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authorJoshua Leung <aligorith@gmail.com>2010-02-10 04:55:45 +0300
committerJoshua Leung <aligorith@gmail.com>2010-02-10 04:55:45 +0300
commit491f9b7cbbba271d8b18cb41e00d5286aa96e5a6 (patch)
tree932f24a70a64fbeeccbe3df056354b1a4237369b /release
parentaf563d474f42486677ff593128f52138d55556c8 (diff)
Bugfix: 3DS Importer not settings UV's correctly
Thanks to example .3ds file and bug report from stridernzl. 1) The API function for adding textures to meshes was not working correctly, resulting in a Null texture slot being created (i.e. a texture slot was created, but the given texture could never be assigned to this). Fixed by making the function always require a texture as input (as with other places that use pointers as arguments). 2) In "Textured" draw mode, the imported meshes were shown white (i.e. without any textures). It appears that that the old old setting (mesh.faceUV) is no longer valid/wrapped in RNA, so worked around this by setting the 'tex' setting for UV-faces on. From the UI, this seems to do the same thing as entering editmode and assigning an image to the faces from the image editor. --- I've also removed a few lines of commented 2.4x code that is no longer valid. Hopefully there wasn't anything too valuable that I accidentally removed in this process ;)
Diffstat (limited to 'release')
-rw-r--r--release/scripts/io/import_scene_3ds.py152
1 files changed, 8 insertions, 144 deletions
diff --git a/release/scripts/io/import_scene_3ds.py b/release/scripts/io/import_scene_3ds.py
index 971d62d8e15..7ba5010e1c8 100644
--- a/release/scripts/io/import_scene_3ds.py
+++ b/release/scripts/io/import_scene_3ds.py
@@ -146,41 +146,9 @@ from import_scene_obj import unpack_face_list, load_image
import bpy
import Mathutils
-# import Blender
-# from Blender import Mesh, Object, Material, Image, Texture, Lamp, Mathutils
-# from Blender.Mathutils import Vector
-# import BPyImage
-
-# import BPyMessages
-
-# try:
-# from struct import calcsize, unpack
-# except:
-# calcsize= unpack= None
-
-
-
-# # If python version is less than 2.4, try to get set stuff from module
-# try:
-# set
-# except:
-# from sets import Set as set
-
BOUNDS_3DS = []
-#this script imports uvcoords as sticky vertex coords
-#this parameter enables copying these to face uv coords
-#which shold be more useful.
-
-def createBlenderTexture(material, name, image):
- texture = bpy.data.textures.new(name)
- texture.setType('Image')
- texture.image = image
- material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
-
-
-
######################################################
# Data Structures
######################################################
@@ -294,11 +262,8 @@ def read_chunk(file, chunk):
def read_string(file):
#read in the characters till we get a null character
s = b''
-# s = ''
while not s.endswith(b'\x00'):
-# while not s.endswith('\x00'):
s += struct.unpack('<c', file.read(1))[0]
-# s += struct.unpack( '<c', file.read(1) )[0]
#print 'string: ',s
s = str(s[:-1], 'ASCII')
@@ -327,29 +292,17 @@ def skip_to_end(file, skip_chunk):
def add_texture_to_material(image, texture, material, mapto):
-# if mapto=='DIFFUSE':
-# map = Texture.MapTo.COL
-# elif mapto=='SPECULAR':
-# map = Texture.MapTo.SPEC
-# elif mapto=='OPACITY':
-# map = Texture.MapTo.ALPHA
-# elif mapto=='BUMP':
-# map = Texture.MapTo.NOR
-# else:
+ #print('assigning %s to %s' % (texture, material))
+
if mapto not in ("COLOR", "SPECULARITY", "ALPHA", "NORMAL"):
print('/tError: Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name))
mapto = "COLOR"
-# map = Texture.MapTo.COL
- if image: texture.image = image
+ if image:
+ texture.image = image
# if image: texture.setImage(image) # double check its an image.
material.add_texture(texture, "UV", mapto)
-# free_tex_slots = [i for i, tex in enumerate( material.getTextures() ) if tex == None]
-# if not free_tex_slots:
-# print('/tError: Cannot add "%s" map. 10 Texture slots alredy used.' % mapto)
-# else:
-# material.setTexture(free_tex_slots[0],texture,Texture.TexCo.UV,map)
def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
@@ -436,7 +389,6 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
if bmesh.faces and (contextMeshUV or img):
bmesh.add_uv_texture()
-# bmesh.faceUV = 1
for ii, i in enumerate(faces):
# Mapped index- faces may have not been added- if so, then map to the correct index
@@ -461,7 +413,9 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
# targetFace.uv = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]]
if img:
uf.image = img
-# targetFace.image = img
+
+ # to get this image to show up in 'Textured' shading mode
+ uf.tex = True
# bmesh.transform(contextMatrix)
ob = bpy.data.objects.new(tempName, 'MESH')
@@ -507,7 +461,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
return [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
def read_texture(new_chunk, temp_chunk, name, mapto):
- new_texture = bpy.data.textures.new('Diffuse')
+ new_texture = bpy.data.textures.new(name)
new_texture.type = 'IMAGE'
new_texture = new_texture.recast_type()
@@ -657,96 +611,15 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
elif (new_chunk.ID == MAT_TEXTURE_MAP):
read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR")
-# #print 'elif (new_chunk.ID==MAT_TEXTURE_MAP):'
-# new_texture= bpy.data.textures.new('Diffuse')
-# new_texture.setType('Image')
-# img = None
-# while (new_chunk.bytes_read<new_chunk.length):
-# #print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length
-# read_chunk(file, temp_chunk)
-
-# if (temp_chunk.ID==MAT_MAP_FILENAME):
-# texture_name=read_string(file)
-# #img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
-# img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH)
-# new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
-
-# else:
-# skip_to_end(file, temp_chunk)
-
-# new_chunk.bytes_read+= temp_chunk.bytes_read
-
-# #add the map to the material in the right channel
-# if img:
-# add_texture_to_material(img, new_texture, contextMaterial, 'DIFFUSE')
elif (new_chunk.ID == MAT_SPECULAR_MAP):
read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY")
-# #print 'elif (new_chunk.ID == MAT_SPECULAR_MAP):'
-# new_texture = bpy.data.textures.new('Specular')
-# new_texture.setType('Image')
-# img = None
-# while (new_chunk.bytes_read < new_chunk.length):
-# read_chunk(file, temp_chunk)
-
-# if (temp_chunk.ID == MAT_MAP_FILENAME):
-# texture_name = read_string(file)
-# #img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
-# img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
-# new_chunk.bytes_read+= (len(texture_name)+1) #plus one for the null character that gets removed
-# else:
-# skip_to_end(file, temp_chunk)
-
-# new_chunk.bytes_read += temp_chunk.bytes_read
-
-# #add the map to the material in the right channel
-# if img:
-# add_texture_to_material(img, new_texture, contextMaterial, 'SPECULAR')
elif (new_chunk.ID == MAT_OPACITY_MAP):
read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA")
-# #print 'new_texture = Blender.Texture.New('Opacity')'
-# new_texture = bpy.data.textures.new('Opacity')
-# new_texture.setType('Image')
-# img = None
-# while (new_chunk.bytes_read < new_chunk.length):
-# read_chunk(file, temp_chunk)
-
-# if (temp_chunk.ID == MAT_MAP_FILENAME):
-# texture_name = read_string(file)
-# #img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
-# img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
-# new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
-# else:
-# skip_to_end(file, temp_chunk)
-
-# new_chunk.bytes_read += temp_chunk.bytes_read
-# #add the map to the material in the right channel
-# if img:
-# add_texture_to_material(img, new_texture, contextMaterial, 'OPACITY')
elif (new_chunk.ID == MAT_BUMP_MAP):
read_texture(new_chunk, temp_chunk, "Bump", "NORMAL")
-# #print 'elif (new_chunk.ID == MAT_BUMP_MAP):'
-# new_texture = bpy.data.textures.new('Bump')
-# new_texture.setType('Image')
-# img = None
-# while (new_chunk.bytes_read < new_chunk.length):
-# read_chunk(file, temp_chunk)
-
-# if (temp_chunk.ID == MAT_MAP_FILENAME):
-# texture_name = read_string(file)
-# #img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
-# img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
-# new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
-# else:
-# skip_to_end(file, temp_chunk)
-
-# new_chunk.bytes_read += temp_chunk.bytes_read
-
-# #add the map to the material in the right channel
-# if img:
-# add_texture_to_material(img, new_texture, contextMaterial, 'BUMP')
elif (new_chunk.ID == MAT_TRANSPARENCY):
#print 'elif (new_chunk.ID == MAT_TRANSPARENCY):'
@@ -852,7 +725,6 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
temp_data = file.read(STRUCT_SIZE_2FLOAT)
new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
return Mathutils.Vector( struct.unpack('<2f', temp_data) )
-# return Vector( struct.unpack('<2f', temp_data) )
contextMeshUV = [ getuv() for i in range(num_uv) ]
@@ -863,7 +735,6 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
new_chunk.bytes_read += STRUCT_SIZE_4x3MAT
contextMatrix_rot = Mathutils.Matrix(\
-# contextMatrix_rot = Blender.Mathutils.Matrix(\
data[:3] + [0],\
data[3:6] + [0],\
data[6:9] + [0],\
@@ -1089,16 +960,9 @@ def load_3ds(filename, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True,
print('finished importing: "%s" in %.4f sec.' % (filename, (time.clock()-time1)))
# print('finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1)))
file.close()
-# Blender.Window.WaitCursor(0)
DEBUG = False
-# if __name__=='__main__' and not DEBUG:
-# if calcsize == None:
-# Blender.Draw.PupMenu('Error%t|a full python installation not found')
-# else:
-# Blender.Window.FileSelector(load_3ds, 'Import 3DS', '*.3ds')
-
# For testing compatibility
#load_3ds('/metavr/convert/vehicle/truck_002/TruckTanker1.3DS', False)
#load_3ds('/metavr/archive/convert/old/arranged_3ds_to_hpx-2/only-need-engine-trains/Engine2.3DS', False)