This commit is contained in:
Amazed 2021-04-01 13:09:23 +02:00
commit 41cfa7e22d
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.gitignore vendored Normal file
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venv/
.idea
__pycache__

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gbs_plugin/__init__.py Normal file
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# addon information
import bpy
from bpy.types import Operator, AddonPreferences
from bpy_extras.io_utils import ImportHelper
from bpy.props import StringProperty
from .importer import imp_gbs
import time
bl_info = {
"name": "Import Giants GBS format",
"author": "Amazed#0001",
"version": (1, 0),
"blender": (2, 80, 0),
"location": "File > Import > Giants GBS (.gbs)",
"description": "Import static objects from Giants GBS files.",
"category": "Import-Export",
}
class GBSPreferences(AddonPreferences):
# this must match the addon name, use '__package__'
# when defining this in a submodule of a python package.
bl_idname = __name__
game_path = StringProperty(
name="Your Giants game folder",
description="This is needed to extract textures",
subtype='DIR_PATH'
)
def draw(self, context):
layout = self.layout
layout.label(text="GBS plugin preferences")
layout.prop(self, "game_path")
# main code
class GBSImporter(bpy.types.Operator, ImportHelper):
bl_idname = "gbs_importer.gbs"
bl_description = "Import Giants model files (.gbs)"
bl_label = "Giants GBS Importer"
bl_options = {'REGISTER', 'UNDO'}
filename_ext = ".gbs"
filter_glob: StringProperty(
default="*.gbs",
options={'HIDDEN'},
)
filter_glob: StringProperty(
default="*.gbs",
options={'HIDDEN'},
)
def execute(self, context):
user_preferences = context.preferences
addon_prefs = user_preferences.addons[__name__].preferences
time_start = time.time()
game_path = addon_prefs.game_path
if not game_path:
raise Exception("Please set your Giants folder in the add-on preferences")
imp_gbs(self.filepath, game_path)
print("Elapsed time: %.2fs" % (time.time() - time_start))
return {'FINISHED'}
classes = (
GBSPreferences,
GBSImporter
)
def menu_func(self, context):
self.layout.operator(GBSImporter.bl_idname, text="Giants GBS (.gbs)")
def register():
for c in classes:
bpy.utils.register_class(c)
bpy.types.TOPBAR_MT_file_import.append(menu_func)
def unregister():
bpy.types.TOPBAR_MT_file_import.remove(menu_func)
for c in classes:
bpy.utils.unregister_class(c)

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gbs_plugin/importer.py Normal file
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from .shared import *
def imp_gbs(gbspath, giantspath):
path = gbspath
game_folder = giantspath
gbs = GbsData()
gbs.read(path)
name = os.path.splitext(os.path.basename(path))[0]
map_collection = bpy.data.collections.new(name)
bpy.context.scene.collection.children.link(map_collection)
verts = []
for index in gbs.indexed_vertices:
v = gbs.vertices[index]
vert = (v.x, v.y, v.z)
verts.append(vert)
for subobj in gbs.SubObjs:
fool = 0
uvs = []
mesh = bpy.data.meshes.new(subobj.objname)
obj = bpy.data.objects.new(mesh.name, mesh)
faces = []
curr_index = 0
print(subobj.tridata)
while curr_index < len(subobj.tridata) - 1:
num_tris = subobj.tridata[curr_index]
for tri_num in range(num_tris):
curr_face = []
for k in range(3):
vert_index = subobj.tridata[curr_index + 1 + tri_num * 3 + k]
curr_face.append(vert_index)
u = gbs.vertuv[vert_index].u
v = gbs.vertuv[vert_index].v
uv = (u, v)
uvs.append(uv)
faces.append(curr_face)
curr_index = num_tris * 3 + 1
mesh.from_pydata(verts, [], faces)
map_collection.objects.link(obj)
# Uvs
uv_layer = mesh.uv_layers.new(name="UV")
mesh.uv_layers.active = uv_layer
for i in range(len(uvs)):
uv_layer.data[i].uv = uvs[i]
tmpfilename = find_and_extract_texture(subobj.texname, name, game_folder)
mat = material_from_file(tmpfilename, subobj.texname)
if obj.data.materials:
# assign to 1st material slot
obj.data.materials[0] = mat
else:
# no slots
obj.data.materials.append(mat)

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import struct
from typing import List
import math
import os
import tempfile
import bpy
GBS_VERSION = 0xaa0100be
GBSFlagNormals = 0x0001
GBSFlagUVs = 0x0002
GBSFlagRGBs = 0x0004
GBSFlagCalcNormals = 0x0008
GBSFlagMaxLit = (1 << 31)
def read_int(fp):
return struct.unpack("<L", fp.read(4))[0]
def read_byte(fp):
return struct.unpack("<B", fp.read(1))[0]
def read_float(fp):
return struct.unpack("<f", fp.read(4))[0]
def read_short(fp):
return struct.unpack("<H", fp.read(2))[0]
def read_string(fp, size):
return read_bytes(fp, size).decode("utf8").replace("\x00", "")
def read_bytes(fp, size):
return bytes(struct.unpack('<' + str(size) + 'B', fp.read(size)))
def read_string_until_none(fp) -> str:
s = ""
c = read_byte(fp)
while c != 0x00:
s += chr(c)
c = read_byte(fp)
return s
def decompress(compressed_bytes, original_size: int):
i = 0
j = 0
dec_byte = 0
dec_bits = 8
buff_start = 0xFEE
res = bytearray(original_size)
if original_size == 0:
return res
while j < original_size:
if dec_bits == 8:
dec_byte = compressed_bytes[i]
i += 1
dec_bits = 0
if (dec_byte >> dec_bits & 1) == 0:
dec_pos = ((compressed_bytes[i] + (
(compressed_bytes[i + 1] & 0xF0) << 4) - buff_start - j) & 0xFFF) - 0x1000 + j
dec_len = (compressed_bytes[i + 1] & 0xF) + 3
i += 2
while dec_len > 0:
if dec_pos >= 0:
res[j] = res[dec_pos]
else:
res[j] = 32
j += 1
dec_pos += 1
dec_len -= 1
else:
res[j] = compressed_bytes[i]
i += 1
j += 1
dec_bits += 1
return res
class Vec2:
def __init__(self, x=0.0, y=0.0):
self.x = x
self.y = y
def __str__(self):
return "[%s,%s]" % (self.x, self.y)
class Vec3:
def __init__(self, x=0.0, y=0.0, z=0.0):
self.x = x
self.y = y
self.z = z
def __add__(self, other):
return Vec3(self.x + other.x, self.y + other.y, self.z + other.z)
def __sub__(self, other):
return self + -other
def __radd__(self, other):
return Vec3(self.x + other.x, self.y + other.y, self.z + other.z)
def __mul__(self, scalar):
return Vec3(self.x * scalar, self.y * scalar, self.z * scalar)
def __rmul__(self, scalar):
return Vec3(self.x * scalar, self.y * scalar, self.z * scalar)
def __neg__(self):
return Vec3(-self.x, -self.y, -self.z)
def __pos__(self):
return Vec3(self.x, self.y, self.z)
def __xor__(self, other):
cx = self.y * other.z - self.z * other.y
cy = self.z * other.x - self.x * other.z
cz = self.x * other.y - self.y * other.x
return Vec3(cx, cy, cz)
def cross(self, other):
return self ^ other
def normalize(self):
w = math.sqrt(self.x ** 2 + self.y ** 2 + self.z ** 2)
if w == 0:
return Vec3()
else:
return Vec3(self.x / w, self.y / w, self.z / w)
def __str__(self):
return "[%s,%s,%s]" % (self.x, self.y, self.z)
class VecRGB:
def __init__(self, r=0, g=0, b=0):
self.r = r
self.g = g
self.b = b
def __str__(self):
return "[%s,%s,%s]" % (self.r, self.g, self.b)
def cross(v1: Vec3, v2: Vec3):
return v1.cross(v2)
def resize(li: List, t, num):
li.clear()
for i in range(num):
li.append(t())
class FileMaxObj:
def __init__(self):
self.vstart: int = 0
self.vcount: int = 0
self.nstart: int = 0
self.ncount: int = 0
self.noffset: int = 0
class MaxObj(FileMaxObj):
def __init__(self):
super().__init__()
self.fstart: int = 0
self.fcount: int = 0
self.sostart: int = 0
self.socount: int = 0
class SubObject:
def __init__(self):
self.objname: str = ""
self.maxobjindex: int = 0
self.ntris: int = 0 # count of tridata (including preceding 'count' short)
self.totaltris: int = 0
self.tridata: List[int] = [] # unsigned short
self.verticeref_start: int = 0
self.verticeref_count: int = 0
self.texname: str = ""
self.bumptexture: str = ""
self.falloff: float = 0
self.blend: float = 0
self.flags: int = 0
self.emissive: int = 0
self.ambient: int = 0
self.diffuse: int = 0
self.specular: int = 0
self.power: int = 0
class UV:
def __init__(self, u: float = 0, v: float = 0):
self.u: float = u
self.v: float = v
class GbsData:
def __init__(self):
self.name = ""
self.optionsflags: int = 0
self.nndefs: int = 0
self.num_normals: int = 0
self.normals: List[int] = [] # word
self.indexed_normals: List[int] = [] # unsigned short
self.num_vertices: int = 0
self.vertices: List[Vec3] = []
self.nsobjs: int = 0
self.nmobjs: int = 0
self.indexed_vertices: List[int] = [] # unsigned short
self.vertrgb: List[VecRGB] = []
self.nverts: int = 0
self.vertuv: List[UV] = []
self.MaxObjs: List[MaxObj] = []
self.SubObjs: List[SubObject] = []
def read(self, file):
debug = True
self.name = os.path.basename(file)
with open(file, "rb") as fp:
version_header = read_int(fp)
if version_header != GBS_VERSION:
raise Exception("File does not appear to be a GBS file.")
self.optionsflags = read_int(fp)
self.num_vertices = read_int(fp)
resize(self.vertices, Vec3, self.num_vertices)
for i in range(self.num_vertices):
self.vertices[i].x = read_float(fp)
self.vertices[i].y = read_float(fp)
self.vertices[i].z = read_float(fp)
if self.optionsflags & GBSFlagNormals:
self.nndefs = read_int(fp)
self.num_normals = read_int(fp)
resize(self.normals, int, self.num_normals)
for i in range(self.num_normals):
self.normals[i] = read_short(fp)
self.nverts = read_int(fp)
if debug: print(
"NVERTS=%s, NUMVERTICES=%s, options=%s" % (self.nverts, self.num_vertices, self.optionsflags))
resize(self.indexed_vertices, int, self.nverts)
for i in range(self.nverts):
self.indexed_vertices[i] = read_short(fp)
if debug: print(self.indexed_vertices)
if self.optionsflags & GBSFlagNormals:
resize(self.indexed_normals, int, self.nverts)
for i in range(self.nverts):
self.indexed_normals[i] = read_short(fp)
if self.optionsflags & GBSFlagUVs:
resize(self.vertuv, UV, self.nverts)
if debug: print("Read %s UV" % self.nverts)
for i in range(self.nverts):
self.vertuv[i].u = read_float(fp)
self.vertuv[i].v = read_float(fp) * -1
if self.optionsflags & GBSFlagRGBs:
resize(self.vertrgb, VecRGB, self.nverts)
if debug: print("Read %s RGB" % self.nverts)
for i in range(self.nverts):
self.vertrgb[i].r = read_byte(fp)
self.vertrgb[i].g = read_byte(fp)
self.vertrgb[i].b = read_byte(fp)
# Get number of objects
self.nmobjs = read_int(fp)
if debug: print("NMOBJS = %s" % self.nmobjs)
resize(self.MaxObjs, MaxObj, self.nmobjs)
for maxobj in self.MaxObjs:
print("Processing new maxobj")
fileMaxObj = FileMaxObj()
fileMaxObj.vstart = read_int(fp)
fileMaxObj.vcount = read_int(fp)
fileMaxObj.nstart = read_int(fp)
fileMaxObj.ncount = read_int(fp)
fileMaxObj.noffset = read_int(fp)
print("vstart=%s vcount=%s nstart=%s ncount=%s noffset=%s" % (
fileMaxObj.vstart, fileMaxObj.vcount, fileMaxObj.nstart, fileMaxObj.ncount, fileMaxObj.noffset))
maxobj.vstart = fileMaxObj.vstart
maxobj.vcount = fileMaxObj.vcount
maxobj.nstart = fileMaxObj.nstart
maxobj.ncount = fileMaxObj.ncount
maxobj.noffset = fileMaxObj.noffset
maxobj.fstart = 0
maxobj.fcount = 0
maxobj.sostart = 0
maxobj.socount = 0
# verify max obj
nmcount = 0
for maxobj in self.MaxObjs:
nmcount += maxobj.vcount
assert nmcount == self.num_vertices
self.nsobjs = read_int(fp)
print("Subobject count: %s" % self.nsobjs)
resize(self.SubObjs, SubObject, self.nsobjs)
num_faces = 0
len_tridata = 0
for ns in range(self.nsobjs):
if debug: print("Processing subobj %s" % ns)
object = self.SubObjs[ns]
object.objname = read_string(fp, 32)
object.maxobjindex = read_int(fp)
object.totaltris = read_int(fp)
if debug: print("read %s totaltris" % object.totaltris)
num_faces += object.totaltris
object.ntris = read_int(fp)
assert ((object.ntris - 1) / 3 == object.totaltris)
resize(object.tridata, int, object.ntris + 1)
if debug: print("read gbs: totaltris: %s, tridata is %s long, ntris: %s" % (
object.totaltris, len(object.tridata), object.ntris))
len_tridata += object.ntris + 1
for i in range(object.ntris):
object.tridata[i] = read_short(fp)
# if debug: print("tridata: %s" % object.tridata)
object.verticeref_start = read_int(fp)
object.verticeref_count = read_int(fp)
if self.optionsflags & GBSFlagUVs:
object.texname = read_string(fp, 32)
object.bumptexture = read_string(fp, 32)
object.falloff = read_float(fp)
if self.optionsflags & GBSFlagRGBs:
object.blend = read_float(fp)
object.flags = read_int(fp)
object.emissive = read_int(fp)
object.ambient = read_int(fp)
object.diffuse = read_int(fp)
object.specular = read_int(fp)
object.power = read_float(fp)
if debug: print(
"%s (%s) falloff: %s, blend: %s, flags:%s, emissive: %s, ambiant: %s, diffuse: %s, specular: %s, power: %s" % (
object.objname, object.texname, object.falloff, object.blend, object.flags, object.emissive,
object.ambient, object.diffuse, object.specular, object.power))
maxobj = self.MaxObjs[object.maxobjindex]
maxobj.fcount += object.totaltris
if not maxobj.socount:
maxobj.socount = ns
maxobj.socount += 1
if debug: print("read num_faces: %s, len_tridata: %s" % (num_faces, len_tridata))
@staticmethod
def evaluate_tridata(tridata, tri_idx, count):
if count == 0:
count = tridata[0]
if count == 0:
return False
tri_idx = 0
v1 = tridata[tri_idx + 1]
v2 = tridata[tri_idx + 2]
v3 = tridata[tri_idx + 3]
tri_idx += 3
count -= 1
if count < 0:
count = 0xffff # max unsigned short
if count == 0:
tridata = tridata[tridata[0] * 3 + 1:]
return tridata, tri_idx, count, v1, v2, v3
def generate_normals(self):
normals: List[Vec3] = []
resize(normals, Vec3, self.num_vertices)
for subobj_i in range(len(self.SubObjs)):
subobj = self.SubObjs[subobj_i]
tridata = subobj.tridata
values = self.evaluate_tridata(tridata, -1, 0)
while values:
tridata, tri_idx, count, v1, v2, v3 = values
try:
p = cross(self.vertices[self.indexed_vertices[v2]] - self.vertices[self.indexed_vertices[v1]],
self.vertices[self.indexed_vertices[v3]] - self.vertices[self.indexed_vertices[v1]])
except Exception as e:
raise e
normals[self.indexed_vertices[v1]] += p
normals[self.indexed_vertices[v2]] += p
normals[self.indexed_vertices[v3]] += p
values = self.evaluate_tridata(tridata, tri_idx, count)
for i in range(len(normals)):
normals[i] = normals[i].normalize()
return normals
def find_and_extract_texture(texture_filename, objname, giantspath):
game_folder = giantspath
game_folder = game_folder + "/Bin"
for gzp_filename in os.listdir(game_folder):
if not gzp_filename.endswith(".gzp"):
continue
gzp_fp = open(game_folder + "/" + gzp_filename, "rb")
checksum = read_int(gzp_fp)
if checksum != 0x6608F101:
raise Exception("Invalid GZP checksum")
meta_info_offset = read_int(gzp_fp)
gzp_fp.seek(meta_info_offset)
unk = read_int(gzp_fp)
entries_count = read_int(gzp_fp)
if entries_count == 0:
continue
for index in range(entries_count):
compressed_size = read_int(gzp_fp)
original_size = read_int(gzp_fp)
file_time = read_int(gzp_fp)
content_offset = read_int(gzp_fp) + 16
compression = read_byte(gzp_fp) # compression: 1 if compressed else 0
name_length = read_byte(gzp_fp)
name = read_bytes(gzp_fp, name_length).decode("utf8").strip('\x00')
texture_name = name.lower()
if not texture_name.endswith(".tga"):
continue
texture_name = texture_name[0:-4]
if texture_name != texture_filename.lower():
continue
curr_pos = gzp_fp.tell()
gzp_fp.seek(content_offset)
buffer = gzp_fp.read(compressed_size)
gzp_fp.seek(curr_pos)
if compression == 1:
buffer = decompress(buffer, original_size)
fd, filename = tempfile.mkstemp(suffix=".tga", prefix=objname, dir=None, text=False)
with open(filename, "wb") as entry_fp:
entry_fp.write(buffer)
return filename
return None
def material_from_file(filename, matname):
image = bpy.data.images.load(filename, check_existing=True)
texture = bpy.data.textures.new(matname, type='IMAGE')
texture.image = image
mat = bpy.data.materials.new(matname)
mat.preview_render_type = 'FLAT'
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = image
mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
return mat