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io_carnivores.py
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io_carnivores.py
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import os
import bpy
import struct
bl_info = {
"name": "Carnivores Model/Animation Import/Export (3DF,VTL)",
"author": "Ithamar R. Adema",
"version": (1, 1, 1),
"blender": (2, 82, 0),
"description": "Import/Export plugin for classic Carnivores formats 3DF (base model), VTL (animations)",
"category": "Import-Export",
}
# -----------------------------------------------------------------------------
# Export
# -----------------------------------------------------------------------------
def prepare_export(context, operator):
# Exit edit mode before exporting, so current object states are exported properly.
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
# Determine object to export
obj = context.active_object
if obj != None:
if obj.type != 'MESH':
# If an armature was selected, find corresponding mesh
if obj.type == 'ARMATURE':
for o in obj.children:
if o.type == 'MESH':
obj = o
break
# If we didn't find a mesh, bail out
if obj.type != 'MESH':
obj = None
else:
# neither MESH or ARMATURE, bail out
obj = None
# Validate selected mesh, report errors if not okay
if obj != None:
mesh = obj.to_mesh()
if mesh.uv_layers.active == None:
operator.report({'ERROR'}, 'No UV layer found on model')
obj.to_mesh_clear()
return None
obj.to_mesh_clear()
else:
operator.report({'ERROR'}, 'No model selected')
return None
return obj
def export_3df(context, filepath, obj, mat):
depsgraph = context.evaluated_depsgraph_get()
# get selected object and create mesh
obj_matrix = obj.matrix_world
obj_for_convert = obj.evaluated_get(depsgraph)
mesh = obj_for_convert.to_mesh()
# Transform mesh
mesh.transform(mat @ obj_matrix)
# UV layer
uv_layer = mesh.uv_layers.active.data
f = open(filepath, 'wb')
# Write Header
f.write(struct.pack("<LLLL", len(mesh.vertices), len(mesh.polygons), 1, 0)) # bones, texturesize
# Write faces
face_count = 0
for poly in mesh.polygons:
# Start of poly loop
start = poly.loop_start
count = poly.loop_total
# Do our own triangulation; doing it using Blender causes a disconnect between
# rig and mesh (deforming the object when playing the animation afterwards)
v1 = start + 0
for j in range(1, count -1):
v2 = start + j
v3 = start + j + 1
f.write(
struct.pack("<LLLLLLLLLHHLLLxxxxxxxxxxxx",
mesh.loops[v1].vertex_index,
mesh.loops[v2].vertex_index,
mesh.loops[v3].vertex_index,
int(uv_layer[v1].uv.x * 256),
int(uv_layer[v2].uv.x * 256),
int(uv_layer[v3].uv.x * 256),
int(uv_layer[v1].uv.y * 256),
int(uv_layer[v2].uv.y * 256),
int(uv_layer[v3].uv.y * 256),
0, # flags
0, # dmask
0, # distant
0, # next
0, # group
)
)
face_count += 1
# Write Vertices
for v in mesh.vertices:
f.write(struct.pack("<fffHH", v.co.x, v.co.y, v.co.z, 0, 0)) # bone and hide
# Write default bone
f.write(struct.pack("<32sfffhH", b'default', 0, 0, 0, -1, 0)) # x,y,z, parent, hidden
# Optionally fix up face count in header, due to quad/n-gon conversion
if face_count != len(mesh.polygons):
f.seek(4)
f.write(struct.pack("<L", face_count))
f.close()
return {'FINISHED'}
def export_vtl(context, filepath, obj, frame_step, mat):
# Exit edit mode before exporting, so current object states are exported properly.
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
# Get copy of active mesh
scene = context.scene
orig_frame = scene.frame_current
scene_frames = range(scene.frame_start, scene.frame_end + 1, frame_step)
fps = scene.render.fps / frame_step
f = open(filepath, 'wb')
f.write(struct.pack("<LLL", 0, int(fps), len(scene_frames))) # VCount, aniKPS, framesCount
vcount = 0
depsgraph = context.evaluated_depsgraph_get()
obj_matrix = obj.matrix_world
for frame in scene_frames:
scene.frame_set(frame, subframe=0.0)
# get selected object and create mesh
obj_for_convert = obj.evaluated_get(depsgraph)
mesh = obj_for_convert.to_mesh()
# transform
mesh.transform(mat @ obj_matrix)
# Write Vertices
vcount = len(mesh.vertices)
for v in mesh.vertices:
f.write(struct.pack("<hhh",
int(v.co.x * 16),
int(v.co.y * 16),
int(v.co.z * 16),
))
obj_for_convert.to_mesh_clear()
# Now patch in vertex count
f.seek(0)
f.write(struct.pack("<L", vcount))
# ... and we're done!
f.close()
# restore frame to before export
scene.frame_set(orig_frame, subframe=0.0)
return {'FINISHED'}
# ExportHelper is a helper class, defines filename and
# invoke() function which calls the file selector.
from bpy_extras.io_utils import ExportHelper, orientation_helper, axis_conversion
from bpy.props import StringProperty, FloatProperty
from bpy.types import Operator
from mathutils import Matrix, Vector
@orientation_helper(axis_forward='-Z', axis_up='Y')
class ExportVTL(Operator, ExportHelper):
"""Export classic Carnivores VTL animation format"""
bl_idname = "export_vtl.some_data"
bl_label = "Export VTL (Carnivores)"
bl_options = {'PRESET'}
# ExportHelper mixin class uses this
filename_ext = ".vtl"
filter_glob: StringProperty(
default="*.vtl",
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.
global_scale: FloatProperty(
name="Scale",
min=0.01, max=1000.0,
default=1.0,
)
def execute(self, context):
obj = prepare_export(context, self)
if obj == None:
return {'CANCELLED'}
global_matrix = (
Matrix.Scale(self.global_scale, 4) @
axis_conversion(
to_forward=self.axis_forward,
to_up=self.axis_up,
).to_4x4()
)
return export_vtl(context, self.filepath, obj, 1, global_matrix)
@orientation_helper(axis_forward='-Z', axis_up='Y')
class Export3DF(Operator, ExportHelper):
"""Export classic Carnivores 3DF model format"""
bl_idname = "export_3df.some_data"
bl_label = "Export 3DF (Carnivores)"
bl_options = {'PRESET'}
# ExportHelper mixin class uses this
filename_ext = ".3df"
filter_glob: StringProperty(
default="*.3df",
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.
global_scale: FloatProperty(
name="Scale",
min=0.01, max=1000.0,
default=1.0,
)
def execute(self, context):
obj = prepare_export(context, self)
if obj == None:
return {'CANCELLED'}
global_matrix = (
Matrix.Scale(self.global_scale, 4) @
axis_conversion(
to_forward=self.axis_forward,
to_up=self.axis_up,
).to_4x4()
)
return export_3df(context, self.filepath, obj, global_matrix)
def menu_func_export(self, context):
self.layout.operator(Export3DF.bl_idname, text="3DF (Carnivores)")
self.layout.operator(ExportVTL.bl_idname, text="VTL (Carnivores)")
# -----------------------------------------------------------------------------
# Import
# -----------------------------------------------------------------------------
def bytes_to_string(bytes):
return str(bytes.split(b'\0')[0], encoding='UTF-8')
def import_model(context, filepath, mat):
f = open(filepath, 'rb')
data = f.read()
f.close()
fname = os.path.basename(filepath)
name, ext = os.path.splitext(fname)
if ext.lower() == '.3df':
return import_3df(data, name, mat)
else:
return import_car(data, mat)
def read_faces_and_verts(face_count, vert_count, data, offset):
faces = []
for i in range(face_count):
face = struct.unpack_from('<IIIIIIIIIHHIII', data, offset)
faces.append(face)
offset += 64
verts = []
for i in range(vert_count):
vert = struct.unpack_from('<fffhh', data, offset)
verts.append(vert)
offset += 16
return offset, faces, verts
def read_texture(texture_size, data, offset):
height = int((texture_size / 2) / 256)
if height == 0:
height = 256
image = None
if texture_size > 0 and offset + texture_size <= len(data):
image = bpy.data.images.new('src', 256, height)
p = [0.0] * 256 * height * 4
# convert BGR5551 to RGBA
dest = 0
for pixels in range(int(texture_size / 2)):
w = data[offset+0] + (data[offset+1] * 256)
offset += 2
b = (w >> 0) & 31
g = (w >> 5) & 31
r = (w >> 10) & 31
p[dest + 0] = r / 31.0
p[dest + 1] = g / 31.0
p[dest + 2] = b / 31.0
p[dest + 3] = 1.0
dest += 4
image.pixels[:] = p[:]
image.pack()
image.use_fake_user = True
return height, image
def import_car(data, matrix):
name_, anim_count, sfx_count, vert_count, face_count, texture_size = struct.unpack_from('<32sIIIII', data, 0)
name = bytes_to_string(name_)
offset, faces, verts = read_faces_and_verts(face_count, vert_count, data, 52)
# Load texture
height, image = read_texture(texture_size, data, offset)
offset += texture_size
vertgroups = [[] for s in range(256)]
mverts = []
for vidx in range(len(verts)):
v = verts[vidx]
mverts.append([ v[0], v[1], v[2] ])
bone = v[3]
if bone >= 0:
vertgroups[bone].append(vidx)
mfaces = []
muvs = []
for f in faces:
mfaces.append([ f[0], f[1], f[2] ])
muvs.append([ f[3] / 255, f[6] / (height-1) ])
muvs.append([ f[4] / 255, f[7] / (height-1) ])
muvs.append([ f[5] / 255, f[8] / (height-1) ])
mesh_data = bpy.data.meshes.new(name + '_Mesh')
mesh_data.from_pydata(mverts, [], mfaces)
mesh_data.update()
mesh_data.transform(matrix)
obj = bpy.data.objects.new(name, mesh_data)
# define vertex groups
for vgi in range(len(vertgroups)):
vg = vertgroups[vgi]
if len(vg) > 0:
grp = obj.vertex_groups.new(name="bone_%d" % vgi)
grp.add(vg, 1.0, 'ADD')
# Set UV mapping
uv = obj.data.uv_layers.new(name=name + "_UV")
for loop in obj.data.loops:
uv.data[loop.index].uv = muvs[loop.index]
# If we have a texture, setup material
if image != None:
mat = bpy.data.materials.new(name=name + "_Material")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = image
mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
obj.data.materials.append(mat)
# Parse animations
if anim_count > 0:
actions = []
for i in range(anim_count):
# parse anim header
anim_name, kps, frame_count = struct.unpack_from('<32sII', data, offset)
offset += 40
anim_name = str(anim_name.split(b'\0')[0], encoding='UTF-8')
action = bpy.data.actions.new(anim_name)
fcurve = action.fcurves.new('eval_time')
actions.append(action)
for f in range(frame_count):
sk = obj.shape_key_add(name=anim_name, from_mix=False)
sk.interpolation = 'KEY_LINEAR'
for j in range(vert_count):
x, y, z = struct.unpack_from('<hhh', data, offset)
offset += 6
sk.data[j].co.x = x / 16.0
sk.data[j].co.y = y / 16.0
sk.data[j].co.z = z / 16.0
sk.data[j].co = matrix @ sk.data[j].co
fcurve.keyframe_points.insert(f, sk.frame)
obj.data.shape_keys.use_relative = False
obj.data.shape_keys.animation_data_create()
obj.data.shape_keys.animation_data.action = actions[0]
anim_data = obj.data.shape_keys.animation_data
for i in range(anim_count):
trk = anim_data.nla_tracks.new()
trk.name = actions[i].name
strip = trk.strips.new(actions[i].name, int(actions[i].frame_range[0]), actions[i])
# update start/end frames of action
strip.action_frame_start = actions[i].frame_range[0]
strip.action_frame_end = actions[i].frame_range[1]
view_layer = bpy.context.view_layer
collection = view_layer.active_layer_collection.collection
collection.objects.link(obj)
return {'FINISHED'}
def import_3df(data, name, mat):
vert_count, face_count, bone_count, texture_size = struct.unpack_from('<IIII', data, 0)
offset, faces, verts = read_faces_and_verts(face_count, vert_count, data, 16)
# Parse model data
bones = []
for i in range(bone_count):
bone = struct.unpack_from('<32sfffhH', data, offset)
bones.append(bone)
offset += 48
# Load texture
height, image = read_texture(texture_size, data, offset)
vertgroups = [[] for s in range(256)]
mverts = []
for vidx in range(len(verts)):
v = verts[vidx]
mverts.append([ v[0], v[1], v[2] ])
bone = v[3]
if bone >= 0:
vertgroups[bone].append(vidx)
mfaces = []
muvs = []
for f in faces:
mfaces.append([ f[0], f[1], f[2] ])
muvs.append([ f[3] / 255, f[6] / (height-1) ])
muvs.append([ f[4] / 255, f[7] / (height-1) ])
muvs.append([ f[5] / 255, f[8] / (height-1) ])
mesh_data = bpy.data.meshes.new(name + '_Mesh')
mesh_data.from_pydata(mverts, [], mfaces)
mesh_data.update()
mesh_data.transform(mat)
obj = bpy.data.objects.new(name, mesh_data)
# If we have bones...
if len(bones) > 0:
# Create armature
arm_data = bpy.data.armatures.new(name + "_arm_data")
armobj = bpy.data.objects.new(name + "_Armature", arm_data)
view_layer = bpy.context.view_layer
collection = view_layer.active_layer_collection.collection
collection.objects.link(armobj)
obj.parent = armobj
# add armature modifier to mesh
modifier = obj.modifiers.new(name + "Modifier", 'ARMATURE')
modifier.object = armobj
# create bones
bpy.context.view_layer.objects.active = armobj
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
edit_bones = arm_data.edit_bones
blbones = []
for bi in range(len(bones)):
bone = bones[bi]
bone_name = bytes_to_string(bone[0])
pos = mat @ Vector((bone[1], bone[2], bone[3]))
b = edit_bones.new(bone_name)
b.head = (pos.x, pos.y, pos.z)
b.tail = (pos.x, pos.y, pos.z + 10)
b.use_deform = True
blbones.append(b)
parent = bone[4]
if parent != -1:
b.tail = blbones[parent].head
b.parent = blbones[parent]
bpy.ops.object.mode_set(mode='OBJECT')
# define vertex groups
for vgi in range(len(bones)):
vg = vertgroups[vgi]
if len(vg) > 0:
grp = obj.vertex_groups.new(name=bytes_to_string(bones[vgi][0]))
grp.add(vg, 1.0, 'ADD')
# Set UV mapping
uv = obj.data.uv_layers.new(name=name+"_UV")
for loop in obj.data.loops:
uv.data[loop.index].uv = muvs[loop.index]
# If we have a texture, setup material
if image != None:
mat = bpy.data.materials.new(name=name + "_Material")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = image
mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
obj.data.materials.append(mat)
view_layer = bpy.context.view_layer
collection = view_layer.active_layer_collection.collection
collection.objects.link(obj)
return {'FINISHED'}
# ImportHelper is a helper class, defines filename and
# invoke() function which calls the file selector.
from bpy_extras.io_utils import ImportHelper, orientation_helper, axis_conversion
from bpy.props import StringProperty, FloatProperty
from bpy.types import Operator
from mathutils import Matrix, Vector
@orientation_helper(axis_forward='Z', axis_up='Y')
class Import3DF(Operator, ImportHelper):
"""This appears in the tooltip of the operator and in the generated docs"""
bl_idname = "import3df.some_data" # important since its how bpy.ops.import_test.some_data is constructed
bl_label = "Carnivores (3DF)"
# ImportHelper mixin class uses this
filename_ext = ".3df;.car"
filter_glob: StringProperty(
default="*.3df;*.car",
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.
global_scale: FloatProperty(
name="Scale",
min=0.01, max=1000.0,
default=1.0,
)
def execute(self, context):
global_matrix = (
Matrix.Scale(self.global_scale, 4) @
axis_conversion(
to_forward=self.axis_forward,
to_up=self.axis_up,
).to_4x4()
)
return import_model(context, self.filepath, global_matrix)
# Only needed if you want to add into a dynamic menu.
def menu_func_import(self, context):
self.layout.operator(Import3DF.bl_idname, text="3DF/CAR (Carnivores)")
def register():
bpy.utils.register_class(Export3DF)
bpy.utils.register_class(ExportVTL)
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
bpy.utils.register_class(Import3DF)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
def unregister():
bpy.utils.unregister_class(Export3DF)
bpy.utils.unregister_class(ExportVTL)
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
bpy.utils.unregister_class(Import3DF)
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)