blender/release/scripts/obj_import.py
Campbell Barton 8dc9c228d1 Added options
Rotate X90 (most objs use X up)
Reuse Existing Materials (so material names arnt created when names match)

Fixed some bugs and added a few speedups.
2006-05-09 13:20:18 +00:00

943 lines
32 KiB
Python

#!BPY
"""
Name: 'Wavefront (.obj)...'
Blender: 237
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File, Shift: batch import all dir.'
"""
__author__= "Campbell Barton"
__url__= ["blender", "elysiun"]
__version__= "1.0"
__bpydoc__= """\
This script imports OBJ files to Blender.
Usage:
Run this script from "File->Import" menu and then load the desired OBJ file.
"""
# $Id$
#
# --------------------------------------------------------------------------
# OBJ Import v1.0 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 *****
# --------------------------------------------------------------------------
#==============================================#
# Return directory, where the file is #
#==============================================#
def stripFile(path):
lastSlash= max(path.rfind('\\'), path.rfind('/'))
if lastSlash != -1:
path= path[:lastSlash]
return '%s%s' % (path, sys.sep)
#==============================================#
# Strips the slashes from the back of a string #
#==============================================#
def stripPath(path):
return path.split('/')[-1].split('\\')[-1]
#====================================================#
# Strips the prefix off the name before writing #
#====================================================#
def stripExt(name): # name is a string
index= name.rfind('.')
if index != -1:
return name[ : index ]
else:
return name
from Blender import *
import BPyImage # use for comprehensiveImageLoad
import BPyMesh # use for ngon
try:
import os
except:
# So we know if os exists.
print 'Module "os" not found, install python to enable comprehensive image finding and batch loading.'
os= None
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def loadMaterialImage(mat, img_fileName, type, meshDict, dir):
TEX_ON_FLAG= NMesh.FaceModes['TEX']
texture= Texture.New(type)
texture.setType('Image')
# Absolute path - c:\.. etc would work here
image= BPyImage.comprehensiveImageLoad(img_fileName, dir)
if 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 image and type == 'Kd':
for meshPair in meshDict.itervalues():
for f in meshPair[0].faces:
#print meshPair[0].materials[f.mat].name, mat.name
if meshPair[0].materials[f.mat].name == mat.name:
# the inline usemat command overides the material Image
if not f.image:
f.mode |= TEX_ON_FLAG
f.image= image
# adds textures for materials (rendering)
elif type == 'Ka':
mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API
elif type == 'Kd':
mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
elif type == 'Ks':
mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
elif type == 'Bump': # New Additions
mat.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR)
elif type == 'D':
mat.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA)
elif type == 'refl':
mat.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF)
#===============================================================================#
# This gets a mat or creates one of the requested name if none exist. #
#===============================================================================#
def getMat(matName, materialDict):
# Make a new mat
try: return materialDict[matName]
except: pass # Better do any exception
try: return materialDict[matName.lower()]
except: pass
# Do we realy need to keep the dict up to date?, not realy but keeps consuistant.
mat= materialDict[matName]= Material.New(matName)
return mat
#==================================================================================#
# This function loads materials from .mtl file (have to be defined in obj file) #
#==================================================================================#
def load_mtl(dir, IMPORT_USE_EXISTING_MTL, mtl_file, meshDict, materialDict):
mtl_file= stripPath(mtl_file)
mtl_fileName= dir + mtl_file
try:
fileLines= open(mtl_fileName, 'r').readlines()
except IOError:
print '\tunable to open referenced material file: "%s"' % mtl_fileName
return
try:
lIdx=0
while lIdx < len(fileLines):
l= fileLines[lIdx].split()
# Detect a line that will be ignored
if len(l) == 0 or l[0].startswith('#'):
pass
elif l[0] == 'newmtl':
currentMat= getMat('_'.join(l[1:]), materialDict) # Material should alredy exist.
elif l[0] == 'Ka':
currentMat.setMirCol((float(l[1]), float(l[2]), float(l[3])))
elif l[0] == 'Kd':
currentMat.setRGBCol((float(l[1]), float(l[2]), float(l[3])))
elif l[0] == 'Ks':
currentMat.setSpecCol((float(l[1]), float(l[2]), float(l[3])))
elif l[0] == 'Ns':
currentMat.setHardness( int((float(l[1])*0.51)) )
elif l[0] == 'Ni': # Refraction index
currentMat.setIOR( max(1, min(float(l[1]), 3))) # Between 1 and 3
elif l[0] == 'd':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'Tr':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'map_Ka':
img_fileName= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Ka', meshDict, dir)
elif l[0] == 'map_Ks':
img_fileName= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Ks', meshDict, dir)
elif l[0] == 'map_Kd':
img_fileName= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Kd', meshDict, dir)
# new additions
elif l[0] == 'map_Bump': # Bumpmap
img_fileName= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Bump', meshDict, dir)
elif l[0] == 'map_D': # Alpha map - Dissolve
img_fileName= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'D', meshDict, dir)
elif l[0] == 'refl': # Reflectionmap
img_fileName= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'refl', meshDict, dir)
lIdx+=1
except:
print '\tERROR: Unable to parse MTL file: "%s"' % mtl_file
return
print '\tUsing MTL: "%s"' % mtl_file
#===========================================================================#
# Returns unique name of object/mesh (preserve overwriting existing meshes) #
#===========================================================================#
def getUniqueName(name):
newName= name[:19] # 19 chars is the longest name.
uniqueInt= 0
while newName in getUniqueName.uniqueNames:
newName= '%s.%.3i' % (name[:15], uniqueInt)
uniqueInt +=1
getUniqueName.uniqueNames.append(newName)
return newName
getUniqueName.uniqueNames= []
#==================================================================================#
# This loads data from .obj file #
#==================================================================================#
def load_obj(file, IMPORT_MTL=1, IMPORT_USE_EXISTING_MTL=0, IMPORT_CONSTRAIN_BOUNDS=0.0, IMPORT_ROTATE_X90=0, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGON=1, IMPORT_SMOOTH_GROUPS=0, IMPORT_MTL_SPLIT=0):
global currentMesh,\
currentUsedVertList,\
currentUsedVertListSmoothGroup,\
meshDict,\
contextMeshMatIdx,\
currentMaterialMeshMapping
print '\nImporting OBJ file: "%s"' % file
time1= sys.time()
getUniqueName.uniqueNames.extend( [ob.name for ob in Object.Get()] )
getUniqueName.uniqueNames.extend( NMesh.GetNames() )
# Deselect all objects in the scene.
# do this first so we dont have to bother, with objects we import
for ob in Scene.GetCurrent().getChildren():
ob.sel= 0
TEX_OFF_FLAG= ~NMesh.FaceModes['TEX']
# Used for bounds scaling
global BOUNDS
BOUNDS= 0.0
# Get the file name with no path or .obj
fileName= stripExt( stripPath(file) )
mtl_fileName= [] # Support multiple mtl files if needed.
DIR= stripFile(file)
tempFile= open(file, 'r')
fileLines= tempFile.readlines()
tempFile.close()
del tempFile
uvMapList= [] # store tuple uv pairs here
# This dummy vert makes life a whole lot easier-
# pythons index system then aligns with objs, remove later
vertList= [] # Could havea vert but since this is a placeholder theres no Point
# Store all imported images in a dict, names are key
imageDict= {}
# This stores the index that the current mesh has for the current material.
# if the mesh does not have the material then set -1
contextMeshMatIdx= -1
currentImg= None # Null image is a string, otherwise this should be set to an image object.\
if IMPORT_SMOOTH_ALL:
currentSmooth= True
else:
currentSmooth= False
# Store a list of unnamed names
currentUnnamedGroupIdx= 1
currentUnnamedObjectIdx= 1
quadList= (0, 1, 2, 3)
faceQuadVList= [None, None, None, None]
faceTriVList= [None, None, None]
#==================================================================================#
# Load all verts first (texture verts too) #
#==================================================================================#
print '\tfile length: %d' % len(fileLines)
# Ignore normals and comments.
fileLines= [lsplit for l in fileLines if not l.startswith('vn') if not l.startswith('#') for lsplit in (l.split(),) if lsplit]
if IMPORT_CONSTRAIN_BOUNDS == 0.0:
if IMPORT_ROTATE_X90:
def Vert(x,y,z):
return NMesh.Vert(x,-z,y) # rotate 90 about the x axis.
else:
Vert= NMesh.Vert
else:
# Adding a vert also sets the bounds.
if IMPORT_ROTATE_X90:
def Vert(x,y,z):
global BOUNDS
BOUNDS= max(BOUNDS, x,y,z)
return NMesh.Vert(x,-z,y) # Rotate X90 Deg.
else:
def Vert(x,y,z):
global BOUNDS
BOUNDS= max(BOUNDS, x,y,z)
return NMesh.Vert(x,y,z)
try:
vertList= [Vert(float(l[1]), float(l[2]), float(l[3]) ) for l in fileLines if l[0] == 'v']
except ValueError:
# What??? Maya 7 uses "6,45" instead of "6.45"
vertList= [Vert(float(l[1].replace(',', '.')), float(l[2].replace(',', '.')), float(l[3].replace(',', '.')) ) for l in fileLines if l[0] == 'v']
try:
uvMapList= [(float(l[1]), float(l[2])) for l in fileLines if l[0] == 'vt']
except ValueError:
# Same amazement as above. call that a float?
uvMapList= [(float(l[1].replace(',', '.')), float(l[2].replace(',', '.'))) for l in fileLines if l[0] == 'vt']
if IMPORT_SMOOTH_GROUPS:
smoothingGroups= dict([('_'.join(l[1:]), None) for l in fileLines if l[0] == 's' ])
else:
smoothingGroups= {}
print '\tvert:%i texverts:%i smoothgroups:%i' % (len(vertList), len(uvMapList), len(smoothingGroups))
# Replace filelines, Excluding v excludes "v ", "vn " and "vt "
# Remove any variables we may have created.
try: del _dummy
except: pass
try: del _x
except: pass
try: del _y
except: pass
try: del _z
except: pass
try: del lsplit
except: pass
del Vert
# With negative values this is used a lot. make faster access.
len_uvMapList= len(uvMapList)
len_vertList= len(vertList)
# Only want unique keys anyway
smoothingGroups['(null)']= None # Make sure we have at least 1.
smoothingGroups= smoothingGroups.keys()
# Add materials to Blender for later is in teh OBJ
# Keep this out of the dict for easy accsess.
if IMPORT_MTL:
materialDict= {}
if IMPORT_USE_EXISTING_MTL:
# Add existing materials to the dict./
for mat in Material.Get():
mat_name= mat.name.lower()
# Try add the name without the .001
if\
len(mat_name)>4 and\
mat_name[-4]=='.' and\
mat_name[-3:].isdigit():
materialDict[mat_name[-4:]]= mat
# Add the lower name
materialDict[mat_name]= mat
currentMat= nullMat= getMat('(null)', materialDict)
# Add all new materials allong the way...
# Make a list of all unused vert indices that we can copy from
VERT_USED_LIST= [-1]*len_vertList
# Here we store a boolean list of which verts are used or not
# no we know weather to add them to the current mesh
# This is an issue with global vertex indices being translated to per mesh indices
# like blenders, we start with a dummy just like the vert.
# -1 means unused, any other value refers to the local mesh index of the vert.
# currentObjectName has a char in front of it that determins weather its a group or object.
# We ignore it when naming the object.
currentObjectName= 'unnamed_obj_0' # If we cant get one, use this
if IMPORT_MTL_SPLIT:
currentObjectName_real= currentObjectName
#meshDict= {} # The 3 variables below are stored in a tuple within this dict for each mesh
currentMesh= NMesh.GetRaw() # The NMesh representation of the OBJ group/Object
#currentUsedVertList= {} # A Dict of smooth groups, each smooth group has a list of used verts and they are generated on demand so as to save memory.
currentMaterialMeshMapping= {} # Used to store material indices so we dont have to search the mesh for materials every time.
# Every mesh has a null smooth group, this is used if there are no smooth groups in the OBJ file.
# and when for faces where no smooth group is used.
currentSmoothGroup= '(null)' # The Name of the current smooth group
# For direct accsess to the Current Meshes, Current Smooth Groups- Used verts.
# This is of course context based and changes on the fly.
# Set the initial '(null)' Smooth group, every mesh has one.
currentUsedVertListSmoothGroup= VERT_USED_LIST[:]
currentUsedVertList= {currentSmoothGroup: currentUsedVertListSmoothGroup }
# 0:NMesh, 1:SmoothGroups[UsedVerts[0,0,0,0]], 2:materialMapping['matname':matIndexForThisNMesh]
meshDict= {currentObjectName: (currentMesh, currentUsedVertList, currentMaterialMeshMapping) }
# Only show the bad uv error once
badObjUvs= 0
badObjFaceVerts= 0
badObjFaceTexCo= 0
#currentMesh.verts.append(vertList[0]) # So we can sync with OBJ indices where 1 is the first item.
if len_uvMapList > 1:
currentMesh.hasFaceUV(1) # Turn UV's on if we have ANY texture coords in this obj file.
# Heres the code that gets a mesh, creating a new one if needed.
# may_exist is used to avoid a dict looup.
# if the mesh is unnamed then we generate a new name and dont bother looking
# to see if its alredy there.
def obj_getmesh(may_exist):
global currentMesh,\
currentUsedVertList,\
currentUsedVertListSmoothGroup,\
meshDict,\
contextMeshMatIdx,\
currentMaterialMeshMapping
#print 'getting mesh,', currentObjectName
# If we havnt written to this mesh before then do so.
# if we have then we'll just keep appending to it, this is required for soem files.
# If we are new, or we are not yet in the list of added meshes
# then make us new mesh.
if (not may_exist) or (not meshDict.has_key(currentObjectName)):
currentMesh= NMesh.GetRaw()
currentUsedVertList= {}
# SmoothGroup is a string
########currentSmoothGroup= '(null)' # From examplesm changing the g/o shouldent change the smooth group.
currentUsedVertList[currentSmoothGroup]= currentUsedVertListSmoothGroup= VERT_USED_LIST[:]
currentMaterialMeshMapping= {}
meshDict[currentObjectName]= (currentMesh, currentUsedVertList, currentMaterialMeshMapping)
currentMesh.hasFaceUV(1)
contextMeshMatIdx= -1
else:
# Since we have this in Blender then we will check if the current Mesh has the material.
# set the contextMeshMatIdx to the meshs index but only if we have it.
currentMesh, currentUsedVertList, currentMaterialMeshMapping= meshDict[currentObjectName]
#getMeshMaterialIndex(currentMesh, currentMat)
if IMPORT_MTL:
try:
contextMeshMatIdx= currentMaterialMeshMapping[currentMat.name] #getMeshMaterialIndex(currentMesh, currentMat)
except KeyError:
contextMeshMatIdx -1
# For new meshes switch smoothing groups to null
########currentSmoothGroup= '(null)' # From examplesm changing the g/o shouldent change the smooth group.
try:
currentUsedVertListSmoothGroup= currentUsedVertList[currentSmoothGroup]
except:
currentUsedVertList[currentSmoothGroup]= currentUsedVertListSmoothGroup= VERT_USED_LIST[:]
#==================================================================================#
# Load all faces into objects, main loop #
#==================================================================================#
lIdx= 0
EDGE_FGON_FLAG= NMesh.EdgeFlags['FGON']
EDGE_DRAW_FLAG= NMesh.EdgeFlags['EDGEDRAW']
REL_VERT_COUNT= REL_TVERT_COUNT=0
while lIdx < len(fileLines):
l= fileLines[lIdx]
#for l in fileLines:
if len(l) == 0:
continue
# FACE
elif l[0] == 'v':
REL_VERT_COUNT+=1
elif l[0] == 'vt':
REL_TVERT_COUNT+=1
elif l[0] == 'f' or l[0] == 'fo': # fo is not standard. saw it used once.
# Make a face with the correct material.
# Add material to mesh
if IMPORT_MTL:
if contextMeshMatIdx == -1:
tmpMatLs= currentMesh.materials
if len(tmpMatLs) == 16:
contextMeshMatIdx= 0 # Use first material
print 'material overflow, attempting to use > 16 materials. defaulting to first.'
else:
contextMeshMatIdx= len(tmpMatLs)
currentMaterialMeshMapping[currentMat.name]= contextMeshMatIdx
currentMesh.addMaterial(currentMat)
# Set up vIdxLs : Verts
# Set up vtIdxLs : UV
# Start with a dummy objects so python accepts OBJs 1 is the first index.
vIdxLs= []
vtIdxLs= []
fHasUV= len_uvMapList # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0.
# Support stupid multiline faces
# not an obj spec but some objs exist that do this.
# f 1 2 3 \
# 4 5 6 \
# ..... instead of the more common and sane.
# f 1 2 3 4 5 6
#
# later lines are not modified, just skepped by advancing "lIdx"
while l[-1] == '\\':
l.pop()
lIdx+=1
l.extend(fileLines[lIdx])
# Done supporting crappy obj faces over multiple lines.
for v in l:
if not v.startswith('f'): # Only the first v will be f, any better ways to skip it?
# OBJ files can have // or / to seperate vert/texVert/normal
# this is a bit of a pain but we must deal with it.
objVert= v.split('/')
# Vert Index - OBJ supports negative index assignment (like python)
index= int(objVert[0])-1
# Account for negative indices.
if index < 0:
# Assume negative verts are relative.
index= REL_VERT_COUNT+index+1
vIdxLs.append(index)
if fHasUV:
# UV
index= 0 # Dummy var
if len(objVert) == 1:
index= vIdxLs[-1]
elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2
index= int(objVert[1])-1
if index < 0:
# Assume negative verts are relative
index= REL_TVERT_COUNT+index+1
if len_uvMapList > index:
vtIdxLs.append(index) # Seperate UV coords
else:
# BAD FILE, I have found this so I account for it.
# INVALID UV COORD
# Could ignore this- only happens with 1 in 1000 files.
badObjFaceTexCo +=1
vtIdxLs.append(1)
fHasUV= 0
# Dont add a UV to the face if its larger then the UV coord list
# The OBJ file would have to be corrupt or badly written for thi to happen
# but account for it anyway.
if len(vtIdxLs) > 0:
if vtIdxLs[-1] > len_uvMapList:
fHasUV= 0
badObjUvs +=1 # ERROR, Cont
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
#print lIdx, len(vIdxLs), len(currentUsedVertListSmoothGroup)
#print fileLines[lIdx]
# Add all the verts we need,
# dont edd edge verts if were not importing them.
face_vert_count= len(vIdxLs)
if (not IMPORT_EDGES) and face_vert_count == 2:
pass
else:
# Add the verts that arnt alredy added.
for i in vIdxLs:
if currentUsedVertListSmoothGroup[i] == -1:
v= vertList[i]
currentMesh.verts.append(v)
currentUsedVertListSmoothGroup[i]= len(currentMesh.verts)-1
if face_vert_count == 2:
if IMPORT_EDGES and vIdxLs[0]!=vIdxLs[1]:
# Edge
currentMesh.addEdge(\
currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]],\
currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]])
elif face_vert_count == 4:
# Have found some files where wach face references the same vert
# - This causes a bug and stopts the import so lets check here
if vIdxLs[0] == vIdxLs[1] or\
vIdxLs[0] == vIdxLs[2] or\
vIdxLs[0] == vIdxLs[3] or\
vIdxLs[1] == vIdxLs[2] or\
vIdxLs[1] == vIdxLs[3] or\
vIdxLs[2] == vIdxLs[3]:
badObjFaceVerts+=1
else:
for i in quadList: # quadList == [0,1,2,3]
faceQuadVList[i]= currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i]]]
f= NMesh.Face(faceQuadVList)
# UV MAPPING
if fHasUV:
f.uv= [uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]]
if currentImg:
f.image= currentImg
else:
f.mode &= TEX_OFF_FLAG
if IMPORT_MTL:
f.mat= contextMeshMatIdx
f.smooth= currentSmooth
currentMesh.faces.append(f) # move the face onto the mesh
elif face_vert_count == 3: # This handles tri's and fans, dont use fans anymore.
for i in range(face_vert_count-2):
if vIdxLs[0] == vIdxLs[i+1] or\
vIdxLs[0] == vIdxLs[i+2] or\
vIdxLs[i+1] == vIdxLs[i+2]:
badObjFaceVerts+=1
else:
for k, j in [(0,0), (1,i+1), (2,i+2)]:
faceTriVList[k]= currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[j]]]
f= NMesh.Face(faceTriVList)
# UV MAPPING
if fHasUV:
f.uv= [uvMapList[vtIdxLs[0]], uvMapList[vtIdxLs[i+1]], uvMapList[vtIdxLs[i+2]]]
if currentImg:
f.image= currentImg
else:
f.mode &= TEX_OFF_FLAG
if IMPORT_MTL:
f.mat= contextMeshMatIdx
f.smooth= currentSmooth
currentMesh.faces.append(f) # move the face onto the mesh
elif face_vert_count > 4: # NGons.
# we need to map indices to uv coords.
currentMeshRelativeIdxs= [currentUsedVertListSmoothGroup[i] for i in vIdxLs]
if fHasUV:
vert2UvMapping=dict( [ (currentMeshRelativeIdxs[i],vtIdxLs[i]) for i in xrange(face_vert_count)] )
ngon_face_indices= BPyMesh.ngon(currentMesh, currentMeshRelativeIdxs)
# At the moment scanfill always makes tri's but dont count on it
for fillFace in ngon_face_indices:
f= NMesh.Face([currentMesh.verts[currentMeshRelativeIdxs[i]] for i in fillFace])
if fHasUV:
f.uv= [uvMapList[vert2UvMapping[currentMeshRelativeIdxs[i]]] for i in fillFace]
if currentImg:
f.image= currentImg
else:
f.mode &= TEX_OFF_FLAG
if IMPORT_MTL:
f.mat= contextMeshMatIdx
f.smooth= currentSmooth
currentMesh.faces.append(f) # move the face onto the mesh
# Set fgon flag.
if IMPORT_FGON:
edgeUsers={}
for fillFace in ngon_face_indices:
for i in xrange(len(fillFace)): # Should always be 3
i1= currentMeshRelativeIdxs[fillFace[i]]
i2= currentMeshRelativeIdxs[fillFace[i-1]]
# Sort the pair so thet always match.
if i1>i2: i1,i2=i2,i1
try:
edgeUsers[i1,i2]+= 1
except:
edgeUsers[i1,i2]= 0
for edgeVerts, users in edgeUsers.iteritems():
if users:
ed= currentMesh.addEdge(\
currentMesh.verts[edgeVerts[0]],\
currentMesh.verts[edgeVerts[1]])
ed.flag|= EDGE_FGON_FLAG
# FACE SMOOTHING
elif l[0] == 's' and IMPORT_SMOOTH_GROUPS:
# No value? then turn on.
if len(l) == 1:
currentSmooth= True
currentSmoothGroup= '(null)'
else:
if l[1] == 'off': # We all have a null group so dont need to try, will try anyway to avoid code duplication.
if not IMPORT_SMOOTH_ALL:
currentSmooth= False
currentSmoothGroup= '(null)'
else:
currentSmooth= True
currentSmoothGroup= '_'.join(l[1:])
try:
currentUsedVertListSmoothGroup= currentUsedVertList[currentSmoothGroup]
except KeyError:
currentUsedVertList[currentSmoothGroup]= currentUsedVertListSmoothGroup= VERT_USED_LIST[:]
# OBJECT / GROUP
elif l[0] == 'o' or l[0] == 'g':
# Forget about the current image
currentImg= None
# This makes sure that if an object and a group have the same name then
# they are not put into the same object.
# Only make a new group.object name if the verts in the existing object have been used, this is obscure
# but some files face groups seperating verts and faces which results in silly things. (no groups have names.)
if len(l) == 1:
# Make a new empty name
if l[0] == 'g': # Make a blank group name
currentObjectName= 'unnamed_grp_%.4d' % currentUnnamedGroupIdx
currentUnnamedGroupIdx +=1
else: # is an object.
currentObjectName= 'unnamed_ob_%.4d' % currentUnnamedObjectIdx
currentUnnamedObjectIdx +=1
may_exist= False # we know the model is new.
else: # No name given
currentObjectName= '_'.join(l[1:])
may_exist= True
if IMPORT_MTL_SPLIT:
currentObjectName_real= currentObjectName
currentObjectName += '_'+currentMat.name
obj_getmesh(may_exist)
# MATERIAL
elif l[0] == 'usemtl' and IMPORT_MTL:
if len(l) == 1 or l[1] == '(null)':
currentMat= nullMat # We know we have a null mat.
else:
currentMat= getMat('_'.join(l[1:]), materialDict)
try:
contextMeshMatIdx= currentMaterialMeshMapping[currentMat.name]
except KeyError:
contextMeshMatIdx= -1 #getMeshMaterialIndex(currentMesh, currentMat)
# Check if we are splitting by material.
if IMPORT_MTL_SPLIT:
currentObjectName= '%s_%s' % (currentObjectName_real, currentMat.name)
obj_getmesh(True)
# IMAGE
elif l[0] == 'usemat' or l[0] == 'usemap':
if len(l) == 1 or l[1] == '(null)' or l[1] == 'off':
currentImg= None
else:
# Load an image.
newImgName= stripPath(' '.join(l[1:])) # Use space since its a file name.
try:
# Assume its alredy set in the dict (may or maynot be loaded)
currentImg= imageDict[newImgName]
except KeyError: # Not in dict, add for first time.
# Image has not been added, Try and load the image
currentImg= BPyImage.comprehensiveImageLoad(newImgName, DIR) # Use join in case of spaces
imageDict[newImgName]= currentImg
# These may be None, thats okay.
# MATERIAL FILE
elif l[0] == 'mtllib' and IMPORT_MTL and len(l)>1:
mtl_fileName.append(' '.join(l[1:]) ) # Support for multiple MTL's
lIdx+=1
# Applies material properties to materials alredy on the mesh as well as Textures.
if IMPORT_MTL:
for mtl in mtl_fileName:
load_mtl(DIR, IMPORT_USE_EXISTING_MTL, mtl, meshDict, materialDict)
# Get a new scale factor if set as an option
SCALE=1.0
if IMPORT_CONSTRAIN_BOUNDS != 0.0:
while (BOUNDS*SCALE) > IMPORT_CONSTRAIN_BOUNDS:
SCALE/=10
importedObjects= []
for mk, me in meshDict.iteritems():
nme= me[0]
# Ignore no vert meshes.
if not nme.verts: # == []
continue
name= getUniqueName(mk)
ob= NMesh.PutRaw(nme, name)
ob.name= name
importedObjects.append(ob)
ob.setSize(SCALE, SCALE, SCALE)
# Select all imported objects.
for ob in importedObjects:
ob.sel= 1
if badObjUvs > 0:
print '\tERROR: found %d faces with badly formatted UV coords. everything else went okay.' % badObjUvs
if badObjFaceVerts > 0:
print '\tERROR: found %d faces reusing the same vertex. everything else went okay.' % badObjFaceVerts
if badObjFaceTexCo > 0:
print '\tERROR: found %d faces with invalit texture coords. everything else went okay.' % badObjFaceTexCo
print "obj import time: ", sys.time() - time1
def load_obj_ui(file):
IMPORT_DIR= Draw.Create(0)
IMPORT_NEW_SCENE= Draw.Create(0)
IMPORT_MTL= Draw.Create(1)
IMPORT_USE_EXISTING_MTL= Draw.Create(1)
IMPORT_CONSTRAIN_BOUNDS= Draw.Create(10.0)
IMPORT_ROTATE_X90= Draw.Create(1)
IMPORT_EDGES= Draw.Create(1)
IMPORT_SMOOTH_ALL= Draw.Create(1)
IMPORT_FGON= Draw.Create(1)
IMPORT_SMOOTH_GROUPS= Draw.Create(0)
IMPORT_MTL_SPLIT= Draw.Create(0)
# Get USER Options
pup_block= [\
('All *.obj\'s in dir', IMPORT_DIR, 'Import all obj files in this dir (avoid overlapping data with "Create scene")'),\
('Create Scene', IMPORT_NEW_SCENE, 'Imports each obj into its own scene, named from the file'),\
'Materials...',\
('Import (*.mtl)', IMPORT_MTL, 'Imports material settings and images from the obj\'s .mtl file'),\
('Re-Use Existing', IMPORT_USE_EXISTING_MTL, 'Use materials from the current blend where names match.'),\
'Geometry...',\
('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by factors of 10 until it reacehs the size constraint.'),\
('Rotate X90', IMPORT_ROTATE_X90, 'Rotate X-Up to Blenders Z-Up'),\
('Edges', IMPORT_EDGES, 'Import faces with 2 verts as in edge'),\
('Smooths all faces', IMPORT_SMOOTH_ALL, 'Smooth all faces even if they are not in a smoothing group'),\
('Create FGons', IMPORT_FGON, 'Import faces with more then 4 verts as fgons.'),\
('Smooth Groups', IMPORT_SMOOTH_GROUPS, 'Only Share verts within smooth groups. (Warning, Hogs Memory)'),\
('Split by Material', IMPORT_MTL_SPLIT, 'Import each material into a seperate mesh (Avoids >16 meterials per mesh problem)'),\
]
if not os:
pup_block.pop(0) # Make sure this is the IMPORT_DIR option that requires OS
if not Draw.PupBlock('Import OBJ...', pup_block):
return
Window.WaitCursor(1)
Window.DrawProgressBar(0, '')
time= sys.time()
IMPORT_DIR= IMPORT_DIR.val
IMPORT_NEW_SCENE= IMPORT_NEW_SCENE.val
IMPORT_MTL= IMPORT_MTL.val
IMPORT_USE_EXISTING_MTL= IMPORT_USE_EXISTING_MTL.val
IMPORT_CONSTRAIN_BOUNDS= IMPORT_CONSTRAIN_BOUNDS.val
IMPORT_ROTATE_X90= IMPORT_ROTATE_X90.val
IMPORT_EDGES= IMPORT_EDGES.val
IMPORT_SMOOTH_ALL= IMPORT_SMOOTH_ALL.val
IMPORT_FGON= IMPORT_FGON.val
IMPORT_SMOOTH_GROUPS= IMPORT_SMOOTH_GROUPS.val
IMPORT_MTL_SPLIT= IMPORT_MTL_SPLIT.val
orig_scene= Scene.GetCurrent()
# Dont do material split if we dont import material
if not IMPORT_MTL:
IMPORT_MTL_SPLIT=0
obj_dir= stripFile(file)
if IMPORT_DIR:
obj_files= [(obj_dir,f) for f in os.listdir(obj_dir) if f.lower().endswith('obj')]
else:
obj_files= [(obj_dir,stripPath(file))]
obj_len= len(obj_files)
count= 0
for d, f in obj_files:
count+= 1
if not sys.exists(d+f):
print 'Error: "%s%s" does not exist' % (d,f)
else:
if IMPORT_NEW_SCENE:
scn= Scene.New('.'.join(f.split('.')[0:-1]))
scn.makeCurrent()
Window.DrawProgressBar((float(count)/obj_len) - 0.01, '%s: %i of %i' % (f, count, obj_len))
load_obj(d+f, IMPORT_MTL, IMPORT_USE_EXISTING_MTL, IMPORT_CONSTRAIN_BOUNDS, IMPORT_ROTATE_X90, IMPORT_EDGES, IMPORT_SMOOTH_ALL, IMPORT_FGON, IMPORT_SMOOTH_GROUPS, IMPORT_MTL_SPLIT)
orig_scene.makeCurrent() # We can leave them in there new scene.
Window.DrawProgressBar(1, '')
Window.WaitCursor(0)
print 'Total obj import "%s" dir: %.2f' % (obj_dir, sys.time() - time)
def main():
Window.FileSelector(load_obj_ui, 'Import a Wavefront OBJ', '*.obj')
if __name__ == '__main__':
main()