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iff_mesh.py
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# -*- coding: utf8 -*-
# Blender WCP IFF mesh import/export script by Kevin Caccamo
# Copyright © 2013-2016 Kevin Caccamo
# E-mail: [email protected]
#
# 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, see <http://www.gnu.org/licenses/>.
#
# <pep8-80 compliant>
# Classes for WCP/SO IFF Meshes
from . import iff
def colour_texnum(colour):
"Convert a colour from Blender/floating point format to bytes"
import struct
# Make Blender mathutils import optional
try:
# Using Blender imports
import mathutils
if not isinstance(colour, mathutils.Color):
raise TypeError("The colour you want to convert must be a valid "
"Blender colour!")
except ImportError:
# Not using Blender imports
if not isinstance(colour, list) or not isinstance(colour, tuple):
raise TypeError("The colour you want to convert must be a valid "
"colour!")
for cc in colour:
if not isinstance(cc, float):
raise TypeError("The colour you want to convert must be a valid "
"Blender colour!")
def clamp_byte(x):
if x <= 0: return 0
elif x >= 256: return 255
else: return x
clrbytes = [round(cc * 256) for cc in colour]
clrbytes = tuple(map(clamp_byte, clrbytes))
tnbytes = struct.pack("<BBBB", 0x7F, *clrbytes)
tnint = struct.unpack(">I", tnbytes)[0]
return tnint
def texnum_colour(texnum):
"Convert a flat colour from bytes to Blender/floating point format."
# Texnum format: 0xFFrrggbb
colour = [0.0, 0.0, 0.0]
try:
import mathutils
colour = mathutils.Color((0.0, 0.0, 0.0))
except ImportError:
pass
def byte_float(x):
return 1.0 if x == 255 else x / 256.0
colour[0] = byte_float((texnum & 0x00ff0000) >> 16) # Red
colour[1] = byte_float((texnum & 0x0000ff00) >> 8) # Green
colour[2] = byte_float(texnum & 0x000000ff) # Blue
return colour
# =========================== Other model metadata ===========================
class Collider:
"Collision sphere or BSP tree"
COLLIDER_TYPES = ("sphere", "bsp", "bsp+region")
def __init__(self, col_type, *data):
if col_type not in self.COLLIDER_TYPES:
raise ValueError("Invalid collider type %s!" % col_type)
if not isinstance(data[0], Sphere):
raise TypeError("A collider must have a boundary sphere!")
# if ((col_type == "bsp" or col_type == "bsp+region") and
# not isinstance(data[1], bsp.BSPTree)):
# raise TypeError("Collider data for a BSP collider must have a "
# "sphere and a BSP tree!")
#
# if (col_type == "bsp+region" and
# not isinstance(data[2], bsp.Blockmap)):
# raise TypeError("Collider data for a BSP collider must have a "
# "sphere and a BSP tree!")
if col_type == "bsp" or col_type == "bsp+region":
raise TypeError("BSP trees are not yet supported!")
self.col_type = col_type
self.data = data
def to_coll_form(self):
"Convert this Collider to a COLL form."
coll_form = iff.IffForm("COLL")
sphr_chnk = self.data[0].to_collsphr_chunk()
coll_form.add_member(sphr_chnk)
if self.col_type == "bsp":
if self.data[1] is not None:
extn_form = iff.IffForm("EXTN")
coll_form.add_member(extn_form)
else:
raise TypeError("data[1] must be a BSP tree!")
return coll_form
def __str__(self):
strr = "{} collider: (".format(self.col_type.capitalize())
for didx in range(len(self.data)):
strr += "{!s}".format(self.data[didx])
if didx < len(self.data) - 1: strr += ", "
strr += ")"
return strr
class Sphere:
"""CNTR/RADI chunks for each LOD, or SPHR chunk for collider.
Position data is represented internally in WCSO format
(vertical Y, front/back Z)."""
def __init__(self, x, y, z, r):
self.x = float(x)
self.y = float(y)
self.z = float(z)
self.r = float(r)
def to_tuple(self):
"Get the data for this sphere in tuple format"
return (self.x, self.y, self.z, self.r)
def to_cntr_chunk(self):
"""Make a CNTR chunk using the data for this sphere.
The RADI chunk is used in LOD meshes."""
cntr_chunk = iff.IffChunk("CNTR")
cntr_chunk.add_member(self.x)
cntr_chunk.add_member(self.y)
cntr_chunk.add_member(self.z)
return cntr_chunk
def to_radi_chunk(self):
"""Make a RADI chunk using the data for this sphere.
The RADI chunk is used in LOD meshes."""
radi_chunk = iff.IffChunk("RADI")
radi_chunk.add_member(self.r)
return radi_chunk
def to_collsphr_chunk(self):
"""Make a SPHR chunk using the data for this sphere.
The SPHR chunk is used to define a Collider's boundaries."""
collsphr_chunk = iff.IffChunk("SPHR")
collsphr_chunk.add_member(self.x)
collsphr_chunk.add_member(self.y)
collsphr_chunk.add_member(self.z)
collsphr_chunk.add_member(self.r)
return collsphr_chunk
def to_chunks(self):
"Get the CNTR and RADI chunks for this Sphere."
return self.to_cntr_chunk(), self.to_radi_chunk()
def to_bl_obj(self, name="cntradi"):
"Convert this sphere to a Blender object."
import bpy
bl_obj = bpy.data.objects.new(name, None)
bl_obj.empty_draw_type = "SPHERE"
bl_obj.location.x = self.x
bl_obj.location.y = self.z
bl_obj.location.z = self.y
bl_obj.scale = self.r, self.r, self.r
return bl_obj
@staticmethod
def from_cntradi_chunks(cntr_data, radi_data):
"Convert CNTR and RADI data to a Sphere."
import struct
x, y, z = struct.unpack("<fff", cntr_data)
r = struct.unpack("<f", radi_data)[0]
return Sphere(x, y, z, r)
@staticmethod
def from_sphr_chunk(sphr_data):
"Convert a SPHR data to a Sphere."
import struct
x, y, z, r = struct.unpack("<ffff", sphr_data)
return Sphere(x, y, z, r)
def __str__(self):
return "Sphere ({0.x:.4f}, {0.y:.4f}, {0.z:.4f}:{0.r:.4f})".format(
self)
class Hardpoint:
"""A hardpoint of a model.
Position data is represented internally in WCSO format
(vertical Y, front/back Z)."""
def __init__(self, rot_matrix, location, name):
# rot_matrix should be a mathutils.Matrix(3x3) or compatible value
# location should be a mathutils.Vector or compatible value
self.rot_matrix = rot_matrix
self.location = location
self.name = name
def to_chunk(self):
"Convert this hardpoint to a HARD chunk."
hard_chunk = iff.IffChunk("HARD")
hard_chunk.add_member(self.rot_matrix[0][0])
hard_chunk.add_member(self.rot_matrix[0][1])
hard_chunk.add_member(self.rot_matrix[0][2])
hard_chunk.add_member(self.location[0])
hard_chunk.add_member(self.rot_matrix[1][0])
hard_chunk.add_member(self.rot_matrix[1][1])
hard_chunk.add_member(self.rot_matrix[1][2])
hard_chunk.add_member(self.location[1])
hard_chunk.add_member(self.rot_matrix[2][0])
hard_chunk.add_member(self.rot_matrix[2][1])
hard_chunk.add_member(self.rot_matrix[2][2])
hard_chunk.add_member(self.location[2])
hard_chunk.add_member(self.name)
return hard_chunk
def to_bl_obj(self):
"Convert this hardpoint to a Blender object."
import bpy
from mathutils import Matrix, Vector
bl_obj = bpy.data.objects.new("hp-" + self.name, None)
bl_obj.empty_draw_type = "ARROWS"
matrix_rot = Matrix(self.rot_matrix).to_4x4()
# Convert position/rotation from WC
euler_rot = matrix_rot.to_euler("XYZ")
euler_rot.y, euler_rot.z = -euler_rot.z, -euler_rot.y
euler_rot.x *= -1
matrix_rot = euler_rot.to_matrix().to_4x4()
vector_loc = Vector(self.location)
vector_loc.y, vector_loc.z = vector_loc.z, vector_loc.y
matrix_loc = Matrix.Translation(vector_loc)
bl_obj.matrix_basis = matrix_loc * matrix_rot
return bl_obj
@staticmethod
def from_chunk(chunk_data):
"Convert a HARD chunk to a hardpoint."
import struct
def read_cstring(data, ofs):
cstring = bytearray()
while data[ofs] != 0:
if data[ofs] == 0: break
cstring.append(data[ofs])
ofs += 1
return cstring.decode("ascii")
hardpt_data = struct.unpack_from("<ffffffffffff", chunk_data, 0)
hardpt_rot = (
(hardpt_data[0], hardpt_data[1], hardpt_data[2]),
(hardpt_data[4], hardpt_data[5], hardpt_data[6]),
(hardpt_data[8], hardpt_data[9], hardpt_data[10])
)
hardpt_loc = (hardpt_data[3], hardpt_data[7], hardpt_data[11])
hardpt_name_ofs = 48
hardpt_name = read_cstring(chunk_data, hardpt_name_ofs)
return Hardpoint(hardpt_rot, hardpt_loc, hardpt_name)
def __str__(self):
return "Hardpoint \"{0}\" ({1.x:.4f}, {1.y:.4f}, {1.z:.4f})".format(
self.name, self.location
)
# ================================= LOD Info =================================
class MeshLODForm(iff.IffForm):
"A LOD mesh."
def __init__(self, lod_lev, version=12):
self._version = int(version)
self._mesh_form = iff.IffForm("MESH")
self._geom_form = iff.IffForm("{!s:0>4}".format(version))
self._name_chunk = iff.IffChunk("NAME")
self._vert_chunk = iff.IffChunk("VERT")
if self._version <= 11:
self._norm_chunk = iff.IffChunk("NORM")
self._vtnm_chunk = iff.IffChunk("VTNM")
self._fvrt_chunk = iff.IffChunk("FVRT")
self._face_chunk = iff.IffChunk("FACE")
self._cntr_chunk = iff.IffChunk("CNTR")
self._radi_chunk = iff.IffChunk("RADI")
self._geom_form.add_member(self._name_chunk)
self._geom_form.add_member(self._vert_chunk)
self._geom_form.add_member(self._vtnm_chunk)
self._geom_form.add_member(self._fvrt_chunk)
self._geom_form.add_member(self._face_chunk)
self._geom_form.add_member(self._cntr_chunk)
self._geom_form.add_member(self._radi_chunk)
self._mesh_form.add_member(self._geom_form)
self.lod_lev = lod_lev
form_name = "{!s:0>4}".format(self.lod_lev)
super().__init__(form_name, [self._mesh_form])
def set_name(self, name):
"Set the name of this LOD mesh."
# Check data types before adding to respective chunks
if self._name_chunk.has_members():
self._name_chunk.clear_members()
if isinstance(name, str):
self._name_chunk.add_member(name)
else:
raise TypeError("Name of this mesh LOD must be a string!")
def add_vertex(self, vx, vy, vz):
"Add a vertex to this LOD mesh."
self._vert_chunk.add_member(float(vx))
self._vert_chunk.add_member(float(vy))
self._vert_chunk.add_member(float(vz))
def add_vert_normal(self, nx, ny, nz):
"Add a vertex normal to this LOD mesh."
self._vtnm_chunk.add_member(float(nx))
self._vtnm_chunk.add_member(float(ny))
self._vtnm_chunk.add_member(float(nz))
def add_face_normal(self, nx, ny, nz):
"Add a face normal to this LOD mesh."
if self._version >= 12:
self.add_vert_normal(nx, ny, nz)
else:
self._norm_chunk.add_member(float(nx))
self._norm_chunk.add_member(float(ny))
self._norm_chunk.add_member(float(nz))
def add_fvrt(self, vert_idx, vtnm_idx, uv_x, uv_y):
"""Add a "face vertex" to this LOD mesh.
A "face vertex" consists of a vertex index, a normal index, and X/Y UV
coordinates. They are somewhat analogous to Blender's BMesh loops."""
if vert_idx < 0:
raise ValueError("Vertex index must not be negative!")
if vtnm_idx < 0:
raise ValueError("Vertex normal index must not be negative!")
self._fvrt_chunk.add_member(int(vert_idx))
self._fvrt_chunk.add_member(int(vtnm_idx))
self._fvrt_chunk.add_member(float(uv_x))
self._fvrt_chunk.add_member(float(uv_y))
def add_face(self, norm_idx, dplane, texnum,
fvrt_idx, num_verts, light_flags, alt_mat=0x7F0096FF):
"""Add a face to this LOD mesh."""
if norm_idx < 0:
raise ValueError("Face normal index must not be negative!")
if fvrt_idx < 0:
raise ValueError("FVRT index must not be negative!")
if num_verts < 0:
raise ValueError("Number of vertices must not be negative!")
self._face_chunk.add_member(int(norm_idx))
self._face_chunk.add_member(float(dplane)) # D-Plane
self._face_chunk.add_member(int(texnum)) # Texture number
self._face_chunk.add_member(int(fvrt_idx)) # Index of first FVRT
self._face_chunk.add_member(int(num_verts)) # Number of vertices/edges
self._face_chunk.add_member(int(light_flags)) # Lighting flags
self._face_chunk.add_member(int(alt_mat)) # Alternate/flat colour MAT
def set_cntradi(self, sphere):
"Set the center and radius of this LOD mesh."
if not isinstance(sphere, Sphere):
raise TypeError("You must use a valid Sphere object to set the "
"center location and radius for this LOD.")
self._cntr_chunk.clear_members()
self._radi_chunk.clear_members()
self._cntr_chunk.add_member(sphere.x)
self._cntr_chunk.add_member(sphere.y)
self._cntr_chunk.add_member(sphere.z)
self._radi_chunk.add_member(sphere.r)
class EmptyLODForm(iff.IffForm):
"An empty LOD. (no geometry)"
def __init__(self, lod_lev):
self.lod_lev = lod_lev
empty_form = iff.IffForm("EMPT")
form_name = "{!s:0>4}".format(lod_lev)
super().__init__(form_name, [empty_form])
# ============================== IFF Model File ==============================
class ModelIff(iff.IffFile):
"Manages the IFF data for a VISION engine 3D model."
def __init__(self, filename, include_far_chunk):
if not isinstance(include_far_chunk, bool):
raise TypeError("include_far_chunk must be a boolean value!")
# Initialize an empty mesh IFF file, initialize data structures, etc.
super().__init__("DETA", filename)
self._num_lods = 0
self._mrang = iff.IffChunk("RANG")
self.root_form.add_member(self._mrang)
self._mlods = iff.IffForm("MESH")
self.root_form.add_member(self._mlods)
self._mhard = iff.IffForm("HARD")
self.root_form.add_member(self._mhard)
self._mcoll = iff.IffForm("COLL")
self.root_form.add_member(self._mcoll)
if include_far_chunk:
self._mfar = iff.IffChunk("FAR ", [float(0), float(900000)])
self.root_form.add_member(self._mfar)
def set_collider(self, collider):
"""Set/replace the collider for this model."""
if not isinstance(collider, Collider):
raise TypeError("collider must be a valid Collider in order to "
"use it for this model!")
collform = collider.to_coll_form()
self.root_form.replace_member(self._mcoll, collform)
self._mcoll = collform
def add_hardpt(self, hardpt):
"""Add a hardpoint to this model."""
if not isinstance(hardpt, Hardpoint):
raise TypeError("The hardpoint must be a Hardpoint object!")
self._mhard.add_member(hardpt.to_chunk())
def remove_hardpt(self, hp_idx):
"Remove a hardpoint from this model."
self._mhard.remove_member(hp_idx)
def remove_hardpts(self):
"Clear all hardpoints from this model."
self._mhard.clear_members()
def add_lod(self, lod, lod_range=0):
"""Add a LOD to this model.
A LOD can be an empty LOD form, or a LOD mesh form."""
if isinstance(lod, MeshLODForm) or isinstance(lod, EmptyLODForm):
if lod.lod_lev >= 0:
self._mrang.add_member(float(lod_range))
else:
raise ValueError("LOD level cannot be negative!")
if lod_range < 0:
raise ValueError("LOD range cannot be negative!")
self._num_lods += 1
self._mlods.add_member(lod)
else:
raise TypeError("A LOD must be an instance of MeshLODForm or"
"EmptyLODForm!")
def set_dranges(self, dranges):
"""Set the LOD ranges for this model.
Validates the list of LOD ranges before making any changes."""
if isinstance(dranges, list) or isinstance(dranges, tuple):
for drange in dranges:
if not isinstance(drange, float):
raise TypeError("Each LOD range must be a float!")
else:
raise TypeError("dranges must be a list or tuple!")
if len(dranges) != self._num_lods:
raise ValueError("You must have the same number of LOD ranges as "
"the number of LODs!")
if dranges[0] != 0.0:
raise ValueError("The first LOD range must be 0.")
for drange in dranges:
if drange < 0:
raise ValueError("The LOD ranges must not be negative!")
self._mrang.clear_members()
for drange in dranges:
self._mrang.add_member(drange)
def set_dranges_force(self, dranges):
"""Set the LOD ranges for this model.
Does not validate the list of LOD ranges before making any changes. Use
at your own risk!"""
if isinstance(dranges, list) or isinstance(dranges, tuple):
for drange in dranges:
if not isinstance(drange, float):
raise TypeError("Each LOD range must be a float!")
else:
raise TypeError("dranges must be a list or tuple!")
self._mrang.clear_members()
for drange in dranges:
self._mrang.add_member(drange)