def load_image(root_dir, file_name): file_path = find_file_path(root_dir, file_name) if file_path: return Image.Load(file_path) try: return Image.Get(file_name) except: pass
def texture(self, faces): tex = "" for f in faces: if f.image: tex = f.image.name break if tex: image = Image.Get(tex) texfname = image.filename if SET_TEX_DIR: texfname = bsys.basename(texfname) if TEX_DIR: texfname = bsys.join(TEX_DIR, texfname) buf = 'texture "%s"\n' % texfname xrep = image.xrep yrep = image.yrep buf += 'texrep %s %s\n' % (xrep, yrep) self.file.write(buf)
def bitmap(file, words, data): global filename imagefname=os.path.dirname(filename) + '\\' + words[1]+'.tga' try: image=Image.Get(imagefname) except NameError: try: image=Image.Load(imagefname) except IOError: print '**************ERROR********************' print 'file : ' + filename print 'texture : ' + words[1]+'.tga unknown in directory : ' print os.path.dirname(filename) print 'check if the bitmap exists with an other extension => translate in tga format' print 'or move it in the directory of the .mdl model' print 'null.tga could be used instead of the current one' print '**************ERROR********************' imagefname=os.path.dirname(filename) + '\\null.tga' image=Image.Load(imagefname) pass data['nwnprops'].write('%s.texture=%s\n'%(data['object'].name, words[1])) data['texture']=image
def texture(self, faces, mesh): uvlayer0 = "" uvlayer1 = "" uvlayer2 = "" uvlayer3 = "" uvlayers = mesh.getUVLayerNames() numlayer = len(uvlayers) if numlayer > 0: uvlayer0 = uvlayers[0] if numlayer > 1: uvlayer1 = uvlayers[1] if numlayer > 2: uvlayer2 = uvlayers[2] if numlayer > 3: uvlayer3 = uvlayers[3] mmat = mesh.materials tex = "" for f in faces: if f.image: tex = f.image.name break if tex: image = Image.Get(tex) texfname = image.filename if SET_TEX_DIR: texfname = bsys.basename(texfname) if TEX_DIR: texfname = bsys.join(TEX_DIR, texfname) buf = 'texture "%s" base\n' % texfname #TODO support multi textures #lookup second texture value fmat = mmat[f.mat] tex1 = "" tex2 = "" mtextures = fmat.getTextures() for mtex in mtextures: if not (mtex == None): if mtex.uvlayer == uvlayer1: img1 = mtex.tex.getImage() tex1 = img1.getFilename() tex1 = bsys.basename(tex1) if mtex.uvlayer == uvlayer2: img2 = mtex.tex.getImage() tex2 = img2.getFilename() tex2 = bsys.basename(tex2) if tex1 != "": buf += 'texture "' buf += tex1 buf += '" tiled\n' else: buf += 'texture empty_texture_no_mapping skids\n' if tex2 != "": buf += 'texture "' buf += tex2 buf += '" tiled\n' else: buf += 'texture empty_texture_no_mapping skids\n' buf += 'texture empty_texture_no_mapping shad\n' xrep = image.xrep yrep = image.yrep # buf += 'texrep %s %s\n' % (xrep, yrep) self.file.write(buf)
def readDSF(path): baddsf=(0, "Invalid DSF file", path) h=file(path, 'rb') h.seek(0, 2) hlen=h.tell() h.seek(0, 0) if h.read(8)!='XPLNEDSF' or unpack('<I',h.read(4))!=(1,) or h.read(4)!='DAEH': raise IOError, baddsf (l,)=unpack('<I', h.read(4)) headend=h.tell()+l-8 if h.read(4)!='PORP': raise IOError, baddsf (l,)=unpack('<I', h.read(4)) properties=[] c=h.read(l-9).split('\0') h.read(1) overlay=0 for i in range(0, len(c)-1, 2): if c[i]=='sim/overlay': overlay=int(c[i+1]) elif c[i]=='sim/south': lat=int(c[i+1]) elif c[i]=='sim/west': lon=int(c[i+1]) properties.append((c[i],c[i+1])) h.seek(headend) if overlay: # Overlay DSF - bail early h.close() raise IOError, (0, "This is an overlay DSF", path) # Definitions Atom if h.read(4)!='NFED': raise IOError, baddsf (l,)=unpack('<I', h.read(4)) defnend=h.tell()+l-8 terrain=objects=polygons=network=[] while h.tell()<defnend: c=h.read(4) (l,)=unpack('<I', h.read(4)) if l==8: pass # empty elif c=='TRET': terrain=h.read(l-9).replace('\\','/').replace(':','/').split('\0') h.read(1) elif c=='TJBO': objects=h.read(l-9).replace('\\','/').replace(':','/').split('\0') h.read(1) elif c=='YLOP': polygons=h.read(l-9).replace('\\','/').replace(':','/').split('\0') h.read(1) elif c=='WTEN': networks=h.read(l-9).replace('\\','/').replace(':','/').split('\0') h.read(1) else: h.seek(l-8, 1) # Geodata Atom if h.read(4)!='DOEG': raise IOError, baddsf (l,)=unpack('<I', h.read(4)) geodend=h.tell()+l-8 pool=[] scal=[] while h.tell()<geodend: c=h.read(4) (l,)=unpack('<I', h.read(4)) if c=='LOOP': thispool=[] (n,)=unpack('<I', h.read(4)) (p,)=unpack('<B', h.read(1)) for i in range(p): thisplane=[] (e,)=unpack('<B', h.read(1)) if e==0 or e==1: last=0 for j in range(n): (d,)=unpack('<H', h.read(2)) if e==1: d=(last+d)&65535 thisplane.append(d) last=d elif e==2 or e==3: last=0 while(len(thisplane))<n: (r,)=unpack('<B', h.read(1)) if (r&128): (d,)=unpack('<H', h.read(2)) for j in range(r&127): if e==3: thisplane.append((last+d)&65535) last=(last+d)&65535 else: thisplane.append(d) else: for j in range(r): (d,)=unpack('<H', h.read(2)) if e==3: d=(last+d)&65535 thisplane.append(d) last=d else: raise IOError, baddsf thispool.append(thisplane) pool.append(thispool) elif c=='LACS': thisscal=[] for i in range(0, l-8, 8): d=unpack('<2f', h.read(8)) thisscal.append(d) scal.append(thisscal) else: h.seek(l-8, 1) # Rescale pool and transform to one list per entry if len(scal)!=len(pool): raise(IOError) newpool=[] for i in range(len(pool)): curpool=pool[i] n=len(curpool[0]) newpool=[[] for j in range(n)] for plane in range(len(curpool)): (scale,offset)=scal[i][plane] scale=scale/65535 for j in range(n): newpool[j].append(curpool[plane][j]*scale+offset) pool[i]=newpool # Commands Atom if h.read(4)!='SDMC': raise IOError, baddsf (l,)=unpack('<I', h.read(4)) cmdsend=h.tell()+l-8 curpool=0 idx=0 near=0 far=-1 flags=0 # 0=physical, 1=overlay f=[[[],[]] for i in range(len(terrain))] v=[[[],[]] for i in range(len(terrain))] t=[[[],[]] for i in range(len(terrain))] pscale=99.0/(hlen-geodend) progress=0 while h.tell()<cmdsend: now=int((h.tell()-geodend)*pscale) if progress!=now: progress=now Window.DrawProgressBar(progress/100.0, "Importing %2d%%"%progress) (c,)=unpack('<B', h.read(1)) if c==1: # Coordinate Pool Select (curpool,)=unpack('<H', h.read(2)) elif c==2: # Junction Offset Select h.read(4) # not implemented elif c==3: # Set Definition (idx,)=unpack('<B', h.read(1)) elif c==4: # Set Definition (idx,)=unpack('<H', h.read(2)) elif c==5: # Set Definition (idx,)=unpack('<I', h.read(4)) elif c==6: # Set Road Subtype h.read(1) # not implemented elif c==7: # Object h.read(2) # not implemented elif c==8: # Object Range h.read(4) # not implemented elif c==9: # Network Chain (l,)=unpack('<B', h.read(1)) h.read(l*2) # not implemented elif c==10: # Network Chain Range h.read(4) # not implemented elif c==11: # Network Chain (l,)=unpack('<B', h.read(1)) h.read(l*4) # not implemented elif c==12: # Polygon (param,l)=unpack('<HB', h.read(3)) h.read(l*2) # not implemented elif c==13: # Polygon Range (DSF2Text uses this one) (param,first,last)=unpack('<HHH', h.read(6)) # not implemented elif c==14: # Nested Polygon (param,n)=unpack('<HB', h.read(3)) for i in range(n): (l,)=unpack('<B', h.read(1)) h.read(l*2) # not implemented elif c==15: # Nested Polygon Range (DSF2Text uses this one too) (param,n)=unpack('<HB', h.read(3)) h.read((n+1)*2) # not implemented elif c==16: # Terrain Patch pass elif c==17: # Terrain Patch w/ flags (flags,)=unpack('<B', h.read(1)) flags-=1 elif c==18: # Terrain Patch w/ flags & LOD (flags,near,far)=unpack('<Bff', h.read(9)) flags-=1 elif c==23: # Patch Triangle (l,)=unpack('<B', h.read(1)) n=len(v[idx][flags]) for i in range(n,n+l,3): f[idx][flags].append([i+2,i+1,i]) for i in range(l): (d,)=unpack('<H', h.read(2)) p=pool[curpool][d] v[idx][flags].append([(p[0]-lon)*hscale, (p[1]-lat)*hscale, p[2]*vscale]) if len(p)>=7: t[idx][flags].append([p[5],p[6]]) elif c==24: # Patch Triangle - cross-pool (l,)=unpack('<B', h.read(1)) n=len(v[idx][flags]) for i in range(n,n+l,3): f[idx][flags].append([i+2,i+1,i]) for i in range(l): (c,d)=unpack('<HH', h.read(4)) p=pool[c][d] v[idx][flags].append([(p[0]-lon)*hscale, (p[1]-lat)*hscale, p[2]*vscale]) if len(p)>=7: t[idx][flags].append([p[5],p[6]]) elif c==25: # Patch Triangle Range (first,last)=unpack('<HH', h.read(4)) n=len(v[idx][flags]) for i in range(n,n+last-first,3): f[idx][flags].append([i+2,i+1,i]) for d in range(first,last): p=pool[curpool][d] v[idx][flags].append([(p[0]-lon)*hscale, (p[1]-lat)*hscale, p[2]*vscale]) if len(p)>=7: t[idx][flags].append([p[5],p[6]]) #elif c==26: # Patch Triangle Strip (not used by DSF2Text) #elif c==27: #elif c==28: elif c==29: # Patch Triangle Fan (l,)=unpack('<B', h.read(1)) n=len(v[idx][flags]) for i in range(1,l-1): f[idx][flags].append([n+i+1,n+i,n]) for i in range(l): (d,)=unpack('<H', h.read(2)) p=pool[curpool][d] v[idx][flags].append([(p[0]-lon)*hscale, (p[1]-lat)*hscale, p[2]*vscale]) if len(p)>=7: t[idx][flags].append([p[5],p[6]]) elif c==30: # Patch Triangle Fan - cross-pool (l,)=unpack('<B', h.read(1)) n=len(v[idx][flags]) for i in range(1,l-1): f[idx][flags].append([n+i+1,n+i,n]) for i in range(l): (c,d)=unpack('<HH', h.read(4)) p=pool[c][d] v[idx][flags].append([(p[0]-lon)*hscale, (p[1]-lat)*hscale, p[2]*vscale]) if len(p)>=7: t[idx][flags].append([p[5],p[6]]) elif c==31: # Patch Triangle Fan Range (first,last)=unpack('<HH', h.read(4)) n=len(v[idx][flags]) for i in range(1,last-first-1): f[idx][flags].append([n+i+1,n+i,n]) for d in range(first, last): p=pool[curpool][d] v[idx][flags].append([(p[0]-lon)*hscale, (p[1]-lat)*hscale, p[2]*vscale]) if len(p)>=7: t[idx][flags].append([p[5],p[6]]) elif c==32: # Comment (l,)=unpack('<B', h.read(1)) h.read(l) elif c==33: # Comment (l,)=unpack('<H', h.read(2)) h.read(l) elif c==34: # Comment (l,)=unpack('<I', h.read(4)) h.read(l) else: raise IOError, (c, "Unrecognised command (%d)" % c, c) h.close() Window.DrawProgressBar(0.99, "Realising") scene=Scene.GetCurrent() scene.layers=[1,2] for flags in [0]:# was [1,0]: # overlay first so overlays for idx in range(len(terrain)): if not f[idx][flags]: continue if idx: name=basename(terrain[idx])[:-4] if flags: name=name+'.2' if terrain[idx] in libterrain: (texture, angle, xscale, zscale)=readTER(libterrain[terrain[idx]]) elif exists(join(dirname(path), pardir, pardir, terrain[idx])): (texture, angle, xscale, zscale)=readTER(abspath(join(dirname(path), pardir, pardir, terrain[idx]))) else: raise IOError(0, 'Terrain %s not found' % terrain[idx], terrain[idx]) try: mat=Material.Get(name) except: mat=Material.New(name) mat.rgbCol=[1.0, 1.0, 1.0] mat.spec=0 try: img=Image.Get(basename(texture)) except: img=Image.Load(texture) tex=Texture.New(name) tex.setType('Image') tex.image=img mat.setTexture(0, tex) if flags: mat.zOffset=1 mat.mode |= Material.Modes.ZTRANSP mtex=mat.getTextures()[0] mtex.size=(xscale*250, zscale*250, 0) mtex.zproj=Texture.Proj.NONE if t[idx][flags]: mtex.texco=Texture.TexCo.UV else: mtex.texco=Texture.TexCo.GLOB else: name=terrain[idx] mat=Material.New(terrain[idx]) mat.rgbCol=[0.1, 0.1, 0.2] mat.spec=0 mesh=Mesh.New(name) mesh.mode &= ~(Mesh.Modes.TWOSIDED|Mesh.Modes.AUTOSMOOTH) mesh.mode |= Mesh.Modes.NOVNORMALSFLIP mesh.materials += [mat] mesh.verts.extend(v[idx][flags]) mesh.faces.extend(f[idx][flags]) if t[idx][flags]: faceno=0 for face in mesh.faces: face.uv=[Vector(t[idx][flags][i][0], t[idx][flags][i][1]) for i in f[idx][flags][faceno]] face.image=img faceno+=1 mesh.update() ob = Object.New("Mesh", name) ob.link(mesh) scene.objects.link(ob) ob.Layer=flags+1 ob.addProperty('terrain', terrain[idx]) mesh.sel=True mesh.remDoubles(0.001) # must be after linked to object mesh.sel=False if 0: # Unreliable for face in mesh.faces: for v in face.verts: if v.co[2]!=0.0: break else: face.mat=1 # water lamp=Lamp.New("Lamp", "Sun") ob = Object.New("Lamp", "Sun") ob.link(lamp) scene.objects.link(ob) lamp.type=1 ob.Layer=3 ob.setLocation(500, 500, 1000)