[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [1102] contrib/py/scripts/addons: moved to contrib/py/scripts/addons/io_scene_m3

Brendon Murphy meta.androcto1 at gmail.com
Sun Oct 17 06:48:31 CEST 2010


Revision: 1102
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=1102
Author:   meta-androcto
Date:     2010-10-17 06:48:29 +0200 (Sun, 17 Oct 2010)

Log Message:
-----------
moved to contrib/py/scripts/addons/io_scene_m3
tested working revision 32516

Revision Links:
--------------
    http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=32516

Added Paths:
-----------
    contrib/py/scripts/addons/io_scene_m3/
    contrib/py/scripts/addons/io_scene_m3/README
    contrib/py/scripts/addons/io_scene_m3/__init__.py
    contrib/py/scripts/addons/io_scene_m3/import_m3.py

Added: contrib/py/scripts/addons/io_scene_m3/README
===================================================================
--- contrib/py/scripts/addons/io_scene_m3/README	                        (rev 0)
+++ contrib/py/scripts/addons/io_scene_m3/README	2010-10-17 04:48:29 UTC (rev 1102)
@@ -0,0 +1,28 @@
+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.

Added: contrib/py/scripts/addons/io_scene_m3/__init__.py
===================================================================
--- contrib/py/scripts/addons/io_scene_m3/__init__.py	                        (rev 0)
+++ contrib/py/scripts/addons/io_scene_m3/__init__.py	2010-10-17 04:48:29 UTC (rev 1102)
@@ -0,0 +1,71 @@
+# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+bl_addon_info = {
+    "name": "M3",
+    "author": "Cory Perry (muraj)",
+    "version": (0,0,2),
+    "blender": (2, 5, 4),
+    "api": 31878,
+    "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",
+    "category": "Import/Export"}
+
+import bpy
+
+
+try:
+    init_data
+
+    reload(import_m3)
+    #reload(export_m3)
+except:
+    from io_scene_m3 import import_m3
+    #from io_mesh_m3 import export_m3
+
+init_data = True
+
+def menu_import(self, context): 
+    from io_scene_pmd import import_pmd
+    self.layout.operator(
+            import_m3.M3Importer.bl_idname, 
+            text="Blizzard M3 (.m3)",
+            icon='PLUGIN'
+            )
+
+
+#def menu_export(self, context):
+# from io_mesh_raw import export_raw
+# import os
+# default_path = os.path.splitext(bpy.data.filepath)[0] + ".raw"
+# self.layout.operator(export_raw.RawExporter.bl_idname, text="Raw Faces (.raw)").filepath = default_path
+
+
+def register():
+    bpy.types.INFO_MT_file_import.append(menu_import)
+# 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)
+
+if __name__ == "__main__":
+    register()
\ No newline at end of file

Added: contrib/py/scripts/addons/io_scene_m3/import_m3.py
===================================================================
--- contrib/py/scripts/addons/io_scene_m3/import_m3.py	                        (rev 0)
+++ contrib/py/scripts/addons/io_scene_m3/import_m3.py	2010-10-17 04:48:29 UTC (rev 1102)
@@ -0,0 +1,300 @@
+# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### 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)
+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 ''))
+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)
+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)
+class matrix:
+	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)
+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]))
+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
+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)
+		self.pos = vect(file)
+		file.read(4*4)	#ukn
+		self.rotid = animref(file)
+		self.rot = quat(file)
+		file.read(4*5)	#ukn
+		self.scaleid = animref(file)
+		self.scale = vect(file)
+		vect(file)		#ukn
+		file.read(4*6)	#ukn
+class div:
+	def __init__(self, file):
+		self.faces = ref(file)
+		self.regn = ref(file)
+		self.bat = ref(file)
+		self.msec = ref(file)
+		file.read(4)	#ukn
+class regn:
+	fmt = 'LHHLL6H'
+	def __init__(self, file):
+		_s=file.read(struct.calcsize(self.fmt))
+		_ukn1, self.ofsVert, self.nVerts, self.ofsIndex, self.nIndex, \
+			self.boneCount, self.indBone, self.nBone = struct.unpack(self.fmt, _s)[:8]
+class mat:
+	def __init__(self, file):
+		self.name = ref(file)
+		file.read(4*10)	#ukn
+		self.layers = [ref(file) for _ in range(13)]
+		file.read(4*15)	#ukn
+class layr:
+	def __init__(self, file):
+		file.read(4)
+		self.name = ref(file)
+		#Rest not implemented.
+class hdr:
+	fmt = '4sLL'
+	def __init__(self, file):
+		_s = file.read(struct.calcsize(self.fmt))
+		self.magic, self.ofsTag, self.nTag = struct.unpack(self.fmt, _s)
+		self.MODLref = ref(file)
+class MODL:
+	def __init__(self, file, flag=20):
+		global verFlag
+		self.name = ref(file)
+		self.ver = struct.unpack('L',file.read(4))[0]
+		self.seqHdr = ref(file)
+		self.seqData = ref(file)
+		self.seqLookup = ref(file)
+		file.read(0x1C if verFlag else 0x14)			#ukn1
+		self.bones = ref(file)
+		file.read(4)			#ukn2
+		self.flags = struct.unpack('L',file.read(4))[0]
+		self.vert = ref(file)
+		self.views = ref(file)
+		self.boneLookup = ref(file)
+		self.extents = [vect(file), vect(file)]
+		self.radius = struct.unpack('f',file.read(4))[0]
+		if verFlag: file.read(4)			#ukn MD34 addition
+		if not verFlag:
+			if flag == 20: file.read(0x2C)
+			else: file.read(0x34)
+		else:

@@ Diff output truncated at 10240 characters. @@



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