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Diffstat (limited to 'release/scripts/3ds_import.py')
-rw-r--r--release/scripts/3ds_import.py1007
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diff --git a/release/scripts/3ds_import.py b/release/scripts/3ds_import.py
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--- a/release/scripts/3ds_import.py
+++ /dev/null
@@ -1,1007 +0,0 @@
-#!BPY
-"""
-Name: '3D Studio (.3ds)...'
-Blender: 244
-Group: 'Import'
-Tooltip: 'Import from 3DS file format (.3ds)'
-"""
-
-__author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton', 'Mario Lapin']
-__url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/")
-__version__= '0.996'
-__bpydoc__= '''\
-
-3ds Importer
-
-This script imports a 3ds file and the materials into Blender for editing.
-
-Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
-
-0.996 by Mario Lapin (mario.lapin@gmail.com) 13/04/200 <br>
- - Implemented workaround to correct association between name, geometry and materials of
- imported meshes.
-
- Without this patch, version 0.995 of this importer would associate to each mesh object the
- geometry and the materials of the previously parsed mesh object. By so, the name of the
- first mesh object would be thrown away, and the name of the last mesh object would be
- automatically merged with a '.001' at the end. No object would desappear, however object's
- names and materials would be completely jumbled.
-
-0.995 by Campbell Barton<br>
-- workaround for buggy mesh vert delete
-- minor tweaks
-
-0.99 by Bob Holcomb<br>
-- added support for floating point color values that previously broke on import.
-
-0.98 by Campbell Barton<br>
-- import faces and verts to lists instead of a mesh, convert to a mesh later
-- use new index mapping feature of mesh to re-map faces that were not added.
-
-0.97 by Campbell Barton<br>
-- Strip material names of spaces
-- Added import as instance to import the 3ds into its own
- scene and add a group instance to the current scene
-- New option to scale down imported objects so they are within a limited bounding area.
-
-0.96 by Campbell Barton<br>
-- Added workaround for bug in setting UV's for Zero vert index UV faces.
-- Removed unique name function, let blender make the names unique.
-
-0.95 by Campbell Barton<br>
-- Removed workarounds for Blender 2.41
-- Mesh objects split by material- many 3ds objects used more then 16 per mesh.
-- Removed a lot of unneeded variable creation.
-
-0.94 by Campbell Barton<br>
-- Face import tested to be about overall 16x speedup over 0.93.
-- Material importing speedup.
-- Tested with more models.
-- Support some corrupt models.
-
-0.93 by Campbell Barton<br>
-- Tested with 400 3ds files from turbosquid and samples.
-- Tactfully ignore faces that used the same verts twice.
-- Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading.
-- Converted from NMesh to Mesh.
-- Faster and cleaner new names.
-- Use external comprehensive image loader.
-- Re intergrated 0.92 and 0.9 changes
-- Fixes for 2.41 compat.
-- Non textured faces do not use a texture flag.
-
-0.92<br>
-- Added support for diffuse, alpha, spec, bump maps in a single material
-
-0.9<br>
-- Reorganized code into object/material block functions<br>
-- Use of Matrix() to copy matrix data<br>
-- added support for material transparency<br>
-
-0.83 2005-08-07: Campell Barton
-- Aggressive image finding and case insensitivy for posisx systems.
-
-0.82a 2005-07-22
-- image texture loading (both for face uv and renderer)
-
-0.82 - image texture loading (for face uv)
-
-0.81a (fork- not 0.9) Campbell Barton 2005-06-08
-- Simplified import code
-- Never overwrite data
-- Faster list handling
-- Leaves import selected
-
-0.81 Damien McGinnes 2005-01-09
-- handle missing images better
-
-0.8 Damien McGinnes 2005-01-08
-- copies sticky UV coords to face ones
-- handles images better
-- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
-
-'''
-
-# ***** BEGIN GPL LICENSE BLOCK *****
-#
-# Script copyright (C) Bob Holcomb
-#
-# 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 Blender
-import bpy
-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
-######################################################
-
-#Some of the chunks that we will see
-#----- Primary Chunk, at the beginning of each file
-PRIMARY= long('0x4D4D',16)
-
-#------ Main Chunks
-OBJECTINFO = long('0x3D3D',16); #This gives the version of the mesh and is found right before the material and object information
-VERSION = long('0x0002',16); #This gives the version of the .3ds file
-EDITKEYFRAME= long('0xB000',16); #This is the header for all of the key frame info
-
-#------ sub defines of OBJECTINFO
-MATERIAL=45055 #0xAFFF // This stored the texture info
-OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
-
-#>------ sub defines of MATERIAL
-#------ sub defines of MATERIAL_BLOCK
-MAT_NAME = long('0xA000',16) # This holds the material name
-MAT_AMBIENT = long('0xA010',16) # Ambient color of the object/material
-MAT_DIFFUSE = long('0xA020',16) # This holds the color of the object/material
-MAT_SPECULAR = long('0xA030',16) # SPecular color of the object/material
-MAT_SHINESS = long('0xA040',16) # ??
-MAT_TRANSPARENCY= long('0xA050',16) # Transparency value of material
-MAT_SELF_ILLUM = long('0xA080',16) # Self Illumination value of material
-MAT_WIRE = long('0xA085',16) # Only render's wireframe
-
-MAT_TEXTURE_MAP = long('0xA200',16) # This is a header for a new texture map
-MAT_SPECULAR_MAP= long('0xA204',16) # This is a header for a new specular map
-MAT_OPACITY_MAP = long('0xA210',16) # This is a header for a new opacity map
-MAT_REFLECTION_MAP= long('0xA220',16) # This is a header for a new reflection map
-MAT_BUMP_MAP = long('0xA230',16) # This is a header for a new bump map
-MAT_MAP_FILENAME = long('0xA300',16) # This holds the file name of the texture
-
-MAT_FLOAT_COLOR = long ('0x0010', 16) #color defined as 3 floats
-MAT_24BIT_COLOR = long ('0x0011', 16) #color defined as 3 bytes
-
-#>------ sub defines of OBJECT
-OBJECT_MESH = long('0x4100',16); # This lets us know that we are reading a new object
-OBJECT_LAMP = long('0x4600',16); # This lets un know we are reading a light object
-OBJECT_LAMP_SPOT = long('0x4610',16); # The light is a spotloght.
-OBJECT_LAMP_OFF = long('0x4620',16); # The light off.
-OBJECT_LAMP_ATTENUATE = long('0x4625',16);
-OBJECT_LAMP_RAYSHADE = long('0x4627',16);
-OBJECT_LAMP_SHADOWED = long('0x4630',16);
-OBJECT_LAMP_LOCAL_SHADOW = long('0x4640',16);
-OBJECT_LAMP_LOCAL_SHADOW2 = long('0x4641',16);
-OBJECT_LAMP_SEE_CONE = long('0x4650',16);
-OBJECT_LAMP_SPOT_RECTANGULAR= long('0x4651',16);
-OBJECT_LAMP_SPOT_OVERSHOOT= long('0x4652',16);
-OBJECT_LAMP_SPOT_PROJECTOR= long('0x4653',16);
-OBJECT_LAMP_EXCLUDE= long('0x4654',16);
-OBJECT_LAMP_RANGE= long('0x4655',16);
-OBJECT_LAMP_ROLL= long('0x4656',16);
-OBJECT_LAMP_SPOT_ASPECT= long('0x4657',16);
-OBJECT_LAMP_RAY_BIAS= long('0x4658',16);
-OBJECT_LAMP_INNER_RANGE= long('0x4659',16);
-OBJECT_LAMP_OUTER_RANGE= long('0x465A',16);
-OBJECT_LAMP_MULTIPLIER = long('0x465B',16);
-OBJECT_LAMP_AMBIENT_LIGHT = long('0x4680',16);
-
-
-
-OBJECT_CAMERA= long('0x4700',16); # This lets un know we are reading a camera object
-
-#>------ sub defines of CAMERA
-OBJECT_CAM_RANGES= long('0x4720',16); # The camera range values
-
-#>------ sub defines of OBJECT_MESH
-OBJECT_VERTICES = long('0x4110',16); # The objects vertices
-OBJECT_FACES = long('0x4120',16); # The objects faces
-OBJECT_MATERIAL = long('0x4130',16); # This is found if the object has a material, either texture map or color
-OBJECT_UV = long('0x4140',16); # The UV texture coordinates
-OBJECT_TRANS_MATRIX = long('0x4160',16); # The Object Matrix
-
-global scn
-scn= None
-
-#the chunk class
-class chunk:
- ID=0
- length=0
- bytes_read=0
-
- #we don't read in the bytes_read, we compute that
- binary_format='<HI'
-
- def __init__(self):
- self.ID=0
- self.length=0
- self.bytes_read=0
-
- def dump(self):
- print 'ID: ', self.ID
- print 'ID in hex: ', hex(self.ID)
- print 'length: ', self.length
- print 'bytes_read: ', self.bytes_read
-
-def read_chunk(file, chunk):
- temp_data=file.read(calcsize(chunk.binary_format))
- data=unpack(chunk.binary_format, temp_data)
- chunk.ID=data[0]
- chunk.length=data[1]
- #update the bytes read function
- chunk.bytes_read=6
-
- #if debugging
- #chunk.dump()
-
-def read_string(file):
- #read in the characters till we get a null character
- s=''
- while not s.endswith('\x00'):
- s+=unpack( '<c', file.read(1) )[0]
- #print 'string: ',s
-
- #remove the null character from the string
- return s[:-1]
-
-######################################################
-# IMPORT
-######################################################
-def process_next_object_chunk(file, previous_chunk):
- new_chunk=chunk()
- temp_chunk=chunk()
-
- while (previous_chunk.bytes_read<previous_chunk.length):
- #read the next chunk
- read_chunk(file, new_chunk)
-
-def skip_to_end(file, skip_chunk):
- buffer_size=skip_chunk.length-skip_chunk.bytes_read
- binary_format='%ic' % buffer_size
- temp_data=file.read(calcsize(binary_format))
- skip_chunk.bytes_read+=buffer_size
-
-
-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 '/tError: Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name)
- map=Texture.MapTo.COL
-
- if image: texture.setImage(image) # double check its an image.
- 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):
- #print previous_chunk.bytes_read, 'BYTES READ'
- contextObName= None
- contextLamp= [None, None] # object, Data
- contextMaterial= None
- contextMatrix_rot= None # Blender.Mathutils.Matrix(); contextMatrix.identity()
- #contextMatrix_tx= None # Blender.Mathutils.Matrix(); contextMatrix.identity()
- contextMesh_vertls= None
- contextMesh_facels= None
- contextMeshMaterials= {} # matname:[face_idxs]
- contextMeshUV= None
-
- TEXTURE_DICT={}
- MATDICT={}
- TEXMODE= Mesh.FaceModes['TEX']
-
- # Localspace variable names, faster.
- STRUCT_SIZE_1CHAR= calcsize('c')
- STRUCT_SIZE_2FLOAT= calcsize('2f')
- STRUCT_SIZE_3FLOAT= calcsize('3f')
- STRUCT_SIZE_UNSIGNED_SHORT= calcsize('H')
- STRUCT_SIZE_4UNSIGNED_SHORT= calcsize('4H')
- STRUCT_SIZE_4x3MAT= calcsize('ffffffffffff')
- _STRUCT_SIZE_4x3MAT= calcsize('fffffffffffff')
- # STRUCT_SIZE_4x3MAT= calcsize('ffffffffffff')
- # print STRUCT_SIZE_4x3MAT, ' STRUCT_SIZE_4x3MAT'
-
- def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials):
-
- materialFaces= set() # faces that have a material. Can optimize?
-
- # Now make copies with assigned materils.
-
- def makeMeshMaterialCopy(matName, faces):
- '''
- Make a new mesh with only face the faces that use this material.
- faces can be any iterable object - containing ints.
- '''
-
- faceVertUsers = [False] * len(myContextMesh_vertls)
- ok=0
- for fIdx in faces:
- for vindex in myContextMesh_facels[fIdx]:
- faceVertUsers[vindex] = True
- if matName != None: # if matName is none then this is a set(), meaning we are using the untextured faces and do not need to store textured faces.
- materialFaces.add(fIdx)
- ok=1
-
- if not ok:
- return
-
- myVertMapping = {}
- vertMappingIndex = 0
-
- vertsToUse = [i for i in xrange(len(myContextMesh_vertls)) if faceVertUsers[i]]
- myVertMapping = dict( [ (ii, i) for i, ii in enumerate(vertsToUse) ] )
-
- tempName= '%s_%s' % (contextObName, matName) # matName may be None.
- bmesh = bpy.data.meshes.new(tempName)
-
- if matName == None:
- img= None
- else:
- bmat = MATDICT[matName][1]
- bmesh.materials= [bmat]
- try: img= TEXTURE_DICT[bmat.name]
- except: img= None
-
- bmesh_verts = bmesh.verts
- bmesh_verts.extend( [Vector()] )
- bmesh_verts.extend( [myContextMesh_vertls[i] for i in vertsToUse] )
- # +1 because of DUMMYVERT
- face_mapping= bmesh.faces.extend( [ [ bmesh_verts[ myVertMapping[vindex]+1] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces ], indexList=True )
-
- if bmesh.faces and (contextMeshUV or img):
- 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
- # BUGGY API - face_mapping is not always the right length
- map_index= face_mapping[ii]
-
- if map_index != None:
- targetFace= bmesh.faces[map_index]
- if contextMeshUV:
- # v.index-1 because of the DUMMYVERT
- targetFace.uv= [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]]
- if img:
- targetFace.image= img
-
- # bmesh.transform(contextMatrix)
- ob = SCN_OBJECTS.new(bmesh, tempName)
- '''
- if contextMatrix_tx:
- ob.setMatrix(contextMatrix_tx)
- '''
-
- if contextMatrix_rot:
- ob.setMatrix(contextMatrix_rot)
-
- importedObjects.append(ob)
- bmesh.calcNormals()
-
- for matName, faces in myContextMeshMaterials.iteritems():
- makeMeshMaterialCopy(matName, faces)
-
- if len(materialFaces)!=len(myContextMesh_facels):
- # Invert material faces.
- makeMeshMaterialCopy(None, set(range(len( myContextMesh_facels ))) - materialFaces)
- #raise 'Some UnMaterialed faces', len(contextMesh.faces)
-
- #a spare chunk
- new_chunk= chunk()
- temp_chunk= chunk()
-
- CreateBlenderObject = False
-
- #loop through all the data for this chunk (previous chunk) and see what it is
- while (previous_chunk.bytes_read<previous_chunk.length):
- #print '\t', previous_chunk.bytes_read, 'keep going'
- #read the next chunk
- #print 'reading a chunk'
- read_chunk(file, new_chunk)
-
- #is it a Version chunk?
- if (new_chunk.ID==VERSION):
- #print 'if (new_chunk.ID==VERSION):'
- #print 'found a VERSION chunk'
- #read in the version of the file
- #it's an unsigned short (H)
- temp_data= file.read(calcsize('I'))
- version = unpack('<I', temp_data)[0]
- new_chunk.bytes_read+= 4 #read the 4 bytes for the version number
- #this loader works with version 3 and below, but may not with 4 and above
- if (version>3):
- print '\tNon-Fatal Error: Version greater than 3, may not load correctly: ', version
-
- #is it an object info chunk?
- elif (new_chunk.ID==OBJECTINFO):
- #print 'elif (new_chunk.ID==OBJECTINFO):'
- # print 'found an OBJECTINFO chunk'
- process_next_chunk(file, new_chunk, importedObjects, IMAGE_SEARCH)
-
- #keep track of how much we read in the main chunk
- new_chunk.bytes_read+=temp_chunk.bytes_read
-
- #is it an object chunk?
- elif (new_chunk.ID==OBJECT):
-
- if CreateBlenderObject:
- putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
- contextMesh_vertls= []; contextMesh_facels= []
-
- ## preparando para receber o proximo objeto
- contextMeshMaterials= {} # matname:[face_idxs]
- contextMeshUV= None
- #contextMesh.vertexUV= 1 # Make sticky coords.
- # Reset matrix
- contextMatrix_rot= None
- #contextMatrix_tx= None
-
- CreateBlenderObject= True
- tempName= read_string(file)
- contextObName= tempName
- new_chunk.bytes_read += len(tempName)+1
-
- #is it a material chunk?
- elif (new_chunk.ID==MATERIAL):
- #print 'elif (new_chunk.ID==MATERIAL):'
- contextMaterial= bpy.data.materials.new('Material')
-
- elif (new_chunk.ID==MAT_NAME):
- #print 'elif (new_chunk.ID==MAT_NAME):'
- material_name= read_string(file)
-
- #plus one for the null character that ended the string
- new_chunk.bytes_read+= len(material_name)+1
-
- contextMaterial.name= material_name.rstrip() # remove trailing whitespace
- MATDICT[material_name]= (contextMaterial.name, contextMaterial)
-
- elif (new_chunk.ID==MAT_AMBIENT):
- #print 'elif (new_chunk.ID==MAT_AMBIENT):'
- read_chunk(file, temp_chunk)
- if (temp_chunk.ID==MAT_FLOAT_COLOR):
- temp_data=file.read(calcsize('3f'))
- temp_chunk.bytes_read+=12
- contextMaterial.mirCol=[float(col) for col in unpack('<3f', temp_data)]
- elif (temp_chunk.ID==MAT_24BIT_COLOR):
- temp_data=file.read(calcsize('3B'))
- temp_chunk.bytes_read+= 3
- contextMaterial.mirCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
- else:
- skip_to_end(file, temp_chunk)
- new_chunk.bytes_read+= temp_chunk.bytes_read
-
- elif (new_chunk.ID==MAT_DIFFUSE):
- #print 'elif (new_chunk.ID==MAT_DIFFUSE):'
- read_chunk(file, temp_chunk)
- if (temp_chunk.ID==MAT_FLOAT_COLOR):
- temp_data=file.read(calcsize('3f'))
- temp_chunk.bytes_read+=12
- contextMaterial.rgbCol=[float(col) for col in unpack('<3f', temp_data)]
- elif (temp_chunk.ID==MAT_24BIT_COLOR):
- temp_data=file.read(calcsize('3B'))
- temp_chunk.bytes_read+= 3
- contextMaterial.rgbCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
- else:
- skip_to_end(file, temp_chunk)
- new_chunk.bytes_read+= temp_chunk.bytes_read
-
- elif (new_chunk.ID==MAT_SPECULAR):
- #print 'elif (new_chunk.ID==MAT_SPECULAR):'
- read_chunk(file, temp_chunk)
- if (temp_chunk.ID==MAT_FLOAT_COLOR):
- temp_data=file.read(calcsize('3f'))
- temp_chunk.bytes_read+=12
- contextMaterial.mirCol=[float(col) for col in unpack('<3f', temp_data)]
- elif (temp_chunk.ID==MAT_24BIT_COLOR):
- temp_data=file.read(calcsize('3B'))
- temp_chunk.bytes_read+= 3
- contextMaterial.mirCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
- else:
- skip_to_end(file, temp_chunk)
- new_chunk.bytes_read+= temp_chunk.bytes_read
-
- elif (new_chunk.ID==MAT_TEXTURE_MAP):
- #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):
- #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):
- #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):
- #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):'
- read_chunk(file, temp_chunk)
- temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
-
- temp_chunk.bytes_read+=2
- contextMaterial.alpha= 1-(float(unpack('<H', temp_data)[0])/100)
- new_chunk.bytes_read+=temp_chunk.bytes_read
-
-
- elif (new_chunk.ID==OBJECT_LAMP): # Basic lamp support.
-
- temp_data=file.read(STRUCT_SIZE_3FLOAT)
-
- x,y,z=unpack('<3f', temp_data)
- new_chunk.bytes_read+=STRUCT_SIZE_3FLOAT
-
- contextLamp[1]= bpy.data.lamps.new()
- contextLamp[0]= SCN_OBJECTS.new(contextLamp[1])
- importedObjects.append(contextLamp[0])
-
- #print 'number of faces: ', num_faces
- #print x,y,z
- contextLamp[0].setLocation(x,y,z)
-
- # Reset matrix
- contextMatrix_rot= None
- #contextMatrix_tx= None
- #print contextLamp.name,
-
- elif (new_chunk.ID==OBJECT_MESH):
- # print 'Found an OBJECT_MESH chunk'
- pass
- elif (new_chunk.ID==OBJECT_VERTICES):
- '''
- Worldspace vertex locations
- '''
- # print 'elif (new_chunk.ID==OBJECT_VERTICES):'
- temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- num_verts=unpack('<H', temp_data)[0]
- new_chunk.bytes_read+=2
-
- # print 'number of verts: ', num_verts
- def getvert():
- temp_data= unpack('<3f', file.read(STRUCT_SIZE_3FLOAT))
- new_chunk.bytes_read += STRUCT_SIZE_3FLOAT #12: 3 floats x 4 bytes each
- return temp_data
-
- #contextMesh.verts.extend( [Vector(),] ) # DUMMYVERT! - remove when blenders internals are fixed.
- contextMesh_vertls= [getvert() for i in xrange(num_verts)]
-
- #print 'object verts: bytes read: ', new_chunk.bytes_read
-
- elif (new_chunk.ID==OBJECT_FACES):
- # print 'elif (new_chunk.ID==OBJECT_FACES):'
- temp_data= file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- num_faces= unpack('<H', temp_data)[0]
- new_chunk.bytes_read+= 2
- #print 'number of faces: ', num_faces
-
- def getface():
- # print '\ngetting a face'
- temp_data= file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
- new_chunk.bytes_read+= STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
- v1,v2,v3,dummy= unpack('<4H', temp_data)
- return v1, v2, v3
-
- contextMesh_facels= [ getface() for i in xrange(num_faces) ]
-
-
- elif (new_chunk.ID==OBJECT_MATERIAL):
- # print 'elif (new_chunk.ID==OBJECT_MATERIAL):'
- material_name= read_string(file)
- new_chunk.bytes_read += len(material_name)+1 # remove 1 null character.
-
- temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- num_faces_using_mat = unpack('<H', temp_data)[0]
- new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
-
- def getmat():
- temp_data= file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- new_chunk.bytes_read+= STRUCT_SIZE_UNSIGNED_SHORT
- return unpack('<H', temp_data)[0]
-
- contextMeshMaterials[material_name]= [ getmat() for i in xrange(num_faces_using_mat) ]
-
- #look up the material in all the materials
-
- elif (new_chunk.ID==OBJECT_UV):
- temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
- num_uv=unpack('<H', temp_data)[0]
- new_chunk.bytes_read+= 2
-
- def getuv():
- temp_data=file.read(STRUCT_SIZE_2FLOAT)
- new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
- return Vector( unpack('<2f', temp_data) )
-
- contextMeshUV= [ getuv() for i in xrange(num_uv) ]
-
- elif (new_chunk.ID== OBJECT_TRANS_MATRIX):
- # How do we know the matrix size? 54 == 4x4 48 == 4x3
- temp_data=file.read(STRUCT_SIZE_4x3MAT)
- data= list( unpack('<ffffffffffff', temp_data) )
- new_chunk.bytes_read += STRUCT_SIZE_4x3MAT
-
- contextMatrix_rot= Blender.Mathutils.Matrix(\
- data[:3] + [0],\
- data[3:6] + [0],\
- data[6:9] + [0],\
- data[9:] + [1])
-
-
- '''
- contextMatrix_rot= Blender.Mathutils.Matrix(\
- data[:3] + [0],\
- data[3:6] + [0],\
- data[6:9] + [0],\
- [0,0,0,1])
- '''
-
- '''
- contextMatrix_rot= Blender.Mathutils.Matrix(\
- data[:3] ,\
- data[3:6],\
- data[6:9])
- '''
-
- '''
- contextMatrix_rot = Blender.Mathutils.Matrix()
- m = 0
- for j in xrange(4):
- for i in xrange(3):
- contextMatrix_rot[j][i] = data[m]
- m+=1
-
- contextMatrix_rot[0][3]=0;
- contextMatrix_rot[1][3]=0;
- contextMatrix_rot[2][3]=0;
- contextMatrix_rot[3][3]=1;
- '''
-
- #contextMatrix_rot.resize4x4()
- #print "MTX"
- #print contextMatrix_rot
- contextMatrix_rot.invert()
- #print contextMatrix_rot
- #contextMatrix_tx = Blender.Mathutils.TranslationMatrix(0.5 * Blender.Mathutils.Vector(data[9:]))
- #contextMatrix_tx.invert()
-
- #tx.invert()
-
- #contextMatrix = contextMatrix * tx
- #contextMatrix = contextMatrix *tx
-
- elif (new_chunk.ID==MAT_MAP_FILENAME):
- texture_name=read_string(file)
- try:
- TEXTURE_DICT[contextMaterial.name]
- except:
- #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: #(new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL):
- # print 'skipping to end of this chunk'
- buffer_size=new_chunk.length-new_chunk.bytes_read
- binary_format='%ic' % buffer_size
- temp_data=file.read(calcsize(binary_format))
- new_chunk.bytes_read+=buffer_size
-
-
- #update the previous chunk bytes read
- # print 'previous_chunk.bytes_read += new_chunk.bytes_read'
- # print previous_chunk.bytes_read, new_chunk.bytes_read
- previous_chunk.bytes_read += new_chunk.bytes_read
- ## print 'Bytes left in this chunk: ', previous_chunk.length-previous_chunk.bytes_read
-
- # FINISHED LOOP
- # There will be a number of objects still not added
- if contextMesh_facels != None:
- putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
-
-def load_3ds(filename, PREF_UI= True):
- global FILENAME, SCN_OBJECTS
-
- if BPyMessages.Error_NoFile(filename):
- return
-
- print '\n\nImporting 3DS: "%s"' % (Blender.sys.expandpath(filename))
-
- time1= Blender.sys.time()
-
- FILENAME=filename
- current_chunk=chunk()
-
- file=open(filename,'rb')
-
- #here we go!
- # print 'reading the first chunk'
- read_chunk(file, current_chunk)
- if (current_chunk.ID!=PRIMARY):
- print '\tFatal Error: Not a valid 3ds file: ', filename
- file.close()
- return
-
-
- # IMPORT_AS_INSTANCE= Blender.Draw.Create(0)
- IMPORT_CONSTRAIN_BOUNDS= Blender.Draw.Create(10.0)
- IMAGE_SEARCH= Blender.Draw.Create(1)
- APPLY_MATRIX= Blender.Draw.Create(0)
-
- # Get USER Options
- pup_block= [\
- ('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by 10 until it reacehs the size constraint. Zero Disables.'),\
- ('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\
- ('Transform Fix', APPLY_MATRIX, 'Workaround for object transformations importing incorrectly'),\
- #('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\
- ]
-
- if PREF_UI:
- if not Blender.Draw.PupBlock('Import 3DS...', pup_block):
- return
-
- Blender.Window.WaitCursor(1)
-
- IMPORT_CONSTRAIN_BOUNDS= IMPORT_CONSTRAIN_BOUNDS.val
- # IMPORT_AS_INSTANCE= IMPORT_AS_INSTANCE.val
- IMAGE_SEARCH = IMAGE_SEARCH.val
- APPLY_MATRIX = APPLY_MATRIX.val
-
- if IMPORT_CONSTRAIN_BOUNDS:
- BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30]
- else:
- BOUNDS_3DS[:]= []
-
- ##IMAGE_SEARCH
-
- scn= bpy.data.scenes.active
- SCN_OBJECTS = scn.objects
- SCN_OBJECTS.selected = [] # de select all
-
- importedObjects= [] # Fill this list with objects
- process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH)
-
-
- # Link the objects into this scene.
- # Layers= scn.Layers
-
- # REMOVE DUMMYVERT, - remove this in the next release when blenders internal are fixed.
-
-
- for ob in importedObjects:
- if ob.type=='Mesh':
- me= ob.getData(mesh=1)
- me.verts.delete([me.verts[0],])
- if not APPLY_MATRIX:
- me.transform(ob.matrixWorld.copy().invert())
-
- # Done DUMMYVERT
- """
- if IMPORT_AS_INSTANCE:
- name= filename.split('\\')[-1].split('/')[-1]
- # Create a group for this import.
- group_scn= Scene.New(name)
- for ob in importedObjects:
- group_scn.link(ob) # dont worry about the layers
-
- grp= Blender.Group.New(name)
- grp.objects= importedObjects
-
- grp_ob= Object.New('Empty', name)
- grp_ob.enableDupGroup= True
- grp_ob.DupGroup= grp
- scn.link(grp_ob)
- grp_ob.Layers= Layers
- grp_ob.sel= 1
- else:
- # Select all imported objects.
- for ob in importedObjects:
- scn.link(ob)
- ob.Layers= Layers
- ob.sel= 1
- """
-
- if IMPORT_CONSTRAIN_BOUNDS!=0.0:
- # Set bounds from objecyt bounding box
- for ob in importedObjects:
- if ob.type=='Mesh':
- ob.makeDisplayList() # Why dosnt this update the bounds?
- for v in ob.getBoundBox():
- for i in (0,1,2):
- if v[i] < BOUNDS_3DS[i]:
- BOUNDS_3DS[i]= v[i] # min
-
- if v[i] > BOUNDS_3DS[i+3]:
- BOUNDS_3DS[i+3]= v[i] # min
-
- # Get the max axis x/y/z
- max_axis= max(BOUNDS_3DS[3]-BOUNDS_3DS[0], BOUNDS_3DS[4]-BOUNDS_3DS[1], BOUNDS_3DS[5]-BOUNDS_3DS[2])
- # print max_axis
- if max_axis < 1<<30: # Should never be false but just make sure.
-
- # Get a new scale factor if set as an option
- SCALE=1.0
- while (max_axis*SCALE) > IMPORT_CONSTRAIN_BOUNDS:
- SCALE/=10
-
- # SCALE Matrix
- SCALE_MAT= Blender.Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
-
- for ob in importedObjects:
- ob.setMatrix(ob.matrixWorld*SCALE_MAT)
-
- # Done constraining to bounds.
-
- # Select all new objects.
- 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)
-'''
-
-else:
- import os
- # DEBUG ONLY
- TIME= Blender.sys.time()
- import os
- print 'Searching for files'
- os.system('find /metavr/ -iname "*.3ds" > /tmp/temp3ds_list')
- # os.system('find /storage/ -iname "*.3ds" > /tmp/temp3ds_list')
- print '...Done'
- file= open('/tmp/temp3ds_list', 'r')
- lines= file.readlines()
- file.close()
- # sort by filesize for faster testing
- lines_size = [(os.path.getsize(f[:-1]), f[:-1]) for f in lines]
- lines_size.sort()
- lines = [f[1] for f in lines_size]
-
-
- def between(v,a,b):
- if v <= max(a,b) and v >= min(a,b):
- return True
- return False
-
- for i, _3ds in enumerate(lines):
- if between(i, 650,800):
- #_3ds= _3ds[:-1]
- print 'Importing', _3ds, '\nNUMBER', i, 'of', len(lines)
- _3ds_file= _3ds.split('/')[-1].split('\\')[-1]
- newScn= Blender.Scene.New(_3ds_file)
- newScn.makeCurrent()
- load_3ds(_3ds, False)
-
- print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME)
-
-'''