Guys,
I made a new import script for blender 2.57. It support models, textures except animations.
I don't know if there is any place for me to upload my script. So I post it here. You can put this script under the folder blender\2.57\scripts\addons\.
# -*- coding: utf-8 -*-
###########################################################################
# Glest Model / Texture / UV / Animation Importer and Exporter
# for the Game Glest that u can find http://www.glest.org
# 2011/05/25: v0.1 alpha1
# created by William Zheng for Blender 2.57(loveheaven_zhengwei@hotmail.com)
###########################################################################
bl_info = {
"name": "G3D Mesh Importer",
"author": "William Zheng",
"version": (0, 1, 0),
"blender": (2, 5, 7),
"api": 36079,
"location": "File > Import > Glest 3D File (.g3d)",
"description": "Import .g3d file and create a mesh",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Import-Export"}
"""
Here an explanation of the V4 Format found at www.glest.org
================================
1. DATA TYPES
================================
G3D files use the following data types:
uint8: 8 bit unsigned integer
uint16: 16 bit unsigned integer
uint32: 32 bit unsigned integer
float32: 32 bit floating point
================================
2. OVERALL STRUCTURE
================================
- File header
- Model header
- Mesh header
- Texture names
- Mesh data
================================
2. FILE HEADER
================================
Code:
struct FileHeader{
uint8 id[3];
uint8 version;
};
This header is shared among all the versions of G3D, it identifies this file as a G3D model and provides information of the version.
id: must be "G3D"
version: must be 4, in binary (not '4')
================================
3. MODEL HEADER
================================
Code:
struct ModelHeader{
uint16 meshCount;
uint8 type;
};
meshCount: number of meshes in this model
type: must be 0
================================
4. MESH HEADER
================================
There is a mesh header for each mesh, there must be "meshCount" headers in a file but they are not consecutive, texture names and mesh data are stored in between.
Code:
struct MeshHeader{
uint8 name[64];
uint32 frameCount;
uint32 vertexCount;
uint32 indexCount;
float32 diffuseColor[3];
float32 specularColor[3];
float32 specularPower;
float32 opacity;
uint32 properties;
uint32 textures;
};
name: name of the mesh
frameCount: number of keyframes in this mesh
vertexCount: number of vertices in each frame
indexCount: number of indices in this mesh (the number of triangles is indexCount/3)
diffuseColor: RGB diffuse color
specularColor: RGB specular color (currently unused)
specularPower: specular power (currently unused)
properties: property flags
Code:
enum MeshPropertyFlag{
mpfTwoSided= 1,
mpfCustomColor= 2,
};
mpfTwoSided: meshes in this mesh are rendered by both sides, if this flag is not present only "counter clockwise" faces are rendered
mpfCustomColor: alpha in this model is replaced by a custom color, usually the player color
textures: texture flags, only 0x1 is currently used, indicating that there is a diffuse texture in this mesh.
================================
4. TEXTURE NAMES
================================
A list of uint8[64] texture name values. One for each texture in the mesh. If there are no textures in the mesh no texture names are present. In practice since Glest only uses 1 texture for each mesh the number of texture names should be 0 or 1.
================================
5. MESH DATA
================================
After each mesh header and texture names the mesh data is placed.
vertices: frameCount * vertexCount * 3, float32 values representing the x, y, z vertex coords for all frames
normals: frameCount * vertexCount * 3, float32 values representing the x, y, z normal coords for all frames
texture coords: vertexCount * 2, float32 values representing the s, t tex coords for all frames (only present if the mesh has 1 texture at least)
indices: indexCount, uint32 values representing the indices
"""
###########################################################################
# Importing Structures needed (must later verify if i need them really all)
###########################################################################
import bpy
from bpy.props import StringProperty
from io_utils import ImportHelper, ExportHelper, load_image
import sys, struct, string, types
from types import *
import os
from os import path
from os.path import dirname
###########################################################################
# Variables that are better Global to handle
###########################################################################
imported = [] #List of all imported Objects
toexport = [] #List of Objects to export (actually only meshes)
sceneID = None #Points to the active Blender Scene
def unpack_list(list_of_tuples):
l = []
for t in list_of_tuples:
l.extend(t)
return l
###########################################################################
# Declaring Structures of G3D Format
###########################################################################
class G3DHeader: #Read first 4 Bytes of file should be G3D + Versionnumber
binary_format = "<3cB"
def __init__(self, fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.id = str(data[0]+data[1]+data[2], "utf-8")
self.version = data[3]
class G3DModelHeaderv3: #Read Modelheader in V3 there is only the number of Meshes in file
binary_format = "<I"
def __init__(self, fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.meshcount = data[0]
class G3DModelHeaderv4: #Read Modelheader: Number of Meshes and Meshtype (must be 0)
binary_format = "<HB"
def __init__(self, fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.meshcount = data[0]
self.mtype = data[1]
class G3DMeshHeaderv3: #Read Meshheader
binary_format = "<7I64c"
def __init__(self,fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.framecount = data[0] #Framecount = Number of Animationsteps
self.normalframecount= data[1] #Number of Normal Frames actualli equal to Framecount
self.texturecoordframecount= data[2]#Number of Frames of Texturecoordinates seems everytime to be 1
self.colorframecount= data[3] #Number of Frames of Colors seems everytime to be 1
self.vertexcount= data[4] #Number of Vertices in each Frame
self.indexcount= data[5] #Number of Indices in Mesh (Triangles = Indexcount/3)
self.properties= data[6] #Property flags
if self.properties & 1: #PropertyBit is Mesh Textured ?
self.hastexture = False
self.texturefilename = None
else:
self.texturefilename = "".join([str(x, "ascii") for x in data[7:-1] if x[0]< 127 ])
self.hastexture = True
if self.properties & 2: #PropertyBit is Mesh TwoSided ?
self.istwosided = True
else:
self.istwosided = False
if self.properties & 4: #PropertyBit is Mesh Alpha Channel custom Color in Game ?
self.customalpha = True
else:
self.customalpha = False
class G3DMeshHeaderv4: #Read Meshheader
binary_format = "<64c3I8f2I"
texname_format = "<64c"
def __init__(self,fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.meshname = "".join([str(x, "ascii") for x in data[0:64] if x[0] < 127 ]) #Name of Mesh every Char is a String on his own
self.framecount = data[64] #Framecount = Number of Animationsteps
self.vertexcount = data[65] #Number of Vertices in each Frame
self.indexcount = data[66] #Number of Indices in Mesh (Triangles = Indexcount/3)
self.diffusecolor = data[67:70] #RGB diffuse color
self.specularcolor = data[70:73] #RGB specular color (unused)
self.specularpower = data[73] #Specular power (unused)
self.opacity = data[74] #Opacity
self.properties= data[75] #Property flags
self.textures = data[76] #Texture flag
if self.properties & 1: #PropertyBit is Mesh TwoSided ?
self.istwosided = True
else:
self.istwosided = False
if self.properties & 2: #PropertyBit is Mesh Alpha Channel custom Color in Game ?
self.customalpha = True
else:
self.customalpha = False
if self.textures & 1: #PropertyBit is Mesh Textured ?
temp = fileID.read(struct.calcsize(self.texname_format))
data = struct.unpack(self.texname_format,temp)
self.texturefilename = "".join([str(x, "ascii") for x in data[0:-1] if x[0] < 127 ])
self.hastexture = True
else:
self.hastexture = False
self.texturefilename = None
class G3DMeshdataV3: #Calculate and read the Mesh Datapack
def __init__(self,fileID,header):
#Calculation of the Meshdatasize to load because its variable
#Animationframes * Vertices per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
#The same for Normals
normals_format = "<%if" % int(header.normalframecount * header.vertexcount * 3)
#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
texturecoords_format = "<%if" % int(header.texturecoordframecount * header.vertexcount * 2)
#Colors in format RGBA
colors_format = "<%if" % int(header.colorframecount * 4)
#Indices
indices_format = "<%iI" % int(header.indexcount)
#Load the Meshdata as calculated above
self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
self.colors = struct.unpack(colors_format,fileID.read(struct.calcsize(colors_format)))
self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))
class G3DMeshdataV4: #Calculate and read the Mesh Datapack
def __init__(self,fileID,header):
#Calculation of the Meshdatasize to load because its variable
#Animationframes * Points (Vertex) per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
#The same for Normals
normals_format = "<%if" % int(header.framecount * header.vertexcount * 3)
#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
texturecoords_format = "<%if" % int(header.vertexcount * 2)
#Indices
indices_format = "<%iI" % int(header.indexcount)
#Load the Meshdata as calculated above
self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
if header.hastexture:
self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))
def createMesh(filename,header,data): #Create a Mesh inside Blender
mesh = bpy.data.meshes.new(header.meshname) #New Mesh
meshobj = bpy.data.objects.new(header.meshname+'Object', mesh) #New Object for the new Mesh
scene = bpy.context.scene
scene.objects.link(meshobj)
scene.update()
uvcoords = []
image = None
if header.hastexture: #Load Texture when assigned
texturefile = dirname(filename)+os.sep+header.texturefilename
image = load_image(texturefile, dirname(filename))
for x in range(0,len(data.texturecoords),2): #Prepare the UV
uvcoords.append([data.texturecoords[x],data.texturecoords[x+1]])
vertsCO = []
vertsNormal = []
for x in range(0,header.vertexcount*3,3): #Get the Vertices and Normals into empty Mesh
vertsCO.extend([(data.vertices[x],data.vertices[x+1],data.vertices[x+2])])
vertsNormal.extend([(data.normals[x],data.normals[x+1],data.normals[x+2])])
#vertsCO.extend([(data.vertices[x+(header.framecount-1)*header.vertexcount*3],data.vertices[x+(header.framecount-1)*header.vertexcount*3+1],data.vertices[x+(header.framecount-1)*header.vertexcount*3+2])])
#vertsNormal.extend([(data.normals[x+(header.framecount-1)*header.vertexcount*3],data.normals[x+(header.framecount-1)*header.vertexcount*3+1],data.normals[x+(header.framecount-1)*header.vertexcount*3+2])])
mesh.vertices.add(len(vertsCO))
mesh.vertices.foreach_set("co", unpack_list(vertsCO))
mesh.vertices.foreach_set("normal", unpack_list(vertsNormal))
faces = []
faceuv = []
for i in range(0,len(data.indices),3): #Build Faces into Mesh
faces.extend([data.indices[i], data.indices[i+1], data.indices[i+2], 0])
if header.hastexture:
uv = []
u0 = uvcoords[data.indices[i]][0]
v0 = uvcoords[data.indices[i]][1]
uv.append([u0,v0])
u1 = uvcoords[data.indices[i+1]][0]
v1 = uvcoords[data.indices[i+1]][1]
uv.append([u1,v1])
u2 = uvcoords[data.indices[i+2]][0]
v2 = uvcoords[data.indices[i+2]][1]
uv.append([u2,v2])
faceuv.append([uv,0,0,0])
else:
uv.append([0,0])
uv.append([0,0])
uv.append([0,0])
faceuv.append([uv,0,0,0])
mesh.faces.add(len(faces)//4)
mesh.faces.foreach_set("vertices_raw", faces)
mesh.faces.foreach_set("use_smooth", [True] * len(mesh.faces))
mesh.update_tag()
mesh.update() #Update changes to Mesh
#===================================================================================================
#Material Setup
#===================================================================================================
if header.hastexture:
materialname = "pskmat"
materials = []
texture = bpy.data.textures.new(name=header.texturefilename,type='IMAGE')
texture.image = image
matdata = bpy.data.materials.new(materialname + '1')
slot = matdata.texture_slots.add()
slot.texture = texture
slot.texture_coords = 'UV'
if header.isv4:
matdata.diffuse_color = (header.diffusecolor[0], header.diffusecolor[1],header.diffusecolor[2])
matdata.alpha = header.opacity
matdata.specular_color = (header.specularcolor[0], header.specularcolor[1],header.specularcolor[2])
materials.append(matdata)
for material in materials:
#add material to the mesh list of materials
mesh.materials.append(material)
countm = 0
psktexname="psk" + str(countm)
mesh.uv_textures.new(name=psktexname)
for countm in range(len(mesh.uv_textures)):
mesh.update()
uvtex = mesh.uv_textures[countm] #add one uv texture
mesh.update()
if (len(faceuv) > 0):
counttex = 0
countm = 0
for countm in range(len(mesh.uv_textures)):
mesh.update()
psktexname="psk" + str(countm)
uvtex = mesh.uv_textures[countm] #add one uv texture
mesh.update()
for i, face in enumerate(mesh.faces):
blender_tface = uvtex.data[i] #face
mfaceuv = faceuv[i]
#face.material_index = faceuv[i][1]
if countm == faceuv[i][1]:
face.material_index = faceuv[i][1]
blender_tface.uv1 = mfaceuv[0][0] #uv = (0,0)
blender_tface.uv2 = mfaceuv[0][1] #uv = (0,0)
blender_tface.uv3 = mfaceuv[0][2] #uv = (0,0)
blender_tface.image = image
blender_tface.use_image = True
blender_tface.blend_type = 'ALPHA'
blender_tface.use_twoside = True
else:
blender_tface.uv1 = [0,0]
blender_tface.uv2 = [0,0]
blender_tface.uv3 = [0,0]
mesh.update()
imported.append(meshobj) #Add to Imported Objects
for x in range(header.framecount): #Put in Vertex Positions for Keyanimation
print("Frame"+str(x))
for i in range(0,header.vertexcount*3,3):
print(str(i//3)+':\t'+str(data.vertices[x*header.vertexcount*3 + i])+'\t'+
str(data.vertices[x*header.vertexcount*3 + i +1])+'\t'+
str(data.vertices[x*header.vertexcount*3 + i +2]))
mesh.vertices[i//3].co[0]= data.vertices[x*header.vertexcount*3 + i]
mesh.vertices[i//3].co[1]= data.vertices[x*header.vertexcount*3 + i +1]
mesh.vertices[i//3].co[2]= data.vertices[x*header.vertexcount*3 + i +2]
meshobj.keyframe_insert("location",-1, frame=(x+1))
mesh.update()
return
###########################################################################
# Import
###########################################################################
def G3DLoader(filepath): #Main Import Routine
global imported, sceneID
print ("\nNow Importing File : " + filepath)
fileID = open(filepath,"rb")
header = G3DHeader(fileID)
print ("\nHeader ID : " + header.id)
print ("Version : " + str(header.version))
if header.id != "G3D":
print ("This is Not a G3D Model File")
fileID.close
return
if header.version not in (3, 4):
print ("The Version of this G3D File is not Supported")
fileID.close
return
#in_editmode = Blender.Window.EditMode() #Must leave Editmode when active
#if in_editmode: Blender.Window.EditMode(0)
sceneID = bpy.context.scene #Get active Scene
#scenecontext=sceneID.getRenderingContext() #To Access the Start/Endframe its so hidden i searched till i got angry :-)
basename=os.path.basename(filepath).split('.')[0] #Generate the Base Filename without Path + extension
imported = []
maxframe=0
if header.version == 3:
modelheader = G3DModelHeaderv3(fileID)
print ("Number of Meshes : " + str(modelheader.meshcount))
for x in range(modelheader.meshcount):
meshheader = G3DMeshHeaderv3(fileID)
meshheader.isv4 = False
print ("\nMesh Number : " + str(x+1))
print ("framecount : " + str(meshheader.framecount))
print ("normalframecount : " + str(meshheader.normalframecount))
print ("texturecoordframecount: " + str(meshheader.texturecoordframecount))
print ("colorframecount : " + str(meshheader.colorframecount))
print ("pointcount : " + str(meshheader.vertexcount))
print ("indexcount : " + str(meshheader.indexcount))
print ("texturename : " + str(meshheader.texturefilename))
print ("hastexture : " + str(meshheader.hastexture))
print ("istwosided : " + str(meshheader.istwosided))
print ("customalpha : " + str(meshheader.customalpha))
meshheader.meshname = basename+str(x+1) #Generate Meshname because V3 has none
if meshheader.framecount > maxframe: maxframe = meshheader.framecount #Evaluate the maximal animationsteps
meshdata = G3DMeshdataV3(fileID,meshheader)
createMesh(filepath,meshheader,meshdata)
fileID.close
bpy.context.scene.frame_start=1
bpy.context.scene.frame_end=maxframe
bpy.context.scene.frame_current=1
anchor = bpy.data.objects.new('Empty', None)
anchor.select = True
bpy.context.scene.objects.link(anchor)
for ob in imported:
ob.parent = anchor
bpy.context.scene.update()
return
if header.version == 4:
modelheader = G3DModelHeaderv4(fileID)
print ("Number of Meshes : " + str(modelheader.meshcount))
for x in range(modelheader.meshcount):
meshheader = G3DMeshHeaderv4(fileID)
meshheader.isv4 = True
print ("\nMesh Number : " + str(x+1))
print ("meshname : " + str(meshheader.meshname))
print ("framecount : " + str(meshheader.framecount))
print ("vertexcount : " + str(meshheader.vertexcount))
print ("indexcount : " + str(meshheader.indexcount))
print ("diffusecolor : %1.6f %1.6f %1.6f" %meshheader.diffusecolor)
print ("specularcolor : %1.6f %1.6f %1.6f" %meshheader.specularcolor)
print ("specularpower : %1.6f" %meshheader.specularpower)
print ("opacity : %1.6f" %meshheader.opacity)
print ("properties : " + str(meshheader.properties))
print ("textures : " + str(meshheader.textures))
print ("texturename : " + str(meshheader.texturefilename))
if len(meshheader.meshname) ==0: #When no Meshname in File Generate one
meshheader.meshname = basename+str(x+1)
if meshheader.framecount > maxframe: maxframe = meshheader.framecount #Evaluate the maximal animationsteps
meshdata = G3DMeshdataV4(fileID,meshheader)
createMesh(filepath,meshheader,meshdata)
fileID.close
bpy.context.scene.frame_start=1
bpy.context.scene.frame_end=maxframe
bpy.context.scene.frame_current=1
anchor = bpy.data.objects.new('Empty', None)
anchor.select = True
bpy.context.scene.objects.link(anchor)
for ob in imported:
ob.parent = anchor
bpy.context.scene.update()
print ("Created a empty Object as 'Grip' where all imported Objects are parented to")
print ("To move the complete Meshes only select this empty Object and move it")
print ("All Done, have a good Day :-)\n\n")
return
#---=== Register ===
class ImportG3D(bpy.types.Operator, ImportHelper):
'''Load a G3D file'''
bl_idname = "importg3d.g3d"
bl_label = "Import G3D"
filename_ext = ".g3d"
filter_glob = StringProperty(default="*.g3d", options={'HIDDEN'})
def execute(self, context):
try:
G3DLoader(**self.as_keywords(ignore=("filter_glob",)))
except:
import traceback
traceback.print_exc()
return {'CANCELLED'}
return {'FINISHED'}
def menu_func_import(self, context):
self.layout.operator(ImportG3D.bl_idname, text="Glest 3D File (.g3d)")
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_import.append(menu_func_import)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_import.remove(menu_func_import)
if __name__ == '__main__':
register()
# main()