#!BPY """ Name: '3D Studio (.3ds)...' Blender: 241 Group: 'Import' Tooltip: 'Import from 3DS file format (.3ds)' """ __author__ = ["Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Campbell Barton"] __url__ = ("blender", "elysiun", "http://www.gametutorials.com") __version__ = "0.93" __bpydoc__ = """\ 3ds Importer This script imports a 3ds file and the materials into Blender for editing. Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen). 0.94 by Campbell Barton
- Face import tested to be about overall 16x speedup over 0.93. - Material importing speedup. - Tested with more models. - Support some corrupt models. 0.93 by Campbell Barton
- Tested with 400 3ds files from turbosquid and samples. - Tactfully ignore faces that used the same verts twice. - Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading. - Converted from NMesh to Mesh. - Faster and cleaner new names. - Use external comprehensive image loader. - Re intergrated 0.92 and 0.9 changes - Fixes for 2.41 compat. - Non textured faces do not use a texture flag. 0.92
- Added support for diffuse, alpha, spec, bump maps in a single material 0.9
- Reorganized code into object/material block functions
- Use of Matrix() to copy matrix data
- added support for material transparency
0.83 2005-08-07: Campell Barton - Aggressive image finding and case insensitivy for posisx systems. 0.82a 2005-07-22 - image texture loading (both for face uv and renderer) 0.82 - image texture loading (for face uv) 0.81a (fork- not 0.9) Campbell Barton 2005-06-08 - Simplified import code - Never overwrite data - Faster list handling - Leaves import selected 0.81 Damien McGinnes 2005-01-09 - handle missing images better 0.8 Damien McGinnes 2005-01-08 - copies sticky UV coords to face ones - handles images better - Recommend that you run 'RemoveDoubles' on each imported mesh after using this script """ # Importing modules import Blender from Blender import Mesh, Scene, Object, Material, Image, Texture, Lamp, Mathutils from Blender.Mathutils import Vector import BPyImage reload(BPyImage) import struct import os #this script imports uvcoords as sticky vertex coords #this parameter enables copying these to face uv coords #which shold be more useful. #===========================================================================# # Returns unique name of object/mesh (stops overwriting existing meshes) # #===========================================================================# def getUniqueName(name): count = 0 newname = name[:19] while newname in getUniqueName.uniqueObNames: newname = '%s.%.3i' % (name[:15], count) count+=1 # Dont use again. getUniqueName.uniqueObNames.append(newname) return newname getUniqueName.uniqueObNames = Blender.NMesh.GetNames() + [ob.name for ob in Object.Get()] def createBlenderTexture(material, name, image): texture = Texture.New(name) texture.setType('Image') texture.image = image material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL) ###################################################### # Data Structures ###################################################### #Some of the chunks that we will see #----- Primary Chunk, at the beginning of each file PRIMARY= long("0x4D4D",16) #------ Main Chunks OBJECTINFO = long("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information VERSION = long("0x0002",16); #This gives the version of the .3ds file EDITKEYFRAME= long("0xB000",16); #This is the header for all of the key frame info #------ sub defines of OBJECTINFO MATERIAL=45055 #0xAFFF // This stored the texture info OBJECT=16384 #0x4000 // This stores the faces, vertices, etc... #>------ sub defines of MATERIAL #------ sub defines of MATERIAL_BLOCK MAT_NAME = long("0xA000",16) # This holds the material name MAT_AMBIENT = long("0xA010",16) # Ambient color of the object/material MAT_DIFFUSE = long("0xA020",16) # This holds the color of the object/material MAT_SPECULAR = long("0xA030",16) # SPecular color of the object/material MAT_SHINESS = long("0xA040",16) # ?? MAT_TRANSPARENCY= long("0xA050",16) # Transparency value of material MAT_SELF_ILLUM = long("0xA080",16) # Self Illumination value of material MAT_WIRE = long("0xA085",16) # Only render's wireframe MAT_TEXTURE_MAP = long("0xA200",16) # This is a header for a new texture map MAT_SPECULAR_MAP= long("0xA204",16) # This is a header for a new specular map MAT_OPACITY_MAP = long("0xA210",16) # This is a header for a new opacity map MAT_REFLECTION_MAP= long("0xA220",16) # This is a header for a new reflection map MAT_BUMP_MAP = long("0xA230",16) # This is a header for a new bump map MAT_MAP_FILENAME = long("0xA300",16); # This holds the file name of the texture #>------ sub defines of OBJECT OBJECT_MESH = long("0x4100",16); # This lets us know that we are reading a new object OBJECT_LAMP = long("0x4600",16); # This lets un know we are reading a light object OBJECT_LAMP_SPOT = long("0x4610",16); # The light is a spotloght. OBJECT_LAMP_OFF = long("0x4620",16); # The light off. OBJECT_LAMP_ATTENUATE = long("0x4625",16); OBJECT_LAMP_RAYSHADE = long("0x4627",16); OBJECT_LAMP_SHADOWED = long("0x4630",16); OBJECT_LAMP_LOCAL_SHADOW = long("0x4640",16); OBJECT_LAMP_LOCAL_SHADOW2 = long("0x4641",16); OBJECT_LAMP_SEE_CONE = long("0x4650",16); OBJECT_LAMP_SPOT_RECTANGULAR= long("0x4651",16); OBJECT_LAMP_SPOT_OVERSHOOT= long("0x4652",16); OBJECT_LAMP_SPOT_PROJECTOR= long("0x4653",16); OBJECT_LAMP_EXCLUDE= long("0x4654",16); OBJECT_LAMP_RANGE= long("0x4655",16); OBJECT_LAMP_ROLL= long("0x4656",16); OBJECT_LAMP_SPOT_ASPECT= long("0x4657",16); OBJECT_LAMP_RAY_BIAS= long("0x4658",16); OBJECT_LAMP_INNER_RANGE= long("0x4659",16); OBJECT_LAMP_OUTER_RANGE= long("0x465A",16); OBJECT_LAMP_MULTIPLIER = long("0x465B",16); OBJECT_LAMP_AMBIENT_LIGHT = long("0x4680",16); OBJECT_CAMERA= long("0x4700",16); # This lets un know we are reading a camera object #>------ sub defines of CAMERA OBJECT_CAM_RANGES= long("0x4720",16); # The camera range values #>------ sub defines of OBJECT_MESH OBJECT_VERTICES = long("0x4110",16); # The objects vertices OBJECT_FACES = long("0x4120",16); # The objects faces OBJECT_MATERIAL = long("0x4130",16); # This is found if the object has a material, either texture map or color OBJECT_UV = long("0x4140",16); # The UV texture coordinates OBJECT_TRANS_MATRIX = long("0x4160",16); # The Object Matrix global scn scn = None #the chunk class class chunk: ID=0 length=0 bytes_read=0 #we don't read in the bytes_read, we compute that binary_format="10: print "/tError: Cannot add diffuse map. Too many textures" def process_next_chunk(file, filename, previous_chunk, scn): #print previous_chunk.bytes_read, "BYTES READ" contextObName = None contextLamp = [None, None] # object, Data contextMaterial = None contextMatrix = Blender.Mathutils.Matrix(); contextMatrix.identity() contextMesh = None TEXTURE_DICT={} MATDICT={} TEXMODE = Mesh.FaceModes['TEX'] objectList = [] # Keep a list of imported objects. # 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") def putContextMesh(myContextMesh): #print 'prtting myContextMesh', myContextMesh.name INV_MAT = Blender.Mathutils.Matrix(contextMatrix) INV_MAT.invert() contextMesh.transform(INV_MAT) # Faces without an image can have the image flag disabled. if myContextMesh.faceUV: TEX_ON_FLAG = Mesh.FaceModes['TEX'] for f in myContextMesh.faces: if not f.image: f.mode &= ~TEX_ON_FLAG # disable tex flag. for c in f.col: c.b=c.g=c.r=255 newOb = Object.New('Mesh', contextMesh.name) # Meshes name is always a free object name too. newOb.link(contextMesh) scn.link(newOb) newOb.Layers = scn.Layers newOb.sel = 1 objectList.append(newOb) # last 2 recal normals newOb.setMatrix(contextMatrix) #Blender.Window.EditMode(1) #Blender.Window.EditMode(0) #a spare chunk new_chunk=chunk() temp_chunk=chunk() #loop through all the data for this chunk (previous chunk) and see what it is while (previous_chunk.bytes_read3): 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, filename, new_chunk, scn) #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): "elif (new_chunk.ID==OBJECT):" tempName = read_string(file) contextObName = getUniqueName( 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 = Material.New() elif (new_chunk.ID==MAT_NAME): #print "elif (new_chunk.ID==MAT_NAME):" material_name="" material_name=read_string(file) #plus one for the null character that ended the string new_chunk.bytes_read+=(len(material_name)+1) contextMaterial.setName(material_name) MATDICT[material_name] = (contextMaterial.name, contextMaterial) elif (new_chunk.ID==MAT_AMBIENT): #print "elif (new_chunk.ID==MAT_AMBIENT):" read_chunk(file, temp_chunk) temp_data=file.read(struct.calcsize("3B")) data=struct.unpack("3B", temp_data) temp_chunk.bytes_read+=3 contextMaterial.mirCol = [float(col)/255 for col in data] # data [0,1,2] == rgb 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) temp_data=file.read(struct.calcsize("3B")) data=struct.unpack("3B", temp_data) temp_chunk.bytes_read+=3 contextMaterial.rgbCol = [float(col)/255 for col in data] # data [0,1,2] == rgb 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) temp_data=file.read(struct.calcsize("3B")) data=struct.unpack("3B", temp_data) temp_chunk.bytes_read+=3 contextMaterial.specCol = [float(col)/255 for col in data] # data [0,1,2] == rgb 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=Blender.Texture.New('Diffuse') new_texture.setType('Image') while (new_chunk.bytes_read 15: print "\tCant assign more than 16 materials per mesh, keep going..." material_found = 0 else: mat_index = len(msh_materials) contextMesh.materials = msh_materials + [mat] material_found=1 else: material_found=0 # print "Not matching: ", mat.name, " and ", material_name #print contextMesh.materials if material_found == 1: contextMaterial = mat #read the number of faces using this material temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT) data=struct.unpack("H", temp_data) new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT num_faces_using_mat=data[0] try: img = TEXTURE_DICT[ MATDICT[contextMaterial.name][0] ] contextMesh.faceUV = 1 except KeyError: img = None #list of faces using mat for face_counter in xrange(num_faces_using_mat): temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT) new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT data=struct.unpack("H", temp_data) # We dont have to use context face mapping. if contextFaceMapping: facemap= contextFaceMapping[data[0]] if facemap != None: face= contextMesh.faces[contextFaceMapping[data[0]]] else: face= None else: face = contextMesh.faces[data[0]] if face: face.mat = mat_index if img: #print 'Assigning image', img.name face.mode |= TEXMODE face.image = img else: #read past the information about the material you couldn't find #print "Couldn't find material. Reading past face material info" buffer_size=new_chunk.length-new_chunk.bytes_read binary_format=str(buffer_size)+"c" temp_data=file.read(struct.calcsize(binary_format)) new_chunk.bytes_read+=buffer_size #print "object mat: bytes read: ", new_chunk.bytes_read elif (new_chunk.ID == OBJECT_UV): # print "elif (new_chunk.ID == OBJECT_UV):" temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT) data=struct.unpack("H", temp_data) new_chunk.bytes_read+=2 num_uv=data[0] def getuv(): temp_data=file.read(STRUCT_SIZE_2FLOAT) new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each data=struct.unpack("2f", temp_data) return Vector(data[0], data[1]) contextMeshUV = [ getuv() for i in xrange(num_uv) ] elif (new_chunk.ID == OBJECT_TRANS_MATRIX): # print "elif (new_chunk.ID == OBJECT_TRANS_MATRIX):" temp_data=file.read(STRUCT_SIZE_4x3MAT) data = list( struct.unpack("ffffffffffff", temp_data) ) new_chunk.bytes_read += STRUCT_SIZE_4x3MAT contextMatrix = Blender.Mathutils.Matrix(\ data[:3] + [0],\ data[3:6] + [0],\ data[6:9] + [0],\ data[9:] + [1]) 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=str(buffer_size)+"c" 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 contextMesh != None: putContextMesh(contextMesh) for ob in objectList: ob.sel = 1 def load_3ds(filename): print '\n\nImporting "%s"' % filename scn = Scene.GetCurrent() for ob in scn.getChildren(): ob.sel = 0 time1 = Blender.sys.time() global FILENAME FILENAME=filename current_chunk=chunk() file=open(filename,"rb") #here we go! # print "reading the first chunk" read_chunk(file, current_chunk) if (current_chunk.ID!=PRIMARY): print "\tFatal Error: Not a valid 3ds file: ", filename file.close() return process_next_chunk(file, filename, current_chunk, scn) # Select all new objects. print 'finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1)) file.close() if __name__ == '__main__': Blender.Window.FileSelector(load_3ds, "Import 3DS", '*.3ds') # For testing compatibility """ TIME = Blender.sys.time() import os print "Searching for files" os.system('find /metavr/ -iname "*.3ds" > /tmp/temp3ds_list') print "Done" file = open('/tmp/temp3ds_list', 'r') lines = file.readlines() file.close() for i, _3ds in enumerate(lines): if i > 817: _3ds= _3ds[:-1] print "Importing", _3ds, '\nNUMBER', i, 'of', len(lines) _3ds_file = _3ds.split('/')[-1].split('\\')[-1] newScn = Scene.New(_3ds_file) newScn.makeCurrent() load_3ds(_3ds) print "TOTAL TIME: %.6f" % (Blender.sys.time() - TIME) """