forked from bartvdbraak/blender
4b01aa7aa5
The orange -> HEAD merge reverted some scripts to older versions. This only affected the ones that already existed before the orange branch. Minor issue, easy to fix. All in all, kudos to kaito, Hos and others for all the hard work in bringing (coding, merging) all these changes to the main branch.
526 lines
13 KiB
Python
526 lines
13 KiB
Python
#!BPY
|
|
|
|
""" Registration info for Blender menus:
|
|
Name: 'AC3D (.ac)...'
|
|
Blender: 236
|
|
Group: 'Import'
|
|
Tip: 'Import an AC3D (.ac) file.'
|
|
"""
|
|
|
|
__author__ = "Willian P. Germano"
|
|
__url__ = ("blender", "elysiun", "AC3D's homepage, http://www.ac3d.org",
|
|
"PLib 3d gaming lib, http://plib.sf.net")
|
|
__version__ = "2.36a 2005-12-04"
|
|
|
|
__bpydoc__ = """\
|
|
This script imports AC3D models into Blender.
|
|
|
|
AC3D is a simple and affordable commercial 3d modeller also built with OpenGL.
|
|
The .ac file format is an easy to parse text format well supported,
|
|
for example, by the PLib 3d gaming library.
|
|
|
|
Supported:<br>
|
|
UV-textured meshes with hierarchy (grouping) information.
|
|
|
|
Missing:<br>
|
|
The url tag is irrelevant for Blender.
|
|
|
|
Known issues:<br>
|
|
None.
|
|
|
|
Config Options:<br>
|
|
- group (toggle): if "on", grouped objects in the .ac file are parented to
|
|
Empties.
|
|
- textures dir (string): if non blank, when imported texture paths are
|
|
wrong in the .ac file, Blender will also look for them at this dir.
|
|
|
|
Notes:<br>
|
|
- when looking for assigned textures, Blender tries in order: the actual
|
|
paths from the .ac file, the .ac file's dir and the default textures dir path
|
|
users can configure (see config options above).
|
|
"""
|
|
|
|
# $Id$
|
|
#
|
|
# --------------------------------------------------------------------------
|
|
# AC3DImport version 2.36a Dec 04, 2005
|
|
# Program versions: Blender 2.36+ and AC3Db files (means version 0xb)
|
|
# changed: fixed a bug: error on 1 vertex "closed" polylines
|
|
# --------------------------------------------------------------------------
|
|
# ***** BEGIN GPL LICENSE BLOCK *****
|
|
#
|
|
# Copyright (C) 2005: Willian P. Germano, wgermano _at_ ig.com.br
|
|
#
|
|
# 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 *****
|
|
# --------------------------------------------------------------------------
|
|
|
|
# Note:
|
|
# Blender doesn't handle n-gons (polygons with more than 4 vertices):
|
|
# The script triangulates them, but concave polygons come out wrong and need
|
|
# fixing. Avoiding or triangulating concave n-gons in AC3D is a simple way to
|
|
# avoid problems.
|
|
|
|
import Blender
|
|
from Blender import Registry
|
|
from Blender.sys import dirsep
|
|
|
|
# Default folder for AC3D textures, to override wrong paths, change to your
|
|
# liking or leave as "":
|
|
TEXTURES_DIR = ""
|
|
|
|
# Set 'GROUP' to True to make Blender group imported objects using Empties,
|
|
# to reproduce the object hierarchy in the .ac file
|
|
GROUP = False
|
|
|
|
tooltips = {
|
|
'TEXTURES_DIR': 'additional dir to look for missing textures',
|
|
'GROUP': 'mimick grouping information by parenting grouped meshes to empties'
|
|
}
|
|
|
|
def update_registry():
|
|
global GROUP, TEXTURES_DIR
|
|
rd = dict([('GROUP', GROUP), ('TEXTURES_DIR', TEXTURES_DIR)])
|
|
Registry.SetKey('ac3d_import', rd, True)
|
|
|
|
rd = Registry.GetKey('ac3d_import', True)
|
|
|
|
if rd:
|
|
TEXTURES_DIR = rd['TEXTURES_DIR']
|
|
GROUP = rd['GROUP']
|
|
else: update_registry()
|
|
|
|
if TEXTURES_DIR:
|
|
oldtexdir = TEXTURES_DIR
|
|
if dirsep == '/': TEXTURES_DIR = TEXTURES_DIR.replace('\\', '/')
|
|
if TEXTURES_DIR[-1] != dirsep: TEXTURES_DIR = "%s%s" % (TEXTURES_DIR, dirsep)
|
|
if oldtexdir != TEXTURES_DIR: update_registry()
|
|
|
|
|
|
VERBOSE = True
|
|
rd = Registry.GetKey('General', True)
|
|
if rd:
|
|
if rd.has_key('verbose'):
|
|
VERBOSE = rd['verbose']
|
|
|
|
|
|
errmsg = ""
|
|
|
|
|
|
def inform(msg):
|
|
global VERBOSE
|
|
if VERBOSE: print msg
|
|
|
|
|
|
class Obj:
|
|
|
|
def __init__(self, type):
|
|
self.type = type
|
|
self.dad = None
|
|
self.name = ''
|
|
self.data = ''
|
|
self.tex = ''
|
|
self.texrep = [1,1]
|
|
self.texoff = None
|
|
self.loc = [0, 0, 0]
|
|
self.rot = []
|
|
self.crease = 30
|
|
self.vlist = []
|
|
self.flist = []
|
|
self.matlist = []
|
|
self.kids = 0
|
|
|
|
class AC3DImport:
|
|
|
|
def __init__(self, filename):
|
|
|
|
global errmsg
|
|
|
|
self.i = 0
|
|
errmsg = ''
|
|
self.importdir = Blender.sys.dirname(filename)
|
|
try:
|
|
file = open(filename, 'r')
|
|
except IOError, (errno, strerror):
|
|
errmsg = "IOError #%s: %s" % (errno, strerror)
|
|
Blender.Draw.PupMenu('ERROR: %s' % errmsg)
|
|
inform(errmsg)
|
|
return None
|
|
header = file.read(5)
|
|
header, version = header[:4], header[-1]
|
|
if header != 'AC3D':
|
|
file.close()
|
|
errmsg = 'AC3D header not found (invalid file)'
|
|
Blender.Draw.PupMenu('ERROR: %s' % errmsg)
|
|
inform(errmsg)
|
|
return None
|
|
elif version != 'b':
|
|
inform('AC3D file version 0x%s.' % version)
|
|
inform('This importer is for version 0xb, so it may fail.')
|
|
|
|
self.token = {'OBJECT': self.parse_obj,
|
|
'numvert': self.parse_vert,
|
|
'numsurf': self.parse_surf,
|
|
'name': self.parse_name,
|
|
'data': self.parse_data,
|
|
'kids': self.parse_kids,
|
|
'loc': self.parse_loc,
|
|
'rot': self.parse_rot,
|
|
'MATERIAL': self.parse_mat,
|
|
'texture': self.parse_tex,
|
|
'texrep': self.parse_texrep,
|
|
'texoff': self.parse_texoff,
|
|
'crease': self.parse_crease}
|
|
|
|
self.objlist = []
|
|
self.mlist = []
|
|
self.dads = []
|
|
self.kids = []
|
|
self.dad = None
|
|
|
|
self.lines = file.readlines()
|
|
self.lines.append('')
|
|
self.parse_file()
|
|
file.close()
|
|
|
|
self.testAC3DImport()
|
|
|
|
def parse_obj(self, value):
|
|
if self.kids:
|
|
while not self.kids[-1]:
|
|
self.kids.pop()
|
|
self.dad = self.dad.dad
|
|
self.kids[-1] -= 1
|
|
new = Obj(value)
|
|
new.dad = self.dad
|
|
new.name = value
|
|
self.objlist.append(new)
|
|
|
|
def parse_kids(self, value):
|
|
kids = int(value)
|
|
if kids:
|
|
self.kids.append(kids)
|
|
self.dad = self.objlist[-1]
|
|
self.objlist[-1].kids = kids
|
|
|
|
def parse_name(self, value):
|
|
name = value.split('"')[1]
|
|
self.objlist[-1].name = name
|
|
|
|
def parse_data(self, value):
|
|
data = self.lines[self.i].strip()
|
|
self.objlist[-1].data = data
|
|
|
|
def parse_tex(self, value):
|
|
texture = value.split('"')[1]
|
|
self.objlist[-1].tex = texture
|
|
|
|
def parse_texrep(self, trash):
|
|
trep = self.lines[self.i - 1]
|
|
trep = trep.split()
|
|
trep = [float(trep[1]), float(trep[2])]
|
|
self.objlist[-1].texrep = trep
|
|
self.objlist[-1].texoff = [0, 0]
|
|
|
|
def parse_texoff(self, trash):
|
|
toff = self.lines[self.i - 1]
|
|
toff = toff.split()
|
|
toff = [float(toff[1]), float(toff[2])]
|
|
self.objlist[-1].texoff = toff
|
|
|
|
def parse_mat(self, value):
|
|
i = self.i - 1
|
|
lines = self.lines
|
|
line = lines[i].split()
|
|
mat_name = ''
|
|
mat_col = mat_amb = mat_emit = mat_spec_col = [0,0,0]
|
|
mat_alpha = 1
|
|
mat_spec = 1.0
|
|
|
|
while line[0] == 'MATERIAL':
|
|
mat_name = line[1].split('"')[1]
|
|
mat_col = map(float,[line[3],line[4],line[5]])
|
|
v = map(float,[line[7],line[8],line[9]])
|
|
mat_amb = (v[0]+v[1]+v[2]) / 3.0
|
|
v = map(float,[line[11],line[12],line[13]])
|
|
mat_emit = (v[0]+v[1]+v[2]) / 3.0
|
|
mat_spec_col = map(float,[line[15],line[16],line[17]])
|
|
mat_spec = float(line[19]) / 64.0
|
|
mat_alpha = float(line[-1])
|
|
mat_alpha = 1 - mat_alpha
|
|
self.mlist.append([mat_name, mat_col, mat_amb, mat_emit, mat_spec_col, mat_spec, mat_alpha])
|
|
i += 1
|
|
line = lines[i].split()
|
|
|
|
self.i = i
|
|
|
|
def parse_rot(self, trash):
|
|
i = self.i - 1
|
|
rot = self.lines[i].split(' ', 1)[1]
|
|
rot = map(float, rot.split())
|
|
self.objlist[-1].rot = rot
|
|
|
|
def parse_loc(self, trash):
|
|
i = self.i - 1
|
|
loc = self.lines[i].split(' ', 1)[1]
|
|
loc = map(float, loc.split())
|
|
self.objlist[-1].loc = loc
|
|
|
|
def parse_crease(self, value):
|
|
# AC3D: range is [0.0, 180.0]; Blender: [1, 80]
|
|
try:
|
|
value = int(value)
|
|
except ValueError:
|
|
value = int(float(value)) # duh
|
|
self.objlist[-1].crease = value
|
|
|
|
def parse_vert(self, value):
|
|
i = self.i
|
|
lines = self.lines
|
|
obj = self.objlist[-1]
|
|
vlist = obj.vlist
|
|
n = int(value)
|
|
|
|
while n:
|
|
line = lines[i].split()
|
|
line = map(float, line)
|
|
vlist.append(line)
|
|
n -= 1
|
|
i += 1
|
|
|
|
self.i = i
|
|
|
|
rot = obj.rot
|
|
if rot:
|
|
nv = len(vlist)
|
|
for j in range(nv):
|
|
v = vlist[j]
|
|
t = [0,0,0]
|
|
t[0] = rot[0]*v[0] + rot[3]*v[1] + rot[6]*v[2]
|
|
t[1] = rot[1]*v[0] + rot[4]*v[1] + rot[7]*v[2]
|
|
t[2] = rot[2]*v[0] + rot[5]*v[1] + rot[8]*v[2]
|
|
vlist[j] = t
|
|
|
|
loc = obj.loc
|
|
dad = obj.dad
|
|
while dad:
|
|
for j in [0, 1, 2]:
|
|
loc[j] += dad.loc[j]
|
|
dad = dad.dad
|
|
|
|
for v in vlist:
|
|
for j in [0, 1, 2]:
|
|
v[j] += loc[j]
|
|
|
|
def parse_surf(self, value):
|
|
i = self.i
|
|
is_smooth = 0
|
|
double_sided = 0
|
|
lines = self.lines
|
|
obj = self.objlist[-1]
|
|
matlist = obj.matlist
|
|
numsurf = int(value)
|
|
|
|
while numsurf:
|
|
flags = lines[i].split()
|
|
flaglow = 0
|
|
if len(flags[1]) > 3: flaglow = int(flags[1][3])
|
|
flaghigh = int(flags[1][2])
|
|
is_smooth = flaghigh & 1
|
|
twoside = flaghigh & 2
|
|
mat = lines[i+1].split()
|
|
mat = int(mat[1])
|
|
if not mat in matlist: matlist.append(mat)
|
|
refs = lines[i+2].split()
|
|
refs = int(refs[1])
|
|
i += 3
|
|
face = []
|
|
faces = []
|
|
fuv = []
|
|
rfs = refs
|
|
|
|
while rfs:
|
|
line = lines[i].split()
|
|
v = int(line[0])
|
|
uv = [float(line[1]), float(line[2])]
|
|
face.append([v, uv])
|
|
rfs -= 1
|
|
i += 1
|
|
|
|
if flaglow:
|
|
while len(face) >= 2:
|
|
cut = face[:2]
|
|
faces.append(cut)
|
|
face = face[1:]
|
|
|
|
if flaglow == 1 and faces:
|
|
face = [faces[-1][-1], faces[0][0]]
|
|
faces.append(face)
|
|
|
|
else:
|
|
while len(face) > 4:
|
|
cut = face[:4]
|
|
face = face[3:]
|
|
face.insert(0, cut[0])
|
|
faces.append(cut)
|
|
|
|
faces.append(face)
|
|
|
|
for f in faces:
|
|
f.append(mat)
|
|
f.append(is_smooth)
|
|
f.append(twoside)
|
|
self.objlist[-1].flist.append(f)
|
|
|
|
numsurf -= 1
|
|
|
|
|
|
self.i = i
|
|
|
|
def parse_file(self):
|
|
i = 1
|
|
lines = self.lines
|
|
line = lines[i].split()
|
|
|
|
while line:
|
|
kw = ''
|
|
for k in self.token.keys():
|
|
if line[0] == k:
|
|
kw = k
|
|
break
|
|
i += 1
|
|
if kw:
|
|
self.i = i
|
|
self.token[kw](line[1])
|
|
i = self.i
|
|
line = lines[i].split()
|
|
|
|
def testAC3DImport(self):
|
|
global GROUP
|
|
scene = Blender.Scene.GetCurrent()
|
|
|
|
bmat = []
|
|
for mat in self.mlist:
|
|
name = mat[0]
|
|
m = Blender.Material.New(name)
|
|
m.rgbCol = (mat[1][0], mat[1][1], mat[1][2])
|
|
m.amb = mat[2]
|
|
m.emit = mat[3]
|
|
m.specCol = (mat[4][0], mat[4][1], mat[4][2])
|
|
m.spec = mat[5]
|
|
m.alpha = mat[6]
|
|
bmat.append(m)
|
|
|
|
for obj in self.objlist:
|
|
if obj.type == 'world':
|
|
continue
|
|
elif obj.type == 'group':
|
|
if not GROUP: continue
|
|
empty = Blender.Object.New('Empty')
|
|
empty.name = obj.name
|
|
scene.link(empty)
|
|
if self.dads:
|
|
dadobj = Blender.Object.get(self.dads.pop())
|
|
dadobj.makeParent([empty])
|
|
while obj.kids:
|
|
self.dads.append(empty.name)
|
|
obj.kids -= 1
|
|
continue
|
|
mesh = Blender.NMesh.New()
|
|
if obj.data: mesh.name = obj.data
|
|
mesh.setMaxSmoothAngle(obj.crease) # will clamp to [1, 80]
|
|
mesh.hasFaceUV(1)
|
|
|
|
tex = None
|
|
if obj.tex != '':
|
|
try:
|
|
tex = Blender.Image.Load(obj.tex)
|
|
# Commented because it's unnecessary:
|
|
#tex.xrep = int(obj.texrep[0])
|
|
#tex.yrep = int(obj.texrep[1])
|
|
except:
|
|
basetexname = Blender.sys.basename(obj.tex)
|
|
try:
|
|
obj.tex = self.importdir + '/' + basetexname
|
|
tex = Blender.Image.Load(obj.tex)
|
|
except:
|
|
try:
|
|
obj.tex = TEXTURES_DIR + basetexname
|
|
tex = Blender.Image.Load(obj.tex)
|
|
except:
|
|
inform("Couldn't load texture: %s" % basetexname)
|
|
|
|
for v in obj.vlist:
|
|
bvert = Blender.NMesh.Vert(v[0],v[1],v[2])
|
|
mesh.verts.append(bvert)
|
|
|
|
objmat_indices = []
|
|
for mat in bmat:
|
|
if bmat.index(mat) in obj.matlist:
|
|
objmat_indices.append(bmat.index(mat))
|
|
mesh.materials.append(mat)
|
|
for f in obj.flist:
|
|
twoside = f[-1]
|
|
is_smooth = f[-2]
|
|
fmat = f[-3]
|
|
f=f[:-3]
|
|
bface = Blender.NMesh.Face()
|
|
bface.smooth = is_smooth
|
|
if twoside: bface.mode |= Blender.NMesh.FaceModes['TWOSIDE']
|
|
if tex:
|
|
bface.mode |= Blender.NMesh.FaceModes['TEX']
|
|
bface.image = tex
|
|
bface.materialIndex = objmat_indices.index(fmat)
|
|
if obj.texoff:
|
|
uoff = obj.texoff[0]
|
|
voff = obj.texoff[1]
|
|
urep = obj.texrep[0]
|
|
vrep = obj.texrep[1]
|
|
for vi in range(len(f)):
|
|
f[vi][1][0] *= urep
|
|
f[vi][1][1] *= vrep
|
|
f[vi][1][0] += uoff
|
|
f[vi][1][1] += voff
|
|
|
|
for vi in range(len(f)):
|
|
bface.v.append(mesh.verts[f[vi][0]])
|
|
bface.uv.append((f[vi][1][0], f[vi][1][1]))
|
|
#mesh.faces.append(bface)
|
|
# quick hack, will switch from NMesh to Mesh later:
|
|
if len(bface.v) > 1: mesh.addFace(bface)
|
|
|
|
mesh.mode = 0
|
|
object = Blender.NMesh.PutRaw(mesh)
|
|
object.setName(obj.name)
|
|
object.setEuler([1.5707963,0,0]) # align ac3d w/ Blender
|
|
if self.dads:
|
|
dadobj = Blender.Object.get(self.dads.pop())
|
|
dadobj.makeParent([object])
|
|
|
|
# End of class AC3DImport
|
|
|
|
def filesel_callback(filename):
|
|
|
|
inform("Trying to import AC3D model(s) from %s ..." % filename)
|
|
Blender.Window.WaitCursor(1)
|
|
starttime = Blender.sys.time()
|
|
test = AC3DImport(filename)
|
|
Blender.Window.WaitCursor(0)
|
|
endtime = Blender.sys.time() - starttime
|
|
inform('... done! Data imported in %.3f seconds.\n' % endtime)
|
|
|
|
Blender.Window.FileSelector(filesel_callback, "Import AC3D", "*.ac")
|