1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
|
#!BPY
"""
Name: 'Wavefront (.obj)...'
Blender: 237
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File'
"""
__author__ = "Campbell Barton"
__url__ = ["blender", "elysiun"]
__version__ = "0.9"
__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 v0.9 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 *****
# --------------------------------------------------------------------------
NULL_MAT = '(null)' # Name for mesh's that have no mat set.
NULL_IMG = '(null)' # Name for mesh's that have no mat set.
MATLIMIT = 16 # This isnt about to change but probably should not be hard coded.
DIR = ''
#==============================================#
# Return directory, where is file #
#==============================================#
def pathName(path,name):
length=len(path)
for CH in range(1, length):
if path[length-CH:] == name:
path = path[:length-CH]
break
return path
#==============================================#
# 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 stripName(name): # name is a string
prefixDelimiter = '.'
return name[ : name.find(prefixDelimiter) ]
from Blender import *
#==================================================================================#
# This gets a mat or creates one of the requested name if none exist. #
#==================================================================================#
def getMat(matName):
# Make a new mat
try:
return Material.Get(matName)
except:
return Material.New(matName)
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def getImg(img_fileName):
for i in Image.Get():
if i.filename == img_fileName:
return i
# if we are this far it means the image hasnt been loaded.
try:
return Image.Load(img_fileName)
except:
print "unable to open", img_fileName
return
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def load_mat_image(mat, img_fileName, type, mesh):
try:
image = Image.Load(img_fileName)
except:
print "unable to open", img_fileName
return
texture = Texture.New(type)
texture.setType('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 type == 'Kd':
for f in mesh.faces:
if mesh.materials[f.mat].name == mat.name:
# the inline usemat command overides the material Image
if not f.image:
f.image = image
# adds textures for materials (rendering)
if type == 'Ka':
mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR)
if type == 'Kd':
mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
if type == 'Ks':
mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
#==================================================================================#
# This function loads materials from .mtl file (have to be defined in obj file) #
#==================================================================================#
def load_mtl(dir, mtl_file, mesh):
# Remove ./
if mtl_file.endswith('./'):
mtl_file= mtl_file[2:]
mtl_fileName = dir + mtl_file
try:
fileLines= open(mtl_fileName, 'r').readlines()
except:
print "unable to open", mtl_fileName
return
lIdx=0
while lIdx < len(fileLines):
l = fileLines[lIdx].split()
# Detect a line that will be ignored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
elif l[0] == 'newmtl':
currentMat = getMat(' '.join(l[1:]))
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] == 'd':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'Tr':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'map_Ka':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ka', mesh)
elif l[0] == 'map_Ks':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ks', mesh)
elif l[0] == 'map_Kd':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Kd', mesh)
lIdx+=1
#===========================================================================#
# Returns unique name of object/mesh (preserve overwriting existing meshes) #
#===========================================================================#
def getUniqueName(name):
uniqueInt = 0
while 1:
try:
ob = Object.Get(name)
# Okay, this is working, so lets make a new name
name = '%s.%d' % (name, uniqueInt)
uniqueInt +=1
except:
if name not in NMesh.GetNames():
return name
else:
name = '%s.%d' % (name, uniqueInt)
uniqueInt +=1
#==================================================================================#
# This loads data from .obj file #
#==================================================================================#
def load_obj(file):
time1 = sys.time()
def applyMat(mesh, f, mat):
# Check weather the 16 mat limit has been met.
if len( meshList[objectName][0].materials ) >= MATLIMIT:
print 'Warning, max material limit reached, using an existing material'
return meshList[objectName][0]
mIdx = 0
for m in meshList[objectName][0].materials:
if m.getName() == mat.getName():
break
mIdx+=1
if mIdx == len(mesh.materials):
meshList[objectName][0].addMaterial(mat)
f.mat = mIdx
return f
# Get the file name with no path or .obj
fileName = stripName( stripPath(file) )
mtl_fileName = ''
DIR = pathName(file, stripPath(file))
fileLines = open(file, 'r').readlines()
uvMapList = [(0,0)] # store tuple uv pairs here
# This dummy vert makes life a whole lot easier-
# pythons index system then aligns with objs, remove later
vertList = [NMesh.Vert(0, 0, 0)]
nullMat = getMat(NULL_MAT)
currentMat = nullMat # Use this mat.
currentImg = NULL_IMG # Null image is a string, otherwise this should be set to an image object.\
currentSmooth = 0
#==================================================================================#
# Make split lines, ignore blenk lines or comments. #
#==================================================================================#
lIdx = 0
while lIdx < len(fileLines):
fileLines[lIdx] = fileLines[lIdx].split()
lIdx+=1
#==================================================================================#
# Load all verts first (texture verts too) #
#==================================================================================#
lIdx = 0
print 'file length: %d' % len(fileLines)
while lIdx < len(fileLines):
l = fileLines[lIdx]
if len(l) == 0:
fileLines.pop(lIdx)
lIdx-=1
elif l[0] == 'v':
# This is a new vert, make a new mesh
vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) )
fileLines.pop(lIdx)
lIdx-=1
# UV COORDINATE
elif l[0] == 'vt':
# This is a new vert, make a new mesh
uvMapList.append( (float(l[1]), float(l[2])) )
fileLines.pop(lIdx)
lIdx-=1
lIdx+=1
# 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 indicies being translated to per mesh indicies
# 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.
# objectName has a char in front of it that determins weather its a group or object.
# We ignore it when naming the object.
objectName = 'omesh' # If we cant get one, use this
meshList = {}
meshList[objectName] = (NMesh.GetRaw(), [-1]*len(vertList)) # Mesh/meshList[objectName][1]
meshList[objectName][0].verts.append(vertList[0])
meshList[objectName][0].hasFaceUV(1)
#==================================================================================#
# Load all faces into objects, main loop #
#==================================================================================#
lIdx = 0
# Face and Object loading LOOP
while lIdx < len(fileLines):
l = fileLines[lIdx]
# VERTEX
if l[0] == 'v':
pass
# Comment
if l[0] == '#':
pass
# VERTEX NORMAL
elif l[0] == 'vn':
pass
# UV COORDINATE
elif l[0] == 'vt':
pass
# FACE
elif l[0] == 'f':
# Make a face with the correct material.
f = NMesh.Face()
f = applyMat(meshList[objectName][0], f, currentMat)
f.smooth = currentSmooth
if currentImg != NULL_IMG: f.image = currentImg
# 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)-1 # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0.
for v in l[1:]:
# 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('/', -1)
# Vert Index - OBJ supports negative index assignment (like python)
vIdxLs.append(int(objVert[0]))
if fHasUV:
# UV
if len(objVert) == 1:
vtIdxLs.append(int(objVert[0])) # Sticky UV coords
elif objVert[1] != '': # Its possible that theres no texture vert just he vert and normal eg 1//2
vtIdxLs.append(int(objVert[1])) # Seperate UV coords
else:
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
print 'badly written OBJ file, invalid references to UV Texture coordinates.'
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
if len(vIdxLs) == 4:
for i in [0,1,2,3]:
if meshList[objectName][1][vIdxLs[i]] == -1:
meshList[objectName][0].verts.append(vertList[vIdxLs[i]])
f.v.append(meshList[objectName][0].verts[-1])
meshList[objectName][1][vIdxLs[i]] = len(meshList[objectName][0].verts)-1
else:
f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[i]]])
# UV MAPPING
if fHasUV:
f.uv.extend([uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]])
#for i in [0,1,2,3]:
# f.uv.append( uvMapList[ vtIdxLs[i] ] )
if f.v > 0:
f = applyMat(meshList[objectName][0], f, currentMat)
if currentImg != NULL_IMG:
f.image = currentImg
meshList[objectName][0].faces.append(f) # move the face onto the mesh
if len(meshList[objectName][0].faces[-1]) > 0:
meshList[objectName][0].faces[-1].smooth = currentSmooth
elif len(vIdxLs) >= 3: # This handles tri's and fans
for i in range(len(vIdxLs)-2):
f = NMesh.Face()
f = applyMat(meshList[objectName][0], f, currentMat)
for ii in [0, i+1, i+2]:
if meshList[objectName][1][vIdxLs[ii]] == -1:
meshList[objectName][0].verts.append(vertList[vIdxLs[ii]])
f.v.append(meshList[objectName][0].verts[-1])
meshList[objectName][1][vIdxLs[ii]] = len(meshList[objectName][0].verts)-1
else:
f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[ii]]])
# UV MAPPING
if fHasUV:
f.uv.extend([uvMapList[ vtIdxLs[0] ], uvMapList[ vtIdxLs[i+1] ], uvMapList[ vtIdxLs[i+2] ]])
if f.v > 0:
f = applyMat(meshList[objectName][0], f, currentMat)
if currentImg != NULL_IMG:
f.image = currentImg
meshList[objectName][0].faces.append(f) # move the face onto the mesh
if len(meshList[objectName][0].faces[-1]) > 0:
meshList[objectName][0].faces[-1].smooth = currentSmooth
# FACE SMOOTHING
elif l[0] == 's':
if l[1] == 'off': currentSmooth = 0
else: currentSmooth = 1
# print "smoothing", currentSmooth
# OBJECT / GROUP
elif l[0] == 'o' or l[0] == 'g':
# 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 and len( meshList[objectName][0].faces ) == 0:
pass
else:
newObjectName = l[0] + '_'
# if there is no groups name then make gp_1, gp_2, gp_100 etc
if len(l) == 1: # No name given, make a unique name up.
unique_count = 0
while newObjectName in meshList.keys():
newObjectName = '%s_%d' % (l[0], unique_count)
unique_count +=1
else: # The the object/group name given
newObjectName += '_'.join(l[1:])
# Assign the new name
objectName = newObjectName
# 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 objectName not in meshList.keys():
meshList[objectName] = (NMesh.GetRaw(), [-1]*len(vertList))
meshList[objectName][0].hasFaceUV(1)
meshList[objectName][0].verts.append( vertList[0] )
# MATERIAL
elif l[0] == 'usemtl':
if len(l) == 1 or l[1] == '(null)':
currentMat = getMat(NULL_MAT)
else:
currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces
# MATERIAL
elif l[0] == 'usemat' or l[0] == 'usemap':
if len(l) == 1 or l[1] == '(null)' or l[1] == 'off':
currentImg = NULL_IMG
else:
currentImg = getImg('%s%s' % (DIR, ' '.join(l[1:]).replace('./', '') ) ) # Use join in case of spaces
# MATERIAL FILE
elif l[0] == 'mtllib':
mtl_fileName = ' '.join(l[1:])
lIdx+=1
#==============================================#
# Write all meshs in the dictionary #
#==============================================#
for ob in Scene.GetCurrent().getChildren(): # Deselect all
ob.sel = 0
importedObjects = []
for mk in meshList.keys():
# Applies material properties to materials alredy on the mesh as well as Textures.
if mtl_fileName != '':
load_mtl(DIR, mtl_fileName, meshList[mk][0])
meshList[mk][0].verts.pop(0)
# Ignore no vert meshes.
if not meshList[mk][0].verts:
continue
name = getUniqueName(mk)
ob = NMesh.PutRaw(meshList[mk][0], name)
ob.name = name
importedObjects.append(ob)
# Select all imported objects.
for ob in importedObjects:
ob.sel = 1
print "obj import time: ", sys.time() - time1
Window.FileSelector(load_obj, 'Import Wavefront OBJ')
'''
# For testing compatibility
import os
for obj in os.listdir('/obj/'):
if obj.lower().endswith('obj'):
print obj
newScn = Scene.New(obj)
newScn.makeCurrent()
load_obj('/obj/' + obj)
'''
|