[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [1319] trunk/py/scripts/addons/ io_scene_m3: Committing to trunk for 2.56 Release

Luca Bonavita mindrones at gmail.com
Wed Dec 29 21:25:51 CET 2010


Revision: 1319
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=1319
Author:   mindrones
Date:     2010-12-29 21:25:51 +0100 (Wed, 29 Dec 2010)

Log Message:
-----------
Committing to trunk for 2.56 Release

- Blizzard M3 importer (marked >Release by testscreenings)
- API navigator

Modified Paths:
--------------
    trunk/py/scripts/addons/io_scene_m3/__init__.py
    trunk/py/scripts/addons/io_scene_m3/import_m3.py

Added Paths:
-----------
    trunk/py/scripts/addons/io_scene_m3/
    trunk/py/scripts/addons/text_editor_api_navigator.py

Removed Paths:
-------------
    contrib/py/scripts/addons/io_scene_m3/
    trunk/py/scripts/addons/io_scene_m3/README

Copied: trunk/py/scripts/addons/io_scene_m3 (from rev 1317, contrib/py/scripts/addons/io_scene_m3)

Deleted: trunk/py/scripts/addons/io_scene_m3/README
===================================================================
--- contrib/py/scripts/addons/io_scene_m3/README	2010-12-29 18:15:41 UTC (rev 1317)
+++ trunk/py/scripts/addons/io_scene_m3/README	2010-12-29 20:25:51 UTC (rev 1319)
@@ -1,28 +0,0 @@
-This script imports m3 format files to Blender.
-
-The m3 file format, used by Blizzard in several games, is based around the mdx and m2 file format.  Thanks to the efforts of Volcore, madyavic and the people working on libm3, the file format has been reversed engineered enough to make this script possible (Thanks guys!).
-
-This script currently imports the following:
- - Geometry data (vertices, faces, submeshes [in vertex groups])
- - Model Textures (currently only the first material is supported)
-   
-   Blender supports the DDS file format and needs the image in the same
-   directory.  This script will notify you of any missing textures.
-
- TODO:
- - Documentation & clean up
- - Import *ALL* materials and bind accordingly
-   - Bind specular, normal, and emissive maps following new API
- - Adjust vertices to bind pose (import IREF matrices)
- - Import Armature data
-   - Get acquainted with 2.54 Armature API.
- - Import Animation data
-
- Known Bugs:
-    Thor isn't parsable for some reason, will look into.
-
- Usage:
-	Execute this script from the "File->Import" menu and choose a m3 file to open.
-
- Notes:
-	Generates the standard verts and faces lists.

Modified: trunk/py/scripts/addons/io_scene_m3/__init__.py
===================================================================
--- contrib/py/scripts/addons/io_scene_m3/__init__.py	2010-12-29 18:15:41 UTC (rev 1317)
+++ trunk/py/scripts/addons/io_scene_m3/__init__.py	2010-12-29 20:25:51 UTC (rev 1319)
@@ -17,7 +17,7 @@
 # ##### END GPL LICENSE BLOCK #####
 
 bl_addon_info = {
-    "name": "M3",
+    "name": "M3 Import",
     "author": "Cory Perry (muraj)",
     "version": (0, 0, 2),
     "blender": (2, 5, 4),
@@ -25,10 +25,44 @@
     "location": "File > Import-Export > M3 Import ",
     "description": "Import Blizzard M3 models (.m3 format)",
     "warning": "Alpha version",
-    "wiki_url": "http://github.com/muraj/m3_import/wiki",
-    "tracker_url": "http://github.com/muraj/m3_import/issues",
+    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
+        "Scripts/Import-Export/M3_Import",
+    "tracker_url": "http://projects.blender.org/tracker/index.php?"\
+        "func=detail&aid=24017&group_id=153&atid=469",
     "category": "Import-Export"}
 
+"""
+This script imports m3 format files to Blender.
+
+The m3 file format, used by Blizzard in several games, is based around the mdx and m2 file format.  Thanks to the efforts of Volcore, madyavic and the people working on libm3, the file format has been reversed engineered enough to make this script possible (Thanks guys!).
+
+This script currently imports the following:
+- Geometry data (vertices, faces, submeshes [in vertex groups])
+- Model Textures (currently only the first material is supported)
+   
+    Blender supports the DDS file format and needs the image in the same
+    directory.  This script will notify you of any missing textures.
+
+TODO:
+- Documentation & clean up
+- Import *ALL* materials and bind accordingly
+- Bind specular, normal, and emissive maps following new API
+- Adjust vertices to bind pose (import IREF matrices)
+- Import Armature data
+- Get acquainted with 2.54 Armature API.
+- Import Animation data
+
+Known Bugs:
+    Thor isn't parsable for some reason, will look into.
+
+Usage:
+    Execute this script from the "File->Import" menu and choose a m3 file to open.
+
+Notes:
+    Generates the standard verts and faces lists.
+
+"""
+
 if "bpy" in locals():
     import imp
     imp.reload(import_m3)
@@ -57,11 +91,11 @@
 
 def register():
     bpy.types.INFO_MT_file_import.append(menu_import)
-# bpy.types.INFO_MT_file_export.append(menu_export)
+    # bpy.types.INFO_MT_file_export.append(menu_export)
 
 def unregister():
     bpy.types.INFO_MT_file_import.remove(menu_import)
-# bpy.types.INFO_MT_file_export.remove(menu_export)
+    # bpy.types.INFO_MT_file_export.remove(menu_export)
 
 if __name__ == "__main__":
     register()

Modified: trunk/py/scripts/addons/io_scene_m3/import_m3.py
===================================================================
--- contrib/py/scripts/addons/io_scene_m3/import_m3.py	2010-12-29 18:15:41 UTC (rev 1317)
+++ trunk/py/scripts/addons/io_scene_m3/import_m3.py	2010-12-29 20:25:51 UTC (rev 1319)
@@ -16,254 +16,258 @@
 #
 # ##### END GPL LICENSE BLOCK #####
 
-__author__ = "Cory Perry (muraj)"
-__version__ = "0.02"
-__bpydoc__ = """\
-This script imports m3 format files to Blender.
 
-The m3 file format, used by Blizzard in several games, is based around the
-mdx and m2 file format.  Thanks to the efforts of Volcore, madyavic and the
-people working on libm3, the file format has been reversed engineered
-enough to make this script possible (Thanks guys!).
-
-This script currently imports the following:<br>
- - Geometry data (vertices, faces, submeshes [in vertex groups])
- - Model Textures (currently only the first material is supported)
- 
-   Blender supports the DDS file format and needs the image in the same
-   directory.  This script will notify you of any missing textures.
-
-TODO:<br>
- - Documentation & clean up
- - Full MD34 and MD33 testing (possibly batch importing for a testing suite)
- - Import *ALL* materials and bind accordingly
- - Adjust vertices to bind pose (import IREF matrices)
- - Import Bone data
- - Import Animation data
-
-Usage:<br>
-	Execute this script from the "File->Import" menu and choose a m3 file to
-open.
-
-Notes:<br>
-	Generates the standard verts and faces lists.
-"""
-
 import bpy, mathutils, time, struct, os.path
 from bpy.props import *
 
 ##################
 ## Struct setup ##
 ##################
-verFlag = False		#Version flag (MD34 == True, MD33 == False)
+
+verFlag = False        #Version flag (MD34 == True, MD33 == False)
+
 class ref:
-	fmt = 'LL'
-	def __init__(self, file):
-		global verFlag
-		if verFlag: self.fmt += 'L'	#Extra unknown...
-		_s=file.read(struct.calcsize(self.fmt))
-		self.entries, self.refid = struct.unpack(self.fmt, _s)[:2]
-	@classmethod
-	def size(cls):
-		global verFlag
-		return struct.calcsize(cls.fmt + ('L' if verFlag else ''))
+    fmt = 'LL'
+    def __init__(self, file):
+        global verFlag
+        if verFlag: self.fmt += 'L'    #Extra unknown...
+        _s=file.read(struct.calcsize(self.fmt))
+        self.entries, self.refid = struct.unpack(self.fmt, _s)[:2]
+    @classmethod
+    def size(cls):
+        global verFlag
+        return struct.calcsize(cls.fmt + ('L' if verFlag else ''))
+
+
 class animref:
-	fmt = 'HHL'
-	def __init__(self, file):
-		_s=file.read(struct.calcsize(self.fmt))
-		self.flags, self.animflags, self.animid = struct.unpack(self.fmt, _s)
+    fmt = 'HHL'
+    def __init__(self, file):
+        _s=file.read(struct.calcsize(self.fmt))
+        self.flags, self.animflags, self.animid = struct.unpack(self.fmt, _s)
+
+
 class Tag:
-	fmt = '4sLLL'
-	def __init__(self, file):
-		_s=file.read(struct.calcsize(self.fmt))
-		self.name, self.ofs, self.nTag, self.version = struct.unpack(self.fmt, _s)
+    fmt = '4sLLL'
+    def __init__(self, file):
+        _s=file.read(struct.calcsize(self.fmt))
+        self.name, self.ofs, self.nTag, self.version = struct.unpack(self.fmt, _s)
+
+
 class matrix:
-	fmt='f'*16
-	def __init__(self, file):
-		_s=file.read(struct.calcsize(self.fmt))
-		self.mat = struct.unpack(self.fmt, _s)
+    fmt='f'*16
+    def __init__(self, file):
+        _s=file.read(struct.calcsize(self.fmt))
+        self.mat = struct.unpack(self.fmt, _s)
+
+
 class vect:
-	fmt='fff'
-	def __init__(self, file):
-		_s=file.read(struct.calcsize(self.fmt))
-		self.v = struct.unpack(self.fmt, _s)
+    fmt='fff'
+    def __init__(self, file):
+        _s=file.read(struct.calcsize(self.fmt))
+        self.v = struct.unpack(self.fmt, _s)
+
+
 class vertex:
-	fmt="4B4b4B%dH4B"
-	ver = { 0x020000: 2, 0x060000: 4, 0x0A0000: 6, 0x120000: 8 }
-	def __init__(self, file, flag):
-		self.pos = vect(file)
-		fmt = self.fmt % (self.ver[flag])
-		_s=file.read(struct.calcsize(fmt))
-		print(file.tell())
-		_s = struct.unpack(fmt, _s)
-		self.boneWeight = _s[0:4]
-		self.boneIndex = _s[4:8]
-		self.normal = _s[8:12]
-		self.uv = _s[12:14]
-		self.tan = _s[-4:]	#Skipping the middle ukn value if needed
-		self.boneWeight = [b/255.0 for b in self.boneWeight]
-		self.normal = [x*2.0/255.0-1.0 for x in self.normal]
-		self.tan = [x*2.0/255.0-1.0 for x in self.tan]
-		self.uv = [x/2046.0 for x in self.uv]
-		self.uv[1] = 1.0 - self.uv[1]
-	@classmethod
-	def size(cls, flag):
-		return struct.calcsize(cls.fmt % (cls.ver[flag]))
+    fmt="4B4b4B%dH4B"
+    ver = { 0x020000: 2, 0x060000: 4, 0x0A0000: 6, 0x120000: 8 }
+    def __init__(self, file, flag):
+        self.pos = vect(file)
+        fmt = self.fmt % (self.ver[flag])
+        _s=file.read(struct.calcsize(fmt))
+        print(file.tell())
+        _s = struct.unpack(fmt, _s)
+        self.boneWeight = _s[0:4]
+        self.boneIndex = _s[4:8]
+        self.normal = _s[8:12]
+        self.uv = _s[12:14]
+        self.tan = _s[-4:]    #Skipping the middle ukn value if needed
+        self.boneWeight = [b/255.0 for b in self.boneWeight]
+        self.normal = [x*2.0/255.0-1.0 for x in self.normal]
+        self.tan = [x*2.0/255.0-1.0 for x in self.tan]
+        self.uv = [x/2046.0 for x in self.uv]
+        self.uv[1] = 1.0 - self.uv[1]
+    @classmethod
+    def size(cls, flag):
+        return struct.calcsize(cls.fmt % (cls.ver[flag]))
+
+
 class quat:
-	fmt='ffff'
-	def __init__(self, file):
-		_s=file.read(struct.calcsize(self.fmt))
-		self.v = struct.unpack(self.fmt, _s)
-		self.v = [self.v[-1], self.v[0], self.v[1], self.v[2]]	#Quats are stored x,y,z,w - this fixes it
+    fmt='ffff'
+    def __init__(self, file):
+        _s=file.read(struct.calcsize(self.fmt))
+        self.v = struct.unpack(self.fmt, _s)
+        self.v = [self.v[-1], self.v[0], self.v[1], self.v[2]]    #Quats are stored x,y,z,w - this fixes it
+
+
 class bone:
-	def __init__(self, file):
-		file.read(4)	#ukn1
-		self.name = ref(file)
-		self.flag, self.parent, _ = struct.unpack('LhH',file.read(8))
-		self.posid = animref(file)

@@ Diff output truncated at 10240 characters. @@



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