blender/release/scripts/DirectX8Importer.py
2007-08-01 18:04:44 +00:00

239 lines
6.9 KiB
Python

#!BPY
""" Registration info for Blender menus:
Name: 'DirectX(.x)...'
Blender: 244
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 bpy
import Blender
from Blender import Mesh,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 = [l_split for l in self.file.readlines() for l_split in (' '.join(l.split()),) if l_split]
def Import(self):
lines = self.lines
print "importing into Blender ..."
scene = bpy.data.scenes.active
mesh_indicies = {} # the index of each 'Mesh' is used as the key for those meshes indicies
context_indicies = None # will raise an error if used!
#Get the line of Texture Coords
nr_uv_ind = 0
#Get Materials
nr_fac_mat = 0
i = -1
mat_list = []
tex_list = []
mesh_line_indicies = []
for j, line in enumerate(lines):
l = line.strip()
words = line.split()
if words[0] == "Material" :
#context_indicies["Material"] = j
self.loadMaterials(j, mat_list, tex_list)
elif words[0] == "MeshTextureCoords" :
context_indicies["MeshTextureCoords"] = j
#nr_uv_ind = j
elif words[0] == "MeshMaterialList" :
context_indicies["MeshMaterialList"] = j+2
#nr_fac_mat = j + 2
elif words[0] == "Mesh": # Avoid a second loop
context_indicies = mesh_indicies[j] = {'MeshTextureCoords':0, 'MeshMaterialList':0}
for mesh_index, value in mesh_indicies.iteritems():
mesh = Mesh.New()
self.loadVertices(mesh_index, mesh, value['MeshTextureCoords'], value['MeshMaterialList'], tex_list)
mesh.materials = mat_list[:16]
if value['MeshMaterialList']:
self.loadMeshMaterials(value['MeshMaterialList'], mesh)
scene.objects.new(mesh)
self.file.close()
print "... finished"
#------------------------------------------------------------------------------
# CREATE THE MESH
#------------------------------------------------------------------------------
def loadVertices(self, nr_vr_ind, mesh, nr_uv, nr_fac_mat, tex_list):
v_ind = nr_vr_ind + 1
lin = self.lines[v_ind]
if lin :
lin_c = self.CleanLine(lin)
nr_vert = int((lin_c.split()[0]))
else :
v_ind = nr_vr_ind + 2
lin = self.lines[v_ind]
lin_c = self.CleanLine(lin)
nr_vert = int((lin_c.split()[0]))
#--------------------------------------------------
nr_fac_li = v_ind + nr_vert +1
lin_f = self.lines[nr_fac_li]
if lin_f :
lin_fc = self.CleanLine(lin_f)
nr_face = int((lin_fc.split()[0]))
else :
nr_fac_li = v_ind + nr_vert +1
lin_f = self.lines[nr_fac_li]
lin_fc = self.CleanLine(lin_f)
nr_face = int((lin_fc.split()[0]))
#Get Coordinates
verts_list = [(0,0,0)] # WARNING - DUMMY VERT - solves EEKADOODLE ERROR
for l in xrange(v_ind + 1, (v_ind + nr_vert +1)):
line_v = self.lines[l]
lin_v = self.CleanLine(line_v)
words = lin_v.split()
if len(words)==3:
verts_list.append((float(words[0]),float(words[1]),float(words[2])))
mesh.verts.extend(verts_list)
del verts_list
face_list = []
#Make Faces
i = 0
mesh_verts = mesh.verts
for f in xrange(nr_fac_li + 1, (nr_fac_li + nr_face + 1)):
i += 1
line_f = self.lines[f]
lin_f = self.CleanLine(line_f)
# +1 for dummy vert only!
words = lin_f.split()
if len(words) == 5:
face_list.append((1+int(words[1]), 1+int(words[2]), 1+int(words[3]), 1+int(words[4])))
elif len(words) == 4:
face_list.append((1+int(words[1]), 1+int(words[2]), 1+int(words[3])))
mesh.faces.extend(face_list)
del face_list
if nr_uv :
mesh.faceUV = True
for f in mesh.faces:
fuv = f.uv
for ii, v in enumerate(f):
# _u, _v = self.CleanLine(self.lines[nr_uv + 2 + v.index]).split()
# Use a dummy vert
_u, _v = self.CleanLine(self.lines[nr_uv + 1 + v.index]).split()
fuv[ii].x = float(_u)
fuv[ii].y = float(_v)
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])
f.image = tex_list[w_tex]
# remove dummy vert
mesh.verts.delete([0,])
def CleanLine(self,line):
return line.replace(\
";", " ").replace(\
'"', ' ').replace(\
"{", " ").replace(\
"}", " ").replace(\
",", " ").replace(\
"'", " ")
#------------------------------------------------------------------
# CREATE MATERIALS
#------------------------------------------------------------------
def loadMaterials(self, nr_mat, mat_list, tex_list):
def load_image(name):
try:
return Image.Load(Blender.sys.join(my_path,name))
except:
return None
mat = bpy.data.materials.new()
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(load_image(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(load_image(tex_n_succ[0]))
else :
tex_list.append(None) # no texture for this index
return mat_list, tex_list
#------------------------------------------------------------------
# SET MATERIALS
#------------------------------------------------------------------
def loadMeshMaterials(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.mat = mat_idx
#------------------------------------------------------------------
# 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")
#my_callback('/fe/x/directxterrain.x')
#my_callback('/fe/x/Male_Normal_MAX.X')
#my_callback('/fe/x/male_ms3d.x')