blender/release/scripts/ac3d_import.py
Willian Padovani Germano 7b943f2a6d Scripts:
- Ben Omari sent an update version of his DirectX8.py, Jean-Michel Soler updated his disp_paint.py and Campbell Barton contributed a new one: sel_same.py (for now it's in the UV menu).  Thanks all, great scripts;
- small updates in some other scripts.

BPython:
- Finished wrapping radiosity functions for the Radio submodule;
- doc updates.
2004-07-27 03:13:45 +00:00

431 lines
13 KiB
Python

#!BPY
""" Registration info for Blender menus:
Name: 'AC3D (.ac)...'
Blender: 232
Group: 'Import'
Tip: 'Import an AC3D (.ac) file.'
"""
# $Id$
#
# --------------------------------------------------------------------------
# AC3DImport version 2.34 Jul 26, 2004
# Program versions: Blender 2.32+ and AC3Db files (means version 0xb)
# small update to allow a default path for textures, see TEXDIR below.
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2004: 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.
# Default folder for AC3D textures, to override wrong paths, change to your
# liking or leave as "":
TEXDIR = ""
# Set 'GROUP' to 1 to make Blender group imported objects using Empties,
# to reproduce the object hierarchy in the .ac file
GROUP = 0
import Blender
if TEXDIR:
TEXDIR = TEXDIR.replace('\\','/')
if TEXDIR[-1] != '/': TEXDIR += '/'
errmsg = ""
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 = [0, 0, 0]
self.rot = []
self.vlist = []
self.flist = []
self.matlist = []
self.kids = 0
class AC3DImport:
def __init__(self, filename):
global errmsg
print "Trying to import AC3D model(s) from %s ..." % filename
self.i = 0
errmsg = ''
self.importdir = Blender.sys.dirname(filename)
try:
file = open(filename, 'r')
except IOError, (errno, strerror):
errmsg = "IOError #%s: %s" % (errno, strerror)
print errmsg
return None
header = file.read(5)
header, version = header[:4], header[-1]
if header != 'AC3D':
file.close()
errmsg = 'Invalid file -- AC3D header not found.'
print errmsg
return None
elif version != 'b':
print 'AC3D file version 0x%s.' % version
print '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}
self.objlist = []
self.mlist = []
self.dads = []
self.kids = []
self.dad = None
self.lines = file.readlines()
self.lines.append('')
self.parse_file()
file.close()
self.testAC3DImport()
def parse_obj(self, value):
if self.kids:
while not self.kids[-1]:
self.kids.pop()
self.dad = self.dad.dad
self.kids[-1] -= 1
new = Obj(value)
new.dad = self.dad
new.name = value
self.objlist.append(new)
def parse_kids(self, value):
kids = int(value)
if kids:
self.kids.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):
texture = value.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_spec_col = [0,0,0]
mat_alpha = 1
while line[0] == 'MATERIAL':
mat_name = line[1].split('"')[1]
mat_col = map(float,[line[3],line[4],line[5]])
mat_spec_col = map(float,[line[15],line[16],line[17]])
mat_alpha = float(line[-1])
mat_alpha = 1 - mat_alpha
self.mlist.append([mat_name, mat_col, mat_spec_col, mat_alpha])
i += 1
line = lines[i].split()
self.i = i
def parse_rot(self, trash):
i = self.i - 1
rot = self.lines[i].split(' ', 1)[1]
rot = map(float, rot.split())
self.objlist[-1].rot = rot
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 = loc
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
self.i = i
rot = obj.rot
if rot:
nv = len(vlist)
for j in range(nv):
v = vlist[j]
t = [0,0,0]
t[0] = rot[0]*v[0] + rot[3]*v[1] + rot[6]*v[2]
t[1] = rot[1]*v[0] + rot[4]*v[1] + rot[7]*v[2]
t[2] = rot[2]*v[0] + rot[5]*v[1] + rot[8]*v[2]
vlist[j] = t
loc = obj.loc
dad = obj.dad
while dad:
for j in [0, 1, 2]:
loc[j] += dad.loc[j]
dad = dad.dad
for v in vlist:
for j in [0, 1, 2]:
v[j] += loc[j]
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)
while numsurf:
flags = lines[i].split()
flaglow = 0
if len(flags[1]) > 3: flaglow = int(flags[1][3])
flaghigh = int(flags[1][2])
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 = []
fuv = []
rfs = refs
while rfs:
line = lines[i].split()
v = int(line[0])
uv = [float(line[1]), float(line[2])]
face.append([v, uv])
rfs -= 1
i += 1
if flaglow:
while len(face) >= 2:
cut = face[:2]
faces.append(cut)
face = face[1:]
if flaglow == 1:
face = [faces[-1][-1], faces[0][0]]
faces.append(face)
else:
while len(face) > 4:
cut = face[:4]
face = face[3:]
face.insert(0, cut[0])
faces.append(cut)
faces.append(face)
for f in faces:
f.append(mat)
f.append(is_smooth)
f.append(twoside)
self.objlist[-1].flist.append(f)
numsurf -= 1
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
self.token[kw](line[1])
i = self.i
line = lines[i].split()
def testAC3DImport(self):
global GROUP
scene = Blender.Scene.GetCurrent()
bmat = []
for mat in self.mlist:
name = mat[0]
m = Blender.Material.New(name)
m.rgbCol = (mat[1][0], mat[1][1], mat[1][2])
m.specCol = (mat[2][0], mat[2][1], mat[2][2])
m.alpha = mat[3]
bmat.append(m)
for obj in self.objlist:
if obj.type == 'world':
continue
elif obj.type == 'group':
if not GROUP: continue
empty = Blender.Object.New('Empty')
empty.name = obj.name
scene.link(empty)
if self.dads:
dadobj = Blender.Object.get(self.dads.pop())
dadobj.makeParent([empty])
while obj.kids:
self.dads.append(empty.name)
obj.kids -= 1
continue
mesh = Blender.NMesh.New()
if (obj.data): mesh.name = obj.data
mesh.hasFaceUV(1)
tex = None
if obj.tex != '':
try:
tex = Blender.Image.Load(obj.tex)
# Commented because it's unnecessary:
#tex.xrep = int(obj.texrep[0])
#tex.yrep = int(obj.texrep[1])
except:
basetexname = Blender.sys.basename(obj.tex)
try:
obj.tex = self.importdir + '/' + basetexname
tex = Blender.Image.Load(obj.tex)
except:
try:
obj.tex = TEXDIR + basetexname
tex = Blender.Image.Load(obj.tex)
except:
print "Couldn't load texture: %s" % basetexname
for v in obj.vlist:
bvert = Blender.NMesh.Vert(v[0],v[1],v[2])
mesh.verts.append(bvert)
objmat_indices = []
for mat in bmat:
if bmat.index(mat) in obj.matlist:
objmat_indices.append(bmat.index(mat))
mesh.materials.append(mat)
for f in obj.flist:
twoside = f[-1]
is_smooth = f[-2]
fmat = f[-3]
f=f[:-3]
bface = Blender.NMesh.Face()
bface.smooth = is_smooth
if twoside: bface.mode |= Blender.NMesh.FaceModes['TWOSIDE']
if tex:
bface.mode |= Blender.NMesh.FaceModes['TEX']
bface.image = tex
bface.materialIndex = objmat_indices.index(fmat)
if obj.texoff:
uoff = obj.texoff[0]
voff = obj.texoff[1]
urep = obj.texrep[0]
vrep = obj.texrep[1]
for vi in range(len(f)):
f[vi][1][0] *= urep
f[vi][1][1] *= vrep
f[vi][1][0] += uoff
f[vi][1][1] += voff
for vi in range(len(f)):
bface.v.append(mesh.verts[f[vi][0]])
bface.uv.append((f[vi][1][0], f[vi][1][1]))
mesh.faces.append(bface)
mesh.mode = 0
object = Blender.NMesh.PutRaw(mesh)
object.setName(obj.name)
object.setEuler([1.5707963,0,0]) # align ac3d w/ Blender
if self.dads:
dadobj = Blender.Object.get(self.dads.pop())
dadobj.makeParent([object])
print '...done!'
# End of class AC3DImport
def filesel_callback(filename):
test = AC3DImport(filename)
Blender.Window.FileSelector(filesel_callback, "Import AC3D", "*.ac")