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authorLuca Bonavita <mindrones@gmail.com>2010-10-30 17:25:24 +0400
committerLuca Bonavita <mindrones@gmail.com>2010-10-30 17:25:24 +0400
commite548e3e1d81e03c94993734de8af1ed7670a6d1c (patch)
tree32506fb4723e200884555f52929bcdd48803f7e6 /doc/blender_file_format
parentae9c4b164951e34d3d0858a990ea58c0eb2ced75 (diff)
== blender file format ==
Hello, from the bconf 2010 from Jeroen and Luca. Our first combined commit :) Automatically create sdna documentations from Trunk. Usage: blender2.5 -b -P BlendFileDnaExporter_25.py [-- [options]] Options: --dna-keep-blend: doesn't delete the produced blend file DNA export to html --dna-debug: sets the logging level to DEBUG (lots of additional info) --dna-versioned' saves version informations in the html and blend filenames --dna-overwrite-css' overwrite dna.css, useful when modifying css in the script Examples: default: % blender2.5 -b -P BlendFileDnaExporter_25.py with options: % blender2.5 -b -P BlendFileDnaExporter_25.py -- --dna-keep-blend --dna-debug
Diffstat (limited to 'doc/blender_file_format')
-rwxr-xr-xdoc/blender_file_format/BlendFileDnaExporter_25.py477
-rw-r--r--doc/blender_file_format/BlendFileReader.py446
-rw-r--r--doc/blender_file_format/mystery_of_the_blend.css204
-rw-r--r--doc/blender_file_format/mystery_of_the_blend.html835
4 files changed, 1962 insertions, 0 deletions
diff --git a/doc/blender_file_format/BlendFileDnaExporter_25.py b/doc/blender_file_format/BlendFileDnaExporter_25.py
new file mode 100755
index 00000000000..77656f43ae5
--- /dev/null
+++ b/doc/blender_file_format/BlendFileDnaExporter_25.py
@@ -0,0 +1,477 @@
+#! /usr/bin/env python3
+
+# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+
+######################################################
+#
+# Name:
+# dna.py
+#
+# Description:
+# Creates a browsable DNA output to HTML.
+#
+# Author:
+# Jeroen Bakker
+#
+# Version:
+# v0.1 (12-05-2009) - migration of original source code to python.
+# Added code to support blender 2.5 branch
+# v0.2 (25-05-2009) - integrated with BlendFileReader.py
+#
+# Input:
+# blender build executable
+#
+# Output:
+# dna.html
+# dna.css (will only be created when not existing)
+#
+# Startup:
+# ./blender -P BlendFileDnaExporter.py
+#
+# Process:
+# 1: write blend file with SDNA info
+# 2: read blend header from blend file
+# 3: seek DNA1 file-block
+# 4: read dna record from blend file
+# 5: close and eventually delete temp blend file
+# 6: export dna to html and css
+# 7: quit blender
+#
+######################################################
+
+import struct
+import sys
+import getopt # command line arguments handling
+from string import Template # strings completion
+
+
+# logs
+import logging
+log = logging.getLogger("BlendFileDnaExporter")
+
+if '--dna-debug' in sys.argv:
+ logging.basicConfig(level=logging.DEBUG)
+else:
+ logging.basicConfig(level=logging.INFO)
+
+
+class DNACatalogHTML:
+ '''
+ DNACatalog is a catalog of all information in the DNA1 file-block
+ '''
+
+ def __init__(self, catalog, bpy_module = None):
+ self.Catalog = catalog
+ self.bpy = bpy_module
+
+ def WriteToHTML(self, handle):
+
+ dna_html_template = """
+ <!DOCTYPE html PUBLIC -//W3C//DTD HTML 4.01 Transitional//EN http://www.w3.org/TR/html4/loose.dtd>
+ <html>
+ <head>
+ <link rel="stylesheet" type="text/css" href="dna.css" media="screen, print" />
+ <meta http-equiv="Content-Type" content="text/html"; charset="ISO-8859-1" />
+ <title>The mystery of the blend</title>
+ </head>
+ <body>
+ <div class=title>
+ Blender ${version}<br/>
+ Internal SDNA structures
+ </div>
+ Architecture: ${bitness} ${endianness}<br/>
+ Build revision: <a href="https://svn.blender.org/svnroot/bf-blender/!svn/bc/${revision}/trunk/">${revision}</a><br/>
+ File format reference: <a href="mystery_of_the_blend.html">The mystery of the blend</a> by Jeroen Bakker<br/>
+ <h1>Index of blender structures</h1>
+ <ul class=multicolumn>
+ ${structs_list}
+ </ul>
+ ${structs_content}
+ </body>
+ </html>"""
+
+ header = self.Catalog.Header
+ bpy = self.bpy
+
+ # ${version} and ${revision}
+ if bpy:
+ version = '.'.join(map(str, bpy.app.version))
+ revision = bpy.app.build_revision[:-1]
+ else:
+ version = str(header.Version)
+ revision = 'Unknown'
+
+ # ${bitness}
+ if header.PointerSize == 8:
+ bitness = '64 bit'
+ else:
+ bitness = '32 bit'
+
+ # ${endianness}
+ if header.LittleEndianness:
+ endianess= 'Little endianness'
+ else:
+ endianess= 'Big endianness'
+
+ # ${structs_list}
+ log.debug("Creating structs index")
+ structs_list = ''
+ list_item = '<li class="multicolumn">({0}) <a href="#{1}">{1}</a></li>\n'
+ structureIndex = 0
+ for structure in self.Catalog.Structs:
+ structs_list += list_item.format(structureIndex, structure.Type.Name)
+ structureIndex+=1
+
+ # ${structs_content}
+ log.debug("Creating structs content")
+ structs_content = ''
+ for structure in self.Catalog.Structs:
+ log.debug(structure.Type.Name)
+ structs_content += self.Structure(structure)
+
+ d = dict(
+ version = version,
+ revision = revision,
+ bitness = bitness,
+ endianness = endianess,
+ structs_list = structs_list,
+ structs_content = structs_content
+ )
+
+ dna_html = Template(dna_html_template).substitute(d)
+ dna_html = self.format(dna_html)
+ handle.write(dna_html)
+
+ def Structure(self, structure):
+ struct_table_template = """
+ <table><a name="${struct_name}"></a>
+ <caption><a href="#${struct_name}">${struct_name}</a></caption>
+ <thead>
+ <tr>
+ <th>reference</th>
+ <th>structure</th>
+ <th>type</th>
+ <th>name</th>
+ <th>offset</th>
+ <th>size</th>
+ </tr>
+ </thead>
+ <tbody>
+ ${fields}
+ </tbody>
+ </table>
+ <label>Total size: ${size} bytes</label><br/>
+ <label>(<a href="#top">top</a>)</label><br/>"""
+
+ d = dict(
+ struct_name = structure.Type.Name,
+ fields = self.StructureFields(structure, None, 0),
+ size = str(structure.Type.Size)
+ )
+
+ struct_table = Template(struct_table_template).substitute(d)
+ return struct_table
+
+ def StructureFields(self, structure, parentReference, offset):
+ fields = ''
+ for field in structure.Fields:
+ fields += self.StructureField(field, structure, parentReference, offset)
+ offset += field.Size(self.Catalog.Header)
+ return fields
+
+ def StructureField(self, field, structure, parentReference, offset):
+ structure_field_template = """
+ <tr>
+ <td>${reference}</td>
+ <td>${struct}</td>
+ <td>${type}</td>
+ <td>${name}</td>
+ <td>${offset}</td>
+ <td>${size}</td>
+ </tr>"""
+
+ if field.Type.Structure == None or field.Name.IsPointer():
+
+ # ${reference}
+ reference = field.Name.AsReference(parentReference)
+
+ # ${struct}
+ if parentReference != None:
+ struct = '<a href="#{0}">{0}</a>'.format(structure.Type.Name)
+ else:
+ struct = structure.Type.Name
+
+ # ${type}
+ type = field.Type.Name
+
+ # ${name}
+ name = field.Name.Name
+
+ # ${offset}
+ # offset already set
+
+ # ${size}
+ size = field.Size(self.Catalog.Header)
+
+ d = dict(
+ reference = reference,
+ struct = struct,
+ type = type,
+ name = name,
+ offset = offset,
+ size = size
+ )
+
+ structure_field = Template(structure_field_template).substitute(d)
+
+ elif field.Type.Structure != None:
+ reference = field.Name.AsReference(parentReference)
+ structure_field = self.StructureFields(field.Type.Structure, reference, offset)
+
+ return structure_field
+
+ def indent(self, input, dent, startswith = ''):
+ output = ''
+ if dent < 0:
+ for line in input.split('\n'):
+ dent = abs(dent)
+ output += line[dent:] + '\n' # unindent of a desired amount
+ elif dent == 0:
+ for line in input.split('\n'):
+ output += line.lstrip() + '\n' # remove indentation completely
+ elif dent > 0:
+ for line in input.split('\n'):
+ output += ' '* dent + line + '\n'
+ return output
+
+ def format(self, input):
+ diff = {
+ '\n<!DOCTYPE':'<!DOCTYPE',
+ '\n</ul>' :'</ul>',
+ '<a name' :'\n<a name',
+ '<tr>\n' :'<tr>',
+ '<tr>' :' <tr>',
+ '</th>\n' :'</th>',
+ '</td>\n' :'</td>',
+ '<tbody>\n' :'<tbody>'
+ }
+ output = self.indent(input, 0)
+ for key, value in diff.items():
+ output = output.replace(key, value)
+ return output
+
+ def WriteToCSS(self, handle):
+ '''
+ Write the Cascading stylesheet template to the handle
+ It is expected that the handle is a Filehandle
+ '''
+ css = """
+ @CHARSET "ISO-8859-1";
+
+ body {
+ font-family: verdana;
+ font-size: small;
+ }
+
+ div.title {
+ font-size: large;
+ text-align: center;
+ }
+
+ h1 {
+ page-break-before: always;
+ }
+
+ h1, h2 {
+ background-color: #D3D3D3;
+ color:#404040;
+ margin-right: 3%;
+ padding-left: 40px;
+ }
+
+ h1:hover{
+ background-color: #EBEBEB;
+ }
+
+ h3 {
+ padding-left: 40px;
+ }
+
+ table {
+ border-width: 1px;
+ border-style: solid;
+ border-color: #000000;
+ border-collapse: collapse;
+ width: 94%;
+ margin: 20px 3% 10px;
+ }
+
+ caption {
+ margin-bottom: 5px;
+ }
+
+ th {
+ background-color: #000000;
+ color:#ffffff;
+ padding-left:5px;
+ padding-right:5px;
+ }
+
+ tr {
+ }
+
+ td {
+ border-width: 1px;
+ border-style: solid;
+ border-color: #a0a0a0;
+ padding-left:5px;
+ padding-right:5px;
+ }
+
+ label {
+ float:right;
+ margin-right: 3%;
+ }
+
+ ul.multicolumn {
+ list-style:none;
+ float:left;
+ padding-right:0px;
+ margin-right:0px;
+ }
+
+ li.multicolumn {
+ float:left;
+ width:200px;
+ margin-right:0px;
+ }
+
+ a {
+ color:#a000a0;
+ text-decoration:none;
+ }
+
+ a:hover {
+ color:#a000a0;
+ text-decoration:underline;
+ }
+ """
+
+ css = self.indent(css, 0)
+
+ handle.write(css)
+
+
+def usage():
+ print("\nUsage: \n\tblender2.5 -b -P BlendFileDnaExporter_25.py [-- [options]]")
+ print("Options:")
+ print("\t--dna-keep-blend: doesn't delete the produced blend file DNA export to html")
+ print("\t--dna-debug: sets the logging level to DEBUG (lots of additional info)")
+ print("\t--dna-versioned' saves version informations in the html and blend filenames")
+ print("\t--dna-overwrite-css' overwrite dna.css, useful when modifying css in the script")
+ print("Examples:")
+ print("\tdefault: % blender2.5 -b -P BlendFileDnaExporter_25.py")
+ print("\twith options: % blender2.5 -b -P BlendFileDnaExporter_25.py -- --dna-keep-blend --dna-debug\n")
+
+
+######################################################
+# Main
+######################################################
+
+def main():
+
+ import os, os.path
+
+ try:
+ bpy = __import__('bpy')
+
+ # Files
+ if '--dna-versioned' in sys.argv:
+ blender_version = '_'.join(map(str, bpy.app.version))
+ filename = 'dna-{0}-{1}_endian-{2}-r{3}'.format(sys.arch, sys.byteorder, blender_version, bpy.app.build_revision[2:-1])
+ else:
+ filename = 'dna'
+ dir = os.path.dirname(__file__)
+ Path_Blend = os.path.join(dir, filename + '.blend') # temporary blend file
+ Path_HTML = os.path.join(dir, filename + '.html') # output html file
+ Path_CSS = os.path.join(dir, 'dna.css') # output css file
+
+ # create a blend file for dna parsing
+ if not os.path.exists(Path_Blend):
+ log.info("1: write temp blend file with SDNA info")
+ log.info(" saving to: " + Path_Blend)
+ try:
+ bpy.ops.wm.save_as_mainfile(filepath = Path_Blend, copy = True, compress = False)
+ except:
+ log.error("Filename {0} does not exist and can't be created... quitting".format(Path_Blend))
+ return
+ else:
+ log.info("1: found blend file with SDNA info")
+ log.info(" " + Path_Blend)
+
+ # read blend header from blend file
+ log.info("2: read file:")
+
+ if not dir in sys.path:
+ sys.path.append(dir)
+ import BlendFileReader
+
+ handle = BlendFileReader.openBlendFile(Path_Blend)
+ blendfile = BlendFileReader.BlendFile(handle)
+ catalog = DNACatalogHTML(blendfile.Catalog, bpy)
+
+ # close temp file
+ handle.close()
+
+ # deleting or not?
+ if '--dna-keep-blend' in sys.argv:
+ # keep the blend, useful for studying hexdumps
+ log.info("5: closing blend file:")
+ log.info(" {0}".format(Path_Blend))
+ else:
+ # delete the blend
+ log.info("5: close and delete temp blend:")
+ log.info(" {0}".format(Path_Blend))
+ os.remove(Path_Blend)
+
+ # export dna to xhtml
+ log.info("6: export sdna to xhtml file")
+ handleHTML = open(Path_HTML, "w")
+ catalog.WriteToHTML(handleHTML)
+ handleHTML.close()
+
+ # only write the css when doesn't exist or at explicit request
+ if not os.path.exists(Path_CSS) or '--dna-overwrite-css' in sys.argv:
+ handleCSS = open(Path_CSS, "w")
+ catalog.WriteToCSS(handleCSS)
+ handleCSS.close()
+
+ # quit blender
+ if not bpy.app.background:
+ log.info("7: quit blender")
+ bpy.ops.wm.exit_blender()
+
+ except ImportError:
+ log.warning(" skipping, not running in Blender")
+ usage()
+ sys.exit(2)
+
+
+if __name__ == '__main__':
+ main()
diff --git a/doc/blender_file_format/BlendFileReader.py b/doc/blender_file_format/BlendFileReader.py
new file mode 100644
index 00000000000..7003af10ac7
--- /dev/null
+++ b/doc/blender_file_format/BlendFileReader.py
@@ -0,0 +1,446 @@
+#! /usr/bin/env python3
+
+# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+
+######################################################
+# Importing modules
+######################################################
+
+import os
+import struct
+import gzip
+import tempfile
+
+import logging
+log = logging.getLogger("BlendFileReader")
+
+######################################################
+# module global routines
+######################################################
+
+def ReadString(handle, length):
+ '''
+ ReadString reads a String of given length or a zero terminating String
+ from a file handle
+ '''
+ if length != 0:
+ return handle.read(length).decode()
+ else:
+ # length == 0 means we want a zero terminating string
+ result = ""
+ s = ReadString(handle, 1)
+ while s!="\0":
+ result += s
+ s = ReadString(handle, 1)
+ return result
+
+
+def Read(type, handle, fileheader):
+ '''
+ Reads the chosen type from a file handle
+ '''
+ def unpacked_bytes(type_char, size):
+ return struct.unpack(fileheader.StructPre + type_char, handle.read(size))[0]
+
+ if type == 'ushort':
+ return unpacked_bytes("H", 2) # unsigned short
+ elif type == 'short':
+ return unpacked_bytes("h", 2) # short
+ elif type == 'uint':
+ return unpacked_bytes("I", 4) # unsigned int
+ elif type == 'int':
+ return unpacked_bytes("i", 4) # int
+ elif type == 'float':
+ return unpacked_bytes("f", 4) # float
+ elif type == 'ulong':
+ return unpacked_bytes("Q", 8) # unsigned long
+ elif type == 'pointer':
+ # The pointersize is given by the header (BlendFileHeader).
+ if fileheader.PointerSize == 4:
+ return Read('uint', handle, fileheader)
+ if fileheader.PointerSize == 8:
+ return Read('ulong', handle, fileheader)
+
+
+def openBlendFile(filename):
+ '''
+ Open a filename, determine if the file is compressed and returns a handle
+ '''
+ handle = open(filename, 'rb')
+ magic = ReadString(handle, 7)
+ if magic in ("BLENDER", "BULLETf"):
+ log.debug("normal blendfile detected")
+ handle.seek(0, os.SEEK_SET)
+ return handle
+ else:
+ log.debug("gzip blendfile detected?")
+ handle.close()
+ log.debug("decompressing started")
+ fs = gzip.open(filename, "rb")
+ handle = tempfile.TemporaryFile()
+ data = fs.read(1024*1024)
+ while data:
+ handle.write(data)
+ data = fs.read(1024*1024)
+ log.debug("decompressing finished")
+ fs.close()
+ log.debug("resetting decompressed file")
+ handle.seek(0, os.SEEK_SET)
+ return handle
+
+
+def Align(handle):
+ '''
+ Aligns the filehandle on 4 bytes
+ '''
+ offset = handle.tell()
+ trim = offset % 4
+ if trim != 0:
+ handle.seek(4-trim, os.SEEK_CUR)
+
+
+######################################################
+# module classes
+######################################################
+
+class BlendFile:
+ '''
+ Reads a blendfile and store the header, all the fileblocks, and catalogue
+ structs foound in the DNA fileblock
+
+ - BlendFile.Header (BlendFileHeader instance)
+ - BlendFile.Blocks (list of BlendFileBlock instances)
+ - BlendFile.Catalog (DNACatalog instance)
+ '''
+
+ def __init__(self, handle):
+ log.debug("initializing reading blend-file")
+ self.Header = BlendFileHeader(handle)
+ self.Blocks = []
+ fileblock = BlendFileBlock(handle, self)
+ found_dna_block = False
+ while not found_dna_block:
+ if fileblock.Header.Code in ("DNA1", "SDNA"):
+ self.Catalog = DNACatalog(self.Header, handle)
+ found_dna_block = True
+ else:
+ fileblock.Header.skip(handle)
+
+ self.Blocks.append(fileblock)
+ fileblock = BlendFileBlock(handle, self)
+
+ # appending last fileblock, "ENDB"
+ self.Blocks.append(fileblock)
+
+ # seems unused?
+ """
+ def FindBlendFileBlocksWithCode(self, code):
+ #result = []
+ #for block in self.Blocks:
+ #if block.Header.Code.startswith(code) or block.Header.Code.endswith(code):
+ #result.append(block)
+ #return result
+ """
+
+
+class BlendFileHeader:
+ '''
+ BlendFileHeader allocates the first 12 bytes of a blend file.
+ It contains information about the hardware architecture.
+ Header example: BLENDER_v254
+
+ BlendFileHeader.Magic (str)
+ BlendFileHeader.PointerSize (int)
+ BlendFileHeader.LittleEndianness (bool)
+ BlendFileHeader.StructPre (str) see http://docs.python.org/py3k/library/struct.html#byte-order-size-and-alignment
+ BlendFileHeader.Version (int)
+ '''
+
+ def __init__(self, handle):
+ log.debug("reading blend-file-header")
+
+ self.Magic = ReadString(handle, 7)
+ log.debug(self.Magic)
+
+ pointersize = ReadString(handle, 1)
+ log.debug(pointersize)
+ if pointersize == "-":
+ self.PointerSize = 8
+ if pointersize == "_":
+ self.PointerSize = 4
+
+ endianness = ReadString(handle, 1)
+ log.debug(endianness)
+ if endianness == "v":
+ self.LittleEndianness = True
+ self.StructPre = "<"
+ if endianness == "V":
+ self.LittleEndianness = False
+ self.StructPre = ">"
+
+ version = ReadString(handle, 3)
+ log.debug(version)
+ self.Version = int(version)
+
+ log.debug("{0} {1} {2} {3}".format(self.Magic, self.PointerSize, self.LittleEndianness, version))
+
+
+class BlendFileBlock:
+ '''
+ BlendFileBlock.File (BlendFile)
+ BlendFileBlock.Header (FileBlockHeader)
+ '''
+
+ def __init__(self, handle, blendfile):
+ self.File = blendfile
+ self.Header = FileBlockHeader(handle, blendfile.Header)
+
+ def Get(self, handle, path):
+ log.debug("find dna structure")
+ dnaIndex = self.Header.SDNAIndex
+ dnaStruct = self.File.Catalog.Structs[dnaIndex]
+ log.debug("found " + dnaStruct.Type.Name)
+ handle.seek(self.Header.FileOffset, os.SEEK_SET)
+ return dnaStruct.GetField(self.File.Header, handle, path)
+
+
+class FileBlockHeader:
+ '''
+ FileBlockHeader contains the information in a file-block-header.
+ The class is needed for searching to the correct file-block (containing Code: DNA1)
+
+ Code (str)
+ Size (int)
+ OldAddress (pointer)
+ SDNAIndex (int)
+ Count (int)
+ FileOffset (= file pointer of datablock)
+ '''
+
+ def __init__(self, handle, fileheader):
+ self.Code = ReadString(handle, 4).strip()
+ if self.Code != "ENDB":
+ self.Size = Read('uint', handle, fileheader)
+ self.OldAddress = Read('pointer', handle, fileheader)
+ self.SDNAIndex = Read('uint', handle, fileheader)
+ self.Count = Read('uint', handle, fileheader)
+ self.FileOffset = handle.tell()
+ else:
+ self.Size = Read('uint', handle, fileheader)
+ self.OldAddress = 0
+ self.SDNAIndex = 0
+ self.Count = 0
+ self.FileOffset = handle.tell()
+ #self.Code += ' ' * (4 - len(self.Code))
+ log.debug("found blend-file-block-fileheader {0} {1}".format(self.Code, self.FileOffset))
+
+ def skip(self, handle):
+ handle.read(self.Size)
+
+
+class DNACatalog:
+ '''
+ DNACatalog is a catalog of all information in the DNA1 file-block
+
+ Header = None
+ Names = None
+ Types = None
+ Structs = None
+ '''
+
+ def __init__(self, fileheader, handle):
+ log.debug("building DNA catalog")
+ self.Names=[]
+ self.Types=[]
+ self.Structs=[]
+ self.Header = fileheader
+
+ SDNA = ReadString(handle, 4)
+
+ # names
+ NAME = ReadString(handle, 4)
+ numberOfNames = Read('uint', handle, fileheader)
+ log.debug("building #{0} names".format(numberOfNames))
+ for i in range(numberOfNames):
+ name = ReadString(handle,0)
+ self.Names.append(DNAName(name))
+ Align(handle)
+
+ # types
+ TYPE = ReadString(handle, 4)
+ numberOfTypes = Read('uint', handle, fileheader)
+ log.debug("building #{0} types".format(numberOfTypes))
+ for i in range(numberOfTypes):
+ type = ReadString(handle,0)
+ self.Types.append(DNAType(type))
+ Align(handle)
+
+ # type lengths
+ TLEN = ReadString(handle, 4)
+ log.debug("building #{0} type-lengths".format(numberOfTypes))
+ for i in range(numberOfTypes):
+ length = Read('ushort', handle, fileheader)
+ self.Types[i].Size = length
+ Align(handle)
+
+ # structs
+ STRC = ReadString(handle, 4)
+ numberOfStructures = Read('uint', handle, fileheader)
+ log.debug("building #{0} structures".format(numberOfStructures))
+ for structureIndex in range(numberOfStructures):
+ type = Read('ushort', handle, fileheader)
+ Type = self.Types[type]
+ structure = DNAStructure(Type)
+ self.Structs.append(structure)
+
+ numberOfFields = Read('ushort', handle, fileheader)
+ for fieldIndex in range(numberOfFields):
+ fTypeIndex = Read('ushort', handle, fileheader)
+ fNameIndex = Read('ushort', handle, fileheader)
+ fType = self.Types[fTypeIndex]
+ fName = self.Names[fNameIndex]
+ structure.Fields.append(DNAField(fType, fName))
+
+
+class DNAName:
+ '''
+ DNAName is a C-type name stored in the DNA.
+
+ Name = str
+ '''
+
+ def __init__(self, name):
+ self.Name = name
+
+ def AsReference(self, parent):
+ if parent == None:
+ result = ""
+ else:
+ result = parent+"."
+
+ result = result + self.ShortName()
+ return result
+
+ def ShortName(self):
+ result = self.Name;
+ result = result.replace("*", "")
+ result = result.replace("(", "")
+ result = result.replace(")", "")
+ Index = result.find("[")
+ if Index != -1:
+ result = result[0:Index]
+ return result
+
+ def IsPointer(self):
+ return self.Name.find("*")>-1
+
+ def IsMethodPointer(self):
+ return self.Name.find("(*")>-1
+
+ def ArraySize(self):
+ result = 1
+ Temp = self.Name
+ Index = Temp.find("[")
+
+ while Index != -1:
+ Index2 = Temp.find("]")
+ result*=int(Temp[Index+1:Index2])
+ Temp = Temp[Index2+1:]
+ Index = Temp.find("[")
+
+ return result
+
+
+class DNAType:
+ '''
+ DNAType is a C-type stored in the DNA
+
+ Name = str
+ Size = int
+ Structure = DNAStructure
+ '''
+
+ def __init__(self, aName):
+ self.Name = aName
+ self.Structure=None
+
+
+class DNAStructure:
+ '''
+ DNAType is a C-type structure stored in the DNA
+
+ Type = DNAType
+ Fields = [DNAField]
+ '''
+
+ def __init__(self, aType):
+ self.Type = aType
+ self.Type.Structure = self
+ self.Fields=[]
+
+ def GetField(self, header, handle, path):
+ splitted = path.partition(".")
+ name = splitted[0]
+ rest = splitted[2]
+ offset = 0;
+ for field in self.Fields:
+ if field.Name.ShortName() == name:
+ log.debug("found "+name+"@"+str(offset))
+ handle.seek(offset, os.SEEK_CUR)
+ return field.DecodeField(header, handle, rest)
+ else:
+ offset += field.Size(header)
+
+ log.debug("error did not find "+path)
+ return None
+
+
+class DNAField:
+ '''
+ DNAField is a coupled DNAType and DNAName.
+
+ Type = DNAType
+ Name = DNAName
+ '''
+
+ def __init__(self, aType, aName):
+ self.Type = aType
+ self.Name = aName
+
+ def Size(self, header):
+ if self.Name.IsPointer() or self.Name.IsMethodPointer():
+ return header.PointerSize*self.Name.ArraySize()
+ else:
+ return self.Type.Size*self.Name.ArraySize()
+
+ def DecodeField(self, header, handle, path):
+ if path == "":
+ if self.Name.IsPointer():
+ return Read('pointer', handle, header)
+ if self.Type.Name=="int":
+ return Read('int', handle, header)
+ if self.Type.Name=="short":
+ return Read('short', handle, header)
+ if self.Type.Name=="float":
+ return Read('float', handle, header)
+ if self.Type.Name=="char":
+ return ReadString(handle, self.Name.ArraySize())
+ else:
+ return self.Type.Structure.GetField(header, handle, path)
+
diff --git a/doc/blender_file_format/mystery_of_the_blend.css b/doc/blender_file_format/mystery_of_the_blend.css
new file mode 100644
index 00000000000..df287b54a06
--- /dev/null
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@@ -0,0 +1,204 @@
+@CHARSET "ISO-8859-1";
+
+table {
+ border-width: 1px;
+ border-style: solid;
+ border-color: #000000;
+ border-collapse: collapse;
+ width: 94%;
+ margin: 10px 3%;
+}
+
+DIV.title {
+ font-size: 30px;
+ font-weight: bold;
+ text-align: center
+}
+
+DIV.subtitle {
+ font-size: large;
+ text-align: center
+}
+
+DIV.contact {
+ margin:30px 3%;
+}
+
+@media print {
+ DIV.contact {
+ margin-top: 300px;
+ }
+ DIV.title {
+ margin-top: 400px;
+ }
+}
+
+label {
+ font-weight: bold;
+ width: 100px;
+ float: left;
+}
+
+label:after {
+ content: ":";
+}
+
+TH {
+ background-color: #000000;
+ color: #ffffff;
+ padding-left: 5px;
+ padding-right: 5px;
+}
+
+TR {
+}
+
+TD {
+ border-width: 1px;
+ border-style: solid;
+ border-color: #a0a0a0;
+ padding-left: 5px;
+ padding-right: 5px;
+}
+
+BODY {
+ font-family: verdana;
+ font-size: small;
+}
+
+H1 {
+ page-break-before: always;
+}
+
+H1, H2, H3, H4 {
+ margin-top: 30px;
+ margin-right: 3%;
+ padding: 3px 3%;
+ color: #404040;
+ cursor: pointer;
+}
+
+H1, H2 {
+ background-color: #D3D3D3;
+}
+
+H3, H4 {
+ padding-top: 5px;
+ padding-bottom: 5px;
+}
+
+H1:hover, H2:hover, H3:hover, H4:hover {
+ background-color: #EBEBEB;
+}
+
+CODE.evidence {
+ font-size:larger
+}
+
+CODE.block {
+ color: #000000;
+ background-color: #DDDC75;
+ margin: 10px 0;
+ padding: 5px;
+ border-width: 1px;
+ border-style: dotted;
+ border-color: #000000;
+ white-space: pre;
+ display: block;
+ font-size: 2 em;
+}
+
+ul {
+ margin: 10px 3%;
+}
+
+li {
+ margin: 0 -15px;
+}
+
+ul.multicolumn {
+ list-style: none;
+ float: left;
+ padding-right: 0px;
+ margin-right: 0px;
+}
+
+li.multicolumn {
+ float: left;
+ width: 200px;
+ margin-right: 0px;
+}
+
+@media screen {
+ p {
+ margin: 10px 3%;
+ line-height: 130%;
+ }
+}
+
+span.fade {
+ color: gray;
+}
+
+span.header {
+ color: green;
+}
+
+span.header-greyed {
+ color: #4CBE4B;
+}
+
+span.data {
+ color: blue;
+}
+
+span.data-greyed {
+ color: #5D99C4;
+}
+
+span.descr {
+ color: red;
+}
+
+div.box {
+ margin: 15px 3%;
+ border-style: dotted;
+ border-width: 1px;
+}
+
+div.box-solid {
+ margin: 15px 3%;
+ border-style: solid;
+ border-width: 1px;
+}
+
+p.box-title {
+ font-style: italic;
+ font-size: 110%;
+ cursor: pointer;
+}
+
+p.box-title:hover {
+ background-color: #EBEBEB;
+}
+
+p.code {
+ font-family: "Courier New", Courier, monospace;
+}
+
+a {
+ color: #a000a0;
+ text-decoration: none;
+}
+
+a:hover {
+ color: #a000a0;
+ text-decoration: underline;
+}
+
+td.skip {
+ color: #808080;
+ padding-top: 10px;
+ padding-bottom: 10px;
+ text-align: center;
+}
diff --git a/doc/blender_file_format/mystery_of_the_blend.html b/doc/blender_file_format/mystery_of_the_blend.html
new file mode 100644
index 00000000000..b34493ffa3e
--- /dev/null
+++ b/doc/blender_file_format/mystery_of_the_blend.html
@@ -0,0 +1,835 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
+<html>
+<head>
+ <link rel="stylesheet" type="text/css" href="mystery_of_the_blend.css" media="screen, print">
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>The mystery of the blend</title>
+</head>
+
+<body>
+<div class="title">The mystery of the blend</div>
+<div class="subtitle">The blender file-format explained</div>
+<div class="contact">
+<label>Author</label> Jeroen Bakker<br>
+<label>Email</label> <a href="mailto:j.bakker@atmind.nl">j.bakker@atmind.nl</a><br>
+<label>Website</label> <a href="http://www.atmind.nl/blender/">http://www.atmind.nl/blender</a><br>
+<label>Version</label> 06-10-2010<br>
+</div>
+
+<a name="introduction" href="#introduction" ><h2>Introduction</h2></a>
+</a>
+
+<p>In this article I will describe the
+ blend-file-format with a request to tool-makers to support blend-file.
+
+</p>
+<p>First I'll describe how Blender works with blend-files. You'll notice
+ why the blend-file-format is not that well documented, as from
+Blender's perspective this is not needed.
+We look at the global file-structure of a blend-file (the file-header
+and file-blocks).
+After this is explained, we go deeper to the core of the blend-file, the
+ DNA-structures. They hold the blue-prints of the blend-file and the key
+ asset of understanding blend-files.
+When that's done we can use these DNA-structures to read information
+from elsewhere in the blend-file.
+
+</p>
+<p>
+In this article we'll be using the default blend-file from Blender 2.54,
+ with the goal to read the output resolution from the Scene.
+The article is written to be programming language independent and I've
+setup a web-site for support.
+</p>
+
+<a name="loading-and-saving-in-blender" href="#loading-and-saving-in-blender">
+<h2>Loading and saving in Blender</h2>
+</a>
+
+<p>
+Loading and saving in Blender is very fast and Blender is known to
+have excellent downward and upward compatibility. Ton Roosendaal
+demonstrated that in December 2008 by loading a 1.0 blend-file using
+Blender 2.48a [ref: <a href="http://www.blendernation.com/2008/12/01/blender-dna-rna-and-backward-compatibility/">http://www.blendernation.com/2008/12/01/blender-dna-rna-and-backward-compatibility/</a>].
+</p>
+
+<p>
+Saving complex scenes in Blender is done within seconds. Blender
+achieves this by saving data in memory to disk without any
+transformations or translations. Blender only adds file-block-headers to
+ this data. A file-block-header contains clues on how to interpret the
+data. After the data, all internally Blender structures are stored.
+These structures will act as blue-prints when Blender loads the file.
+Blend-files can be different when stored on different hardware platforms
+ or Blender releases. There is no effort taken to make blend-files
+binary the same. Blender creates the blend-files in this manner since
+release 1.0. Backward and upwards compatibility is not implemented when
+saving the file, this is done during loading.
+</p>
+
+<p>
+When Blender loads a blend-file, the DNA-structures are read first.
+Blender creates a catalog of these DNA-structures. Blender uses this
+catalog together with the data in the file, the internal Blender
+structures of the Blender release you're using and a lot of
+transformation and translation logic to implement the backward and
+upward compatibility. In the source code of blender there is actually
+logic which can transform and translate every structure used by a
+Blender release to the one of the release you're using [ref: <a href="http://download.blender.org/source/blender-2.48a.tar.gz">http://download.blender.org/source/blender-2.48a.tar.gz</a>
+ <a href="https://svn.blender.org/svnroot/bf-blender/tags/blender-2.48-release/source/blender/blenloader/intern/readfile.c">blender/blenloader/intern/readfile.c</a> lines
+4946-7960]. The more difference between releases the more logic is
+executed.
+</p>
+
+<p>
+The blend-file-format is not well documented, as it does not differ from
+ internally used structures and the file can really explain itself.
+</p>
+
+<a name="global-file-structure" href="#global-file-structure">
+<h2>Global file-structure</h2>
+</a>
+
+<p>
+This section explains how the global file-structure can be read.
+</p>
+
+<ul>
+<li>A blend-file always start with the <b>file-header</b></li>
+<li>After the file-header, follows a list of <b>file-blocks</b> (the default blend file of Blender 2.48 contains more than 400 of these file-blocks).</li>
+<li>Each file-block has a <b>file-block header</b> and <b>file-block data</b></li>
+<li>At the end of the blend-file there is a section called "<a href="#structure-DNA" style="font-weight:bold">Structure DNA</a>", which lists all the internal structures of the Blender release the file was created in</li>
+<li>The blend-file ends with a file-block called 'ENDB'</li>
+</ul>
+
+<!-- file scheme -->
+<div class="box-solid" style="width:20%; margin-left:35%; font-size:0.8em;">
+
+ <p class="code"><b>File.blend</b></p>
+
+ <div class="box"><p class="code">File-header</p></div>
+
+ <div class="box-solid"><p class="code">File-block</p>
+ <div class="box"><p class="code">Header</p></div>
+ <div class="box"><p class="code">Data</p></div>
+ </div>
+
+ <div class="box" style="border-style:dashed"><p class="code">File-block</p></div>
+ <div class="box" style="border-style:dashed"><p class="code">File-block</p></div>
+
+ <div class="box-solid"><p class="code">File-block 'Structure DNA'</p>
+ <div class="box"><p class="code">Header ('DNA1')</p></div>
+ <div class="box-solid">
+ <p class="code">Data ('SDNA')</p>
+ <div class="box">
+ <p class="code">Names ('NAME')</p>
+ </div>
+ <div class="box">
+ <p class="code">Types ('TYPE')</p>
+ </div>
+ <div class="box">
+ <p class="code">Lengths ('TLEN')</p>
+ </div>
+ <div class="box">
+ <p class="code">Structures ('STRC')</p>
+ </div>
+ </div>
+ </div>
+
+ <div class="box-solid"><p class="code">File-Block 'ENDB'</p></div>
+
+</div><!-- end of file scheme -->
+
+<a name="file-header" href="#file-header">
+<h3>File-Header</h3>
+</a>
+
+<p>
+The first 12 bytes of every blend-file is the file-header. The
+file-header has information on Blender (version-number) and the PC the
+blend-file was saved on (pointer-size and endianness). This is required
+as all data inside the blend-file is ordered in that way, because no
+translation or transformation is done during saving.
+The next table describes the information in the file-header.
+</p>
+
+<table>
+<caption>File-header</caption>
+<thead>
+<tr><th>reference</th>
+ <th>structure</th>
+ <th>type</th>
+ <th>offset</th>
+ <th>size</th></tr>
+</thead>
+<tbody>
+<tr><td>identifier</td>
+ <td>char[7]</td>
+ <td>File identifier (always 'BLENDER')</td>
+ <td>0</td>
+ <td>7</td></tr>
+<tr><td>pointer-size</td>
+ <td>char</td>
+ <td>Size of a pointer; all pointers in the file are stored in this format. '_' means 4 bytes or 32 bit and '-' means 8 bytes or 64 bits.</td>
+ <td>7</td>
+ <td>1</td></tr>
+<tr><td>endianness</td>
+ <td>char</td>
+ <td>Type of byte ordering used; 'v' means little endian and 'V' means big endian.</td>
+ <td>8</td>
+ <td>1</td></tr>
+<tr><td>version-number</td>
+ <td>char[3]</td>
+ <td>Version of Blender the file was created in; '254' means version 2.54</td>
+ <td>9</td>
+ <td>3</td></tr>
+</tbody>
+</table>
+
+<p>
+<a href="http://en.wikipedia.org/wiki/Endianness">Endianness</a> addresses the way values are ordered in a sequence of bytes(see the <a href="#example-endianess">example</a> below):
+</p>
+
+<ul>
+ <li>in a big endian ordering, the largest part of the value is placed on the first byte and
+ the lowest part of the value is placed on the last byte,</li>
+ <li>in a little endian ordering, largest part of the value is placed on the last byte
+ and the smallest part of the value is placed on the first byte.</li>
+</ul>
+
+<p>
+Nowadays, little-endian is the most commonly used.
+</p>
+
+<a name="example-endianess"></a>
+<div class="box">
+<p onclick="location.href='#example-endianess'" class="box-title">
+Endianess Example
+</p>
+<p>
+Writing the integer <code class="evidence">0x4A3B2C1Dh</code>, will be ordered:
+<ul>
+<li>in big endian as <code class="evidence">0x4Ah</code>, <code class="evidence">0x3Bh</code>, <code class="evidence">0x2Ch</code>, <code class="evidence">0x1Dh</code></li>
+<li>in little endian as <code class="evidence">0x1Dh</code>, <code class="evidence">0x2Ch</code>, <code class="evidence">0x3Bh</code>, <code class="evidence">0x4Ah</code></li>
+</ul>
+</p>
+</div>
+
+<p>
+Blender supports little-endian and big-endian.<br>
+This means that when the endianness
+is different between the blend-file and the PC your using, Blender changes it to the byte ordering
+of your PC.
+</p>
+
+<a name="example-file-header"></a>
+<div class="box">
+<p onclick="location.href='#example-file-header'" class="box-title">
+File-header Example
+</p>
+
+<p>
+This hex-dump describes a file-header created with <code>blender</code> <code>2.54.0</code> on <code>little-endian</code> hardware with a <code>32 bits</code> pointer length.
+<code class="block"> <span class="descr">pointer-size version-number
+ | |</span>
+0000 0000: [42 4C 45 4E 44 45 52] [5F] [76] [32 35 34] BLENDER_v254 <span class="descr">
+ | |
+ identifier endianness</span></code>
+</p>
+</div>
+
+<a name="file-blocks" href="#file-blocks"><h3>File-blocks</h3></a>
+
+<p>
+File-blocks contain a "<a href="#file-block-header">file-block header</a>" and "file-block data".
+</p>
+
+<a name="file-block-header" href="#file-block-header"><h3>File-block headers</h3></a>
+
+<p>
+The file-block-header describes:
+</p>
+
+<ul>
+<li>the type of information stored in the
+file-block</li>
+<li>the total length of the data</li>
+<li>the old memory
+pointer at the moment the data was written to disk</li>
+<li>the number of items of this information</li>
+</ul>
+
+<p>
+As we can see below, depending on the pointer-size stored in the file-header, a file-block-header
+can be 20 or 24 bytes long, hence it is always aligned at 4 bytes.
+</p>
+
+<table>
+<caption>File-block-header</caption>
+<thead>
+<tr>
+<th>reference</th>
+ <th>structure</th>
+ <th>type</th>
+ <th>offset</th>
+ <th>size</th></tr></thead>
+<tbody>
+<tr><td>code</td>
+ <td>char[4]</td>
+ <td>File-block identifier</td>
+ <td>0</td>
+ <td>4</td></tr>
+<tr><td>size</td>
+ <td>integer</td>
+ <td>Total length of the data after the file-block-header</td>
+ <td>4</td>
+ <td>4</td></tr>
+<tr><td>old memory address</td>
+ <td>void*</td>
+ <td>Memory address the structure was located when written to disk</td>
+ <td>8</td>
+ <td>pointer-size (4/8)</td></tr>
+<tr><td>SDNA index</td>
+ <td>integer</td>
+ <td>Index of the SDNA structure</td>
+ <td>8+pointer-size</td>
+ <td>4</td></tr>
+<tr><td>count</td>
+ <td>integer</td>
+ <td>Number of structure located in this file-block</td>
+ <td>12+pointer-size</td>
+ <td>4</td></tr>
+</tbody>
+</table>
+
+<p>
+The above table describes how a file-block-header is structured:
+</p>
+
+<ul>
+<li><code>Code</code> describes different types of file-blocks. The code determines with what logic the data must be read. <br>
+These codes also allows fast finding of data like Library, Scenes, Object or Materials as they all have a specific code. </li>
+<li><code>Size</code> contains the total length of data after the file-block-header.
+After the data a new file-block starts. The last file-block in the file
+has code 'ENDB'.</li>
+<li><code>Old memory address</code> contains the memory address when the structure
+was last stored. When loading the file the structures can be placed on
+different memory addresses. Blender updates pointers to these structures
+ to the new memory addresses.</li>
+<li><code>SDNA index</code> contains the index in the DNA structures to be used when
+reading this file-block-data. <br>
+More information about this subject will be explained in the <a href="#reading-scene-information">Reading scene information section</a>.</li>
+<li><code>Count</code> tells how many elements of the specific SDNA structure can be found in the data.</li>
+</ul>
+
+<a name="example-file-block-header"></a>
+<div class="box">
+<p onclick="location.href='#example-file-block-header'" class="box-title">
+Example
+</p>
+<p>
+This hex-dump describes a File-block (= <span class="header">File-block header</span> + <span class="data">File-block data</span>) created with <code>blender</code> <code>2.54</code> on <code>little-endian</code> hardware with a <code>32 bits</code> pointer length.<br>
+<code class="block"><span class="descr"> file-block
+ identifier='SC' data size=1404 old pointer SDNA index=150
+ | | | |</span>
+0000 4420: <span class="header">[53 43 00 00] [7C 05 00 00] [68 34 FB 0B] [96 00 00 00]</span> SC.. `... ./.. ....
+0000 4430: <span class="header">[01 00 00 00]</span> <span class="data">[xx xx xx xx xx xx xx xx xx xx xx xx</span> .... xxxx xxxx xxxx<span class="descr">
+ | |
+ count=1 file-block data (next 1404 bytes)</span>
+</code>
+</p>
+
+<ul>
+<li>The code <code>'SC'+0x00h</code> identifies that it is a Scene. </li>
+<li>Size of the data is 1404 bytes (0x0000057Ch = 0x7Ch + 0x05h * 256 = 124 + 1280)</li>
+<li>The old pointer is 0x0BFB3468h</li>
+<li>The SDNA index is 150 (0x00000096h = 6 + 9 * 16 = 6 + 144)</li>
+<li>The section contains a single scene (count = 1).</li>
+</ul>
+
+<p>
+Before we can interpret the data of this file-block we first have to read the DNA structures in the file.
+The section "<a href="#structure-DNA">Structure DNA</a>" will show how to do that.
+</p>
+</div>
+
+<a name="structure-DNA" href="#structure-DNA"><h2>Structure DNA</h2></a>
+
+<a name="DNA1-file-block" href="#DNA1-file-block"><h3>The DNA1 file-block</h3></a>
+
+<p>
+Structure DNA is stored in a file-block with code 'DNA1'. It can be just before the 'ENDB' file-block.
+</p>
+
+<p>
+The 'DNA1' file-block contains all internal structures of the Blender release the
+file was created in. <br>
+These structure can be described as C-structures: they can hold fields, arrays and
+pointers to other structures, just like a normal C-structure.
+
+<p>
+<code class="block">struct SceneRenderLayer {
+ struct SceneRenderLayer *next, *prev;
+ char name[32];
+ struct Material *mat_override;
+ struct Group *light_override;
+ unsigned int lay;
+ unsigned int lay_zmask;
+ int layflag;
+ int pad;
+ int passflag;
+ int pass_xor;
+};
+</code>
+</p>
+
+<p>
+For example,a blend-file created with Blender 2.54 the 'DNA1' file-block is 57796 bytes long and contains 398 structures.
+</p>
+
+<a name="DNA1-file-block-header" href="#DNA1-file-block-header"><h3>DNA1 file-block-header</h3></a>
+
+<p>
+The DNA1 file-block header follows the same rules of any other file-block, see the example below.
+</p>
+
+<a name="example-DNA1-file-block-header"></a>
+<div class="box">
+<p onclick="location.href='#example-DNA1-file-block-header'" class="box-title">
+Example
+</p>
+<p>
+This hex-dump describes the file-block 'DNA1' header created with <code>blender</code> <code>2.54.0</code> on <code>little-endian</code> hardware with a <code>32 bits</code> pointer length.<br>
+<code class="block"><span class="descr"> (file-block
+ identifier='DNA1') data size=57796 old pointer SDNA index=0
+ | | | |</span>
+0004 B060 <span class="header">[44 4E 41 31] [C4 E1 00 00] [C8 00 84 0B] [00 00 00 00]</span> DNA1............
+0004 B070 <span class="header">[01 00 00 00]</span> <span class="fade">[53 44 4E 41 4E 41 4D 45 CB 0B 00 00</span> ....<span class="fade">SDNANAME....</span><span class="descr">
+ | |
+ count=1 'DNA1' file-block data (next 57796 bytes)</span>
+</code>
+</p>
+</div>
+
+<a name="DNA1-file-block-data" href="#DNA1-file-block-data"><h3>DNA1 file-block data</h3></a>
+<p>
+The next section describes how this information is ordered in the <b>data</b> of the 'DNA1' file-block.
+</p>
+
+<table>
+<caption>Structure of the DNA file-block-data</caption>
+<thead>
+ <tr><th colspan="2">repeat condition</th>
+ <th>name</th>
+ <th>type</th>
+ <th>length</th>
+ <th>description</th></tr>
+</thead>
+<tbody>
+<tr><td></td>
+ <td></td>
+ <td>identifier</td>
+ <td>char[4]</td>
+ <td>4</td>
+ <td>'SDNA'</td></tr>
+<tr><td></td>
+ <td></td>
+ <td>name identifier</td>
+ <td>char[4]</td>
+ <td>4</td>
+ <td>'NAME'</td></tr>
+<tr><td></td>
+ <td></td>
+ <td>#names</td>
+ <td>integer</td>
+ <td>4</td>
+ <td>Number of names follows</td></tr>
+<tr><td>for(#names)</td>
+ <td></td>
+ <td>name</td>
+ <td>char[]</td>
+ <td>?</td>
+ <td>Zero terminating string of name, also contains pointer and simple array definitions (e.g. '*vertex[3]\0')</td></tr>
+<tr><td></td>
+ <td></td>
+ <td>type identifier</td>
+ <td>char[4]</td>
+ <td>4</td>
+ <td>'TYPE' this field is aligned at 4 bytes</td></tr>
+<tr><td></td>
+ <td></td>
+ <td>#types</td>
+ <td>integer</td>
+ <td>4</td>
+ <td>Number of types follows</td></tr>
+<tr><td>for(#types)</td>
+ <td></td>
+ <td>type</td>
+ <td>char[]</td>
+ <td>?</td>
+ <td>Zero terminating string of type (e.g. 'int\0')</td></tr>
+<tr><td></td>
+ <td></td>
+ <td>length identifier</td>
+ <td>char[4]</td>
+ <td>4</td>
+ <td>'TLEN' this field is aligned at 4 bytes</td></tr>
+<tr><td>for(#types)</td>
+ <td></td>
+ <td>length</td>
+ <td>short</td>
+ <td>2</td>
+ <td>Length in bytes of type (e.g. 4)</td></tr>
+<tr><td></td>
+ <td></td>
+ <td>structure identifier</td>
+ <td>char[4]</td>
+ <td>4</td>
+ <td>'STRC' this field is aligned at 4 bytes</td></tr>
+<tr><td></td>
+ <td></td>
+ <td>#structures</td>
+ <td>integer</td>
+ <td>4</td>
+ <td>Number of structures follows</td></tr>
+<tr><td>for(#structures)</td>
+ <td></td>
+ <td>structure type</td>
+ <td>short</td>
+ <td>2</td>
+ <td>Index in types containing the name of the structure</td></tr>
+<tr><td>..</td>
+ <td></td>
+ <td>#fields</td>
+ <td>short</td>
+ <td>2</td>
+ <td>Number of fields in this structure</td></tr>
+<tr><td>..</td>
+ <td>for(#field)</td>
+ <td>field type</td>
+ <td>short</td>
+ <td>2</td>
+ <td>Index in type</td></tr>
+<tr><td>for end</td>
+ <td>for end</td>
+ <td>field name</td>
+ <td>short</td>
+ <td>2</td>
+ <td>Index in name</td></tr>
+</tbody>
+</table>
+
+<p>
+As you can see, the structures are stored in 4 arrays: names, types,
+lengths and structures. Every structure also contains an array of
+fields. A field is the combination of a type and a name. From this
+information a catalog of all structures can be constructed.
+The names are stored as how a C-developer defines them. This means that
+the name also defines pointers and arrays.
+(When a name starts with '*' it is used as a pointer. when the name
+contains for example '[3]' it is used as a array of 3 long.)
+In the types you'll find simple-types (like: 'integer', 'char',
+'float'), but also complex-types like 'Scene' and 'MetaBall'.
+'TLEN' part describes the length of the types. A 'char' is 1 byte, an
+'integer' is 4 bytes and a 'Scene' is 1376 bytes long.
+</p>
+
+<div class="box">
+<p class="box-title">
+Note
+</p>
+<p>
+All identifiers, are arrays of 4 chars, hence they are all aligned at 4 bytes.
+</p>
+</div>
+
+<a name="example-DNA1-file-block-data"></a>
+<div class="box">
+<p onclick="location.href='#example-DNA1-file-block-data'" class="box-title">
+Example
+</p>
+<p>
+Created with <code>blender</code> <code>2.54.0</code> on <code>little-endian</code> hardware with a <code>32 bits</code> pointer length.
+</p>
+
+<a name="DNA1-data-array-names" href="#DNA1-data-array-names"><h4>The names array</h4></a>
+<p>
+The first names are: *next, *prev, *data, *first, *last, x, y, xmin, xmax, ymin, ymax, *pointer, group, val, val2, type, subtype, flag, name[32], ...
+<code class="block"><span class="descr"> file-block-data identifier='SDNA' array-id='NAME' number of names=3019
+ | | |</span>
+0004 B070 <span class="fade">01 00 00 00 [53 44 4E 41]</span><span class="data">[4E 41 4D 45] [CB 0B 00 00]</span> <span class="fade">....SDNA</span>NAME....
+0004 B080 <span class="data">[2A 6E 65 78 74 00][2A 70 72 65 76 00] [2A 64 61 74</span> *next.*prev.*dat<span class="descr">
+ | | |
+ '*next\0' '*prev\0' '*dat'</span><span class="fade">
+ ....
+ .... (3019 names)</span>
+</code>
+</p>
+
+<div class="box">
+<p class="box-title">
+Note
+</p>
+<p>
+While reading the DNA you'll will come across some strange
+names like '(*doit)()'. These are method pointers and Blender updates
+them to the correct methods.
+</p>
+</div>
+
+<a name="DNA1-data-array-types" href="#DNA1-data-array-types"><h4>The types array</h4></a>
+<p>
+The first types are: char, uchar, short, ushort, int, long, ulong, float, double, void, Link, LinkData, ListBase, vec2s, vec2f, ...
+<code class="block"><span class="descr"> array-id='TYPE'
+ |</span>
+0005 2440 <span class="fade">6F 6C 64 5B 34 5D 5B 34 5D 00 00 00</span> [54 59 50 45] <span class="fade">old[4][4]...</span>TYPE
+0005 2450 [C9 01 00 00] [63 68 61 72 00] [75 63 68 61 72 00][73 ....char.uchar.s<span class="descr">
+ | | | |
+ number of types=457 'char\0' 'uchar\0' 's'</span><span class="fade">
+ ....
+ .... (457 types)</span>
+</code>
+</p>
+
+<a name="DNA1-data-array-lengths" href="#DNA1-data-array-lengths"><h4>The lengths array</h4></a>
+<p>
+<code class="block"><span class="descr"> char uchar ushort short
+ array-id length length length length
+ 'TLEN' 1 1 2 2</span>
+0005 3AA0 <span class="fade">45 00 00 00</span> [54 4C 45 4E] [01 00] [01 00] [02 00] [02 00] <span class="fade">E...</span>TLEN........
+ <span class="fade">....</span>
+0005 3AC0 [08 00] [04 00] [08 00] [10 00] [10 00] [14 00] [4C 00] [34 00] ............L.4.<span class="descr">
+ 8 4 8
+ ListBase vec2s vec2f ... etc
+ length len length </span><span class="fade">
+ ....
+ .... (457 lengths, same as number of types)</span>
+</code>
+</p>
+
+<a name="DNA1-data-array-structures" href="#DNA1-data-array-structures"><h4>The structures array</h4></a>
+<p>
+<code class="block"><span class="descr"> array-id='STRC'
+ |</span>
+0005 3E30 <span class="fade">40 00 38 00 60 00 00 00 00 00 00 00</span> [53 54 52 43] <span class="fade">@.8.`.......</span>STRC
+0005 3E40 [8E 01 00 00] [0A 00] [02 00] [0A 00] [00 00] [0A 00] [01 00] ................<span class="descr">
+ 398 10 2 10 0 10 0
+ number of index fields index index index index
+ structures in <a href="#DNA1-data-array-types">types</a> in <a href="#DNA1-data-array-types">types</a> in <a href="#DNA1-data-array-names">names</a> in <a href="#DNA1-data-array-types">types</a> in <a href="#DNA1-data-array-names">names</a></span><span class="fade">
+ ' '----------------' '-----------------' '
+ ' field 0 field 1 '
+ '--------------------------------------------------------'
+ structure 0
+ ....
+ .... (398 structures, each one describeing own type, and type/name for each field)</span>
+</code>
+</p>
+</div>
+
+<p>
+The DNA structures inside a Blender 2.48 blend-file can be found at <a href="http://www.atmind.nl/blender/blender-sdna.html">http://www.atmind.nl/blender/blender-sdna.html</a>.
+
+If we understand the DNA part of the file it is now possible to read
+information from other parts file-blocks. The next section will tell us
+how.
+</p>
+
+<a name="reading-scene-information" href="#reading-scene-information"><h2>Reading scene information</h2></a>
+
+<p>
+Let us look at <a href="#example-file-block-header">the file-block header we have seen earlier</a>:<br>
+</p>
+<ul>
+<li>the file-block identifier is <code>'SC'+0x00h</code></li>
+<li>the SDNA index is 150</li>
+<li>the file-block size is 1404 bytes</li>
+</ul>
+<p>
+Now note that:
+<ul>
+<li>the structure at index 150 in the DNA is a structure of type 'Scene' (counting from 0).</li>
+<li>the associated type ('Scene') in the DNA has the length of 1404 bytes.</li>
+</ul>
+</p>
+
+<p>
+We can map the Scene structure on the data of the file-blocks.
+But before we can do that, we have to flatten the Scene-structure.
+
+<code class="block">struct Scene {
+ ID id; <span class="descr">// 52 bytes long (ID is different a structure)</span>
+ AnimData *adt; <span class="descr">// 4 bytes long (pointer to an AnimData structure)</span>
+ Object *camera; <span class="descr">// 4 bytes long (pointer to an Object structure)</span>
+ World *world; <span class="descr">// 4 bytes long (pointer to an Object structure)</span>
+ ...
+ float cursor[3]; <span class="descr">// 12 bytes long (array of 3 floats)</span>
+ ...
+};
+</code>
+
+The first field in the Scene-structure is of type 'ID' with the name 'id'.
+Inside the list of DNA structures there is a structure defined for type 'ID' (structure index 17).
+
+<code class="block">struct ID {
+ void *next, *prev;
+ struct ID *newid;
+ struct Library *lib;
+ char name[24];
+ short us;
+ short flag;
+ int icon_id;
+ IDProperty *properties;
+};
+</code>
+
+The first field in this structure has type 'void' and name '*next'. <br>
+Looking in the structure list there is no structure defined for type 'void': it is a simple type and therefore the data should be read.
+The name '*next' describes a pointer.
+As we see, the first 4 bytes of the data can be mapped to 'id.next'.
+</p>
+
+<p>
+Using this method we'll map a structure to its data. If we want to
+read a specific field we know at which offset in the data it is located
+and how much space it takes.<br>
+The next table shows the output of this flattening process for some
+parts of the Scene-structure. Not all rows are described in the table as
+ there is a lot of information in a Scene-structure.
+</p>
+
+<table>
+<caption>Flattened SDNA structure 150: Scene</caption>
+<thead>
+<tr><th>reference</th>
+ <th>structure</th>
+ <th>type</th><th>name</th>
+ <th>offset</th><th>size</th>
+ <th>description</th></tr>
+</thead>
+<tbody>
+<tr><td>id.next</td><td><a href="#struct:ID">ID</a></td>
+ <td>void</td><td>*next</td>
+ <td>0</td>
+ <td>4</td>
+ <td>Refers to the next scene</td></tr>
+<tr><td>id.prev</td><td><a href="#struct:ID">ID</a></td>
+ <td>void</td><td>*prev</td>
+ <td>4</td>
+ <td>4</td>
+ <td>Refers to the previous scene</td></tr>
+<tr><td>id.newid</td><td><a href="#struct:ID">ID</a></td>
+ <td>ID</td><td>*newid</td>
+ <td>8</td>
+ <td>4</td>
+ <td></td></tr>
+<tr><td>id.lib</td><td><a href="#struct:ID">ID</a></td>
+ <td>Library</td><td>*lib</td>
+ <td>12</td>
+ <td>4</td>
+ <td></td></tr>
+<tr><td>id.name</td><td><a href="#struct:ID">ID</a></td>
+ <td>char</td><td>name[24]</td>
+ <td>16</td>
+ <td>24</td>
+ <td>'SC'+the name of the scene as displayed in Blender</td></tr>
+<tr><td>id.us</td><td><a href="#struct:ID">ID</a></td>
+ <td>short</td><td>us</td>
+ <td>40</td>
+ <td>2</td>
+ <td></td></tr>
+<tr><td>id.flag</td><td><a href="#struct:ID">ID</a></td>
+ <td>short</td><td>flag</td><td>42</td><td>2</td>
+ <td></td></tr>
+<tr><td>id.icon_id</td><td><a href="#struct:ID">ID</a></td>
+ <td>int</td><td>icon_id</td><td>44</td>
+ <td>4</td>
+ <td></td></tr>
+<tr><td>id.properties</td><td><a href="#struct:ID">ID</a></td>
+ <td>IDProperty</td><td>*properties</td>
+ <td>48</td>
+ <td>4</td>
+ <td></td></tr>
+<tr><td>adt</td><td>Scene</td><td>AnimData</td>
+ <td>*adt</td>
+ <td>52</td>
+ <td>4</td>
+ <td></td></tr>
+<tr><td>camera</td><td>Scene</td>
+ <td>Object</td>
+ <td>*camera</td>
+ <td>56</td>
+ <td>4</td>
+ <td>Pointer to the current camera</td></tr>
+<tr><td>world</td><td>Scene</td>
+ <td>World</td>
+ <td>*world</td>
+ <td>60</td>
+ <td>4</td>
+ <td>Pointer to the current world</td></tr>
+
+<tr><td class="skip" colspan="7">Skipped rows</td></tr>
+
+<tr><td>r.xsch</td><td><a href="#struct:RenderData">RenderData</a>
+ </td><td>short</td><td>xsch</td><td>382</td><td>2</td>
+ <td>X-resolution of the output when rendered at 100%</td></tr>
+<tr><td>r.ysch</td><td><a href="#struct:RenderData">RenderData</a>
+ </td><td>short</td><td>ysch</td><td>384</td><td>2</td>
+ <td>Y-resolution of the output when rendered at 100%</td></tr>
+<tr><td>r.xparts</td><td><a href="#struct:RenderData">RenderData</a>
+ </td><td>short</td><td>xparts</td><td>386</td><td>2</td>
+ <td>Number of x-part used by the renderer</td></tr>
+<tr><td>r.yparts</td><td><a href="#struct:RenderData">RenderData</a>
+ </td><td>short</td><td>yparts</td><td>388</td><td>2</td>
+ <td>Number of x-part used by the renderer</td></tr>
+
+<tr><td class="skip" colspan="7">Skipped rows</td></tr>
+
+<tr><td>gpd</td><td>Scene</td><td>bGPdata</td><td>*gpd</td><td>1376</td><td>4</td>
+ <td></td></tr>
+<tr><td>physics_settings.gravity</td><td><a href="#struct:PhysicsSettings">PhysicsSettings</a>
+ </td><td>float</td><td>gravity[3]</td><td>1380</td><td>12</td>
+ <td></td></tr>
+<tr><td>physics_settings.flag</td><td><a href="#struct:PhysicsSettings">PhysicsSettings</a>
+ </td><td>int</td><td>flag</td><td>1392</td><td>4</td>
+ <td></td></tr>
+<tr><td>physics_settings.quick_cache_step</td><td><a href="#struct:PhysicsSettings">PhysicsSettings</a>
+ </td><td>int</td><td>quick_cache_step</td><td>1396</td><td>4</td>
+ <td></td></tr>
+<tr><td>physics_settings.rt</td><td><a href="#struct:PhysicsSettings">PhysicsSettings</a>
+ </td><td>int</td><td>rt</td><td>1400</td><td>4</td>
+ <td></td></tr>
+</tbody>
+</table>
+
+<p>
+We can now read the X and Y resolution of the Scene:
+<ul>
+<li>the X-resolution is located on offset 382 of the file-block-data and must be read as a
+short.</li>
+<li>the Y-resolution is located on offset 384 and is also a short</li>
+</ul>
+</p>
+
+<div class="box">
+<p class="box-title">
+Note
+</p>
+<p>
+An array of chars can mean 2 things. The field contains readable
+text or it contains an array of flags (not humanly readable).
+</p>
+</div>
+
+<div class="box">
+<p class="box-title">
+Note
+</p>
+<p>
+A file-block containing a list refers to the DNA structure and has a count larger
+than 1. For example Vertexes and Faces are stored in this way.
+</p>
+</div>
+
+</body>
+</html>
+