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authorHoward Trickey <howard.trickey@gmail.com>2022-02-03 15:55:33 +0300
committerHoward Trickey <howard.trickey@gmail.com>2022-02-03 15:55:33 +0300
commitd364a7b4253e974ad3cc5c76e08478fa69ca0a46 (patch)
treef17b84f74e5a27ec0ef0fd4c8b90213fed8700e1 /io_scene_obj/import_obj.py
parent81fc6b060b6cc7d1aefa4afdd60dc057dc334cc5 (diff)
Split io_scene_obj into separate io_import_obj and io_export_obj.
Also put an " - Old" by the name of the exporter. The intention is that we won't load the Python exporter, but if a user wants it, they can enable that addon.
Diffstat (limited to 'io_scene_obj/import_obj.py')
-rw-r--r--io_scene_obj/import_obj.py1323
1 files changed, 0 insertions, 1323 deletions
diff --git a/io_scene_obj/import_obj.py b/io_scene_obj/import_obj.py
deleted file mode 100644
index 0ba4f898..00000000
--- a/io_scene_obj/import_obj.py
+++ /dev/null
@@ -1,1323 +0,0 @@
-# ##### 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) Campbell Barton
-# Contributors: Campbell Barton, Jiri Hnidek, Paolo Ciccone
-
-"""
-This script imports a Wavefront OBJ files to Blender.
-
-Usage:
-Run this script from "File->Import" menu and then load the desired OBJ file.
-Note, This loads mesh objects and materials only, nurbs and curves are not supported.
-
-http://wiki.blender.org/index.php/Scripts/Manual/Import/wavefront_obj
-"""
-
-import array
-import os
-import time
-import bpy
-import mathutils
-
-from bpy_extras.io_utils import unpack_list
-from bpy_extras.image_utils import load_image
-from bpy_extras.wm_utils.progress_report import ProgressReport
-
-
-def line_value(line_split):
- """
- Returns 1 string representing the value for this line
- None will be returned if there's only 1 word
- """
- length = len(line_split)
- if length == 1:
- return None
-
- elif length == 2:
- return line_split[1]
-
- elif length > 2:
- return b' '.join(line_split[1:])
-
-
-def filenames_group_by_ext(line, ext):
- """
- Splits material libraries supporting spaces, so:
- b'foo bar.mtl baz spam.MTL' -> (b'foo bar.mtl', b'baz spam.MTL')
- Also handle " chars (some software use those to protect filenames with spaces, see T67266... sic).
- """
- # Note that we assume that if there are some " in that line,
- # then all filenames are properly enclosed within those...
- start = line.find(b'"') + 1
- if start != 0:
- while start != 0:
- end = line.find(b'"', start)
- if end != -1:
- yield line[start:end]
- start = line.find(b'"', end + 1) + 1
- else:
- break
- return
-
- line_lower = line.lower()
- i_prev = 0
- while i_prev != -1 and i_prev < len(line):
- i = line_lower.find(ext, i_prev)
- if i != -1:
- i += len(ext)
- yield line[i_prev:i].strip()
- i_prev = i
-
-
-def obj_image_load(img_data, context_imagepath_map, line, DIR, recursive, relpath):
- """
- Mainly uses comprehensiveImageLoad
- But we try all space-separated items from current line when file is not found with last one
- (users keep generating/using image files with spaces in a format that does not support them, sigh...)
- Also tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores.
- Also handle " chars (some software use those to protect filenames with spaces, see T67266... sic).
- Also corrects img_data (in case filenames with spaces have been split up in multiple entries, see T72148).
- """
- filepath_parts = line.split(b' ')
-
- start = line.find(b'"') + 1
- if start != 0:
- end = line.find(b'"', start)
- if end != 0:
- filepath_parts = (line[start:end],)
-
- image = None
- for i in range(-1, -len(filepath_parts), -1):
- imagepath = os.fsdecode(b" ".join(filepath_parts[i:]))
- image = context_imagepath_map.get(imagepath, ...)
- if image is ...:
- image = load_image(imagepath, DIR, recursive=recursive, relpath=relpath)
- if image is None and "_" in imagepath:
- image = load_image(imagepath.replace("_", " "), DIR, recursive=recursive, relpath=relpath)
- if image is not None:
- context_imagepath_map[imagepath] = image
- del img_data[i:]
- img_data.append(imagepath)
- break;
- else:
- del img_data[i:]
- img_data.append(imagepath)
- break;
-
- if image is None:
- imagepath = os.fsdecode(filepath_parts[-1])
- image = load_image(imagepath, DIR, recursive=recursive, place_holder=True, relpath=relpath)
- context_imagepath_map[imagepath] = image
-
- return image
-
-
-def create_materials(filepath, relpath,
- material_libs, unique_materials,
- use_image_search, float_func):
- """
- Create all the used materials in this obj,
- assign colors and images to the materials from all referenced material libs
- """
- from math import sqrt
- from bpy_extras import node_shader_utils
-
- DIR = os.path.dirname(filepath)
- context_material_vars = set()
-
- # Don't load the same image multiple times
- context_imagepath_map = {}
-
- nodal_material_wrap_map = {}
-
- def load_material_image(blender_material, mat_wrap, context_material_name, img_data, line, type):
- """
- Set textures defined in .mtl file.
- """
- map_options = {}
-
- # Absolute path - c:\.. etc would work here
- image = obj_image_load(img_data, context_imagepath_map, line, DIR, use_image_search, relpath)
-
- curr_token = []
- for token in img_data[:-1]:
- if token.startswith(b'-') and token[1:].isalpha():
- if curr_token:
- map_options[curr_token[0]] = curr_token[1:]
- curr_token[:] = []
- curr_token.append(token)
- if curr_token:
- map_options[curr_token[0]] = curr_token[1:]
-
- map_offset = map_options.get(b'-o')
- map_scale = map_options.get(b'-s')
- if map_offset is not None:
- map_offset = tuple(map(float_func, map_offset))
- if map_scale is not None:
- map_scale = tuple(map(float_func, map_scale))
-
- def _generic_tex_set(nodetex, image, texcoords, translation, scale):
- nodetex.image = image
- nodetex.texcoords = texcoords
- if translation is not None:
- nodetex.translation = translation
- if scale is not None:
- nodetex.scale = scale
-
- # Adds textures for materials (rendering)
- if type == 'Kd':
- _generic_tex_set(mat_wrap.base_color_texture, image, 'UV', map_offset, map_scale)
-
- elif type == 'Ka':
- # XXX Not supported?
- print("WARNING, currently unsupported ambient texture, skipped.")
-
- elif type == 'Ks':
- _generic_tex_set(mat_wrap.specular_texture, image, 'UV', map_offset, map_scale)
-
- elif type == 'Ke':
- _generic_tex_set(mat_wrap.emission_color_texture, image, 'UV', map_offset, map_scale)
- mat_wrap.emission_strength = 1.0
-
- elif type == 'Bump':
- bump_mult = map_options.get(b'-bm')
- bump_mult = float(bump_mult[0]) if (bump_mult and len(bump_mult[0]) > 1) else 1.0
- mat_wrap.normalmap_strength_set(bump_mult)
-
- _generic_tex_set(mat_wrap.normalmap_texture, image, 'UV', map_offset, map_scale)
-
- elif type == 'D':
- _generic_tex_set(mat_wrap.alpha_texture, image, 'UV', map_offset, map_scale)
-
- elif type == 'disp':
- # XXX Not supported?
- print("WARNING, currently unsupported displacement texture, skipped.")
- # ~ mat_wrap.bump_image_set(image)
- # ~ mat_wrap.bump_mapping_set(coords='UV', translation=map_offset, scale=map_scale)
-
- elif type == 'refl':
- map_type = map_options.get(b'-type')
- if map_type and map_type != [b'sphere']:
- print("WARNING, unsupported reflection type '%s', defaulting to 'sphere'"
- "" % ' '.join(i.decode() for i in map_type))
-
- _generic_tex_set(mat_wrap.base_color_texture, image, 'Reflection', map_offset, map_scale)
- mat_wrap.base_color_texture.projection = 'SPHERE'
-
- else:
- raise Exception("invalid type %r" % type)
-
- def finalize_material(context_material, context_material_vars, spec_colors,
- do_highlight, do_reflection, do_transparency, do_glass):
- # Finalize previous mat, if any.
- if context_material:
- if "specular" in context_material_vars:
- # XXX This is highly approximated, not sure whether we can do better...
- # TODO: Find a way to guesstimate best value from diffuse color...
- # IDEA: Use standard deviation of both spec and diff colors (i.e. how far away they are
- # from some grey), and apply the the proportion between those two as tint factor?
- spec = sum(spec_colors) / 3.0
- # ~ spec_var = math.sqrt(sum((c - spec) ** 2 for c in spec_color) / 3.0)
- # ~ diff = sum(context_mat_wrap.base_color) / 3.0
- # ~ diff_var = math.sqrt(sum((c - diff) ** 2 for c in context_mat_wrap.base_color) / 3.0)
- # ~ tint = min(1.0, spec_var / diff_var)
- context_mat_wrap.specular = spec
- context_mat_wrap.specular_tint = 0.0
- if "roughness" not in context_material_vars:
- context_mat_wrap.roughness = 0.0
-
- # FIXME, how else to use this?
- if do_highlight:
- if "specular" not in context_material_vars:
- context_mat_wrap.specular = 1.0
- if "roughness" not in context_material_vars:
- context_mat_wrap.roughness = 0.0
- else:
- if "specular" not in context_material_vars:
- context_mat_wrap.specular = 0.0
- if "roughness" not in context_material_vars:
- context_mat_wrap.roughness = 1.0
-
- if do_reflection:
- if "metallic" not in context_material_vars:
- context_mat_wrap.metallic = 1.0
- else:
- # since we are (ab)using ambient term for metallic (which can be non-zero)
- context_mat_wrap.metallic = 0.0
-
- if do_transparency:
- if "ior" not in context_material_vars:
- context_mat_wrap.ior = 1.0
- if "alpha" not in context_material_vars:
- context_mat_wrap.alpha = 1.0
- # EEVEE only
- context_material.blend_method = 'BLEND'
-
- if do_glass:
- if "ior" not in context_material_vars:
- context_mat_wrap.ior = 1.5
-
- # Try to find a MTL with the same name as the OBJ if no MTLs are specified.
- temp_mtl = os.path.splitext((os.path.basename(filepath)))[0] + ".mtl"
- if os.path.exists(os.path.join(DIR, temp_mtl)):
- material_libs.add(temp_mtl)
- del temp_mtl
-
- # Create new materials
- for name in unique_materials: # .keys()
- ma_name = "Default OBJ" if name is None else name.decode('utf-8', "replace")
- ma = unique_materials[name] = bpy.data.materials.new(ma_name)
- ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=False)
- nodal_material_wrap_map[ma] = ma_wrap
- ma_wrap.use_nodes = True
-
- for libname in sorted(material_libs):
- # print(libname)
- mtlpath = os.path.join(DIR, libname)
- if not os.path.exists(mtlpath):
- print("\tMaterial not found MTL: %r" % mtlpath)
- else:
- # Note: with modern Principled BSDF shader, things like ambient, raytrace or fresnel are always 'ON'
- # (i.e. automatically controlled by other parameters).
- do_highlight = False
- do_reflection = False
- do_transparency = False
- do_glass = False
- spec_colors = [0.0, 0.0, 0.0]
-
- # print('\t\tloading mtl: %e' % mtlpath)
- context_material = None
- context_mat_wrap = None
- mtl = open(mtlpath, 'rb')
- for line in mtl: # .readlines():
- line = line.strip()
- if not line or line.startswith(b'#'):
- continue
-
- line_split = line.split()
- line_id = line_split[0].lower()
-
- if line_id == b'newmtl':
- # Finalize previous mat, if any.
- finalize_material(context_material, context_material_vars, spec_colors,
- do_highlight, do_reflection, do_transparency, do_glass)
-
- context_material_name = line_value(line_split)
- context_material = unique_materials.get(context_material_name)
- if context_material is not None:
- context_mat_wrap = nodal_material_wrap_map[context_material]
- context_material_vars.clear()
-
- spec_colors[:] = [0.0, 0.0, 0.0]
- do_highlight = False
- do_reflection = False
- do_transparency = False
- do_glass = False
-
-
- elif context_material:
- def _get_colors(line_split):
- # OBJ 'allows' one or two components values, treat single component as greyscale, and two as blue = 0.0.
- ln = len(line_split)
- if ln == 2:
- return [float_func(line_split[1])] * 3
- elif ln == 3:
- return [float_func(line_split[1]), float_func(line_split[2]), 0.0]
- else:
- return [float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3])]
-
- # we need to make a material to assign properties to it.
- if line_id == b'ka':
- refl = sum(_get_colors(line_split)) / 3.0
- context_mat_wrap.metallic = refl
- context_material_vars.add("metallic")
- elif line_id == b'kd':
- context_mat_wrap.base_color = _get_colors(line_split)
- elif line_id == b'ks':
- spec_colors[:] = _get_colors(line_split)
- context_material_vars.add("specular")
- elif line_id == b'ke':
- # We cannot set context_material.emit right now, we need final diffuse color as well for this.
- # XXX Unsupported currently
- context_mat_wrap.emission_color = _get_colors(line_split)
- context_mat_wrap.emission_strength = 1.0
- elif line_id == b'ns':
- # XXX Totally empirical conversion, trying to adapt it
- # (from 0.0 - 1000.0 OBJ specular exponent range to 1.0 - 0.0 Principled BSDF range)...
- val = max(0.0, min(1000.0, float_func(line_split[1])))
- context_mat_wrap.roughness = 1.0 - (sqrt(val / 1000))
- context_material_vars.add("roughness")
- elif line_id == b'ni': # Refraction index (between 0.001 and 10).
- context_mat_wrap.ior = float_func(line_split[1])
- context_material_vars.add("ior")
- elif line_id == b'd': # dissolve (transparency)
- context_mat_wrap.alpha = float_func(line_split[1])
- context_material_vars.add("alpha")
- elif line_id == b'tr': # translucency
- print("WARNING, currently unsupported 'tr' translucency option, skipped.")
- elif line_id == b'tf':
- # rgb, filter color, blender has no support for this.
- print("WARNING, currently unsupported 'tf' filter color option, skipped.")
- elif line_id == b'illum':
- # Some MTL files incorrectly use a float for this value, see T60135.
- illum = any_number_as_int(line_split[1])
-
- # inline comments are from the spec, v4.2
- if illum == 0:
- # Color on and Ambient off
- print("WARNING, Principled BSDF shader does not support illumination 0 mode "
- "(colors with no ambient), skipped.")
- elif illum == 1:
- # Color on and Ambient on
- pass
- elif illum == 2:
- # Highlight on
- do_highlight = True
- elif illum == 3:
- # Reflection on and Ray trace on
- do_reflection = True
- elif illum == 4:
- # Transparency: Glass on
- # Reflection: Ray trace on
- do_transparency = True
- do_reflection = True
- do_glass = True
- elif illum == 5:
- # Reflection: Fresnel on and Ray trace on
- do_reflection = True
- elif illum == 6:
- # Transparency: Refraction on
- # Reflection: Fresnel off and Ray trace on
- do_transparency = True
- do_reflection = True
- elif illum == 7:
- # Transparency: Refraction on
- # Reflection: Fresnel on and Ray trace on
- do_transparency = True
- do_reflection = True
- elif illum == 8:
- # Reflection on and Ray trace off
- do_reflection = True
- elif illum == 9:
- # Transparency: Glass on
- # Reflection: Ray trace off
- do_transparency = True
- do_reflection = False
- do_glass = True
- elif illum == 10:
- # Casts shadows onto invisible surfaces
- print("WARNING, Principled BSDF shader does not support illumination 10 mode "
- "(cast shadows on invisible surfaces), skipped.")
- pass
-
- elif line_id == b'map_ka':
- img_data = line.split()[1:]
- if img_data:
- load_material_image(context_material, context_mat_wrap,
- context_material_name, img_data, line, 'Ka')
- elif line_id == b'map_ks':
- img_data = line.split()[1:]
- if img_data:
- load_material_image(context_material, context_mat_wrap,
- context_material_name, img_data, line, 'Ks')
- elif line_id == b'map_kd':
- img_data = line.split()[1:]
- if img_data:
- load_material_image(context_material, context_mat_wrap,
- context_material_name, img_data, line, 'Kd')
- elif line_id == b'map_ke':
- img_data = line.split()[1:]
- if img_data:
- load_material_image(context_material, context_mat_wrap,
- context_material_name, img_data, line, 'Ke')
- elif line_id in {b'map_bump', b'bump'}: # 'bump' is incorrect but some files use it.
- img_data = line.split()[1:]
- if img_data:
- load_material_image(context_material, context_mat_wrap,
- context_material_name, img_data, line, 'Bump')
- elif line_id in {b'map_d', b'map_tr'}: # Alpha map - Dissolve
- img_data = line.split()[1:]
- if img_data:
- load_material_image(context_material, context_mat_wrap,
- context_material_name, img_data, line, 'D')
-
- elif line_id in {b'map_disp', b'disp'}: # displacementmap
- img_data = line.split()[1:]
- if img_data:
- load_material_image(context_material, context_mat_wrap,
- context_material_name, img_data, line, 'disp')
-
- elif line_id in {b'map_refl', b'refl'}: # reflectionmap
- img_data = line.split()[1:]
- if img_data:
- load_material_image(context_material, context_mat_wrap,
- context_material_name, img_data, line, 'refl')
- else:
- print("WARNING: %r:%r (ignored)" % (filepath, line))
-
- # Finalize last mat, if any.
- finalize_material(context_material, context_material_vars, spec_colors,
- do_highlight, do_reflection, do_transparency, do_glass)
- mtl.close()
-
-
-def face_is_edge(face):
- """Simple check to test whether given (temp, working) data is an edge, and not a real face."""
- face_vert_loc_indices = face[0]
- face_vert_nor_indices = face[1]
- return len(face_vert_nor_indices) == 1 or len(face_vert_loc_indices) == 2
-
-
-def split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP):
- """
- Takes vert_loc and faces, and separates into multiple sets of
- (verts_loc, faces, unique_materials, dataname)
- """
-
- filename = os.path.splitext((os.path.basename(filepath)))[0]
-
- if not SPLIT_OB_OR_GROUP or not faces:
- use_verts_nor = any(f[1] for f in faces)
- use_verts_tex = any(f[2] for f in faces)
- # use the filename for the object name since we aren't chopping up the mesh.
- return [(verts_loc, faces, unique_materials, filename, use_verts_nor, use_verts_tex)]
-
- def key_to_name(key):
- # if the key is a tuple, join it to make a string
- if not key:
- return filename # assume its a string. make sure this is true if the splitting code is changed
- elif isinstance(key, bytes):
- return key.decode('utf-8', 'replace')
- else:
- return "_".join(k.decode('utf-8', 'replace') for k in key)
-
- # Return a key that makes the faces unique.
- face_split_dict = {}
-
- oldkey = -1 # initialize to a value that will never match the key
-
- for face in faces:
- (face_vert_loc_indices,
- face_vert_nor_indices,
- face_vert_tex_indices,
- context_material,
- _context_smooth_group,
- context_object_key,
- _face_invalid_blenpoly,
- ) = face
- key = context_object_key
-
- if oldkey != key:
- # Check the key has changed.
- (verts_split, faces_split, unique_materials_split, vert_remap,
- use_verts_nor, use_verts_tex) = face_split_dict.setdefault(key, ([], [], {}, {}, [], []))
- oldkey = key
-
- if not face_is_edge(face):
- if not use_verts_nor and face_vert_nor_indices:
- use_verts_nor.append(True)
-
- if not use_verts_tex and face_vert_tex_indices:
- use_verts_tex.append(True)
-
- # Remap verts to new vert list and add where needed
- for loop_idx, vert_idx in enumerate(face_vert_loc_indices):
- map_index = vert_remap.get(vert_idx)
- if map_index is None:
- map_index = len(verts_split)
- vert_remap[vert_idx] = map_index # set the new remapped index so we only add once and can reference next time.
- verts_split.append(verts_loc[vert_idx]) # add the vert to the local verts
-
- face_vert_loc_indices[loop_idx] = map_index # remap to the local index
-
- if context_material not in unique_materials_split:
- unique_materials_split[context_material] = unique_materials[context_material]
-
- faces_split.append(face)
-
- # remove one of the items and reorder
- return [(verts_split, faces_split, unique_materials_split, key_to_name(key), bool(use_vnor), bool(use_vtex))
- for key, (verts_split, faces_split, unique_materials_split, _, use_vnor, use_vtex)
- in face_split_dict.items()]
-
-
-def create_mesh(new_objects,
- use_edges,
- verts_loc,
- verts_nor,
- verts_tex,
- faces,
- unique_materials,
- unique_smooth_groups,
- vertex_groups,
- dataname,
- ):
- """
- Takes all the data gathered and generates a mesh, adding the new object to new_objects
- deals with ngons, sharp edges and assigning materials
- """
-
- if unique_smooth_groups:
- sharp_edges = set()
- smooth_group_users = {context_smooth_group: {} for context_smooth_group in unique_smooth_groups.keys()}
- context_smooth_group_old = -1
-
- fgon_edges = set() # Used for storing fgon keys when we need to tessellate/untessellate them (ngons with hole).
- edges = []
- tot_loops = 0
-
- context_object_key = None
-
- # reverse loop through face indices
- for f_idx in range(len(faces) - 1, -1, -1):
- face = faces[f_idx]
-
- (face_vert_loc_indices,
- face_vert_nor_indices,
- face_vert_tex_indices,
- context_material,
- context_smooth_group,
- context_object_key,
- face_invalid_blenpoly,
- ) = face
-
- len_face_vert_loc_indices = len(face_vert_loc_indices)
-
- if len_face_vert_loc_indices == 1:
- faces.pop(f_idx) # cant add single vert faces
-
- # Face with a single item in face_vert_nor_indices is actually a polyline!
- elif face_is_edge(face):
- if use_edges:
- edges.extend((face_vert_loc_indices[i], face_vert_loc_indices[i + 1])
- for i in range(len_face_vert_loc_indices - 1))
- faces.pop(f_idx)
-
- else:
- # Smooth Group
- if unique_smooth_groups and context_smooth_group:
- # Is a part of of a smooth group and is a face
- if context_smooth_group_old is not context_smooth_group:
- edge_dict = smooth_group_users[context_smooth_group]
- context_smooth_group_old = context_smooth_group
-
- prev_vidx = face_vert_loc_indices[-1]
- for vidx in face_vert_loc_indices:
- edge_key = (prev_vidx, vidx) if (prev_vidx < vidx) else (vidx, prev_vidx)
- prev_vidx = vidx
- edge_dict[edge_key] = edge_dict.get(edge_key, 0) + 1
-
- # NGons into triangles
- if face_invalid_blenpoly:
- # ignore triangles with invalid indices
- if len(face_vert_loc_indices) > 3:
- from bpy_extras.mesh_utils import ngon_tessellate
- ngon_face_indices = ngon_tessellate(verts_loc, face_vert_loc_indices, debug_print=bpy.app.debug)
- faces.extend([([face_vert_loc_indices[ngon[0]],
- face_vert_loc_indices[ngon[1]],
- face_vert_loc_indices[ngon[2]],
- ],
- [face_vert_nor_indices[ngon[0]],
- face_vert_nor_indices[ngon[1]],
- face_vert_nor_indices[ngon[2]],
- ] if face_vert_nor_indices else [],
- [face_vert_tex_indices[ngon[0]],
- face_vert_tex_indices[ngon[1]],
- face_vert_tex_indices[ngon[2]],
- ] if face_vert_tex_indices else [],
- context_material,
- context_smooth_group,
- context_object_key,
- [],
- )
- for ngon in ngon_face_indices]
- )
- tot_loops += 3 * len(ngon_face_indices)
-
- # edges to make ngons
- if len(ngon_face_indices) > 1:
- edge_users = set()
- for ngon in ngon_face_indices:
- prev_vidx = face_vert_loc_indices[ngon[-1]]
- for ngidx in ngon:
- vidx = face_vert_loc_indices[ngidx]
- if vidx == prev_vidx:
- continue # broken OBJ... Just skip.
- edge_key = (prev_vidx, vidx) if (prev_vidx < vidx) else (vidx, prev_vidx)
- prev_vidx = vidx
- if edge_key in edge_users:
- fgon_edges.add(edge_key)
- else:
- edge_users.add(edge_key)
-
- faces.pop(f_idx)
- else:
- tot_loops += len_face_vert_loc_indices
-
- # Build sharp edges
- if unique_smooth_groups:
- for edge_dict in smooth_group_users.values():
- for key, users in edge_dict.items():
- if users == 1: # This edge is on the boundary of a group
- sharp_edges.add(key)
-
- # map the material names to an index
- material_mapping = {name: i for i, name in enumerate(unique_materials)} # enumerate over unique_materials keys()
-
- materials = [None] * len(unique_materials)
-
- for name, index in material_mapping.items():
- materials[index] = unique_materials[name]
-
- me = bpy.data.meshes.new(dataname)
-
- # make sure the list isn't too big
- for material in materials:
- me.materials.append(material)
-
- me.vertices.add(len(verts_loc))
- me.loops.add(tot_loops)
- me.polygons.add(len(faces))
-
- # verts_loc is a list of (x, y, z) tuples
- me.vertices.foreach_set("co", unpack_list(verts_loc))
-
- loops_vert_idx = tuple(vidx for (face_vert_loc_indices, _, _, _, _, _, _) in faces for vidx in face_vert_loc_indices)
- faces_loop_start = []
- lidx = 0
- for f in faces:
- face_vert_loc_indices = f[0]
- nbr_vidx = len(face_vert_loc_indices)
- faces_loop_start.append(lidx)
- lidx += nbr_vidx
- faces_loop_total = tuple(len(face_vert_loc_indices) for (face_vert_loc_indices, _, _, _, _, _, _) in faces)
-
- me.loops.foreach_set("vertex_index", loops_vert_idx)
- me.polygons.foreach_set("loop_start", faces_loop_start)
- me.polygons.foreach_set("loop_total", faces_loop_total)
-
- faces_ma_index = tuple(material_mapping[context_material] for (_, _, _, context_material, _, _, _) in faces)
- me.polygons.foreach_set("material_index", faces_ma_index)
-
- faces_use_smooth = tuple(bool(context_smooth_group) for (_, _, _, _, context_smooth_group, _, _) in faces)
- me.polygons.foreach_set("use_smooth", faces_use_smooth)
-
- if verts_nor and me.loops:
- # Note: we store 'temp' normals in loops, since validate() may alter final mesh,
- # we can only set custom lnors *after* calling it.
- me.create_normals_split()
- loops_nor = tuple(no for (_, face_vert_nor_indices, _, _, _, _, _) in faces
- for face_noidx in face_vert_nor_indices
- for no in verts_nor[face_noidx])
- me.loops.foreach_set("normal", loops_nor)
-
- if verts_tex and me.polygons:
- # Some files Do not explicitly write the 'v' value when it's 0.0, see T68249...
- verts_tex = [uv if len(uv) == 2 else uv + [0.0] for uv in verts_tex]
- me.uv_layers.new(do_init=False)
- loops_uv = tuple(uv for (_, _, face_vert_tex_indices, _, _, _, _) in faces
- for face_uvidx in face_vert_tex_indices
- for uv in verts_tex[face_uvidx])
- me.uv_layers[0].data.foreach_set("uv", loops_uv)
-
- use_edges = use_edges and bool(edges)
- if use_edges:
- me.edges.add(len(edges))
- # edges should be a list of (a, b) tuples
- me.edges.foreach_set("vertices", unpack_list(edges))
-
- me.validate(clean_customdata=False) # *Very* important to not remove lnors here!
- me.update(calc_edges=use_edges, calc_edges_loose=use_edges)
-
- # Un-tessellate as much as possible, in case we had to triangulate some ngons...
- if fgon_edges:
- import bmesh
- bm = bmesh.new()
- bm.from_mesh(me)
- verts = bm.verts[:]
- get = bm.edges.get
- edges = [get((verts[vidx1], verts[vidx2])) for vidx1, vidx2 in fgon_edges]
- try:
- bmesh.ops.dissolve_edges(bm, edges=edges, use_verts=False)
- except:
- # Possible dissolve fails for some edges, but don't fail silently in case this is a real bug.
- import traceback
- traceback.print_exc()
-
- bm.to_mesh(me)
- bm.free()
-
- # XXX If validate changes the geometry, this is likely to be broken...
- if unique_smooth_groups and sharp_edges:
- for e in me.edges:
- if e.key in sharp_edges:
- e.use_edge_sharp = True
-
- if verts_nor:
- clnors = array.array('f', [0.0] * (len(me.loops) * 3))
- me.loops.foreach_get("normal", clnors)
-
- if not unique_smooth_groups:
- me.polygons.foreach_set("use_smooth", [True] * len(me.polygons))
-
- me.normals_split_custom_set(tuple(zip(*(iter(clnors),) * 3)))
- me.use_auto_smooth = True
-
- ob = bpy.data.objects.new(me.name, me)
- new_objects.append(ob)
-
- # Create the vertex groups. No need to have the flag passed here since we test for the
- # content of the vertex_groups. If the user selects to NOT have vertex groups saved then
- # the following test will never run
- for group_name, group_indices in vertex_groups.items():
- group = ob.vertex_groups.new(name=group_name.decode('utf-8', "replace"))
- group.add(group_indices, 1.0, 'REPLACE')
-
-
-def create_nurbs(context_nurbs, vert_loc, new_objects):
- """
- Add nurbs object to blender, only support one type at the moment
- """
- deg = context_nurbs.get(b'deg', (3,))
- curv_range = context_nurbs.get(b'curv_range')
- curv_idx = context_nurbs.get(b'curv_idx', [])
- parm_u = context_nurbs.get(b'parm_u', [])
- parm_v = context_nurbs.get(b'parm_v', [])
- name = context_nurbs.get(b'name', b'ObjNurb')
- cstype = context_nurbs.get(b'cstype')
-
- if cstype is None:
- print('\tWarning, cstype not found')
- return
- if cstype != b'bspline':
- print('\tWarning, cstype is not supported (only bspline)')
- return
- if not curv_idx:
- print('\tWarning, curv argument empty or not set')
- return
- if len(deg) > 1 or parm_v:
- print('\tWarning, surfaces not supported')
- return
-
- cu = bpy.data.curves.new(name.decode('utf-8', "replace"), 'CURVE')
- cu.dimensions = '3D'
-
- nu = cu.splines.new('NURBS')
- nu.points.add(len(curv_idx) - 1) # a point is added to start with
- nu.points.foreach_set("co", [co_axis for vt_idx in curv_idx for co_axis in (vert_loc[vt_idx] + [1.0])])
-
- nu.order_u = deg[0] + 1
-
- # get for endpoint flag from the weighting
- if curv_range and len(parm_u) > deg[0] + 1:
- do_endpoints = True
- for i in range(deg[0] + 1):
-
- if abs(parm_u[i] - curv_range[0]) > 0.0001:
- do_endpoints = False
- break
-
- if abs(parm_u[-(i + 1)] - curv_range[1]) > 0.0001:
- do_endpoints = False
- break
-
- else:
- do_endpoints = False
-
- if do_endpoints:
- nu.use_endpoint_u = True
-
- # close
- '''
- do_closed = False
- if len(parm_u) > deg[0]+1:
- for i in xrange(deg[0]+1):
- #print curv_idx[i], curv_idx[-(i+1)]
-
- if curv_idx[i]==curv_idx[-(i+1)]:
- do_closed = True
- break
-
- if do_closed:
- nu.use_cyclic_u = True
- '''
-
- ob = bpy.data.objects.new(name.decode('utf-8', "replace"), cu)
-
- new_objects.append(ob)
-
-
-def strip_slash(line_split):
- if line_split[-1][-1] == 92: # '\' char
- if len(line_split[-1]) == 1:
- line_split.pop() # remove the \ item
- else:
- line_split[-1] = line_split[-1][:-1] # remove the \ from the end last number
- return True
- return False
-
-
-def get_float_func(filepath):
- """
- find the float function for this obj file
- - whether to replace commas or not
- """
- file = open(filepath, 'rb')
- for line in file: # .readlines():
- line = line.lstrip()
- if line.startswith(b'v'): # vn vt v
- if b',' in line:
- file.close()
- return lambda f: float(f.replace(b',', b'.'))
- elif b'.' in line:
- file.close()
- return float
-
- file.close()
- # in case all vert values were ints
- return float
-
-
-def any_number_as_int(svalue):
- if b',' in svalue:
- svalue = svalue.replace(b',', b'.')
- return int(float(svalue))
-
-
-def load(context,
- filepath,
- *,
- global_clamp_size=0.0,
- use_smooth_groups=True,
- use_edges=True,
- use_split_objects=True,
- use_split_groups=False,
- use_image_search=True,
- use_groups_as_vgroups=False,
- relpath=None,
- global_matrix=None
- ):
- """
- Called by the user interface or another script.
- load_obj(path) - should give acceptable results.
- This function passes the file and sends the data off
- to be split into objects and then converted into mesh objects
- """
- def unique_name(existing_names, name_orig):
- i = 0
- if name_orig is None:
- name_orig = b"ObjObject"
- name = name_orig
- while name in existing_names:
- name = b"%s.%03d" % (name_orig, i)
- i += 1
- existing_names.add(name)
- return name
-
- def handle_vec(line_start, context_multi_line, line_split, tag, data, vec, vec_len):
- ret_context_multi_line = tag if strip_slash(line_split) else b''
- if line_start == tag:
- vec[:] = [float_func(v) for v in line_split[1:]]
- elif context_multi_line == tag:
- vec += [float_func(v) for v in line_split]
- if not ret_context_multi_line:
- data.append(tuple(vec[:vec_len]))
- return ret_context_multi_line
-
- def create_face(context_material, context_smooth_group, context_object_key):
- face_vert_loc_indices = []
- face_vert_nor_indices = []
- face_vert_tex_indices = []
- return (
- face_vert_loc_indices,
- face_vert_nor_indices,
- face_vert_tex_indices,
- context_material,
- context_smooth_group,
- context_object_key,
- [], # If non-empty, that face is a Blender-invalid ngon (holes...), need a mutable object for that...
- )
-
- with ProgressReport(context.window_manager) as progress:
- progress.enter_substeps(1, "Importing OBJ %r..." % filepath)
-
- if global_matrix is None:
- global_matrix = mathutils.Matrix()
-
- if use_split_objects or use_split_groups:
- use_groups_as_vgroups = False
-
- verts_loc = []
- verts_nor = []
- verts_tex = []
- faces = [] # tuples of the faces
- material_libs = set() # filenames to material libs this OBJ uses
- vertex_groups = {} # when use_groups_as_vgroups is true
-
- # Get the string to float conversion func for this file- is 'float' for almost all files.
- float_func = get_float_func(filepath)
-
- # Context variables
- context_material = None
- context_smooth_group = None
- context_object_key = None
- context_object_obpart = None
- context_vgroup = None
-
- objects_names = set()
-
- # Nurbs
- context_nurbs = {}
- nurbs = []
- context_parm = b'' # used by nurbs too but could be used elsewhere
-
- # Until we can use sets
- use_default_material = False
- unique_materials = {}
- unique_smooth_groups = {}
- # unique_obects= {} - no use for this variable since the objects are stored in the face.
-
- # when there are faces that end with \
- # it means they are multiline-
- # since we use xreadline we cant skip to the next line
- # so we need to know whether
- context_multi_line = b''
-
- # Per-face handling data.
- face_vert_loc_indices = None
- face_vert_nor_indices = None
- face_vert_tex_indices = None
- verts_loc_len = verts_nor_len = verts_tex_len = 0
- face_items_usage = set()
- face_invalid_blenpoly = None
- prev_vidx = None
- face = None
- vec = []
-
- quick_vert_failures = 0
- skip_quick_vert = False
-
- progress.enter_substeps(3, "Parsing OBJ file...")
- with open(filepath, 'rb') as f:
- for line in f:
- line_split = line.split()
-
- if not line_split:
- continue
-
- line_start = line_split[0] # we compare with this a _lot_
-
- if len(line_split) == 1 and not context_multi_line and line_start != b'end':
- print("WARNING, skipping malformatted line: %s" % line.decode('UTF-8', 'replace').rstrip())
- continue
-
- # Handling vertex data are pretty similar, factorize that.
- # Also, most OBJ files store all those on a single line, so try fast parsing for that first,
- # and only fallback to full multi-line parsing when needed, this gives significant speed-up
- # (~40% on affected code).
- if line_start == b'v':
- vdata, vdata_len, do_quick_vert = verts_loc, 3, not skip_quick_vert
- elif line_start == b'vn':
- vdata, vdata_len, do_quick_vert = verts_nor, 3, not skip_quick_vert
- elif line_start == b'vt':
- vdata, vdata_len, do_quick_vert = verts_tex, 2, not skip_quick_vert
- elif context_multi_line == b'v':
- vdata, vdata_len, do_quick_vert = verts_loc, 3, False
- elif context_multi_line == b'vn':
- vdata, vdata_len, do_quick_vert = verts_nor, 3, False
- elif context_multi_line == b'vt':
- vdata, vdata_len, do_quick_vert = verts_tex, 2, False
- else:
- vdata_len = 0
-
- if vdata_len:
- if do_quick_vert:
- try:
- vdata.append(list(map(float_func, line_split[1:vdata_len + 1])))
- except:
- do_quick_vert = False
- # In case we get too many failures on quick parsing, force fallback to full multi-line one.
- # Exception handling can become costly...
- quick_vert_failures += 1
- if quick_vert_failures > 10000:
- skip_quick_vert = True
- if not do_quick_vert:
- context_multi_line = handle_vec(line_start, context_multi_line, line_split,
- context_multi_line or line_start,
- vdata, vec, vdata_len)
-
- elif line_start == b'f' or context_multi_line == b'f':
- if not context_multi_line:
- line_split = line_split[1:]
- # Instantiate a face
- face = create_face(context_material, context_smooth_group, context_object_key)
- (face_vert_loc_indices, face_vert_nor_indices, face_vert_tex_indices,
- _1, _2, _3, face_invalid_blenpoly) = face
- faces.append(face)
- face_items_usage.clear()
- verts_loc_len = len(verts_loc)
- verts_nor_len = len(verts_nor)
- verts_tex_len = len(verts_tex)
- if context_material is None:
- use_default_material = True
- # Else, use face_vert_loc_indices and face_vert_tex_indices previously defined and used the obj_face
-
- context_multi_line = b'f' if strip_slash(line_split) else b''
-
- for v in line_split:
- obj_vert = v.split(b'/')
- idx = int(obj_vert[0]) # Note that we assume here we cannot get OBJ invalid 0 index...
- vert_loc_index = (idx + verts_loc_len) if (idx < 1) else idx - 1
- # Add the vertex to the current group
- # *warning*, this wont work for files that have groups defined around verts
- if use_groups_as_vgroups and context_vgroup:
- vertex_groups[context_vgroup].append(vert_loc_index)
- # This a first round to quick-detect ngons that *may* use a same edge more than once.
- # Potential candidate will be re-checked once we have done parsing the whole face.
- if not face_invalid_blenpoly:
- # If we use more than once a same vertex, invalid ngon is suspected.
- if vert_loc_index in face_items_usage:
- face_invalid_blenpoly.append(True)
- else:
- face_items_usage.add(vert_loc_index)
- face_vert_loc_indices.append(vert_loc_index)
-
- # formatting for faces with normals and textures is
- # loc_index/tex_index/nor_index
- if len(obj_vert) > 1 and obj_vert[1] and obj_vert[1] != b'0':
- idx = int(obj_vert[1])
- face_vert_tex_indices.append((idx + verts_tex_len) if (idx < 1) else idx - 1)
- else:
- face_vert_tex_indices.append(0)
-
- if len(obj_vert) > 2 and obj_vert[2] and obj_vert[2] != b'0':
- idx = int(obj_vert[2])
- face_vert_nor_indices.append((idx + verts_nor_len) if (idx < 1) else idx - 1)
- else:
- face_vert_nor_indices.append(0)
-
- if not context_multi_line:
- # Means we have finished a face, we have to do final check if ngon is suspected to be blender-invalid...
- if face_invalid_blenpoly:
- face_invalid_blenpoly.clear()
- face_items_usage.clear()
- prev_vidx = face_vert_loc_indices[-1]
- for vidx in face_vert_loc_indices:
- edge_key = (prev_vidx, vidx) if (prev_vidx < vidx) else (vidx, prev_vidx)
- if edge_key in face_items_usage:
- face_invalid_blenpoly.append(True)
- break
- face_items_usage.add(edge_key)
- prev_vidx = vidx
-
- elif use_edges and (line_start == b'l' or context_multi_line == b'l'):
- # very similar to the face load function above with some parts removed
- if not context_multi_line:
- line_split = line_split[1:]
- # Instantiate a face
- face = create_face(context_material, context_smooth_group, context_object_key)
- face_vert_loc_indices = face[0]
- # XXX A bit hackish, we use special 'value' of face_vert_nor_indices (a single True item) to tag this
- # as a polyline, and not a regular face...
- face[1][:] = [True]
- faces.append(face)
- if context_material is None:
- use_default_material = True
- # Else, use face_vert_loc_indices previously defined and used the obj_face
-
- context_multi_line = b'l' if strip_slash(line_split) else b''
-
- for v in line_split:
- obj_vert = v.split(b'/')
- idx = int(obj_vert[0]) - 1
- face_vert_loc_indices.append((idx + len(verts_loc) + 1) if (idx < 0) else idx)
-
- elif line_start == b's':
- if use_smooth_groups:
- context_smooth_group = line_value(line_split)
- if context_smooth_group == b'off':
- context_smooth_group = None
- elif context_smooth_group: # is not None
- unique_smooth_groups[context_smooth_group] = None
-
- elif line_start == b'o':
- if use_split_objects:
- context_object_key = unique_name(objects_names, line_value(line_split))
- context_object_obpart = context_object_key
- # unique_objects[context_object_key]= None
-
- elif line_start == b'g':
- if use_split_groups:
- grppart = line_value(line_split)
- context_object_key = (context_object_obpart, grppart) if context_object_obpart else grppart
- # print 'context_object_key', context_object_key
- # unique_objects[context_object_key]= None
- elif use_groups_as_vgroups:
- context_vgroup = line_value(line.split())
- if context_vgroup and context_vgroup != b'(null)':
- vertex_groups.setdefault(context_vgroup, [])
- else:
- context_vgroup = None # dont assign a vgroup
-
- elif line_start == b'usemtl':
- context_material = line_value(line.split())
- unique_materials[context_material] = None
- elif line_start == b'mtllib': # usemap or usemat
- # can have multiple mtllib filenames per line, mtllib can appear more than once,
- # so make sure only occurrence of material exists
- material_libs |= {os.fsdecode(f) for f in filenames_group_by_ext(line.lstrip()[7:].strip(), b'.mtl')
- }
-
- # Nurbs support
- elif line_start == b'cstype':
- context_nurbs[b'cstype'] = line_value(line.split()) # 'rat bspline' / 'bspline'
- elif line_start == b'curv' or context_multi_line == b'curv':
- curv_idx = context_nurbs[b'curv_idx'] = context_nurbs.get(b'curv_idx', []) # in case were multiline
-
- if not context_multi_line:
- context_nurbs[b'curv_range'] = float_func(line_split[1]), float_func(line_split[2])
- line_split[0:3] = [] # remove first 3 items
-
- if strip_slash(line_split):
- context_multi_line = b'curv'
- else:
- context_multi_line = b''
-
- for i in line_split:
- vert_loc_index = int(i) - 1
-
- if vert_loc_index < 0:
- vert_loc_index = len(verts_loc) + vert_loc_index + 1
-
- curv_idx.append(vert_loc_index)
-
- elif line_start == b'parm' or context_multi_line == b'parm':
- if context_multi_line:
- context_multi_line = b''
- else:
- context_parm = line_split[1]
- line_split[0:2] = [] # remove first 2
-
- if strip_slash(line_split):
- context_multi_line = b'parm'
- else:
- context_multi_line = b''
-
- if context_parm.lower() == b'u':
- context_nurbs.setdefault(b'parm_u', []).extend([float_func(f) for f in line_split])
- elif context_parm.lower() == b'v': # surfaces not supported yet
- context_nurbs.setdefault(b'parm_v', []).extend([float_func(f) for f in line_split])
- # else: # may want to support other parm's ?
-
- elif line_start == b'deg':
- context_nurbs[b'deg'] = [int(i) for i in line.split()[1:]]
- elif line_start == b'end':
- # Add the nurbs curve
- if context_object_key:
- context_nurbs[b'name'] = context_object_key
- nurbs.append(context_nurbs)
- context_nurbs = {}
- context_parm = b''
-
- ''' # How to use usemap? deprecated?
- elif line_start == b'usema': # usemap or usemat
- context_image= line_value(line_split)
- '''
-
- progress.step("Done, loading materials and images...")
-
- if use_default_material:
- unique_materials[None] = None
- create_materials(filepath, relpath, material_libs, unique_materials,
- use_image_search, float_func)
-
- progress.step("Done, building geometries (verts:%i faces:%i materials: %i smoothgroups:%i) ..." %
- (len(verts_loc), len(faces), len(unique_materials), len(unique_smooth_groups)))
-
- # deselect all
- if bpy.ops.object.select_all.poll():
- bpy.ops.object.select_all(action='DESELECT')
-
- new_objects = [] # put new objects here
-
- # Split the mesh by objects/materials, may
- SPLIT_OB_OR_GROUP = bool(use_split_objects or use_split_groups)
-
- for data in split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP):
- verts_loc_split, faces_split, unique_materials_split, dataname, use_vnor, use_vtex = data
- # Create meshes from the data, warning 'vertex_groups' wont support splitting
- #~ print(dataname, use_vnor, use_vtex)
- create_mesh(new_objects,
- use_edges,
- verts_loc_split,
- verts_nor if use_vnor else [],
- verts_tex if use_vtex else [],
- faces_split,
- unique_materials_split,
- unique_smooth_groups,
- vertex_groups,
- dataname,
- )
-
- # nurbs support
- for context_nurbs in nurbs:
- create_nurbs(context_nurbs, verts_loc, new_objects)
-
- view_layer = context.view_layer
- collection = view_layer.active_layer_collection.collection
-
- # Create new obj
- for obj in new_objects:
- collection.objects.link(obj)
- obj.select_set(True)
-
- # we could apply this anywhere before scaling.
- obj.matrix_world = global_matrix
-
- view_layer.update()
-
- axis_min = [1000000000] * 3
- axis_max = [-1000000000] * 3
-
- if global_clamp_size:
- # Get all object bounds
- for ob in new_objects:
- for v in ob.bound_box:
- for axis, value in enumerate(v):
- if axis_min[axis] > value:
- axis_min[axis] = value
- if axis_max[axis] < value:
- axis_max[axis] = value
-
- # Scale objects
- max_axis = max(axis_max[0] - axis_min[0], axis_max[1] - axis_min[1], axis_max[2] - axis_min[2])
- scale = 1.0
-
- while global_clamp_size < max_axis * scale:
- scale = scale / 10.0
-
- for obj in new_objects:
- obj.scale = scale, scale, scale
-
- progress.leave_substeps("Done.")
- progress.leave_substeps("Finished importing: %r" % filepath)
-
- return {'FINISHED'}