.skinheight),
)
file.write(bin) # uv
# (uv index is : face.index*3+i)
for face in mesh.faces:
# 0,2,1 for good cw/ccw
bin = struct.pack('<3H',
face.vertices[0],
face.vertices[2],
face.vertices[1]
)
file.write(bin) # vert index
bin = struct.pack('<3H',
face.index*3 + 0,
face.index*3 + 2,
face.index*3 + 1,
)
file.write(bin) # uv index
if self.options.fExportAnimation:
min = None
max = None
timeLineMarkers =[]
for marker in bpy.context.scene.timeline_markers:
timeLineMarkers.append(marker)
# sort the markers. The marker with the frame number closest to 0 will be the first marker in the list.
# The marker with the biggest frame number will be the last marker in the list
timeLineMarkers.sort(key=lambda marker: marker.frame)
markerIdx = 0
# delete markers at same frame positions
if len(timeLineMarkers) > 1:
markerFrame = timeLineMarkers[len(timeLineMarkers)-1].frame
for i in range(len(timeLineMarkers)-2, -1, -1):
if timeLineMarkers[i].frame == markerFrame:
del timeLineMarkers[i]
else:
markerFrame = timeLineMarkers[i].frame
# BL: to fix: 1 is assumed to be the frame start (this is
# hardcoded sometimes...)
for frame in range(1, self.num_frames+1):
percent = (frame - bpy.context.scene.frame_start) / ( 1. + self.num_frames)
#Display the progress status of the export in the console
progressStatus = math.floor(percent*100)
if progressStatus - self.progressBarDisplayed >= 1:
# only show major updates (>=1%)
print("Export progress: %3i%%\r" % int(progressStatus), end=' ')
self.progressBarDisplayed = progressStatus
if frame == self.num_frames:
print("Export progress: %3i%% - Model exported." % 100)
bpy.context.scene.frame_set(frame)
if len(timeLineMarkers) != 0:
if markerIdx + 1 != len(timeLineMarkers):
if frame >= timeLineMarkers[markerIdx + 1].frame:
markerIdx += 1
name = timeLineMarkers[markerIdx].name
else:
name = 'frame'
self.outFrame(file, name + str(frame))
else:
self.outFrame(file)
# gl commands
for meshTextureFace in meshTextureFaces:
try:
uvs = meshTextureFace.uv
except:
uvs = ([0,0],[0,0],[0,0])
bin = struct.pack('<i', 3)
file.write(bin)
# 0,2,1 for good cw/ccw (also flips/inverts normal)
for vert in [0,2,1]:
# (u,v) in blender -> (u,1-v)
bin = struct.pack('<ffI',
uvs[vert][0],
(1.0 - uvs[vert][1]),
face.vertices[vert])
file.write(bin)
# NULL command
bin = struct.pack('<I', 0)
file.write(bin)
finally:
file.close()
def outFrame(self, file, frameName = 'frame'):
mesh = self.object.to_mesh(bpy.context.scene, True, 'PREVIEW')
mesh.transform(self.object.matrix_world)
mesh.transform(mathutils.Matrix.Rotation(pi/2, 4, 'X'))
mesh.transform(mathutils.Matrix.Rotation(pi, 4, 'Z'))
###### compute the bounding box ###############
min = [mesh.vertices[0].co[0],
mesh.vertices[0].co[1],
mesh.vertices[0].co[2]]
max = [mesh.vertices[0].co[0],
mesh.vertices[0].co[1],
mesh.vertices[0].co[2]]
for vert in mesh.vertices:
for i in range(3):
if vert.co[i] < min[i]:
min[i] = vert.co[i]
if vert.co[i] > max[i]:
max[i] = vert.co[i]
########################################
# BL: some caching to speed it up:
# -> sd_ gets the vertices between [0 and 255]
# which is our important quantization.
sdx = (max[0]-min[0]) / 255.0
sdy = (max[1]-min[1]) / 255.0
sdz = (max[2]-min[2]) / 255.0
isdx = 255.0 / (max[0]-min[0])
isdy = 255.0 / (max[1]-min[1])
isdz = 255.0 / (max[2]-min[2])
# note about the scale: self.object.scale is already applied via matrix_world
bin = struct.pack('<6f16s',
# writing the scale of the model
self.scale * sdx,
self.scale * sdy,
self.scale * sdz,
## now the initial offset [= min of bounding box (correctly scaled)]
self.scale * min[0],
self.scale * min[1],
self.scale * min[2],
# and finally the name.
bytes(frameName, encoding='utf8'))
file.write(bin) # frame header
for vert in mesh.vertices:
# find the closest normal for every vertex
for iN in range(162):
# BL: what's the magic here??
dot = vert.normal[1]*MD2_NORMALS[iN][0] + \
-vert.normal[0]*MD2_NORMALS[iN][1] + \
vert.normal[2]*MD2_NORMALS[iN][2]
if iN==0 or dot > maxDot:
maxDot = dot
bestNormalIndex = iN
# and now write the normal.
bin = struct.pack('<4B',
int((vert.co[0]-min[0])*isdx),
int((vert.co[1]-min[1])*isdy),
int((vert.co[2]-min[2])*isdz),
bestNormalIndex)
file.write(bin) # write vertex and normal
class Util:
@staticmethod
def pickName():
name = '_MD2Obj_'+str(random.random())
return name[0:20]
# deletes an object from Blender (remove + unlink)
@staticmethod
def deleteObject(object):
bpy.context.scene.objects.unlink(object)
bpy.data.objects.remove(object)
# duplicates the given object and returns it
@staticmethod
def duplicateObject(object, name):
# backup the current object selection and current active object
selObjects = bpy.context.selected_objects[:]
actObject = bpy.context.active_object
# deselect all selected objects
bpy.ops.object.select_all(action='DESELECT')
# select the object which we want to duplicate
object.select = True
# duplicate the selected object
bpy.ops.object.duplicate()
# the duplicated object is automatically selected
copyObj = bpy.context.selected_objects[0]
# rename the object with the given name
copyObj.name = name
# select all objects which have been previously selected and make active the previous active object
bpy.context.scene.objects.active = actObject
for obj in selObjects:
obj.select = True
return copyObj
@staticmethod
def applyModifiers(object, possibleNewName):
# backup the current object selection and current active object
selObjects = bpy.context.selected_objects[:]
actObject = bpy.context.active_object
# deselect all selected objects
bpy.ops.object.select_all(action='DESELECT')
# select the object which we want to apply modifiers to
object.select = True
# duplicate the selected object
bpy.ops.object.duplicate()
# the duplicated object is automatically selected
modifiedObj = bpy.context.selected_objects[0]
# now apply all modifiers except the Armature modifier...
for modifier in modifiedObj.modifiers:
if modifier.type == "ARMATURE":
# these must stay for the animation
continue
# all others can be applied.
bpy.ops.object.modifier_apply(modifier=modifier.name)
# select all objects which have been previously selected and make active the previous active object
bpy.context.scene.objects.active = actObject
for obj in selObjects:
obj.select = True
if modifiedObj.name == object.name:
# no modifier applied.
return object
# modifiers were applied:
modifiedObj.name = possibleNewName
return modifiedObj
# returns the mesh of the object and return object.data (mesh)
@staticmethod
def triangulateMesh(object):
mesh = object.data
# make the object the active object!
bpy.context.scene.objects.active = object
bpy.ops.object.mode_set( mode="EDIT" , toggle = False )
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.mesh.quads_convert_to_tris()
bpy.ops.object.mode_set( mode="OBJECT" , toggle = False )
return mesh
@staticmethod
def getSkins(mesh):
skins = []
for material in mesh.materials:
for texSlot in material.texture_slots:
if not texSlot or texSlot.texture.type != "IMAGE":
continue
skins.append(texSlot.texture.image.filepath)
return skins
class ObjectInfo:
def __init__(self, object):
self.triang = False
self.vertices = -1
self.faces = -1
self.status = ('','')
self.ismesh = object and object.type == 'MESH'
if self.ismesh:
originalObject = object
mesh = object.data
self.skins = Util.getSkins(mesh)
for face in mesh.faces:
if len(face.vertices) == 4:
self.triang = True
break
tmpObjectName = Util.pickName()
try:
# apply the modifiers
object = Util.applyModifiers(object, tmpObjectName)
mesh = object.data
if self.triang:
if object.name != tmpObjectName: # not yet copied: do it now.
object = Util.duplicateObject(object, tmpObjectName)
mesh = Util.triangulateMesh(object)
self.status = (str(len(mesh.vertices)) + ' vertices', str(len(mesh.faces)) + ' faces')
self.faces = len(mesh.faces)
self.vertices = len(mesh.vertices)
finally:
if object.name == tmpObjectName:
originalObject.select = True
bpy.context.scene.objects.active = originalObject
Util.deleteObject(object)
class Export_MD2(bpy.types.Operator, ExportHelper):
"""Export to Quake2 file format (.md2)"""
bl_idname = "export_quake.md2"
bl_label = "Export to Quake2 file format (.md2)"
filename = StringProperty(name="File Path",
description="Filepath used for processing the script",
maxlen= 1024,default= "")
filename_ext = ".md2"
rScaleFactor = FloatProperty(name="Scale for blenderUnits -> [mm]",
description="Defaults to 1000 (blender unit -> [mm])",
default=1000.0)
fExportAnimation = BoolProperty(name="Export animation",
description="default: False",
default=False)
fExportOnlyTextureBasename = BoolProperty(name="Export only basenames (skin)",
description="default: True",
default=True)
fCopyTextureSxS = BoolProperty(name="Copy texture(s) next to .md2",
description="default: True",
default=True)
fNameTextureToMD2Filename = BoolProperty(name="Name first texture similar to .md2",
description="default: True",
default=True)
# id_export = 1
# id_cancel = 2
# id_anim = 3
# id_update = 4
# id_help = 5
# id_basename = 6
def __init__(self):
try:
self.object = bpy.context.selected_objects[0]
except:
self.object = None
# go into object mode before we start the actual export procedure
bpy.ops.object.mode_set( mode="OBJECT" , toggle = False )
self.info = ObjectInfo(self.object)
def execute(self, context):
props = self.properties
filepath = self.filepath
filepath = bpy.path.ensure_ext(filepath, self.filename_ext)
object = self.object
originalObject = object
# different name each time or we can't unlink it later
tmpObjectName = Util.pickName()
object = Util.applyModifiers(object, tmpObjectName)
mesh = object.data
if self.info.triang:
if object.name != tmpObjectName: # not yet copied: do it now.
object = Util.duplicateObject(object, tmpObjectName)
mesh = Util.triangulateMesh(object)
if object.type != 'MESH':
raise NameError('Selected object must be a mesh!')
# save the current frame to reset it after export
if self.fExportAnimation:
frame = bpy.context.scene.frame_current
try:
md2 = MD2(self)
md2.setObject(object, self.rScaleFactor)
md2.write(filepath)
finally:
if object.name == tmpObjectName:
originalObject.select = True
bpy.context.scene.objects.active = originalObject
Util.deleteObject(object)
if self.fExportAnimation:
bpy.context.scene.frame_set(frame)
self.report({'INFO'}, "Model '"+originalObject.name+"' exported")
return {'FINISHED'}
def invoke(self, context, event):
if not context.selected_objects:
self.report({'ERROR'}, "Please, select an object to export!")
return {'CANCELLED'}
if len(bpy.context.selected_objects) > 1:
self.report({'ERROR'}, "Please, select exactly one object to export!")
return {'CANCELLED'}
# check how many faces we have (there is a max..)
obj = bpy.context.selected_objects[0]
info = ObjectInfo(obj)
cFinalTriangles = info.faces
if cFinalTriangles*3 > 2**16:
self.report({'ERROR'},
"Object has too many (triangulated) faces (%i), at most %i are supported in md2" % (cFinalTriangles, (2**16)/3))
return {'CANCELLED'}
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
def menuCB(self, context):
self.layout.operator(Export_MD2.bl_idname, text="MD2 (.md2)")
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_export.append(menuCB)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_export.remove(menuCB)
if __name__ == "__main__":
register()