forked from bartvdbraak/blender
Updated this script not to choke on some blank lines (example file from Lekane)
Also removed the use of list.index() all over the place where the index was known. (saves searching the file and the possibility of duplicates messing it up)
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@ -23,7 +23,7 @@ Tip: 'Import from DirectX text file format format.'
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# This script import meshes from DirectX text file format
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# Grab the latest version here :www.omariben.too.it
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import bpy
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import Blender
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from Blender import NMesh,Object,Material,Texture,Image,Draw
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@ -33,61 +33,46 @@ class xImport:
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global my_path
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self.file = open(filename, "r")
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my_path = Blender.sys.dirname(filename)
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self.lines = self.file.readlines()
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#
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self.lines = [l_split for l in self.file.readlines() for l_split in (' '.join(l.split()),) if l_split]
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def Import(self):
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lines = self.lines
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print "importing into Blender ..."
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scene = Blender.Scene.getCurrent()
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scene = bpy.data.scenes.active
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mesh = NMesh.GetRaw()
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#Get the line of Texture Coords
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nr_uv_ind = 0
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for line_uv in lines:
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l = line_uv.strip()
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words = line_uv.split()
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if l and words[0] == "MeshTextureCoords" :
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nr_uv_ind = lines.index(line_uv)
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#Get Materials
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nr_fac_mat = 0
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idx = 0
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i = -1
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mat_list = []
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tex_list = []
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for line_mat in lines:
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i += 1
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l = line_mat.strip()
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words = line_mat.split()
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if l and words[0] == "Material" :
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idx += 1
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self.writeMaterials(i, idx, mat_list, tex_list)
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nr_fac_mat = 0
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#Assign Materials
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for line_m in lines:
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l = line_m.strip()
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words = line_m.split()
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if l and words[0] == "MeshMaterialList" :
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nr_fac_mat = lines.index(line_m) + 2
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#Create The Mesh
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for line in lines:
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mesh_line_indicies = []
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for j, line in enumerate(lines):
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l = line.strip()
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words = line.split()
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if l and words[0] == "Mesh" :
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nr_vr_ind = lines.index(line)
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if words[0] == "Material" :
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idx += 1
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self.writeMaterials(j, idx, mat_list, tex_list)
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elif words[0] == "MeshTextureCoords" :
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nr_uv_ind = j
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elif words[0] == "MeshMaterialList" :
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nr_fac_mat = j + 2
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elif words[0] == "Mesh": # Avoid a second loop
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mesh_line_indicies.append(j)
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#Create The Mesh
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for nr_vr_ind in mesh_line_indicies:
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self.writeVertices(nr_vr_ind, mesh, nr_uv_ind, nr_fac_mat, tex_list)
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NMesh.PutRaw(mesh,"Mesh",1)
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mesh.setMaterials(mat_list)
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mesh.update()
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if nr_fac_mat :
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if nr_fac_mat:
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self.writeMeshMaterials(nr_fac_mat, mesh)
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NMesh.PutRaw(mesh,"Mesh",1)
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self.file.close()
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print "... finished"
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@ -96,31 +81,29 @@ class xImport:
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# CREATE THE MESH
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#------------------------------------------------------------------------------
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def writeVertices(self, nr_vr_ind, mesh, nr_uv, nr_fac_mat, tex_list):
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lin = self.lines[nr_vr_ind + 1]
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v_ind = nr_vr_ind + 1
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lin = self.lines[v_ind]
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if lin :
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lin_c = self.CleanLine(lin)
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nr_vert = int((lin_c.split()[0]))
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v_ind = self.lines.index(lin)
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else :
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lin = self.lines.index(nr_vr_ind + 2)
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v_ind = nr_vr_ind + 2
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lin = self.lines[v_ind]
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lin_c = self.CleanLine(lin)
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nr_vert = int((lin_c.split()[0]))
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v_ind = self.lines.index(lin)
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vx_array = range(v_ind + 1, (v_ind + nr_vert +1))
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#--------------------------------------------------
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lin_f = self.lines[v_ind + nr_vert +1]
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nr_fac_li = v_ind + nr_vert +1
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lin_f = self.lines[nr_fac_li]
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if lin_f :
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lin_fc = self.CleanLine(lin_f)
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nr_face = int((lin_fc.split()[0]))
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nr_fac_li = self.lines.index(lin_f)
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else :
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lin_f = self.lines[v_ind + nr_vert +1]
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nr_fac_li = v_ind + nr_vert +1
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lin_f = self.lines[nr_fac_li]
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lin_fc = self.CleanLine(lin_f)
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nr_face = int((lin_fc.split()[0]))
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nr_fac_li = self.lines.index(lin_f)
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fac_array = range(nr_fac_li + 1, (nr_fac_li + nr_face + 1))
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#Get Coordinates
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@ -129,27 +112,23 @@ class xImport:
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lin_v = self.CleanLine(line_v)
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words = lin_v.split()
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if len(words)==3:
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co_vert_x = float(words[0])
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co_vert_y = float(words[1])
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co_vert_z = float(words[2])
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v=NMesh.Vert(co_vert_x,co_vert_y,co_vert_z)
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mesh.verts.append(v)
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mesh.verts.append(NMesh.Vert(float(words[0]),float(words[1]),float(words[2])))
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#Make Faces
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i = 0
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mesh_verts = mesh.verts
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for f in fac_array:
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i += 1
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line_f = self.lines[f]
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lin_f = self.CleanLine(line_f)
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words = lin_f.split()
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if len(words) == 5:
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f=NMesh.Face()
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f.v.append(mesh.verts[int(words[1])])
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f.v.append(mesh.verts[int(words[2])])
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f.v.append(mesh.verts[int(words[3])])
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f.v.append(mesh.verts[int(words[4])])
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f= NMesh.Face([\
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mesh_verts[int(words[1])],
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mesh_verts[int(words[2])],
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mesh_verts[int(words[3])],
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mesh_verts[int(words[4])]])
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mesh.faces.append(f)
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if nr_uv :
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uv = []
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@ -195,10 +174,11 @@ class xImport:
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pass
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elif len(words) == 4:
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f=NMesh.Face()
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f.v.append(mesh.verts[int(words[1])])
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f.v.append(mesh.verts[int(words[2])])
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f.v.append(mesh.verts[int(words[3])])
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f=NMesh.Face([\
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mesh_verts[int(words[1])],\
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mesh_verts[int(words[2])],\
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mesh_verts[int(words[3])]])
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mesh.faces.append(f)
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if nr_uv :
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uv = []
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@ -292,8 +272,6 @@ class xImport:
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wrd = fixed_line.split()
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mat_idx = int(wrd[0])
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face.materialIndex = mat_idx
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mesh.update()
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#------------------------------------------------------------------
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@ -308,4 +286,4 @@ arg = __script__['arg']
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if __name__ == '__main__':
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Blender.Window.FileSelector(my_callback, "Import DirectX", "*.x")
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# my_callback('/directxterrain.x')
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