diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-01-14 20:33:39 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-01-14 20:33:39 +0300 |
commit | f47802fbfebf98be32534ae8385f0e815694eb52 (patch) | |
tree | 8c8cd20015c2e9fe18a1a1d3f7347d430eabf2e5 /io_scene_3ds | |
parent | c7c6d6d879875a3734a73eafee652488d2d10534 (diff) |
scripts from bf-blender which are now maintained in bf-extensions.
Diffstat (limited to 'io_scene_3ds')
-rw-r--r-- | io_scene_3ds/__init__.py | 100 | ||||
-rw-r--r-- | io_scene_3ds/export_3ds.py | 1044 | ||||
-rw-r--r-- | io_scene_3ds/import_3ds.py | 894 |
3 files changed, 2038 insertions, 0 deletions
diff --git a/io_scene_3ds/__init__.py b/io_scene_3ds/__init__.py new file mode 100644 index 00000000..8e701abe --- /dev/null +++ b/io_scene_3ds/__init__.py @@ -0,0 +1,100 @@ +# ##### BEGIN GPL LICENSE BLOCK ##### +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +# <pep8 compliant> + +bl_info = { + "name": "Autodesk 3DS format", + "author": "Bob Holcomb, Campbell Barton", + "location": "File > Import-Export", + "description": "Import-Export 3DS, meshes, uvs, materials, textures, cameras & lamps", + "warning": "", + "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\ + "Scripts/Import-Export/Autodesk_3DS", + "tracker_url": "", + "support": 'OFFICIAL', + "category": "Import-Export"} + +# To support reload properly, try to access a package var, if it's there, reload everything +if "bpy" in locals(): + import imp + if "import_3ds" in locals(): + imp.reload(import_3ds) + if "export_3ds" in locals(): + imp.reload(export_3ds) + + +import bpy +from bpy.props import * +from io_utils import ImportHelper, ExportHelper + + +class Import3DS(bpy.types.Operator, ImportHelper): + '''Import from 3DS file format (.3ds)''' + bl_idname = "import_scene.autodesk_3ds" + bl_label = 'Import 3DS' + + filename_ext = ".3ds" + filter_glob = StringProperty(default="*.3ds", options={'HIDDEN'}) + + constrain_size = FloatProperty(name="Size Constraint", description="Scale the model by 10 until it reacehs the size constraint. Zero Disables.", min=0.0, max=1000.0, soft_min=0.0, soft_max=1000.0, default=10.0) + use_image_search = BoolProperty(name="Image Search", description="Search subdirectories for any assosiated images (Warning, may be slow)", default=True) + use_apply_transform = BoolProperty(name="Apply Transform", description="Workaround for object transformations importing incorrectly", default=True) + + def execute(self, context): + from . import import_3ds + return import_3ds.load(self, context, **self.as_keywords(ignore=("filter_glob",))) + + +class Export3DS(bpy.types.Operator, ExportHelper): + '''Export to 3DS file format (.3ds)''' + bl_idname = "export_scene.autodesk_3ds" + bl_label = 'Export 3DS' + + filename_ext = ".3ds" + filter_glob = StringProperty(default="*.3ds", options={'HIDDEN'}) + + def execute(self, context): + from . import export_3ds + return export_3ds.save(self, context, **self.as_keywords(ignore=("check_existing", "filter_glob"))) + + +# Add to a menu +def menu_func_export(self, context): + self.layout.operator(Export3DS.bl_idname, text="3D Studio (.3ds)") + + +def menu_func_import(self, context): + self.layout.operator(Import3DS.bl_idname, text="3D Studio (.3ds)") + + +def register(): + bpy.types.INFO_MT_file_import.append(menu_func_import) + bpy.types.INFO_MT_file_export.append(menu_func_export) + + +def unregister(): + bpy.types.INFO_MT_file_import.remove(menu_func_import) + bpy.types.INFO_MT_file_export.remove(menu_func_export) + +# NOTES: +# why add 1 extra vertex? and remove it when done? - "Answer - eekadoodle - would need to re-order UV's without this since face order isnt always what we give blender, BMesh will solve :D" +# disabled scaling to size, this requires exposing bb (easy) and understanding how it works (needs some time) + +if __name__ == "__main__": + register() diff --git a/io_scene_3ds/export_3ds.py b/io_scene_3ds/export_3ds.py new file mode 100644 index 00000000..65ed8fbc --- /dev/null +++ b/io_scene_3ds/export_3ds.py @@ -0,0 +1,1044 @@ +# ##### BEGIN GPL LICENSE BLOCK ##### +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +# <pep8 compliant> + +# Script copyright (C) Bob Holcomb +# Contributors: Campbell Barton, Bob Holcomb, Richard Lärkäng, Damien McGinnes, Mark Stijnman + +""" +Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen) and using information +from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode. +""" + +###################################################### +# Data Structures +###################################################### + +#Some of the chunks that we will export +#----- Primary Chunk, at the beginning of each file +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 + +#------ sub defines of OBJECTINFO +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 + +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 + +#>------ sub defines of CAMERA +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 + +#>------ sub defines of KFDATA +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 + +import struct + +# So 3ds max can open files, limit names to 12 in length +# this is verry annoying for filenames! +name_unique = [] +name_mapping = {} +def sane_name(name): + name_fixed = name_mapping.get(name) + if name_fixed is not None: + return name_fixed + + new_name = name[:12] + + i = 0 + + while new_name in name_unique: + new_name = new_name[:-4] + '.%.3d' % i + i+=1 + + name_unique.append(new_name) + name_mapping[name] = new_name + 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_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', ) + def __init__(self, val=0): + self.value = val + + def get_size(self): + return SZ_SHORT + + 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', ) + def __init__(self, val): + self.value = val + + def get_size(self): + return SZ_INT + + 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', ) + def __init__(self, val): + self.value=val + + def get_size(self): + return SZ_FLOAT + + def write(self,file): + file.write(struct.pack("<f", self.value)) + + def __str__(self): + return str(self.value) + + +class _3ds_string(object): + '''Class representing a zero-terminated string for a 3ds file.''' + __slots__ = ('value', ) + def __init__(self, val): + self.value=val + + def get_size(self): + return (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' + def __init__(self, point): + self.x, self.y, self.z = point + + def get_size(self): + return 3*SZ_FLOAT + + def write(self,file): + file.write(struct.pack('<3f', self.x, self.y, self.z)) + + def __str__(self): + return '(%f, %f, %f)' % (self.x, self.y, self.z) + +# Used for writing a track +""" +class _3ds_point_4d(object): + '''Class representing a four-dimensional point for a 3ds file, for instance a quaternion.''' + __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 + + def get_size(self): + return 4*SZ_FLOAT + + def write(self,file): + data=struct.pack('<4f', self.x, self.y, self.z, self.w) + file.write(data) + + def __str__(self): + 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', ) + def __init__(self, point): + self.uv = point + + def __cmp__(self, other): + return cmp(self.uv,other.uv) + + def get_size(self): + return 2*SZ_FLOAT + + 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' + 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 __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', ) + def __init__(self, vindex): + self.vindex = vindex + + def get_size(self): + return 4*SZ_SHORT + + 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)) + + def __str__(self): + 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' + def __init__(self): + self.values=[] + self.size=SZ_SHORT + + # add an item: + def add(self,item): + self.values.append(item) + self.size+=item.get_size() + + def get_size(self): + return self.size + + def write(self,file): + _3ds_short(len(self.values)).write(file) + #_3ds_int(len(self.values)).write(file) + for value in self.values: + value.write(file) + + # To not overwhelm the output in a dump, a _3ds_array only + # outputs the number of items, not all of the actual items. + def __str__(self): + return '(%d items)' % len(self.values) + +class _3ds_named_variable(object): + '''Convenience class for named variables.''' + + __slots__ = 'value', 'name' + def __init__(self, name, val=None): + self.name=name + self.value=val + + def get_size(self): + if self.value is None: + return 0 + else: + return self.value.get_size() + + def write(self, file): + if self.value is not None: + self.value.write(file) + + def dump(self,indent): + if self.value is not None: + spaces="" + for i in range(indent): + spaces += " " + if (self.name!=""): + print(spaces, self.name, " = ", self.value) + else: + print(spaces, "[unnamed]", " = ", self.value) + + +#the chunk class +class _3ds_chunk(object): + '''Class representing a chunk in a 3ds file. + + Chunks contain zero or more variables, followed by zero or more 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=[] + + def set_ID(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)) + + def add_subchunk(self, chunk): + '''Add a subchunk.''' + self.subchunks.append(chunk) + + def get_size(self): + '''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() + for variable in self.variables: + tmpsize+=variable.get_size() + for subchunk in self.subchunks: + tmpsize+=subchunk.get_size() + self.size.value=tmpsize + return self.size.value + + def write(self, file): + '''Write the chunk to a file. + + Uses the write function of the variables and the subchunks to do the actual work.''' + #write header + self.ID.write(file) + self.size.write(file) + for variable in self.variables: + variable.write(file) + 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="" + 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) + for subchunk in self.subchunks: + subchunk.dump(indent+1) + + + +###################################################### +# EXPORT +###################################################### + +def get_material_images(material): + # blender utility func. + if material: + return [s.texture.image for s in material.texture_slots if s and s.texture.type == 'IMAGE' and s.texture.image] + + return [] +# images = [] +# if material: +# for mtex in material.getTextures(): +# if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE: +# image = mtex.tex.image +# if image: +# images.append(image) # maye want to include info like diffuse, spec here. +# return images + + +def make_material_subchunk(id, color): + '''Make a material subchunk. + + Used for color subchunks, such as diffuse color or ambient color subchunks.''' + mat_sub = _3ds_chunk(id) + col1 = _3ds_chunk(RGB1) + col1.add_variable("color1", _3ds_rgb_color(color)) + mat_sub.add_subchunk(col1) +# optional: +# col2 = _3ds_chunk(RGB1) +# col2.add_variable("color2", _3ds_rgb_color(color)) +# mat_sub.add_subchunk(col2) + return mat_sub + + +def make_material_texture_chunk(id, images): + """Make Material Map texture chunk + """ + mat_sub = _3ds_chunk(id) + + def add_image(img): + import os + filename = os.path.basename(image.filepath) + mat_sub_file = _3ds_chunk(MATMAPFILE) + mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename))) + mat_sub.add_subchunk(mat_sub_file) + + for image in images: + add_image(image) + + 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.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) )) + + 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.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) + + 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 indicies + + +def extract_triangles(mesh): + '''Extract triangles from a mesh. + + If the mesh contains quads, they will be split into triangles.''' + tri_list = [] + do_uv = len(mesh.uv_textures) +# do_uv = mesh.faceUV + +# if not do_uv: +# face_uv = None + + img = None + for i, face in enumerate(mesh.faces): + f_v = face.vertices +# f_v = face.v + + uf = mesh.uv_textures.active.data[i] if do_uv else None + + if do_uv: + f_uv = uf.uv + # 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 f_v[3] == 0: + 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]) + tri_list.append(new_tri) + + 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]) + + tri_list.append( new_tri ) + tri_list.append( new_tri_2 ) + + return tri_list + + +def remove_face_uv(verts, tri_list): + '''Remove face UV coordinates from a list of triangles. + + Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates + need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when + there are multiple uv coordinates per vertex.''' + + # 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))] + + # for each face uv coordinate, add it to the UniqueList of the vertex + for tri in tri_list: + for i in range(3): + # 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] + + offset_index__uv_3ds = context_uv_vert.get(uvkey) + + if not offset_index__uv_3ds: + offset_index__uv_3ds = context_uv_vert[uvkey] = len(context_uv_vert), _3ds_point_uv(uvkey) + + 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. + + # Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the + # faces refer to the new face indices: + vert_index = 0 + vert_array = _3ds_array() + uv_array = _3ds_array() + index_list = [] + for i,vert in enumerate(verts): + index_list.append(vert_index) + + 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: + vert_array.add(pt) + # add the uv coordinate to the uv array: + # This for loop does not give uv's ordered by ii, so we create a new map + # and add the uv's later + # uv_array.add(uv_3ds) + uvmap[ii] = uv_3ds + + # Add the uv's in the correct order + for uv_3ds in uvmap: + # add the uv coordinate to the uv array: + uv_array.add(uv_3ds) + + vert_index += len(unique_uvs[i]) + + # 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 + + return vert_array, uv_array, tri_list + +def make_faces_chunk(tri_list, mesh, materialDict): + '''Make a chunk for the faces. + + Also adds subchunks assigning materials to all faces.''' + + materials = mesh.materials + if not materials: + mat = None + + face_chunk = _3ds_chunk(OBJECT_FACES) + face_list = _3ds_array() + + + if len(mesh.uv_textures): +# if mesh.faceUV: + # Gather materials used in this mesh - mat/image pairs + unique_mats = {} + 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 + + 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 + + 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.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=[] + 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): + 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.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) + 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.''' + + # Extract the triangles from the mesh: + tri_list = extract_triangles(mesh) + + if len(mesh.uv_textures): +# if mesh.faceUV: + # Remove the face UVs and convert it to vertex UV: + vert_array, uv_array, tri_list = remove_face_uv(mesh.vertices, tri_list) + else: + # Add the vertices to the vertex array: + vert_array = _3ds_array() + for vert in mesh.vertices: + vert_array.add(_3ds_point_3d(vert.co)) + # If the mesh has vertex UVs, create an array of UVs: + if len(mesh.sticky): +# if mesh.vertexUV: + uv_array = _3ds_array() + for uv in mesh.sticky: +# for vert in mesh.vertices: + uv_array.add(_3ds_point_uv(uv.co)) +# uv_array.add(_3ds_point_uv(vert.uvco)) + else: + # no UV at all: + uv_array = None + + # create the chunk: + mesh_chunk = _3ds_chunk(OBJECT_MESH) + + # add vertex chunk: + mesh_chunk.add_subchunk(make_vert_chunk(vert_array)) + # add faces chunk: + + mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict)) + + # if available, add uv chunk: + if uv_array: + mesh_chunk.add_subchunk(make_uv_chunk(uv_array)) + + return mesh_chunk + +""" # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX +def make_kfdata(start=0, stop=0, curtime=0): + '''Make the basic keyframe data chunk''' + kfdata = _3ds_chunk(KFDATA) + + kfhdr = _3ds_chunk(KFDATA_KFHDR) + kfhdr.add_variable("revision", _3ds_short(0)) + # Not really sure what filename is used for, but it seems it is usually used + # to identify the program that generated the .3ds: + kfhdr.add_variable("filename", _3ds_string("Blender")) + kfhdr.add_variable("animlen", _3ds_int(stop-start)) + + kfseg = _3ds_chunk(KFDATA_KFSEG) + kfseg.add_variable("start", _3ds_int(start)) + kfseg.add_variable("stop", _3ds_int(stop)) + + kfcurtime = _3ds_chunk(KFDATA_KFCURTIME) + kfcurtime.add_variable("curtime", _3ds_int(curtime)) + + kfdata.add_subchunk(kfhdr) + kfdata.add_subchunk(kfseg) + kfdata.add_subchunk(kfcurtime) + return kfdata +""" + +""" +def make_track_chunk(ID, obj): + '''Make a chunk for track data. + + Depending on the ID, this will construct a position, rotation or scale track.''' + track_chunk = _3ds_chunk(ID) + track_chunk.add_variable("track_flags", _3ds_short()) + track_chunk.add_variable("unknown", _3ds_int()) + track_chunk.add_variable("unknown", _3ds_int()) + track_chunk.add_variable("nkeys", _3ds_int(1)) + # Next section should be repeated for every keyframe, but for now, animation is not actually supported. + track_chunk.add_variable("tcb_frame", _3ds_int(0)) + track_chunk.add_variable("tcb_flags", _3ds_short()) + if obj.type=='Empty': + if ID==POS_TRACK_TAG: + # position vector: + track_chunk.add_variable("position", _3ds_point_3d(obj.getLocation())) + elif ID==ROT_TRACK_TAG: + # rotation (quaternion, angle first, followed by axis): + q = obj.getEuler().to_quat() + track_chunk.add_variable("rotation", _3ds_point_4d((q.angle, q.axis[0], q.axis[1], q.axis[2]))) + elif ID==SCL_TRACK_TAG: + # scale vector: + track_chunk.add_variable("scale", _3ds_point_3d(obj.getSize())) + else: + # meshes have their transformations applied before + # exporting, so write identity transforms here: + if ID==POS_TRACK_TAG: + # position vector: + track_chunk.add_variable("position", _3ds_point_3d((0.0,0.0,0.0))) + elif ID==ROT_TRACK_TAG: + # rotation (quaternion, angle first, followed by axis): + track_chunk.add_variable("rotation", _3ds_point_4d((0.0, 1.0, 0.0, 0.0))) + elif ID==SCL_TRACK_TAG: + # scale vector: + track_chunk.add_variable("scale", _3ds_point_3d((1.0, 1.0, 1.0))) + + return track_chunk +""" + +""" +def make_kf_obj_node(obj, name_to_id): + '''Make a node chunk for a Blender object. + + Takes the Blender object as a parameter. Object id's are taken from the dictionary name_to_id. + Blender Empty objects are converted to dummy nodes.''' + + name = obj.name + # main object node chunk: + kf_obj_node = _3ds_chunk(KFDATA_OBJECT_NODE_TAG) + # chunk for the object id: + obj_id_chunk = _3ds_chunk(OBJECT_NODE_ID) + # object id is from the name_to_id dictionary: + obj_id_chunk.add_variable("node_id", _3ds_short(name_to_id[name])) + + # object node header: + obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR) + # object name: + if obj.type == 'Empty': + # Empties are called "$$$DUMMY" and use the OBJECT_INSTANCE_NAME chunk + # for their name (see below): + obj_node_header_chunk.add_variable("name", _3ds_string("$$$DUMMY")) + else: + # Add the name: + obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name))) + # Add Flag variables (not sure what they do): + obj_node_header_chunk.add_variable("flags1", _3ds_short(0)) + obj_node_header_chunk.add_variable("flags2", _3ds_short(0)) + + # Check parent-child relationships: + parent = obj.parent + if (parent is None) or (parent.name not in name_to_id): + # If no parent, or the parents name is not in the name_to_id dictionary, + # parent id becomes -1: + obj_node_header_chunk.add_variable("parent", _3ds_short(-1)) + else: + # Get the parent's id from the name_to_id dictionary: + obj_node_header_chunk.add_variable("parent", _3ds_short(name_to_id[parent.name])) + + # Add pivot chunk: + obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT) + obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(obj.getLocation())) + kf_obj_node.add_subchunk(obj_pivot_chunk) + + # add subchunks for object id and node header: + kf_obj_node.add_subchunk(obj_id_chunk) + kf_obj_node.add_subchunk(obj_node_header_chunk) + + # Empty objects need to have an extra chunk for the instance name: + if obj.type == 'Empty': + obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME) + obj_instance_name_chunk.add_variable("name", _3ds_string(sane_name(name))) + kf_obj_node.add_subchunk(obj_instance_name_chunk) + + # Add track chunks for position, rotation and scale: + kf_obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, obj)) + kf_obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, obj)) + kf_obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, obj)) + + return kf_obj_node +""" + + +def save(operator, context, filepath=""): + import bpy + import time + from io_utils import create_derived_objects, free_derived_objects + + '''Save the Blender scene to a 3ds file.''' + + # Time the export + time1 = time.clock() +# Blender.Window.WaitCursor(1) + + sce = context.scene + + if bpy.ops.object.mode_set.poll(): + bpy.ops.object.mode_set(mode='OBJECT') + + # Initialize the main chunk (primary): + primary = _3ds_chunk(PRIMARY) + # Add version chunk: + version_chunk = _3ds_chunk(VERSION) + version_chunk.add_variable("version", _3ds_int(3)) + primary.add_subchunk(version_chunk) + + # init main object info chunk: + object_info = _3ds_chunk(OBJECTINFO) + + ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX + # init main key frame data chunk: + kfdata = make_kfdata() + ''' + + # Get all the supported objects selected in this scene: + # ob_sel= list(sce.objects.context) + # mesh_objects = [ (ob, me) for ob in ob_sel for me in (BPyMesh.getMeshFromObject(ob, None, True, False, sce),) if me ] + # empty_objects = [ ob for ob in ob_sel if ob.type == 'Empty' ] + + # Make a list of all materials used in the selected meshes (use a dictionary, + # each material is added once): + materialDict = {} + mesh_objects = [] + scene = context.scene + for ob in [ob for ob in scene.objects if ob.is_visible(scene)]: +# for ob in sce.objects.context: + + # get derived objects + free, derived = create_derived_objects(scene, ob) + + if derived is None: + continue + + for ob_derived, mat in derived: +# for ob_derived, mat in getDerivedObjects(ob, False): + + if ob.type not in ('MESH', 'CURVE', 'SURFACE', 'FONT', 'META'): + continue + + data = ob_derived.create_mesh(scene, True, 'PREVIEW') +# data = getMeshFromObject(ob_derived, None, True, False, sce) + if data: + data.transform(mat) +# data.transform(mat, recalc_normals=False) + mesh_objects.append((ob_derived, data)) + mat_ls = data.materials + mat_ls_len = len(mat_ls) + + # get material/image tuples. + if len(data.uv_textures): +# if data.faceUV: + if not mat_ls: + mat = mat_name = None + + for f, uf in zip(data.faces, data.uv_textures.active.data): + if mat_ls: + mat_index = f.material_index +# mat_index = f.mat + 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 + # 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) ) + + + else: + for mat in mat_ls: + 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: + if f.material_index >= mat_ls_len: +# if f.mat >= mat_ls_len: + f.material_index = 0 + # f.mat = 0 + + 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])) + + # Give all objects a unique ID and build a dictionary from object name to object id: + """ + name_to_id = {} + for ob, data in mesh_objects: + name_to_id[ob.name]= len(name_to_id) + #for ob in empty_objects: + # name_to_id[ob.name]= len(name_to_id) + """ + + # Create object chunks for all meshes: + i = 0 + for ob, blender_mesh in mesh_objects: + # create a new object chunk + object_chunk = _3ds_chunk(OBJECT) + + # set the object name + object_chunk.add_variable("name", _3ds_string(sane_name(ob.name))) + + # make a mesh chunk out of the mesh: + object_chunk.add_subchunk(make_mesh_chunk(blender_mesh, materialDict)) + object_info.add_subchunk(object_chunk) + + ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX + # make a kf object node for the object: + kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) + ''' + if not blender_mesh.users: + bpy.data.meshes.remove(blender_mesh) +# blender_mesh.vertices = None + + i+=i + + # Create chunks for all empties: + ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX + for ob in empty_objects: + # Empties only require a kf object node: + kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) + pass + ''' + + # Add main object info chunk to primary chunk: + primary.add_subchunk(object_info) + + ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX + # Add main keyframe data chunk to primary chunk: + primary.add_subchunk(kfdata) + ''' + + # At this point, the chunk hierarchy is completely built. + + # Check the size: + primary.get_size() + # Open the file for writing: + file = open(filepath, 'wb') + + # Recursively write the chunks to file: + primary.write(file) + + # Close the file: + file.close() + + # Clear name mapping vars, could make locals too + name_unique[:] = [] + name_mapping.clear() + + # Debugging only: report the exporting time: +# Blender.Window.WaitCursor(0) + print("3ds export time: %.2f" % (time.clock() - time1)) + + # Debugging only: dump the chunk hierarchy: + #primary.dump() + + return {'FINISHED'} diff --git a/io_scene_3ds/import_3ds.py b/io_scene_3ds/import_3ds.py new file mode 100644 index 00000000..26093078 --- /dev/null +++ b/io_scene_3ds/import_3ds.py @@ -0,0 +1,894 @@ +# ##### BEGIN GPL LICENSE BLOCK ##### +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +# <pep8 compliant> + +# Script copyright (C) Bob Holcomb +# Contributors: Bob Holcomb, Richard L?rk?ng, Damien McGinnes, Campbell Barton, Mario Lapin, Dominique Lorre + +import os +import time +import struct + +from io_utils import load_image + +import bpy +import mathutils + +BOUNDS_3DS = [] + + +###################################################### +# Data Structures +###################################################### + +#Some of the chunks that we will see +#----- Primary Chunk, at the beginning of each file +PRIMARY = int('0x4D4D',16) + +#------ 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 + +#------ sub defines of OBJECTINFO +MATERIAL = 45055 #0xAFFF // This stored the texture info +OBJECT = 16384 #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 + +#>------ 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_LAMP_ATTENUATE = 0x4625 +OBJECT_LAMP_RAYSHADE = 0x4627 +OBJECT_LAMP_SHADOWED = 0x4630 +OBJECT_LAMP_LOCAL_SHADOW = 0x4640 +OBJECT_LAMP_LOCAL_SHADOW2 = 0x4641 +OBJECT_LAMP_SEE_CONE = 0x4650 +OBJECT_LAMP_SPOT_RECTANGULAR = 0x4651 +OBJECT_LAMP_SPOT_OVERSHOOT = 0x4652 +OBJECT_LAMP_SPOT_PROJECTOR = 0x4653 +OBJECT_LAMP_EXCLUDE = 0x4654 +OBJECT_LAMP_RANGE = 0x4655 +OBJECT_LAMP_ROLL = 0x4656 +OBJECT_LAMP_SPOT_ASPECT = 0x4657 +OBJECT_LAMP_RAY_BIAS = 0x4658 +OBJECT_LAMP_INNER_RANGE = 0x4659 +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 + +#>------ sub defines of CAMERA +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 + +#>------ 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 +#>------ 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 + +global scn +scn = None +global object_dictionary # dictionary for object hierarchy +object_dictionary = {} + + +#the chunk class +class chunk: + ID = 0 + length = 0 + bytes_read = 0 + + #we don't read in the bytes_read, we compute that + binary_format='<HI' + + def __init__(self): + self.ID = 0 + self.length = 0 + self.bytes_read = 0 + + def dump(self): + print('ID: ', self.ID) + print('ID in hex: ', hex(self.ID)) + 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) + chunk.ID = data[0] + chunk.length = data[1] + #update the bytes read function + chunk.bytes_read = 6 + + #if debugging + #chunk.dump() + +def read_string(file): + #read in the characters till we get a null character + s = b'' + while True: + c = struct.unpack('<c', file.read(1))[0] + if c == b'\x00': + break + s += c + #print 'string: ',s + + #remove the null character from the string +# print("read string", s) + return str(s, "utf-8", "replace"), len(s) + 1 + +###################################################### +# IMPORT +###################################################### +def process_next_object_chunk(file, previous_chunk): + new_chunk = chunk() + temp_chunk = chunk() + + while (previous_chunk.bytes_read < previous_chunk.length): + #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 + temp_data = file.read(struct.calcsize(binary_format)) + skip_chunk.bytes_read += buffer_size + + +def add_texture_to_material(image, texture, material, mapto): + #print('assigning %s to %s' % (texture, material)) + + if mapto not in ("COLOR", "SPECULARITY", "ALPHA", "NORMAL"): + print('/tError: Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name)) + mapto = "COLOR" + + if image: + texture.image = image + + mtex = material.texture_slots.add() + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_color_diffuse = False + + if mapto == 'COLOR': + mtex.use_map_color_diffuse = True + elif mapto == 'SPECULARITY': + mtex.use_map_specular = True + elif mapto == 'ALPHA': + mtex.use_map_alpha = True + elif mapto == 'NORMAL': + mtex.use_map_normal = True + + +def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): + #print previous_chunk.bytes_read, 'BYTES READ' + contextObName = None + contextLamp = [None, None] # object, Data + contextMaterial = None + contextMatrix_rot = None # Blender.mathutils.Matrix(); contextMatrix.identity() + #contextMatrix_tx = None # Blender.mathutils.Matrix(); contextMatrix.identity() + contextMesh_vertls = None # flat array: (verts * 3) + contextMesh_facels = None + contextMeshMaterials = {} # matname:[face_idxs] + contextMeshUV = None # flat array (verts * 2) + + TEXTURE_DICT = {} + MATDICT = {} +# TEXMODE = Mesh.FaceModes['TEX'] + + # Localspace variable names, faster. + STRUCT_SIZE_1CHAR = struct.calcsize('c') + STRUCT_SIZE_2FLOAT = struct.calcsize('2f') + STRUCT_SIZE_3FLOAT = struct.calcsize('3f') + STRUCT_SIZE_4FLOAT = struct.calcsize('4f') + STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize('H') + STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize('4H') + STRUCT_SIZE_4x3MAT = struct.calcsize('ffffffffffff') + _STRUCT_SIZE_4x3MAT = struct.calcsize('fffffffffffff') + # 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 + + def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials): + bmesh = bpy.data.meshes.new(contextObName) + + if myContextMesh_facels is None: + myContextMesh_facels = [] + + if myContextMesh_vertls: + + 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[:] + else: + uv_faces = None + + for mat_idx, (matName, faces) in enumerate(myContextMeshMaterials.items()): + if matName is None: + bmat = None + else: + bmat = MATDICT[matName][1] + img = TEXTURE_DICT.get(bmat.name) + + bmesh.materials.append(bmat) # can be None + + if uv_faces and img: + for fidx in faces: + bmesh.faces[fidx].material_index = mat_idx + uf = uv_faces[fidx] + uf.image = img + uf.use_image = True + 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] + # always a tri + + 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 + + importedObjects.append(ob) + bmesh.update() + + #a spare chunk + new_chunk = chunk() + temp_chunk = chunk() + + CreateBlenderObject = False + + def read_float_color(temp_chunk): + temp_data = file.read(struct.calcsize('3f')) + temp_chunk.bytes_read += 12 + return [float(col) for col in struct.unpack('<3f', temp_data)] + + 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 + + def read_texture(new_chunk, temp_chunk, name, mapto): + new_texture = bpy.data.textures.new(name, type='IMAGE') + + img = None + while (new_chunk.bytes_read < new_chunk.length): + #print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length + read_chunk(file, temp_chunk) + + 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 + + else: + skip_to_end(file, temp_chunk) + + new_chunk.bytes_read += temp_chunk.bytes_read + + # add the map to the material in the right channel + if img: + add_texture_to_material(img, new_texture, contextMaterial, mapto) + + dirname = os.path.dirname(file.name) + + #loop through all the data for this chunk (previous chunk) and see what it is + while (previous_chunk.bytes_read < previous_chunk.length): + #print '\t', previous_chunk.bytes_read, 'keep going' + #read the next chunk + #print 'reading a chunk' + read_chunk(file, new_chunk) + + #is it a Version chunk? + if (new_chunk.ID == VERSION): + #print 'if (new_chunk.ID == VERSION):' + #print 'found a VERSION chunk' + #read in the version of the file + #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 + #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) + + #is it an object info chunk? + elif (new_chunk.ID == OBJECTINFO): + #print 'elif (new_chunk.ID == OBJECTINFO):' + # print 'found an OBJECTINFO chunk' + process_next_chunk(file, new_chunk, importedObjects, IMAGE_SEARCH) + + #keep track of how much we read in the main chunk + new_chunk.bytes_read += temp_chunk.bytes_read + + #is it an object chunk? + elif (new_chunk.ID == OBJECT): + + if CreateBlenderObject: + putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials) + contextMesh_vertls = []; contextMesh_facels = [] + + ## preparando para receber o proximo objeto + contextMeshMaterials = {} # matname:[face_idxs] + contextMeshUV = None + #contextMesh.vertexUV = 1 # Make sticky coords. + # Reset matrix + contextMatrix_rot = None + #contextMatrix_tx = None + + CreateBlenderObject = True + contextObName, read_str_len = read_string(file) + new_chunk.bytes_read += read_str_len + + #is it a material chunk? + elif (new_chunk.ID == MATERIAL): + +# print("read material") + + #print 'elif (new_chunk.ID == MATERIAL):' + contextMaterial = bpy.data.materials.new('Material') + + elif (new_chunk.ID == MAT_NAME): + #print 'elif (new_chunk.ID == MAT_NAME):' + material_name, read_str_len = read_string(file) + +# print("material name", material_name) + + #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) + + elif (new_chunk.ID == MAT_AMBIENT): + #print 'elif (new_chunk.ID == MAT_AMBIENT):' + read_chunk(file, temp_chunk) + if (temp_chunk.ID == MAT_FLOAT_COLOR): + contextMaterial.mirror_color = read_float_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3f')) +# temp_chunk.bytes_read += 12 +# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)] + elif (temp_chunk.ID == MAT_24BIT_COLOR): + contextMaterial.mirror_color = read_byte_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3B')) +# temp_chunk.bytes_read += 3 +# contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb + else: + skip_to_end(file, temp_chunk) + new_chunk.bytes_read += temp_chunk.bytes_read + + elif (new_chunk.ID == MAT_DIFFUSE): + #print 'elif (new_chunk.ID == MAT_DIFFUSE):' + read_chunk(file, temp_chunk) + if (temp_chunk.ID == MAT_FLOAT_COLOR): + contextMaterial.diffuse_color = read_float_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3f')) +# temp_chunk.bytes_read += 12 +# contextMaterial.rgbCol = [float(col) for col in struct.unpack('<3f', temp_data)] + elif (temp_chunk.ID == MAT_24BIT_COLOR): + contextMaterial.diffuse_color = read_byte_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3B')) +# temp_chunk.bytes_read += 3 +# contextMaterial.rgbCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb + else: + skip_to_end(file, temp_chunk) + +# print("read material diffuse color", contextMaterial.diffuse_color) + + new_chunk.bytes_read += temp_chunk.bytes_read + + elif (new_chunk.ID == MAT_SPECULAR): + #print 'elif (new_chunk.ID == MAT_SPECULAR):' + read_chunk(file, temp_chunk) + if (temp_chunk.ID == MAT_FLOAT_COLOR): + contextMaterial.specular_color = read_float_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3f')) +# temp_chunk.bytes_read += 12 +# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)] + elif (temp_chunk.ID == MAT_24BIT_COLOR): + contextMaterial.specular_color = read_byte_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3B')) +# temp_chunk.bytes_read += 3 +# contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb + else: + skip_to_end(file, temp_chunk) + new_chunk.bytes_read += temp_chunk.bytes_read + + elif (new_chunk.ID == MAT_TEXTURE_MAP): + read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR") + + elif (new_chunk.ID == MAT_SPECULAR_MAP): + read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY") + + elif (new_chunk.ID == MAT_OPACITY_MAP): + read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA") + + elif (new_chunk.ID == MAT_BUMP_MAP): + read_texture(new_chunk, temp_chunk, "Bump", "NORMAL") + + elif (new_chunk.ID == MAT_TRANSPARENCY): + #print 'elif (new_chunk.ID == MAT_TRANSPARENCY):' + read_chunk(file, temp_chunk) + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + + temp_chunk.bytes_read += 2 + 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. + + temp_data = file.read(STRUCT_SIZE_3FLOAT) + + x,y,z = struct.unpack('<3f', temp_data) + new_chunk.bytes_read += STRUCT_SIZE_3FLOAT + + # no lamp in dict that would be confusing + contextLamp[1] = bpy.data.lamps.new("Lamp", 'POINT') + contextLamp[0] = ob = bpy.data.objects.new("Lamp", contextLamp[1]) + + SCN.objects.link(ob) + importedObjects.append(contextLamp[0]) + + #print 'number of faces: ', num_faces + #print x,y,z + contextLamp[0].location = (x, y, z) +# contextLamp[0].setLocation(x,y,z) + + # Reset matrix + contextMatrix_rot = None + #contextMatrix_tx = None + #print contextLamp.name, + + elif (new_chunk.ID == OBJECT_MESH): + # print 'Found an OBJECT_MESH chunk' + pass + elif (new_chunk.ID == OBJECT_VERTICES): + ''' + Worldspace vertex locations + ''' + # print 'elif (new_chunk.ID == OBJECT_VERTICES):' + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + num_verts = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += 2 + + # print 'number of verts: ', num_verts + 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): + # print 'elif (new_chunk.ID == OBJECT_FACES):' + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + num_faces = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += 2 + #print 'number of faces: ', num_faces + + # 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 + 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. + + 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) + + #look up the material in all the materials + + elif (new_chunk.ID == OBJECT_UV): + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + num_uv = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += 2 + + temp_data = file.read(STRUCT_SIZE_2FLOAT * num_uv) + new_chunk.bytes_read += STRUCT_SIZE_2FLOAT * num_uv + contextMeshUV = struct.unpack('<%df' % (num_uv * 2), temp_data) + + 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) ) + new_chunk.bytes_read += STRUCT_SIZE_4x3MAT + + contextMatrix_rot = mathutils.Matrix((data[:3] + [0], \ + data[3:6] + [0], \ + data[6:9] + [0], \ + data[9:] + [1], \ + )) + + elif (new_chunk.ID == MAT_MAP_FILEPATH): + texture_name, read_str_len = read_string(file) + try: + TEXTURE_DICT[contextMaterial.name] + except: + #img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILEPATH) + 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 + elif new_chunk.ID == EDITKEYFRAME: + pass + + elif new_chunk.ID == ED_KEY_OBJECT_NODE: #another object is being processed + child = None + + elif new_chunk.ID == EK_OB_NODE_HEADER: + 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 + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + hierarchy = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += 2 + + 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) + + object_list.append(child) + object_parent.append(hierarchy) + + elif new_chunk.ID == EK_OB_INSTANCE_NAME: + object_name, read_str_len = read_string(file) + child.name = object_name + object_dictionary[object_name] = child + new_chunk.bytes_read += read_str_len + + 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) + nkeys = struct.unpack('<H', temp_data)[0] + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2 + for i in range(nkeys): + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + nframe = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 2) + new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2 + temp_data = file.read(STRUCT_SIZE_3FLOAT) + loc = struct.unpack('<3f', temp_data) + new_chunk.bytes_read += STRUCT_SIZE_3FLOAT + if nframe == 0: + child.location = loc + + 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) + nkeys = struct.unpack('<H', temp_data)[0] + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2 + for i in range(nkeys): + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + nframe = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT + 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) + 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 + 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) + nkeys = struct.unpack('<H', temp_data)[0] + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2 + for i in range(nkeys): + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + nframe = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * 2) + new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * 2 + temp_data = file.read(STRUCT_SIZE_3FLOAT) + sca = struct.unpack('<3f', temp_data) + new_chunk.bytes_read += STRUCT_SIZE_3FLOAT + 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): + # 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 + 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 + previous_chunk.bytes_read += new_chunk.bytes_read + ## print 'Bytes left in this chunk: ', previous_chunk.length - previous_chunk.bytes_read + + # FINISHED LOOP + # There will be a number of objects still not added + if CreateBlenderObject: + putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials) + + + # Assign parents to objects + for ind, ob in enumerate(object_list): + parent = object_parent[ind] + if parent == ROOT_OBJECT: + ob.parent = None + else: + ob.parent = object_list[parent] + + +def load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True, APPLY_MATRIX=True): + global SCN + + # XXX +# if BPyMessages.Error_NoFile(filepath): +# return + + print("importing 3DS: %r..." % (filepath), end="") + + time1 = time.clock() +# time1 = Blender.sys.time() + + current_chunk = chunk() + + file = open(filepath, 'rb') + + #here we go! + # print 'reading the first chunk' + read_chunk(file, current_chunk) + 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] + else: + BOUNDS_3DS[:]= [] + + ##IMAGE_SEARCH + + # fixme, make unglobal, clear incase + object_dictionary.clear() + + scn = context.scene +# scn = bpy.data.scenes.active + SCN = scn +# SCN_OBJECTS = scn.objects +# SCN_OBJECTS.selected = [] # de select all + + importedObjects = [] # Fill this list with objects + process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH) + + # fixme, make unglobal + object_dictionary.clear() + + # Link the objects into this scene. + # Layers = scn.Layers + + # REMOVE DUMMYVERT, - remove this in the next release when blenders internal are fixed. + + if APPLY_MATRIX: + for ob in importedObjects: + if ob.type == 'MESH': + me = ob.data + me.transform(ob.matrix_local.copy().invert()) + + # Done DUMMYVERT + """ + if IMPORT_AS_INSTANCE: + name = filepath.split('\\')[-1].split('/')[-1] + # Create a group for this import. + group_scn = Scene.New(name) + for ob in importedObjects: + group_scn.link(ob) # dont worry about the layers + + grp = Blender.Group.New(name) + grp.objects = importedObjects + + grp_ob = Object.New('Empty', name) + grp_ob.enableDupGroup = True + grp_ob.DupGroup = grp + scn.link(grp_ob) + grp_ob.Layers = Layers + grp_ob.sel = 1 + else: + # Select all imported objects. + for ob in importedObjects: + scn.link(ob) + ob.Layers = Layers + ob.sel = 1 + """ + + if 0: +# if IMPORT_CONSTRAIN_BOUNDS!=0.0: + # Set bounds from objecyt bounding box + for ob in importedObjects: + if ob.type == 'MESH': +# if ob.type=='Mesh': + ob.makeDisplayList() # Why dosnt this update the bounds? + for v in ob.getBoundBox(): + for i in (0,1,2): + if v[i] < BOUNDS_3DS[i]: + BOUNDS_3DS[i]= v[i] # min + + if v[i] > BOUNDS_3DS[i + 3]: + 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]) + # print max_axis + 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 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 + + # Done constraining to bounds. + + # Select all new objects. + print(" done in %.4f sec." % (time.clock()-time1)) + file.close() + + +def load(operator, context, filepath="", constrain_size=0.0, use_image_search=True, use_apply_transform=True): + load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=constrain_size, IMAGE_SEARCH=use_image_search, APPLY_MATRIX=use_apply_transform) + return {'FINISHED'} |