blender/release/scripts/ac3d_import.py
Willian Padovani Germano b662fcb694 Scripts:
- added import and export scripts for 3ds and md2 (Quake 2) models
contributed by author Bob Holcomb. Thanks!
- updated ac3d importer to be more forgiving and exporter to get rid of
deprecated call.

More additions and possibly fixes to come.

Note: we're forming a group to take care of importers and exporters and
improve the situation as a whole in Blender. Discussions should happen
at the bf-scripts-dev mailing list:
http://projects.blender.org/mailman/listinfo/bf-scripts-dev

Thanks Tom Musgrove (LetterRip) for helping a lot with scripts.
2005-12-15 01:42:45 +00:00

526 lines
13 KiB
Python

#!BPY
""" Registration info for Blender menus:
Name: 'AC3D (.ac)...'
Blender: 236
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__ = "2.36a 2005-12-04"
__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>
None.
Config Options:<br>
- group (toggle): if "on", grouped objects in the .ac file are parented to
Empties.
- 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 2.36a Dec 04, 2005
# Program versions: Blender 2.36+ and AC3Db files (means version 0xb)
# changed: fixed a bug: error on 1 vertex "closed" polylines
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2005: 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.
import Blender
from Blender import Registry
from Blender.sys import dirsep
# Default folder for AC3D textures, to override wrong paths, change to your
# liking or leave as "":
TEXTURES_DIR = ""
# Set 'GROUP' to True to make Blender group imported objects using Empties,
# to reproduce the object hierarchy in the .ac file
GROUP = False
tooltips = {
'TEXTURES_DIR': 'additional dir to look for missing textures',
'GROUP': 'mimick grouping information by parenting grouped meshes to empties'
}
def update_registry():
global GROUP, TEXTURES_DIR
rd = dict([('GROUP', GROUP), ('TEXTURES_DIR', TEXTURES_DIR)])
Registry.SetKey('ac3d_import', rd, True)
rd = Registry.GetKey('ac3d_import', True)
if rd:
TEXTURES_DIR = rd['TEXTURES_DIR']
GROUP = rd['GROUP']
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 = ""
def inform(msg):
global VERBOSE
if VERBOSE: print msg
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.crease = 30
self.vlist = []
self.flist = []
self.matlist = []
self.kids = 0
class AC3DImport:
def __init__(self, filename):
global errmsg
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)
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,
'crease': self.parse_crease}
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_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
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_crease(self, value):
# AC3D: range is [0.0, 180.0]; Blender: [1, 80]
try:
value = int(value)
except ValueError:
value = int(float(value)) # duh
self.objlist[-1].crease = 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
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 and faces:
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.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]
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.setMaxSmoothAngle(obj.crease) # will clamp to [1, 80]
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 = TEXTURES_DIR + basetexname
tex = Blender.Image.Load(obj.tex)
except:
inform("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)
# quick hack, will switch from NMesh to Mesh later:
if len(bface.v) > 1: mesh.addFace(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])
# End of class AC3DImport
def filesel_callback(filename):
inform("Trying to import AC3D model(s) from %s ..." % filename)
Blender.Window.WaitCursor(1)
starttime = Blender.sys.time()
test = AC3DImport(filename)
Blender.Window.WaitCursor(0)
endtime = Blender.sys.time() - starttime
inform('... done! Data imported in %.3f seconds.\n' % endtime)
Blender.Window.FileSelector(filesel_callback, "Import AC3D", "*.ac")