Newer
Older
# ##### 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 #####
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
__author__ = "Cory Perry (muraj)"
__version__ = "0.0.2"
__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 (currently supports diffuse,
specular, and normal.
- 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
import mathutils
import time
import datetime
import struct
import os.path
##################
#LOG = open('C:\m3_log.txt','w')
LOG = None
def debug(*args): # TODO: make a little more robust, right now just a hack
if LOG == None:
print(*args)
else:
for i in args:
LOG.write(str(i) + ' ')
LOG.write('\n')
LOG.flush()
##################
## Struct setup ##
##################
verFlag = False # Version flag (MD34 == True, MD33 == False)
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'
_s = file.read(struct.calcsize(self.fmt))
self.flags, self.animflags, self.animid = struct.unpack(self.fmt, _s)
class Tag:
fmt = '4sLLL'
_s = file.read(struct.calcsize(self.fmt))
self.name, self.ofs, self.nTag, self.version = \
struct.unpack(self.fmt, _s)
_s = file.read(struct.calcsize(self.fmt))
self.mat = struct.unpack(self.fmt, _s)
class vect:
_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))
_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]
def size(cls, flag=0x020000):
return struct.calcsize('fff' + cls.fmt % (cls.ver[flag]))
_s = file.read(struct.calcsize(self.fmt))
self.v = struct.unpack(self.fmt, _s)
#Quats are stored x,y,z,w - this fixes it
self.v = [self.v[-1], self.v[0], self.v[1], self.v[2]]
self.flag, self.parent, _ = struct.unpack('LhH', file.read(8))
self.posid = animref(file)
self.pos = vect(file)
self.rotid = animref(file)
self.rot = quat(file)
self.scaleid = animref(file)
self.scale = vect(file)
vect(file) # ukn
file.read(4 * 6) # ukn
def __init__(self, file):
self.faces = ref(file)
self.regn = ref(file)
self.bat = ref(file)
self.msec = ref(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]
def __init__(self, file):
self.name = ref(file)
self.layers = [ref(file) for _ in range(13)]
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
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 flag == 20:
file.read(0x2C)
else:
file.read(0x34)
if flag == 20:
file.read(0x30)
else:
file.read(0x3C)
self.materialsLookup = ref(file)
self.materials = ref(file)
file.read(ref.size())
if not verFlag:
file.read(0x90)
self.iref = ref(file)
def read(file, context, op):
h = hdr(file)
if h.magic[::-1] == b'MD34':
debug('m3_import: !WARNING! MD34 files not full tested...')
elif h.magic[::-1] == b'MD33':
verFlag = False
else:
raise Exception('m3_import: !ERROR! Not a valid or supported m3 file')
file.seek(h.ofsTag) # Jump to the Tag table
debug('m3_import: !INFO! Reading TagTable...')
tagTable = [Tag(file) for _ in range(h.nTag)]
file.seek(tagTable[h.MODLref.refid].ofs)
m = MODL(file, tagTable[h.MODLref.refid].version)
if not m.flags & 0x20000:
raise Exception('m3_import: !ERROR! Model doesn\'t have any vertices')
debug('m3_import: !INFO! Reading Vertices...')
vert_flags = m.flags & 0x1E0000 # Mask out the vertex version
file.seek(tagTable[m.views.refid].ofs)
d = div(file)
file.seek(tagTable[m.vert.refid].ofs)
verts = [vertex(file, vert_flags) \
for _ in range(tagTable[m.vert.refid].nTag // vertex.size(vert_flags))]
file.seek(tagTable[d.faces.refid].ofs)
debug('m3_import: !INFO! Reading Faces...')
rawfaceTable = struct.unpack('H' * (tagTable[d.faces.refid].nTag), \
file.read(tagTable[d.faces.refid].nTag * 2))
for i in range(1, len(rawfaceTable) + 1):
faceTable.append(rawfaceTable[i - 1])
if i % 3 == 0: # Add a zero for the fourth index to the face.
faceTable.append(0)
debug('m3_import: !INFO! Adding Geometry...')
mesh = bpy.data.meshes.new(os.path.basename(op.properties.filepath))
mobj = bpy.data.objects.new(os.path.basename(op.properties.filepath), mesh)
context.scene.objects.link(mobj)
v, n = [], []
for vert in verts: # "Flatten" the vertex array...
mesh.faces.add(len(rawfaceTable) // 3)
mesh.vertices.foreach_set('normal', n)
mesh.faces.foreach_set('vertices_raw', faceTable)
uvtex = mesh.uv_textures.new()
debug(len(verts), len(faceTable))
for i, face in enumerate(mesh.faces):
uf = uvtex.data[i]
uf.uv1 = verts[faceTable[i * 4 + 0]].uv
uf.uv2 = verts[faceTable[i * 4 + 1]].uv
uf.uv3 = verts[faceTable[i * 4 + 2]].uv
uf.uv4 = (0, 0)
debug('m3_import: !INFO! Importing materials...')
material = bpy.data.materials.new('Mat00')
mesh.materials.append(material)
file.seek(tagTable[m.materials.refid].ofs)
mm = mat(file)
tex_map = [('use_map_diffuse', 0), ('use_map_specular', 2),\
('use_map_normal', 9)]
for map, i in tex_map:
file.seek(tagTable[mm.layers[i].refid].ofs)
nref = layr(file).name
file.seek(tagTable[nref.refid].ofs)
name = bytes.decode(file.read(nref.entries - 1))
path = os.path.join(os.path.dirname(op.properties.filepath),\
os.path.basename(str(name)))
tex = bpy.data.textures.new(name=os.path.basename(path), type='IMAGE')
if os.path.exists(path):
tex.image = bpy.data.images.load(path)
debug("m3_import: !INFO! Loaded %s" % (path))
debug("m3_import: !WARNING! Cannot find texture \"%s\"" % (path))
mtex = material.texture_slots.add()
mtex.texture = tex
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = (i == 0)
class M3Importer(bpy.types.Operator):
'''Import from M3 file format (.m3)'''
bl_idname = "import_mesh.blizzard_m3"
bl_label = 'Import M3'
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
filepath = StringProperty(
name="File Path",\
description="Filepath used for importing the M3 file",\
maxlen=1024,\
default="")
t = time.mktime(datetime.datetime.now().timetuple())
with open(self.properties.filepath, 'rb') as file:
print('Importing file', self.properties.filepath)
read(file, context, self)
t = time.mktime(datetime.datetime.now().timetuple()) - t
print('Finished importing in', t, 'seconds')
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager