blender/release/scripts/DirectX8Importer.py

311 lines
9.5 KiB
Python

#!BPY
""" Registration info for Blender menus:
Name: 'DirectX(.x)...'
Blender: 240
Group: 'Import'
Tip: 'Import from DirectX text file format format.'
"""
# DirectXImporter.py version 1.2
# Copyright (C) 2005 Arben OMARI -- omariarben@everyday.com
#
# 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.
# This script import meshes from DirectX text file format
# Grab the latest version here :www.omariben.too.it
import Blender
from Blender import NMesh,Object,Material,Texture,Image,Draw
class xImport:
def __init__(self, filename):
global my_path
self.file = open(filename, "r")
my_path = Blender.sys.dirname(filename)
self.lines = self.file.readlines()
def Import(self):
lines = self.lines
print "importing into Blender ..."
scene = Blender.Scene.getCurrent()
mesh = NMesh.GetRaw()
#Get the line of Texture Coords
nr_uv_ind = 0
for line_uv in lines:
l = line_uv.strip()
words = line_uv.split()
if l and words[0] == "MeshTextureCoords" :
nr_uv_ind = lines.index(line_uv)
#Get Materials
idx = 0
i = -1
mat_list = []
tex_list = []
for line_mat in lines:
i += 1
l = line_mat.strip()
words = line_mat.split()
if l and words[0] == "Material" :
idx += 1
self.writeMaterials(i, idx, mat_list, tex_list)
nr_fac_mat = 0
#Assign Materials
for line_m in lines:
l = line_m.strip()
words = line_m.split()
if l and words[0] == "MeshMaterialList" :
nr_fac_mat = lines.index(line_m) + 2
#Create The Mesh
for line in lines:
l = line.strip()
words = line.split()
if l and words[0] == "Mesh" :
nr_vr_ind = lines.index(line)
self.writeVertices(nr_vr_ind, mesh, nr_uv_ind, nr_fac_mat, tex_list)
NMesh.PutRaw(mesh,"Mesh",1)
mesh.setMaterials(mat_list)
mesh.update()
if nr_fac_mat :
self.writeMeshMaterials(nr_fac_mat, mesh)
self.file.close()
print "... finished"
#------------------------------------------------------------------------------
# CREATE THE MESH
#------------------------------------------------------------------------------
def writeVertices(self, nr_vr_ind, mesh, nr_uv, nr_fac_mat, tex_list):
lin = self.lines[nr_vr_ind + 1]
if lin :
lin_c = self.CleanLine(lin)
nr_vert = int((lin_c.split()[0]))
v_ind = self.lines.index(lin)
else :
lin = self.lines.index(nr_vr_ind + 2)
lin_c = self.CleanLine(lin)
nr_vert = int((lin_c.split()[0]))
v_ind = self.lines.index(lin)
vx_array = range(v_ind + 1, (v_ind + nr_vert +1))
#--------------------------------------------------
lin_f = self.lines[v_ind + nr_vert +1]
if lin_f :
lin_fc = self.CleanLine(lin_f)
nr_face = int((lin_fc.split()[0]))
nr_fac_li = self.lines.index(lin_f)
else :
lin_f = self.lines[v_ind + nr_vert +1]
lin_fc = self.CleanLine(lin_f)
nr_face = int((lin_fc.split()[0]))
nr_fac_li = self.lines.index(lin_f)
fac_array = range(nr_fac_li + 1, (nr_fac_li + nr_face + 1))
#Get Coordinates
for l in vx_array:
line_v = self.lines[l]
lin_v = self.CleanLine(line_v)
words = lin_v.split()
if len(words)==3:
co_vert_x = float(words[0])
co_vert_y = float(words[1])
co_vert_z = float(words[2])
v=NMesh.Vert(co_vert_x,co_vert_y,co_vert_z)
mesh.verts.append(v)
#Make Faces
i = 0
for f in fac_array:
i += 1
line_f = self.lines[f]
lin_f = self.CleanLine(line_f)
words = lin_f.split()
if len(words) == 5:
f=NMesh.Face()
f.v.append(mesh.verts[int(words[1])])
f.v.append(mesh.verts[int(words[2])])
f.v.append(mesh.verts[int(words[3])])
f.v.append(mesh.verts[int(words[4])])
mesh.faces.append(f)
if nr_uv :
uv = []
#---------------------------------
l1_uv = self.lines[nr_uv + 2 + int(words[1])]
fixed_l1_uv = self.CleanLine(l1_uv)
w1 = fixed_l1_uv.split()
uv_1 = (float(w1[0]), -float(w1[1]))
uv.append(uv_1)
#---------------------------------
l2_uv = self.lines[nr_uv + 2 + int(words[2])]
fixed_l2_uv = self.CleanLine(l2_uv)
w2 = fixed_l2_uv.split()
uv_2 = (float(w2[0]), -float(w2[1]))
uv.append(uv_2)
#---------------------------------
l3_uv = self.lines[nr_uv + 2 + int(words[3])]
fixed_l3_uv = self.CleanLine(l3_uv)
w3 = fixed_l3_uv.split()
uv_3 = (float(w3[0]), -float(w3[1]))
uv.append(uv_3)
#---------------------------------
l4_uv = self.lines[nr_uv + 2 + int(words[4])]
fixed_l4_uv = self.CleanLine(l4_uv)
w4 = fixed_l4_uv.split()
uv_4 = (float(w4[0]), -float(w4[1]))
uv.append(uv_4)
#---------------------------------
f.uv = uv
if nr_fac_mat :
fac_line = self.lines[nr_fac_mat + i]
fixed_fac = self.CleanLine(fac_line)
w_tex = int(fixed_fac.split()[0])
name_tex = tex_list[w_tex]
if name_tex :
name_file = Blender.sys.join(my_path,name_tex)
try:
img = Image.Load(name_file)
f.image = img
except:
#Draw.PupMenu("No image to load")
#print "No image " + name_tex + " to load"
pass
elif len(words) == 4:
f=NMesh.Face()
f.v.append(mesh.verts[int(words[1])])
f.v.append(mesh.verts[int(words[2])])
f.v.append(mesh.verts[int(words[3])])
mesh.faces.append(f)
if nr_uv :
uv = []
#---------------------------------
l1_uv = self.lines[nr_uv + 2 + int(words[1])]
fixed_l1_uv = self.CleanLine(l1_uv)
w1 = fixed_l1_uv.split()
uv_1 = (float(w1[0]), -float(w1[1]))
uv.append(uv_1)
#---------------------------------
l2_uv = self.lines[nr_uv + 2 + int(words[2])]
fixed_l2_uv = self.CleanLine(l2_uv)
w2 = fixed_l2_uv.split()
uv_2 = (float(w2[0]), -float(w2[1]))
uv.append(uv_2)
#---------------------------------
l3_uv = self.lines[nr_uv + 2 + int(words[3])]
fixed_l3_uv = self.CleanLine(l3_uv)
w3 = fixed_l3_uv.split()
uv_3 = (float(w3[0]), -float(w3[1]))
uv.append(uv_3)
#---------------------------------
f.uv = uv
if nr_fac_mat :
fac_line = self.lines[nr_fac_mat + i]
fixed_fac = self.CleanLine(fac_line)
w_tex = int(fixed_fac.split()[0])
name_tex = tex_list[w_tex]
if name_tex :
name_file = Blender.sys.join(my_path ,name_tex)
try:
img = Image.Load(name_file)
f.image = img
except:
#Draw.PupMenu("No image to load")
#print "No image " + name_tex + " to load"
pass
def CleanLine(self,line):
fix_line = line.replace(";", " ")
fix_1_line = fix_line.replace('"', ' ')
fix_2_line = fix_1_line.replace("{", " ")
fix_3_line = fix_2_line.replace("}", " ")
fix_4_line = fix_3_line.replace(",", " ")
fix_5_line = fix_4_line.replace("'", " ")
return fix_5_line
#------------------------------------------------------------------
# CREATE MATERIALS
#------------------------------------------------------------------
def writeMaterials(self, nr_mat, idx, mat_list, tex_list):
name = "Material_" + str(idx)
mat = Material.New(name)
line = self.lines[nr_mat + 1]
fixed_line = self.CleanLine(line)
words = fixed_line.split()
mat.rgbCol = [float(words[0]),float(words[1]),float(words[2])]
mat.setAlpha(float(words[3]))
mat_list.append(mat)
l = self.lines[nr_mat + 5]
fix_3_line = self.CleanLine(l)
tex_n = fix_3_line.split()
if tex_n and tex_n[0] == "TextureFilename" :
if len(tex_n) > 1:
tex_list.append(tex_n[1])
if len(tex_n) <= 1 :
l_succ = self.lines[nr_mat + 6]
fix_3_succ = self.CleanLine(l_succ)
tex_n_succ = fix_3_succ.split()
tex_list.append(tex_n_succ[0])
else :
tex_name = None
tex_list.append(tex_name)
return mat_list, tex_list
#------------------------------------------------------------------
# SET MATERIALS
#------------------------------------------------------------------
def writeMeshMaterials(self, nr_fc_mat, mesh):
for face in mesh.faces:
nr_fc_mat += 1
line = self.lines[nr_fc_mat]
fixed_line = self.CleanLine(line)
wrd = fixed_line.split()
mat_idx = int(wrd[0])
face.materialIndex = mat_idx
mesh.update()
#------------------------------------------------------------------
# MAIN
#------------------------------------------------------------------
def my_callback(filename):
if not filename.lower().endswith('.x'): print "Not an .x file"
ximport = xImport(filename)
ximport.Import()
arg = __script__['arg']
if __name__ == '__main__':
Blender.Window.FileSelector(my_callback, "Import DirectX", "*.x")