blender/release/scripts/obj_import.py

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#!BPY
"""
Name: 'Wavefront (.obj)...'
Blender: 232
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File'
"""
# $Id$
#
# --------------------------------------------------------------------------
# OBJ Import v0.9 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# 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 *****
# --------------------------------------------------------------------------
NULL_MAT = '(null)' # Name for mesh's that have no mat set.
NULL_IMG = '(null)' # Name for mesh's that have no mat set.
MATLIMIT = 16 # This isnt about to change but probably should not be hard coded.
DIR = ''
#==============================================#
# Return directory, where is file #
#==============================================#
def pathName(path,name):
length=len(path)
for CH in range(1, length):
if path[length-CH:] == name:
path = path[:length-CH]
break
return path
#==============================================#
# Strips the slashes from the back of a string #
#==============================================#
def stripPath(path):
for CH in range(len(path), 0, -1):
if path[CH-1] == "/" or path[CH-1] == "\\":
path = path[CH:]
break
return path
#====================================================#
# Strips the prefix off the name before writing #
#====================================================#
def stripName(name): # name is a string
prefixDelimiter = '.'
return name[ : name.find(prefixDelimiter) ]
from Blender import *
#==================================================================================#
# This gets a mat or creates one of the requested name if none exist. #
#==================================================================================#
def getMat(matName):
# Make a new mat
try:
return Material.Get(matName)
except:
return Material.New(matName)
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def getImg(img_fileName):
for i in Image.Get():
if i.filename == img_fileName:
return i
# if we are this far it means the image hasnt been loaded.
try:
return Image.Load(img_fileName)
except:
print "unable to open", img_fileName
return
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def load_mat_image(mat, img_fileName, type, mesh):
try:
image = Image.Load(img_fileName)
except:
print "unable to open", img_fileName
return
texture = Texture.New(type)
texture.setType('Image')
texture.image = image
# adds textures to faces (Textured/Alt-Z mode)
# Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
if type == 'Kd':
for f in mesh.faces:
if mesh.materials[f.mat].name == mat.name:
# the inline usemat command overides the material Image
if not f.image:
f.image = image
# adds textures for materials (rendering)
if type == 'Ka':
mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR)
if type == 'Kd':
mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
if type == 'Ks':
mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
#==================================================================================#
# This function loads materials from .mtl file (have to be defined in obj file) #
#==================================================================================#
def load_mtl(dir, mtl_file, mesh):
mtl_fileName = dir + mtl_file
try:
fileLines= open(mtl_fileName, 'r').readlines()
except:
print "unable to open", mtl_fileName
return
lIdx=0
while lIdx < len(fileLines):
l = fileLines[lIdx].split()
# Detect a line that will be ignored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
elif l[0] == 'newmtl':
currentMat = getMat(' '.join(l[1:]))
elif l[0] == 'Ka':
currentMat.setMirCol(eval(l[1]), eval(l[2]), eval(l[3]))
elif l[0] == 'Kd':
currentMat.setRGBCol(eval(l[1]), eval(l[2]), eval(l[3]))
elif l[0] == 'Ks':
currentMat.setSpecCol(eval(l[1]), eval(l[2]), eval(l[3]))
elif l[0] == 'Ns':
currentMat.setHardness( int((eval(l[1])*0.51)) )
elif l[0] == 'd':
currentMat.setAlpha(eval(l[1]))
elif l[0] == 'Tr':
currentMat.setAlpha(eval(l[1]))
elif l[0] == 'map_Ka':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ka', mesh)
elif l[0] == 'map_Ks':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ks', mesh)
elif l[0] == 'map_Kd':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Kd', mesh)
lIdx+=1
#==================================================================================#
# This loads data from .obj file #
#==================================================================================#
def load_obj(file):
def applyMat(mesh, f, mat):
# Check weather the 16 mat limit has been met.
if len( mesh.materials ) >= MATLIMIT:
print 'Warning, max material limit reached, using an existing material'
return mesh, f
mIdx = 0
for m in mesh.materials:
if m.getName() == mat.getName():
break
mIdx+=1
if mIdx == len(mesh.materials):
mesh.addMaterial(mat)
f.mat = mIdx
return mesh, f
# Get the file name with no path or .obj
fileName = stripName( stripPath(file) )
mtl_fileName = ''
DIR = pathName(file, stripPath(file))
fileLines = open(file, 'r').readlines()
mesh = NMesh.GetRaw() # new empty mesh
objectName = 'mesh' # If we cant get one, use this
uvMapList = [] # store tuple uv pairs here
nullMat = getMat(NULL_MAT)
currentMat = nullMat # Use this mat.
currentImg = NULL_IMG # Null image is a string, otherwise this should be set to an image object.
smooth = 0
# Main loop
lIdx = 0
while lIdx < len(fileLines):
l = fileLines[lIdx].split()
# Detect a line that will be idnored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
# VERTEX
elif l[0] == 'v':
# This is a new vert, make a new mesh
mesh.verts.append( NMesh.Vert(eval(l[1]), eval(l[2]), eval(l[3]) ) )
elif l[0] == 'vn':
pass
elif l[0] == 'vt':
# This is a new vert, make a new mesh
uvMapList.append( (eval(l[1]), eval(l[2])) )
elif l[0] == 'f':
# Make a face with the correct material.
f = NMesh.Face()
mesh, f = applyMat(mesh, f, currentMat)
# Set up vIdxLs : Verts
# Set up vtIdxLs : UV
vIdxLs = []
vtIdxLs = []
for v in l[1:]:
# OBJ files can have // or / to seperate vert/texVert/normal
# this is a bit of a pain but we must deal with it.
# Well try // first and if that has a len of 1 then we'll try /
objVert = v.split('//', -1)
if len(objVert) == 1:
objVert = objVert[0].split('/', -1)
# VERT INDEX
vIdxLs.append(eval(objVert[0]) -1)
# UV
if len(objVert) == 1:
vtIdxLs.append(eval(objVert[0]) -1) # Sticky UV coords
else:
vtIdxLs.append(eval(objVert[1]) -1) # Seperate UV coords
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.f
if len(vIdxLs) == 4:
f.v.append(mesh.verts[vIdxLs[0]])
f.v.append(mesh.verts[vIdxLs[1]])
f.v.append(mesh.verts[vIdxLs[2]])
f.v.append(mesh.verts[vIdxLs[3]])
# SMOTH FACE
f.smooth = smooth
# UV MAPPING
if uvMapList:
if vtIdxLs[0] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[0] ] )
if vtIdxLs[1] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[1] ] )
if vtIdxLs[2] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[2] ] )
if vtIdxLs[3] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[3] ] )
mesh.faces.append(f) # move the face onto the mesh
# Apply the current image to the face
if currentImg != NULL_IMG:
mesh.faces[-1].image = currentImg
elif len(vIdxLs) >= 3: # This handles tri's and fans
for i in range(len(vIdxLs)-2):
f = NMesh.Face()
mesh, f = applyMat(mesh, f, currentMat)
f.v.append(mesh.verts[vIdxLs[0]])
f.v.append(mesh.verts[vIdxLs[i+1]])
f.v.append(mesh.verts[vIdxLs[i+2]])
# SMOTH FACE
f.smooth = smooth
# UV MAPPING
if uvMapList:
if vtIdxLs[0] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[0] ] )
if vtIdxLs[1] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[i+1] ] )
if vtIdxLs[2] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[i+2] ] )
mesh.faces.append(f) # move the face onto the mesh
# Apply the current image to the face
if currentImg != NULL_IMG:
mesh.faces[-1].image = currentImg
# is o the only vert/face delimeter?
# if not we could be screwed.
elif l[0] == 'o':
# Some material stuff
if mtl_fileName != '':
load_mtl(DIR, mtl_fileName, mesh)
# Make sure the objects is worth puttong
if len(mesh.verts) > 0:
NMesh.PutRaw(mesh, fileName + '_' + objectName)
# Make new mesh
mesh = NMesh.GetRaw()
# New mesh name
objectName = '_'.join(l[1:]) # Use join in case of spaces
# New texture list
uvMapList = []
# setting smooth surface on or off
elif l[0] == 's':
if l[1] == 'off':
smooth = 0
else:
smooth = 1
elif l[0] == 'usemtl':
if l[1] == '(null)':
currentMat = getMat(NULL_MAT)
else:
currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces
elif l[0] == 'usemat':
if l[1] == '(null)':
currentImg = NULL_IMG
else:
currentImg = getImg(DIR + ' '.join(l[1:])) # Use join in case of spaces
elif l[0] == 'mtllib':
mtl_fileName = l[1]
lIdx+=1
# Some material stuff
if mtl_fileName != '':
load_mtl(DIR, mtl_fileName, mesh)
# We need to do this to put the last object.
# All other objects will be put alredy
if len(mesh.verts) > 0:
NMesh.PutRaw(mesh, fileName + '_' + objectName)
Window.FileSelector(load_obj, 'Import OBJ')