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authorCampbell Barton <ideasman42@gmail.com>2011-03-27 09:24:00 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-03-27 09:24:00 +0400
commita2e55353bf78810f4402cb6274367b50a427791e (patch)
tree59c243c6d5b19434d3e0a444c28bdb67b8191461 /io_scene_3ds
parent18a43e4e34cd43a807ac783ee41887f8c238d64d (diff)
pep8 cleanup. untag lwo and mhx formats as pep8 compliant.
Diffstat (limited to 'io_scene_3ds')
-rw-r--r--io_scene_3ds/export_3ds.py332
-rw-r--r--io_scene_3ds/import_3ds.py289
2 files changed, 308 insertions, 313 deletions
diff --git a/io_scene_3ds/export_3ds.py b/io_scene_3ds/export_3ds.py
index 5926506d..162e30de 100644
--- a/io_scene_3ds/export_3ds.py
+++ b/io_scene_3ds/export_3ds.py
@@ -32,58 +32,58 @@ from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode.
#Some of the chunks that we will export
#----- Primary Chunk, at the beginning of each file
-PRIMARY= 0x4D4D
+PRIMARY = 0x4D4D
#------ Main Chunks
-OBJECTINFO = 0x3D3D #This gives the version of the mesh and is found right before the material and object information
-VERSION = 0x0002 #This gives the version of the .3ds file
-KFDATA = 0xB000 #This is the header for all of the key frame info
+OBJECTINFO = 0x3D3D # This gives the version of the mesh and is found right before the material and object information
+VERSION = 0x0002 # This gives the version of the .3ds file
+KFDATA = 0xB000 # This is the header for all of the key frame info
#------ sub defines of OBJECTINFO
-MATERIAL=45055 #0xAFFF // This stored the texture info
-OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
+MATERIAL = 45055 # 0xAFFF // This stored the texture info
+OBJECT = 16384 # 0x4000 // This stores the faces, vertices, etc...
#>------ sub defines of MATERIAL
-MATNAME = 0xA000 # This holds the material name
-MATAMBIENT = 0xA010 # Ambient color of the object/material
-MATDIFFUSE = 0xA020 # This holds the color of the object/material
-MATSPECULAR = 0xA030 # SPecular color of the object/material
-MATSHINESS = 0xA040 # ??
-MATMAP = 0xA200 # This is a header for a new material
-MATMAPFILE = 0xA300 # This holds the file name of the texture
+MATNAME = 0xA000 # This holds the material name
+MATAMBIENT = 0xA010 # Ambient color of the object/material
+MATDIFFUSE = 0xA020 # This holds the color of the object/material
+MATSPECULAR = 0xA030 # SPecular color of the object/material
+MATSHINESS = 0xA040 # ??
+MATMAP = 0xA200 # This is a header for a new material
+MATMAPFILE = 0xA300 # This holds the file name of the texture
-RGB1= 0x0011
-RGB2= 0x0012
+RGB1 = 0x0011
+RGB2 = 0x0012
#>------ sub defines of OBJECT
-OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
-OBJECT_LIGHT = 0x4600 # This lets un know we are reading a light object
-OBJECT_CAMERA= 0x4700 # This lets un know we are reading a camera object
+OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
+OBJECT_LIGHT = 0x4600 # This lets un know we are reading a light object
+OBJECT_CAMERA = 0x4700 # This lets un know we are reading a camera object
#>------ sub defines of CAMERA
-OBJECT_CAM_RANGES= 0x4720 # The camera range values
+OBJECT_CAM_RANGES = 0x4720 # The camera range values
#>------ sub defines of OBJECT_MESH
-OBJECT_VERTICES = 0x4110 # The objects vertices
-OBJECT_FACES = 0x4120 # The objects faces
-OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color
-OBJECT_UV = 0x4140 # The UV texture coordinates
-OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix
+OBJECT_VERTICES = 0x4110 # The objects vertices
+OBJECT_FACES = 0x4120 # The objects faces
+OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color
+OBJECT_UV = 0x4140 # The UV texture coordinates
+OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix
#>------ sub defines of KFDATA
-KFDATA_KFHDR = 0xB00A
-KFDATA_KFSEG = 0xB008
-KFDATA_KFCURTIME = 0xB009
-KFDATA_OBJECT_NODE_TAG = 0xB002
+KFDATA_KFHDR = 0xB00A
+KFDATA_KFSEG = 0xB008
+KFDATA_KFCURTIME = 0xB009
+KFDATA_OBJECT_NODE_TAG = 0xB002
#>------ sub defines of OBJECT_NODE_TAG
-OBJECT_NODE_ID = 0xB030
-OBJECT_NODE_HDR = 0xB010
-OBJECT_PIVOT = 0xB013
-OBJECT_INSTANCE_NAME = 0xB011
-POS_TRACK_TAG = 0xB020
-ROT_TRACK_TAG = 0xB021
-SCL_TRACK_TAG = 0xB022
+OBJECT_NODE_ID = 0xB030
+OBJECT_NODE_HDR = 0xB010
+OBJECT_PIVOT = 0xB013
+OBJECT_INSTANCE_NAME = 0xB011
+POS_TRACK_TAG = 0xB020
+ROT_TRACK_TAG = 0xB021
+SCL_TRACK_TAG = 0xB022
import struct
@@ -91,6 +91,8 @@ import struct
# this is verry annoying for filenames!
name_unique = [] # stores str, ascii only
name_mapping = {} # stores {orig: byte} mapping
+
+
def sane_name(name):
name_fixed = name_mapping.get(name)
if name_fixed is not None:
@@ -102,62 +104,69 @@ def sane_name(name):
while new_name in name_unique:
new_name = new_name_clean + ".%.3d" % i
- i+=1
+ i += 1
# note, appending the 'str' version.
name_unique.append(new_name)
name_mapping[name] = new_name = new_name.encode("ASCII", "replace")
return new_name
+
def uv_key(uv):
return round(uv[0], 6), round(uv[1], 6)
# size defines:
SZ_SHORT = 2
-SZ_INT = 4
+SZ_INT = 4
SZ_FLOAT = 4
+
class _3ds_short(object):
'''Class representing a short (2-byte integer) for a 3ds file.
*** This looks like an unsigned short H is unsigned from the struct docs - Cam***'''
- __slots__ = ('value', )
+ __slots__ = ("value", )
+
def __init__(self, val=0):
self.value = val
def get_size(self):
return SZ_SHORT
- def write(self,file):
+ def write(self, file):
file.write(struct.pack("<H", self.value))
def __str__(self):
return str(self.value)
+
class _3ds_int(object):
'''Class representing an int (4-byte integer) for a 3ds file.'''
- __slots__ = ('value', )
+ __slots__ = ("value", )
+
def __init__(self, val):
self.value = val
def get_size(self):
return SZ_INT
- def write(self,file):
+ def write(self, file):
file.write(struct.pack("<I", self.value))
def __str__(self):
return str(self.value)
+
class _3ds_float(object):
'''Class representing a 4-byte IEEE floating point number for a 3ds file.'''
- __slots__ = ('value', )
+ __slots__ = ("value", )
+
def __init__(self, val):
- self.value=val
+ self.value = val
def get_size(self):
return SZ_FLOAT
- def write(self,file):
+ def write(self, file):
file.write(struct.pack("<f", self.value))
def __str__(self):
@@ -166,31 +175,34 @@ class _3ds_float(object):
class _3ds_string(object):
'''Class representing a zero-terminated string for a 3ds file.'''
- __slots__ = ('value', )
+ __slots__ = ("value", )
+
def __init__(self, val):
assert(type(val) == bytes)
self.value = val
def get_size(self):
- return (len(self.value)+1)
+ return (len(self.value) + 1)
- def write(self,file):
- binary_format = "<%ds" % (len(self.value)+1)
+ def write(self, file):
+ binary_format = "<%ds" % (len(self.value) + 1)
file.write(struct.pack(binary_format, self.value))
def __str__(self):
return self.value
+
class _3ds_point_3d(object):
'''Class representing a three-dimensional point for a 3ds file.'''
- __slots__ = 'x','y','z'
+ __slots__ = "x", "y", "z"
+
def __init__(self, point):
self.x, self.y, self.z = point
def get_size(self):
- return 3*SZ_FLOAT
+ return 3 * SZ_FLOAT
- def write(self,file):
+ def write(self, file):
file.write(struct.pack('<3f', self.x, self.y, self.z))
def __str__(self):
@@ -200,7 +212,7 @@ class _3ds_point_3d(object):
"""
class _3ds_point_4d(object):
'''Class representing a four-dimensional point for a 3ds file, for instance a quaternion.'''
- __slots__ = 'x','y','z','w'
+ __slots__ = "x","y","z","w"
def __init__(self, point=(0.0,0.0,0.0,0.0)):
self.x, self.y, self.z, self.w = point
@@ -215,76 +227,84 @@ class _3ds_point_4d(object):
return '(%f, %f, %f, %f)' % (self.x, self.y, self.z, self.w)
"""
+
class _3ds_point_uv(object):
'''Class representing a UV-coordinate for a 3ds file.'''
- __slots__ = ('uv', )
+ __slots__ = ("uv", )
+
def __init__(self, point):
self.uv = point
def __cmp__(self, other):
- return cmp(self.uv,other.uv)
+ return cmp(self.uv, other.uv)
def get_size(self):
- return 2*SZ_FLOAT
+ return 2 * SZ_FLOAT
- def write(self,file):
- data=struct.pack('<2f', self.uv[0], self.uv[1])
+ def write(self, file):
+ data = struct.pack('<2f', self.uv[0], self.uv[1])
file.write(data)
def __str__(self):
return '(%g, %g)' % self.uv
+
class _3ds_rgb_color(object):
'''Class representing a (24-bit) rgb color for a 3ds file.'''
- __slots__ = 'r','g','b'
+ __slots__ = "r", "g", "b"
+
def __init__(self, col):
self.r, self.g, self.b = col
def get_size(self):
return 3
- def write(self,file):
- file.write( struct.pack('<3B', int(255*self.r), int(255*self.g), int(255*self.b) ) )
-# file.write( struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) )
+ def write(self, file):
+ file.write(struct.pack('<3B', int(255 * self.r), int(255 * self.g), int(255 * self.b)))
+# file.write(struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) )
def __str__(self):
return '{%f, %f, %f}' % (self.r, self.g, self.b)
+
class _3ds_face(object):
'''Class representing a face for a 3ds file.'''
- __slots__ = ('vindex', )
+ __slots__ = ("vindex", )
+
def __init__(self, vindex):
self.vindex = vindex
def get_size(self):
- return 4*SZ_SHORT
+ return 4 * SZ_SHORT
- def write(self,file):
+ def write(self, file):
# The last zero is only used by 3d studio
- file.write(struct.pack("<4H", self.vindex[0],self.vindex[1], self.vindex[2], 0))
+ file.write(struct.pack("<4H", self.vindex[0], self.vindex[1], self.vindex[2], 0))
def __str__(self):
- return '[%d %d %d]' % (self.vindex[0],self.vindex[1], self.vindex[2])
+ return "[%d %d %d]" % (self.vindex[0], self.vindex[1], self.vindex[2])
+
class _3ds_array(object):
'''Class representing an array of variables for a 3ds file.
Consists of a _3ds_short to indicate the number of items, followed by the items themselves.
'''
- __slots__ = 'values', 'size'
+ __slots__ = "values", "size"
+
def __init__(self):
- self.values=[]
- self.size=SZ_SHORT
+ self.values = []
+ self.size = SZ_SHORT
# add an item:
- def add(self,item):
+ def add(self, item):
self.values.append(item)
- self.size+=item.get_size()
+ self.size += item.get_size()
def get_size(self):
return self.size
- def write(self,file):
+ def write(self, file):
_3ds_short(len(self.values)).write(file)
#_3ds_int(len(self.values)).write(file)
for value in self.values:
@@ -295,13 +315,15 @@ class _3ds_array(object):
def __str__(self):
return '(%d items)' % len(self.values)
+
class _3ds_named_variable(object):
'''Convenience class for named variables.'''
- __slots__ = 'value', 'name'
+ __slots__ = "value", "name"
+
def __init__(self, name, val=None):
- self.name=name
- self.value=val
+ self.name = name
+ self.value = val
def get_size(self):
if self.value is None:
@@ -313,12 +335,12 @@ class _3ds_named_variable(object):
if self.value is not None:
self.value.write(file)
- def dump(self,indent):
+ def dump(self, indent):
if self.value is not None:
- spaces=""
+ spaces = ""
for i in range(indent):
spaces += " "
- if (self.name!=""):
+ if (self.name != ""):
print(spaces, self.name, " = ", self.value)
else:
print(spaces, "[unnamed]", " = ", self.value)
@@ -330,21 +352,22 @@ class _3ds_chunk(object):
Chunks contain zero or more variables, followed by zero or more subchunks.
'''
- __slots__ = 'ID', 'size', 'variables', 'subchunks'
+ __slots__ = "ID", "size", "variables", "subchunks"
+
def __init__(self, id=0):
- self.ID=_3ds_short(id)
- self.size=_3ds_int(0)
- self.variables=[]
- self.subchunks=[]
+ self.ID = _3ds_short(id)
+ self.size = _3ds_int(0)
+ self.variables = []
+ self.subchunks = []
def set_ID(id):
- self.ID=_3ds_short(id)
+ self.ID = _3ds_short(id)
def add_variable(self, name, var):
'''Add a named variable.
The name is mostly for debugging purposes.'''
- self.variables.append(_3ds_named_variable(name,var))
+ self.variables.append(_3ds_named_variable(name, var))
def add_subchunk(self, chunk):
'''Add a subchunk.'''
@@ -354,12 +377,12 @@ class _3ds_chunk(object):
'''Calculate the size of the chunk and return it.
The sizes of the variables and subchunks are used to determine this chunk\'s size.'''
- tmpsize=self.ID.get_size()+self.size.get_size()
+ tmpsize = self.ID.get_size() + self.size.get_size()
for variable in self.variables:
- tmpsize+=variable.get_size()
+ tmpsize += variable.get_size()
for subchunk in self.subchunks:
- tmpsize+=subchunk.get_size()
- self.size.value=tmpsize
+ tmpsize += subchunk.get_size()
+ self.size.value = tmpsize
return self.size.value
def write(self, file):
@@ -374,21 +397,19 @@ class _3ds_chunk(object):
for subchunk in self.subchunks:
subchunk.write(file)
-
def dump(self, indent=0):
'''Write the chunk to a file.
Dump is used for debugging purposes, to dump the contents of a chunk to the standard output.
Uses the dump function of the named variables and the subchunks to do the actual work.'''
- spaces=""
+ spaces = ""
for i in range(indent):
spaces += " "
print(spaces, "ID=", hex(self.ID.value), "size=", self.get_size())
for variable in self.variables:
- variable.dump(indent+1)
+ variable.dump(indent + 1)
for subchunk in self.subchunks:
- subchunk.dump(indent+1)
-
+ subchunk.dump(indent + 1)
######################################################
@@ -443,51 +464,56 @@ def make_material_texture_chunk(id, images):
return mat_sub
+
def make_material_chunk(material, image):
'''Make a material chunk out of a blender material.'''
material_chunk = _3ds_chunk(MATERIAL)
name = _3ds_chunk(MATNAME)
- if material: name_str = material.name
- else: name_str = 'None'
- if image: name_str += image.name
+ name_str = material.name if material else "None"
+
+ if image:
+ name_str += image.name
name.add_variable("name", _3ds_string(sane_name(name_str)))
material_chunk.add_subchunk(name)
if not material:
- material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0,0,0) ))
- material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8) ))
- material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) ))
+ material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0, 0, 0)))
+ material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8)))
+ material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1, 1, 1)))
else:
- material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.ambient for a in material.diffuse_color] ))
+ material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a * material.ambient for a in material.diffuse_color]))
# material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.amb for a in material.rgbCol] ))
material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color))
# material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol))
material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color))
# material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol))
- images = get_material_images(material) # can be None
- if image: images.append(image)
+ images = get_material_images(material) # can be None
+ if image:
+ images.append(image)
if images:
material_chunk.add_subchunk(make_material_texture_chunk(MATMAP, images))
return material_chunk
+
class tri_wrapper(object):
'''Class representing a triangle.
Used when converting faces to triangles'''
- __slots__ = 'vertex_index', 'mat', 'image', 'faceuvs', 'offset'
- def __init__(self, vindex=(0,0,0), mat=None, image=None, faceuvs=None):
- self.vertex_index= vindex
- self.mat= mat
- self.image= image
- self.faceuvs= faceuvs
- self.offset= [0, 0, 0] # offset indices
+ __slots__ = "vertex_index", "mat", "image", "faceuvs", "offset"
+
+ def __init__(self, vindex=(0, 0, 0), mat=None, image=None, faceuvs=None):
+ self.vertex_index = vindex
+ self.mat = mat
+ self.image = image
+ self.faceuvs = faceuvs
+ self.offset = [0, 0, 0] # offset indices
def extract_triangles(mesh):
@@ -513,28 +539,29 @@ def extract_triangles(mesh):
# f_uv = (uf.uv1, uf.uv2, uf.uv3, uf.uv4) if face.vertices[3] else (uf.uv1, uf.uv2, uf.uv3)
# f_uv = face.uv
img = uf.image if uf else None
-# img = face.image
- if img: img = img.name
+ if img is not None:
+ img = img.name
# if f_v[3] == 0:
- if len(f_v)==3:
+ if len(f_v) == 3:
new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
# new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
- if (do_uv): new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
+ if (do_uv):
+ new_tri.faceuvs = uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
tri_list.append(new_tri)
- else: #it's a quad
+ else: # it's a quad
new_tri = tri_wrapper((f_v[0], f_v[1], f_v[2]), face.material_index, img)
# new_tri = tri_wrapper((f_v[0].index, f_v[1].index, f_v[2].index), face.mat, img)
new_tri_2 = tri_wrapper((f_v[0], f_v[2], f_v[3]), face.material_index, img)
# new_tri_2 = tri_wrapper((f_v[0].index, f_v[2].index, f_v[3].index), face.mat, img)
if (do_uv):
- new_tri.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
- new_tri_2.faceuvs= uv_key(f_uv[0]), uv_key(f_uv[2]), uv_key(f_uv[3])
+ new_tri.faceuvs = uv_key(f_uv[0]), uv_key(f_uv[1]), uv_key(f_uv[2])
+ new_tri_2.faceuvs = uv_key(f_uv[0]), uv_key(f_uv[2]), uv_key(f_uv[3])
- tri_list.append( new_tri )
- tri_list.append( new_tri_2 )
+ tri_list.append(new_tri)
+ tri_list.append(new_tri_2)
return tri_list
@@ -548,7 +575,7 @@ def remove_face_uv(verts, tri_list):
# initialize a list of UniqueLists, one per vertex:
#uv_list = [UniqueList() for i in xrange(len(verts))]
- unique_uvs= [{} for i in range(len(verts))]
+ unique_uvs = [{} for i in range(len(verts))]
# for each face uv coordinate, add it to the UniqueList of the vertex
for tri in tri_list:
@@ -556,8 +583,8 @@ def remove_face_uv(verts, tri_list):
# store the index into the UniqueList for future reference:
# offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i])))
- context_uv_vert= unique_uvs[tri.vertex_index[i]]
- uvkey= tri.faceuvs[i]
+ context_uv_vert = unique_uvs[tri.vertex_index[i]]
+ uvkey = tri.faceuvs[i]
offset_index__uv_3ds = context_uv_vert.get(uvkey)
@@ -566,8 +593,6 @@ def remove_face_uv(verts, tri_list):
tri.offset[i] = offset_index__uv_3ds[0]
-
-
# At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it
# only once.
@@ -577,10 +602,10 @@ def remove_face_uv(verts, tri_list):
vert_array = _3ds_array()
uv_array = _3ds_array()
index_list = []
- for i,vert in enumerate(verts):
+ for i, vert in enumerate(verts):
index_list.append(vert_index)
- pt = _3ds_point_3d(vert.co) # reuse, should be ok
+ pt = _3ds_point_3d(vert.co) # reuse, should be ok
uvmap = [None] * len(unique_uvs[i])
for ii, uv_3ds in unique_uvs[i].values():
# add a vertex duplicate to the vertex_array for every uv associated with this vertex:
@@ -601,11 +626,12 @@ def remove_face_uv(verts, tri_list):
# Make sure the triangle vertex indices now refer to the new vertex list:
for tri in tri_list:
for i in range(3):
- tri.offset[i]+=index_list[tri.vertex_index[i]]
- tri.vertex_index= tri.offset
+ tri.offset[i] += index_list[tri.vertex_index[i]]
+ tri.vertex_index = tri.offset
return vert_array, uv_array, tri_list
+
def make_faces_chunk(tri_list, mesh, materialDict):
'''Make a chunk for the faces.
@@ -618,79 +644,79 @@ def make_faces_chunk(tri_list, mesh, materialDict):
face_chunk = _3ds_chunk(OBJECT_FACES)
face_list = _3ds_array()
-
- if len(mesh.uv_textures):
-# if mesh.faceUV:
+ if mesh.uv_textures:
# Gather materials used in this mesh - mat/image pairs
unique_mats = {}
- for i,tri in enumerate(tri_list):
+ for i, tri in enumerate(tri_list):
face_list.add(_3ds_face(tri.vertex_index))
if materials:
mat = materials[tri.mat]
- if mat: mat = mat.name
+ if mat:
+ mat = mat.name
img = tri.image
try:
context_mat_face_array = unique_mats[mat, img][1]
except:
-
- if mat: name_str = mat
- else: name_str = 'None'
- if img: name_str += img
+ name_str = mat if mat else "None"
+ if img:
+ name_str += img
context_mat_face_array = _3ds_array()
unique_mats[mat, img] = _3ds_string(sane_name(name_str)), context_mat_face_array
-
context_mat_face_array.add(_3ds_short(i))
# obj_material_faces[tri.mat].add(_3ds_short(i))
face_chunk.add_variable("faces", face_list)
for mat_name, mat_faces in unique_mats.values():
- obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
+ obj_material_chunk = _3ds_chunk(OBJECT_MATERIAL)
obj_material_chunk.add_variable("name", mat_name)
obj_material_chunk.add_variable("face_list", mat_faces)
face_chunk.add_subchunk(obj_material_chunk)
else:
- obj_material_faces=[]
- obj_material_names=[]
+ obj_material_faces = []
+ obj_material_names = []
for m in materials:
if m:
obj_material_names.append(_3ds_string(sane_name(m.name)))
obj_material_faces.append(_3ds_array())
n_materials = len(obj_material_names)
- for i,tri in enumerate(tri_list):
+ for i, tri in enumerate(tri_list):
face_list.add(_3ds_face(tri.vertex_index))
if (tri.mat < n_materials):
obj_material_faces[tri.mat].add(_3ds_short(i))
face_chunk.add_variable("faces", face_list)
for i in range(n_materials):
- obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
+ obj_material_chunk = _3ds_chunk(OBJECT_MATERIAL)
obj_material_chunk.add_variable("name", obj_material_names[i])
obj_material_chunk.add_variable("face_list", obj_material_faces[i])
face_chunk.add_subchunk(obj_material_chunk)
return face_chunk
+
def make_vert_chunk(vert_array):
'''Make a vertex chunk out of an array of vertices.'''
vert_chunk = _3ds_chunk(OBJECT_VERTICES)
- vert_chunk.add_variable("vertices",vert_array)
+ vert_chunk.add_variable("vertices", vert_array)
return vert_chunk
+
def make_uv_chunk(uv_array):
'''Make a UV chunk out of an array of UVs.'''
uv_chunk = _3ds_chunk(OBJECT_UV)
uv_chunk.add_variable("uv coords", uv_array)
return uv_chunk
+
def make_mesh_chunk(mesh, materialDict):
'''Make a chunk out of a Blender mesh.'''
@@ -906,7 +932,6 @@ def save(operator, context, filepath="",
mesh_objects = []
scene = context.scene
-
if use_selection:
objects = (ob for ob in scene.objects if ob.is_visible(scene) and ob.select)
else:
@@ -950,22 +975,18 @@ def save(operator, context, filepath="",
if mat_index >= mat_ls_len:
mat_index = f.mat = 0
mat = mat_ls[mat_index]
- if mat: mat_name = mat.name
- else: mat_name = None
+ mat_name = None if mat is None else mat.name
# else there already set to none
img = uf.image
-# img = f.image
- if img: img_name = img.name
- else: img_name = None
-
- materialDict.setdefault((mat_name, img_name), (mat, img) )
+ img_name = None if img is None else img.name
+ materialDict.setdefault((mat_name, img_name), (mat, img))
else:
for mat in mat_ls:
- if mat: # material may be None so check its not.
- materialDict.setdefault((mat.name, None), (mat, None) )
+ if mat: # material may be None so check its not.
+ materialDict.setdefault((mat.name, None), (mat, None))
# Why 0 Why!
for f in data.faces:
@@ -977,7 +998,6 @@ def save(operator, context, filepath="",
if free:
free_derived_objects(ob)
-
# Make material chunks for all materials used in the meshes:
for mat_and_image in materialDict.values():
object_info.add_subchunk(make_material_chunk(mat_and_image[0], mat_and_image[1]))
@@ -1012,7 +1032,7 @@ def save(operator, context, filepath="",
bpy.data.meshes.remove(blender_mesh)
# blender_mesh.vertices = None
- i+=i
+ i += i
# Create chunks for all empties:
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
diff --git a/io_scene_3ds/import_3ds.py b/io_scene_3ds/import_3ds.py
index 34dc370d..856698a7 100644
--- a/io_scene_3ds/import_3ds.py
+++ b/io_scene_3ds/import_3ds.py
@@ -39,43 +39,43 @@ BOUNDS_3DS = []
#Some of the chunks that we will see
#----- Primary Chunk, at the beginning of each file
-PRIMARY = int('0x4D4D',16)
+PRIMARY = 0x4D4D
#------ Main Chunks
-OBJECTINFO = 0x3D3D #This gives the version of the mesh and is found right before the material and object information
-VERSION = 0x0002 #This gives the version of the .3ds file
-EDITKEYFRAME= 0xB000 #This is the header for all of the key frame info
+OBJECTINFO = 0x3D3D # This gives the version of the mesh and is found right before the material and object information
+VERSION = 0x0002 # This gives the version of the .3ds file
+EDITKEYFRAME = 0xB000 # This is the header for all of the key frame info
#------ sub defines of OBJECTINFO
-MATERIAL = 45055 #0xAFFF // This stored the texture info
-OBJECT = 16384 #0x4000 // This stores the faces, vertices, etc...
+MATERIAL = 0xAFFF # This stored the texture info
+OBJECT = 0x4000 # This stores the faces, vertices, etc...
#>------ sub defines of MATERIAL
#------ sub defines of MATERIAL_BLOCK
-MAT_NAME = 0xA000 # This holds the material name
-MAT_AMBIENT = 0xA010 # Ambient color of the object/material
-MAT_DIFFUSE = 0xA020 # This holds the color of the object/material
-MAT_SPECULAR = 0xA030 # SPecular color of the object/material
-MAT_SHINESS = 0xA040 # ??
-MAT_TRANSPARENCY= 0xA050 # Transparency value of material
-MAT_SELF_ILLUM = 0xA080 # Self Illumination value of material
-MAT_WIRE = 0xA085 # Only render's wireframe
-
-MAT_TEXTURE_MAP = 0xA200 # This is a header for a new texture map
-MAT_SPECULAR_MAP= 0xA204 # This is a header for a new specular map
-MAT_OPACITY_MAP = 0xA210 # This is a header for a new opacity map
-MAT_REFLECTION_MAP= 0xA220 # This is a header for a new reflection map
-MAT_BUMP_MAP = 0xA230 # This is a header for a new bump map
-MAT_MAP_FILEPATH = 0xA300 # This holds the file name of the texture
-
-MAT_FLOAT_COLOR = 0x0010 #color defined as 3 floats
-MAT_24BIT_COLOR = 0x0011 #color defined as 3 bytes
+MAT_NAME = 0xA000 # This holds the material name
+MAT_AMBIENT = 0xA010 # Ambient color of the object/material
+MAT_DIFFUSE = 0xA020 # This holds the color of the object/material
+MAT_SPECULAR = 0xA030 # SPecular color of the object/material
+MAT_SHINESS = 0xA040 # ??
+MAT_TRANSPARENCY = 0xA050 # Transparency value of material
+MAT_SELF_ILLUM = 0xA080 # Self Illumination value of material
+MAT_WIRE = 0xA085 # Only render's wireframe
+
+MAT_TEXTURE_MAP = 0xA200 # This is a header for a new texture map
+MAT_SPECULAR_MAP = 0xA204 # This is a header for a new specular map
+MAT_OPACITY_MAP = 0xA210 # This is a header for a new opacity map
+MAT_REFLECTION_MAP = 0xA220 # This is a header for a new reflection map
+MAT_BUMP_MAP = 0xA230 # This is a header for a new bump map
+MAT_MAP_FILEPATH = 0xA300 # This holds the file name of the texture
+
+MAT_FLOAT_COLOR = 0x0010 # color defined as 3 floats
+MAT_24BIT_COLOR = 0x0011 # color defined as 3 bytes
#>------ sub defines of OBJECT
-OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
-OBJECT_LAMP = 0x4600 # This lets un know we are reading a light object
-OBJECT_LAMP_SPOT = 0x4610 # The light is a spotloght.
-OBJECT_LAMP_OFF = 0x4620 # The light off.
+OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
+OBJECT_LAMP = 0x4600 # This lets un know we are reading a light object
+OBJECT_LAMP_SPOT = 0x4610 # The light is a spotloght.
+OBJECT_LAMP_OFF = 0x4620 # The light off.
OBJECT_LAMP_ATTENUATE = 0x4625
OBJECT_LAMP_RAYSHADE = 0x4627
OBJECT_LAMP_SHADOWED = 0x4630
@@ -95,51 +95,49 @@ OBJECT_LAMP_OUTER_RANGE = 0x465A
OBJECT_LAMP_MULTIPLIER = 0x465B
OBJECT_LAMP_AMBIENT_LIGHT = 0x4680
-
-
-OBJECT_CAMERA= 0x4700 # This lets un know we are reading a camera object
+OBJECT_CAMERA = 0x4700 # This lets un know we are reading a camera object
#>------ sub defines of CAMERA
-OBJECT_CAM_RANGES= 0x4720 # The camera range values
+OBJECT_CAM_RANGES = 0x4720 # The camera range values
#>------ sub defines of OBJECT_MESH
-OBJECT_VERTICES = 0x4110 # The objects vertices
-OBJECT_FACES = 0x4120 # The objects faces
-OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color
-OBJECT_UV = 0x4140 # The UV texture coordinates
-OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix
+OBJECT_VERTICES = 0x4110 # The objects vertices
+OBJECT_FACES = 0x4120 # The objects faces
+OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color
+OBJECT_UV = 0x4140 # The UV texture coordinates
+OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix
#>------ sub defines of EDITKEYFRAME
-ED_KEY_AMBIENT_NODE = 0xB001
-ED_KEY_OBJECT_NODE = 0xB002
-ED_KEY_CAMERA_NODE = 0xB003
-ED_KEY_TARGET_NODE = 0xB004
-ED_KEY_LIGHT_NODE = 0xB005
-ED_KEY_L_TARGET_NODE = 0xB006
-ED_KEY_SPOTLIGHT_NODE = 0xB007
+ED_KEY_AMBIENT_NODE = 0xB001
+ED_KEY_OBJECT_NODE = 0xB002
+ED_KEY_CAMERA_NODE = 0xB003
+ED_KEY_TARGET_NODE = 0xB004
+ED_KEY_LIGHT_NODE = 0xB005
+ED_KEY_L_TARGET_NODE = 0xB006
+ED_KEY_SPOTLIGHT_NODE = 0xB007
#>------ sub defines of ED_KEY_OBJECT_NODE
-# EK_OB_KEYFRAME_SEG = 0xB008
-# EK_OB_KEYFRAME_CURTIME = 0xB009
-# EK_OB_KEYFRAME_HEADER = 0xB00A
-EK_OB_NODE_HEADER = 0xB010
-EK_OB_INSTANCE_NAME = 0xB011
-# EK_OB_PRESCALE = 0xB012
-EK_OB_PIVOT = 0xB013
-# EK_OB_BOUNDBOX = 0xB014
-# EK_OB_MORPH_SMOOTH = 0xB015
-EK_OB_POSITION_TRACK = 0xB020
-EK_OB_ROTATION_TRACK = 0xB021
-EK_OB_SCALE_TRACK = 0xB022
-# EK_OB_CAMERA_FOV_TRACK = 0xB023
-# EK_OB_CAMERA_ROLL_TRACK = 0xB024
-# EK_OB_COLOR_TRACK = 0xB025
-# EK_OB_MORPH_TRACK = 0xB026
-# EK_OB_HOTSPOT_TRACK = 0xB027
-# EK_OB_FALLOF_TRACK = 0xB028
-# EK_OB_HIDE_TRACK = 0xB029
-# EK_OB_NODE_ID = 0xB030
-
-ROOT_OBJECT = 0xFFFF
+# EK_OB_KEYFRAME_SEG = 0xB008
+# EK_OB_KEYFRAME_CURTIME = 0xB009
+# EK_OB_KEYFRAME_HEADER = 0xB00A
+EK_OB_NODE_HEADER = 0xB010
+EK_OB_INSTANCE_NAME = 0xB011
+# EK_OB_PRESCALE = 0xB012
+EK_OB_PIVOT = 0xB013
+# EK_OB_BOUNDBOX = 0xB014
+# EK_OB_MORPH_SMOOTH = 0xB015
+EK_OB_POSITION_TRACK = 0xB020
+EK_OB_ROTATION_TRACK = 0xB021
+EK_OB_SCALE_TRACK = 0xB022
+# EK_OB_CAMERA_FOV_TRACK = 0xB023
+# EK_OB_CAMERA_ROLL_TRACK = 0xB024
+# EK_OB_COLOR_TRACK = 0xB025
+# EK_OB_MORPH_TRACK = 0xB026
+# EK_OB_HOTSPOT_TRACK = 0xB027
+# EK_OB_FALLOF_TRACK = 0xB028
+# EK_OB_HIDE_TRACK = 0xB029
+# EK_OB_NODE_ID = 0xB030
+
+ROOT_OBJECT = 0xFFFF
global scn
scn = None
@@ -155,7 +153,7 @@ class chunk:
bytes_read = 0
#we don't read in the bytes_read, we compute that
- binary_format='<HI'
+ binary_format = "<HI"
def __init__(self):
self.ID = 0
@@ -168,6 +166,7 @@ class chunk:
print('length: ', self.length)
print('bytes_read: ', self.bytes_read)
+
def read_chunk(file, chunk):
temp_data = file.read(struct.calcsize(chunk.binary_format))
data = struct.unpack(chunk.binary_format, temp_data)
@@ -179,6 +178,7 @@ def read_chunk(file, chunk):
#if debugging
#chunk.dump()
+
def read_string(file):
#read in the characters till we get a null character
s = b''
@@ -196,6 +196,8 @@ def read_string(file):
######################################################
# IMPORT
######################################################
+
+
def process_next_object_chunk(file, previous_chunk):
new_chunk = chunk()
temp_chunk = chunk()
@@ -204,9 +206,10 @@ def process_next_object_chunk(file, previous_chunk):
#read the next chunk
read_chunk(file, new_chunk)
+
def skip_to_end(file, skip_chunk):
buffer_size = skip_chunk.length - skip_chunk.bytes_read
- binary_format='%ic' % buffer_size
+ binary_format = "%ic" % buffer_size
temp_data = file.read(struct.calcsize(binary_format))
skip_chunk.bytes_read += buffer_size
@@ -239,14 +242,14 @@ def add_texture_to_material(image, texture, material, mapto):
def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
#print previous_chunk.bytes_read, 'BYTES READ'
contextObName = None
- contextLamp = [None, None] # object, Data
+ contextLamp = [None, None] # object, Data
contextMaterial = None
- contextMatrix_rot = None # Blender.mathutils.Matrix(); contextMatrix.identity()
+ contextMatrix_rot = None # Blender.mathutils.Matrix(); contextMatrix.identity()
#contextMatrix_tx = None # Blender.mathutils.Matrix(); contextMatrix.identity()
- contextMesh_vertls = None # flat array: (verts * 3)
+ contextMesh_vertls = None # flat array: (verts * 3)
contextMesh_facels = None
- contextMeshMaterials = {} # matname:[face_idxs]
- contextMeshUV = None # flat array (verts * 2)
+ contextMeshMaterials = {} # matname:[face_idxs]
+ contextMeshUV = None # flat array (verts * 2)
TEXTURE_DICT = {}
MATDICT = {}
@@ -264,10 +267,10 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
# STRUCT_SIZE_4x3MAT = calcsize('ffffffffffff')
# print STRUCT_SIZE_4x3MAT, ' STRUCT_SIZE_4x3MAT'
# only init once
- object_list = [] # for hierarchy
- object_parent = [] # index of parent in hierarchy, 0xFFFF = no parent
- pivot_list = [] # pivots with hierarchy handling
-
+ object_list = [] # for hierarchy
+ object_parent = [] # index of parent in hierarchy, 0xFFFF = no parent
+ pivot_list = [] # pivots with hierarchy handling
+
def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials):
bmesh = bpy.data.meshes.new(contextObName)
@@ -276,15 +279,15 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
if myContextMesh_vertls:
- bmesh.vertices.add(len(myContextMesh_vertls)//3)
+ bmesh.vertices.add(len(myContextMesh_vertls) // 3)
bmesh.faces.add(len(myContextMesh_facels))
bmesh.vertices.foreach_set("co", myContextMesh_vertls)
-
+
eekadoodle_faces = []
for v1, v2, v3 in myContextMesh_facels:
eekadoodle_faces.extend([v3, v1, v2, 0] if v3 == 0 else [v1, v2, v3, 0])
bmesh.faces.foreach_set("vertices_raw", eekadoodle_faces)
-
+
if bmesh.faces and contextMeshUV:
bmesh.uv_textures.new()
uv_faces = bmesh.uv_textures.active.data[:]
@@ -298,7 +301,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
bmat = MATDICT[matName][1]
img = TEXTURE_DICT.get(bmat.name)
- bmesh.materials.append(bmat) # can be None
+ bmesh.materials.append(bmat) # can be None
if uv_faces and img:
for fidx in faces:
@@ -309,16 +312,16 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
else:
for fidx in faces:
bmesh.faces[fidx].material_index = mat_idx
-
+
if uv_faces:
for fidx, uf in enumerate(uv_faces):
face = myContextMesh_facels[fidx]
v1, v2, v3 = face
-
+
# eekadoodle
if v3 == 0:
v1, v2, v3 = v3, v1, v2
-
+
uf.uv1 = contextMeshUV[v1 * 2:(v1 * 2) + 2]
uf.uv2 = contextMeshUV[v2 * 2:(v2 * 2) + 2]
uf.uv3 = contextMeshUV[v3 * 2:(v3 * 2) + 2]
@@ -330,12 +333,12 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
ob = bpy.data.objects.new(contextObName, bmesh)
object_dictionary[contextObName] = ob
SCN.objects.link(ob)
-
+
'''
if contextMatrix_tx:
ob.setMatrix(contextMatrix_tx)
'''
-
+
if contextMatrix_rot:
ob.matrix_local = contextMatrix_rot
object_matrix[ob] = contextMatrix_rot.copy()
@@ -356,7 +359,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
def read_byte_color(temp_chunk):
temp_data = file.read(struct.calcsize('3B'))
temp_chunk.bytes_read += 3
- return [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
+ return [float(col) / 255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
def read_texture(new_chunk, temp_chunk, name, mapto):
new_texture = bpy.data.textures.new(name, type='IMAGE')
@@ -369,7 +372,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
if (temp_chunk.ID == MAT_MAP_FILEPATH):
texture_name, read_str_len = read_string(file)
img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
- new_chunk.bytes_read += read_str_len #plus one for the null character that gets removed
+ new_chunk.bytes_read += read_str_len # plus one for the null character that gets removed
else:
skip_to_end(file, temp_chunk)
@@ -397,7 +400,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
#it's an unsigned short (H)
temp_data = file.read(struct.calcsize('I'))
version = struct.unpack('<I', temp_data)[0]
- new_chunk.bytes_read += 4 #read the 4 bytes for the version number
+ new_chunk.bytes_read += 4 # read the 4 bytes for the version number
#this loader works with version 3 and below, but may not with 4 and above
if (version > 3):
print('\tNon-Fatal Error: Version greater than 3, may not load correctly: ', version)
@@ -416,10 +419,11 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
if CreateBlenderObject:
putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
- contextMesh_vertls = []; contextMesh_facels = []
+ contextMesh_vertls = []
+ contextMesh_facels = []
## preparando para receber o proximo objeto
- contextMeshMaterials = {} # matname:[face_idxs]
+ contextMeshMaterials = {} # matname:[face_idxs]
contextMeshUV = None
#contextMesh.vertexUV = 1 # Make sticky coords.
# Reset matrix
@@ -447,8 +451,8 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
#plus one for the null character that ended the string
new_chunk.bytes_read += read_str_len
- contextMaterial.name = material_name.rstrip() # remove trailing whitespace
- MATDICT[material_name]= (contextMaterial.name, contextMaterial)
+ contextMaterial.name = material_name.rstrip() # remove trailing whitespace
+ MATDICT[material_name] = (contextMaterial.name, contextMaterial)
elif (new_chunk.ID == MAT_AMBIENT):
#print 'elif (new_chunk.ID == MAT_AMBIENT):'
@@ -522,15 +526,14 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
temp_chunk.bytes_read += 2
- contextMaterial.alpha = 1-(float(struct.unpack('<H', temp_data)[0])/100)
+ contextMaterial.alpha = 1 - (float(struct.unpack('<H', temp_data)[0]) / 100)
new_chunk.bytes_read += temp_chunk.bytes_read
-
- elif (new_chunk.ID == OBJECT_LAMP): # Basic lamp support.
+ elif (new_chunk.ID == OBJECT_LAMP): # Basic lamp support.
temp_data = file.read(STRUCT_SIZE_3FLOAT)
- x,y,z = struct.unpack('<3f', temp_data)
+ x, y, z = struct.unpack('<3f', temp_data)
new_chunk.bytes_read += STRUCT_SIZE_3FLOAT
# no lamp in dict that would be confusing
@@ -566,7 +569,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
contextMesh_vertls = struct.unpack('<%df' % (num_verts * 3), file.read(STRUCT_SIZE_3FLOAT * num_verts))
new_chunk.bytes_read += STRUCT_SIZE_3FLOAT * num_verts
# dummyvert is not used atm!
-
+
#print 'object verts: bytes read: ', new_chunk.bytes_read
elif (new_chunk.ID == OBJECT_FACES):
@@ -578,24 +581,23 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
# print '\ngetting a face'
temp_data = file.read(STRUCT_SIZE_4UNSIGNED_SHORT * num_faces)
- new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT * num_faces #4 short ints x 2 bytes each
+ new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT * num_faces # 4 short ints x 2 bytes each
contextMesh_facels = struct.unpack('<%dH' % (num_faces * 4), temp_data)
contextMesh_facels = [contextMesh_facels[i - 3:i] for i in range(3, (num_faces * 4) + 3, 4)]
elif (new_chunk.ID == OBJECT_MATERIAL):
# print 'elif (new_chunk.ID == OBJECT_MATERIAL):'
material_name, read_str_len = read_string(file)
- new_chunk.bytes_read += read_str_len # remove 1 null character.
+ new_chunk.bytes_read += read_str_len # remove 1 null character.
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_faces_using_mat = struct.unpack('<H', temp_data)[0]
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
-
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * num_faces_using_mat)
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * num_faces_using_mat
- contextMeshMaterials[material_name]= struct.unpack("<%dH" % (num_faces_using_mat), temp_data)
+ contextMeshMaterials[material_name] = struct.unpack("<%dH" % (num_faces_using_mat), temp_data)
#look up the material in all the materials
@@ -611,7 +613,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
elif (new_chunk.ID == OBJECT_TRANS_MATRIX):
# How do we know the matrix size? 54 == 4x4 48 == 4x3
temp_data = file.read(STRUCT_SIZE_4x3MAT)
- data = list( struct.unpack('<ffffffffffff', temp_data) )
+ data = list(struct.unpack('<ffffffffffff', temp_data))
new_chunk.bytes_read += STRUCT_SIZE_4x3MAT
contextMatrix_rot = mathutils.Matrix((data[:3] + [0], \
@@ -629,7 +631,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
# img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILEPATH, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
- new_chunk.bytes_read += read_str_len #plus one for the null character that gets removed
+ new_chunk.bytes_read += read_str_len # plus one for the null character that gets removed
elif new_chunk.ID == EDITKEYFRAME:
pass
@@ -647,7 +649,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
object_name, read_str_len = read_string(file)
new_chunk.bytes_read += read_str_len
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 2)
- new_chunk.bytes_read += 4
+ new_chunk.bytes_read += 4
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
hierarchy = struct.unpack('<H', temp_data)[0]
new_chunk.bytes_read += 2
@@ -655,8 +657,8 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
child = object_dictionary.get(object_name)
if child is None:
- child = bpy.data.objects.new(object_name, None) # create an empty object
- SCN.objects.link(child)
+ child = bpy.data.objects.new(object_name, None) # create an empty object
+ SCN.objects.link(child)
object_list.append(child)
object_parent.append(hierarchy)
@@ -670,13 +672,13 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
new_chunk.bytes_read += read_str_len
# print("new instance object:", object_name)
- elif new_chunk.ID == EK_OB_PIVOT: # translation
+ elif new_chunk.ID == EK_OB_PIVOT: # translation
temp_data = file.read(STRUCT_SIZE_3FLOAT)
pivot = struct.unpack('<3f', temp_data)
new_chunk.bytes_read += STRUCT_SIZE_3FLOAT
- pivot_list[len(pivot_list)-1] = mathutils.Vector(pivot)
+ pivot_list[len(pivot_list) - 1] = mathutils.Vector(pivot)
- elif new_chunk.ID == EK_OB_POSITION_TRACK: # translation
+ elif new_chunk.ID == EK_OB_POSITION_TRACK: # translation
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 5
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 5)
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
@@ -695,7 +697,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
if nframe == 0:
child.location = loc
- elif new_chunk.ID == EK_OB_ROTATION_TRACK: # rotation
+ elif new_chunk.ID == EK_OB_ROTATION_TRACK: # rotation
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 5
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 5)
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
@@ -709,12 +711,12 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 2)
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2
temp_data = file.read(STRUCT_SIZE_4FLOAT)
- rad,axis_x,axis_y,axis_z = struct.unpack('<4f', temp_data)
+ rad, axis_x, axis_y, axis_z = struct.unpack("<4f", temp_data)
new_chunk.bytes_read += STRUCT_SIZE_4FLOAT
if nframe == 0:
child.rotation_euler = mathutils.Quaternion((axis_x, axis_y, axis_z), -rad).to_euler() # why negative?
- elif new_chunk.ID == EK_OB_SCALE_TRACK: # translation
+ elif new_chunk.ID == EK_OB_SCALE_TRACK: # translation
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 5
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 5)
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
@@ -733,15 +735,14 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
if nframe == 0:
child.scale = sca
- else: #(new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL):
+ else: # (new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL):
# print 'skipping to end of this chunk'
#print("unknown chunk: "+hex(new_chunk.ID))
buffer_size = new_chunk.length - new_chunk.bytes_read
- binary_format='%ic' % buffer_size
+ binary_format = "%ic" % buffer_size
temp_data = file.read(struct.calcsize(binary_format))
new_chunk.bytes_read += buffer_size
-
#update the previous chunk bytes read
# print 'previous_chunk.bytes_read += new_chunk.bytes_read'
# print previous_chunk.bytes_read, new_chunk.bytes_read
@@ -753,8 +754,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
if CreateBlenderObject:
putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
-
- # Assign parents to objects
+ # Assign parents to objects
for ind, ob in enumerate(object_list):
parent = object_parent[ind]
if parent == ROOT_OBJECT:
@@ -764,7 +764,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
# pivot_list[ind] += pivot_list[parent] # XXX, not sure this is correct, should parent space matrix be applied before combining?
# fix pivots
for ind, ob in enumerate(object_list):
- if ob.type == 'MESH':
+ if ob.type == 'MESH':
pivot = pivot_list[ind]
pivot_matrix = object_matrix.get(ob, mathutils.Matrix()) # unlikely to fail
pivot_matrix = mathutils.Matrix.Translation(-pivot * pivot_matrix.to_3x3())
@@ -790,40 +790,15 @@ def load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True,
#here we go!
# print 'reading the first chunk'
read_chunk(file, current_chunk)
- if (current_chunk.ID!=PRIMARY):
+ if (current_chunk.ID != PRIMARY):
print('\tFatal Error: Not a valid 3ds file: %r' % filepath)
file.close()
return
-
- # IMPORT_AS_INSTANCE = Blender.Draw.Create(0)
-# IMPORT_CONSTRAIN_BOUNDS = Blender.Draw.Create(10.0)
-# IMAGE_SEARCH = Blender.Draw.Create(1)
-# APPLY_MATRIX = Blender.Draw.Create(0)
-
- # Get USER Options
-# pup_block = [\
-# ('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by 10 until it reacehs the size constraint. Zero Disables.'),\
-# ('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\
-# ('Transform Fix', APPLY_MATRIX, 'Workaround for object transformations importing incorrectly'),\
-# #('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\
-# ]
-
-# if PREF_UI:
-# if not Blender.Draw.PupBlock('Import 3DS...', pup_block):
-# return
-
-# Blender.Window.WaitCursor(1)
-
-# IMPORT_CONSTRAIN_BOUNDS = IMPORT_CONSTRAIN_BOUNDS.val
-# # IMPORT_AS_INSTANCE = IMPORT_AS_INSTANCE.val
-# IMAGE_SEARCH = IMAGE_SEARCH.val
-# APPLY_MATRIX = APPLY_MATRIX.val
-
if IMPORT_CONSTRAIN_BOUNDS:
- BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30]
+ BOUNDS_3DS[:] = [1 << 30, 1 << 30, 1 << 30, -1 << 30, -1 << 30, -1 << 30]
else:
- BOUNDS_3DS[:]= []
+ BOUNDS_3DS[:] = []
##IMAGE_SEARCH
@@ -837,7 +812,7 @@ def load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True,
# SCN_OBJECTS = scn.objects
# SCN_OBJECTS.selected = [] # de select all
- importedObjects = [] # Fill this list with objects
+ importedObjects = [] # Fill this list with objects
process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH)
# fixme, make unglobal
@@ -887,36 +862,36 @@ def load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True,
for ob in importedObjects:
if ob.type == 'MESH':
# if ob.type=='Mesh':
- ob.makeDisplayList() # Why dosnt this update the bounds?
+ ob.makeDisplayList() # Why dosnt this update the bounds?
for v in ob.getBoundBox():
- for i in (0,1,2):
+ for i in (0, 1, 2):
if v[i] < BOUNDS_3DS[i]:
- BOUNDS_3DS[i]= v[i] # min
+ BOUNDS_3DS[i] = v[i] # min
if v[i] > BOUNDS_3DS[i + 3]:
- BOUNDS_3DS[i + 3]= v[i] # min
+ BOUNDS_3DS[i + 3] = v[i] # min
# Get the max axis x/y/z
- max_axis = max(BOUNDS_3DS[3]-BOUNDS_3DS[0], BOUNDS_3DS[4]-BOUNDS_3DS[1], BOUNDS_3DS[5]-BOUNDS_3DS[2])
+ max_axis = max(BOUNDS_3DS[3] - BOUNDS_3DS[0], BOUNDS_3DS[4] - BOUNDS_3DS[1], BOUNDS_3DS[5] - BOUNDS_3DS[2])
# print max_axis
- if max_axis < 1 << 30: # Should never be false but just make sure.
+ if max_axis < 1 << 30: # Should never be false but just make sure.
# Get a new scale factor if set as an option
SCALE = 1.0
while (max_axis * SCALE) > IMPORT_CONSTRAIN_BOUNDS:
- SCALE/=10
+ SCALE /= 10.0
# SCALE Matrix
SCALE_MAT = mathutils.Matrix.Scale(SCALE, 4)
for ob in importedObjects:
if ob.parent is None:
- ob.matrix_world = ob.matrix_world * SCALE_MAT
+ ob.matrix_world = ob.matrix_world * SCALE_MAT
# Done constraining to bounds.
# Select all new objects.
- print(" done in %.4f sec." % (time.clock()-time1))
+ print(" done in %.4f sec." % (time.clock() - time1))
file.close()