#!BPY
"""
Name: '3D Studio (.3ds)...'
Blender: 241
Group: 'Import'
Tooltip: 'Import from 3DS file format (.3ds)'
"""
__author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton']
__url__= ('blender', 'elysiun', 'http://www.gametutorials.com')
__version__= '0.99'
__bpydoc__= '''\
3ds Importer
This script imports a 3ds file and the materials into Blender for editing.
Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
0.995 by Campbell Barton
- workaround for buggy mesh vert delete
- minor tweaks
0.99 by Bob Holcomb
- added support for floating point color values that previously broke on import.
0.98 by Campbell Barton
- import faces and verts to lists instead of a mesh, convert to a mesh later
- use new index mapping feature of mesh to re-map faces that were not added.
0.97 by Campbell Barton
- Strip material names of spaces
- Added import as instance to import the 3ds into its own
scene and add a group instance to the current scene
- New option to scale down imported objects so they are within a limited bounding area.
0.96 by Campbell Barton
- Added workaround for bug in setting UV's for Zero vert index UV faces.
- Removed unique name function, let blender make the names unique.
0.95 by Campbell Barton
- Removed workarounds for Blender 2.41
- Mesh objects split by material- many 3ds objects used more then 16 per mesh.
- Removed a lot of unneeded variable creation.
0.94 by Campbell Barton
- Face import tested to be about overall 16x speedup over 0.93.
- Material importing speedup.
- Tested with more models.
- Support some corrupt models.
0.93 by Campbell Barton
- Tested with 400 3ds files from turbosquid and samples.
- Tactfully ignore faces that used the same verts twice.
- Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading.
- Converted from NMesh to Mesh.
- Faster and cleaner new names.
- Use external comprehensive image loader.
- Re intergrated 0.92 and 0.9 changes
- Fixes for 2.41 compat.
- Non textured faces do not use a texture flag.
0.92
- Added support for diffuse, alpha, spec, bump maps in a single material
0.9
- Reorganized code into object/material block functions
- Use of Matrix() to copy matrix data
- added support for material transparency
0.83 2005-08-07: Campell Barton
- Aggressive image finding and case insensitivy for posisx systems.
0.82a 2005-07-22
- image texture loading (both for face uv and renderer)
0.82 - image texture loading (for face uv)
0.81a (fork- not 0.9) Campbell Barton 2005-06-08
- Simplified import code
- Never overwrite data
- Faster list handling
- Leaves import selected
0.81 Damien McGinnes 2005-01-09
- handle missing images better
0.8 Damien McGinnes 2005-01-08
- copies sticky UV coords to face ones
- handles images better
- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
'''
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Bob Holcomb
#
# 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 *****
# --------------------------------------------------------------------------
# Importing modules
import Blender
from Blender import Mesh, Scene, Object, Material, Image, Texture, Lamp, Mathutils
from Blender.Mathutils import Vector
import BPyImage
import BPyMessages
import struct
from struct import calcsize, unpack
import os
# If python version is less than 2.4, try to get set stuff from module
try:
set
except:
from sets import Set as set
BOUNDS_3DS= []
#this script imports uvcoords as sticky vertex coords
#this parameter enables copying these to face uv coords
#which shold be more useful.
def createBlenderTexture(material, name, image):
texture= Texture.New(name)
texture.setType('Image')
texture.image= image
material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
######################################################
# Data Structures
######################################################
#Some of the chunks that we will see
#----- Primary Chunk, at the beginning of each file
PRIMARY= long('0x4D4D',16)
#------ Main Chunks
OBJECTINFO = long('0x3D3D',16); #This gives the version of the mesh and is found right before the material and object information
VERSION = long('0x0002',16); #This gives the version of the .3ds file
EDITKEYFRAME= long('0xB000',16); #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 = long('0xA000',16) # This holds the material name
MAT_AMBIENT = long('0xA010',16) # Ambient color of the object/material
MAT_DIFFUSE = long('0xA020',16) # This holds the color of the object/material
MAT_SPECULAR = long('0xA030',16) # SPecular color of the object/material
MAT_SHINESS = long('0xA040',16) # ??
MAT_TRANSPARENCY= long('0xA050',16) # Transparency value of material
MAT_SELF_ILLUM = long('0xA080',16) # Self Illumination value of material
MAT_WIRE = long('0xA085',16) # Only render's wireframe
MAT_TEXTURE_MAP = long('0xA200',16) # This is a header for a new texture map
MAT_SPECULAR_MAP= long('0xA204',16) # This is a header for a new specular map
MAT_OPACITY_MAP = long('0xA210',16) # This is a header for a new opacity map
MAT_REFLECTION_MAP= long('0xA220',16) # This is a header for a new reflection map
MAT_BUMP_MAP = long('0xA230',16) # This is a header for a new bump map
MAT_MAP_FILENAME = long('0xA300',16) # This holds the file name of the texture
MAT_FLOAT_COLOR = long ('0x0010', 16) #color defined as 3 floats
MAT_24BIT_COLOR = long ('0x0011', 16) #color defined as 3 bytes
#>------ sub defines of OBJECT
OBJECT_MESH = long('0x4100',16); # This lets us know that we are reading a new object
OBJECT_LAMP = long('0x4600',16); # This lets un know we are reading a light object
OBJECT_LAMP_SPOT = long('0x4610',16); # The light is a spotloght.
OBJECT_LAMP_OFF = long('0x4620',16); # The light off.
OBJECT_LAMP_ATTENUATE = long('0x4625',16);
OBJECT_LAMP_RAYSHADE = long('0x4627',16);
OBJECT_LAMP_SHADOWED = long('0x4630',16);
OBJECT_LAMP_LOCAL_SHADOW = long('0x4640',16);
OBJECT_LAMP_LOCAL_SHADOW2 = long('0x4641',16);
OBJECT_LAMP_SEE_CONE = long('0x4650',16);
OBJECT_LAMP_SPOT_RECTANGULAR= long('0x4651',16);
OBJECT_LAMP_SPOT_OVERSHOOT= long('0x4652',16);
OBJECT_LAMP_SPOT_PROJECTOR= long('0x4653',16);
OBJECT_LAMP_EXCLUDE= long('0x4654',16);
OBJECT_LAMP_RANGE= long('0x4655',16);
OBJECT_LAMP_ROLL= long('0x4656',16);
OBJECT_LAMP_SPOT_ASPECT= long('0x4657',16);
OBJECT_LAMP_RAY_BIAS= long('0x4658',16);
OBJECT_LAMP_INNER_RANGE= long('0x4659',16);
OBJECT_LAMP_OUTER_RANGE= long('0x465A',16);
OBJECT_LAMP_MULTIPLIER = long('0x465B',16);
OBJECT_LAMP_AMBIENT_LIGHT = long('0x4680',16);
OBJECT_CAMERA= long('0x4700',16); # This lets un know we are reading a camera object
#>------ sub defines of CAMERA
OBJECT_CAM_RANGES= long('0x4720',16); # The camera range values
#>------ sub defines of OBJECT_MESH
OBJECT_VERTICES = long('0x4110',16); # The objects vertices
OBJECT_FACES = long('0x4120',16); # The objects faces
OBJECT_MATERIAL = long('0x4130',16); # This is found if the object has a material, either texture map or color
OBJECT_UV = long('0x4140',16); # The UV texture coordinates
OBJECT_TRANS_MATRIX = long('0x4160',16); # The Object Matrix
global scn
scn= None
#the chunk class
class chunk:
ID=0
length=0
bytes_read=0
#we don't read in the bytes_read, we compute that
binary_format='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)
#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):
tempName= read_string(file)
contextObName= tempName
new_chunk.bytes_read += len(tempName)+1
#is it a material chunk?
elif (new_chunk.ID==MATERIAL):
#print 'elif (new_chunk.ID==MATERIAL):'
contextMaterial= Material.New()
elif (new_chunk.ID==MAT_NAME):
#print 'elif (new_chunk.ID==MAT_NAME):'
material_name= read_string(file)
#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):
temp_data=file.read(calcsize('3f'))
temp_chunk.bytes_read+=12
contextMaterial.mirCol=[float(col) for col in unpack('<3f', temp_data)]
elif (temp_chunk.ID==MAT_24BIT_COLOR):
temp_data=file.read(calcsize('3B'))
temp_chunk.bytes_read+= 3
contextMaterial.mirCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
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):
temp_data=file.read(calcsize('3f'))
temp_chunk.bytes_read+=12
contextMaterial.rgbCol=[float(col) for col in unpack('<3f', temp_data)]
elif (temp_chunk.ID==MAT_24BIT_COLOR):
temp_data=file.read(calcsize('3B'))
temp_chunk.bytes_read+= 3
contextMaterial.rgbCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
else:
skip_to_end(file, temp_chunk)
new_chunk.bytes_read+= temp_chunk.bytes_read
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):
temp_data=file.read(calcsize('3f'))
temp_chunk.bytes_read+=12
contextMaterial.mirCol=[float(col) for col in unpack('<3f', temp_data)]
elif (temp_chunk.ID==MAT_24BIT_COLOR):
temp_data=file.read(calcsize('3B'))
temp_chunk.bytes_read+= 3
contextMaterial.mirCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
else:
skip_to_end(file, temp_chunk)
new_chunk.bytes_read+= temp_chunk.bytes_read
elif (new_chunk.ID==MAT_TEXTURE_MAP):
#print 'elif (new_chunk.ID==MAT_TEXTURE_MAP):'
new_texture= Blender.Texture.New('Diffuse')
new_texture.setType('Image')
while (new_chunk.bytes_read 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= Blender.Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
for ob in importedObjects:
ob.setMatrix(ob.matrixWorld*SCALE_MAT)
# Done constraining to bounds.
# Select all new objects.
print 'finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1))
file.close()
Blender.Window.WaitCursor(0)
DEBUG= False
if __name__=='__main__' and not DEBUG:
Blender.Window.FileSelector(load_3ds, 'Import 3DS', '*.3ds')
# For testing compatibility
'''
else:
# DEBUG ONLY
TIME= Blender.sys.time()
import os
print 'Searching for files'
os.system('find /metavr/ -iname "*.3ds" > /tmp/temp3ds_list')
# os.system('find /storage/ -iname "*.3ds" > /tmp/temp3ds_list')
print '...Done'
file= open('/tmp/temp3ds_list', 'r')
lines= file.readlines()
file.close()
def between(v,a,b):
if v <= max(a,b) and v >= min(a,b):
return True
return False
for i, _3ds in enumerate(lines):
if between(i, 1,200):
_3ds= _3ds[:-1]
print 'Importing', _3ds, '\nNUMBER', i, 'of', len(lines)
_3ds_file= _3ds.split('/')[-1].split('\\')[-1]
newScn= Scene.New(_3ds_file)
newScn.makeCurrent()
load_3ds(_3ds, False)
print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME)
'''