#!BPY """ Name: 'Wavefront (.obj)...' Blender: 237 Group: 'Import' Tooltip: 'Load a Wavefront OBJ File, Shift: batch import all dir.' """ __author__= "Campbell Barton" __url__= ["blender", "elysiun"] __version__= "1.0" __bpydoc__= """\ This script imports OBJ files to Blender. Usage: Run this script from "File->Import" menu and then load the desired OBJ file. """ # $Id$ # # -------------------------------------------------------------------------- # OBJ Import v1.0 by Campbell Barton (AKA Ideasman) # -------------------------------------------------------------------------- # ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** # -------------------------------------------------------------------------- #==============================================# # Return directory, where the file is # #==============================================# def stripFile(path): lastSlash= max(path.rfind('\\'), path.rfind('/')) if lastSlash != -1: path= path[:lastSlash] return '%s%s' % (path, sys.sep) #==============================================# # Strips the slashes from the back of a string # #==============================================# def stripPath(path): return path.split('/')[-1].split('\\')[-1] #====================================================# # Strips the prefix off the name before writing # #====================================================# def stripExt(name): # name is a string index= name.rfind('.') if index != -1: return name[ : index ] else: return name from Blender import * import BPyImage # use for comprehensiveImageLoad import BPyMesh # use for ngon try: import os except: # So we know if os exists. print 'Module "os" not found, install python to enable comprehensive image finding and batch loading.' os= None #==================================================================================# # This function sets textures defined in .mtl file # #==================================================================================# def loadMaterialImage(mat, img_fileName, type, meshDict, dir): TEX_ON_FLAG= NMesh.FaceModes['TEX'] texture= Texture.New(type) texture.setType('Image') # Absolute path - c:\.. etc would work here image= BPyImage.comprehensiveImageLoad(img_fileName, dir) if image: texture.image= image # adds textures to faces (Textured/Alt-Z mode) # Only apply the diffuse texture to the face if the image has not been set with the inline usemat func. if image and type == 'Kd': for meshPair in meshDict.itervalues(): for f in meshPair[0].faces: #print meshPair[0].materials[f.mat].name, mat.name if meshPair[0].materials[f.mat].name == mat.name: # the inline usemat command overides the material Image if not f.image: f.mode |= TEX_ON_FLAG f.image= image # adds textures for materials (rendering) elif type == 'Ka': mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API elif type == 'Kd': mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL) elif type == 'Ks': mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC) elif type == 'Bump': # New Additions mat.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR) elif type == 'D': mat.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA) elif type == 'refl': mat.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF) #===============================================================================# # This gets a mat or creates one of the requested name if none exist. # #===============================================================================# def getMat(matName, materialDict): # Make a new mat try: return materialDict[matName] except: pass # Better do any exception try: return materialDict[matName.lower()] except: pass # Do we realy need to keep the dict up to date?, not realy but keeps consuistant. mat= materialDict[matName]= Material.New(matName) return mat #==================================================================================# # This function loads materials from .mtl file (have to be defined in obj file) # #==================================================================================# def load_mtl(dir, IMPORT_USE_EXISTING_MTL, mtl_file, meshDict, materialDict): mtl_file= stripPath(mtl_file) mtl_fileName= dir + mtl_file try: fileLines= open(mtl_fileName, 'r').readlines() except IOError: print '\tunable to open referenced material file: "%s"' % mtl_fileName return try: lIdx=0 while lIdx < len(fileLines): l= fileLines[lIdx].split() # Detect a line that will be ignored if len(l) == 0 or l[0].startswith('#'): pass elif l[0] == 'newmtl': currentMat= getMat('_'.join(l[1:]), materialDict) # Material should alredy exist. elif l[0] == 'Ka': currentMat.setMirCol((float(l[1]), float(l[2]), float(l[3]))) elif l[0] == 'Kd': currentMat.setRGBCol((float(l[1]), float(l[2]), float(l[3]))) elif l[0] == 'Ks': currentMat.setSpecCol((float(l[1]), float(l[2]), float(l[3]))) elif l[0] == 'Ns': currentMat.setHardness( int((float(l[1])*0.51)) ) elif l[0] == 'Ni': # Refraction index currentMat.setIOR( max(1, min(float(l[1]), 3))) # Between 1 and 3 elif l[0] == 'd': currentMat.setAlpha(float(l[1])) elif l[0] == 'Tr': currentMat.setAlpha(float(l[1])) elif l[0] == 'map_Ka': img_fileName= ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Ka', meshDict, dir) elif l[0] == 'map_Ks': img_fileName= ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Ks', meshDict, dir) elif l[0] == 'map_Kd': img_fileName= ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Kd', meshDict, dir) # new additions elif l[0] == 'map_Bump': # Bumpmap img_fileName= ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Bump', meshDict, dir) elif l[0] == 'map_D': # Alpha map - Dissolve img_fileName= ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'D', meshDict, dir) elif l[0] == 'refl': # Reflectionmap img_fileName= ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'refl', meshDict, dir) lIdx+=1 except: print '\tERROR: Unable to parse MTL file: "%s"' % mtl_file return print '\tUsing MTL: "%s"' % mtl_file #==================================================================================# # This loads data from .obj file # #==================================================================================# def load_obj(\ file,\ IMPORT_MTL=1,\ IMPORT_USE_EXISTING_MTL=0,\ IMPORT_CONSTRAIN_BOUNDS=0.0,\ IMPORT_ROTATE_X90=0,\ IMPORT_EDGES=1,\ IMPORT_SMOOTH_ALL=0,\ IMPORT_FGON=1,\ IMPORT_SMOOTH_GROUPS=0,\ IMPORT_MTL_SPLIT=0,\ IMPORT_AS_INSTANCE=0): global currentMesh,\ currentUsedVertList,\ currentUsedVertListSmoothGroup,\ meshDict,\ contextMeshMatIdx,\ currentMaterialMeshMapping print '\nImporting OBJ file: "%s"' % file time1= sys.time() # Deselect all objects in the scene. # do this first so we dont have to bother, with objects we import for ob in Scene.GetCurrent().getChildren(): ob.sel= 0 TEX_OFF_FLAG= ~NMesh.FaceModes['TEX'] # Used for bounds scaling global BOUNDS BOUNDS= 0.0 # Get the file name with no path or .obj fileName= stripExt( stripPath(file) ) mtl_fileName= [] # Support multiple mtl files if needed. DIR= stripFile(file) tempFile= open(file, 'r') fileLines= tempFile.readlines() tempFile.close() del tempFile uvMapList= [] # store tuple uv pairs here # This dummy vert makes life a whole lot easier- # pythons index system then aligns with objs, remove later vertList= [] # Could havea vert but since this is a placeholder theres no Point # Store all imported images in a dict, names are key imageDict= {} # This stores the index that the current mesh has for the current material. # if the mesh does not have the material then set -1 contextMeshMatIdx= -1 currentImg= None # Null image is a string, otherwise this should be set to an image object.\ if IMPORT_SMOOTH_ALL: currentSmooth= True else: currentSmooth= False # Store a list of unnamed names currentUnnamedGroupIdx= 1 currentUnnamedObjectIdx= 1 quadList= (0, 1, 2, 3) faceQuadVList= [None, None, None, None] faceTriVList= [None, None, None] #==================================================================================# # Load all verts first (texture verts too) # #==================================================================================# print '\tfile length: %d' % len(fileLines) # Ignore normals and comments. fileLines= [lsplit for l in fileLines if not l.startswith('vn') if not l.startswith('#') for lsplit in (l.split(),) if lsplit] if IMPORT_CONSTRAIN_BOUNDS == 0.0: if IMPORT_ROTATE_X90: def Vert(x,y,z): return NMesh.Vert(x,-z,y) # rotate 90 about the x axis. else: Vert= NMesh.Vert else: # Adding a vert also sets the bounds. if IMPORT_ROTATE_X90: def Vert(x,y,z): global BOUNDS BOUNDS= max(BOUNDS, x,y,z) return NMesh.Vert(x,-z,y) # Rotate X90 Deg. else: def Vert(x,y,z): global BOUNDS BOUNDS= max(BOUNDS, x,y,z) return NMesh.Vert(x,y,z) try: vertList= [Vert(float(l[1]), float(l[2]), float(l[3]) ) for l in fileLines if l[0] == 'v'] except ValueError: # What??? Maya 7 uses "6,45" instead of "6.45" vertList= [Vert(float(l[1].replace(',', '.')), float(l[2].replace(',', '.')), float(l[3].replace(',', '.')) ) for l in fileLines if l[0] == 'v'] try: uvMapList= [(float(l[1]), float(l[2])) for l in fileLines if l[0] == 'vt'] except ValueError: # Same amazement as above. call that a float? uvMapList= [(float(l[1].replace(',', '.')), float(l[2].replace(',', '.'))) for l in fileLines if l[0] == 'vt'] if IMPORT_SMOOTH_GROUPS: smoothingGroups= dict([('_'.join(l[1:]), None) for l in fileLines if l[0] == 's' ]) else: smoothingGroups= {} print '\tvert:%i texverts:%i smoothgroups:%i' % (len(vertList), len(uvMapList), len(smoothingGroups)) # Replace filelines, Excluding v excludes "v ", "vn " and "vt " # Remove any variables we may have created. try: del _dummy except: pass try: del _x except: pass try: del _y except: pass try: del _z except: pass try: del lsplit except: pass del Vert # With negative values this is used a lot. make faster access. len_uvMapList= len(uvMapList) len_vertList= len(vertList) # Only want unique keys anyway smoothingGroups['(null)']= None # Make sure we have at least 1. smoothingGroups= smoothingGroups.keys() # Add materials to Blender for later is in teh OBJ # Keep this out of the dict for easy accsess. if IMPORT_MTL: materialDict= {} if IMPORT_USE_EXISTING_MTL: # Add existing materials to the dict./ for mat in Material.Get(): mat_name= mat.name.lower() # Try add the name without the .001 if\ len(mat_name)>4 and\ mat_name[-4]=='.' and\ mat_name[-3:].isdigit(): materialDict[mat_name[-4:]]= mat # Add the lower name materialDict[mat_name]= mat currentMat= nullMat= getMat('(null)', materialDict) # Add all new materials allong the way... # Make a list of all unused vert indices that we can copy from VERT_USED_LIST= [-1]*len_vertList # Here we store a boolean list of which verts are used or not # no we know weather to add them to the current mesh # This is an issue with global vertex indices being translated to per mesh indices # like blenders, we start with a dummy just like the vert. # -1 means unused, any other value refers to the local mesh index of the vert. # currentObjectName has a char in front of it that determins weather its a group or object. # We ignore it when naming the object. currentObjectName= 'unnamed_obj_0' # If we cant get one, use this if IMPORT_MTL_SPLIT: currentObjectName_real= currentObjectName #meshDict= {} # The 3 variables below are stored in a tuple within this dict for each mesh currentMesh= NMesh.GetRaw() # The NMesh representation of the OBJ group/Object #currentUsedVertList= {} # A Dict of smooth groups, each smooth group has a list of used verts and they are generated on demand so as to save memory. currentMaterialMeshMapping= {} # Used to store material indices so we dont have to search the mesh for materials every time. # Every mesh has a null smooth group, this is used if there are no smooth groups in the OBJ file. # and when for faces where no smooth group is used. currentSmoothGroup= '(null)' # The Name of the current smooth group # For direct accsess to the Current Meshes, Current Smooth Groups- Used verts. # This is of course context based and changes on the fly. # Set the initial '(null)' Smooth group, every mesh has one. currentUsedVertListSmoothGroup= VERT_USED_LIST[:] currentUsedVertList= {currentSmoothGroup: currentUsedVertListSmoothGroup } # 0:NMesh, 1:SmoothGroups[UsedVerts[0,0,0,0]], 2:materialMapping['matname':matIndexForThisNMesh] meshDict= {currentObjectName: (currentMesh, currentUsedVertList, currentMaterialMeshMapping) } # Only show the bad uv error once badObjUvs= 0 badObjFaceVerts= 0 badObjFaceTexCo= 0 #currentMesh.verts.append(vertList[0]) # So we can sync with OBJ indices where 1 is the first item. if len_uvMapList > 1: currentMesh.hasFaceUV(1) # Turn UV's on if we have ANY texture coords in this obj file. # Heres the code that gets a mesh, creating a new one if needed. # may_exist is used to avoid a dict looup. # if the mesh is unnamed then we generate a new name and dont bother looking # to see if its alredy there. def obj_getmesh(may_exist): global currentMesh,\ currentUsedVertList,\ currentUsedVertListSmoothGroup,\ meshDict,\ contextMeshMatIdx,\ currentMaterialMeshMapping #print 'getting mesh,', currentObjectName # If we havnt written to this mesh before then do so. # if we have then we'll just keep appending to it, this is required for soem files. # If we are new, or we are not yet in the list of added meshes # then make us new mesh. if (not may_exist) or (not meshDict.has_key(currentObjectName)): currentMesh= NMesh.GetRaw() currentUsedVertList= {} # SmoothGroup is a string ########currentSmoothGroup= '(null)' # From examplesm changing the g/o shouldent change the smooth group. currentUsedVertList[currentSmoothGroup]= currentUsedVertListSmoothGroup= VERT_USED_LIST[:] currentMaterialMeshMapping= {} meshDict[currentObjectName]= (currentMesh, currentUsedVertList, currentMaterialMeshMapping) currentMesh.hasFaceUV(1) contextMeshMatIdx= -1 else: # Since we have this in Blender then we will check if the current Mesh has the material. # set the contextMeshMatIdx to the meshs index but only if we have it. currentMesh, currentUsedVertList, currentMaterialMeshMapping= meshDict[currentObjectName] #getMeshMaterialIndex(currentMesh, currentMat) if IMPORT_MTL: try: contextMeshMatIdx= currentMaterialMeshMapping[currentMat.name] #getMeshMaterialIndex(currentMesh, currentMat) except KeyError: contextMeshMatIdx -1 # For new meshes switch smoothing groups to null ########currentSmoothGroup= '(null)' # From examplesm changing the g/o shouldent change the smooth group. try: currentUsedVertListSmoothGroup= currentUsedVertList[currentSmoothGroup] except: currentUsedVertList[currentSmoothGroup]= currentUsedVertListSmoothGroup= VERT_USED_LIST[:] #==================================================================================# # Load all faces into objects, main loop # #==================================================================================# lIdx= 0 EDGE_FGON_FLAG= NMesh.EdgeFlags['FGON'] EDGE_DRAW_FLAG= NMesh.EdgeFlags['EDGEDRAW'] REL_VERT_COUNT= REL_TVERT_COUNT=0 while lIdx < len(fileLines): l= fileLines[lIdx] #for l in fileLines: if len(l) == 0: continue # FACE elif l[0] == 'v': REL_VERT_COUNT+=1 elif l[0] == 'vt': REL_TVERT_COUNT+=1 elif l[0] == 'f' or l[0] == 'fo': # fo is not standard. saw it used once. # Make a face with the correct material. # Add material to mesh if IMPORT_MTL: if contextMeshMatIdx == -1: tmpMatLs= currentMesh.materials if len(tmpMatLs) == 16: contextMeshMatIdx= 0 # Use first material print 'material overflow, attempting to use > 16 materials. defaulting to first.' else: contextMeshMatIdx= len(tmpMatLs) currentMaterialMeshMapping[currentMat.name]= contextMeshMatIdx currentMesh.addMaterial(currentMat) # Set up vIdxLs : Verts # Set up vtIdxLs : UV # Start with a dummy objects so python accepts OBJs 1 is the first index. vIdxLs= [] vtIdxLs= [] fHasUV= len_uvMapList # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0. # Support stupid multiline faces # not an obj spec but some objs exist that do this. # f 1 2 3 \ # 4 5 6 \ # ..... instead of the more common and sane. # f 1 2 3 4 5 6 # # later lines are not modified, just skepped by advancing "lIdx" while l[-1] == '\\': l.pop() lIdx+=1 l.extend(fileLines[lIdx]) # Done supporting crappy obj faces over multiple lines. for v in l: if not v.startswith('f'): # Only the first v will be f, any better ways to skip it? # OBJ files can have // or / to seperate vert/texVert/normal # this is a bit of a pain but we must deal with it. objVert= v.split('/') # Vert Index - OBJ supports negative index assignment (like python) index= int(objVert[0])-1 # Account for negative indices. if index < 0: # Assume negative verts are relative. index= REL_VERT_COUNT+index+1 vIdxLs.append(index) if fHasUV: # UV index= 0 # Dummy var if len(objVert) == 1: index= vIdxLs[-1] elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2 index= int(objVert[1])-1 if index < 0: # Assume negative verts are relative index= REL_TVERT_COUNT+index+1 if len_uvMapList > index: vtIdxLs.append(index) # Seperate UV coords else: # BAD FILE, I have found this so I account for it. # INVALID UV COORD # Could ignore this- only happens with 1 in 1000 files. badObjFaceTexCo +=1 vtIdxLs.append(1) fHasUV= 0 # Dont add a UV to the face if its larger then the UV coord list # The OBJ file would have to be corrupt or badly written for thi to happen # but account for it anyway. if len(vtIdxLs) > 0: if vtIdxLs[-1] > len_uvMapList: fHasUV= 0 badObjUvs +=1 # ERROR, Cont # Quads only, we could import quads using the method below but it polite to import a quad as a quad. #print lIdx, len(vIdxLs), len(currentUsedVertListSmoothGroup) #print fileLines[lIdx] # Add all the verts we need, # dont edd edge verts if were not importing them. face_vert_count= len(vIdxLs) if (not IMPORT_EDGES) and face_vert_count == 2: pass else: # Add the verts that arnt alredy added. for i in vIdxLs: if currentUsedVertListSmoothGroup[i] == -1: v= vertList[i] currentMesh.verts.append(v) currentUsedVertListSmoothGroup[i]= len(currentMesh.verts)-1 if face_vert_count == 2: if IMPORT_EDGES and vIdxLs[0]!=vIdxLs[1]: # Edge currentMesh.addEdge(\ currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]],\ currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]]) elif face_vert_count == 4: # Have found some files where wach face references the same vert # - This causes a bug and stopts the import so lets check here if vIdxLs[0] == vIdxLs[1] or\ vIdxLs[0] == vIdxLs[2] or\ vIdxLs[0] == vIdxLs[3] or\ vIdxLs[1] == vIdxLs[2] or\ vIdxLs[1] == vIdxLs[3] or\ vIdxLs[2] == vIdxLs[3]: badObjFaceVerts+=1 else: for i in quadList: # quadList == [0,1,2,3] faceQuadVList[i]= currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i]]] f= NMesh.Face(faceQuadVList) # UV MAPPING if fHasUV: f.uv= [uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]] if currentImg: f.image= currentImg else: f.mode &= TEX_OFF_FLAG if IMPORT_MTL: f.mat= contextMeshMatIdx f.smooth= currentSmooth currentMesh.faces.append(f) # move the face onto the mesh elif face_vert_count == 3: # This handles tri's and fans, dont use fans anymore. for i in range(face_vert_count-2): if vIdxLs[0] == vIdxLs[i+1] or\ vIdxLs[0] == vIdxLs[i+2] or\ vIdxLs[i+1] == vIdxLs[i+2]: badObjFaceVerts+=1 else: for k, j in [(0,0), (1,i+1), (2,i+2)]: faceTriVList[k]= currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[j]]] f= NMesh.Face(faceTriVList) # UV MAPPING if fHasUV: f.uv= [uvMapList[vtIdxLs[0]], uvMapList[vtIdxLs[i+1]], uvMapList[vtIdxLs[i+2]]] if currentImg: f.image= currentImg else: f.mode &= TEX_OFF_FLAG if IMPORT_MTL: f.mat= contextMeshMatIdx f.smooth= currentSmooth currentMesh.faces.append(f) # move the face onto the mesh elif face_vert_count > 4: # NGons. # we need to map indices to uv coords. currentMeshRelativeIdxs= [currentUsedVertListSmoothGroup[i] for i in vIdxLs] if fHasUV: vert2UvMapping=dict( [ (currentMeshRelativeIdxs[i],vtIdxLs[i]) for i in xrange(face_vert_count)] ) ngon_face_indices= BPyMesh.ngon(currentMesh, currentMeshRelativeIdxs) # At the moment scanfill always makes tri's but dont count on it for fillFace in ngon_face_indices: f= NMesh.Face([currentMesh.verts[currentMeshRelativeIdxs[i]] for i in fillFace]) if fHasUV: f.uv= [uvMapList[vert2UvMapping[currentMeshRelativeIdxs[i]]] for i in fillFace] if currentImg: f.image= currentImg else: f.mode &= TEX_OFF_FLAG if IMPORT_MTL: f.mat= contextMeshMatIdx f.smooth= currentSmooth currentMesh.faces.append(f) # move the face onto the mesh # Set fgon flag. if IMPORT_FGON: edgeUsers={} for fillFace in ngon_face_indices: for i in xrange(len(fillFace)): # Should always be 3 i1= currentMeshRelativeIdxs[fillFace[i]] i2= currentMeshRelativeIdxs[fillFace[i-1]] # Sort the pair so thet always match. if i1>i2: i1,i2=i2,i1 try: edgeUsers[i1,i2]+= 1 except: edgeUsers[i1,i2]= 0 for edgeVerts, users in edgeUsers.iteritems(): if users: ed= currentMesh.addEdge(\ currentMesh.verts[edgeVerts[0]],\ currentMesh.verts[edgeVerts[1]]) ed.flag|= EDGE_FGON_FLAG # FACE SMOOTHING elif l[0] == 's' and IMPORT_SMOOTH_GROUPS: # No value? then turn on. if len(l) == 1: currentSmooth= True currentSmoothGroup= '(null)' else: if l[1] == 'off': # We all have a null group so dont need to try, will try anyway to avoid code duplication. if not IMPORT_SMOOTH_ALL: currentSmooth= False currentSmoothGroup= '(null)' else: currentSmooth= True currentSmoothGroup= '_'.join(l[1:]) try: currentUsedVertListSmoothGroup= currentUsedVertList[currentSmoothGroup] except KeyError: currentUsedVertList[currentSmoothGroup]= currentUsedVertListSmoothGroup= VERT_USED_LIST[:] # OBJECT / GROUP elif l[0] == 'o' or l[0] == 'g': # Forget about the current image currentImg= None # This makes sure that if an object and a group have the same name then # they are not put into the same object. # Only make a new group.object name if the verts in the existing object have been used, this is obscure # but some files face groups seperating verts and faces which results in silly things. (no groups have names.) if len(l) == 1: # Make a new empty name if l[0] == 'g': # Make a blank group name currentObjectName= 'unnamed_grp_%.4d' % currentUnnamedGroupIdx currentUnnamedGroupIdx +=1 else: # is an object. currentObjectName= 'unnamed_ob_%.4d' % currentUnnamedObjectIdx currentUnnamedObjectIdx +=1 may_exist= False # we know the model is new. else: # No name given currentObjectName= '_'.join(l[1:]) may_exist= True if IMPORT_MTL_SPLIT: currentObjectName_real= currentObjectName currentObjectName += '_'+currentMat.name obj_getmesh(may_exist) # MATERIAL elif l[0] == 'usemtl' and IMPORT_MTL: if len(l) == 1 or l[1] == '(null)': currentMat= nullMat # We know we have a null mat. else: currentMat= getMat('_'.join(l[1:]), materialDict) try: contextMeshMatIdx= currentMaterialMeshMapping[currentMat.name] except KeyError: contextMeshMatIdx= -1 #getMeshMaterialIndex(currentMesh, currentMat) # Check if we are splitting by material. if IMPORT_MTL_SPLIT: currentObjectName= '%s_%s' % (currentObjectName_real, currentMat.name) obj_getmesh(True) # IMAGE elif l[0] == 'usemat' or l[0] == 'usemap': if len(l) == 1 or l[1] == '(null)' or l[1] == 'off': currentImg= None else: # Load an image. newImgName= stripPath(' '.join(l[1:])) # Use space since its a file name. try: # Assume its alredy set in the dict (may or maynot be loaded) currentImg= imageDict[newImgName] except KeyError: # Not in dict, add for first time. # Image has not been added, Try and load the image currentImg= BPyImage.comprehensiveImageLoad(newImgName, DIR) # Use join in case of spaces imageDict[newImgName]= currentImg # These may be None, thats okay. # MATERIAL FILE elif l[0] == 'mtllib' and IMPORT_MTL and len(l)>1: mtl_fileName.append(' '.join(l[1:]) ) # Support for multiple MTL's lIdx+=1 # Applies material properties to materials alredy on the mesh as well as Textures. if IMPORT_MTL: for mtl in mtl_fileName: load_mtl(DIR, IMPORT_USE_EXISTING_MTL, mtl, meshDict, materialDict) # Get a new scale factor if set as an option SCALE=1.0 if IMPORT_CONSTRAIN_BOUNDS != 0.0: while (BOUNDS*SCALE) > IMPORT_CONSTRAIN_BOUNDS: SCALE/=10 importedObjects= [] scn= Scene.GetCurrent() # DeSelect all for ob in scn.getChildren(): ob.sel=0 # Create objects for each mesh. for mk, me in meshDict.iteritems(): nme= me[0] # Ignore no vert meshes. if not nme.verts: # == [] continue ob= Object.New('Mesh', fileName) nme.name= mk ob.link(nme) ob.setSize(SCALE, SCALE, SCALE) importedObjects.append(ob) Layers= scn.Layers if IMPORT_AS_INSTANCE: # Create a group for this import. group_scn= Scene.New(fileName) for ob in importedObjects: group_scn.link(ob) # dont worry about the layers grp= Group.New(fileName) grp.objects= importedObjects grp_ob= Object.New('Empty', fileName) 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 badObjUvs > 0: print '\tERROR: found %d faces with badly formatted UV coords. everything else went okay.' % badObjUvs if badObjFaceVerts > 0: print '\tERROR: found %d faces reusing the same vertex. everything else went okay.' % badObjFaceVerts if badObjFaceTexCo > 0: print '\tERROR: found %d faces with invalit texture coords. everything else went okay.' % badObjFaceTexCo print "obj import time: ", sys.time() - time1 def load_obj_ui(file): IMPORT_DIR= Draw.Create(0) IMPORT_NEW_SCENE= Draw.Create(0) IMPORT_MTL= Draw.Create(1) IMPORT_USE_EXISTING_MTL= Draw.Create(1) IMPORT_CONSTRAIN_BOUNDS= Draw.Create(10.0) IMPORT_ROTATE_X90= Draw.Create(1) IMPORT_EDGES= Draw.Create(1) IMPORT_SMOOTH_ALL= Draw.Create(1) IMPORT_FGON= Draw.Create(1) IMPORT_SMOOTH_GROUPS= Draw.Create(0) IMPORT_MTL_SPLIT= Draw.Create(0) IMPORT_AS_INSTANCE= Draw.Create(0) # Get USER Options pup_block= [\ ('All *.obj\'s in dir', IMPORT_DIR, 'Import all obj files in this dir (avoid overlapping data with "Create scene")'),\ ('Create Scene', IMPORT_NEW_SCENE, 'Imports each obj into its own scene, named from the file'),\ ('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\ 'Materials...',\ ('Import (*.mtl)', IMPORT_MTL, 'Imports material settings and images from the obj\'s .mtl file'),\ ('Re-Use Existing', IMPORT_USE_EXISTING_MTL, 'Use materials from the current blend where names match.'),\ 'Geometry...',\ ('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by factors of 10 until it reacehs the size constraint.'),\ ('Rotate X90', IMPORT_ROTATE_X90, 'Rotate X-Up to Blenders Z-Up'),\ ('Edges', IMPORT_EDGES, 'Import faces with 2 verts as in edge'),\ ('Smooths all faces', IMPORT_SMOOTH_ALL, 'Smooth all faces even if they are not in a smoothing group'),\ ('Create FGons', IMPORT_FGON, 'Import faces with more then 4 verts as fgons.'),\ ('Smooth Groups', IMPORT_SMOOTH_GROUPS, 'Only Share verts within smooth groups. (Warning, Hogs Memory)'),\ ('Split by Material', IMPORT_MTL_SPLIT, 'Import each material into a seperate mesh (Avoids >16 meterials per mesh problem)'),\ ] if not os: pup_block.pop(0) # Make sure this is the IMPORT_DIR option that requires OS if not Draw.PupBlock('Import OBJ...', pup_block): return Window.WaitCursor(1) Window.DrawProgressBar(0, '') time= sys.time() IMPORT_DIR= IMPORT_DIR.val IMPORT_NEW_SCENE= IMPORT_NEW_SCENE.val IMPORT_MTL= IMPORT_MTL.val IMPORT_USE_EXISTING_MTL= IMPORT_USE_EXISTING_MTL.val IMPORT_CONSTRAIN_BOUNDS= IMPORT_CONSTRAIN_BOUNDS.val IMPORT_ROTATE_X90= IMPORT_ROTATE_X90.val IMPORT_EDGES= IMPORT_EDGES.val IMPORT_SMOOTH_ALL= IMPORT_SMOOTH_ALL.val IMPORT_FGON= IMPORT_FGON.val IMPORT_SMOOTH_GROUPS= IMPORT_SMOOTH_GROUPS.val IMPORT_MTL_SPLIT= IMPORT_MTL_SPLIT.val IMPORT_AS_INSTANCE= IMPORT_AS_INSTANCE.val orig_scene= Scene.GetCurrent() # Dont do material split if we dont import material if not IMPORT_MTL: IMPORT_MTL_SPLIT=0 obj_dir= stripFile(file) if IMPORT_DIR: obj_files= [(obj_dir,f) for f in os.listdir(obj_dir) if f.lower().endswith('obj')] else: obj_files= [(obj_dir,stripPath(file))] obj_len= len(obj_files) count= 0 for d, f in obj_files: count+= 1 if not sys.exists(d+f): print 'Error: "%s%s" does not exist' % (d,f) else: if IMPORT_NEW_SCENE: scn= Scene.New('.'.join(f.split('.')[0:-1])) scn.makeCurrent() Window.DrawProgressBar((float(count)/obj_len) - 0.01, '%s: %i of %i' % (f, count, obj_len)) load_obj(d+f, IMPORT_MTL, IMPORT_USE_EXISTING_MTL, IMPORT_CONSTRAIN_BOUNDS, IMPORT_ROTATE_X90, IMPORT_EDGES, IMPORT_SMOOTH_ALL, IMPORT_FGON, IMPORT_SMOOTH_GROUPS, IMPORT_MTL_SPLIT, IMPORT_AS_INSTANCE) orig_scene.makeCurrent() # We can leave them in there new scene. Window.DrawProgressBar(1, '') Window.WaitCursor(0) print 'Total obj import "%s" dir: %.2f' % (obj_dir, sys.time() - time) def main(): Window.FileSelector(load_obj_ui, 'Import a Wavefront OBJ', '*.obj') if __name__ == '__main__': main()