blender/release/scripts/ac3d_import.py
2007-08-03 16:33:08 +00:00

772 lines
21 KiB
Python

#!BPY
""" Registration info for Blender menus:
Name: 'AC3D (.ac)...'
Blender: 243
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__ = "2.43.1 2007-02-21"
__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:<br>
UV-textured meshes with hierarchy (grouping) information.
Missing:<br>
The url tag is irrelevant for Blender.
Known issues:<br>
- 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.<br>
Config Options:<br>
- display transp (toggle): if "on", objects that have materials with alpha < 1.0 are shown with translucency (transparency) in the 3D View.<br>
- subdiv (toggle): if "on", ac3d objects meant to be subdivided receive a SUBSURF modifier in Blender.<br>
- 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:<br>
- 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 2.43.1 Feb 21, 2007
# Program versions: Blender 2.43 and AC3Db files (means version 0xb)
# changed: better triangulation of ngons, more fixes to support bad .ac files,
# option to display transp mats in 3d view, support "subdiv" tag (via SUBSURF modifier)
# --------------------------------------------------------------------------
# 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 *****
# --------------------------------------------------------------------------
from math import radians
import Blender
from Blender import Scene, Object, Mesh, Lamp, Registry, sys as bsys, Window, Image, Material, Modifier
from Blender.sys import dirsep
from Blender.Mathutils import Vector, Matrix, Euler
from Blender.Geometry import PolyFill
# Default folder for AC3D textures, to override wrong paths, change to your
# liking or leave as "":
TEXTURES_DIR = ""
DISPLAY_TRANSP = True
SUBDIV = True
tooltips = {
'DISPLAY_TRANSP': 'Turn transparency on in the 3d View for objects using materials with alpha < 1.0.',
'SUBDIV': 'Apply a SUBSURF modifier to objects meant to appear subdivided.',
'TEXTURES_DIR': 'Additional folder to look for missing textures.'
}
def update_registry():
global TEXTURES_DIR, DISPLAY_TRANSP
rd = dict([('tooltips', tooltips), ('TEXTURES_DIR', TEXTURES_DIR), ('DISPLAY_TRANSP', DISPLAY_TRANSP), ('SUBDIV', SUBDIV)])
Registry.SetKey('ac3d_import', rd, True)
rd = Registry.GetKey('ac3d_import', True)
if rd:
if 'GROUP' in rd:
update_registry()
try:
TEXTURES_DIR = rd['TEXTURES_DIR']
DISPLAY_TRANSP = rd['DISPLAY_TRANSP']
SUBDIV = rd['SUBDIV']
except:
update_registry()
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
}
AC_OB_BAD_TYPES_LIST = [] # to hold references to unknown (wrong) ob types
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.subdiv = 0
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,
'subdiv': self.parse_subdiv,
'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
if value in AC_OB_TYPES:
new = Obj(AC_OB_TYPES[value])
else:
if value not in AC_OB_BAD_TYPES_LIST:
AC_OB_BAD_TYPES_LIST.append(value)
inform('Unexpected object type keyword: "%s". Assuming it is of type: "poly".' % value)
new = Obj(AC_OB_TYPES['poly'])
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_subdiv(self, value):
self.objlist[-1].subdiv = 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]
vlist = obj.vlist
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
nextline = lines[i+1].split()
if nextline[0] != 'mat': # the "mat" line may be missing (found in one buggy .ac file)
matid = 0
if not matid in matlist: matlist.append(matid)
i += 2
else:
matid = int(nextline[1])
if not matid in matlist: matlist.append(matid)
nextline = lines[i+2].split()
i += 3
refs = int(nextline[1])
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
if len(face) > 4: # ngon, triangulate it
polyline = []
for vi in face:
polyline.append(Vector(vlist[vi]))
tris = PolyFill([polyline])
for t in tris:
tri = [face[t[0]], face[t[1]], face[t[2]]]
triuvs = [fuv[t[0]], fuv[t[1]], fuv[t[2]]]
faces.append(tri)
fuvs.append(triuvs)
else: # tri or quad
faces.append(face)
fuvs.append(fuv)
obj.flist_cfg.extend([[matid, 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]
if DISPLAY_TRANSP and mat.alpha < 1.0:
object.transp = True
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
elif bsys.exists(bsys.join(self.importdir, objtex)):
texfname = bsys.join(self.importdir, 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
# subdiv: create SUBSURF modifier in Blender
if SUBDIV and obj.subdiv > 0:
subdiv = obj.subdiv
subdiv_render = subdiv
# just to be safe:
if subdiv_render > 6: subdiv_render = 6
if subdiv > 3: subdiv = 3
modif = object.modifiers.append(Modifier.Types.SUBSURF)
modif[Modifier.Settings.LEVELS] = subdiv
modif[Modifier.Settings.RENDLEVELS] = subdiv_render
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")