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Diffstat (limited to 'release/scripts/op/io_scene_3ds/import_3ds.py')
-rw-r--r--release/scripts/op/io_scene_3ds/import_3ds.py794
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'}