#!BPY """ Registration info for Blender menus: Name: 'AC3D (.ac)...' Blender: 242 Group: 'Import' Tip: 'Import an AC3D (.ac) file.' """ __author__ = "Willian P. Germano" __url__ = ("blender", "elysiun", "AC3D's homepage, http://www.ac3d.org", "PLib 3d gaming lib, http://plib.sf.net") __version__ = "2.43 2007-02-12" __bpydoc__ = """\ This script imports AC3D models into Blender. AC3D is a simple and affordable commercial 3d modeller also built with OpenGL. The .ac file format is an easy to parse text format well supported, for example, by the PLib 3d gaming library. Supported:
UV-textured meshes with hierarchy (grouping) information. Missing:
The url tag is irrelevant for Blender. Known issues:
- Some objects may be imported with wrong normals due to wrong information in the model itself. This can be noticed by strange shading, like darker than expected parts in the model. To fix this, select the mesh with wrong normals, enter edit mode and tell Blender to recalculate the normals, either to make them point outside (the usual case) or inside.
Config Options:
- textures dir (string): if non blank, when imported texture paths are wrong in the .ac file, Blender will also look for them at this dir. Notes:
- When looking for assigned textures, Blender tries in order: the actual paths from the .ac file, the .ac file's dir and the default textures dir path users can configure (see config options above). """ # $Id$ # # -------------------------------------------------------------------------- # AC3DImport version 2.43 Feb 12, 2007 # Program versions: Blender 2.43 and AC3Db files (means version 0xb) # changed: updated for new Blender version, Mesh module # -------------------------------------------------------------------------- # Thanks: Melchior Franz for extensive bug testing and reporting, making this # version cope much better with old or bad .ac files, among other improvements; # Stewart Andreason for reporting a serious crash. # -------------------------------------------------------------------------- # ***** BEGIN GPL LICENSE BLOCK ***** # # Copyright (C) 2004-2007: Willian P. Germano, wgermano _at_ ig.com.br # # 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** # -------------------------------------------------------------------------- # Note: # Blender doesn't handle n-gons (polygons with more than 4 vertices): # The script triangulates them, but concave polygons come out wrong and need # fixing. Avoiding or triangulating concave n-gons in AC3D is a simple way to # avoid problems. from math import radians import Blender from Blender import Scene, Object, Mesh, Lamp, Registry, sys as bsys, Window, Image, Material from Blender.sys import dirsep from Blender.Mathutils import Vector, Matrix, Euler # Default folder for AC3D textures, to override wrong paths, change to your # liking or leave as "": TEXTURES_DIR = "" tooltips = { 'TEXTURES_DIR': 'additional dir to look for missing textures' } def update_registry(): global TEXTURES_DIR rd = dict([('TEXTURES_DIR', TEXTURES_DIR)]) Registry.SetKey('ac3d_import', rd, True) rd = Registry.GetKey('ac3d_import', True) if rd: if 'GROUP' in rd: update_registry() TEXTURES_DIR = rd['TEXTURES_DIR'] else: update_registry() if TEXTURES_DIR: oldtexdir = TEXTURES_DIR if dirsep == '/': TEXTURES_DIR = TEXTURES_DIR.replace('\\', '/') if TEXTURES_DIR[-1] != dirsep: TEXTURES_DIR = "%s%s" % (TEXTURES_DIR, dirsep) if oldtexdir != TEXTURES_DIR: update_registry() VERBOSE = True rd = Registry.GetKey('General', True) if rd: if rd.has_key('verbose'): VERBOSE = rd['verbose'] errmsg = "" # Matrix to align ac3d's coordinate system with Blender's one, # it's a -90 degrees rotation around the x axis: AC_TO_BLEND_MATRIX = Matrix([1, 0, 0], [0, 0, 1], [0, -1, 0]) AC_WORLD = 0 AC_GROUP = 1 AC_POLY = 2 AC_LIGHT = 3 AC_OB_TYPES = { 'world': AC_WORLD, 'group': AC_GROUP, 'poly': AC_POLY, 'light': AC_LIGHT } def inform(msg): global VERBOSE if VERBOSE: print msg def euler_in_radians(eul): "Used while there's a bug in the BPY API" eul.x = radians(eul.x) eul.y = radians(eul.y) eul.z = radians(eul.z) return eul class Obj: def __init__(self, type): self.type = type self.dad = None self.name = '' self.data = '' self.tex = '' self.texrep = [1,1] self.texoff = None self.loc = [] self.rot = [] self.size = [] self.crease = 30 self.vlist = [] self.flist_cfg = [] self.flist_v = [] self.flist_uv = [] self.elist = [] self.matlist = [] self.kids = 0 self.bl_obj = None # the actual Blender object created from this data class AC3DImport: def __init__(self, filename): global errmsg self.scene = Scene.GetCurrent() self.i = 0 errmsg = '' self.importdir = bsys.dirname(filename) try: file = open(filename, 'r') except IOError, (errno, strerror): errmsg = "IOError #%s: %s" % (errno, strerror) Blender.Draw.PupMenu('ERROR: %s' % errmsg) inform(errmsg) return None header = file.read(5) header, version = header[:4], header[-1] if header != 'AC3D': file.close() errmsg = 'AC3D header not found (invalid file)' Blender.Draw.PupMenu('ERROR: %s' % errmsg) inform(errmsg) return None elif version != 'b': inform('AC3D file version 0x%s.' % version) inform('This importer is for version 0xb, so it may fail.') self.token = {'OBJECT': self.parse_obj, 'numvert': self.parse_vert, 'numsurf': self.parse_surf, 'name': self.parse_name, 'data': self.parse_data, 'kids': self.parse_kids, 'loc': self.parse_loc, 'rot': self.parse_rot, 'MATERIAL': self.parse_mat, 'texture': self.parse_tex, 'texrep': self.parse_texrep, 'texoff': self.parse_texoff, 'crease': self.parse_crease} self.objlist = [] self.mlist = [] self.kidsnumlist = [] self.dad = None self.lines = file.readlines() self.lines.append('') self.parse_file() file.close() self.testAC3DImport() def parse_obj(self, value): kidsnumlist = self.kidsnumlist if kidsnumlist: while not kidsnumlist[-1]: kidsnumlist.pop() if kidsnumlist: self.dad = self.dad.dad else: inform('Ignoring unexpected data at end of file.') return -1 # bad file with more objects than reported kidsnumlist[-1] -= 1 new = Obj(AC_OB_TYPES[value]) new.dad = self.dad new.name = value self.objlist.append(new) def parse_kids(self, value): kids = int(value) if kids: self.kidsnumlist.append(kids) self.dad = self.objlist[-1] self.objlist[-1].kids = kids def parse_name(self, value): name = value.split('"')[1] self.objlist[-1].name = name def parse_data(self, value): data = self.lines[self.i].strip() self.objlist[-1].data = data def parse_tex(self, value): line = self.lines[self.i - 1] # parse again to properly get paths with spaces texture = line.split('"')[1] self.objlist[-1].tex = texture def parse_texrep(self, trash): trep = self.lines[self.i - 1] trep = trep.split() trep = [float(trep[1]), float(trep[2])] self.objlist[-1].texrep = trep self.objlist[-1].texoff = [0, 0] def parse_texoff(self, trash): toff = self.lines[self.i - 1] toff = toff.split() toff = [float(toff[1]), float(toff[2])] self.objlist[-1].texoff = toff def parse_mat(self, value): i = self.i - 1 lines = self.lines line = lines[i].split() mat_name = '' mat_col = mat_amb = mat_emit = mat_spec_col = [0,0,0] mat_alpha = 1 mat_spec = 1.0 while line[0] == 'MATERIAL': mat_name = line[1].split('"')[1] mat_col = map(float,[line[3],line[4],line[5]]) v = map(float,[line[7],line[8],line[9]]) mat_amb = (v[0]+v[1]+v[2]) / 3.0 v = map(float,[line[11],line[12],line[13]]) mat_emit = (v[0]+v[1]+v[2]) / 3.0 mat_spec_col = map(float,[line[15],line[16],line[17]]) mat_spec = float(line[19]) / 64.0 mat_alpha = float(line[-1]) mat_alpha = 1 - mat_alpha self.mlist.append([mat_name, mat_col, mat_amb, mat_emit, mat_spec_col, mat_spec, mat_alpha]) i += 1 line = lines[i].split() self.i = i def parse_rot(self, trash): i = self.i - 1 ob = self.objlist[-1] rot = self.lines[i].split(' ', 1)[1] rot = map(float, rot.split()) matrix = Matrix(rot[:3], rot[3:6], rot[6:]) ob.rot = matrix size = matrix.scalePart() # vector ob.size = size def parse_loc(self, trash): i = self.i - 1 loc = self.lines[i].split(' ', 1)[1] loc = map(float, loc.split()) self.objlist[-1].loc = Vector(loc) def parse_crease(self, value): # AC3D: range is [0.0, 180.0]; Blender: [1, 80] value = float(value) self.objlist[-1].crease = int(value) def parse_vert(self, value): i = self.i lines = self.lines obj = self.objlist[-1] vlist = obj.vlist n = int(value) while n: line = lines[i].split() line = map(float, line) vlist.append(line) n -= 1 i += 1 if vlist: # prepend a vertex at 1st position to deal with vindex 0 issues vlist.insert(0, line) self.i = i def parse_surf(self, value): i = self.i is_smooth = 0 double_sided = 0 lines = self.lines obj = self.objlist[-1] matlist = obj.matlist numsurf = int(value) NUMSURF = numsurf badface_notpoly = badface_multirefs = 0 while numsurf: flags = lines[i].split()[1][2:] if len(flags) > 1: flaghigh = int(flags[0]) flaglow = int(flags[1]) else: flaghigh = 0 flaglow = int(flags[0]) is_smooth = flaghigh & 1 twoside = flaghigh & 2 mat = lines[i+1].split() mat = int(mat[1]) if not mat in matlist: matlist.append(mat) refs = lines[i+2].split() refs = int(refs[1]) i += 3 face = [] faces = [] edges = [] fuv = [] fuvs = [] rfs = refs while rfs: line = lines[i].split() v = int(line[0]) + 1 # + 1 to avoid vindex == 0 uv = [float(line[1]), float(line[2])] face.append(v) fuv.append(Vector(uv)) rfs -= 1 i += 1 if flaglow: # it's a line or closed line, not a polygon while len(face) >= 2: cut = face[:2] edges.append(cut) face = face[1:] if flaglow == 1 and edges: # closed line face = [edges[-1][-1], edges[0][0]] edges.append(face) else: # polygon # check for bad face, that references same vertex more than once lenface = len(face) if lenface < 3: # less than 3 vertices, not a face badface_notpoly += 1 elif sum(map(face.count, face)) != lenface: # multiple references to the same vertex badface_multirefs += 1 else: # ok, seems fine while len(face) > 4: cut = face[:4] cutuv = fuv[:4] face = face[3:] fuv = fuv[3:] face.insert(0, cut[0]) fuv.insert(0, cutuv[0]) faces.append(cut) fuvs.append(cutuv) faces.append(face) fuvs.append(fuv) obj.flist_cfg.extend([[mat, is_smooth, twoside]] * len(faces)) obj.flist_v.extend(faces) obj.flist_uv.extend(fuvs) obj.elist.extend(edges) # loose edges numsurf -= 1 if badface_notpoly or badface_multirefs: inform('Object "%s" - ignoring bad faces:' % obj.name) if badface_notpoly: inform('\t%d face(s) with less than 3 vertices.' % badface_notpoly) if badface_multirefs: inform('\t%d face(s) with multiple references to a same vertex.' % badface_multirefs) self.i = i def parse_file(self): i = 1 lines = self.lines line = lines[i].split() while line: kw = '' for k in self.token.keys(): if line[0] == k: kw = k break i += 1 if kw: self.i = i result = self.token[kw](line[1]) if result: break # bad .ac file, stop parsing i = self.i line = lines[i].split() # for each group of meshes we try to find one that can be used as # parent of the group in Blender. # If not found, we can use an Empty as parent. def found_parent(self, groupname, olist): l = [o for o in olist if o.type == AC_POLY \ and not o.kids and not o.rot and not o.loc] if l: for o in l: if o.name == groupname: return o #return l[0] return None def build_hierarchy(self): blmatrix = AC_TO_BLEND_MATRIX olist = self.objlist[1:] olist.reverse() scene = self.scene newlist = [] for o in olist: kids = o.kids if kids: children = newlist[-kids:] newlist = newlist[:-kids] if o.type == AC_GROUP: parent = self.found_parent(o.name, children) if parent: children.remove(parent) o.bl_obj = parent.bl_obj else: # not found, use an empty empty = scene.objects.new('Empty', o.name) o.bl_obj = empty bl_children = [c.bl_obj for c in children if c.bl_obj != None] o.bl_obj.makeParent(bl_children, 0, 1) for child in children: blob = child.bl_obj if not blob: continue if child.rot: eul = euler_in_radians(child.rot.toEuler()) blob.setEuler(eul) if child.size: blob.size = child.size if not child.loc: child.loc = Vector(0.0, 0.0, 0.0) blob.setLocation(child.loc) newlist.append(o) for o in newlist: # newlist now only has objs w/o parents blob = o.bl_obj if not blob: continue if o.size: o.bl_obj.size = o.size if not o.rot: blob.setEuler([1.5707963267948966, 0, 0]) else: matrix = o.rot * blmatrix eul = euler_in_radians(matrix.toEuler()) blob.setEuler(eul) if o.loc: o.loc *= blmatrix else: o.loc = Vector(0.0, 0.0, 0.0) blob.setLocation(o.loc) # forces DAG update, so we do it even for 0, 0, 0 # XXX important: until we fix the BPy API so it doesn't increase user count # when wrapping a Blender object, this piece of code is needed for proper # object (+ obdata) deletion in Blender: for o in self.objlist: if o.bl_obj: o.bl_obj = None def testAC3DImport(self): FACE_TWOSIDE = Mesh.FaceModes['TWOSIDE'] FACE_TEX = Mesh.FaceModes['TEX'] MESH_AUTOSMOOTH = Mesh.Modes['AUTOSMOOTH'] MAT_MODE_ZTRANSP = Material.Modes['ZTRANSP'] MAT_MODE_TRANSPSHADOW = Material.Modes['TRANSPSHADOW'] scene = self.scene bl_images = {} # loaded texture images missing_textures = [] # textures we couldn't find objlist = self.objlist[1:] # skip 'world' bmat = [] has_transp_mats = False for mat in self.mlist: name = mat[0] m = Material.New(name) m.rgbCol = (mat[1][0], mat[1][1], mat[1][2]) m.amb = mat[2] m.emit = mat[3] m.specCol = (mat[4][0], mat[4][1], mat[4][2]) m.spec = mat[5] m.alpha = mat[6] if m.alpha < 1.0: m.mode |= MAT_MODE_ZTRANSP has_transp_mats = True bmat.append(m) if has_transp_mats: for mat in bmat: mat.mode |= MAT_MODE_TRANSPSHADOW obj_idx = 0 # index of current obj in loop for obj in objlist: if obj.type == AC_GROUP: continue elif obj.type == AC_LIGHT: light = Lamp.New('Lamp') object = scene.objects.new(light, obj.name) #object.select(True) obj.bl_obj = object if obj.data: light.name = obj.data continue # type AC_POLY: # old .ac files used empty meshes as groups, convert to a real ac group if not obj.vlist and obj.kids: obj.type = AC_GROUP continue mesh = Mesh.New() object = scene.objects.new(mesh, obj.name) #object.select(True) obj.bl_obj = object if obj.data: mesh.name = obj.data mesh.degr = obj.crease # will auto clamp to [1, 80] if not obj.vlist: # no vertices? nothing more to do continue mesh.verts.extend(obj.vlist) objmat_indices = [] for mat in bmat: if bmat.index(mat) in obj.matlist: objmat_indices.append(bmat.index(mat)) mesh.materials += [mat] for e in obj.elist: mesh.edges.extend(e) if obj.flist_v: mesh.faces.extend(obj.flist_v) facesnum = len(mesh.faces) if facesnum == 0: # shouldn't happen, of course continue mesh.faceUV = True # checking if the .ac file had duplicate faces (Blender ignores them) if facesnum != len(obj.flist_v): # it has, ugh. Let's clean the uv list: lenfl = len(obj.flist_v) flist = obj.flist_v uvlist = obj.flist_uv cfglist = obj.flist_cfg for f in flist: f.sort() fi = lenfl while fi > 0: # remove data related to duplicates fi -= 1 if flist[fi] in flist[:fi]: uvlist.pop(fi) cfglist.pop(fi) img = None if obj.tex != '': if obj.tex in bl_images.keys(): img = bl_images[obj.tex] elif obj.tex not in missing_textures: texfname = None objtex = obj.tex baseimgname = bsys.basename(objtex) if bsys.exists(objtex) == 1: texfname = objtex else: if baseimgname.find('\\') > 0: baseimgname = bsys.basename(objtex.replace('\\','/')) objtex = bsys.join(self.importdir, baseimgname) if bsys.exists(objtex) == 1: texfname = objtex else: objtex = bsys.join(TEXTURES_DIR, baseimgname) if bsys.exists(objtex): texfname = objtex if texfname: try: img = Image.Load(texfname) # Commented because it's unnecessary: #img.xrep = int(obj.texrep[0]) #img.yrep = int(obj.texrep[1]) if img: bl_images[obj.tex] = img except: inform("Couldn't load texture: %s" % baseimgname) else: missing_textures.append(obj.tex) inform("Couldn't find texture: %s" % baseimgname) for i in range(facesnum): f = obj.flist_cfg[i] fmat = f[0] is_smooth = f[1] twoside = f[2] bface = mesh.faces[i] bface.smooth = is_smooth if twoside: bface.mode |= FACE_TWOSIDE if img: bface.mode |= FACE_TEX bface.image = img bface.mat = objmat_indices.index(fmat) fuv = obj.flist_uv[i] if obj.texoff: uoff = obj.texoff[0] voff = obj.texoff[1] urep = obj.texrep[0] vrep = obj.texrep[1] for uv in fuv: uv[0] *= urep uv[1] *= vrep uv[0] += uoff uv[1] += voff mesh.faces[i].uv = fuv # finally, delete the 1st vertex we added to prevent vindices == 0 mesh.verts.delete(0) mesh.calcNormals() mesh.mode = MESH_AUTOSMOOTH obj_idx += 1 self.build_hierarchy() scene.update() # End of class AC3DImport def filesel_callback(filename): inform("\nTrying to import AC3D model(s) from:\n%s ..." % filename) Window.WaitCursor(1) starttime = bsys.time() test = AC3DImport(filename) Window.WaitCursor(0) endtime = bsys.time() - starttime inform('Done! Data imported in %.3f seconds.\n' % endtime) Window.EditMode(0) Window.FileSelector(filesel_callback, "Import AC3D", "*.ac")