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Diffstat (limited to 'release/scripts/io/import_3ds.py')
-rw-r--r--release/scripts/io/import_3ds.py1068
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)