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B3DParser.py
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B3DParser.py
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#!/usr/bin/python3
# by Joric, https://github.com/joric/io_scene_b3d
import os
import struct
class B3DParser:
def __init__(self):
self.fp = None
def gets(self):
s = b''
while True:
c = self.fp.read(1)
if c == b'\x00':
return s.decode(errors='ignore')
s += c
def i(self,n):
return struct.unpack(n*'i', self.fp.read(n*4))
def f(self,n):
return struct.unpack(n*'f', self.fp.read(n*4))
def next_chunk(self):
pos = self.fp.tell()
s1,s2,s3,s4, size = struct.unpack('4ci', self.fp.read(8))
chunk = ''.join([chr(ord(x)) for x in (s1,s2,s3,s4)])
next = pos + size + 8
return chunk, pos, size, next
def cb_result(self):
return True
def parse(self, filepath):
filesize = os.stat(filepath).st_size
self.fp = open(filepath,'rb')
stack = []
while self.fp.tell() <= filesize-8:
while stack and stack[-1]==self.fp.tell():
del stack[-1]
self.cb_prev()
chunk, pos, size, next = self.next_chunk()
if chunk=='BB3D':
self.cb_data(chunk, {'version': self.i(1)[0]})
continue
if chunk=='ANIM':
flags, frames = self.i(2)
fps = self.f(1)[0]
self.cb_data(chunk, {'flags':flags, 'frames':frames, 'fps':fps})
elif chunk=='TEXS':
data = []
while self.fp.tell()<next:
name = self.gets()
flags, blend = self.i(2)
pos = self.f(2)
scale = self.f(2)
rot = self.f(1)[0]
data.append(dotdict({'name':name,'position':pos,'scale':scale,'rotation':rot}))
self.cb_data(chunk,{'textures':data})
elif chunk=='BRUS':
n_texs = self.i(1)[0]
data = []
while self.fp.tell()<next:
name = self.gets()
rgba = self.f(4)
shine = self.f(1)[0]
blend, fx = self.i(2)
tids = self.i(n_texs)
data.append(dotdict({'name':name, 'rgba':rgba,'shine':shine, 'blend':blend,'fx':fx,'tids':tids}))
self.cb_data(chunk, {'materials':data})
elif chunk=='NODE':
self.cb_next()
stack.append(next)
name = self.gets()
p = self.f(3)
s = self.f(3)
r = self.f(4)
self.cb_data(chunk, {'name':name, 'position':p, 'rotation':r, 'scale':s})
continue
elif chunk=='BONE':
bones = []
while self.fp.tell()<next:
vertex_id = self.i(1)[0]
weight = self.f(1)[0]
bones.append((vertex_id, weight))
self.cb_data(chunk,{'bones': bones})
elif chunk=='MESH':
self.cb_data(chunk, {'brush_id': self.i(1)[0]})
#self.cb_next()
#stack.append(next)
continue
elif chunk=='VRTS':
flags, tcs, tcss = self.i(3)
v,n,c,u = [],[],[],[]
while self.fp.tell()<next:
v.append(self.f(3))
if flags & 1: n.append(self.f(3))
if flags & 2: c.append(self.f(4))
if tcs*tcss: u.append(self.f(tcs*tcss))
self.cb_data(chunk, {'vertices':v, 'normals':n, 'rgba':c, 'uvs':u})
elif chunk=='TRIS':
brush_id = self.i(1)[0]
faces = []
while self.fp.tell()<next:
vertex_id = self.i(3)
faces.append(vertex_id)
self.cb_data(chunk, {'brush_id':brush_id, 'indices':faces})
elif chunk=='KEYS':
flags = self.i(1)[0]
keys = []
while self.fp.tell()<next:
key = dotdict({'frame':self.i(1)[0]})
if flags & 1: key['position'] = self.f(3)
if flags & 2: key['scale'] = self.f(3)
if flags & 4: key['rotation'] = self.f(4)
keys.append(key)
self.cb_data(chunk, keys)
self.fp.seek(next)
return self.cb_result()
class B3DDebugParser(B3DParser):
def __init__(self):
B3DParser.__init__(self)
self.level = 0
def cb_next(self):
self.level += 1
def cb_prev(self):
self.level -= 1
def cb_data(self, chunk, data):
print(' '*self.level, end='')
print(chunk, data)
class dotdict(dict):
__getattr__ = dict.get
__setattr__ = dict.__setitem__
class B3DList(B3DParser):
def __init__(self):
B3DParser.__init__(self)
self.index = -1
self.data = dotdict()
self.data.nodes = []
def cb_next(self):
self.data.nodes.append(dotdict())
parent = self.index
self.index = len(self.data.nodes)-1
self.data.nodes[self.index].parent = parent
def cb_prev(self):
self.index = self.data.nodes[self.index].parent
def cb_data(self, chunk, data):
if self.index != -1:
node = self.data.nodes[self.index]
if chunk in ['NODE','MESH','VRTS','BONE']:
node.update(data)
elif chunk=='TRIS':
if 'faces' not in node:
node.faces = []
node.faces.append(dotdict(data))
elif chunk=='KEYS':
if 'keys' not in node:
node['keys'] = []
node['keys'].extend(data)
elif chunk in ['ANIM', 'TEXS', 'BRUS']:
self.data.update(data)
def cb_result(self):
return self.data
class B3DTree(B3DList):
def __init__(self):
B3DList.__init__(self)
def cb_result(self):
tree = []
nodes = self.data.nodes
for node in nodes:
node.nodes = []
for i, node in enumerate(nodes):
if node.parent == -1:
tree.append(node)
else:
nodes[node.parent].nodes.append(node)
del node['parent']
self.data.update({'nodes':tree})
return self.data
def dump(node, level=0):
for node in node.nodes:
print(node.name)
dump(node, level+1)
if __name__ == '__main__':
import sys
if len(sys.argv)<2:
print('Usage: B3DParser.py [filename.b3d]')
sys.exit(0)
filepath = sys.argv[1]
#B3DDebugParser().parse(filepath) # text dump
#data = B3DList().parse(filepath) # json list
data = B3DTree().parse(filepath) # json tree
import json
print(json.dumps(data, indent=1))
#dump(data)