blender/release/scripts/op/io_scene_3ds/import_3ds.py

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# ##### 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.
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#
# 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.
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#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
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# Script copyright (C) Bob Holcomb
# Contributors: Bob Holcomb, Richard L?rk?ng, Damien McGinnes, Campbell Barton, Mario Lapin
import os
import time
import struct
from io_utils import load_image
import bpy
import mathutils
BOUNDS_3DS = []
######################################################
# Data Structures
######################################################
#Some of the chunks that we will see
#----- Primary Chunk, at the beginning of each file
PRIMARY = int('0x4D4D',16)
#------ Main Chunks
OBJECTINFO = 0x3D3D #This gives the version of the mesh and is found right before the material and object information
VERSION = 0x0002 #This gives the version of the .3ds file
EDITKEYFRAME= 0xB000 #This is the header for all of the key frame info
#------ sub defines of OBJECTINFO
MATERIAL = 45055 #0xAFFF // This stored the texture info
OBJECT = 16384 #0x4000 // This stores the faces, vertices, etc...
#>------ sub defines of MATERIAL
#------ sub defines of MATERIAL_BLOCK
MAT_NAME = 0xA000 # This holds the material name
MAT_AMBIENT = 0xA010 # Ambient color of the object/material
MAT_DIFFUSE = 0xA020 # This holds the color of the object/material
MAT_SPECULAR = 0xA030 # SPecular color of the object/material
MAT_SHINESS = 0xA040 # ??
MAT_TRANSPARENCY= 0xA050 # Transparency value of material
MAT_SELF_ILLUM = 0xA080 # Self Illumination value of material
MAT_WIRE = 0xA085 # Only render's wireframe
MAT_TEXTURE_MAP = 0xA200 # This is a header for a new texture map
MAT_SPECULAR_MAP= 0xA204 # This is a header for a new specular map
MAT_OPACITY_MAP = 0xA210 # This is a header for a new opacity map
MAT_REFLECTION_MAP= 0xA220 # This is a header for a new reflection map
MAT_BUMP_MAP = 0xA230 # This is a header for a new bump map
MAT_MAP_FILEPATH = 0xA300 # This holds the file name of the texture
MAT_FLOAT_COLOR = 0x0010 #color defined as 3 floats
MAT_24BIT_COLOR = 0x0011 #color defined as 3 bytes
#>------ sub defines of OBJECT
OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
OBJECT_LAMP = 0x4600 # This lets un know we are reading a light object
OBJECT_LAMP_SPOT = 0x4610 # The light is a spotloght.
OBJECT_LAMP_OFF = 0x4620 # The light off.
OBJECT_LAMP_ATTENUATE = 0x4625
OBJECT_LAMP_RAYSHADE = 0x4627
OBJECT_LAMP_SHADOWED = 0x4630
OBJECT_LAMP_LOCAL_SHADOW = 0x4640
OBJECT_LAMP_LOCAL_SHADOW2 = 0x4641
OBJECT_LAMP_SEE_CONE = 0x4650
OBJECT_LAMP_SPOT_RECTANGULAR = 0x4651
OBJECT_LAMP_SPOT_OVERSHOOT = 0x4652
OBJECT_LAMP_SPOT_PROJECTOR = 0x4653
OBJECT_LAMP_EXCLUDE = 0x4654
OBJECT_LAMP_RANGE = 0x4655
OBJECT_LAMP_ROLL = 0x4656
OBJECT_LAMP_SPOT_ASPECT = 0x4657
OBJECT_LAMP_RAY_BIAS = 0x4658
OBJECT_LAMP_INNER_RANGE = 0x4659
OBJECT_LAMP_OUTER_RANGE = 0x465A
OBJECT_LAMP_MULTIPLIER = 0x465B
OBJECT_LAMP_AMBIENT_LIGHT = 0x4680
OBJECT_CAMERA= 0x4700 # This lets un know we are reading a camera object
#>------ sub defines of CAMERA
OBJECT_CAM_RANGES= 0x4720 # The camera range values
#>------ sub defines of OBJECT_MESH
OBJECT_VERTICES = 0x4110 # The objects vertices
OBJECT_FACES = 0x4120 # The objects faces
OBJECT_MATERIAL = 0x4130 # This is found if the object has a material, either texture map or color
OBJECT_UV = 0x4140 # The UV texture coordinates
OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix
global scn
scn = None
#the chunk class
class chunk:
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ID = 0
length = 0
bytes_read = 0
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#we don't read in the bytes_read, we compute that
binary_format='<HI'
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def __init__(self):
self.ID = 0
self.length = 0
self.bytes_read = 0
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def dump(self):
print('ID: ', self.ID)
print('ID in hex: ', hex(self.ID))
print('length: ', self.length)
print('bytes_read: ', self.bytes_read)
def read_chunk(file, chunk):
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temp_data = file.read(struct.calcsize(chunk.binary_format))
data = struct.unpack(chunk.binary_format, temp_data)
chunk.ID = data[0]
chunk.length = data[1]
#update the bytes read function
chunk.bytes_read = 6
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#if debugging
#chunk.dump()
def read_string(file):
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#read in the characters till we get a null character
s = b''
while not s.endswith(b'\x00'):
s += struct.unpack('<c', file.read(1))[0]
#print 'string: ',s
#remove the null character from the string
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s = str(s[:-1], 'ASCII')
# print("read string", s)
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return s
######################################################
# IMPORT
######################################################
def process_next_object_chunk(file, previous_chunk):
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new_chunk = chunk()
temp_chunk = chunk()
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while (previous_chunk.bytes_read < previous_chunk.length):
#read the next chunk
read_chunk(file, new_chunk)
def skip_to_end(file, skip_chunk):
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buffer_size = skip_chunk.length - skip_chunk.bytes_read
binary_format='%ic' % buffer_size
temp_data = file.read(struct.calcsize(binary_format))
skip_chunk.bytes_read += buffer_size
def add_texture_to_material(image, texture, material, mapto):
#print('assigning %s to %s' % (texture, material))
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if mapto not in ("COLOR", "SPECULARITY", "ALPHA", "NORMAL"):
print('/tError: Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name))
mapto = "COLOR"
if image:
texture.image = image
mtex = material.texture_slots.add()
mtex.texture = texture
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = False
if mapto == 'COLOR':
mtex.use_map_color_diffuse = True
elif mapto == 'SPECULARITY':
mtex.use_map_specular = True
elif mapto == 'ALPHA':
mtex.use_map_alpha = True
elif mapto == 'NORMAL':
mtex.use_map_normal = True
def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
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#print previous_chunk.bytes_read, 'BYTES READ'
contextObName = None
contextLamp = [None, None] # object, Data
contextMaterial = None
contextMatrix_rot = None # Blender.mathutils.Matrix(); contextMatrix.identity()
#contextMatrix_tx = None # Blender.mathutils.Matrix(); contextMatrix.identity()
contextMesh_vertls = None # flat array: (verts * 3)
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contextMesh_facels = None
contextMeshMaterials = {} # matname:[face_idxs]
contextMeshUV = None # flat array (verts * 2)
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TEXTURE_DICT = {}
MATDICT = {}
# TEXMODE = Mesh.FaceModes['TEX']
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# Localspace variable names, faster.
STRUCT_SIZE_1CHAR = struct.calcsize('c')
STRUCT_SIZE_2FLOAT = struct.calcsize('2f')
STRUCT_SIZE_3FLOAT = struct.calcsize('3f')
STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize('H')
STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize('4H')
STRUCT_SIZE_4x3MAT = struct.calcsize('ffffffffffff')
_STRUCT_SIZE_4x3MAT = struct.calcsize('fffffffffffff')
# STRUCT_SIZE_4x3MAT = calcsize('ffffffffffff')
# print STRUCT_SIZE_4x3MAT, ' STRUCT_SIZE_4x3MAT'
def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials):
bmesh = bpy.data.meshes.new(contextObName)
if myContextMesh_vertls:
bmesh.vertices.add(len(myContextMesh_vertls)//3)
bmesh.faces.add(len(myContextMesh_facels))
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bmesh.vertices.foreach_set("co", myContextMesh_vertls)
eekadoodle_faces = []
for v1, v2, v3 in myContextMesh_facels:
eekadoodle_faces.extend([v3, v1, v2, 0] if v3 == 0 else [v1, v2, v3, 0])
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bmesh.faces.foreach_set("vertices_raw", eekadoodle_faces)
if bmesh.faces and contextMeshUV:
bmesh.uv_textures.new()
uv_faces = bmesh.uv_textures.active.data[:]
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else:
uv_faces = None
for mat_idx, (matName, faces) in enumerate(myContextMeshMaterials.items()):
if matName is None:
bmat = None
else:
bmat = MATDICT[matName][1]
img = TEXTURE_DICT.get(bmat.name)
bmesh.materials.append(bmat) # can be None
if uv_faces and img:
for fidx in faces:
bmesh.faces[fidx].material_index = mat_idx
uf = uv_faces[fidx]
uf.image = img
uf.use_image = True
else:
for fidx in faces:
bmesh.faces[fidx].material_index = mat_idx
if uv_faces:
for fidx, uf in enumerate(uv_faces):
face = myContextMesh_facels[fidx]
v1, v2, v3 = face
# eekadoodle
if v3 == 0:
v1, v2, v3 = v3, v1, v2
uf.uv1 = contextMeshUV[v1 * 2:(v1 * 2) + 2]
uf.uv2 = contextMeshUV[v2 * 2:(v2 * 2) + 2]
uf.uv3 = contextMeshUV[v3 * 2:(v3 * 2) + 2]
# always a tri
ob = bpy.data.objects.new(tempName, bmesh)
SCN.objects.link(ob)
'''
if contextMatrix_tx:
ob.setMatrix(contextMatrix_tx)
'''
if contextMatrix_rot:
ob.matrix_world = contextMatrix_rot
importedObjects.append(ob)
bmesh.update()
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#a spare chunk
new_chunk = chunk()
temp_chunk = chunk()
CreateBlenderObject = False
def read_float_color(temp_chunk):
temp_data = file.read(struct.calcsize('3f'))
temp_chunk.bytes_read += 12
return [float(col) for col in struct.unpack('<3f', temp_data)]
def read_byte_color(temp_chunk):
temp_data = file.read(struct.calcsize('3B'))
temp_chunk.bytes_read += 3
return [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
def read_texture(new_chunk, temp_chunk, name, mapto):
new_texture = bpy.data.textures.new(name, type='IMAGE')
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img = None
while (new_chunk.bytes_read < new_chunk.length):
#print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length
read_chunk(file, temp_chunk)
if (temp_chunk.ID == MAT_MAP_FILEPATH):
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texture_name = read_string(file)
img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
else:
skip_to_end(file, temp_chunk)
new_chunk.bytes_read += temp_chunk.bytes_read
# add the map to the material in the right channel
if img:
add_texture_to_material(img, new_texture, contextMaterial, mapto)
dirname = os.path.dirname(file.name)
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#loop through all the data for this chunk (previous chunk) and see what it is
while (previous_chunk.bytes_read < previous_chunk.length):
#print '\t', previous_chunk.bytes_read, 'keep going'
#read the next chunk
#print 'reading a chunk'
read_chunk(file, new_chunk)
#is it a Version chunk?
if (new_chunk.ID == VERSION):
#print 'if (new_chunk.ID == VERSION):'
#print 'found a VERSION chunk'
#read in the version of the file
#it's an unsigned short (H)
temp_data = file.read(struct.calcsize('I'))
version = struct.unpack('<I', temp_data)[0]
new_chunk.bytes_read += 4 #read the 4 bytes for the version number
#this loader works with version 3 and below, but may not with 4 and above
if (version > 3):
print('\tNon-Fatal Error: Version greater than 3, may not load correctly: ', version)
#is it an object info chunk?
elif (new_chunk.ID == OBJECTINFO):
#print 'elif (new_chunk.ID == OBJECTINFO):'
# print 'found an OBJECTINFO chunk'
process_next_chunk(file, new_chunk, importedObjects, IMAGE_SEARCH)
#keep track of how much we read in the main chunk
new_chunk.bytes_read += temp_chunk.bytes_read
#is it an object chunk?
elif (new_chunk.ID == OBJECT):
if CreateBlenderObject:
putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
contextMesh_vertls = []; contextMesh_facels = []
## preparando para receber o proximo objeto
contextMeshMaterials = {} # matname:[face_idxs]
contextMeshUV = None
#contextMesh.vertexUV = 1 # Make sticky coords.
# Reset matrix
contextMatrix_rot = None
#contextMatrix_tx = None
CreateBlenderObject = True
tempName = read_string(file)
contextObName = tempName
new_chunk.bytes_read += len(tempName)+1
#is it a material chunk?
elif (new_chunk.ID == MATERIAL):
# print("read material")
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#print 'elif (new_chunk.ID == MATERIAL):'
contextMaterial = bpy.data.materials.new('Material')
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elif (new_chunk.ID == MAT_NAME):
#print 'elif (new_chunk.ID == MAT_NAME):'
material_name = read_string(file)
# print("material name", material_name)
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#plus one for the null character that ended the string
new_chunk.bytes_read += len(material_name)+1
contextMaterial.name = material_name.rstrip() # remove trailing whitespace
MATDICT[material_name]= (contextMaterial.name, contextMaterial)
elif (new_chunk.ID == MAT_AMBIENT):
#print 'elif (new_chunk.ID == MAT_AMBIENT):'
read_chunk(file, temp_chunk)
if (temp_chunk.ID == MAT_FLOAT_COLOR):
contextMaterial.mirror_color = read_float_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3f'))
# temp_chunk.bytes_read += 12
# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)]
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elif (temp_chunk.ID == MAT_24BIT_COLOR):
contextMaterial.mirror_color = read_byte_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3B'))
# temp_chunk.bytes_read += 3
# contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
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else:
skip_to_end(file, temp_chunk)
new_chunk.bytes_read += temp_chunk.bytes_read
elif (new_chunk.ID == MAT_DIFFUSE):
#print 'elif (new_chunk.ID == MAT_DIFFUSE):'
read_chunk(file, temp_chunk)
if (temp_chunk.ID == MAT_FLOAT_COLOR):
contextMaterial.diffuse_color = read_float_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3f'))
# temp_chunk.bytes_read += 12
# contextMaterial.rgbCol = [float(col) for col in struct.unpack('<3f', temp_data)]
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elif (temp_chunk.ID == MAT_24BIT_COLOR):
contextMaterial.diffuse_color = read_byte_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3B'))
# temp_chunk.bytes_read += 3
# contextMaterial.rgbCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
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else:
skip_to_end(file, temp_chunk)
# print("read material diffuse color", contextMaterial.diffuse_color)
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new_chunk.bytes_read += temp_chunk.bytes_read
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elif (new_chunk.ID == MAT_SPECULAR):
#print 'elif (new_chunk.ID == MAT_SPECULAR):'
read_chunk(file, temp_chunk)
if (temp_chunk.ID == MAT_FLOAT_COLOR):
contextMaterial.specular_color = read_float_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3f'))
# temp_chunk.bytes_read += 12
# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)]
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elif (temp_chunk.ID == MAT_24BIT_COLOR):
contextMaterial.specular_color = read_byte_color(temp_chunk)
# temp_data = file.read(struct.calcsize('3B'))
# temp_chunk.bytes_read += 3
# contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
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else:
skip_to_end(file, temp_chunk)
new_chunk.bytes_read += temp_chunk.bytes_read
elif (new_chunk.ID == MAT_TEXTURE_MAP):
read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR")
elif (new_chunk.ID == MAT_SPECULAR_MAP):
read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY")
elif (new_chunk.ID == MAT_OPACITY_MAP):
read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA")
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elif (new_chunk.ID == MAT_BUMP_MAP):
read_texture(new_chunk, temp_chunk, "Bump", "NORMAL")
elif (new_chunk.ID == MAT_TRANSPARENCY):
#print 'elif (new_chunk.ID == MAT_TRANSPARENCY):'
read_chunk(file, temp_chunk)
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
temp_chunk.bytes_read += 2
contextMaterial.alpha = 1-(float(struct.unpack('<H', temp_data)[0])/100)
new_chunk.bytes_read += temp_chunk.bytes_read
elif (new_chunk.ID == OBJECT_LAMP): # Basic lamp support.
temp_data = file.read(STRUCT_SIZE_3FLOAT)
x,y,z = struct.unpack('<3f', temp_data)
new_chunk.bytes_read += STRUCT_SIZE_3FLOAT
ob = bpy.data.objects.new("Lamp", bpy.data.lamps.new("Lamp"))
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SCN.objects.link(ob)
contextLamp[1]= ob.data
# contextLamp[1]= bpy.data.lamps.new()
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contextLamp[0]= ob
# contextLamp[0]= SCN_OBJECTS.new(contextLamp[1])
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importedObjects.append(contextLamp[0])
#print 'number of faces: ', num_faces
#print x,y,z
contextLamp[0].location = (x, y, z)
# contextLamp[0].setLocation(x,y,z)
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# Reset matrix
contextMatrix_rot = None
#contextMatrix_tx = None
#print contextLamp.name,
elif (new_chunk.ID == OBJECT_MESH):
# print 'Found an OBJECT_MESH chunk'
pass
elif (new_chunk.ID == OBJECT_VERTICES):
'''
Worldspace vertex locations
'''
# print 'elif (new_chunk.ID == OBJECT_VERTICES):'
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_verts = struct.unpack('<H', temp_data)[0]
new_chunk.bytes_read += 2
# print 'number of verts: ', num_verts
contextMesh_vertls = struct.unpack('<%df' % (num_verts * 3), file.read(STRUCT_SIZE_3FLOAT * num_verts))
new_chunk.bytes_read += STRUCT_SIZE_3FLOAT * num_verts
# dummyvert is not used atm!
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#print 'object verts: bytes read: ', new_chunk.bytes_read
elif (new_chunk.ID == OBJECT_FACES):
# print 'elif (new_chunk.ID == OBJECT_FACES):'
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_faces = struct.unpack('<H', temp_data)[0]
new_chunk.bytes_read += 2
#print 'number of faces: ', num_faces
# print '\ngetting a face'
temp_data = file.read(STRUCT_SIZE_4UNSIGNED_SHORT * num_faces)
new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT * num_faces #4 short ints x 2 bytes each
contextMesh_facels = struct.unpack('<%dH' % (num_faces * 4), temp_data)
contextMesh_facels = [contextMesh_facels[i - 3:i] for i in range(3, (num_faces * 4) + 3, 4)]
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elif (new_chunk.ID == OBJECT_MATERIAL):
# print 'elif (new_chunk.ID == OBJECT_MATERIAL):'
material_name = read_string(file)
new_chunk.bytes_read += len(material_name)+1 # remove 1 null character.
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_faces_using_mat = struct.unpack('<H', temp_data)[0]
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT * num_faces_using_mat)
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT * num_faces_using_mat
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contextMeshMaterials[material_name]= struct.unpack("<%dH" % (num_faces_using_mat), temp_data)
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#look up the material in all the materials
elif (new_chunk.ID == OBJECT_UV):
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
num_uv = struct.unpack('<H', temp_data)[0]
new_chunk.bytes_read += 2
temp_data = file.read(STRUCT_SIZE_2FLOAT * num_uv)
new_chunk.bytes_read += STRUCT_SIZE_2FLOAT * num_uv
contextMeshUV = struct.unpack('<%df' % (num_uv * 2), temp_data)
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elif (new_chunk.ID == OBJECT_TRANS_MATRIX):
# How do we know the matrix size? 54 == 4x4 48 == 4x3
temp_data = file.read(STRUCT_SIZE_4x3MAT)
data = list( struct.unpack('<ffffffffffff', temp_data) )
new_chunk.bytes_read += STRUCT_SIZE_4x3MAT
contextMatrix_rot = mathutils.Matrix(\
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data[:3] + [0],\
data[3:6] + [0],\
data[6:9] + [0],\
data[9:] + [1])
'''
contextMatrix_rot = Blender.mathutils.Matrix(\
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data[:3] + [0],\
data[3:6] + [0],\
data[6:9] + [0],\
[0,0,0,1])
'''
'''
contextMatrix_rot = Blender.mathutils.Matrix(\
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data[:3] ,\
data[3:6],\
data[6:9])
'''
'''
contextMatrix_rot = Blender.mathutils.Matrix()
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m = 0
for j in xrange(4):
for i in xrange(3):
contextMatrix_rot[j][i] = data[m]
m += 1
contextMatrix_rot[0][3]=0;
contextMatrix_rot[1][3]=0;
contextMatrix_rot[2][3]=0;
contextMatrix_rot[3][3]=1;
'''
#contextMatrix_rot.resize4x4()
#print "MTX"
#print contextMatrix_rot
contextMatrix_rot.invert()
#print contextMatrix_rot
#contextMatrix_tx = mathutils.Matrix.Translation(0.5 * Blender.mathutils.Vector(data[9:]))
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#contextMatrix_tx.invert()
#tx.invert()
#contextMatrix = contextMatrix * tx
#contextMatrix = contextMatrix *tx
elif (new_chunk.ID == MAT_MAP_FILEPATH):
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texture_name = read_string(file)
try:
TEXTURE_DICT[contextMaterial.name]
except:
#img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILEPATH)
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img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
# img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILEPATH, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
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new_chunk.bytes_read += len(texture_name)+1 #plus one for the null character that gets removed
else: #(new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL):
# print 'skipping to end of this chunk'
buffer_size = new_chunk.length - new_chunk.bytes_read
binary_format='%ic' % buffer_size
temp_data = file.read(struct.calcsize(binary_format))
new_chunk.bytes_read += buffer_size
#update the previous chunk bytes read
# print 'previous_chunk.bytes_read += new_chunk.bytes_read'
# print previous_chunk.bytes_read, new_chunk.bytes_read
previous_chunk.bytes_read += new_chunk.bytes_read
## print 'Bytes left in this chunk: ', previous_chunk.length - previous_chunk.bytes_read
# FINISHED LOOP
# There will be a number of objects still not added
if CreateBlenderObject:
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putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
def load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True, APPLY_MATRIX=False):
global SCN
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# XXX
# if BPyMessages.Error_NoFile(filepath):
# return
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print('\n\nImporting 3DS: %r' % (filepath))
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time1 = time.clock()
# time1 = Blender.sys.time()
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current_chunk = chunk()
file = open(filepath, 'rb')
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#here we go!
# print 'reading the first chunk'
read_chunk(file, current_chunk)
if (current_chunk.ID!=PRIMARY):
print('\tFatal Error: Not a valid 3ds file: %r' % filepath)
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file.close()
return
# IMPORT_AS_INSTANCE = Blender.Draw.Create(0)
# IMPORT_CONSTRAIN_BOUNDS = Blender.Draw.Create(10.0)
# IMAGE_SEARCH = Blender.Draw.Create(1)
# APPLY_MATRIX = Blender.Draw.Create(0)
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# Get USER Options
# pup_block = [\
# ('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by 10 until it reacehs the size constraint. Zero Disables.'),\
# ('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\
# ('Transform Fix', APPLY_MATRIX, 'Workaround for object transformations importing incorrectly'),\
# #('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\
# ]
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# if PREF_UI:
# if not Blender.Draw.PupBlock('Import 3DS...', pup_block):
# return
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# Blender.Window.WaitCursor(1)
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# IMPORT_CONSTRAIN_BOUNDS = IMPORT_CONSTRAIN_BOUNDS.val
# # IMPORT_AS_INSTANCE = IMPORT_AS_INSTANCE.val
# IMAGE_SEARCH = IMAGE_SEARCH.val
# APPLY_MATRIX = APPLY_MATRIX.val
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if IMPORT_CONSTRAIN_BOUNDS:
BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30]
else:
BOUNDS_3DS[:]= []
##IMAGE_SEARCH
scn = context.scene
# scn = bpy.data.scenes.active
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SCN = scn
# SCN_OBJECTS = scn.objects
# SCN_OBJECTS.selected = [] # de select all
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importedObjects = [] # Fill this list with objects
process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH)
# Link the objects into this scene.
# Layers = scn.Layers
# REMOVE DUMMYVERT, - remove this in the next release when blenders internal are fixed.
for ob in importedObjects:
if ob.type == 'MESH':
me = ob.data
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# me.vertices.delete([me.vertices[0],]) # XXX, todo
if not APPLY_MATRIX:
me.transform(ob.matrix_world.copy().invert())
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# Done DUMMYVERT
"""
if IMPORT_AS_INSTANCE:
name = filepath.split('\\')[-1].split('/')[-1]
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# Create a group for this import.
group_scn = Scene.New(name)
for ob in importedObjects:
group_scn.link(ob) # dont worry about the layers
grp = Blender.Group.New(name)
grp.objects = importedObjects
grp_ob = Object.New('Empty', name)
grp_ob.enableDupGroup = True
grp_ob.DupGroup = grp
scn.link(grp_ob)
grp_ob.Layers = Layers
grp_ob.sel = 1
else:
# Select all imported objects.
for ob in importedObjects:
scn.link(ob)
ob.Layers = Layers
ob.sel = 1
"""
if 0:
# if IMPORT_CONSTRAIN_BOUNDS!=0.0:
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# Set bounds from objecyt bounding box
for ob in importedObjects:
if ob.type == 'MESH':
# if ob.type=='Mesh':
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ob.makeDisplayList() # Why dosnt this update the bounds?
for v in ob.getBoundBox():
for i in (0,1,2):
if v[i] < BOUNDS_3DS[i]:
BOUNDS_3DS[i]= v[i] # min
if v[i] > BOUNDS_3DS[i + 3]:
BOUNDS_3DS[i + 3]= v[i] # min
# Get the max axis x/y/z
max_axis = max(BOUNDS_3DS[3]-BOUNDS_3DS[0], BOUNDS_3DS[4]-BOUNDS_3DS[1], BOUNDS_3DS[5]-BOUNDS_3DS[2])
# print max_axis
if max_axis < 1 << 30: # Should never be false but just make sure.
# Get a new scale factor if set as an option
SCALE = 1.0
while (max_axis * SCALE) > IMPORT_CONSTRAIN_BOUNDS:
SCALE/=10
# SCALE Matrix
SCALE_MAT = mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
# SCALE_MAT = Blender.mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
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for ob in importedObjects:
ob.matrix_world = ob.matrix_world * SCALE_MAT
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# Done constraining to bounds.
# Select all new objects.
print('finished importing: %r in %.4f sec.' % (filepath, (time.clock()-time1)))
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file.close()
def load(operator, context, filepath="", constrain_size=0.0, use_image_search=True, use_apply_transform=True):
load_3ds(filepath, context, IMPORT_CONSTRAIN_BOUNDS=constrain_size, IMAGE_SEARCH=use_image_search, APPLY_MATRIX=use_apply_transform)
return {'FINISHED'}