772 lines
21 KiB
Python
772 lines
21 KiB
Python
#!BPY
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""" Registration info for Blender menus:
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Name: 'AC3D (.ac)...'
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Blender: 243
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Group: 'Import'
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Tip: 'Import an AC3D (.ac) file.'
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"""
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__author__ = "Willian P. Germano"
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__url__ = ("blender", "blenderartists.org", "AC3D's homepage, http://www.ac3d.org",
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"PLib 3d gaming lib, http://plib.sf.net")
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__version__ = "2.43.1 2007-02-21"
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__bpydoc__ = """\
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This script imports AC3D models into Blender.
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AC3D is a simple and affordable commercial 3d modeller also built with OpenGL.
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The .ac file format is an easy to parse text format well supported,
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for example, by the PLib 3d gaming library.
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Supported:<br>
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UV-textured meshes with hierarchy (grouping) information.
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Missing:<br>
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The url tag is irrelevant for Blender.
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Known issues:<br>
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- 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>
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Config Options:<br>
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- display transp (toggle): if "on", objects that have materials with alpha < 1.0 are shown with translucency (transparency) in the 3D View.<br>
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- subdiv (toggle): if "on", ac3d objects meant to be subdivided receive a SUBSURF modifier in Blender.<br>
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- textures dir (string): if non blank, when imported texture paths are
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wrong in the .ac file, Blender will also look for them at this dir.
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Notes:<br>
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- When looking for assigned textures, Blender tries in order: the actual
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paths from the .ac file, the .ac file's dir and the default textures dir path
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users can configure (see config options above).
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"""
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# $Id$
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#
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# --------------------------------------------------------------------------
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# AC3DImport version 2.43.1 Feb 21, 2007
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# Program versions: Blender 2.43 and AC3Db files (means version 0xb)
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# changed: better triangulation of ngons, more fixes to support bad .ac files,
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# option to display transp mats in 3d view, support "subdiv" tag (via SUBSURF modifier)
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# --------------------------------------------------------------------------
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# Thanks: Melchior Franz for extensive bug testing and reporting, making this
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# version cope much better with old or bad .ac files, among other improvements;
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# Stewart Andreason for reporting a serious crash.
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2004-2007: Willian P. Germano, wgermano _at_ ig.com.br
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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from math import radians
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import Blender
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from Blender import Scene, Object, Mesh, Lamp, Registry, sys as bsys, Window, Image, Material, Modifier
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from Blender.sys import dirsep
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from Blender.Mathutils import Vector, Matrix, Euler
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from Blender.Geometry import PolyFill
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# Default folder for AC3D textures, to override wrong paths, change to your
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# liking or leave as "":
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TEXTURES_DIR = ""
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DISPLAY_TRANSP = True
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SUBDIV = True
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tooltips = {
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'DISPLAY_TRANSP': 'Turn transparency on in the 3d View for objects using materials with alpha < 1.0.',
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'SUBDIV': 'Apply a SUBSURF modifier to objects meant to appear subdivided.',
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'TEXTURES_DIR': 'Additional folder to look for missing textures.'
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}
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def update_registry():
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global TEXTURES_DIR, DISPLAY_TRANSP
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rd = dict([('tooltips', tooltips), ('TEXTURES_DIR', TEXTURES_DIR), ('DISPLAY_TRANSP', DISPLAY_TRANSP), ('SUBDIV', SUBDIV)])
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Registry.SetKey('ac3d_import', rd, True)
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rd = Registry.GetKey('ac3d_import', True)
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if rd:
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if 'GROUP' in rd:
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update_registry()
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try:
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TEXTURES_DIR = rd['TEXTURES_DIR']
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DISPLAY_TRANSP = rd['DISPLAY_TRANSP']
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SUBDIV = rd['SUBDIV']
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except:
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update_registry()
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else: update_registry()
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if TEXTURES_DIR:
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oldtexdir = TEXTURES_DIR
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if dirsep == '/': TEXTURES_DIR = TEXTURES_DIR.replace('\\', '/')
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if TEXTURES_DIR[-1] != dirsep: TEXTURES_DIR = "%s%s" % (TEXTURES_DIR, dirsep)
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if oldtexdir != TEXTURES_DIR: update_registry()
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VERBOSE = True
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rd = Registry.GetKey('General', True)
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if rd:
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if rd.has_key('verbose'):
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VERBOSE = rd['verbose']
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errmsg = ""
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# Matrix to align ac3d's coordinate system with Blender's one,
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# it's a -90 degrees rotation around the x axis:
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AC_TO_BLEND_MATRIX = Matrix([1, 0, 0], [0, 0, 1], [0, -1, 0])
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AC_WORLD = 0
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AC_GROUP = 1
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AC_POLY = 2
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AC_LIGHT = 3
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AC_OB_TYPES = {
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'world': AC_WORLD,
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'group': AC_GROUP,
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'poly': AC_POLY,
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'light': AC_LIGHT
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}
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AC_OB_BAD_TYPES_LIST = [] # to hold references to unknown (wrong) ob types
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def inform(msg):
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global VERBOSE
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if VERBOSE: print msg
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def euler_in_radians(eul):
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"Used while there's a bug in the BPY API"
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eul.x = radians(eul.x)
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eul.y = radians(eul.y)
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eul.z = radians(eul.z)
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return eul
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class Obj:
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def __init__(self, type):
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self.type = type
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self.dad = None
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self.name = ''
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self.data = ''
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self.tex = ''
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self.texrep = [1,1]
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self.texoff = None
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self.loc = []
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self.rot = []
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self.size = []
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self.crease = 30
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self.subdiv = 0
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self.vlist = []
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self.flist_cfg = []
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self.flist_v = []
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self.flist_uv = []
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self.elist = []
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self.matlist = []
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self.kids = 0
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self.bl_obj = None # the actual Blender object created from this data
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class AC3DImport:
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def __init__(self, filename):
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global errmsg
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self.scene = Scene.GetCurrent()
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self.i = 0
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errmsg = ''
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self.importdir = bsys.dirname(filename)
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try:
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file = open(filename, 'r')
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except IOError, (errno, strerror):
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errmsg = "IOError #%s: %s" % (errno, strerror)
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Blender.Draw.PupMenu('ERROR: %s' % errmsg)
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inform(errmsg)
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return None
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header = file.read(5)
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header, version = header[:4], header[-1]
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if header != 'AC3D':
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file.close()
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errmsg = 'AC3D header not found (invalid file)'
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Blender.Draw.PupMenu('ERROR: %s' % errmsg)
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inform(errmsg)
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return None
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elif version != 'b':
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inform('AC3D file version 0x%s.' % version)
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inform('This importer is for version 0xb, so it may fail.')
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self.token = {'OBJECT': self.parse_obj,
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'numvert': self.parse_vert,
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'numsurf': self.parse_surf,
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'name': self.parse_name,
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'data': self.parse_data,
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'kids': self.parse_kids,
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'loc': self.parse_loc,
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'rot': self.parse_rot,
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'MATERIAL': self.parse_mat,
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'texture': self.parse_tex,
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'texrep': self.parse_texrep,
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'texoff': self.parse_texoff,
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'subdiv': self.parse_subdiv,
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'crease': self.parse_crease}
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self.objlist = []
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self.mlist = []
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self.kidsnumlist = []
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self.dad = None
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self.lines = file.readlines()
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self.lines.append('')
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self.parse_file()
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file.close()
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self.testAC3DImport()
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def parse_obj(self, value):
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kidsnumlist = self.kidsnumlist
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if kidsnumlist:
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while not kidsnumlist[-1]:
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kidsnumlist.pop()
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if kidsnumlist:
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self.dad = self.dad.dad
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else:
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inform('Ignoring unexpected data at end of file.')
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return -1 # bad file with more objects than reported
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kidsnumlist[-1] -= 1
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if value in AC_OB_TYPES:
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new = Obj(AC_OB_TYPES[value])
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else:
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if value not in AC_OB_BAD_TYPES_LIST:
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AC_OB_BAD_TYPES_LIST.append(value)
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inform('Unexpected object type keyword: "%s". Assuming it is of type: "poly".' % value)
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new = Obj(AC_OB_TYPES['poly'])
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new.dad = self.dad
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new.name = value
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self.objlist.append(new)
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def parse_kids(self, value):
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kids = int(value)
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if kids:
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self.kidsnumlist.append(kids)
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self.dad = self.objlist[-1]
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self.objlist[-1].kids = kids
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def parse_name(self, value):
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name = value.split('"')[1]
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self.objlist[-1].name = name
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def parse_data(self, value):
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data = self.lines[self.i].strip()
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self.objlist[-1].data = data
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def parse_tex(self, value):
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line = self.lines[self.i - 1] # parse again to properly get paths with spaces
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texture = line.split('"')[1]
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self.objlist[-1].tex = texture
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def parse_texrep(self, trash):
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trep = self.lines[self.i - 1]
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trep = trep.split()
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trep = [float(trep[1]), float(trep[2])]
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self.objlist[-1].texrep = trep
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self.objlist[-1].texoff = [0, 0]
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def parse_texoff(self, trash):
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toff = self.lines[self.i - 1]
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toff = toff.split()
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toff = [float(toff[1]), float(toff[2])]
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self.objlist[-1].texoff = toff
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def parse_mat(self, value):
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i = self.i - 1
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lines = self.lines
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line = lines[i].split()
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mat_name = ''
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mat_col = mat_amb = mat_emit = mat_spec_col = [0,0,0]
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mat_alpha = 1
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mat_spec = 1.0
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while line[0] == 'MATERIAL':
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mat_name = line[1].split('"')[1]
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mat_col = map(float,[line[3],line[4],line[5]])
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v = map(float,[line[7],line[8],line[9]])
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mat_amb = (v[0]+v[1]+v[2]) / 3.0
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v = map(float,[line[11],line[12],line[13]])
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mat_emit = (v[0]+v[1]+v[2]) / 3.0
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mat_spec_col = map(float,[line[15],line[16],line[17]])
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mat_spec = float(line[19]) / 64.0
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mat_alpha = float(line[-1])
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mat_alpha = 1 - mat_alpha
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self.mlist.append([mat_name, mat_col, mat_amb, mat_emit, mat_spec_col, mat_spec, mat_alpha])
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i += 1
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line = lines[i].split()
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self.i = i
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def parse_rot(self, trash):
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i = self.i - 1
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ob = self.objlist[-1]
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rot = self.lines[i].split(' ', 1)[1]
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rot = map(float, rot.split())
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matrix = Matrix(rot[:3], rot[3:6], rot[6:])
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ob.rot = matrix
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size = matrix.scalePart() # vector
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ob.size = size
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def parse_loc(self, trash):
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i = self.i - 1
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loc = self.lines[i].split(' ', 1)[1]
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loc = map(float, loc.split())
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self.objlist[-1].loc = Vector(loc)
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def parse_crease(self, value):
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# AC3D: range is [0.0, 180.0]; Blender: [1, 80]
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value = float(value)
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self.objlist[-1].crease = int(value)
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def parse_subdiv(self, value):
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self.objlist[-1].subdiv = int(value)
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def parse_vert(self, value):
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i = self.i
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lines = self.lines
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obj = self.objlist[-1]
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vlist = obj.vlist
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n = int(value)
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while n:
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line = lines[i].split()
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line = map(float, line)
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vlist.append(line)
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n -= 1
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i += 1
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if vlist: # prepend a vertex at 1st position to deal with vindex 0 issues
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vlist.insert(0, line)
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self.i = i
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def parse_surf(self, value):
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i = self.i
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is_smooth = 0
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double_sided = 0
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lines = self.lines
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obj = self.objlist[-1]
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vlist = obj.vlist
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matlist = obj.matlist
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numsurf = int(value)
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NUMSURF = numsurf
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badface_notpoly = badface_multirefs = 0
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while numsurf:
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flags = lines[i].split()[1][2:]
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if len(flags) > 1:
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flaghigh = int(flags[0])
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flaglow = int(flags[1])
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else:
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flaghigh = 0
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flaglow = int(flags[0])
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is_smooth = flaghigh & 1
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twoside = flaghigh & 2
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nextline = lines[i+1].split()
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if nextline[0] != 'mat': # the "mat" line may be missing (found in one buggy .ac file)
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matid = 0
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if not matid in matlist: matlist.append(matid)
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i += 2
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else:
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matid = int(nextline[1])
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if not matid in matlist: matlist.append(matid)
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nextline = lines[i+2].split()
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i += 3
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refs = int(nextline[1])
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face = []
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faces = []
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edges = []
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fuv = []
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fuvs = []
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rfs = refs
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while rfs:
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line = lines[i].split()
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v = int(line[0]) + 1 # + 1 to avoid vindex == 0
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uv = [float(line[1]), float(line[2])]
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face.append(v)
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fuv.append(Vector(uv))
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rfs -= 1
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i += 1
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if flaglow: # it's a line or closed line, not a polygon
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while len(face) >= 2:
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cut = face[:2]
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edges.append(cut)
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face = face[1:]
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if flaglow == 1 and edges: # closed line
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face = [edges[-1][-1], edges[0][0]]
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edges.append(face)
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else: # polygon
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# check for bad face, that references same vertex more than once
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lenface = len(face)
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if lenface < 3:
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# less than 3 vertices, not a face
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badface_notpoly += 1
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elif sum(map(face.count, face)) != lenface:
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# multiple references to the same vertex
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badface_multirefs += 1
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else: # ok, seems fine
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if len(face) > 4: # ngon, triangulate it
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polyline = []
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for vi in face:
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polyline.append(Vector(vlist[vi]))
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tris = PolyFill([polyline])
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for t in tris:
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tri = [face[t[0]], face[t[1]], face[t[2]]]
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triuvs = [fuv[t[0]], fuv[t[1]], fuv[t[2]]]
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faces.append(tri)
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fuvs.append(triuvs)
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else: # tri or quad
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faces.append(face)
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fuvs.append(fuv)
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obj.flist_cfg.extend([[matid, is_smooth, twoside]] * len(faces))
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obj.flist_v.extend(faces)
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obj.flist_uv.extend(fuvs)
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obj.elist.extend(edges) # loose edges
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numsurf -= 1
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if badface_notpoly or badface_multirefs:
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inform('Object "%s" - ignoring bad faces:' % obj.name)
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if badface_notpoly:
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inform('\t%d face(s) with less than 3 vertices.' % badface_notpoly)
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if badface_multirefs:
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inform('\t%d face(s) with multiple references to a same vertex.' % badface_multirefs)
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self.i = i
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def parse_file(self):
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i = 1
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lines = self.lines
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line = lines[i].split()
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while line:
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kw = ''
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for k in self.token.keys():
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if line[0] == k:
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kw = k
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break
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i += 1
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if kw:
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self.i = i
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result = self.token[kw](line[1])
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if result:
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break # bad .ac file, stop parsing
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i = self.i
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line = lines[i].split()
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# for each group of meshes we try to find one that can be used as
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# parent of the group in Blender.
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# If not found, we can use an Empty as parent.
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def found_parent(self, groupname, olist):
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l = [o for o in olist if o.type == AC_POLY \
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and not o.kids and not o.rot and not o.loc]
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if l:
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for o in l:
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if o.name == groupname:
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return o
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#return l[0]
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return None
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def build_hierarchy(self):
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blmatrix = AC_TO_BLEND_MATRIX
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olist = self.objlist[1:]
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olist.reverse()
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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")
|