Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'release/scripts/io/import_3ds.py')
-rw-r--r--release/scripts/io/import_3ds.py1007
1 files changed, 1007 insertions, 0 deletions
diff --git a/release/scripts/io/import_3ds.py b/release/scripts/io/import_3ds.py
new file mode 100644
index 00000000000..bcde82c4869
--- /dev/null
+++ b/release/scripts/io/import_3ds.py
@@ -0,0 +1,1007 @@
+#!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)
+
+'''