blender/release/scripts/ac3d_import.py
Matt Ebb d34f89b755 * Edited and consistent-ified the File->Import menu item labels and fileselect button labels, as discussed on the forums.
* Added items for importing DXF, VRML, etc. in the File->Import menu, that just call the normal Open function. Most people don't even know that you can open these formats through the normal Open fileselect, so this will make it more obvious.

* Removed the 'Export Selected' menu, and put poor old lonely STL in the Import and Export menus too. Most of the exporters export only the selected object anyway, so it's not really a necessary distinction to make.
2004-06-11 02:12:37 +00:00

423 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 2.32-1 Jan 21, 2004
# Program versions: Blender 2.32+ and AC3Db files (means version 0xb)
# --------------------------------------------------------------------------
# ***** 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 models, change to your liking or leave as "":
BASEDIR = ""
# 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 BASEDIR:
BASEDIR = BASEDIR.replace('\\','/')
if BASEDIR[-1] != '/': BASEDIR += '/'
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:
try:
obj.tex = self.importdir + '/' + obj.tex
tex = Blender.Image.Load(obj.tex)
except:
print "Couldn't load texture: %s" % obj.tex
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")