diff options
Diffstat (limited to 'release/scripts/io/import_3ds.py')
-rw-r--r-- | release/scripts/io/import_3ds.py | 1068 |
1 files changed, 614 insertions, 454 deletions
diff --git a/release/scripts/io/import_3ds.py b/release/scripts/io/import_3ds.py index bcde82c4869..339fac839ea 100644 --- a/release/scripts/io/import_3ds.py +++ b/release/scripts/io/import_3ds.py @@ -125,28 +125,36 @@ Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen). # Importing modules -import Blender +import os +import time +import struct + +from import_obj import unpack_face_list, load_image + import bpy -from Blender import Mesh, Object, Material, Image, Texture, Lamp, Mathutils -from Blender.Mathutils import Vector -import BPyImage +import Mathutils + +# import Blender +# from Blender import Mesh, Object, Material, Image, Texture, Lamp, Mathutils +# from Blender.Mathutils import Vector +# import BPyImage -import BPyMessages +# import BPyMessages -try: - from struct import calcsize, unpack -except: - calcsize= unpack= None +# 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 +# # 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= [] +BOUNDS_3DS = [] #this script imports uvcoords as sticky vertex coords @@ -154,9 +162,9 @@ BOUNDS_3DS= [] #which shold be more useful. def createBlenderTexture(material, name, image): - texture= bpy.data.textures.new(name) + texture = bpy.data.textures.new(name) texture.setType('Image') - texture.image= image + texture.image = image material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL) @@ -167,189 +175,201 @@ def createBlenderTexture(material, name, image): #Some of the chunks that we will see #----- Primary Chunk, at the beginning of each file -PRIMARY= long('0x4D4D',16) +PRIMARY = int('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 +OBJECTINFO = int('0x3D3D',16); #This gives the version of the mesh and is found right before the material and object information +VERSION = int('0x0002',16); #This gives the version of the .3ds file +EDITKEYFRAME= int('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... +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 +MAT_NAME = int('0xA000',16) # This holds the material name +MAT_AMBIENT = int('0xA010',16) # Ambient color of the object/material +MAT_DIFFUSE = int('0xA020',16) # This holds the color of the object/material +MAT_SPECULAR = int('0xA030',16) # SPecular color of the object/material +MAT_SHINESS = int('0xA040',16) # ?? +MAT_TRANSPARENCY= int('0xA050',16) # Transparency value of material +MAT_SELF_ILLUM = int('0xA080',16) # Self Illumination value of material +MAT_WIRE = int('0xA085',16) # Only render's wireframe + +MAT_TEXTURE_MAP = int('0xA200',16) # This is a header for a new texture map +MAT_SPECULAR_MAP= int('0xA204',16) # This is a header for a new specular map +MAT_OPACITY_MAP = int('0xA210',16) # This is a header for a new opacity map +MAT_REFLECTION_MAP= int('0xA220',16) # This is a header for a new reflection map +MAT_BUMP_MAP = int('0xA230',16) # This is a header for a new bump map +MAT_MAP_FILENAME = int('0xA300',16) # This holds the file name of the texture + +MAT_FLOAT_COLOR = int ('0x0010', 16) #color defined as 3 floats +MAT_24BIT_COLOR = int ('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 +OBJECT_MESH = int('0x4100',16); # This lets us know that we are reading a new object +OBJECT_LAMP = int('0x4600',16); # This lets un know we are reading a light object +OBJECT_LAMP_SPOT = int('0x4610',16); # The light is a spotloght. +OBJECT_LAMP_OFF = int('0x4620',16); # The light off. +OBJECT_LAMP_ATTENUATE = int('0x4625',16); +OBJECT_LAMP_RAYSHADE = int('0x4627',16); +OBJECT_LAMP_SHADOWED = int('0x4630',16); +OBJECT_LAMP_LOCAL_SHADOW = int('0x4640',16); +OBJECT_LAMP_LOCAL_SHADOW2 = int('0x4641',16); +OBJECT_LAMP_SEE_CONE = int('0x4650',16); +OBJECT_LAMP_SPOT_RECTANGULAR = int('0x4651',16); +OBJECT_LAMP_SPOT_OVERSHOOT = int('0x4652',16); +OBJECT_LAMP_SPOT_PROJECTOR = int('0x4653',16); +OBJECT_LAMP_EXCLUDE = int('0x4654',16); +OBJECT_LAMP_RANGE = int('0x4655',16); +OBJECT_LAMP_ROLL = int('0x4656',16); +OBJECT_LAMP_SPOT_ASPECT = int('0x4657',16); +OBJECT_LAMP_RAY_BIAS = int('0x4658',16); +OBJECT_LAMP_INNER_RANGE = int('0x4659',16); +OBJECT_LAMP_OUTER_RANGE = int('0x465A',16); +OBJECT_LAMP_MULTIPLIER = int('0x465B',16); +OBJECT_LAMP_AMBIENT_LIGHT = int('0x4680',16); + + + +OBJECT_CAMERA= int('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 +OBJECT_CAM_RANGES= int('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 +OBJECT_VERTICES = int('0x4110',16); # The objects vertices +OBJECT_FACES = int('0x4120',16); # The objects faces +OBJECT_MATERIAL = int('0x4130',16); # This is found if the object has a material, either texture map or color +OBJECT_UV = int('0x4140',16); # The UV texture coordinates +OBJECT_TRANS_MATRIX = int('0x4160',16); # The Object Matrix global scn -scn= None +scn = None #the chunk class class chunk: - ID=0 - length=0 - bytes_read=0 + 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 + 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 + 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] + temp_data = file.read(struct.calcsize(chunk.binary_format)) + data = struct.unpack(chunk.binary_format, temp_data) + chunk.ID = data[0] + chunk.length = data[1] #update the bytes read function - chunk.bytes_read=6 + 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] + s = b'' +# s = '' + while not s.endswith(b'\x00'): +# while not s.endswith('\x00'): + s += struct.unpack('<c', file.read(1))[0] +# s += struct.unpack( '<c', file.read(1) )[0] #print 'string: ',s - + + s = str(s[:-1], 'ASCII') +# print("read string", s) + #remove the null character from the string - return s[:-1] + return s +# return s[:-1] ###################################################### # IMPORT ###################################################### def process_next_object_chunk(file, previous_chunk): - new_chunk=chunk() - temp_chunk=chunk() + new_chunk = chunk() + temp_chunk = chunk() - while (previous_chunk.bytes_read<previous_chunk.length): + 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 + 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 + temp_data = file.read(struct.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) +# 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: + if mapto not in ("COLOR", "SPECULARITY", "ALPHA", "NORMAL"): + print('/tError: Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name)) + mapto = "COLOR" +# map = Texture.MapTo.COL + + if image: texture.image = image +# if image: texture.setImage(image) # double check its an image. + + material.add_texture(texture, "UV", mapto) +# free_tex_slots = [i for i, tex in enumerate( material.getTextures() ) if tex == None] +# if not free_tex_slots: +# print('/tError: Cannot add "%s" map. 10 Texture slots alredy used.' % mapto) +# else: +# material.setTexture(free_tex_slots[0],texture,Texture.TexCo.UV,map) def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): #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'] + 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') + STRUCT_SIZE_1CHAR = struct.calcsize('c') + STRUCT_SIZE_2FLOAT = struct.calcsize('2f') + STRUCT_SIZE_3FLOAT = struct.calcsize('3f') + STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize('H') + STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize('4H') + STRUCT_SIZE_4x3MAT = struct.calcsize('ffffffffffff') + _STRUCT_SIZE_4x3MAT = struct.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? + materialFaces = set() # faces that have a material. Can optimize? # Now make copies with assigned materils. @@ -360,13 +380,13 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): ''' faceVertUsers = [False] * len(myContextMesh_vertls) - ok=0 + 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 + ok = 1 if not ok: return @@ -374,374 +394,465 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): myVertMapping = {} vertMappingIndex = 0 - vertsToUse = [i for i in xrange(len(myContextMesh_vertls)) if faceVertUsers[i]] + vertsToUse = [i for i in range(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) + bmesh = bpy.data.add_mesh(tempName) +# bmesh = bpy.data.meshes.new(tempName) if matName == None: - img= None + img = None else: bmat = MATDICT[matName][1] - bmesh.materials= [bmat] - try: img= TEXTURE_DICT[bmat.name] - except: img= None + bmesh.add_material(bmat) +# 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_verts = bmesh.verts + if len(vertsToUse): + bmesh.add_geometry(len(vertsToUse), 0, len(faces)) + + # XXX why add extra vertex? +# bmesh_verts.extend( [Vector()] ) + bmesh.verts.foreach_set("co", [x for tup in [myContextMesh_vertls[i] for i in vertsToUse] for x in tup]) +# bmesh_verts.extend( [myContextMesh_vertls[i] for i in vertsToUse] ) + + # +1 because of DUMMYVERT + bmesh.faces.foreach_set("verts_raw", unpack_face_list([[myVertMapping[vindex] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces])) +# 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.add_uv_texture() +# bmesh.faceUV = 1 + for ii, i in enumerate(faces): + + # Mapped index- faces may have not been added- if so, then map to the correct index + # BUGGY API - face_mapping is not always the right length +# map_index = face_mapping[ii] + + if 1: +# if map_index != None: + targetFace = bmesh.faces[ii] +# targetFace = bmesh.faces[map_index] + + uf = bmesh.active_uv_texture.data[ii] + + if contextMeshUV: + # v.index-1 because of the DUMMYVERT + uvs = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]] + + if len(myContextMesh_facels[i]) == 3: + uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs + [(0.0, 0.0)] + else: + uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs +# targetFace.uv = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]] + if img: + uf.image = img +# targetFace.image = img # bmesh.transform(contextMatrix) - ob = SCN_OBJECTS.new(bmesh, tempName) + ob = bpy.data.add_object("MESH", tempName) + ob.data = bmesh + SCN.add_object(ob) +# ob = SCN_OBJECTS.new(bmesh, tempName) ''' if contextMatrix_tx: ob.setMatrix(contextMatrix_tx) ''' if contextMatrix_rot: - ob.setMatrix(contextMatrix_rot) + # ob.matrix = [x for row in contextMatrix_rot for x in row] + ob.matrix = contextMatrix_rot +# ob.setMatrix(contextMatrix_rot) importedObjects.append(ob) - bmesh.calcNormals() + bmesh.update() +# bmesh.calcNormals() - for matName, faces in myContextMeshMaterials.iteritems(): + for matName, faces in myContextMeshMaterials.items(): makeMeshMaterialCopy(matName, faces) - if len(materialFaces)!=len(myContextMesh_facels): + 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() + new_chunk = chunk() + temp_chunk = chunk() CreateBlenderObject = False + def read_float_color(temp_chunk): + temp_data = file.read(struct.calcsize('3f')) + temp_chunk.bytes_read += 12 + return [float(col) for col in struct.unpack('<3f', temp_data)] + + def read_byte_color(temp_chunk): + temp_data = file.read(struct.calcsize('3B')) + temp_chunk.bytes_read += 3 + return [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb + + def read_texture(new_chunk, temp_chunk, name, mapto): + new_texture = bpy.data.add_texture('Diffuse') + new_texture.type = '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] = load_image(texture_name, dirname) + 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, mapto) + + dirname = os.path.dirname(FILENAME) + #loop through all the data for this chunk (previous chunk) and see what it is - while (previous_chunk.bytes_read<previous_chunk.length): + 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):' + 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 + temp_data = file.read(struct.calcsize('I')) + version = struct.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 + 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):' + 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 + new_chunk.bytes_read += temp_chunk.bytes_read #is it an object chunk? - elif (new_chunk.ID==OBJECT): + elif (new_chunk.ID == OBJECT): if CreateBlenderObject: putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials) - contextMesh_vertls= []; contextMesh_facels= [] + contextMesh_vertls = []; contextMesh_facels = [] ## preparando para receber o proximo objeto - contextMeshMaterials= {} # matname:[face_idxs] - contextMeshUV= None - #contextMesh.vertexUV= 1 # Make sticky coords. + contextMeshMaterials = {} # matname:[face_idxs] + contextMeshUV = None + #contextMesh.vertexUV = 1 # Make sticky coords. # Reset matrix - contextMatrix_rot= None - #contextMatrix_tx= None + contextMatrix_rot = None + #contextMatrix_tx = None - CreateBlenderObject= True - tempName= read_string(file) - contextObName= tempName + 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 == MATERIAL): + +# print("read material") + + #print 'elif (new_chunk.ID == MATERIAL):' + contextMaterial = bpy.data.add_material('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) + elif (new_chunk.ID == MAT_NAME): + #print 'elif (new_chunk.ID == MAT_NAME):' + material_name = read_string(file) + +# print("material name", material_name) #plus one for the null character that ended the string - new_chunk.bytes_read+= len(material_name)+1 + new_chunk.bytes_read += len(material_name)+1 - contextMaterial.name= material_name.rstrip() # remove trailing whitespace + 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):' + 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 + if (temp_chunk.ID == MAT_FLOAT_COLOR): + contextMaterial.mirror_color = read_float_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3f')) +# temp_chunk.bytes_read += 12 +# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)] + elif (temp_chunk.ID == MAT_24BIT_COLOR): + contextMaterial.mirror_color = read_byte_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3B')) +# temp_chunk.bytes_read += 3 +# contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb else: skip_to_end(file, temp_chunk) - new_chunk.bytes_read+= temp_chunk.bytes_read + new_chunk.bytes_read += temp_chunk.bytes_read - elif (new_chunk.ID==MAT_DIFFUSE): - #print 'elif (new_chunk.ID==MAT_DIFFUSE):' + 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 + if (temp_chunk.ID == MAT_FLOAT_COLOR): + contextMaterial.diffuse_color = read_float_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3f')) +# temp_chunk.bytes_read += 12 +# contextMaterial.rgbCol = [float(col) for col in struct.unpack('<3f', temp_data)] + elif (temp_chunk.ID == MAT_24BIT_COLOR): + contextMaterial.diffuse_color = read_byte_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3B')) +# temp_chunk.bytes_read += 3 +# contextMaterial.rgbCol = [float(col)/255 for col in struct.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):' +# print("read material diffuse color", contextMaterial.diffuse_color) + + 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 + if (temp_chunk.ID == MAT_FLOAT_COLOR): + contextMaterial.specular_color = read_float_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3f')) +# temp_chunk.bytes_read += 12 +# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)] + elif (temp_chunk.ID == MAT_24BIT_COLOR): + contextMaterial.specular_color = read_byte_color(temp_chunk) +# temp_data = file.read(struct.calcsize('3B')) +# temp_chunk.bytes_read += 3 +# contextMaterial.mirCol = [float(col)/255 for col in struct.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) + new_chunk.bytes_read += temp_chunk.bytes_read + + elif (new_chunk.ID == MAT_TEXTURE_MAP): + read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR") +# #print 'elif (new_chunk.ID==MAT_TEXTURE_MAP):' +# new_texture= bpy.data.textures.new('Diffuse') +# new_texture.setType('Image') +# img = None +# while (new_chunk.bytes_read<new_chunk.length): +# #print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length +# read_chunk(file, temp_chunk) - if (temp_chunk.ID==MAT_MAP_FILENAME): - texture_name=read_string(file) - #img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME) - img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH) - new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed +# 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) +# 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) +# new_chunk.bytes_read+= temp_chunk.bytes_read + +# #add the map to the material in the right channel +# if img: +# add_texture_to_material(img, new_texture, contextMaterial, 'DIFFUSE') + + elif (new_chunk.ID == MAT_SPECULAR_MAP): + read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY") +# #print 'elif (new_chunk.ID == MAT_SPECULAR_MAP):' +# new_texture = bpy.data.textures.new('Specular') +# new_texture.setType('Image') +# img = None +# while (new_chunk.bytes_read < new_chunk.length): +# read_chunk(file, temp_chunk) - if (temp_chunk.ID==MAT_MAP_FILENAME): - texture_name= read_string(file) - #img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME) - img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH) - new_chunk.bytes_read+= (len(texture_name)+1) #plus one for the null character that gets removed - else: - skip_to_end(file, temp_chunk) +# 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 +# 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) +# #add the map to the material in the right channel +# if img: +# add_texture_to_material(img, new_texture, contextMaterial, 'SPECULAR') + + elif (new_chunk.ID == MAT_OPACITY_MAP): + read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA") +# #print 'new_texture = Blender.Texture.New('Opacity')' +# new_texture = bpy.data.textures.new('Opacity') +# new_texture.setType('Image') +# img = None +# while (new_chunk.bytes_read < new_chunk.length): +# read_chunk(file, temp_chunk) - if (temp_chunk.ID==MAT_MAP_FILENAME): - texture_name= read_string(file) - #img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME) - img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH) - new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed - else: - skip_to_end(file, temp_chunk) +# 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) +# new_chunk.bytes_read += temp_chunk.bytes_read +# #add the map to the material in the right channel +# if img: +# add_texture_to_material(img, new_texture, contextMaterial, 'OPACITY') + + elif (new_chunk.ID == MAT_BUMP_MAP): + read_texture(new_chunk, temp_chunk, "Bump", "NORMAL") +# #print 'elif (new_chunk.ID == MAT_BUMP_MAP):' +# new_texture = bpy.data.textures.new('Bump') +# new_texture.setType('Image') +# img = None +# while (new_chunk.bytes_read < new_chunk.length): +# read_chunk(file, temp_chunk) - if (temp_chunk.ID==MAT_MAP_FILENAME): - texture_name= read_string(file) - #img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME) - img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER= False, RECURSIVE= IMAGE_SEARCH) - new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed - else: - skip_to_end(file, temp_chunk) +# 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 +# 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') +# #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):' + 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_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 + temp_chunk.bytes_read += 2 + contextMaterial.alpha = 1-(float(struct.unpack('<H', temp_data)[0])/100) + new_chunk.bytes_read += temp_chunk.bytes_read - elif (new_chunk.ID==OBJECT_LAMP): # Basic lamp support. + elif (new_chunk.ID == OBJECT_LAMP): # Basic lamp support. - temp_data=file.read(STRUCT_SIZE_3FLOAT) + temp_data = file.read(STRUCT_SIZE_3FLOAT) - x,y,z=unpack('<3f', temp_data) - new_chunk.bytes_read+=STRUCT_SIZE_3FLOAT + x,y,z = struct.unpack('<3f', temp_data) + new_chunk.bytes_read += STRUCT_SIZE_3FLOAT + + ob = bpy.data.add_object("LAMP", "Lamp") + ob.data = bpy.data.add_lamp("Lamp") + SCN.add_object(ob) - contextLamp[1]= bpy.data.lamps.new() - contextLamp[0]= SCN_OBJECTS.new(contextLamp[1]) + contextLamp[1]= ob.data +# contextLamp[1]= bpy.data.lamps.new() + contextLamp[0]= ob +# 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) + contextLamp[0].location = (x, y, z) +# contextLamp[0].setLocation(x,y,z) # Reset matrix - contextMatrix_rot= None - #contextMatrix_tx= None + contextMatrix_rot = None + #contextMatrix_tx = None #print contextLamp.name, - elif (new_chunk.ID==OBJECT_MESH): + elif (new_chunk.ID == OBJECT_MESH): # print 'Found an OBJECT_MESH chunk' pass - elif (new_chunk.ID==OBJECT_VERTICES): + 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 'elif (new_chunk.ID == OBJECT_VERTICES):' + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + num_verts = struct.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)) + temp_data = struct.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)] + contextMesh_vertls = [getvert() for i in range(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 + elif (new_chunk.ID == OBJECT_FACES): + # print 'elif (new_chunk.ID == OBJECT_FACES):' + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + num_faces = struct.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) + 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 = struct.unpack('<4H', temp_data) return v1, v2, v3 - contextMesh_facels= [ getface() for i in xrange(num_faces) ] + contextMesh_facels = [ getface() for i in range(num_faces) ] - elif (new_chunk.ID==OBJECT_MATERIAL): - # print 'elif (new_chunk.ID==OBJECT_MATERIAL):' - material_name= read_string(file) + 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] + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + num_faces_using_mat = struct.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] + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT + return struct.unpack('<H', temp_data)[0] - contextMeshMaterials[material_name]= [ getmat() for i in xrange(num_faces_using_mat) ] + contextMeshMaterials[material_name]= [ getmat() for i in range(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 + elif (new_chunk.ID == OBJECT_UV): + temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) + num_uv = struct.unpack('<H', temp_data)[0] + new_chunk.bytes_read += 2 def getuv(): - temp_data=file.read(STRUCT_SIZE_2FLOAT) + 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) ) + return Mathutils.Vector( struct.unpack('<2f', temp_data) ) +# return Vector( struct.unpack('<2f', temp_data) ) - contextMeshUV= [ getuv() for i in xrange(num_uv) ] + contextMeshUV = [ getuv() for i in range(num_uv) ] - elif (new_chunk.ID== OBJECT_TRANS_MATRIX): + 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) ) + temp_data = file.read(STRUCT_SIZE_4x3MAT) + data = list( struct.unpack('<ffffffffffff', temp_data) ) new_chunk.bytes_read += STRUCT_SIZE_4x3MAT - contextMatrix_rot= Blender.Mathutils.Matrix(\ + contextMatrix_rot = Mathutils.Matrix(\ +# contextMatrix_rot = Blender.Mathutils.Matrix(\ data[:3] + [0],\ data[3:6] + [0],\ data[6:9] + [0],\ @@ -749,7 +860,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): ''' - contextMatrix_rot= Blender.Mathutils.Matrix(\ + contextMatrix_rot = Blender.Mathutils.Matrix(\ data[:3] + [0],\ data[3:6] + [0],\ data[6:9] + [0],\ @@ -757,7 +868,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): ''' ''' - contextMatrix_rot= Blender.Mathutils.Matrix(\ + contextMatrix_rot = Blender.Mathutils.Matrix(\ data[:3] ,\ data[3:6],\ data[6:9]) @@ -769,7 +880,7 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): for j in xrange(4): for i in xrange(3): contextMatrix_rot[j][i] = data[m] - m+=1 + m += 1 contextMatrix_rot[0][3]=0; contextMatrix_rot[1][3]=0; @@ -790,82 +901,87 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): #contextMatrix = contextMatrix * tx #contextMatrix = contextMatrix *tx - elif (new_chunk.ID==MAT_MAP_FILENAME): - texture_name=read_string(file) + 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) + #img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME) + img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname) +# 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 + 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 + 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 + temp_data = file.read(struct.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 + ## 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)) +def load_3ds(filename, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True, APPLY_MATRIX=False): + global FILENAME, SCN +# global FILENAME, SCN_OBJECTS + + # XXX +# if BPyMessages.Error_NoFile(filename): +# return - time1= Blender.sys.time() + print('\n\nImporting 3DS: "%s"' % (filename)) +# print('\n\nImporting 3DS: "%s"' % (Blender.sys.expandpath(filename))) + + time1 = time.clock() +# time1 = Blender.sys.time() - FILENAME=filename - current_chunk=chunk() + FILENAME = filename + current_chunk = chunk() - file=open(filename,'rb') + 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 + 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) + # 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.'),\ - ] +# 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 +# if PREF_UI: +# if not Blender.Draw.PupBlock('Import 3DS...', pup_block): +# return - Blender.Window.WaitCursor(1) +# 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 +# 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] @@ -874,96 +990,103 @@ def load_3ds(filename, PREF_UI= True): ##IMAGE_SEARCH - scn= bpy.data.scenes.active - SCN_OBJECTS = scn.objects - SCN_OBJECTS.selected = [] # de select all + scn = context.scene +# scn = bpy.data.scenes.active + SCN = scn +# SCN_OBJECTS = scn.objects +# SCN_OBJECTS.selected = [] # de select all - importedObjects= [] # Fill this list with objects + importedObjects = [] # Fill this list with objects process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH) # Link the objects into this scene. - # Layers= scn.Layers + # 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()) +# for ob in importedObjects: +# if ob.type == 'MESH': +# # 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] + name = filename.split('\\')[-1].split('/')[-1] # Create a group for this import. - group_scn= Scene.New(name) + 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 = Blender.Group.New(name) + grp.objects = importedObjects - grp_ob= Object.New('Empty', name) - grp_ob.enableDupGroup= True - grp_ob.DupGroup= grp + 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 + 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 + ob.Layers = Layers + ob.sel = 1 """ - if IMPORT_CONSTRAIN_BOUNDS!=0.0: + if 0: +# if IMPORT_CONSTRAIN_BOUNDS!=0.0: # Set bounds from objecyt bounding box for ob in importedObjects: - if ob.type=='Mesh': + if ob.type == 'MESH': +# 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 + 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]) + 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. + 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 = 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]) + SCALE_MAT = Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1]) +# 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) + 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)) + print('finished importing: "%s" in %.4f sec.' % (filename, (time.clock()-time1))) +# print('finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1))) file.close() - Blender.Window.WaitCursor(0) +# 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') +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) @@ -973,14 +1096,14 @@ if __name__=='__main__' and not DEBUG: else: import os # DEBUG ONLY - TIME= Blender.sys.time() + 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 = 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] @@ -998,10 +1121,47 @@ else: #_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 = Blender.Scene.New(_3ds_file) newScn.makeCurrent() load_3ds(_3ds, False) print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME) ''' + +class IMPORT_OT_3ds(bpy.types.Operator): + ''' + 3DS Importer + ''' + __idname__ = "import.3ds" + __label__ = 'Import 3DS' + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + __props__ = [ + bpy.props.StringProperty(attr="path", name="File Path", description="File path used for importing the 3DS file", maxlen= 1024, default= ""), + +# bpy.props.FloatProperty(attr="size_constraint", name="Size Constraint", description="Scale the model by 10 until it reacehs the size constraint. Zero Disables.", min=0.0, max=1000.0, soft_min=0.0, soft_max=1000.0, default=10.0), +# bpy.props.BoolProperty(attr="search_images", name="Image Search", description="Search subdirectories for any assosiated images (Warning, may be slow)", default=True), +# bpy.props.BoolProperty(attr="apply_matrix", name="Transform Fix", description="Workaround for object transformations importing incorrectly", default=False), + ] + + def execute(self, context): + load_3ds(self.path, context, 0.0, False, False) + return ('FINISHED',) + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self.__operator__) + return ('RUNNING_MODAL',) + ''' + def poll(self, context): + print("Poll") + return context.active_object != None''' + +bpy.ops.add(IMPORT_OT_3ds) + +# NOTES: +# why add 1 extra vertex? and remove it when done? +# disabled scaling to size, this requires exposing bb (easy) and understanding how it works (needs some time) |