forked from bartvdbraak/blender
4b05af9ca7
- Material importing speedup. - Tested with more models. - Support some corrupt models. (Bug in Mesh causes segfaults on some files still, kens looking into it)
808 lines
25 KiB
Python
808 lines
25 KiB
Python
#!BPY
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"""
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Name: '3D Studio (.3ds)...'
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Blender: 241
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Group: 'Import'
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Tooltip: 'Import from 3DS file format (.3ds)'
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"""
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__author__ = ["Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Campbell Barton"]
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__url__ = ("blender", "elysiun", "http://www.gametutorials.com")
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__version__ = "0.93"
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__bpydoc__ = """\
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3ds Importer
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This script imports a 3ds file and the materials into Blender for editing.
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Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
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0.94 by Campbell Barton<br>
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- Face import tested to be about overall 16x speedup over 0.93.
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- Material importing speedup.
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- Tested with more models.
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- Support some corrupt models.
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0.93 by Campbell Barton<br>
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- Tested with 400 3ds files from turbosquid and samples.
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- Tactfully ignore faces that used the same verts twice.
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- Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading.
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- Converted from NMesh to Mesh.
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- Faster and cleaner new names.
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- Use external comprehensive image loader.
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- Re intergrated 0.92 and 0.9 changes
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- Fixes for 2.41 compat.
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- Non textured faces do not use a texture flag.
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0.92<br>
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- Added support for diffuse, alpha, spec, bump maps in a single material
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0.9<br>
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- Reorganized code into object/material block functions<br>
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- Use of Matrix() to copy matrix data<br>
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- added support for material transparency<br>
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0.83 2005-08-07: Campell Barton
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- Aggressive image finding and case insensitivy for posisx systems.
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0.82a 2005-07-22
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- image texture loading (both for face uv and renderer)
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0.82 - image texture loading (for face uv)
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0.81a (fork- not 0.9) Campbell Barton 2005-06-08
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- Simplified import code
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- Never overwrite data
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- Faster list handling
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- Leaves import selected
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0.81 Damien McGinnes 2005-01-09
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- handle missing images better
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0.8 Damien McGinnes 2005-01-08
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- copies sticky UV coords to face ones
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- handles images better
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- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
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"""
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# Importing modules
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import Blender
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from Blender import Mesh, Scene, Object, Material, Image, Texture, Lamp, Mathutils
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from Blender.Mathutils import Vector
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import BPyImage
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reload(BPyImage)
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import struct
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import os
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#this script imports uvcoords as sticky vertex coords
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#this parameter enables copying these to face uv coords
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#which shold be more useful.
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#===========================================================================#
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# Returns unique name of object/mesh (stops overwriting existing meshes) #
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#===========================================================================#
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def getUniqueName(name):
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count = 0
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newname = name[:19]
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while newname in getUniqueName.uniqueObNames:
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newname = '%s.%.3i' % (name[:15], count)
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count+=1
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# Dont use again.
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getUniqueName.uniqueObNames.append(newname)
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return newname
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getUniqueName.uniqueObNames = Blender.NMesh.GetNames() + [ob.name for ob in Object.Get()]
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def createBlenderTexture(material, name, image):
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texture = Texture.New(name)
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texture.setType('Image')
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texture.image = image
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material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
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######################################################
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# Data Structures
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######################################################
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#Some of the chunks that we will see
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#----- Primary Chunk, at the beginning of each file
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PRIMARY= long("0x4D4D",16)
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#------ Main Chunks
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OBJECTINFO = long("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information
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VERSION = long("0x0002",16); #This gives the version of the .3ds file
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EDITKEYFRAME= long("0xB000",16); #This is the header for all of the key frame info
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#------ sub defines of OBJECTINFO
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MATERIAL=45055 #0xAFFF // This stored the texture info
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OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
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#>------ sub defines of MATERIAL
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#------ sub defines of MATERIAL_BLOCK
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MAT_NAME = long("0xA000",16) # This holds the material name
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MAT_AMBIENT = long("0xA010",16) # Ambient color of the object/material
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MAT_DIFFUSE = long("0xA020",16) # This holds the color of the object/material
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MAT_SPECULAR = long("0xA030",16) # SPecular color of the object/material
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MAT_SHINESS = long("0xA040",16) # ??
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MAT_TRANSPARENCY= long("0xA050",16) # Transparency value of material
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MAT_SELF_ILLUM = long("0xA080",16) # Self Illumination value of material
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MAT_WIRE = long("0xA085",16) # Only render's wireframe
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MAT_TEXTURE_MAP = long("0xA200",16) # This is a header for a new texture map
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MAT_SPECULAR_MAP= long("0xA204",16) # This is a header for a new specular map
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MAT_OPACITY_MAP = long("0xA210",16) # This is a header for a new opacity map
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MAT_REFLECTION_MAP= long("0xA220",16) # This is a header for a new reflection map
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MAT_BUMP_MAP = long("0xA230",16) # This is a header for a new bump map
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MAT_MAP_FILENAME = long("0xA300",16); # This holds the file name of the texture
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#>------ sub defines of OBJECT
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OBJECT_MESH = long("0x4100",16); # This lets us know that we are reading a new object
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OBJECT_LAMP = long("0x4600",16); # This lets un know we are reading a light object
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OBJECT_LAMP_SPOT = long("0x4610",16); # The light is a spotloght.
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OBJECT_LAMP_OFF = long("0x4620",16); # The light off.
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OBJECT_LAMP_ATTENUATE = long("0x4625",16);
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OBJECT_LAMP_RAYSHADE = long("0x4627",16);
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OBJECT_LAMP_SHADOWED = long("0x4630",16);
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OBJECT_LAMP_LOCAL_SHADOW = long("0x4640",16);
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OBJECT_LAMP_LOCAL_SHADOW2 = long("0x4641",16);
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OBJECT_LAMP_SEE_CONE = long("0x4650",16);
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OBJECT_LAMP_SPOT_RECTANGULAR= long("0x4651",16);
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OBJECT_LAMP_SPOT_OVERSHOOT= long("0x4652",16);
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OBJECT_LAMP_SPOT_PROJECTOR= long("0x4653",16);
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OBJECT_LAMP_EXCLUDE= long("0x4654",16);
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OBJECT_LAMP_RANGE= long("0x4655",16);
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OBJECT_LAMP_ROLL= long("0x4656",16);
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OBJECT_LAMP_SPOT_ASPECT= long("0x4657",16);
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OBJECT_LAMP_RAY_BIAS= long("0x4658",16);
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OBJECT_LAMP_INNER_RANGE= long("0x4659",16);
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OBJECT_LAMP_OUTER_RANGE= long("0x465A",16);
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OBJECT_LAMP_MULTIPLIER = long("0x465B",16);
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OBJECT_LAMP_AMBIENT_LIGHT = long("0x4680",16);
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OBJECT_CAMERA= long("0x4700",16); # This lets un know we are reading a camera object
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#>------ sub defines of CAMERA
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OBJECT_CAM_RANGES= long("0x4720",16); # The camera range values
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#>------ sub defines of OBJECT_MESH
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OBJECT_VERTICES = long("0x4110",16); # The objects vertices
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OBJECT_FACES = long("0x4120",16); # The objects faces
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OBJECT_MATERIAL = long("0x4130",16); # This is found if the object has a material, either texture map or color
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OBJECT_UV = long("0x4140",16); # The UV texture coordinates
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OBJECT_TRANS_MATRIX = long("0x4160",16); # The Object Matrix
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global scn
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scn = None
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#the chunk class
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class chunk:
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ID=0
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length=0
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bytes_read=0
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#we don't read in the bytes_read, we compute that
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binary_format="<HI"
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def __init__(self):
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self.ID=0
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self.length=0
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self.bytes_read=0
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def dump(self):
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print "ID: ", self.ID
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print "ID in hex: ", hex(self.ID)
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print "length: ", self.length
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print "bytes_read: ", self.bytes_read
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def read_chunk(file, chunk):
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temp_data=file.read(struct.calcsize(chunk.binary_format))
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data=struct.unpack(chunk.binary_format, temp_data)
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chunk.ID=data[0]
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chunk.length=data[1]
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#update the bytes read function
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chunk.bytes_read=6
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#if debugging
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#chunk.dump()
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def read_string(file):
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s=""
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index=0
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#print "reading a string"
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#read in the characters till we get a null character
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temp_data=file.read(1)
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data=struct.unpack("c", temp_data)
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s=s+(data[0])
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#print "string: ",s
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while(ord(s[index])!=0):
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index+=1
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temp_data=file.read(1)
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data=struct.unpack("c", temp_data)
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s=s+(data[0])
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#print "string: ",s
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#remove the null character from the string
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the_string=s[:-1]
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return the_string
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######################################################
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# IMPORT
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######################################################
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def process_next_object_chunk(file, previous_chunk):
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new_chunk=chunk()
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temp_chunk=chunk()
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while (previous_chunk.bytes_read<previous_chunk.length):
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#read the next chunk
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read_chunk(file, new_chunk)
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def skip_to_end(file, skip_chunk):
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buffer_size=skip_chunk.length-skip_chunk.bytes_read
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binary_format=str(buffer_size)+"c"
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temp_data=file.read(struct.calcsize(binary_format))
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skip_chunk.bytes_read+=buffer_size
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def add_texture_to_material(image, texture, material, mapto):
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if mapto=="DIFFUSE":
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map=Texture.MapTo.COL
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elif mapto=="SPECULAR":
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map=Texture.MapTo.SPEC
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elif mapto=="OPACITY":
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map=Texture.MapTo.ALPHA
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elif mapto=="BUMP":
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map=Texture.MapTo.NOR
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else:
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print "/tError: Cannot map to ", mapto
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return
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texture.setImage(image)
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texture_list=material.getTextures()
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index=0
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for tex in texture_list:
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if tex==None:
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material.setTexture(index,texture,Texture.TexCo.UV,map)
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return
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else:
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index+=1
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if index>10:
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print "/tError: Cannot add diffuse map. Too many textures"
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def process_next_chunk(file, filename, previous_chunk, scn):
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#print previous_chunk.bytes_read, "BYTES READ"
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contextObName = None
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contextLamp = [None, None] # object, Data
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contextMaterial = None
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contextMatrix = Blender.Mathutils.Matrix(); contextMatrix.identity()
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contextMesh = None
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TEXTURE_DICT={}
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MATDICT={}
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TEXMODE = Mesh.FaceModes['TEX']
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objectList = [] # Keep a list of imported objects.
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# Localspace variable names, faster.
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STRUCT_SIZE_1CHAR = struct.calcsize("c")
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STRUCT_SIZE_2FLOAT = struct.calcsize("2f")
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STRUCT_SIZE_3FLOAT = struct.calcsize("3f")
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STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize("H")
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STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize("4H")
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STRUCT_SIZE_4x3MAT = struct.calcsize("ffffffffffff")
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def putContextMesh(myContextMesh):
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#print 'prtting myContextMesh', myContextMesh.name
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INV_MAT = Blender.Mathutils.Matrix(contextMatrix)
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INV_MAT.invert()
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contextMesh.transform(INV_MAT)
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# Faces without an image can have the image flag disabled.
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if myContextMesh.faceUV:
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TEX_ON_FLAG = Mesh.FaceModes['TEX']
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for f in myContextMesh.faces:
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if not f.image:
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f.mode &= ~TEX_ON_FLAG # disable tex flag.
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for c in f.col:
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c.b=c.g=c.r=255
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newOb = Object.New('Mesh', contextMesh.name) # Meshes name is always a free object name too.
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newOb.link(contextMesh)
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scn.link(newOb)
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newOb.Layers = scn.Layers
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newOb.sel = 1
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objectList.append(newOb) # last 2 recal normals
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newOb.setMatrix(contextMatrix)
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#Blender.Window.EditMode(1)
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#Blender.Window.EditMode(0)
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#a spare chunk
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new_chunk=chunk()
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temp_chunk=chunk()
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#loop through all the data for this chunk (previous chunk) and see what it is
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while (previous_chunk.bytes_read<previous_chunk.length):
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#print '\t', previous_chunk.bytes_read, 'keep going'
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#read the next chunk
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#print "reading a chunk"
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read_chunk(file, new_chunk)
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#is it a Version chunk?
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if (new_chunk.ID==VERSION):
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#print "if (new_chunk.ID==VERSION):"
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#print "found a VERSION chunk"
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#read in the version of the file
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#it's an unsigned short (H)
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temp_data=file.read(struct.calcsize("I"))
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data=struct.unpack("I", temp_data)
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version=data[0]
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new_chunk.bytes_read+=4 #read the 4 bytes for the version number
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#this loader works with version 3 and below, but may not with 4 and above
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if (version>3):
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print "\tNon-Fatal Error: Version greater than 3, may not load correctly: ", version
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#is it an object info chunk?
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elif (new_chunk.ID==OBJECTINFO):
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#print "elif (new_chunk.ID==OBJECTINFO):"
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# print "found an OBJECTINFO chunk"
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process_next_chunk(file, filename, new_chunk, scn)
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#keep track of how much we read in the main chunk
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new_chunk.bytes_read+=temp_chunk.bytes_read
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#is it an object chunk?
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elif (new_chunk.ID==OBJECT):
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"elif (new_chunk.ID==OBJECT):"
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tempName = read_string(file)
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contextObName = getUniqueName( tempName )
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new_chunk.bytes_read += (len(tempName)+1)
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#is it a material chunk?
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elif (new_chunk.ID==MATERIAL):
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#print "elif (new_chunk.ID==MATERIAL):"
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contextMaterial = Material.New()
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elif (new_chunk.ID==MAT_NAME):
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#print "elif (new_chunk.ID==MAT_NAME):"
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material_name=""
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material_name=read_string(file)
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#plus one for the null character that ended the string
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new_chunk.bytes_read+=(len(material_name)+1)
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contextMaterial.setName(material_name)
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MATDICT[material_name] = (contextMaterial.name, contextMaterial)
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elif (new_chunk.ID==MAT_AMBIENT):
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#print "elif (new_chunk.ID==MAT_AMBIENT):"
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read_chunk(file, temp_chunk)
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temp_data=file.read(struct.calcsize("3B"))
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data=struct.unpack("3B", temp_data)
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temp_chunk.bytes_read+=3
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contextMaterial.mirCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
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new_chunk.bytes_read+=temp_chunk.bytes_read
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elif (new_chunk.ID==MAT_DIFFUSE):
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#print "elif (new_chunk.ID==MAT_DIFFUSE):"
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read_chunk(file, temp_chunk)
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temp_data=file.read(struct.calcsize("3B"))
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data=struct.unpack("3B", temp_data)
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temp_chunk.bytes_read+=3
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contextMaterial.rgbCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
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new_chunk.bytes_read+=temp_chunk.bytes_read
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elif (new_chunk.ID==MAT_SPECULAR):
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#print "elif (new_chunk.ID==MAT_SPECULAR):"
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read_chunk(file, temp_chunk)
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temp_data=file.read(struct.calcsize("3B"))
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data=struct.unpack("3B", temp_data)
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temp_chunk.bytes_read+=3
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contextMaterial.specCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
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new_chunk.bytes_read+=temp_chunk.bytes_read
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elif (new_chunk.ID==MAT_TEXTURE_MAP):
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#print "elif (new_chunk.ID==MAT_TEXTURE_MAP):"
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new_texture=Blender.Texture.New('Diffuse')
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new_texture.setType('Image')
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while (new_chunk.bytes_read<new_chunk.length):
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#print "MAT_TEXTURE_MAP..while", new_chunk.bytes_read, new_chunk.length
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read_chunk(file, temp_chunk)
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if (temp_chunk.ID==MAT_MAP_FILENAME):
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texture_name=""
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texture_name=str(read_string(file))
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img = TEXTURE_DICT[contextMaterial.name] = BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
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new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
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else:
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skip_to_end(file, temp_chunk)
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new_chunk.bytes_read+=temp_chunk.bytes_read
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#add the map to the material in the right channel
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add_texture_to_material(img, new_texture, contextMaterial, "DIFFUSE")
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elif (new_chunk.ID==MAT_SPECULAR_MAP):
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#print "elif (new_chunk.ID==MAT_SPECULAR_MAP):"
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new_texture=Blender.Texture.New('Specular')
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new_texture.setType('Image')
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while (new_chunk.bytes_read<new_chunk.length):
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read_chunk(file, temp_chunk)
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if (temp_chunk.ID==MAT_MAP_FILENAME):
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texture_name=""
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texture_name=str(read_string(file))
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img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
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new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
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else:
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skip_to_end(file, temp_chunk)
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new_chunk.bytes_read+=temp_chunk.bytes_read
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#add the map to the material in the right channel
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add_texture_to_material(img, new_texture, contextMaterial, "SPECULAR")
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elif (new_chunk.ID==MAT_OPACITY_MAP):
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#print "new_texture=Blender.Texture.New('Opacity')"
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new_texture=Blender.Texture.New('Opacity')
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new_texture.setType('Image')
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while (new_chunk.bytes_read<new_chunk.length):
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read_chunk(file, temp_chunk)
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if (temp_chunk.ID==MAT_MAP_FILENAME):
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texture_name=""
|
|
texture_name=str(read_string(file))
|
|
img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
|
|
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
|
|
add_texture_to_material(img, new_texture, contextMaterial, "OPACITY")
|
|
|
|
elif (new_chunk.ID==MAT_BUMP_MAP):
|
|
#print "elif (new_chunk.ID==MAT_BUMP_MAP):"
|
|
new_texture=Blender.Texture.New('Bump')
|
|
new_texture.setType('Image')
|
|
while (new_chunk.bytes_read<new_chunk.length):
|
|
read_chunk(file, temp_chunk)
|
|
|
|
if (temp_chunk.ID==MAT_MAP_FILENAME):
|
|
texture_name=""
|
|
texture_name=str(read_string(file))
|
|
img = BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
|
|
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
|
|
add_texture_to_material(img, new_texture, contextMaterial, "BUMP")
|
|
|
|
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)
|
|
data=struct.unpack("H", temp_data)
|
|
temp_chunk.bytes_read+=2
|
|
contextMaterial.setAlpha(1-(float(data[0])/100))
|
|
new_chunk.bytes_read+=temp_chunk.bytes_read
|
|
|
|
|
|
elif (new_chunk.ID==OBJECT_LAMP): # Basic lamp support.
|
|
|
|
#print 'LAMP!!!!!!!!!'
|
|
temp_data=file.read(STRUCT_SIZE_3FLOAT)
|
|
|
|
data=struct.unpack("3f", temp_data)
|
|
new_chunk.bytes_read+=STRUCT_SIZE_3FLOAT
|
|
x,y,z =tuple(data)
|
|
|
|
|
|
contextLamp[0] = Object.New('Lamp')
|
|
contextLamp[1] = Lamp.New()
|
|
contextLamp[0].link(contextLamp[1])
|
|
scn.link(contextLamp[0])
|
|
|
|
|
|
|
|
#print "number of faces: ", num_faces
|
|
#print x,y,z
|
|
contextLamp[0].setLocation(x,y,z)
|
|
|
|
# Reset matrix
|
|
contextMatrix = Mathutils.Matrix(); contextMatrix.identity()
|
|
#print contextLamp.name, '"""""""'
|
|
|
|
|
|
elif (new_chunk.ID==OBJECT_MESH):
|
|
# print "Found an OBJECT_MESH chunk"
|
|
if contextMesh != None: # Write context mesh if we have one.
|
|
putContextMesh(contextMesh)
|
|
|
|
contextMesh = Mesh.New()
|
|
contextMeshUV = None
|
|
#contextMesh.vertexUV= 1 # Make sticky coords.
|
|
# Reset matrix
|
|
contextMatrix = Blender.Mathutils.Matrix(); contextMatrix.identity()
|
|
|
|
elif (new_chunk.ID==OBJECT_VERTICES):
|
|
# print "elif (new_chunk.ID==OBJECT_VERTICES):"
|
|
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
data=struct.unpack("H", temp_data)
|
|
new_chunk.bytes_read+=2
|
|
num_verts=data[0]
|
|
# print "number of verts: ", num_verts
|
|
def getvert():
|
|
temp_data=file.read(STRUCT_SIZE_3FLOAT)
|
|
new_chunk.bytes_read += STRUCT_SIZE_3FLOAT #12: 3 floats x 4 bytes each
|
|
data=struct.unpack("3f", temp_data)
|
|
return Vector(data[0],data[1],data[2])
|
|
|
|
contextMesh.verts.extend( [getvert() for i in xrange(num_verts)] )
|
|
#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)
|
|
data=struct.unpack("H", temp_data)
|
|
new_chunk.bytes_read+=2
|
|
num_faces=data[0]
|
|
#print "number of faces: ", num_faces
|
|
|
|
|
|
def getface():
|
|
# print '\ngetting a face'
|
|
temp_data=file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
|
|
new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
|
|
v1,v2,v3, dummy =struct.unpack("4H", temp_data)
|
|
if v1 == v2 or v1 == v3 or v2 == v3:
|
|
return None
|
|
return contextMesh.verts[v1], contextMesh.verts[v2], contextMesh.verts[v3]
|
|
|
|
faces = [ getface() for i in xrange(num_faces)]
|
|
contextMesh.faces.extend( [f for f in faces if f] )
|
|
|
|
# face mapping so duplicate faces dont mess us up.
|
|
if len(contextMesh.faces) == len(faces):
|
|
contextFaceMapping = None
|
|
else:
|
|
contextFaceMapping = {}
|
|
meshFaceOffset=0
|
|
for i, f in enumerate(faces):
|
|
if not f: # Face used stupid verts-
|
|
contextFaceMapping[i]= None
|
|
meshFaceOffset+=1
|
|
else:
|
|
#print "DOUBLE FACE", '\tfacelen', len(f), i, num_faces, (i-meshFaceOffset)
|
|
#print i-meshFaceOffset, len(contextMesh.faces)q
|
|
if len(contextMesh.faces) <= i-meshFaceOffset: # SHOULD NEVER HAPPEN, CORRUPS 3DS?
|
|
contextFaceMapping[i]= None
|
|
meshFaceOffset-=1
|
|
else:
|
|
meshface = contextMesh.faces[i-meshFaceOffset]
|
|
ok=True
|
|
for vi in xrange(len(f)):
|
|
if meshface.v[vi] != f[vi]:
|
|
ok=False
|
|
break
|
|
if ok:
|
|
meshFaceOffset+=1
|
|
contextFaceMapping[i]= i-meshFaceOffset
|
|
else:
|
|
contextFaceMapping[i]= None
|
|
|
|
|
|
#print 'LENFACEWS', len(contextMesh.faces), num_faces
|
|
if contextMeshUV:
|
|
contextMesh.faceUV= 1
|
|
for f in contextMesh.faces:
|
|
f.uv = [contextMeshUV[v.index] for v in f.v ]
|
|
|
|
#print "object faces: bytes read: ", new_chunk.bytes_read
|
|
|
|
elif (new_chunk.ID==OBJECT_MATERIAL):
|
|
# print "elif (new_chunk.ID==OBJECT_MATERIAL):"
|
|
material_name=""
|
|
material_name = read_string(file)
|
|
new_chunk.bytes_read += len(material_name)+1 # remove 1 null character.
|
|
|
|
#look up the material in all the materials
|
|
material_found=0
|
|
try:
|
|
mat_name, mat = MATDICT[material_name]
|
|
except:
|
|
mat_name = mat = None
|
|
|
|
msh_materials = contextMesh.materials
|
|
|
|
if mat:
|
|
meshHasMat = 0
|
|
for i, myMat in enumerate(msh_materials):
|
|
if myMat.name == mat_name:
|
|
meshHasMat = 1
|
|
mat_index = i
|
|
break
|
|
|
|
if not meshHasMat:
|
|
|
|
if len(msh_materials) > 15:
|
|
print "\tCant assign more than 16 materials per mesh, keep going..."
|
|
material_found = 0
|
|
else:
|
|
mat_index = len(msh_materials)
|
|
contextMesh.materials = msh_materials + [mat]
|
|
material_found=1
|
|
else:
|
|
material_found=0
|
|
# print "Not matching: ", mat.name, " and ", material_name
|
|
#print contextMesh.materials
|
|
if material_found == 1:
|
|
contextMaterial = mat
|
|
#read the number of faces using this material
|
|
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
data=struct.unpack("H", temp_data)
|
|
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
|
|
num_faces_using_mat=data[0]
|
|
|
|
try:
|
|
img = TEXTURE_DICT[ MATDICT[contextMaterial.name][0] ]
|
|
contextMesh.faceUV = 1
|
|
except KeyError:
|
|
img = None
|
|
|
|
|
|
#list of faces using mat
|
|
for face_counter in xrange(num_faces_using_mat):
|
|
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
|
|
data=struct.unpack("H", temp_data)
|
|
|
|
# We dont have to use context face mapping.
|
|
if contextFaceMapping:
|
|
facemap= contextFaceMapping[data[0]]
|
|
if facemap != None:
|
|
face= contextMesh.faces[contextFaceMapping[data[0]]]
|
|
else:
|
|
face= None
|
|
else:
|
|
face = contextMesh.faces[data[0]]
|
|
|
|
if face:
|
|
face.mat = mat_index
|
|
if img:
|
|
#print 'Assigning image', img.name
|
|
face.mode |= TEXMODE
|
|
face.image = img
|
|
|
|
else:
|
|
#read past the information about the material you couldn't find
|
|
#print "Couldn't find material. Reading past face material info"
|
|
buffer_size=new_chunk.length-new_chunk.bytes_read
|
|
binary_format=str(buffer_size)+"c"
|
|
temp_data=file.read(struct.calcsize(binary_format))
|
|
new_chunk.bytes_read+=buffer_size
|
|
|
|
#print "object mat: bytes read: ", new_chunk.bytes_read
|
|
|
|
elif (new_chunk.ID == OBJECT_UV):
|
|
# print "elif (new_chunk.ID == OBJECT_UV):"
|
|
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
data=struct.unpack("H", temp_data)
|
|
new_chunk.bytes_read+=2
|
|
num_uv=data[0]
|
|
|
|
def getuv():
|
|
temp_data=file.read(STRUCT_SIZE_2FLOAT)
|
|
new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
|
|
data=struct.unpack("2f", temp_data)
|
|
return Vector(data[0], data[1])
|
|
|
|
contextMeshUV = [ getuv() for i in xrange(num_uv) ]
|
|
|
|
elif (new_chunk.ID == OBJECT_TRANS_MATRIX):
|
|
# print "elif (new_chunk.ID == OBJECT_TRANS_MATRIX):"
|
|
temp_data=file.read(STRUCT_SIZE_4x3MAT)
|
|
data = list( struct.unpack("ffffffffffff", temp_data) )
|
|
new_chunk.bytes_read += STRUCT_SIZE_4x3MAT
|
|
|
|
contextMatrix = Blender.Mathutils.Matrix(\
|
|
data[:3] + [0],\
|
|
data[3:6] + [0],\
|
|
data[6:9] + [0],\
|
|
data[9:] + [1])
|
|
|
|
|
|
|
|
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=str(buffer_size)+"c"
|
|
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 contextMesh != None:
|
|
putContextMesh(contextMesh)
|
|
|
|
for ob in objectList:
|
|
ob.sel = 1
|
|
|
|
def load_3ds(filename):
|
|
print '\n\nImporting "%s"' % filename
|
|
|
|
scn = Scene.GetCurrent()
|
|
for ob in scn.getChildren():
|
|
ob.sel = 0
|
|
time1 = Blender.sys.time()
|
|
|
|
global FILENAME
|
|
FILENAME=filename
|
|
current_chunk=chunk()
|
|
|
|
file=open(filename,"rb")
|
|
|
|
#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: ", filename
|
|
file.close()
|
|
return
|
|
|
|
process_next_chunk(file, filename, current_chunk, scn)
|
|
|
|
# Select all new objects.
|
|
print 'finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1))
|
|
file.close()
|
|
|
|
|
|
if __name__ == '__main__':
|
|
Blender.Window.FileSelector(load_3ds, "Import 3DS", '*.3ds')
|
|
|
|
# For testing compatibility
|
|
|
|
"""
|
|
TIME = Blender.sys.time()
|
|
import os
|
|
print "Searching for files"
|
|
os.system('find /metavr/ -iname "*.3ds" > /tmp/temp3ds_list')
|
|
print "Done"
|
|
file = open('/tmp/temp3ds_list', 'r')
|
|
lines = file.readlines()
|
|
file.close()
|
|
for i, _3ds in enumerate(lines):
|
|
if i > 817:
|
|
_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)
|
|
|
|
print "TOTAL TIME: %.6f" % (Blender.sys.time() - TIME)
|
|
""" |