blender/release/scripts/obj_import.py
Willian Padovani Germano a6d077bae2 Scripts:
- tiny updates for better behavior, unix line endings, cvs Id tags;
- Updated DX7 exporter (thanks to author Ben Omari who's also working on a DX8 one);
- added sysinfo script;

Interface (scripts):

- changed behavior for which win is chosen for script guis:
    Now there's a smarter order, guis will use either:
    - Scripts win
    - Buttons win (if not a script from groups Wizards or Utils)
    - Text win
    - Closest bigger area
- Added a button to the scripts header so that it's faster to return to the buttons win (this can be made general), if that was the previous win used.
2004-06-10 03:27:46 +00:00

248 lines
8.2 KiB
Python

#!BPY
"""
Name: 'Wavefront (*.obj)'
Blender: 232
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File'
"""
# $Id$
#
# --------------------------------------------------------------------------
# OBJ Import v0.9 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 *****
# --------------------------------------------------------------------------
WHITESPACE = [' ', '\n', '\r', '\t', '\f', '\v'] # used for the split function.
NULL_MAT = '(null)' # Name for mesh's that have no mat set.
MATLIMIT = 16
#==============================================#
# Strips the slashes from the back of a string #
#==============================================#
def stripPath(path):
for CH in range(len(path), 0, -1):
if path[CH-1] == "/" or path[CH-1] == "\\":
path = path[CH:]
break
return path
#====================================================#
# Strips the prefix off the name before writing #
#====================================================#
def stripName(name): # name is a string
prefixDelimiter = '.'
return name[ : name.find(prefixDelimiter) ]
#================================================================#
# Replace module deps 'string' for join and split # #
# - Split splits a string into a list, and join does the reverse #
#================================================================#
def split(splitString, WHITESPACE):
splitList = []
charIndex = 0
while charIndex < len(splitString):
# Skip white space
while charIndex < len(splitString):
if splitString[charIndex] in WHITESPACE:
charIndex += 1
else:
break
# Gather text that is not white space and append to splitList
startWordCharIndex = charIndex
while charIndex < len(splitString):
if splitString[charIndex] in WHITESPACE: break
charIndex += 1
# Now we have the first and last chars we can append the word to the list
if charIndex != startWordCharIndex:
splitList.append(splitString[startWordCharIndex:charIndex])
return splitList
#===============================#
# Join list items into a string #
#===============================#
def join(joinList):
joinedString = ""
for listItem in joinList:
joinedString = joinedString + ' ' + str(listItem)
# Remove the first space
joinedString = joinedString[1:]
return joinedString
from Blender import *
def load_obj(file):
# This gets a mat or creates one of the requested name if none exist.
def getMat(matName):
# Make a new mat
try:
return Material.Get(matName)
except:
return Material.New(matName)
def applyMat(mesh, f, mat):
# Check weather the 16 mat limit has been met.
if len( mesh.materials ) >= MATLIMIT:
print 'Warning, max material limit reached, using an existing material'
return mesh, f
mIdx = 0
for m in mesh.materials:
if m.getName() == mat.getName():
break
mIdx+=1
if mIdx == len(mesh.materials):
mesh.addMaterial(mat)
f.mat = mIdx
return mesh, f
# Get the file name with no path or .obj
fileName = stripName( stripPath(file) )
fileLines = open(file, 'r').readlines()
mesh = NMesh.GetRaw() # new empty mesh
objectName = 'mesh' # If we cant get one, use this
uvMapList = [] # store tuple uv pairs here
nullMat = getMat(NULL_MAT)
currentMat = nullMat # Use this mat.
# Main loop
lIdx = 0
while lIdx < len(fileLines):
l = split(fileLines[lIdx], WHITESPACE)
# Detect a line that will be idnored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
# VERTEX
elif l[0] == 'v':
# This is a new vert, make a new mesh
mesh.verts.append( NMesh.Vert(eval(l[1]), eval(l[2]), eval(l[3]) ) )
elif l[0] == 'vn':
pass
elif l[0] == 'vt':
# This is a new vert, make a new mesh
uvMapList.append( (eval(l[1]), eval(l[2])) )
elif l[0] == 'f':
# Make a face with the correct material.
f = NMesh.Face()
mesh, f = applyMat(mesh, f, currentMat)
# Set up vIdxLs : Verts
# Set up vtIdxLs : UV
vIdxLs = []
vtIdxLs = []
for v in l[1:]:
objVert = split( v, ['/'] )
# VERT INDEX
vIdxLs.append(eval(objVert[0]) -1)
# UV
if len(objVert) == 1:
vtIdxLs.append(eval(objVert[0]) -1) # Sticky UV coords
else:
vtIdxLs.append(eval(objVert[1]) -1) # Seperate UV coords
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.f
if len(vIdxLs) == 4:
f.v.append(mesh.verts[vIdxLs[0]])
f.v.append(mesh.verts[vIdxLs[1]])
f.v.append(mesh.verts[vIdxLs[2]])
f.v.append(mesh.verts[vIdxLs[3]])
# UV MAPPING
if uvMapList:
if vtIdxLs[0] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[0] ] )
if vtIdxLs[1] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[1] ] )
if vtIdxLs[2] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[2] ] )
if vtIdxLs[3] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[3] ] )
mesh.faces.append(f) # move the face onto the mesh
elif len(vIdxLs) >= 3: # This handles tri's and fans
for i in range(len(vIdxLs)-2):
f = NMesh.Face()
mesh, f = applyMat(mesh, f, currentMat)
f.v.append(mesh.verts[vIdxLs[0]])
f.v.append(mesh.verts[vIdxLs[i+1]])
f.v.append(mesh.verts[vIdxLs[i+2]])
# UV MAPPING
if uvMapList:
if vtIdxLs[0] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[0] ] )
if vtIdxLs[1] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[i+1] ] )
if vtIdxLs[2] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[i+2] ] )
mesh.faces.append(f) # move the face onto the mesh
# is o the only vert/face delimeter?
# if not we could be screwed.
elif l[0] == 'o':
# Make sure the objects is worth puttong
if len(mesh.verts) > 0:
NMesh.PutRaw(mesh, fileName + '_' + objectName)
# Make new mesh
mesh = NMesh.GetRaw()
# New mesh name
objectName = join(l[1:]) # Use join in case of spaces
# New texture list
uvMapList = []
elif l[0] == 'usemtl':
if l[1] == '(null)':
currentMat = getMat(NULL_MAT)
else:
currentMat = getMat(join(l[1:])) # Use join in case of spaces
lIdx+=1
# We need to do this to put the last object.
# All other objects will be put alredy
if len(mesh.verts) > 0:
NMesh.PutRaw(mesh, fileName + '_' + objectName)
Window.FileSelector(load_obj, 'SELECT OBJ FILE')