diff options
Diffstat (limited to 'release/scripts/op/io_scene_3ds/import_3ds.py')
-rw-r--r-- | release/scripts/op/io_scene_3ds/import_3ds.py | 794 |
1 files changed, 0 insertions, 794 deletions
diff --git a/release/scripts/op/io_scene_3ds/import_3ds.py b/release/scripts/op/io_scene_3ds/import_3ds.py deleted file mode 100644 index 0eed3562b7b..00000000000 --- a/release/scripts/op/io_scene_3ds/import_3ds.py +++ /dev/null @@ -1,794 +0,0 @@ -# ##### BEGIN GPL LICENSE BLOCK ##### -# -# This program is free software; you can redistribute it and/or -# modify it under the terms of the GNU General Public License -# as published by the Free Software Foundation; either version 2 -# of the License, or (at your option) any later version. -# -# This program is distributed in the hope that it will be useful, -# but WITHOUT ANY WARRANTY; without even the implied warranty of -# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -# GNU General Public License for more details. -# -# You should have received a copy of the GNU General Public License -# along with this program; if not, write to the Free Software Foundation, -# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. -# -# ##### END GPL LICENSE BLOCK ##### - -# <pep8 compliant> - -# Script copyright (C) Bob Holcomb -# Contributors: Bob Holcomb, Richard L?rk?ng, Damien McGinnes, Campbell Barton, Mario Lapin - -import os -import time -import struct - -from io_utils import load_image - -import bpy -import mathutils - -BOUNDS_3DS = [] - - -###################################################### -# Data Structures -###################################################### - -#Some of the chunks that we will see -#----- Primary Chunk, at the beginning of each file -PRIMARY = int('0x4D4D',16) - -#------ Main Chunks -OBJECTINFO = 0x3D3D #This gives the version of the mesh and is found right before the material and object information -VERSION = 0x0002 #This gives the version of the .3ds file -EDITKEYFRAME= 0xB000 #This is the header for all of the key frame info - -#------ sub defines of OBJECTINFO -MATERIAL = 45055 #0xAFFF // This stored the texture info -OBJECT = 16384 #0x4000 // This stores the faces, vertices, etc... - -#>------ sub defines of MATERIAL -#------ sub defines of MATERIAL_BLOCK -MAT_NAME = 0xA000 # This holds the material name -MAT_AMBIENT = 0xA010 # Ambient color of the object/material -MAT_DIFFUSE = 0xA020 # This holds the color of the object/material -MAT_SPECULAR = 0xA030 # SPecular color of the object/material -MAT_SHINESS = 0xA040 # ?? -MAT_TRANSPARENCY= 0xA050 # Transparency value of material -MAT_SELF_ILLUM = 0xA080 # Self Illumination value of material -MAT_WIRE = 0xA085 # Only render's wireframe - -MAT_TEXTURE_MAP = 0xA200 # This is a header for a new texture map -MAT_SPECULAR_MAP= 0xA204 # This is a header for a new specular map -MAT_OPACITY_MAP = 0xA210 # This is a header for a new opacity map -MAT_REFLECTION_MAP= 0xA220 # This is a header for a new reflection map -MAT_BUMP_MAP = 0xA230 # This is a header for a new bump map -MAT_MAP_FILEPATH = 0xA300 # This holds the file name of the texture - -MAT_FLOAT_COLOR = 0x0010 #color defined as 3 floats -MAT_24BIT_COLOR = 0x0011 #color defined as 3 bytes - -#>------ sub defines of OBJECT -OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object -OBJECT_LAMP = 0x4600 # This lets un know we are reading a light object -OBJECT_LAMP_SPOT = 0x4610 # The light is a spotloght. -OBJECT_LAMP_OFF = 0x4620 # The light off. -OBJECT_LAMP_ATTENUATE = 0x4625 -OBJECT_LAMP_RAYSHADE = 0x4627 -OBJECT_LAMP_SHADOWED = 0x4630 -OBJECT_LAMP_LOCAL_SHADOW = 0x4640 -OBJECT_LAMP_LOCAL_SHADOW2 = 0x4641 -OBJECT_LAMP_SEE_CONE = 0x4650 -OBJECT_LAMP_SPOT_RECTANGULAR = 0x4651 -OBJECT_LAMP_SPOT_OVERSHOOT = 0x4652 -OBJECT_LAMP_SPOT_PROJECTOR = 0x4653 -OBJECT_LAMP_EXCLUDE = 0x4654 -OBJECT_LAMP_RANGE = 0x4655 -OBJECT_LAMP_ROLL = 0x4656 -OBJECT_LAMP_SPOT_ASPECT = 0x4657 -OBJECT_LAMP_RAY_BIAS = 0x4658 -OBJECT_LAMP_INNER_RANGE = 0x4659 -OBJECT_LAMP_OUTER_RANGE = 0x465A -OBJECT_LAMP_MULTIPLIER = 0x465B -OBJECT_LAMP_AMBIENT_LIGHT = 0x4680 - - - -OBJECT_CAMERA= 0x4700 # This lets un know we are reading a camera object - -#>------ sub defines of CAMERA -OBJECT_CAM_RANGES= 0x4720 # The camera range values - -#>------ sub defines of OBJECT_MESH -OBJECT_VERTICES = 0x4110 # The objects vertices -OBJECT_FACES = 0x4120 # The objects faces -OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color -OBJECT_UV = 0x4140 # The UV texture coordinates -OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix - -global scn -scn = None - -#the chunk class -class chunk: - ID = 0 - length = 0 - bytes_read = 0 - - #we don't read in the bytes_read, we compute that - binary_format='<HI' - - def __init__(self): - self.ID = 0 - self.length = 0 - self.bytes_read = 0 - - def dump(self): - print('ID: ', self.ID) - print('ID in hex: ', hex(self.ID)) - print('length: ', self.length) - print('bytes_read: ', self.bytes_read) - -def read_chunk(file, chunk): - temp_data = file.read(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 - - #if debugging - #chunk.dump() - -def read_string(file): - #read in the characters till we get a null character - s = b'' - while not s.endswith(b'\x00'): - s += struct.unpack('<c', file.read(1))[0] - #print 'string: ',s - - #remove the null character from the string - s = str(s[:-1], 'ASCII') -# print("read string", s) - return s - -###################################################### -# IMPORT -###################################################### -def process_next_object_chunk(file, previous_chunk): - new_chunk = chunk() - temp_chunk = chunk() - - while (previous_chunk.bytes_read < previous_chunk.length): - #read the next chunk - read_chunk(file, new_chunk) - -def skip_to_end(file, skip_chunk): - buffer_size = skip_chunk.length - skip_chunk.bytes_read - binary_format='%ic' % buffer_size - temp_data = file.read(struct.calcsize(binary_format)) - skip_chunk.bytes_read += buffer_size - - -def add_texture_to_material(image, texture, material, mapto): - #print('assigning %s to %s' % (texture, material)) - - 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" - - if image: - texture.image = image - - mtex = material.texture_slots.add() - mtex.texture = texture - mtex.texture_coords = 'UV' - mtex.use_map_color_diffuse = False - - if mapto == 'COLOR': - mtex.use_map_color_diffuse = True - elif mapto == 'SPECULARITY': - mtex.use_map_specular = True - elif mapto == 'ALPHA': - mtex.use_map_alpha = True - elif mapto == 'NORMAL': - mtex.use_map_normal = True - - -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 # flat array: (verts * 3) - contextMesh_facels = None - contextMeshMaterials = {} # matname:[face_idxs] - contextMeshUV = None # flat array (verts * 2) - - TEXTURE_DICT = {} - MATDICT = {} -# TEXMODE = Mesh.FaceModes['TEX'] - - # Localspace variable names, faster. - 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): - - bmesh = bpy.data.meshes.new(contextObName) - if myContextMesh_vertls: - - bmesh.vertices.add(len(myContextMesh_vertls)//3) - bmesh.faces.add(len(myContextMesh_facels)) - bmesh.vertices.foreach_set("co", myContextMesh_vertls) - - eekadoodle_faces = [] - for v1, v2, v3 in myContextMesh_facels: - eekadoodle_faces.extend([v3, v1, v2, 0] if v3 == 0 else [v1, v2, v3, 0]) - bmesh.faces.foreach_set("vertices_raw", eekadoodle_faces) - - if bmesh.faces and contextMeshUV: - bmesh.uv_textures.new() - uv_faces = bmesh.uv_textures.active.data[:] - else: - uv_faces = None - - for mat_idx, (matName, faces) in enumerate(myContextMeshMaterials.items()): - if matName is None: - bmat = None - else: - bmat = MATDICT[matName][1] - img = TEXTURE_DICT.get(bmat.name) - - bmesh.materials.append(bmat) # can be None - - if uv_faces and img: - for fidx in faces: - bmesh.faces[fidx].material_index = mat_idx - uf = uv_faces[fidx] - uf.image = img - uf.use_image = True - else: - for fidx in faces: - bmesh.faces[fidx].material_index = mat_idx - - if uv_faces: - for fidx, uf in enumerate(uv_faces): - face = myContextMesh_facels[fidx] - v1, v2, v3 = face - - # eekadoodle - if v3 == 0: - v1, v2, v3 = v3, v1, v2 - - uf.uv1 = contextMeshUV[v1 * 2:(v1 * 2) + 2] - uf.uv2 = contextMeshUV[v2 * 2:(v2 * 2) + 2] - uf.uv3 = contextMeshUV[v3 * 2:(v3 * 2) + 2] - # always a tri - - ob = bpy.data.objects.new(tempName, bmesh) - SCN.objects.link(ob) - - ''' - if contextMatrix_tx: - ob.setMatrix(contextMatrix_tx) - ''' - - if contextMatrix_rot: - ob.matrix_world = contextMatrix_rot - - importedObjects.append(ob) - bmesh.update() - - #a spare 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.textures.new(name, 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_FILEPATH): - 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(file.name) - - #loop through all the data for this chunk (previous chunk) and see what it is - while (previous_chunk.bytes_read < previous_chunk.length): - #print '\t', previous_chunk.bytes_read, 'keep going' - #read the next chunk - #print 'reading a chunk' - read_chunk(file, new_chunk) - - #is it a Version chunk? - if (new_chunk.ID == VERSION): - #print 'if (new_chunk.ID == VERSION):' - #print 'found a VERSION chunk' - #read in the version of the file - #it's an unsigned short (H) - temp_data = file.read(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) - - #is it an object info chunk? - elif (new_chunk.ID == OBJECTINFO): - #print 'elif (new_chunk.ID == OBJECTINFO):' - # print 'found an OBJECTINFO chunk' - process_next_chunk(file, new_chunk, importedObjects, IMAGE_SEARCH) - - #keep track of how much we read in the main chunk - new_chunk.bytes_read += temp_chunk.bytes_read - - #is it an object chunk? - elif (new_chunk.ID == OBJECT): - - if CreateBlenderObject: - putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials) - contextMesh_vertls = []; contextMesh_facels = [] - - ## preparando para receber o proximo objeto - contextMeshMaterials = {} # matname:[face_idxs] - contextMeshUV = None - #contextMesh.vertexUV = 1 # Make sticky coords. - # Reset matrix - contextMatrix_rot = None - #contextMatrix_tx = None - - CreateBlenderObject = True - tempName = read_string(file) - contextObName = tempName - new_chunk.bytes_read += len(tempName)+1 - - #is it a material chunk? - elif (new_chunk.ID == MATERIAL): - -# print("read material") - - #print 'elif (new_chunk.ID == MATERIAL):' - contextMaterial = bpy.data.materials.new('Material') - - elif (new_chunk.ID == MAT_NAME): - #print 'elif (new_chunk.ID == MAT_NAME):' - material_name = read_string(file) - -# print("material name", material_name) - - #plus one for the null character that ended the string - new_chunk.bytes_read += len(material_name)+1 - - contextMaterial.name = material_name.rstrip() # remove trailing whitespace - MATDICT[material_name]= (contextMaterial.name, contextMaterial) - - elif (new_chunk.ID == MAT_AMBIENT): - #print 'elif (new_chunk.ID == MAT_AMBIENT):' - read_chunk(file, temp_chunk) - if (temp_chunk.ID == MAT_FLOAT_COLOR): - 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 - - 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): - 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) - -# 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): - 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): - read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR") - - elif (new_chunk.ID == MAT_SPECULAR_MAP): - read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY") - - elif (new_chunk.ID == MAT_OPACITY_MAP): - read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA") - - elif (new_chunk.ID == MAT_BUMP_MAP): - read_texture(new_chunk, temp_chunk, "Bump", "NORMAL") - - elif (new_chunk.ID == MAT_TRANSPARENCY): - #print 'elif (new_chunk.ID == MAT_TRANSPARENCY):' - read_chunk(file, temp_chunk) - temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) - - temp_chunk.bytes_read += 2 - contextMaterial.alpha = 1-(float(struct.unpack('<H', temp_data)[0])/100) - new_chunk.bytes_read += temp_chunk.bytes_read - - - elif (new_chunk.ID == OBJECT_LAMP): # Basic lamp support. - - temp_data = file.read(STRUCT_SIZE_3FLOAT) - - x,y,z = struct.unpack('<3f', temp_data) - new_chunk.bytes_read += STRUCT_SIZE_3FLOAT - - ob = bpy.data.objects.new("Lamp", bpy.data.lamps.new("Lamp")) - SCN.objects.link(ob) - - 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].location = (x, y, z) -# contextLamp[0].setLocation(x,y,z) - - # Reset matrix - contextMatrix_rot = None - #contextMatrix_tx = None - #print contextLamp.name, - - elif (new_chunk.ID == OBJECT_MESH): - # print 'Found an OBJECT_MESH chunk' - pass - elif (new_chunk.ID == OBJECT_VERTICES): - ''' - Worldspace vertex locations - ''' - # print 'elif (new_chunk.ID == OBJECT_VERTICES):' - temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT) - num_verts = struct.unpack('<H', temp_data)[0] - new_chunk.bytes_read += 2 - - # print 'number of verts: ', num_verts - contextMesh_vertls = struct.unpack('<%df' % (num_verts * 3), file.read(STRUCT_SIZE_3FLOAT * num_verts)) - new_chunk.bytes_read += STRUCT_SIZE_3FLOAT * num_verts - # dummyvert is not used atm! - - #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 = struct.unpack('<H', temp_data)[0] - new_chunk.bytes_read += 2 - #print 'number of faces: ', num_faces - - # print '\ngetting a face' - temp_data = file.read(STRUCT_SIZE_4UNSIGNED_SHORT * num_faces) - new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT * num_faces #4 short ints x 2 bytes each - contextMesh_facels = struct.unpack('<%dH' % (num_faces * 4), temp_data) - contextMesh_facels = [contextMesh_facels[i - 3:i] for i in range(3, (num_faces * 4) + 3, 4)] - - 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 = struct.unpack('<H', temp_data)[0] - new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT - - - temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * num_faces_using_mat) - new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * num_faces_using_mat - - contextMeshMaterials[material_name]= struct.unpack("<%dH" % (num_faces_using_mat), temp_data) - - #look up the material in all the materials - - 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 - - temp_data = file.read(STRUCT_SIZE_2FLOAT * num_uv) - new_chunk.bytes_read += STRUCT_SIZE_2FLOAT * num_uv - contextMeshUV = struct.unpack('<%df' % (num_uv * 2), temp_data) - - 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( struct.unpack('<ffffffffffff', temp_data) ) - new_chunk.bytes_read += STRUCT_SIZE_4x3MAT - - contextMatrix_rot = mathutils.Matrix(\ - data[:3] + [0],\ - data[3:6] + [0],\ - data[6:9] + [0],\ - data[9:] + [1]) - - - ''' - contextMatrix_rot = Blender.mathutils.Matrix(\ - data[:3] + [0],\ - data[3:6] + [0],\ - data[6:9] + [0],\ - [0,0,0,1]) - ''' - - ''' - contextMatrix_rot = Blender.mathutils.Matrix(\ - data[:3] ,\ - data[3:6],\ - data[6:9]) - ''' - - ''' - contextMatrix_rot = Blender.mathutils.Matrix() - m = 0 - for j in xrange(4): - for i in xrange(3): - contextMatrix_rot[j][i] = data[m] - m += 1 - - contextMatrix_rot[0][3]=0; - contextMatrix_rot[1][3]=0; - contextMatrix_rot[2][3]=0; - contextMatrix_rot[3][3]=1; - ''' - - #contextMatrix_rot.resize4x4() - #print "MTX" - #print contextMatrix_rot - contextMatrix_rot.invert() - #print contextMatrix_rot - #contextMatrix_tx = mathutils.Matrix.Translation(0.5 * Blender.mathutils.Vector(data[9:])) - #contextMatrix_tx.invert() - - #tx.invert() - - #contextMatrix = contextMatrix * tx - #contextMatrix = contextMatrix *tx - - elif (new_chunk.ID == MAT_MAP_FILEPATH): - texture_name = read_string(file) - try: - TEXTURE_DICT[contextMaterial.name] - except: - #img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILEPATH) - img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname) -# img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILEPATH, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH) - - new_chunk.bytes_read += len(texture_name)+1 #plus one for the null character that gets removed - - else: #(new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL): - # print 'skipping to end of this chunk' - buffer_size = new_chunk.length - new_chunk.bytes_read - binary_format='%ic' % buffer_size - temp_data = file.read(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 - - # FINISHED LOOP - # There will be a number of objects still not added - if CreateBlenderObject: - putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials) - -def load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True, APPLY_MATRIX=False): - global SCN - - # XXX -# if BPyMessages.Error_NoFile(filepath): -# return - - print('\n\nImporting 3DS: %r' % (filepath)) - - time1 = time.clock() -# time1 = Blender.sys.time() - - current_chunk = chunk() - - file = open(filepath, '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: %r' % filepath) - file.close() - return - - - # IMPORT_AS_INSTANCE = Blender.Draw.Create(0) -# IMPORT_CONSTRAIN_BOUNDS = Blender.Draw.Create(10.0) -# IMAGE_SEARCH = Blender.Draw.Create(1) -# APPLY_MATRIX = Blender.Draw.Create(0) - - # Get USER Options -# pup_block = [\ -# ('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by 10 until it reacehs the size constraint. Zero Disables.'),\ -# ('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\ -# ('Transform Fix', APPLY_MATRIX, 'Workaround for object transformations importing incorrectly'),\ -# #('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\ -# ] - -# if PREF_UI: -# if not Blender.Draw.PupBlock('Import 3DS...', pup_block): -# return - -# Blender.Window.WaitCursor(1) - -# IMPORT_CONSTRAIN_BOUNDS = IMPORT_CONSTRAIN_BOUNDS.val -# # IMPORT_AS_INSTANCE = IMPORT_AS_INSTANCE.val -# IMAGE_SEARCH = IMAGE_SEARCH.val -# APPLY_MATRIX = APPLY_MATRIX.val - - if IMPORT_CONSTRAIN_BOUNDS: - BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30] - else: - BOUNDS_3DS[:]= [] - - ##IMAGE_SEARCH - - scn = 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 - process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH) - - - # Link the objects into this scene. - # Layers = scn.Layers - - # REMOVE DUMMYVERT, - remove this in the next release when blenders internal are fixed. - - for ob in importedObjects: - if ob.type == 'MESH': - me = ob.data -# me.vertices.delete([me.vertices[0],]) # XXX, todo - if not APPLY_MATRIX: - me.transform(ob.matrix_world.copy().invert()) - - # Done DUMMYVERT - """ - if IMPORT_AS_INSTANCE: - name = filepath.split('\\')[-1].split('/')[-1] - # Create a group for this import. - group_scn = Scene.New(name) - for ob in importedObjects: - group_scn.link(ob) # dont worry about the layers - - grp = Blender.Group.New(name) - grp.objects = importedObjects - - grp_ob = Object.New('Empty', name) - grp_ob.enableDupGroup = True - grp_ob.DupGroup = grp - scn.link(grp_ob) - grp_ob.Layers = Layers - grp_ob.sel = 1 - else: - # Select all imported objects. - for ob in importedObjects: - scn.link(ob) - ob.Layers = Layers - ob.sel = 1 - """ - - if 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': - ob.makeDisplayList() # Why dosnt this update the bounds? - for v in ob.getBoundBox(): - for i in (0,1,2): - if v[i] < BOUNDS_3DS[i]: - BOUNDS_3DS[i]= v[i] # min - - if v[i] > BOUNDS_3DS[i + 3]: - BOUNDS_3DS[i + 3]= v[i] # min - - # Get the max axis x/y/z - max_axis = max(BOUNDS_3DS[3]-BOUNDS_3DS[0], BOUNDS_3DS[4]-BOUNDS_3DS[1], BOUNDS_3DS[5]-BOUNDS_3DS[2]) - # print max_axis - if max_axis < 1 << 30: # Should never be false but just make sure. - - # Get a new scale factor if set as an option - SCALE = 1.0 - while (max_axis * SCALE) > IMPORT_CONSTRAIN_BOUNDS: - SCALE/=10 - - # SCALE Matrix - SCALE_MAT = 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.matrix_world = ob.matrix_world * SCALE_MAT - - # Done constraining to bounds. - - # Select all new objects. - print('finished importing: %r in %.4f sec.' % (filepath, (time.clock()-time1))) - file.close() - - -def load(operator, context, filepath="", constrain_size=0.0, use_image_search=True, use_apply_transform=True): - load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=constrain_size, IMAGE_SEARCH=use_image_search, APPLY_MATRIX=use_apply_transform) - return {'FINISHED'} |