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Diffstat (limited to 'release/scripts/3ds_import.py')
-rw-r--r-- | release/scripts/3ds_import.py | 1007 |
1 files changed, 0 insertions, 1007 deletions
diff --git a/release/scripts/3ds_import.py b/release/scripts/3ds_import.py deleted file mode 100644 index bcde82c4869..00000000000 --- 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) - -''' |