diff options
author | Willian Padovani Germano <wpgermano@gmail.com> | 2004-08-17 08:26:00 +0400 |
---|---|---|
committer | Willian Padovani Germano <wpgermano@gmail.com> | 2004-08-17 08:26:00 +0400 |
commit | 446e1fae7c14cd4b5035d447c5b011f6fab9e806 (patch) | |
tree | 1c9cbf850f59111d6c1d38dfd8ed021934743c94 /release/scripts | |
parent | 5a39312392858daafa6b05664a1cc03971f9ca42 (diff) |
** Note: two new files added, projectfiles will need an update.
Scripts:
Campbell Barton (Ideasman, thanks) updated his Wavefront OBJ importer.
BPython:
- Finally committed pending contributions:
Chris Keith wrote the Blender.Sound module -- still some testing to do this week;
Joseph (joeedh) added the OnLoad scene script event;
Satish Goda added 6 GLU functions to Blender.BGL. Great additions, thanks all!
- Small changes to Blender.Load (leave editmode as Blender wants) and Window.EditMode (allow definition of "undo string");
- Fixed bug #1539: Window.RedrawAll() crashed Blender if an empty spacescript was available while using it in a gui-less script.
- doc updates.
Diffstat (limited to 'release/scripts')
-rw-r--r-- | release/scripts/obj_import.py | 170 |
1 files changed, 78 insertions, 92 deletions
diff --git a/release/scripts/obj_import.py b/release/scripts/obj_import.py index 236b9705d33..b8da692dcac 100644 --- a/release/scripts/obj_import.py +++ b/release/scripts/obj_import.py @@ -114,8 +114,8 @@ def load_mat_image(mat, img_fileName, type, mesh): # 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. if type == 'Kd': - for f in mesh.faces: - if mesh.materials[f.mat].name == mat.name: + for f in meshList[objectName][0].faces: + if meshList[objectName][0].materials[f.mat].name == mat.name: # the inline usemat command overides the material Image if not f.image: @@ -184,22 +184,24 @@ def load_mtl(dir, mtl_file, mesh): def load_obj(file): def applyMat(mesh, f, mat): # Check weather the 16 mat limit has been met. - if len( mesh.materials ) >= MATLIMIT: + if len( meshList[objectName][0].materials ) >= MATLIMIT: print 'Warning, max material limit reached, using an existing material' - return mesh, f + return meshList[objectName][0] mIdx = 0 - for m in mesh.materials: + for m in meshList[objectName][0].materials: if m.getName() == mat.getName(): break mIdx+=1 if mIdx == len(mesh.materials): - mesh.addMaterial(mat) + meshList[objectName][0].addMaterial(mat) f.mat = mIdx - return mesh, f - + return f + + + # Get the file name with no path or .obj fileName = stripName( stripPath(file) ) @@ -208,23 +210,26 @@ def load_obj(file): DIR = pathName(file, stripPath(file)) fileLines = open(file, 'r').readlines() - - mesh = NMesh.GetRaw() # new empty mesh - objectName = 'mesh' # If we cant get one, use this - - uvMapList = [(0,0)] # store tuple uv pairs here - - # This dummy vert makes life a whole lot easier- - # pythons index system then aligns with objs, remove later - vertList = [NMesh.Vert(0, 0, 0)] # store tuple uv pairs here # Here we store a boolean list of which verts are used or not # no we know weather to add them to the current mesh # This is an issue with global vertex indicies being translated to per mesh indicies # like blenders, we start with a dummy just like the vert. # -1 means unused, any other value refers to the local mesh index of the vert. - usedList = [-1] + + # objectName has a char in front of it that determins weather its a group or object. + # We ignore it when naming the object. + objectName = 'omesh' # If we cant get one, use this + + meshList = {} + meshList[objectName] = (NMesh.GetRaw(), [-1]) # Mesh/meshList[objectName][1] + uvMapList = [(0,0)] # store tuple uv pairs here + + # This dummy vert makes life a whole lot easier- + # pythons index system then aligns with objs, remove later + vertList = [NMesh.Vert(0, 0, 0)] # store tuple uv pairs here + nullMat = getMat(NULL_MAT) @@ -245,7 +250,7 @@ def load_obj(file): elif l[0] == 'v': # This is a new vert, make a new mesh vertList.append( NMesh.Vert(eval(l[1]), eval(l[2]), eval(l[3]) ) ) - usedList.append(-1) # Ad the moment this vert is not used by any mesh. + meshList[objectName][1].append(-1) # Ad the moment this vert is not used by any meshList[objectName][0]. elif l[0] == 'vn': pass @@ -258,8 +263,12 @@ def load_obj(file): # Make a face with the correct material. f = NMesh.Face() - mesh, f = applyMat(mesh, f, currentMat) - + f = applyMat(meshList[objectName][0], f, currentMat) + + # Apply the current image to the face + if currentImg != NULL_IMG: + f.image = currentImg + # Set up vIdxLs : Verts # Set up vtIdxLs : UV # Start with a dummy objects so python accepts OBJs 1 is the first index. @@ -293,89 +302,63 @@ def load_obj(file): # Quads only, we could import quads using the method below but it polite to import a quad as a quad. if len(vIdxLs) == 4: for i in [0,1,2,3]: - if usedList[vIdxLs[i]] == -1: - mesh.verts.append(vertList[vIdxLs[i]]) - f.v.append(mesh.verts[-1]) - usedList[vIdxLs[i]] = len(mesh.verts)-1 + if meshList[objectName][1][vIdxLs[i]] == -1: + meshList[objectName][0].verts.append(vertList[vIdxLs[i]]) + f.v.append(meshList[objectName][0].verts[-1]) + meshList[objectName][1][vIdxLs[i]] = len(meshList[objectName][0].verts)-1 else: - f.v.append(mesh.verts[usedList[vIdxLs[i]]]) + f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[i]]]) # UV MAPPING if fHasUV: for i in [0,1,2,3]: f.uv.append( uvMapList[ vtIdxLs[i] ] ) - mesh.faces.append(f) # move the face onto the mesh - # Apply the current image to the face - if currentImg != NULL_IMG: - mesh.faces[-1].image = currentImg + meshList[objectName][0].faces.append(f) # move the face onto the mesh elif len(vIdxLs) >= 3: # This handles tri's and fans for i in range(len(vIdxLs)-2): f = NMesh.Face() - mesh, f = applyMat(mesh, f, currentMat) - - if usedList[vIdxLs[0]] == -1: - mesh.verts.append(vertList[vIdxLs[0]]) - f.v.append(mesh.verts[-1]) - usedList[vIdxLs[0]] = len(mesh.verts)-1 - else: - f.v.append(mesh.verts[usedList[vIdxLs[0]]]) - - if usedList[vIdxLs[i+1]] == -1: - mesh.verts.append(vertList[vIdxLs[i+1]]) - f.v.append(mesh.verts[-1]) - usedList[vIdxLs[i+1]] = len(mesh.verts)-1 - else: - f.v.append(mesh.verts[usedList[vIdxLs[i+1]]]) - - if usedList[vIdxLs[i+2]] == -1: - mesh.verts.append(vertList[vIdxLs[i+2]]) - f.v.append(mesh.verts[-1]) - usedList[vIdxLs[i+2]] = len(mesh.verts)-1 - else: - f.v.append(mesh.verts[usedList[vIdxLs[i+2]]]) - + f = applyMat(meshList[objectName][0], f, currentMat) + for ii in [0, i+1, i+2]: + if meshList[objectName][1][vIdxLs[ii]] == -1: + meshList[objectName][0].verts.append(vertList[vIdxLs[ii]]) + f.v.append(meshList[objectName][0].verts[-1]) + meshList[objectName][1][vIdxLs[ii]] = len(meshList[objectName][0].verts)-1 + else: + f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[ii]]]) + # UV MAPPING if fHasUV: f.uv.append( uvMapList[ vtIdxLs[0] ] ) f.uv.append( uvMapList[ vtIdxLs[i+1] ] ) f.uv.append( uvMapList[ vtIdxLs[i+2] ] ) - mesh.faces.append(f) # move the face onto the mesh - - # Apply the current image to the face - if currentImg != NULL_IMG: - mesh.faces[-1].image = currentImg + meshList[objectName][0].faces.append(f) # move the face onto the mesh + # Object / Group elif l[0] == 'o' or l[0] == 'g': - # Reset the used list - ulIdx = 0 - while ulIdx < len(usedList): - usedList[ulIdx] = -1 - ulIdx +=1 - - # Some material stuff - if mtl_fileName != '': - load_mtl(DIR, mtl_fileName, mesh) + # This makes sure that if an object and a group have the same name then + # they are not put into the same object. + if l[0] == 'o': + newObjectName = 'o' + '_'.join(l[1:]) + elif l[0] == 'g': + newObjectName = 'g' + '_'.join(l[1:]) - # Make sure the objects is worth putting - if len(mesh.verts) > 1: - mesh.verts.remove(mesh.verts[0]) - ob = NMesh.PutRaw(mesh, fileName + '_' + objectName) - if ob != None: # Name the object too. - ob.name = fileName + '_' + objectName + if newObjectName == '': + objectName = 'omesh' + else: + objectName = newObjectName - # Make new mesh - mesh = NMesh.GetRaw() - # This dummy vert makes life a whole lot easier- - # pythons index system then aligns with objs, remove later - mesh.verts.append( NMesh.Vert(0, 0, 0) ) + # If we havnt written to this mesh before then do so. + if objectName not in meshList.keys(): + meshList[objectName] = (NMesh.GetRaw(), [-1]) + meshList[objectName][0].verts.append( NMesh.Vert(0, 0, 0) ) - # New mesh name - objectName = '_'.join(l[1:]) # Use join in case of spaces - + while len(meshList[objectName][1]) != len(vertList): + meshList[objectName][1].append(-1) + # Material elif l[0] == 'usemtl': if l[1] == '(null)': currentMat = getMat(NULL_MAT) @@ -393,17 +376,20 @@ def load_obj(file): mtl_fileName = l[1] lIdx+=1 + + #==============================================# + # Write all meshs in the dictionary # + #==============================================# + for mk in meshList.keys(): + # Applies material properties to materials alredy on the mesh as well as Textures. + if mtl_fileName != '': + load_mtl(DIR, mtl_fileName, meshList[mk][0]) + + meshList[mk][0].verts.remove(meshList[mk][0].verts[0]) + ob = NMesh.PutRaw(meshList[mk][0], mk[1:]) + if ob.name != None: + ob.name = mk[1:] - # Some material stuff - if mtl_fileName != '': - load_mtl(DIR, mtl_fileName, mesh) - - # We need to do this to put the last object. - # All other objects will be put alredy - if len(mesh.verts) > 1: - mesh.verts.remove(mesh.verts[0]) - ob = NMesh.PutRaw(mesh, fileName + '_' + objectName) - if ob != None: # Name the object too. - ob.name = fileName + '_' + objectName Window.FileSelector(load_obj, 'Import Wavefront OBJ') + |