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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
"name": "Quake Model 3 (.md3)",
"author": "Xembie",
"version": (0, 7),
"blender": (2, 5, 3),
"location": "File > Export",
"description": "Save a Quake Model 3 File)",
"warning": "", # used for warning icon and text in addons panel
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"\
"Scripts/",
"tracker_url": "http://projects.blender.org/tracker/index.php?"\
"func=detail&aid=23160",
"category": "Import-Export"}
import bpy,struct,math,os
MAX_QPATH = 64
MD3_IDENT = "IDP3"
MD3_VERSION = 15
MD3_MAX_TAGS = 16
MD3_MAX_SURFACES = 32
MD3_MAX_FRAMES = 1024
MD3_MAX_SHADERS = 256
MD3_MAX_VERTICES = 4096
MD3_MAX_TRIANGLES = 8192
MD3_XYZ_SCALE = 64.0
class md3Vert:
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xyz = []
normal = 0
binaryFormat = "<3hH"
def __init__(self):
self.xyz = [0.0, 0.0, 0.0]
self.normal = 0
def GetSize(self):
return struct.calcsize(self.binaryFormat)
# copied from PhaethonH <phaethon@linux.ucla.edu> md3.py
def Decode(self, latlng):
lat = (latlng >> 8) & 0xFF;
lng = (latlng) & 0xFF;
lat *= math.pi / 128;
lng *= math.pi / 128;
x = math.cos(lat) * math.sin(lng)
y = math.sin(lat) * math.sin(lng)
z = math.cos(lng)
retval = [ x, y, z ]
return retval
# copied from PhaethonH <phaethon@linux.ucla.edu> md3.py
def Encode(self, normal):
x = normal[0]
y = normal[1]
z = normal[2]
# normalize
l = math.sqrt((x*x) + (y*y) + (z*z))
if l == 0:
return 0
x = x/l
y = y/l
z = z/l
if (x == 0.0) & (y == 0.0) :
if z > 0.0:
return 0
else:
return (128 << 8)
lng = math.acos(z) * 255 / (2 * math.pi)
lat = math.atan2(y, x) * 255 / (2 * math.pi)
retval = ((int(lat) & 0xFF) << 8) | (int(lng) & 0xFF)
return retval
def Save(self, file):
tmpData = [0] * 4
tmpData[0] = int(self.xyz[0] * MD3_XYZ_SCALE)
tmpData[1] = int(self.xyz[1] * MD3_XYZ_SCALE)
tmpData[2] = int(self.xyz[2] * MD3_XYZ_SCALE)
tmpData[3] = self.normal
data = struct.pack(self.binaryFormat, tmpData[0], tmpData[1], tmpData[2], tmpData[3])
file.write(data)
def __init__(self):
self.u = 0.0
self.v = 0.0
def GetSize(self):
return struct.calcsize(self.binaryFormat)
def Save(self, file):
tmpData = [0] * 2
tmpData[0] = self.u
tmpData[1] = 1.0 - self.v
data = struct.pack(self.binaryFormat, tmpData[0], tmpData[1])
file.write(data)
class md3Triangle:
def __init__(self):
self.indexes = [ 0, 0, 0 ]
def GetSize(self):
return struct.calcsize(self.binaryFormat)
def Save(self, file):
tmpData = [0] * 3
tmpData[0] = self.indexes[0]
tmpData[1] = self.indexes[2] # reverse
tmpData[2] = self.indexes[1] # reverse
data = struct.pack(self.binaryFormat,tmpData[0], tmpData[1], tmpData[2])
file.write(data)
name = ""
index = 0
binaryFormat = "<%dsi" % MAX_QPATH
def __init__(self):
self.name = ""
self.index = 0
def GetSize(self):
return struct.calcsize(self.binaryFormat)
def Save(self, file):
tmpData = [0] * 2
tmpData[0] = self.name
tmpData[1] = self.index
data = struct.pack(self.binaryFormat, tmpData[0], tmpData[1])
file.write(data)
class md3Surface:
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ident = ""
name = ""
flags = 0
numFrames = 0
numShaders = 0
numVerts = 0
numTriangles = 0
ofsTriangles = 0
ofsShaders = 0
ofsUV = 0
ofsVerts = 0
ofsEnd = 0
shaders = []
triangles = []
uv = []
verts = []
binaryFormat = "<4s%ds10i" % MAX_QPATH # 1 int, name, then 10 ints
def __init__(self):
self.ident = ""
self.name = ""
self.flags = 0
self.numFrames = 0
self.numShaders = 0
self.numVerts = 0
self.numTriangles = 0
self.ofsTriangles = 0
self.ofsShaders = 0
self.ofsUV = 0
self.ofsVerts = 0
self.ofsEnd
self.shaders = []
self.triangles = []
self.uv = []
self.verts = []
def GetSize(self):
sz = struct.calcsize(self.binaryFormat)
self.ofsTriangles = sz
for t in self.triangles:
sz += t.GetSize()
self.ofsShaders = sz
for s in self.shaders:
sz += s.GetSize()
self.ofsUV = sz
for u in self.uv:
sz += u.GetSize()
self.ofsVerts = sz
for v in self.verts:
sz += v.GetSize()
self.ofsEnd = sz
return self.ofsEnd
def Save(self, file):
self.GetSize()
tmpData = [0] * 12
tmpData[0] = self.ident
tmpData[1] = self.name
tmpData[2] = self.flags
tmpData[3] = self.numFrames
tmpData[4] = self.numShaders
tmpData[5] = self.numVerts
tmpData[6] = self.numTriangles
tmpData[7] = self.ofsTriangles
tmpData[8] = self.ofsShaders
tmpData[9] = self.ofsUV
tmpData[10] = self.ofsVerts
tmpData[11] = self.ofsEnd
data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6],tmpData[7],tmpData[8],tmpData[9],tmpData[10],tmpData[11])
file.write(data)
# write the tri data
for t in self.triangles:
t.Save(file)
# save the shader coordinates
for s in self.shaders:
s.Save(file)
# save the uv info
for u in self.uv:
u.Save(file)
# save the verts
for v in self.verts:
v.Save(file)
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name = ""
origin = []
axis = []
binaryFormat="<%ds3f9f" % MAX_QPATH
def __init__(self):
self.name = ""
self.origin = [0, 0, 0]
self.axis = [0, 0, 0, 0, 0, 0, 0, 0, 0]
def GetSize(self):
return struct.calcsize(self.binaryFormat)
def Save(self, file):
tmpData = [0] * 13
tmpData[0] = self.name
tmpData[1] = float(self.origin[0])
tmpData[2] = float(self.origin[1])
tmpData[3] = float(self.origin[2])
tmpData[4] = float(self.axis[0])
tmpData[5] = float(self.axis[1])
tmpData[6] = float(self.axis[2])
tmpData[7] = float(self.axis[3])
tmpData[8] = float(self.axis[4])
tmpData[9] = float(self.axis[5])
tmpData[10] = float(self.axis[6])
tmpData[11] = float(self.axis[7])
tmpData[12] = float(self.axis[8])
data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6], tmpData[7], tmpData[8], tmpData[9], tmpData[10], tmpData[11], tmpData[12])
file.write(data)
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mins = 0
maxs = 0
localOrigin = 0
radius = 0.0
name = ""
binaryFormat="<3f3f3ff16s"
def __init__(self):
self.mins = [0, 0, 0]
self.maxs = [0, 0, 0]
self.localOrigin = [0, 0, 0]
self.radius = 0.0
self.name = ""
def GetSize(self):
return struct.calcsize(self.binaryFormat)
def Save(self, file):
tmpData = [0] * 11
tmpData[0] = self.mins[0]
tmpData[1] = self.mins[1]
tmpData[2] = self.mins[2]
tmpData[3] = self.maxs[0]
tmpData[4] = self.maxs[1]
tmpData[5] = self.maxs[2]
tmpData[6] = self.localOrigin[0]
tmpData[7] = self.localOrigin[1]
tmpData[8] = self.localOrigin[2]
tmpData[9] = self.radius
tmpData[10] = self.name
data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6],tmpData[7], tmpData[8], tmpData[9], tmpData[10])
file.write(data)
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# header structure
ident = "" # this is used to identify the file (must be IDP3)
version = 0 # the version number of the file (Must be 15)
name = ""
flags = 0
numFrames = 0
numTags = 0
numSurfaces = 0
numSkins = 0
ofsFrames = 0
ofsTags = 0
ofsSurfaces = 0
ofsEnd = 0
frames = []
tags = []
surfaces = []
binaryFormat="<4si%ds9i" % MAX_QPATH # little-endian (<), 17 integers (17i)
def __init__(self):
self.ident = 0
self.version = 0
self.name = ""
self.flags = 0
self.numFrames = 0
self.numTags = 0
self.numSurfaces = 0
self.numSkins = 0
self.ofsFrames = 0
self.ofsTags = 0
self.ofsSurfaces = 0
self.ofsEnd = 0
self.frames = []
self.tags = []
self.surfaces = []
def GetSize(self):
self.ofsFrames = struct.calcsize(self.binaryFormat)
self.ofsTags = self.ofsFrames
for f in self.frames:
self.ofsTags += f.GetSize()
self.ofsSurfaces += self.ofsTags
for t in self.tags:
self.ofsSurfaces += t.GetSize()
self.ofsEnd = self.ofsSurfaces
for s in self.surfaces:
self.ofsEnd += s.GetSize()
return self.ofsEnd
def Save(self, file):
self.GetSize()
tmpData = [0] * 12
tmpData[0] = self.ident
tmpData[1] = self.version
tmpData[2] = self.name
tmpData[3] = self.flags
tmpData[4] = self.numFrames
tmpData[5] = self.numTags
tmpData[6] = self.numSurfaces
tmpData[7] = self.numSkins
tmpData[8] = self.ofsFrames
tmpData[9] = self.ofsTags
tmpData[10] = self.ofsSurfaces
tmpData[11] = self.ofsEnd
data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6],tmpData[7], tmpData[8], tmpData[9], tmpData[10], tmpData[11])
file.write(data)
for f in self.frames:
f.Save(file)
for t in self.tags:
t.Save(file)
for s in self.surfaces:
s.Save(file)
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def message(log,msg):
if log:
log.write(msg + "\n")
else:
print(msg)
class md3Settings:
def __init__(self,
savepath,
name,
logpath,
overwrite=True,
dumpall=False,
ignoreuvs=False,
scale=1.0,
offsetx=0.0,
offsety=0.0,
offsetz=0.0):
self.savepath = savepath
self.name = name
self.logpath = logpath
self.overwrite = overwrite
self.dumpall = dumpall
self.ignoreuvs = ignoreuvs
self.scale = scale
self.offsetx = offsetx
self.offsety = offsety
self.offsetz = offsetz
def print_md3(log,md3,dumpall):
message(log,"Header Information")
message(log,"Ident: " + str(md3.ident))
message(log,"Version: " + str(md3.version))
message(log,"Name: " + md3.name)
message(log,"Flags: " + str(md3.flags))
message(log,"Number of Frames: " + str(md3.numFrames))
message(log,"Number of Tags: " + str(md3.numTags))
message(log,"Number of Surfaces: " + str(md3.numSurfaces))
message(log,"Number of Skins: " + str(md3.numSkins))
message(log,"Offset Frames: " + str(md3.ofsFrames))
message(log,"Offset Tags: " + str(md3.ofsTags))
message(log,"Offset Surfaces: " + str(md3.ofsSurfaces))
message(log,"Offset end: " + str(md3.ofsEnd))
if dumpall:
message(log,"Frames:")
for f in md3.frames:
message(log," Mins: " + str(f.mins[0]) + " " + str(f.mins[1]) + " " + str(f.mins[2]))
message(log," Maxs: " + str(f.maxs[0]) + " " + str(f.maxs[1]) + " " + str(f.maxs[2]))
message(log," Origin(local): " + str(f.localOrigin[0]) + " " + str(f.localOrigin[1]) + " " + str(f.localOrigin[2]))
message(log," Radius: " + str(f.radius))
message(log," Name: " + f.name)
message(log,"Tags:")
for t in md3.tags:
message(log," Name: " + t.name)
message(log," Origin: " + str(t.origin[0]) + " " + str(t.origin[1]) + " " + str(t.origin[2]))
message(log," Axis[0]: " + str(t.axis[0]) + " " + str(t.axis[1]) + " " + str(t.axis[2]))
message(log," Axis[1]: " + str(t.axis[3]) + " " + str(t.axis[4]) + " " + str(t.axis[5]))
message(log," Axis[2]: " + str(t.axis[6]) + " " + str(t.axis[7]) + " " + str(t.axis[8]))
message(log,"Surfaces:")
for s in md3.surfaces:
message(log," Ident: " + s.ident)
message(log," Name: " + s.name)
message(log," Flags: " + str(s.flags))
message(log," # of Frames: " + str(s.numFrames))
message(log," # of Shaders: " + str(s.numShaders))
message(log," # of Verts: " + str(s.numVerts))
message(log," # of Triangles: " + str(s.numTriangles))
message(log," Offset Triangles: " + str(s.ofsTriangles))
message(log," Offset UVs: " + str(s.ofsUV))
message(log," Offset Verts: " + str(s.ofsVerts))
message(log," Offset End: " + str(s.ofsEnd))
message(log," Shaders:")
for shader in s.shaders:
message(log," Name: " + shader.name)
message(log," Index: " + str(shader.index))
message(log," Triangles:")
for tri in s.triangles:
message(log," Indexes: " + str(tri.indexes[0]) + " " + str(tri.indexes[1]) + " " + str(tri.indexes[2]))
message(log," UVs:")
for uv in s.uv:
message(log," U: " + str(uv.u))
message(log," V: " + str(uv.v))
message(log," Verts:")
for vert in s.verts:
message(log," XYZ: " + str(vert.xyz[0]) + " " + str(vert.xyz[1]) + " " + str(vert.xyz[2]))
message(log," Normal: " + str(vert.normal))
shader_count = 0
vert_count = 0
tri_count = 0
for surface in md3.surfaces:
shader_count += surface.numShaders
tri_count += surface.numTriangles
vert_count += surface.numVerts
if md3.numTags >= MD3_MAX_TAGS:
message(log,"!Warning: Tag limit reached! " + str(md3.numTags))
if md3.numSurfaces >= MD3_MAX_SURFACES:
message(log,"!Warning: Surface limit reached! " + str(md3.numSurfaces))
if md3.numFrames >= MD3_MAX_FRAMES:
message(log,"!Warning: Frame limit reached! " + str(md3.numFrames))
if shader_count >= MD3_MAX_SHADERS:
message(log,"!Warning: Shader limit reached! " + str(shader_count))
if vert_count >= MD3_MAX_VERTICES:
message(log,"!Warning: Vertex limit reached! " + str(vert_count))
if tri_count >= MD3_MAX_TRIANGLES:
message(log,"!Warning: Triangle limit reached! " + str(tri_count))
def save_md3(settings):
if settings.logpath:
if settings.overwrite:
log = open(settings.logpath,"w")
else:
log = open(settings.logpath,"a")
else:
log = 0
message(log,"##########Exporting MD3##########")
bpy.ops.object.mode_set(mode='OBJECT')
md3 = md3Object()
md3.ident = MD3_IDENT
md3.version = MD3_VERSION
md3.name = settings.name
md3.numFrames = (bpy.context.scene.frame_end + 1) - bpy.context.scene.frame_start
for obj in bpy.context.selected_objects:
if obj.type == 'MESH':
nsurface = md3Surface()
nsurface.name = obj.name
nsurface.ident = MD3_IDENT
vertlist = []
for f,face in enumerate(obj.data.faces):
ntri = md3Triangle()
if len(face.verts) != 3:
message(log,"Found a nontriangle face in object " + obj.name)
continue
for v,vert_index in enumerate(face.verts):
uv_u = round(obj.data.active_uv_texture.data[f].uv[v][0],5)
uv_v = round(obj.data.active_uv_texture.data[f].uv[v][1],5)
match = 0
match_index = 0
for i,vi in enumerate(vertlist):
if vi == vert_index:
if settings.ignoreuvs:
match = 1#there is a uv match for all
match_index = i
else:
if nsurface.uv[i].u == uv_u and nsurface.uv[i].v == uv_v:
match = 1
match_index = i
if match == 0:
vertlist.append(vert_index)
ntri.indexes[v] = nsurface.numVerts
ntex = md3TexCoord()
ntex.u = uv_u
ntex.v = uv_v
nsurface.uv.append(ntex)
nsurface.numVerts += 1
else:
ntri.indexes[v] = match_index
nsurface.triangles.append(ntri)
nsurface.numTriangles += 1
if obj.data.active_uv_texture:
nshader = md3Shader()
nshader.name = obj.data.active_uv_texture.name
nshader.index = nsurface.numShaders
nsurface.shaders.append(nshader)
nsurface.numShaders += 1
if nsurface.numShaders < 1: #we should add a blank as a placeholder
nshader = md3Shader()
nshader.name = "NULL"
nsurface.shaders.append(nshader)
nsurface.numShaders += 1
for frame in range(bpy.context.scene.frame_start,bpy.context.scene.frame_end + 1):
bpy.context.scene.set_frame(frame)
fobj = obj.create_mesh(bpy.context.scene,True,'PREVIEW')
fobj.calc_normals()
nframe = md3Frame()
nframe.name = str(frame)
for vi in vertlist:
vert = fobj.verts[vi]
nvert = md3Vert()
nvert.xyz = vert.co * obj.matrix_world
nvert.xyz[0] = (round(nvert.xyz[0] + obj.matrix_world[3][0],5) * settings.scale) + settings.offsetx
nvert.xyz[1] = (round(nvert.xyz[1] + obj.matrix_world[3][1],5) * settings.scale) + settings.offsety
nvert.xyz[2] = (round(nvert.xyz[2] + obj.matrix_world[3][2],5) * settings.scale) + settings.offsetz
nvert.normal = nvert.Encode(vert.normal)
for i in range(0,3):
nframe.mins[i] = min(nframe.mins[i],nvert.xyz[i])
nframe.maxs[i] = max(nframe.maxs[i],nvert.xyz[i])
minlength = math.sqrt(math.pow(nframe.mins[0],2) + math.pow(nframe.mins[1],2) + math.pow(nframe.mins[2],2))
maxlength = math.sqrt(math.pow(nframe.maxs[0],2) + math.pow(nframe.maxs[1],2) + math.pow(nframe.maxs[2],2))
nframe.radius = round(max(minlength,maxlength),5)
nsurface.verts.append(nvert)
md3.frames.append(nframe)
nsurface.numFrames += 1
bpy.data.meshes.remove(fobj)
md3.surfaces.append(nsurface)
md3.numSurfaces += 1
elif obj.type == 'EMPTY':
md3.numTags += 1
for frame in range(bpy.context.scene.frame_start,bpy.context.scene.frame_end + 1):
bpy.context.scene.set_frame(frame)
ntag = md3Tag()
ntag.origin[0] = (round(obj.matrix_world[3][0] * settings.scale,5)) + settings.offsetx
ntag.origin[1] = (round(obj.matrix_world[3][1] * settings.scale,5)) + settings.offsety
ntag.origin[2] = (round(obj.matrix_world[3][2] * settings.scale,5)) + settings.offsetz
ntag.axis[0] = obj.matrix_world[0][0]
ntag.axis[1] = obj.matrix_world[0][1]
ntag.axis[2] = obj.matrix_world[0][2]
ntag.axis[3] = obj.matrix_world[1][0]
ntag.axis[4] = obj.matrix_world[1][1]
ntag.axis[5] = obj.matrix_world[1][2]
ntag.axis[6] = obj.matrix_world[2][0]
ntag.axis[7] = obj.matrix_world[2][1]
ntag.axis[8] = obj.matrix_world[2][2]
md3.tags.append(ntag)
if md3.numSurfaces < 1:
message(log,"Select a mesh to export!")
if log:
log.close()
return
file = open(settings.savepath, "wb")
md3.Save(file)
print_md3(log,md3,settings.dumpall)
file.close()
message(log,"MD3: " + settings.name + " saved to " + settings.savepath)
if log:
print("Logged to",settings.logpath)
log.close()
from bpy.props import *
class ExportMD3(bpy.types.Operator):
"""Export to Quake Model 3 (.md3)"""
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bl_idname = "export.md3"
bl_label = 'Export MD3'
filepath = StringProperty(subtype = 'FILE_PATH',name="File Path", description="Filepath for exporting", maxlen= 1024, default= "")
md3name = StringProperty(name="MD3 Name", description="MD3 header name / skin path (64 bytes)",maxlen=64,default="")
md3log = StringProperty(name="MD3 Log", description="MD3 log file path",maxlen=1024,default="export_md3.log")
md3overwritelog = BoolProperty(name="Overwrite log", description="Overwrite log (off == append)", default=True)
md3dumpall = BoolProperty(name="Dump all", description="Dump all data for md3 to log",default=False)
md3ignoreuvs = BoolProperty(name="Ignore UVs", description="Ignores uv influence on mesh generation. Use if uv map not made.",default=False)
md3scale = FloatProperty(name="Scale", description="Scale all objects from world origin (0,0,0)",default=1.0,precision=5)
md3offsetx = FloatProperty(name="Offset X", description="Transition scene along x axis",default=0.0,precision=5)
md3offsety = FloatProperty(name="Offset Y", description="Transition scene along y axis",default=0.0,precision=5)
md3offsetz = FloatProperty(name="Offset Z", description="Transition scene along z axis",default=0.0,precision=5)
def execute(self, context):
settings = md3Settings(savepath = self.properties.filepath,
name = self.properties.md3name,
logpath = self.properties.md3log,
overwrite = self.properties.md3overwritelog,
dumpall = self.properties.md3dumpall,
ignoreuvs = self.properties.md3ignoreuvs,
scale = self.properties.md3scale,
offsetx = self.properties.md3offsetx,
offsety = self.properties.md3offsety,
offsetz = self.properties.md3offsetz)
save_md3(settings)
return {'FINISHED'}
def invoke(self, context, event):
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
@classmethod
def poll(cls, context):
return context.active_object is not None
def menu_func(self, context):
newpath = os.path.splitext(bpy.context.blend_data.filepath)[0] + ".md3"
self.layout.operator(ExportMD3.bl_idname, text="Quake Model 3 (.md3)").filepath = newpath
def register():
bpy.types.INFO_MT_file_export.append(menu_func)
def unregister():
bpy.types.INFO_MT_file_export.remove(menu_func)
if __name__ == "__main__":