├── LICENSE
├── README.md
├── build_md2_importer.py
├── imgs
├── flag_animation_frames.png
├── loading_options.png
├── non_pcx_model.png
├── run_script.png
├── texture_paint.png
└── uv_layout.png
├── md2_importer
├── __init__.py
└── blender_load_md2.py
├── tests
├── data
│ ├── bigleaf2.md2
│ ├── car.jpg
│ ├── car.md2
│ └── leaf02.jpg
├── test_md2_noerror.py
└── test_prepare_skin_paths.py
└── util
├── MD2.py
├── __init__.py
└── prepare_skin_paths.py
/LICENSE:
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569 |
570 | Each version is given a distinguishing version number. If the
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572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
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575 | Foundation. If the Program does not specify a version number of the
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577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
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584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
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587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
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610 | SUCH DAMAGES.
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612 | 17. Interpretation of Sections 15 and 16.
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614 | If the disclaimer of warranty and limitation of liability provided
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618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
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633 |
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649 |
650 | Also add information on how to contact you by electronic and paper mail.
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667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
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1 | # Quake 2 MD2 import add-on for Blender 3.x
2 | This add-on allows importing .md2 model files. This hasn't been
3 | natively supported by [Blender](https://www.blender.org/) for
4 | a decade now.
5 |
6 | Please note that this add-on is still incomplete. **Bug reports and feature
7 | requests are welcome!**
8 |
9 | Developed and tested with Blender 3.6.5 and Python 3.10.13.
10 | Older versions might still (partially) work.
11 |
12 | ## What can this importer (!) do so far?
13 |
14 | - load an MD2 object to Blender
15 | - attach a UV map linked in the .md2 file or a custom one
16 | - Blender native formats (not verified except .jpg):
17 | - custom format: .pcx
18 | - load and run keyframe animations
19 |
20 | ### Blender native image formats in Blender 3.6.5 / Python 3.10.13:
21 | ```python3
22 | >>> bpy.path.extensions_image
23 | frozenset({'.tx', '.png', '.cin', '.tiff', '.bmp', '.rgb', '.tga', '.sgi', '.jpeg', '.dpx', '.psd', '.jp2', '.j2c', '.hdr', '.webp', '.rgba', '.exr', '.pdd', '.jpg', '.psb', '.dds', '.tif'})
24 | ```
25 | ## What is missing?
26 |
27 | - aligning the animation keyframes to the fps used for the different animations
28 |
29 | ## [Releases](https://github.com/lennart-g/blender-md2-importer/releases)
30 |
31 | ## Installation
32 | Install the provided .zip via the Edit > Preferences > Add-ons menu.
33 |
34 | ### Optional: PCX skin files
35 | When loading a .pcx file, a message referring to this README is shown.
36 |
37 | 1. [install Pillow (used for loading .pcx files)](https://blender.stackexchange.com/a/122337).
38 | Replace `pip install scipy` with `pip install pillow`.
39 | On old Blender / Python versions, an upgrade of pip might be necessary.
40 | 2. Check the plugin activation checkbox again.
41 |
42 | ## Development
43 | Follow [these instructions](https://github.com/lennart-g/bsp_hacking/blob/master/docs/blender_importer.md)
44 | with adjustments for this repository.
45 |
46 | ## How to use
47 |
48 | The script can be accessed via File > Import:
49 |
50 | 
51 |
52 | Checking "Load custom skin" allows loading a UV map different
53 | from the one specified in the .md2 file. By entering a
54 | "displayed name" the object and mesh name in the outliner
55 | is specified.
56 |
57 | 
58 |
59 | Model keyframes are loaded with 9 empty frames in between
60 | and displayed in the dope sheet.
61 |
62 | 
63 |
64 | In the UV editor you can see both the UV map and
65 | the UV layout.
66 |
67 | 
68 |
69 | Using texture paint mode, this allows easily editing
70 | and adding new UV maps. The current importer does not
71 | support exporting a modified UV layout though.
72 |
73 | 
74 |
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/build_md2_importer.py:
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1 | import os.path
2 | import shutil
3 |
4 | # files to include in the output zip file
5 | files = [
6 | "util/MD2.py",
7 | "md2_importer/__init__.py",
8 | "md2_importer/blender_load_md2.py",
9 | "util/prepare_skin_paths.py"
10 | ]
11 |
12 | # intermediary location for the directory to be zipped
13 | dest = "build/io_import_md2"
14 |
15 | if os.path.exists("build") and os.path.isdir("build"):
16 | shutil.rmtree("build")
17 | os.makedirs(dest)
18 |
19 | for file in files:
20 | shutil.copyfile(file, os.path.join(dest, os.path.basename(file)))
21 |
22 | # create zip file
23 | shutil.make_archive("blender-md2-importer", 'zip', "build")
24 |
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/imgs/flag_animation_frames.png:
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/imgs/loading_options.png:
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/imgs/non_pcx_model.png:
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/imgs/run_script.png:
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/imgs/texture_paint.png:
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/imgs/uv_layout.png:
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/md2_importer/__init__.py:
--------------------------------------------------------------------------------
1 | bl_info = {
2 | "name": "Experimental MD2 Importer",
3 | "author": "Lennart G",
4 | "location": "File > Import > Quake 2 (.md2)",
5 | "version": (0, 3, 0),
6 | "blender": (2, 80, 0),
7 | "category": "Import-Export"
8 | }
9 |
10 | # To support reload properly, try to access a package var,
11 | # if it's there, reload everything
12 | if "bpy" in locals():
13 | import imp
14 | try:
15 | imp.reload(MD2)
16 | except NameError:
17 | from util import MD2
18 | imp.reload(MD2)
19 |
20 | try:
21 | imp.reload(prepare_skin_paths)
22 | except NameError:
23 | from util import prepare_skin_paths
24 | imp.reload(prepare_skin_paths)
25 | imp.reload(blender_load_md2)
26 | print("Reloaded multifiles")
27 | else:
28 | from . import blender_load_md2
29 | print("Imported multifiles")
30 |
31 | """
32 | This part is required for the UI, to make the Addon appear under File > Import once it's
33 | activated and to have additional input fields in the file picking menu
34 | Code is taken from Templates > Python > Operator File Import in Text Editor
35 | The code here calls blender_load_md2
36 | """
37 |
38 | # ImportHelper is a helper class, defines filename and
39 | # invoke() function which calls the file selector.
40 | import bpy
41 | from bpy_extras.io_utils import ImportHelper
42 | from bpy.props import StringProperty, BoolProperty
43 | from bpy.types import Operator
44 |
45 |
46 | class ImportSomeData(Operator, ImportHelper):
47 | """Loads a Quake 2 MD2 File"""
48 | bl_idname = "import_md2.some_data" # important since its how bpy.ops.import_test.some_data is constructed
49 | bl_label = "Import MD2"
50 |
51 | ## ImportHelper mixin class uses this
52 | # filename_ext = ".md2"
53 |
54 | filter_glob: StringProperty(
55 | default="*.*", # only shows md2 files in opening screen
56 | options={'HIDDEN'},
57 | maxlen=255, # Max internal buffer length, longer would be clamped.
58 | )
59 |
60 | # List of operator properties, the attributes will be assigned
61 | # to the class instance from the operator settings before calling.
62 | displayed_name: StringProperty(name="Displayed name",
63 | description="What this model should be named in the outliner\ngood for default file names like tris.md2",
64 | default="",
65 | maxlen=1024)
66 |
67 | use_custom_skin: BoolProperty(
68 | name="Load custom skin: ",
69 | description="To load a skin from a path different to the one stored in the .md2.",
70 | default=False,
71 | )
72 | custom_skin_path: StringProperty(name="Optional: skin path",
73 | description="If load custom skin checked: path to skin to load.",
74 | default="",
75 | maxlen=1024)
76 |
77 | def execute(self, context):
78 | return blender_load_md2.blender_load_md2(self.filepath, self.displayed_name, self.use_custom_skin, self.custom_skin_path)
79 |
80 |
81 | # Only needed if you want to add into a dynamic menu
82 | def menu_func_import(self, context):
83 | self.layout.operator(ImportSomeData.bl_idname, text="WIP Quake 2 Model Import (.md2)")
84 |
85 |
86 |
87 | # called when addon is activated (adds script to File > Import
88 | def register():
89 | bpy.utils.register_class(ImportSomeData)
90 | bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
91 |
92 |
93 | # called when addon is deactivated (removed script from menu)
94 | def unregister():
95 | bpy.utils.unregister_class(ImportSomeData)
96 | bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
97 |
98 |
99 | if __name__ == "__main__":
100 | register()
101 |
--------------------------------------------------------------------------------
/md2_importer/blender_load_md2.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | try:
3 | from . import MD2
4 | except ImportError:
5 | import util.MD2
6 | try:
7 | from .prepare_skin_paths import * #test
8 | except ModuleNotFoundError:
9 | from util.prepare_skin_paths import *
10 | import os # for checking if skin pathes exist
11 |
12 |
13 | # from https://blender.stackexchange.com/a/110112
14 | def ShowMessageBox(message = "", title = "Message Box", icon = 'INFO'):
15 |
16 | def draw(self, context):
17 | self.layout.label(text=message)
18 |
19 | bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)
20 |
21 |
22 | def blender_load_md2(md2_path, displayed_name, use_custom_md2_skin, custom_md2_skin_path):
23 | """
24 | This function uses the information from a md2 dataclass into a blender object.
25 | This will consist of an animated mesh and its material (which is not much more than the texture.
26 | For better understanding, steps are:
27 | - Create the MD2 object containing all information that's inside the loaded md2
28 | - Get the absolute path of the UV map / skin to load
29 | - Get necessary information about the mesh (vertices, tris, uv coordinates)
30 | - Create the scene structure and create the mesh for the first frame
31 | - Assign UV coordinates to each triangle
32 | - Create shape animation (Add keyframe to each vertex)
33 | - Assign skin to mesh
34 | """
35 | """ Create MD2 dataclass object """
36 | print("md2_path, displayed_name, use_custom_md2_skin, custom_md2_skin_path")
37 | print(md2_path, displayed_name, use_custom_md2_skin, custom_md2_skin_path)
38 | print(locals())
39 | # ImageFile.LOAD_TRUNCATED_IMAGES = True # Necessary for loading jpgs with PIL
40 |
41 | object_path = md2_path # Kept for testing purposes
42 | # A dataclass containing all information stored in a .md2 file
43 | my_object = MD2.load_file(object_path)
44 |
45 | """ Create skin path. By default, the one stored inside of the MD2 is used. Some engines like the Digital Paintball 2 one
46 | check for any image file with that path disregarding the file extension. For a given custom path, it is checked
47 | whether it (apparently) is an absolute or relative (to the MD2) path.
48 | """
49 | """ get absolute skin path based on input / the one stored inside of the MD2 """
50 | # check box must be checked (alternatively it could be checked if the input field was empty or not ...)
51 | if use_custom_md2_skin:
52 | # an absolute path is recognized by usage of '/' (obviously not perfect detection of an absolute path)
53 | if os.path.isabs(custom_md2_skin_path):
54 | skin_path = custom_md2_skin_path
55 | else:
56 | # take everything before last '/' of MD2 path, add '/' and path of skin in same directory
57 | # custom_abs_path = "/".join(md2_path.split("/")[:-1]) + "/" + custom_md2_skin_path
58 | custom_abs_path = os.path.join(os.path.split(md2_path)[0], custom_md2_skin_path)
59 | print(custom_abs_path)
60 | skin_path = custom_abs_path
61 | else:
62 | print("stored path:", my_object.skin_names) # unchanged path or pathes stored in the MD2
63 |
64 | skin_path = get_path_from_skin_name(object_path, my_object.skin_names[0])
65 |
66 | skin_path = get_existing_skin_path(skin_path)
67 | print("used skin path", skin_path)
68 |
69 | """ Loads required information for mesh generation and UV mapping from the .md2 file"""
70 | # Gets name to give to the object and mesh in the outliner
71 | if not displayed_name:
72 | object_name = "/".join(object_path.split("/")[-2:]).split(".")[:-1]
73 | print(object_name)
74 | else:
75 | print(displayed_name)
76 | object_name = [displayed_name]
77 |
78 | # List of vertices [x,y,z] for all frames extracted from the md2 object
79 | all_verts = [[x.v for x in my_object.frames[y].verts] for y in range(my_object.header.num_frames)]
80 | # List of vertex indices forming a triangular face
81 | tris = ([x.vertexIndices for x in my_object.triangles])
82 | # uv coordinates (in q2 terms st coordinates) for projecting the skin on the model's faces
83 | # blender flips images upside down when loading so v = 1-t for blender imported images
84 | uvs_pcx = ([(x.s, x.t) for x in my_object.texture_coordinates])
85 | uvs_others = ([(x.s, 1 - x.t) for x in my_object.texture_coordinates])
86 | # blender uv coordinate system originates at lower left
87 |
88 | """ Lots of code (copy and pasted) that creates a mesh and adds it to the scene collection/outlines """
89 | mesh = bpy.data.meshes.new(*object_name) # add the new mesh, * extracts string from list
90 | obj = bpy.data.objects.new(mesh.name, mesh)
91 | col = bpy.data.collections.get("Collection")
92 | col.objects.link(obj)
93 | bpy.context.view_layer.objects.active = obj
94 |
95 | # Creates mesh by taking first frame's vertices and connects them via indices in tris
96 | mesh.from_pydata(all_verts[0], [], tris)
97 |
98 |
99 | """ Create animation for animated models: set keyframe for each vertex in each frame individually """
100 | # Create keyframes from first to last frame
101 | for i in range(my_object.header.num_frames):
102 | for idx, v in enumerate(obj.data.vertices):
103 | obj.data.vertices[idx].co = all_verts[i][idx]
104 | v.keyframe_insert('co', frame=i * 10) # parameter index=2 restricts keyframe to dimension
105 |
106 | # insert first keyframe after last one to yield cyclic animation
107 | for idx, v in enumerate(obj.data.vertices):
108 | obj.data.vertices[idx].co = all_verts[0][idx]
109 | v.keyframe_insert('co', frame=60)
110 |
111 | if not skin_path:
112 | ShowMessageBox("Defaulting to not assigning any material", "No skin found", "INFO")
113 | return {'FINISHED'} # no idea, seems to be necessary for the UI
114 |
115 | if skin_path.endswith('.pcx'):
116 | try:
117 | from PIL import Image
118 | except ModuleNotFoundError:
119 | ShowMessageBox("To load .pcx skin files, see the add-on README for manual PIL installation", "Module PIL not found", "INFO")
120 | return {'FINISHED'} # no idea, seems to be necessary for the UI
121 |
122 | """ UV Mapping: Create UV Layer, assign UV coordinates from md2 files for each face to each face's vertices """
123 | uv_layer = (mesh.uv_layers.new())
124 | mesh.uv_layers.active = uv_layer
125 |
126 | # add uv coordinates to each polygon (here: triangle since md2 only stores vertices and triangles)
127 | # note: faces and vertices are stored exactly in the order they were added
128 | for face_idx, face in enumerate(mesh.polygons):
129 | for idx, (vert_idx, loop_idx) in enumerate(zip(face.vertices, face.loop_indices)):
130 | if skin_path.endswith(".pcx"):
131 | print("PCX LOADED")
132 | uv_layer.data[loop_idx].uv = uvs_pcx[my_object.triangles[face_idx].textureIndices[idx]]
133 | else:
134 | uv_layer.data[loop_idx].uv = uvs_others[my_object.triangles[face_idx].textureIndices[idx]]
135 |
136 | """ Assign skin to mesh: Create material (barely understood copy and paste again) and set the image.
137 | Might work by manually setting the textures pixels to the pixels of a PIL.Image if it would actually
138 | load non-empty .pcx files
139 | idea/TODO: Write an own pcx loader from scratch ... """
140 | # Creating material and corresponding notes (see Shading tab)
141 | mat = bpy.data.materials.new(name="md2_material")
142 | mat.use_nodes = True
143 | bsdf = mat.node_tree.nodes["Principled BSDF"]
144 | texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
145 |
146 | # if only a pcx version of the desired skin exists, load it via PIL
147 | # and copy pixels into the materials texture
148 | # otherwise use blender internal image loader (supporting .png, .jpg and .tga)
149 | print(f'skin_path: {skin_path}')
150 | if skin_path.endswith(".pcx"):
151 | skin = Image.open(skin_path)
152 | skin.load()
153 | skin = skin.convert("RGBA")
154 | skin_rgba = list(skin.getdata())
155 | print("important", skin_rgba[:40])
156 | print("path:", skin_path)
157 | texImage.image = bpy.data.images.new("MyImage", width=skin.size[0], height=skin.size[1])
158 | tmp = [y for x in skin_rgba for y in x]
159 | max_val = max(tmp)
160 | texImage.image.pixels = [x / max_val for x in tmp]
161 | else:
162 | texImage.image = bpy.data.images.load(skin_path)
163 |
164 | # again copy and paste
165 | mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
166 |
167 | # Assign it to object
168 | if obj.data.materials:
169 | obj.data.materials[0] = mat
170 | else:
171 | obj.data.materials.append(mat)
172 | print("YAY NO ERRORS!!")
173 | return {'FINISHED'} # no idea, seems to be necessary for the UI
174 |
175 |
176 |
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/tests/data/bigleaf2.md2:
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/tests/data/car.jpg:
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/tests/data/car.md2:
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/tests/data/leaf02.jpg:
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/tests/test_md2_noerror.py:
--------------------------------------------------------------------------------
1 | import os
2 | from util import MD2
3 | import pytest
4 |
5 |
6 | def test_models():
7 | data_dir = "tests/data"
8 | models = os.listdir(data_dir)
9 | models = [x for x in models if x.lower().endswith(".md2")]
10 |
11 | for model in models:
12 | MD2.load_file(os.path.join(data_dir, model))
13 | assert True
14 |
15 |
16 | def test_wrong_format():
17 | with pytest.raises(ValueError):
18 | MD2.load_file('tests/data/car.jpg')
19 |
20 |
--------------------------------------------------------------------------------
/tests/test_prepare_skin_paths.py:
--------------------------------------------------------------------------------
1 | from util.prepare_skin_paths import *
2 |
3 |
4 | def test_get_path_from_skin_name():
5 | obj_path = "blender-md2-importer/tests/data/car.md2"
6 | skin_name = "'models/sk89q/w_sitters/car.jpg\x00ght.jpg\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
7 |
8 | skin_path = get_path_from_skin_name(obj_path, skin_name)
9 | print(skin_path)
10 | assert skin_path == "blender-md2-importer/tests/data/car.jpg\x00ght.jpg"
11 |
12 |
13 | def test_get_existing_skin_path():
14 | args = {
15 | 'skin_path': 'tests/data/car.jpg\x00ght.jpg'}
16 | out = get_existing_skin_path(**args)
17 | assert out is None
18 |
19 | args = {
20 | 'skin_path': 'tests/data/car.bmp'}
21 | out = get_existing_skin_path(**args)
22 | assert out == "tests/data/car.jpg"
23 |
--------------------------------------------------------------------------------
/util/MD2.py:
--------------------------------------------------------------------------------
1 | from dataclasses import dataclass
2 | import struct
3 | from typing import List
4 | """
5 | This part is used to load an md2 file into a MD2 dataclass object
6 | """
7 | """
8 | Dataclasses resembling structs in C. Used for storing MD2 information, being nested and forming one big dataclass
9 | """
10 |
11 | @dataclass
12 | class vec3_t:
13 | x: float
14 | y: float
15 | z: float
16 |
17 |
18 | @dataclass
19 | class vertex_t: # 4 bytes in total
20 | v: list # unsigned char (in python 1 byte int), list of len 3, compressed vertex
21 | lightnormalindex: int # unsigned char, index to a normal vector for the lighting
22 |
23 |
24 | @dataclass
25 | class frame_t: # 40 + num_xyz*4 bytes
26 | scale: vec3_t # scale values, 3 elements
27 | translate: vec3_t # translation vector, 3 elements
28 | name: str # frame name, 16 characters aka bytes at most
29 | verts: List[vertex_t] # list of num_xyz vertex_t's
30 |
31 |
32 | @dataclass
33 | class md2_t:
34 | ident: int # magic number. must be equal to "IDP2" or 844121161 as int
35 | version: int # md2 version. must be equal to 8
36 |
37 | skinwidth: int # width of the texture
38 | skinheight: int # height of the texture
39 | framesize: int # size of one frame in bytes
40 |
41 | num_skins: int # number of textures
42 | num_xyz: int # number of vertices
43 | num_st: int # number of texture coordinates
44 | num_tris: int # number of triangles
45 | num_glcmds: int # number of opengl commands
46 | num_frames: int # total number of frames
47 |
48 | ofs_skins: int # offset to skin names (64 bytes each)
49 | ofs_st: int # offset to s-t texture coordinates
50 | ofs_tris: int # offset to triangles
51 | ofs_frames: int # offset to frame data
52 | ofs_glcmds: int # offset to opengl commands
53 | ofs_end: int # offset to end of file
54 |
55 |
56 | @dataclass
57 | class triangle_t: # 12 bytes each
58 | vertexIndices: List[int] # short, 3 values
59 | textureIndices: List[int] # short, 3 values
60 |
61 |
62 | @dataclass
63 | class textureCoordinate_t: # 4 bytes each
64 | s: int # short
65 | t: int # short
66 |
67 |
68 | @dataclass
69 | class glCommandVertex_t:
70 | s: float
71 | t: float
72 | vertexIndex: int
73 |
74 |
75 | @dataclass
76 | class glCommand_t:
77 | mode: str # string saying GL_TRIANGLE_STRIP or GL_TRIANGLE_FAN
78 | vertices: List[glCommandVertex_t] # all vertices rendered with said mode
79 |
80 |
81 | @dataclass
82 | class md2_object:
83 | header: md2_t
84 | skin_names: List[str]
85 | triangles: List[triangle_t]
86 | frames: List[frame_t]
87 | texture_coordinates: List[textureCoordinate_t]
88 | gl_commands: List[glCommand_t]
89 |
90 | """
91 | Functions used to create an MD2 Object
92 | """
93 | def load_gl_commands(gl_command_bytes):
94 | """
95 | Loads gl_commands which are a list of GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN calls that reduce fps
96 | Code differs much from original loading code in C
97 | :param gl_command_bytes: bytes belonging to gl_commands lump from md2 file
98 | :return: list of dataclasses storing gl commands
99 | """
100 | offset = 0
101 | gl_commands = list()
102 | while True: # ends when mode is 0
103 | (mode,) = struct.unpack(" 0:
106 | mode = "GL_TRIANGLE_STRIP"
107 | elif mode == 0:
108 | offset += 4
109 | break
110 | else:
111 | mode = "GL_TRIANGLE_FAN"
112 | offset += 4
113 | gl_vertices = list()
114 | for i in range(num_verts):
115 | s_and_t = struct.unpack("