diff options
Diffstat (limited to 'io_scene_obj')
-rw-r--r-- | io_scene_obj/__init__.py | 259 | ||||
-rw-r--r-- | io_scene_obj/export_obj.py | 791 | ||||
-rw-r--r-- | io_scene_obj/import_obj.py | 1148 |
3 files changed, 2198 insertions, 0 deletions
diff --git a/io_scene_obj/__init__.py b/io_scene_obj/__init__.py new file mode 100644 index 00000000..660a38fc --- /dev/null +++ b/io_scene_obj/__init__.py @@ -0,0 +1,259 @@ +# ##### 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": "Wavefront OBJ format", + "author": "Campbell Barton", + "blender": (2, 5, 7), + "api": 35622, + "location": "File > Import-Export", + "description": "Import-Export OBJ, Import OBJ mesh, UV's, materials and textures", + "warning": "", + "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\ + "Scripts/Import-Export/Wavefront_OBJ", + "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_obj" in locals(): + imp.reload(import_obj) + if "export_obj" in locals(): + imp.reload(export_obj) + + +import bpy +from bpy.props import BoolProperty, FloatProperty, StringProperty, EnumProperty +from bpy_extras.io_utils import ExportHelper, ImportHelper, path_reference_mode, axis_conversion + + +class ImportOBJ(bpy.types.Operator, ImportHelper): + '''Load a Wavefront OBJ File''' + bl_idname = "import_scene.obj" + bl_label = "Import OBJ" + bl_options = {'PRESET'} + + filename_ext = ".obj" + filter_glob = StringProperty(default="*.obj;*.mtl", options={'HIDDEN'}) + + use_ngons = BoolProperty(name="NGons", description="Import faces with more then 4 verts as fgons", default=True) + use_edges = BoolProperty(name="Lines", description="Import lines and faces with 2 verts as edge", default=True) + use_smooth_groups = BoolProperty(name="Smooth Groups", description="Surround smooth groups by sharp edges", default=True) + + use_split_objects = BoolProperty(name="Object", description="Import OBJ Objects into Blender Objects", default=True) + use_split_groups = BoolProperty(name="Group", description="Import OBJ Groups into Blender Objects", default=True) + + use_groups_as_vgroups = BoolProperty(name="Poly Groups", description="Import OBJ groups as vertex groups.", default=False) + + use_image_search = BoolProperty(name="Image Search", description="Search subdirs for any assosiated images (Warning, may be slow)", default=True) + + split_mode = EnumProperty( + name="Split", + items=(('ON', "Split", "Split geometry, omits unused verts"), + ('OFF', "Keep Vert Order", "Maintain vertex order from file"), + ), + ) + + global_clamp_size = FloatProperty(name="Clamp Scale", description="Clamp the size to this maximum (Zero to Disable)", min=0.0, max=1000.0, soft_min=0.0, soft_max=1000.0, default=0.0) + axis_forward = EnumProperty( + name="Forward", + items=(('X', "X Forward", ""), + ('Y', "Y Forward", ""), + ('Z', "Z Forward", ""), + ('-X', "-X Forward", ""), + ('-Y', "-Y Forward", ""), + ('-Z', "-Z Forward", ""), + ), + default='-Z', + ) + + axis_up = EnumProperty( + name="Up", + items=(('X', "X Up", ""), + ('Y', "Y Up", ""), + ('Z', "Z Up", ""), + ('-X', "-X Up", ""), + ('-Y', "-Y Up", ""), + ('-Z', "-Z Up", ""), + ), + default='Y', + ) + + # fake prop, only disables split. + # keep_vertex_order = BoolProperty(name="Keep Vert Order", description="Keep vert and face order, disables split options, enable for morph targets", default= True) + + def execute(self, context): + # print("Selected: " + context.active_object.name) + from . import import_obj + from mathutils import Matrix + + if self.split_mode == 'OFF': + self.use_split_objects = False + self.use_split_groups = False + else: + self.use_groups_as_vgroups = False + + keywords = self.as_keywords(ignore=("axis_forward", "axis_up", "filter_glob", "split_mode")) + + global_matrix = axis_conversion(from_forward=self.axis_forward, from_up=self.axis_up).to_4x4() + keywords["global_matrix"] = global_matrix + + return import_obj.load(self, context, **keywords) + + def draw(self, context): + layout = self.layout + + row = layout.row(align=True) + row.prop(self, "use_ngons") + row.prop(self, "use_edges") + + layout.prop(self, "use_smooth_groups") + + box = layout.box() + row = box.row() + row.prop(self, "split_mode", expand=True) + + row = box.row() + if self.split_mode == 'ON': + row.label(text="Split by:") + row.prop(self, "use_split_objects") + row.prop(self, "use_split_groups") + else: + row.prop(self, "use_groups_as_vgroups") + + row = layout.split(percentage=0.67) + row.prop(self, "global_clamp_size") + layout.prop(self, "axis_forward") + layout.prop(self, "axis_up") + + layout.prop(self, "use_image_search") + + +class ExportOBJ(bpy.types.Operator, ExportHelper): + '''Save a Wavefront OBJ File''' + + bl_idname = "export_scene.obj" + bl_label = 'Export OBJ' + bl_options = {'PRESET'} + + filename_ext = ".obj" + filter_glob = StringProperty(default="*.obj;*.mtl", options={'HIDDEN'}) + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + # context group + use_selection = BoolProperty(name="Selection Only", description="Export selected objects only", default=False) + use_all_scenes = BoolProperty(name="All Scenes", description="", default=False) + use_animation = BoolProperty(name="Animation", description="", default=False) + + # object group + use_apply_modifiers = BoolProperty(name="Apply Modifiers", description="Apply modifiers (preview resolution)", default=True) + + # extra data group + use_edges = BoolProperty(name="Edges", description="", default=True) + use_normals = BoolProperty(name="Normals", description="", default=False) + use_hq_normals = BoolProperty(name="High Quality Normals", description="", default=True) + use_uvs = BoolProperty(name="UVs", description="", default=True) + use_materials = BoolProperty(name="Materials", description="", default=True) + # copy_images = BoolProperty(name="Copy Images", description="", default=False) + use_triangles = BoolProperty(name="Triangulate", description="", default=False) + use_vertex_groups = BoolProperty(name="Polygroups", description="", default=False) + use_nurbs = BoolProperty(name="Nurbs", description="", default=False) + + # grouping group + use_blen_objects = BoolProperty(name="Objects as OBJ Objects", description="", default=True) + group_by_object = BoolProperty(name="Objects as OBJ Groups ", description="", default=False) + group_by_material = BoolProperty(name="Material Groups", description="", default=False) + keep_vertex_order = BoolProperty(name="Keep Vertex Order", description="", default=False) + + global_scale = FloatProperty(name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0) + + axis_forward = EnumProperty( + name="Forward", + items=(('X', "X Forward", ""), + ('Y', "Y Forward", ""), + ('Z', "Z Forward", ""), + ('-X', "-X Forward", ""), + ('-Y', "-Y Forward", ""), + ('-Z', "-Z Forward", ""), + ), + default='-Z', + ) + + axis_up = EnumProperty( + name="Up", + items=(('X', "X Up", ""), + ('Y', "Y Up", ""), + ('Z', "Z Up", ""), + ('-X', "-X Up", ""), + ('-Y', "-Y Up", ""), + ('-Z', "-Z Up", ""), + ), + default='Y', + ) + + path_mode = path_reference_mode + + def execute(self, context): + from . import export_obj + + from mathutils import Matrix + keywords = self.as_keywords(ignore=("axis_forward", "axis_up", "global_scale", "check_existing", "filter_glob")) + + global_matrix = Matrix() + global_matrix[0][0] = global_matrix[1][1] = global_matrix[2][2] = self.global_scale + global_matrix = global_matrix * axis_conversion(to_forward=self.axis_forward, to_up=self.axis_up).to_4x4() + keywords["global_matrix"] = global_matrix + return export_obj.save(self, context, **keywords) + + +def menu_func_import(self, context): + self.layout.operator(ImportOBJ.bl_idname, text="Wavefront (.obj)") + + +def menu_func_export(self, context): + self.layout.operator(ExportOBJ.bl_idname, text="Wavefront (.obj)") + + +def register(): + bpy.utils.register_module(__name__) + + bpy.types.INFO_MT_file_import.append(menu_func_import) + bpy.types.INFO_MT_file_export.append(menu_func_export) + + +def unregister(): + bpy.utils.unregister_module(__name__) + + bpy.types.INFO_MT_file_import.remove(menu_func_import) + bpy.types.INFO_MT_file_export.remove(menu_func_export) + + +# CONVERSION ISSUES +# - matrix problem +# - duplis - only tested dupliverts +# - all scenes export +# + normals calculation + +if __name__ == "__main__": + register() diff --git a/io_scene_obj/export_obj.py b/io_scene_obj/export_obj.py new file mode 100644 index 00000000..594a4167 --- /dev/null +++ b/io_scene_obj/export_obj.py @@ -0,0 +1,791 @@ +# ##### 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> + +import os +import time +import shutil + +import bpy +import mathutils +import bpy_extras.io_utils + + +def name_compat(name): + if name is None: + return 'None' + else: + return name.replace(' ', '_') + + +def write_mtl(scene, filepath, path_mode, copy_set, mtl_dict): + + world = scene.world + if world: + worldAmb = world.ambient_color[:] + else: + worldAmb = 0.0, 0.0, 0.0 + + source_dir = bpy.data.filepath + dest_dir = os.path.dirname(filepath) + + file = open(filepath, "w", encoding="utf8", newline="\n") + file.write('# Blender MTL File: %r\n' % os.path.basename(bpy.data.filepath)) + file.write('# Material Count: %i\n' % len(mtl_dict)) + + mtl_dict_values = list(mtl_dict.values()) + mtl_dict_values.sort(key=lambda m: m[0]) + + # Write material/image combinations we have used. + # Using mtl_dict.values() directly gives un-predictable order. + for mtl_mat_name, mat, face_img in mtl_dict_values: + + # Get the Blender data for the material and the image. + # Having an image named None will make a bug, dont do it :) + + file.write('newmtl %s\n' % mtl_mat_name) # Define a new material: matname_imgname + + if mat: + # convert from blenders spec to 0 - 1000 range. + if mat.specular_shader == 'WARDISO': + tspec = (0.4 - mat.specular_slope) / 0.0004 + else: + tspec = (mat.specular_hardness - 1) * 1.9607843137254901 + file.write('Ns %.6f\n' % tspec) + del tspec + + file.write('Ka %.6f %.6f %.6f\n' % tuple(c * mat.ambient for c in worldAmb)) # Ambient, uses mirror colour, + file.write('Kd %.6f %.6f %.6f\n' % tuple(c * mat.diffuse_intensity for c in mat.diffuse_color)) # Diffuse + file.write('Ks %.6f %.6f %.6f\n' % tuple(c * mat.specular_intensity for c in mat.specular_color)) # Specular + if hasattr(mat, "ior"): + file.write('Ni %.6f\n' % mat.ior) # Refraction index + else: + file.write('Ni %.6f\n' % 1.0) + file.write('d %.6f\n' % mat.alpha) # Alpha (obj uses 'd' for dissolve) + + # 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting. + if mat.use_shadeless: + file.write('illum 0\n') # ignore lighting + elif mat.specular_intensity == 0: + file.write('illum 1\n') # no specular. + else: + file.write('illum 2\n') # light normaly + + else: + #write a dummy material here? + file.write('Ns 0\n') + file.write('Ka %.6f %.6f %.6f\n' % tuple(c for c in worldAmb)) # Ambient, uses mirror colour, + file.write('Kd 0.8 0.8 0.8\n') + file.write('Ks 0.8 0.8 0.8\n') + file.write('d 1\n') # No alpha + file.write('illum 2\n') # light normaly + + # Write images! + if face_img: # We have an image on the face! + # write relative image path + rel = bpy_extras.io_utils.path_reference(face_img.filepath, source_dir, dest_dir, path_mode, "", copy_set) + file.write('map_Kd %s\n' % rel) # Diffuse mapping image + + if mat: # No face image. if we havea material search for MTex image. + image_map = {} + # backwards so topmost are highest priority + for mtex in reversed(mat.texture_slots): + if mtex and mtex.texture.type == 'IMAGE': + image = mtex.texture.image + if image: + # texface overrides others + if mtex.use_map_color_diffuse and face_img is None: + image_map["map_Kd"] = image + if mtex.use_map_ambient: + image_map["map_Ka"] = image + if mtex.use_map_specular: + image_map["map_Ks"] = image + if mtex.use_map_alpha: + image_map["map_d"] = image + if mtex.use_map_translucency: + image_map["map_Tr"] = image + if mtex.use_map_normal: + image_map["map_Bump"] = image + if mtex.use_map_hardness: + image_map["map_Ns"] = image + + for key, image in image_map.items(): + filepath = bpy_extras.io_utils.path_reference(image.filepath, source_dir, dest_dir, path_mode, "", copy_set) + file.write('%s %s\n' % (key, repr(filepath)[1:-1])) + + file.write('\n\n') + + file.close() + + +def test_nurbs_compat(ob): + if ob.type != 'CURVE': + return False + + for nu in ob.data.splines: + if nu.point_count_v == 1 and nu.type != 'BEZIER': # not a surface and not bezier + return True + + return False + + +def write_nurb(file, ob, ob_mat): + tot_verts = 0 + cu = ob.data + + # use negative indices + for nu in cu.splines: + if nu.type == 'POLY': + DEG_ORDER_U = 1 + else: + DEG_ORDER_U = nu.order_u - 1 # odd but tested to be correct + + if nu.type == 'BEZIER': + print("\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported") + continue + + if nu.point_count_v > 1: + print("\tWarning, surface:", ob.name, "only poly and nurbs curves supported") + continue + + if len(nu.points) <= DEG_ORDER_U: + print("\tWarning, order_u is lower then vert count, skipping:", ob.name) + continue + + pt_num = 0 + do_closed = nu.use_cyclic_u + do_endpoints = (do_closed == 0) and nu.use_endpoint_u + + for pt in nu.points: + pt = pt.co.to_3d() * ob_mat + file.write('v %.6f %.6f %.6f\n' % (pt[0], pt[1], pt[2])) + pt_num += 1 + tot_verts += pt_num + + file.write('g %s\n' % (name_compat(ob.name))) # name_compat(ob.getData(1)) could use the data name too + file.write('cstype bspline\n') # not ideal, hard coded + file.write('deg %d\n' % DEG_ORDER_U) # not used for curves but most files have it still + + curve_ls = [-(i + 1) for i in range(pt_num)] + + # 'curv' keyword + if do_closed: + if DEG_ORDER_U == 1: + pt_num += 1 + curve_ls.append(-1) + else: + pt_num += DEG_ORDER_U + curve_ls = curve_ls + curve_ls[0:DEG_ORDER_U] + + file.write('curv 0.0 1.0 %s\n' % (" ".join([str(i) for i in curve_ls]))) # Blender has no U and V values for the curve + + # 'parm' keyword + tot_parm = (DEG_ORDER_U + 1) + pt_num + tot_parm_div = float(tot_parm - 1) + parm_ls = [(i / tot_parm_div) for i in range(tot_parm)] + + if do_endpoints: # end points, force param + for i in range(DEG_ORDER_U + 1): + parm_ls[i] = 0.0 + parm_ls[-(1 + i)] = 1.0 + + file.write("parm u %s\n" % " ".join(["%.6f" % i for i in parm_ls])) + + file.write('end\n') + + return tot_verts + + +def write_file(filepath, objects, scene, + EXPORT_TRI=False, + EXPORT_EDGES=False, + EXPORT_NORMALS=False, + EXPORT_NORMALS_HQ=False, + EXPORT_UV=True, + EXPORT_MTL=True, + EXPORT_APPLY_MODIFIERS=True, + EXPORT_BLEN_OBS=True, + EXPORT_GROUP_BY_OB=False, + EXPORT_GROUP_BY_MAT=False, + EXPORT_KEEP_VERT_ORDER=False, + EXPORT_POLYGROUPS=False, + EXPORT_CURVE_AS_NURBS=True, + EXPORT_GLOBAL_MATRIX=None, + EXPORT_PATH_MODE='AUTO', + ): + ''' + Basic write function. The context and options must be already set + This can be accessed externaly + eg. + write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options. + ''' + + if EXPORT_GLOBAL_MATRIX is None: + EXPORT_GLOBAL_MATRIX = mathutils.Matrix() + + # XXX + import math + + def veckey3d(v): + return round(v.x, 6), round(v.y, 6), round(v.z, 6) + + def veckey2d(v): + return round(v[0], 6), round(v[1], 6) + + def findVertexGroupName(face, vWeightMap): + """ + Searches the vertexDict to see what groups is assigned to a given face. + We use a frequency system in order to sort out the name because a given vetex can + belong to two or more groups at the same time. To find the right name for the face + we list all the possible vertex group names with their frequency and then sort by + frequency in descend order. The top element is the one shared by the highest number + of vertices is the face's group + """ + weightDict = {} + for vert_index in face.vertices: +# for vert in face: + vWeights = vWeightMap[vert_index] +# vWeights = vWeightMap[vert] + for vGroupName, weight in vWeights: + weightDict[vGroupName] = weightDict.get(vGroupName, 0) + weight + + if weightDict: + alist = [(weight, vGroupName) for vGroupName, weight in weightDict.items()] # sort least to greatest amount of weight + alist.sort() + return(alist[-1][1]) # highest value last + else: + return '(null)' + + print('OBJ Export path: %r' % filepath) + temp_mesh_name = '~tmp-mesh' + + time1 = time.clock() +# time1 = sys.time() +# scn = Scene.GetCurrent() + + file = open(filepath, "w", encoding="utf8", newline="\n") + + # Write Header + file.write('# Blender v%s OBJ File: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath))) + file.write('# www.blender.org\n') + + # Tell the obj file what material file to use. + if EXPORT_MTL: + mtlfilepath = os.path.splitext(filepath)[0] + ".mtl" + file.write('mtllib %s\n' % repr(os.path.basename(mtlfilepath))[1:-1]) # filepath can contain non utf8 chars, use repr + + # Initialize totals, these are updated each object + totverts = totuvco = totno = 1 + + face_vert_index = 1 + + globalNormals = {} + + # A Dict of Materials + # (material.name, image.name):matname_imagename # matname_imagename has gaps removed. + mtl_dict = {} + + copy_set = set() + + # Get all meshes + for ob_main in objects: + + # ignore dupli children + if ob_main.parent and ob_main.parent.dupli_type != 'NONE': + # XXX + print(ob_main.name, 'is a dupli child - ignoring') + continue + + obs = [] + if ob_main.dupli_type != 'NONE': + # XXX + print('creating dupli_list on', ob_main.name) + ob_main.dupli_list_create(scene) + + obs = [(dob.object, dob.matrix) for dob in ob_main.dupli_list] + + # XXX debug print + print(ob_main.name, 'has', len(obs), 'dupli children') + else: + obs = [(ob_main, ob_main.matrix_world)] + + for ob, ob_mat in obs: + + # Nurbs curve support + if EXPORT_CURVE_AS_NURBS and test_nurbs_compat(ob): + ob_mat = EXPORT_GLOBAL_MATRIX * ob_mat + totverts += write_nurb(file, ob, ob_mat) + continue + # END NURBS + + try: + me = ob.to_mesh(scene, EXPORT_APPLY_MODIFIERS, 'PREVIEW') + except RuntimeError: + me = None + + if me is None: + continue + + me.transform(EXPORT_GLOBAL_MATRIX * ob_mat) + +# # Will work for non meshes now! :) +# me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn) +# if not me: +# continue + + if EXPORT_UV: + faceuv = len(me.uv_textures) > 0 + if faceuv: + uv_layer = me.uv_textures.active.data[:] + else: + faceuv = False + + me_verts = me.vertices[:] + + # Make our own list so it can be sorted to reduce context switching + face_index_pairs = [(face, index) for index, face in enumerate(me.faces)] + # faces = [ f for f in me.faces ] + + if EXPORT_EDGES: + edges = me.edges + else: + edges = [] + + if not (len(face_index_pairs) + len(edges) + len(me.vertices)): # Make sure there is somthing to write + + # clean up + bpy.data.meshes.remove(me) + + continue # dont bother with this mesh. + + # XXX + # High Quality Normals + if EXPORT_NORMALS and face_index_pairs: + me.calc_normals() +# if EXPORT_NORMALS_HQ: +# BPyMesh.meshCalcNormals(me) +# else: +# # transforming normals is incorrect +# # when the matrix is scaled, +# # better to recalculate them +# me.calcNormals() + + materials = me.materials + + materialNames = [] + materialItems = [m for m in materials] + if materials: + for mat in materials: + if mat: + materialNames.append(mat.name) + else: + materialNames.append(None) + # Cant use LC because some materials are None. + # materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken. + + # Possible there null materials, will mess up indices + # but at least it will export, wait until Blender gets fixed. + materialNames.extend((16 - len(materialNames)) * [None]) + materialItems.extend((16 - len(materialItems)) * [None]) + + # Sort by Material, then images + # so we dont over context switch in the obj file. + if EXPORT_KEEP_VERT_ORDER: + pass + elif faceuv: + face_index_pairs.sort(key=lambda a: (a[0].material_index, hash(uv_layer[a[1]].image), a[0].use_smooth)) + elif len(materials) > 1: + face_index_pairs.sort(key=lambda a: (a[0].material_index, a[0].use_smooth)) + else: + # no materials + face_index_pairs.sort(key=lambda a: a[0].use_smooth) +# if EXPORT_KEEP_VERT_ORDER: +# pass +# elif faceuv: +# try: faces.sort(key = lambda a: (a.mat, a.image, a.use_smooth)) +# except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.use_smooth), (b.mat, b.image, b.use_smooth))) +# elif len(materials) > 1: +# try: faces.sort(key = lambda a: (a.mat, a.use_smooth)) +# except: faces.sort(lambda a,b: cmp((a.mat, a.use_smooth), (b.mat, b.use_smooth))) +# else: +# # no materials +# try: faces.sort(key = lambda a: a.use_smooth) +# except: faces.sort(lambda a,b: cmp(a.use_smooth, b.use_smooth)) + + # Set the default mat to no material and no image. + contextMat = 0, 0 # Can never be this, so we will label a new material teh first chance we get. + contextSmooth = None # Will either be true or false, set bad to force initialization switch. + + if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB: + name1 = ob.name + name2 = ob.data.name + if name1 == name2: + obnamestring = name_compat(name1) + else: + obnamestring = '%s_%s' % (name_compat(name1), name_compat(name2)) + + if EXPORT_BLEN_OBS: + file.write('o %s\n' % obnamestring) # Write Object name + else: # if EXPORT_GROUP_BY_OB: + file.write('g %s\n' % obnamestring) + + # Vert + for v in me_verts: + file.write('v %.6f %.6f %.6f\n' % v.co[:]) + + # UV + if faceuv: + uv_face_mapping = [[0, 0, 0, 0] for i in range(len(face_index_pairs))] # a bit of a waste for tri's :/ + + uv_dict = {} # could use a set() here + uv_layer = me.uv_textures.active.data + for f, f_index in face_index_pairs: + for uv_index, uv in enumerate(uv_layer[f_index].uv): + uvkey = veckey2d(uv) + try: + uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] + except: + uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict) + file.write('vt %.6f %.6f\n' % uv[:]) + + uv_unique_count = len(uv_dict) +# del uv, uvkey, uv_dict, f_index, uv_index + # Only need uv_unique_count and uv_face_mapping + + # NORMAL, Smooth/Non smoothed. + if EXPORT_NORMALS: + for f, f_index in face_index_pairs: + if f.use_smooth: + for v_idx in f.vertices: + v = me_verts[v_idx] + noKey = veckey3d(v.normal) + if noKey not in globalNormals: + globalNormals[noKey] = totno + totno += 1 + file.write('vn %.6f %.6f %.6f\n' % noKey) + else: + # Hard, 1 normal from the face. + noKey = veckey3d(f.normal) + if noKey not in globalNormals: + globalNormals[noKey] = totno + totno += 1 + file.write('vn %.6f %.6f %.6f\n' % noKey) + + if not faceuv: + f_image = None + + # XXX + if EXPORT_POLYGROUPS: + # Retrieve the list of vertex groups + vertGroupNames = [g.name for g in ob.vertex_groups] + + currentVGroup = '' + # Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to + vgroupsMap = [[] for _i in range(len(me_verts))] + for v_idx, v in enumerate(me.vertices): + for g in v.groups: + vgroupsMap[v_idx].append((vertGroupNames[g.group], g.weight)) + + for f, f_index in face_index_pairs: + f_smooth = f.use_smooth + f_mat = min(f.material_index, len(materialNames) - 1) + + if faceuv: + tface = uv_layer[f_index] + f_image = tface.image + + # MAKE KEY + if faceuv and f_image: # Object is always true. + key = materialNames[f_mat], f_image.name + else: + key = materialNames[f_mat], None # No image, use None instead. + + # Write the vertex group + if EXPORT_POLYGROUPS: + if ob.vertex_groups: + # find what vertext group the face belongs to + theVGroup = findVertexGroupName(f, vgroupsMap) + if theVGroup != currentVGroup: + currentVGroup = theVGroup + file.write('g %s\n' % theVGroup) + + # CHECK FOR CONTEXT SWITCH + if key == contextMat: + pass # Context already switched, dont do anything + else: + if key[0] is None and key[1] is None: + # Write a null material, since we know the context has changed. + if EXPORT_GROUP_BY_MAT: + # can be mat_image or (null) + file.write("g %s_%s\n" % (name_compat(ob.name), name_compat(ob.data.name))) # can be mat_image or (null) + file.write("usemtl (null)\n") # mat, image + + else: + mat_data = mtl_dict.get(key) + if not mat_data: + # First add to global dict so we can export to mtl + # Then write mtl + + # Make a new names from the mat and image name, + # converting any spaces to underscores with name_compat. + + # If none image dont bother adding it to the name + if key[1] is None: + mat_data = mtl_dict[key] = ("%s" % name_compat(key[0])), materialItems[f_mat], f_image + else: + mat_data = mtl_dict[key] = ("%s_%s" % (name_compat(key[0]), name_compat(key[1]))), materialItems[f_mat], f_image + + if EXPORT_GROUP_BY_MAT: + file.write("g %s_%s_%s\n" % (name_compat(ob.name), name_compat(ob.data.name), mat_data[0])) # can be mat_image or (null) + + file.write("usemtl %s\n" % mat_data[0]) # can be mat_image or (null) + + contextMat = key + if f_smooth != contextSmooth: + if f_smooth: # on now off + file.write('s 1\n') + contextSmooth = f_smooth + else: # was off now on + file.write('s off\n') + contextSmooth = f_smooth + + f_v_orig = [(vi, me_verts[v_idx]) for vi, v_idx in enumerate(f.vertices)] + + if not EXPORT_TRI or len(f_v_orig) == 3: + f_v_iter = (f_v_orig, ) + else: + f_v_iter = (f_v_orig[0], f_v_orig[1], f_v_orig[2]), (f_v_orig[0], f_v_orig[2], f_v_orig[3]) + + # support for triangulation + for f_v in f_v_iter: + file.write('f') + + if faceuv: + if EXPORT_NORMALS: + if f_smooth: # Smoothed, use vertex normals + for vi, v in f_v: + file.write(" %d/%d/%d" % \ + (v.index + totverts, + totuvco + uv_face_mapping[f_index][vi], + globalNormals[veckey3d(v.normal)])) # vert, uv, normal + + else: # No smoothing, face normals + no = globalNormals[veckey3d(f.normal)] + for vi, v in f_v: + file.write(" %d/%d/%d" % \ + (v.index + totverts, + totuvco + uv_face_mapping[f_index][vi], + no)) # vert, uv, normal + else: # No Normals + for vi, v in f_v: + file.write(" %d/%d" % (\ + v.index + totverts,\ + totuvco + uv_face_mapping[f_index][vi])) # vert, uv + + face_vert_index += len(f_v) + + else: # No UV's + if EXPORT_NORMALS: + if f_smooth: # Smoothed, use vertex normals + for vi, v in f_v: + file.write(" %d//%d" % + (v.index + totverts, globalNormals[veckey3d(v.normal)])) + else: # No smoothing, face normals + no = globalNormals[veckey3d(f.normal)] + for vi, v in f_v: + file.write(" %d//%d" % (v.index + totverts, no)) + else: # No Normals + for vi, v in f_v: + file.write(" %d" % (v.index + totverts)) + + file.write('\n') + + # Write edges. + if EXPORT_EDGES: + for ed in edges: + if ed.is_loose: + file.write('f %d %d\n' % (ed.vertices[0] + totverts, ed.vertices[1] + totverts)) + + # Make the indices global rather then per mesh + totverts += len(me_verts) + if faceuv: + totuvco += uv_unique_count + + # clean up + bpy.data.meshes.remove(me) + + if ob_main.dupli_type != 'NONE': + ob_main.dupli_list_clear() + + file.close() + + # Now we have all our materials, save them + if EXPORT_MTL: + write_mtl(scene, mtlfilepath, EXPORT_PATH_MODE, copy_set, mtl_dict) + + # copy all collected files. + bpy_extras.io_utils.path_reference_copy(copy_set) + + print("OBJ Export time: %.2f" % (time.clock() - time1)) + + +def _write(context, filepath, + EXPORT_TRI, # ok + EXPORT_EDGES, + EXPORT_NORMALS, # not yet + EXPORT_NORMALS_HQ, # not yet + EXPORT_UV, # ok + EXPORT_MTL, + EXPORT_APPLY_MODIFIERS, # ok + EXPORT_BLEN_OBS, + EXPORT_GROUP_BY_OB, + EXPORT_GROUP_BY_MAT, + EXPORT_KEEP_VERT_ORDER, + EXPORT_POLYGROUPS, + EXPORT_CURVE_AS_NURBS, + EXPORT_SEL_ONLY, # ok + EXPORT_ALL_SCENES, # XXX not working atm + EXPORT_ANIMATION, + EXPORT_GLOBAL_MATRIX, + EXPORT_PATH_MODE, + ): # Not used + + base_name, ext = os.path.splitext(filepath) + context_name = [base_name, '', '', ext] # Base name, scene name, frame number, extension + + orig_scene = context.scene + + # Exit edit mode before exporting, so current object states are exported properly. + if bpy.ops.object.mode_set.poll(): + bpy.ops.object.mode_set(mode='OBJECT') + +# if EXPORT_ALL_SCENES: +# export_scenes = bpy.data.scenes +# else: +# export_scenes = [orig_scene] + + # XXX only exporting one scene atm since changing + # current scene is not possible. + # Brecht says that ideally in 2.5 we won't need such a function, + # allowing multiple scenes open at once. + export_scenes = [orig_scene] + + # Export all scenes. + for scene in export_scenes: + orig_frame = scene.frame_current + + if EXPORT_ALL_SCENES: # Add scene name into the context_name + context_name[1] = '_%s' % bpy.path.clean_name(scene.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied. + + # Export an animation? + if EXPORT_ANIMATION: + scene_frames = range(scene.frame_start, scene.frame_end + 1) # Up to and including the end frame. + else: + scene_frames = [orig_frame] # Dont export an animation. + + # Loop through all frames in the scene and export. + for frame in scene_frames: + if EXPORT_ANIMATION: # Add frame to the filepath. + context_name[2] = '_%.6d' % frame + + scene.frame_set(frame, 0.0) + if EXPORT_SEL_ONLY: + objects = context.selected_objects + else: + objects = scene.objects + + full_path = ''.join(context_name) + + # erm... bit of a problem here, this can overwrite files when exporting frames. not too bad. + # EXPORT THE FILE. + write_file(full_path, objects, scene, + EXPORT_TRI, + EXPORT_EDGES, + EXPORT_NORMALS, + EXPORT_NORMALS_HQ, + EXPORT_UV, + EXPORT_MTL, + EXPORT_APPLY_MODIFIERS, + EXPORT_BLEN_OBS, + EXPORT_GROUP_BY_OB, + EXPORT_GROUP_BY_MAT, + EXPORT_KEEP_VERT_ORDER, + EXPORT_POLYGROUPS, + EXPORT_CURVE_AS_NURBS, + EXPORT_GLOBAL_MATRIX, + EXPORT_PATH_MODE, + ) + + scene.frame_set(orig_frame, 0.0) + + # Restore old active scene. +# orig_scene.makeCurrent() +# Window.WaitCursor(0) + + +''' +Currently the exporter lacks these features: +* multiple scene export (only active scene is written) +* particles +''' + + +def save(operator, context, filepath="", + use_triangles=False, + use_edges=True, + use_normals=False, + use_hq_normals=False, + use_uvs=True, + use_materials=True, + use_apply_modifiers=True, + use_blen_objects=True, + group_by_object=False, + group_by_material=False, + keep_vertex_order=False, + use_vertex_groups=False, + use_nurbs=True, + use_selection=True, + use_all_scenes=False, + use_animation=False, + global_matrix=None, + path_mode='AUTO' + ): + + _write(context, filepath, + EXPORT_TRI=use_triangles, + EXPORT_EDGES=use_edges, + EXPORT_NORMALS=use_normals, + EXPORT_NORMALS_HQ=use_hq_normals, + EXPORT_UV=use_uvs, + EXPORT_MTL=use_materials, + EXPORT_APPLY_MODIFIERS=use_apply_modifiers, + EXPORT_BLEN_OBS=use_blen_objects, + EXPORT_GROUP_BY_OB=group_by_object, + EXPORT_GROUP_BY_MAT=group_by_material, + EXPORT_KEEP_VERT_ORDER=keep_vertex_order, + EXPORT_POLYGROUPS=use_vertex_groups, + EXPORT_CURVE_AS_NURBS=use_nurbs, + EXPORT_SEL_ONLY=use_selection, + EXPORT_ALL_SCENES=use_all_scenes, + EXPORT_ANIMATION=use_animation, + EXPORT_GLOBAL_MATRIX=global_matrix, + EXPORT_PATH_MODE=path_mode, + ) + + return {'FINISHED'} diff --git a/io_scene_obj/import_obj.py b/io_scene_obj/import_obj.py new file mode 100644 index 00000000..697c6508 --- /dev/null +++ b/io_scene_obj/import_obj.py @@ -0,0 +1,1148 @@ +# ##### 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 os +import time +import bpy +import mathutils +from bpy_extras.io_utils import unpack_list, unpack_face_list +from bpy_extras.image_utils import load_image + + +def line_value(line_split): + ''' + Returns 1 string represneting the value for this line + None will be returned if theres 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 obj_image_load(imagepath, DIR, use_image_search): + if b'_' in imagepath: + image = load_image(imagepath.replace(b'_', b' '), DIR) + if image: + return image + + image = load_image(imagepath, DIR) + if image: + return image + + print("failed to load %r doesn't exist" % imagepath) + return None + +# def obj_image_load(imagepath, DIR, use_image_search): +# ''' +# Mainly uses comprehensiveImageLoad +# but tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores. +# ''' + +# if '_' in imagepath: +# image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= False, RECURSIVE= use_image_search) +# if image: return image +# # Did the exporter rename the image? +# image= BPyImage.comprehensiveImageLoad(imagepath.replace('_', ' '), DIR, PLACE_HOLDER= False, RECURSIVE= use_image_search) +# if image: return image + +# # Return an image, placeholder if it dosnt exist +# image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= True, RECURSIVE= use_image_search) +# return image + + +def create_materials(filepath, material_libs, unique_materials, unique_material_images, use_image_search): + ''' + Create all the used materials in this obj, + assign colors and images to the materials from all referenced material libs + ''' + DIR = os.path.dirname(filepath) + + #==================================================================================# + # This function sets textures defined in .mtl file # + #==================================================================================# + def load_material_image(blender_material, context_material_name, imagepath, type): + + texture = bpy.data.textures.new(name=type, type='IMAGE') + + # Absolute path - c:\.. etc would work here + image = obj_image_load(imagepath, DIR, use_image_search) + has_data = False + + if image: + texture.image = image + has_data = image.has_data + + # Adds textures for materials (rendering) + if type == 'Kd': + if has_data and image.depth == 32: + # Image has alpha + + mtex = blender_material.texture_slots.add() + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_color_diffuse = True + mtex.use_map_alpha = True + + texture.use_mipmap = True + texture.use_interpolation = True + texture.use_alpha = True + blender_material.use_transparency = True + blender_material.alpha = 0.0 + else: + mtex = blender_material.texture_slots.add() + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_color_diffuse = True + + # adds textures to faces (Textured/Alt-Z mode) + # Only apply the diffuse texture to the face if the image has not been set with the inline usemat func. + unique_material_images[context_material_name] = image, has_data # set the texface image + + elif type == 'Ka': + mtex = blender_material.texture_slots.add() + mtex.use_map_color_diffuse = False + + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_ambient = True + + elif type == 'Ks': + mtex = blender_material.texture_slots.add() + mtex.use_map_color_diffuse = False + + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_specular = True + + elif type == 'Bump': + mtex = blender_material.texture_slots.add() + mtex.use_map_color_diffuse = False + + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_normal = True + + elif type == 'D': + mtex = blender_material.texture_slots.add() + mtex.use_map_color_diffuse = False + + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_alpha = True + blender_material.use_transparency = True + blender_material.transparency_method = 'Z_TRANSPARENCY' + blender_material.alpha = 0.0 + # Todo, unset deffuse material alpha if it has an alpha channel + + elif type == 'refl': + mtex = blender_material.texture_slots.add() + mtex.use_map_color_diffuse = False + + mtex.texture = texture + mtex.texture_coords = 'UV' + mtex.use_map_reflect = True + + else: + raise Exception("invalid type %r" % type) + + # Add an MTL with the same name as the obj if no MTLs are spesified. + temp_mtl = os.path.splitext((os.path.basename(filepath)))[0] + b'.mtl' + + if os.path.exists(os.path.join(DIR, temp_mtl)) and temp_mtl not in material_libs: + material_libs.append(temp_mtl) + del temp_mtl + + #Create new materials + for name in unique_materials: # .keys() + if name is not None: + unique_materials[name] = bpy.data.materials.new(name.decode('utf-8', "replace")) + unique_material_images[name] = None, False # assign None to all material images to start with, add to later. + + unique_materials[None] = None + unique_material_images[None] = None, False + + for libname in material_libs: + # print(libname) + mtlpath = os.path.join(DIR, libname) + if not os.path.exists(mtlpath): + print ("\tMaterial not found MTL: %r" % mtlpath) + else: + #print('\t\tloading mtl: %e' % mtlpath) + context_material = None + mtl = open(mtlpath, 'rb') + for line in mtl: # .readlines(): + line = line.strip() + if not line or line.startswith(b'#'): + pass + elif line.startswith(b'newmtl'): + context_material_name = line_value(line.split()) + context_material = unique_materials.get(context_material_name) + + elif context_material: + # we need to make a material to assign properties to it. + line_split = line.split() + line_lower = line.lower().lstrip() + if line_lower.startswith(b'ka'): + context_material.mirror_color = float(line_split[1]), float(line_split[2]), float(line_split[3]) + elif line_lower.startswith(b'kd'): + context_material.diffuse_color = float(line_split[1]), float(line_split[2]), float(line_split[3]) + elif line_lower.startswith(b'ks'): + context_material.specular_color = float(line_split[1]), float(line_split[2]), float(line_split[3]) + elif line_lower.startswith(b'ns'): + context_material.specular_hardness = int((float(line_split[1]) * 0.51)) + elif line_lower.startswith(b'ni'): # Refraction index + context_material.raytrace_transparency.ior = max(1, min(float(line_split[1]), 3)) # between 1 and 3 + elif line_lower.startswith(b'd') or line_lower.startswith(b'tr'): + context_material.alpha = float(line_split[1]) + context_material.use_transparency = True + context_material.transparency_method = 'Z_TRANSPARENCY' + elif line_lower.startswith(b'tf'): + # rgb, filter color, blender has no support for this. + pass + elif line_lower.startswith(b'illum'): + illum = int(line_split[1]) + + do_ambient = True + do_highlight = False + do_reflection = False + do_transparency = False + do_glass = False + do_fresnel = False + do_raytrace = False + + # inline comments are from the spec, v4.2 + if illum == 0: + # Color on and Ambient off + do_ambient = False + 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 + do_raytrace = True + elif illum == 4: + # Transparency: Glass on + # Reflection: Ray trace on + do_transparency = True + do_reflection = True + do_glass = True + do_raytrace = True + elif illum == 5: + # Reflection: Fresnel on and Ray trace on + do_reflection = True + do_fresnel = True + do_raytrace = True + elif illum == 6: + # Transparency: Refraction on + # Reflection: Fresnel off and Ray trace on + do_transparency = True + do_reflection = True + do_raytrace = True + elif illum == 7: + # Transparency: Refraction on + # Reflection: Fresnel on and Ray trace on + do_transparency = True + do_reflection = True + do_fresnel = True + do_raytrace = 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 = True + do_glass = True + elif illum == 10: + # Casts shadows onto invisible surfaces + + # blender cant do this + pass + + if do_ambient: + context_material.ambient = 1.0 + else: + context_material.ambient = 0.0 + + if do_highlight: + # FIXME, how else to use this? + context_material.specular_intensity = 1.0 + + if do_reflection: + context_material.raytrace_mirror.use = True + context_material.raytrace_mirror.reflect_factor = 1.0 + + if do_transparency: + context_material.use_transparency = True + context_material.transparency_method = 'RAYTRACE' if do_raytrace else 'Z_TRANSPARENCY' + context_material.alpha = 0.0 + + if do_glass: + context_material.raytrace_transparency.ior = 1.5 + + if do_fresnel: + context_material.raytrace_mirror.fresnel = 1.0 # could be any value for 'ON' + + """ + if do_raytrace: + context_material.use_raytrace = True + else: + context_material.use_raytrace = False + """ + # XXX, this is not following the OBJ spec, but this was + # written when raytracing wasnt default, annoying to disable for blender users. + context_material.use_raytrace = True + + elif line_lower.startswith(b'map_ka'): + img_filepath = line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'Ka') + elif line_lower.startswith(b'map_ks'): + img_filepath = line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'Ks') + elif line_lower.startswith(b'map_kd'): + img_filepath = line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'Kd') + elif line_lower.startswith(b'map_bump') or line_lower.startswith(b'bump'): # 'bump' is incorrect but some files use it. + img_filepath = line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'Bump') + elif line_lower.startswith(b'map_d') or line_lower.startswith(b'map_tr'): # Alpha map - Dissolve + img_filepath = line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'D') + + elif line_lower.startswith(b'refl'): # reflectionmap + img_filepath = line_value(line.split()) + if img_filepath: + load_material_image(context_material, context_material_name, img_filepath, 'refl') + else: + print("\t%r:%r (ignored)" % (filepath, line)) + mtl.close() + + +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: + # use the filename for the object name since we arnt chopping up the mesh. + return [(verts_loc, faces, unique_materials, filename)] + + 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 + else: + return 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: + key = face[4] + + if oldkey != key: + # Check the key has changed. + try: + verts_split, faces_split, unique_materials_split, vert_remap = face_split_dict[key] + except KeyError: + faces_split = [] + verts_split = [] + unique_materials_split = {} + vert_remap = [-1] * len(verts_loc) + + face_split_dict[key] = (verts_split, faces_split, unique_materials_split, vert_remap) + + oldkey = key + + face_vert_loc_indices = face[0] + + # Remap verts to new vert list and add where needed + for enum, i in enumerate(face_vert_loc_indices): + if vert_remap[i] == -1: + new_index = len(verts_split) + vert_remap[i] = new_index # set the new remapped index so we only add once and can reference next time. + face_vert_loc_indices[enum] = new_index # remap to the local index + verts_split.append(verts_loc[i]) # add the vert to the local verts + else: + face_vert_loc_indices[enum] = vert_remap[i] # remap to the local index + + matname = face[2] + if matname and matname not in unique_materials_split: + unique_materials_split[matname] = unique_materials[matname] + + faces_split.append(face) + + # remove one of the itemas and reorder + return [(value[0], value[1], value[2], key_to_name(key)) for key, value in list(face_split_dict.items())] + + +def create_mesh(new_objects, has_ngons, use_ngons, use_edges, verts_loc, verts_tex, faces, unique_materials, unique_material_images, unique_smooth_groups, vertex_groups, dataname): + ''' + Takes all the data gathered and generates a mesh, adding the new object to new_objects + deals with fgons, sharp edges and assigning materials + ''' + from bpy_extras.mesh_utils import ngon_tesselate + + if not has_ngons: + use_ngons = False + + if unique_smooth_groups: + sharp_edges = {} + smooth_group_users = {context_smooth_group: {} for context_smooth_group in list(unique_smooth_groups.keys())} + context_smooth_group_old = -1 + + # Split fgons into tri's + fgon_edges = {} # Used for storing fgon keys + if use_edges: + edges = [] + + context_object = None + + # reverse loop through face indices + for f_idx in range(len(faces) - 1, -1, -1): + + face_vert_loc_indices,\ + face_vert_tex_indices,\ + context_material,\ + context_smooth_group,\ + context_object = faces[f_idx] + + 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 + + elif not face_vert_tex_indices or len_face_vert_loc_indices == 2: # faces that have no texture coords are lines + if use_edges: + # generators are better in python 2.4+ but can't be used in 2.3 + # edges.extend( (face_vert_loc_indices[i], face_vert_loc_indices[i+1]) for i in xrange(len_face_vert_loc_indices-1) ) + 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 + + for i in range(len_face_vert_loc_indices): + i1 = face_vert_loc_indices[i] + i2 = face_vert_loc_indices[i - 1] + if i1 > i2: + i1, i2 = i2, i1 + + try: + edge_dict[i1, i2] += 1 + except KeyError: + edge_dict[i1, i2] = 1 + + # FGons into triangles + if has_ngons and len_face_vert_loc_indices > 4: + + ngon_face_indices = ngon_tesselate(verts_loc, face_vert_loc_indices) + faces.extend( + [( + [face_vert_loc_indices[ngon[0]], face_vert_loc_indices[ngon[1]], face_vert_loc_indices[ngon[2]]], + [face_vert_tex_indices[ngon[0]], face_vert_tex_indices[ngon[1]], face_vert_tex_indices[ngon[2]]], + context_material, + context_smooth_group, + context_object) + for ngon in ngon_face_indices] + ) + + # edges to make fgons + if use_ngons: + edge_users = {} + for ngon in ngon_face_indices: + for i in (0, 1, 2): + i1 = face_vert_loc_indices[ngon[i]] + i2 = face_vert_loc_indices[ngon[i - 1]] + if i1 > i2: + i1, i2 = i2, i1 + + try: + edge_users[i1, i2] += 1 + except KeyError: + edge_users[i1, i2] = 1 + + for key, users in edge_users.items(): + if users > 1: + fgon_edges[key] = None + + # remove all after 3, means we dont have to pop this one. + faces.pop(f_idx) + + # Build sharp edges + if unique_smooth_groups: + for edge_dict in list(smooth_group_users.values()): + for key, users in list(edge_dict.items()): + if users == 1: # This edge is on the boundry of a group + sharp_edges[key] = None + + # 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 list(material_mapping.items()): + materials[index] = unique_materials[name] + + me = bpy.data.meshes.new(dataname.decode('utf-8', "replace")) + + # make sure the list isnt too big + for material in materials: + me.materials.append(material) + + me.vertices.add(len(verts_loc)) + me.faces.add(len(faces)) + + # verts_loc is a list of (x, y, z) tuples + me.vertices.foreach_set("co", unpack_list(verts_loc)) + + # faces is a list of (vert_indices, texco_indices, ...) tuples + # XXX faces should contain either 3 or 4 verts + # XXX no check for valid face indices + me.faces.foreach_set("vertices_raw", unpack_face_list([f[0] for f in faces])) + + if verts_tex and me.faces: + me.uv_textures.new() + + context_material_old = -1 # avoid a dict lookup + mat = 0 # rare case it may be un-initialized. + me_faces = me.faces + + for i, face in enumerate(faces): + if len(face[0]) < 2: + pass # raise "bad face" + elif len(face[0]) == 2: + if use_edges: + edges.append(face[0]) + else: + + blender_face = me.faces[i] + + face_vert_loc_indices,\ + face_vert_tex_indices,\ + context_material,\ + context_smooth_group,\ + context_object = face + + if context_smooth_group: + blender_face.use_smooth = True + + if context_material: + if context_material_old is not context_material: + mat = material_mapping[context_material] + context_material_old = context_material + + blender_face.material_index = mat +# blender_face.mat= mat + + if verts_tex: + + blender_tface = me.uv_textures[0].data[i] + + if context_material: + image, has_data = unique_material_images[context_material] + if image: # Can be none if the material dosnt have an image. + blender_tface.image = image + blender_tface.use_image = True + if has_data and image.depth == 32: + blender_tface.blend_type = 'ALPHA' + + # BUG - Evil eekadoodle problem where faces that have vert index 0 location at 3 or 4 are shuffled. + if len(face_vert_loc_indices) == 4: + if face_vert_loc_indices[2] == 0 or face_vert_loc_indices[3] == 0: + face_vert_tex_indices = face_vert_tex_indices[2], face_vert_tex_indices[3], face_vert_tex_indices[0], face_vert_tex_indices[1] + else: # length of 3 + if face_vert_loc_indices[2] == 0: + face_vert_tex_indices = face_vert_tex_indices[1], face_vert_tex_indices[2], face_vert_tex_indices[0] + # END EEEKADOODLE FIX + + # assign material, uv's and image + blender_tface.uv1 = verts_tex[face_vert_tex_indices[0]] + blender_tface.uv2 = verts_tex[face_vert_tex_indices[1]] + blender_tface.uv3 = verts_tex[face_vert_tex_indices[2]] + + if len(face_vert_loc_indices) == 4: + blender_tface.uv4 = verts_tex[face_vert_tex_indices[3]] + +# for ii, uv in enumerate(blender_face.uv): +# uv.x, uv.y= verts_tex[face_vert_tex_indices[ii]] + del me_faces +# del ALPHA + + if use_edges and not edges: + use_edges = False + + 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_edges.extend( edges ) + +# del me_edges + + # Add edge faces. +# me_edges= me.edges + + def edges_match(e1, e2): + return (e1[0] == e2[0] and e1[1] == e2[1]) or (e1[0] == e2[1] and e1[1] == e2[0]) + + # XXX slow +# if use_ngons and fgon_edges: +# for fgon_edge in fgon_edges.keys(): +# for ed in me.edges: +# if edges_match(fgon_edge, ed.vertices): +# ed.is_fgon = True + +# if use_ngons and fgon_edges: +# FGON= Mesh.EdgeFlags.FGON +# for ed in me.findEdges( fgon_edges.keys() ): +# if ed is not None: +# me_edges[ed].flag |= FGON +# del FGON + + # XXX slow +# if unique_smooth_groups and sharp_edges: +# for sharp_edge in sharp_edges.keys(): +# for ed in me.edges: +# if edges_match(sharp_edge, ed.vertices): +# ed.use_edge_sharp = True + +# if unique_smooth_groups and sharp_edges: +# SHARP= Mesh.EdgeFlags.SHARP +# for ed in me.findEdges( sharp_edges.keys() ): +# if ed is not None: +# me_edges[ed].flag |= SHARP +# del SHARP + + me.validate() + me.update(calc_edges=use_edges) + + ob = bpy.data.objects.new("Mesh", 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(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() + # incase all vert values were ints + return float + + +def load(operator, context, filepath, + global_clamp_size=0.0, + use_ngons=True, + use_smooth_groups=True, + use_edges=True, + use_split_objects=True, + use_split_groups=True, + use_image_search=True, + use_groups_as_vgroups=False, + 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 + ''' + print('\nimporting obj %r' % filepath) + + filepath = os.fsencode(filepath) + + if global_matrix is None: + global_matrix = mathutils.Matrix() + + if use_split_objects or use_split_groups: + use_groups_as_vgroups = False + + time_main = time.time() + + verts_loc = [] + verts_tex = [] + faces = [] # tuples of the faces + material_libs = [] # filanems to material libs this 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 = None + context_vgroup = None + + # Nurbs + context_nurbs = {} + nurbs = [] + context_parm = b'' # used by nurbs too but could be used elsewhere + + has_ngons = False + # has_smoothgroups= False - is explicit with len(unique_smooth_groups) being > 0 + + # Until we can use sets + unique_materials = {} + unique_material_images = {} + 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'' + + print("\tparsing obj file...") + time_sub = time.time() +# time_sub= sys.time() + + file = open(filepath, 'rb') + for line in file: # .readlines(): + line = line.lstrip() # rare cases there is white space at the start of the line + + if line.startswith(b"v "): + line_split = line.split() + verts_loc.append((float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3]))) + + elif line.startswith(b"vn "): + pass + + elif line.startswith(b"vt "): + line_split = line.split() + verts_tex.append((float_func(line_split[1]), float_func(line_split[2]))) + + # Handel faces lines (as faces) and the second+ lines of fa multiline face here + # use 'f' not 'f ' because some objs (very rare have 'fo ' for faces) + elif line.startswith(b'f') or context_multi_line == b'f': + + if context_multi_line: + # use face_vert_loc_indices and face_vert_tex_indices previously defined and used the obj_face + line_split = line.split() + + else: + line_split = line[2:].split() + face_vert_loc_indices = [] + face_vert_tex_indices = [] + + # Instance a face + faces.append((\ + face_vert_loc_indices,\ + face_vert_tex_indices,\ + context_material,\ + context_smooth_group,\ + context_object\ + )) + + if strip_slash(line_split): + context_multi_line = b'f' + else: + context_multi_line = b'' + + for v in line_split: + obj_vert = v.split(b'/') + vert_loc_index = int(obj_vert[0]) - 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) + + # Make relative negative vert indices absolute + if vert_loc_index < 0: + vert_loc_index = len(verts_loc) + vert_loc_index + 1 + + face_vert_loc_indices.append(vert_loc_index) + + if len(obj_vert) > 1 and obj_vert[1]: + # formatting for faces with normals and textures us + # loc_index/tex_index/nor_index + + vert_tex_index = int(obj_vert[1]) - 1 + # Make relative negative vert indices absolute + if vert_tex_index < 0: + vert_tex_index = len(verts_tex) + vert_tex_index + 1 + + face_vert_tex_indices.append(vert_tex_index) + else: + # dummy + face_vert_tex_indices.append(0) + + if len(face_vert_loc_indices) > 4: + has_ngons = True + + elif use_edges and (line.startswith(b'l ') or context_multi_line == b'l'): + # very similar to the face load function above with some parts removed + + if context_multi_line: + # use face_vert_loc_indices and face_vert_tex_indices previously defined and used the obj_face + line_split = line.split() + + else: + line_split = line[2:].split() + face_vert_loc_indices = [] + face_vert_tex_indices = [] + + # Instance a face + faces.append((\ + face_vert_loc_indices,\ + face_vert_tex_indices,\ + context_material,\ + context_smooth_group,\ + context_object\ + )) + + if strip_slash(line_split): + context_multi_line = b'l' + else: + context_multi_line = b'' + + isline = line.startswith(b'l') + + for v in line_split: + vert_loc_index = int(v) - 1 + + # Make relative negative vert indices absolute + if vert_loc_index < 0: + vert_loc_index = len(verts_loc) + vert_loc_index + 1 + + face_vert_loc_indices.append(vert_loc_index) + + elif line.startswith(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.startswith(b'o'): + if use_split_objects: + context_object = line_value(line.split()) + # unique_obects[context_object]= None + + elif line.startswith(b'g'): + if use_split_groups: + context_object = line_value(line.split()) + # print 'context_object', context_object + # unique_obects[context_object]= 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.startswith(b'usemtl'): + context_material = line_value(line.split()) + unique_materials[context_material] = None + elif line.startswith(b'mtllib'): # usemap or usemat + material_libs = list(set(material_libs) | set(line.split()[1:])) # can have multiple mtllib filenames per line, mtllib can appear more than once, so make sure only occurance of material exists + + # Nurbs support + elif line.startswith(b'cstype '): + context_nurbs[b'cstype'] = line_value(line.split()) # 'rat bspline' / 'bspline' + elif line.startswith(b'curv ') or context_multi_line == b'curv': + line_split = line.split() + + curv_idx = context_nurbs[b'curv_idx'] = context_nurbs.get(b'curv_idx', []) # incase 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.startswith(b'parm') or context_multi_line == b'parm': + line_split = line.split() + + 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.startswith(b'deg '): + context_nurbs[b'deg'] = [int(i) for i in line.split()[1:]] + elif line.startswith(b'end'): + # Add the nurbs curve + if context_object: + context_nurbs[b'name'] = context_object + nurbs.append(context_nurbs) + context_nurbs = {} + context_parm = b'' + + ''' # How to use usemap? depricated? + elif line.startswith(b'usema'): # usemap or usemat + context_image= line_value(line.split()) + ''' + + file.close() + time_new = time.time() + print("%.4f sec" % (time_new - time_sub)) + time_sub = time_new + + print('\tloading materials and images...') + create_materials(filepath, material_libs, unique_materials, unique_material_images, use_image_search) + + time_new = time.time() + print("%.4f sec" % (time_new - time_sub)) + time_sub = time_new + + # deselect all + if bpy.ops.object.select_all.poll(): + bpy.ops.object.select_all(action='DESELECT') + + scene = context.scene +# scn.objects.selected = [] + new_objects = [] # put new objects here + + print('\tbuilding geometry...\n\tverts:%i faces:%i materials: %i smoothgroups:%i ...' % (len(verts_loc), len(faces), len(unique_materials), len(unique_smooth_groups))) + # Split the mesh by objects/materials, may + if use_split_objects or use_split_groups: + SPLIT_OB_OR_GROUP = True + else: + SPLIT_OB_OR_GROUP = False + + for verts_loc_split, faces_split, unique_materials_split, dataname in split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP): + # Create meshes from the data, warning 'vertex_groups' wont support splitting + create_mesh(new_objects, has_ngons, use_ngons, use_edges, verts_loc_split, verts_tex, faces_split, unique_materials_split, unique_material_images, unique_smooth_groups, vertex_groups, dataname) + + # nurbs support + for context_nurbs in nurbs: + create_nurbs(context_nurbs, verts_loc, new_objects) + + # Create new obj + for obj in new_objects: + base = scene.objects.link(obj) + base.select = True + + # we could apply this anywhere before scaling. + obj.matrix_world = global_matrix + + scene.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 + + time_new = time.time() + + print("finished importing: %r in %.4f sec." % (filepath, (time_new - time_main))) + return {'FINISHED'} + + +# NOTES (all line numbers refer to 2.4x import_obj.py, not this file) +# check later: line 489 +# can convert now: edge flags, edges: lines 508-528 +# ngon (uses python module BPyMesh): 384-414 +# NEXT clamp size: get bound box with RNA +# get back to l 140 (here) +# search image in bpy.config.textureDir - load_image +# replaced BPyImage.comprehensiveImageLoad with a simplified version that only checks additional directory specified, but doesn't search dirs recursively (obj_image_load) +# bitmask won't work? - 132 +# uses bpy.sys.time() + +if __name__ == "__main__": + register() |