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authorWillian Padovani Germano <wpgermano@gmail.com>2004-01-27 06:34:16 +0300
committerWillian Padovani Germano <wpgermano@gmail.com>2004-01-27 06:34:16 +0300
commit33dd2f5e0d58427d49f9bdbd3a593af5a9cc6302 (patch)
tree59fc8dcdd2617c78f6a69dbd88ee578dbe44a63d /release/scripts/ac3d_import.py
parentd482d34ffb7ec92b63a5ffb1fa3237da720cc928 (diff)
BPython:
- as proposed by Ton, default dir for menu enabled scripts is: userhome/.blender/scripts if available or (using bprogname -- argv[0]), blenderInstallationDir/.blender/scripts/ otherwise. - moved a piece of code from BPY_interface.c to BPY_menus.c to get rid of a linkage warning reported by J. Walton -- added the first scripts to release/scripts: We need time to get more scripts there, but the situation should improve consistently from now on. Adding three export scripts: cal3d, directX, ac3d. And one import: ac3d.
Diffstat (limited to 'release/scripts/ac3d_import.py')
-rw-r--r--release/scripts/ac3d_import.py421
1 files changed, 421 insertions, 0 deletions
diff --git a/release/scripts/ac3d_import.py b/release/scripts/ac3d_import.py
new file mode 100644
index 00000000000..3e3d08a1155
--- /dev/null
+++ b/release/scripts/ac3d_import.py
@@ -0,0 +1,421 @@
+#!BPY
+
+""" Registration info for Blender menus:
+Name: 'AC3D...'
+Blender: 232
+Group: 'Import'
+Tip: 'Import an AC3D (.ac) file.'
+"""
+
+# --------------------------------------------------------------------------
+# AC3DImport version 2.32-1 Jan 21, 2004
+# Program versions: Blender 2.32+ and AC3Db files (means version 0xb)
+# --------------------------------------------------------------------------
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Copyright (C) 2004: Willian P. Germano, wgermano@ig.com.br
+#
+# 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 *****
+# --------------------------------------------------------------------------
+
+# Note:
+# Blender doesn't handle n-gons (polygons with more than 4 vertices):
+# The script triangulates them, but concave polygons come out wrong and need
+# fixing. Avoiding or triangulating concave n-gons in AC3D is a simple way to
+# avoid problems.
+
+# Default folder for AC3D models, change to your liking or leave as "":
+BASEDIR = ""
+
+# Set 'GROUP' to 1 to make Blender group imported objects using Empties,
+# to reproduce the object hierarchy in the .ac file
+GROUP = 0
+
+import Blender
+
+if BASEDIR:
+ BASEDIR = BASEDIR.replace('\\','/')
+ if BASEDIR[-1] != '/': BASEDIR += '/'
+
+errmsg = ""
+
+class Obj:
+
+ def __init__(self, type):
+ self.type = type
+ self.dad = None
+ self.name = ''
+ self.data = ''
+ self.tex = ''
+ self.texrep = [1,1]
+ self.texoff = None
+ self.loc = [0, 0, 0]
+ self.rot = []
+ self.vlist = []
+ self.flist = []
+ self.matlist = []
+ self.kids = 0
+
+class AC3DImport:
+
+ def __init__(self, filename):
+
+ global errmsg
+
+ print "Trying to import AC3D model(s) from %s ..." % filename
+
+ self.i = 0
+ errmsg = ''
+ self.importdir = Blender.sys.dirname(filename)
+ try:
+ file = open(filename, 'r')
+ except IOError, (errno, strerror):
+ errmsg = "IOError #%s: %s" % (errno, strerror)
+ print errmsg
+ return None
+ header = file.read(5)
+ header, version = header[:4], header[-1]
+ if header != 'AC3D':
+ file.close()
+ errmsg = 'Invalid file -- AC3D header not found.'
+ print errmsg
+ return None
+ elif version != 'b':
+ print 'AC3D file version 0x%s.' % version
+ print 'This importer is for version 0xb, so it may fail.'
+
+ self.token = {'OBJECT': self.parse_obj,
+ 'numvert': self.parse_vert,
+ 'numsurf': self.parse_surf,
+ 'name': self.parse_name,
+ 'data': self.parse_data,
+ 'kids': self.parse_kids,
+ 'loc': self.parse_loc,
+ 'rot': self.parse_rot,
+ 'MATERIAL': self.parse_mat,
+ 'texture': self.parse_tex,
+ 'texrep': self.parse_texrep,
+ 'texoff': self.parse_texoff}
+
+ self.objlist = []
+ self.mlist = []
+ self.dads = []
+ self.kids = []
+ self.dad = None
+
+ self.lines = file.readlines()
+ self.lines.append('')
+ self.parse_file()
+ file.close()
+
+ self.testAC3DImport()
+
+ def parse_obj(self, value):
+ if self.kids:
+ while not self.kids[-1]:
+ self.kids.pop()
+ self.dad = self.dad.dad
+ self.kids[-1] -= 1
+ new = Obj(value)
+ new.dad = self.dad
+ new.name = value
+ self.objlist.append(new)
+
+ def parse_kids(self, value):
+ kids = int(value)
+ if kids:
+ self.kids.append(kids)
+ self.dad = self.objlist[-1]
+ self.objlist[-1].kids = kids
+
+ def parse_name(self, value):
+ name = value.split('"')[1]
+ self.objlist[-1].name = name
+
+ def parse_data(self, value):
+ data = self.lines[self.i].strip()
+ self.objlist[-1].data = data
+
+ def parse_tex(self, value):
+ texture = value.split('"')[1]
+ self.objlist[-1].tex = texture
+
+ def parse_texrep(self, trash):
+ trep = self.lines[self.i - 1]
+ trep = trep.split()
+ trep = [float(trep[1]), float(trep[2])]
+ self.objlist[-1].texrep = trep
+ self.objlist[-1].texoff = [0, 0]
+
+ def parse_texoff(self, trash):
+ toff = self.lines[self.i - 1]
+ toff = toff.split()
+ toff = [float(toff[1]), float(toff[2])]
+ self.objlist[-1].texoff = toff
+
+ def parse_mat(self, value):
+ i = self.i - 1
+ lines = self.lines
+ line = lines[i].split()
+ mat_name = ''
+ mat_col = mat_spec_col = [0,0,0]
+ mat_alpha = 1
+
+ while line[0] == 'MATERIAL':
+ mat_name = line[1].split('"')[1]
+ mat_col = map(float,[line[3],line[4],line[5]])
+ mat_spec_col = map(float,[line[15],line[16],line[17]])
+ mat_alpha = float(line[-1])
+ mat_alpha = 1 - mat_alpha
+ self.mlist.append([mat_name, mat_col, mat_spec_col, mat_alpha])
+ i += 1
+ line = lines[i].split()
+
+ self.i = i
+
+ def parse_rot(self, trash):
+ i = self.i - 1
+ rot = self.lines[i].split(' ', 1)[1]
+ rot = map(float, rot.split())
+ self.objlist[-1].rot = rot
+
+ def parse_loc(self, trash):
+ i = self.i - 1
+ loc = self.lines[i].split(' ', 1)[1]
+ loc = map(float, loc.split())
+ self.objlist[-1].loc = loc
+
+ def parse_vert(self, value):
+ i = self.i
+ lines = self.lines
+ obj = self.objlist[-1]
+ vlist = obj.vlist
+ n = int(value)
+
+ while n:
+ line = lines[i].split()
+ line = map(float, line)
+ vlist.append(line)
+ n -= 1
+ i += 1
+
+ self.i = i
+
+ rot = obj.rot
+ if rot:
+ nv = len(vlist)
+ for j in range(nv):
+ v = vlist[j]
+ t = [0,0,0]
+ t[0] = rot[0]*v[0] + rot[3]*v[1] + rot[6]*v[2]
+ t[1] = rot[1]*v[0] + rot[4]*v[1] + rot[7]*v[2]
+ t[2] = rot[2]*v[0] + rot[5]*v[1] + rot[8]*v[2]
+ vlist[j] = t
+
+ loc = obj.loc
+ dad = obj.dad
+ while dad:
+ for j in [0, 1, 2]:
+ loc[j] += dad.loc[j]
+ dad = dad.dad
+
+ for v in vlist:
+ for j in [0, 1, 2]:
+ v[j] += loc[j]
+
+ def parse_surf(self, value):
+ i = self.i
+ is_smooth = 0
+ double_sided = 0
+ lines = self.lines
+ obj = self.objlist[-1]
+ matlist = obj.matlist
+ numsurf = int(value)
+
+ while numsurf:
+ flags = lines[i].split()
+ flaglow = 0
+ if len(flags[1]) > 3: flaglow = int(flags[1][3])
+ flaghigh = int(flags[1][2])
+ is_smooth = flaghigh & 1
+ twoside = flaghigh & 2
+ mat = lines[i+1].split()
+ mat = int(mat[1])
+ if not mat in matlist: matlist.append(mat)
+ refs = lines[i+2].split()
+ refs = int(refs[1])
+ i += 3
+ face = []
+ faces = []
+ fuv = []
+ rfs = refs
+
+ while rfs:
+ line = lines[i].split()
+ v = int(line[0])
+ uv = [float(line[1]), float(line[2])]
+ face.append([v, uv])
+ rfs -= 1
+ i += 1
+
+ if flaglow:
+ while len(face) >= 2:
+ cut = face[:2]
+ faces.append(cut)
+ face = face[1:]
+
+ if flaglow == 1:
+ face = [faces[-1][-1], faces[0][0]]
+ faces.append(face)
+
+ else:
+ while len(face) > 4:
+ cut = face[:4]
+ face = face[3:]
+ face.insert(0, cut[0])
+ faces.append(cut)
+
+ faces.append(face)
+
+ for f in faces:
+ f.append(mat)
+ f.append(is_smooth)
+ f.append(twoside)
+ self.objlist[-1].flist.append(f)
+
+ numsurf -= 1
+
+
+ self.i = i
+
+ def parse_file(self):
+ i = 1
+ lines = self.lines
+ line = lines[i].split()
+
+ while line:
+ kw = ''
+ for k in self.token.keys():
+ if line[0] == k:
+ kw = k
+ break
+ i += 1
+ if kw:
+ self.i = i
+ self.token[kw](line[1])
+ i = self.i
+ line = lines[i].split()
+
+ def testAC3DImport(self):
+ global GROUP
+ scene = Blender.Scene.GetCurrent()
+
+ bmat = []
+ for mat in self.mlist:
+ name = mat[0]
+ m = Blender.Material.New(name)
+ m.rgbCol = (mat[1][0], mat[1][1], mat[1][2])
+ m.specCol = (mat[2][0], mat[2][1], mat[2][2])
+ m.alpha = mat[3]
+ bmat.append(m)
+
+ for obj in self.objlist:
+ if obj.type == 'world':
+ continue
+ elif obj.type == 'group':
+ if not GROUP: continue
+ empty = Blender.Object.New('Empty')
+ empty.name = obj.name
+ scene.link(empty)
+ if self.dads:
+ dadobj = Blender.Object.get(self.dads.pop())
+ dadobj.makeParent([empty])
+ while obj.kids:
+ self.dads.append(empty.name)
+ obj.kids -= 1
+ continue
+ mesh = Blender.NMesh.New()
+ if (obj.data): mesh.name = obj.data
+ mesh.hasFaceUV(1)
+
+ tex = None
+ if obj.tex != '':
+ try:
+ tex = Blender.Image.Load(obj.tex)
+ # Commented because it's unnecessary:
+ #tex.xrep = int(obj.texrep[0])
+ #tex.yrep = int(obj.texrep[1])
+ except:
+ try:
+ obj.tex = self.importdir + '/' + obj.tex
+ tex = Blender.Image.Load(obj.tex)
+ except:
+ print "Couldn't load texture: %s" % obj.tex
+
+ for v in obj.vlist:
+ bvert = Blender.NMesh.Vert(v[0],v[1],v[2])
+ mesh.verts.append(bvert)
+
+ objmat_indices = []
+ for mat in bmat:
+ if bmat.index(mat) in obj.matlist:
+ objmat_indices.append(bmat.index(mat))
+ mesh.materials.append(mat)
+ for f in obj.flist:
+ twoside = f[-1]
+ is_smooth = f[-2]
+ fmat = f[-3]
+ f=f[:-3]
+ bface = Blender.NMesh.Face()
+ bface.smooth = is_smooth
+ if twoside: bface.mode |= Blender.NMesh.FaceModes['TWOSIDE']
+ if tex:
+ bface.mode |= Blender.NMesh.FaceModes['TEX']
+ bface.image = tex
+ bface.materialIndex = objmat_indices.index(fmat)
+ if obj.texoff:
+ uoff = obj.texoff[0]
+ voff = obj.texoff[1]
+ urep = obj.texrep[0]
+ vrep = obj.texrep[1]
+ for vi in range(len(f)):
+ f[vi][1][0] *= urep
+ f[vi][1][1] *= vrep
+ f[vi][1][0] += uoff
+ f[vi][1][1] += voff
+
+ for vi in range(len(f)):
+ bface.v.append(mesh.verts[f[vi][0]])
+ bface.uv.append((f[vi][1][0], f[vi][1][1]))
+ mesh.faces.append(bface)
+
+ mesh.mode = 0
+ object = Blender.NMesh.PutRaw(mesh)
+ object.setName(obj.name)
+ object.setEuler([1.5707963,0,0]) # align ac3d w/ Blender
+ if self.dads:
+ dadobj = Blender.Object.get(self.dads.pop())
+ dadobj.makeParent([object])
+
+ print '...done!'
+
+# End of class AC3DImport
+
+def filesel_callback(filename):
+ test = AC3DImport(filename)
+
+Blender.Window.FileSelector(filesel_callback, "Import AC3D")