blender/release/scripts/3ds_import.py

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#!BPY
"""
Name: '3D Studio (.3ds)...'
Blender: 237
Group: 'Import'
Tooltip: 'Import from 3DS file format. (.3ds)'
"""
__author__ = ["Bob Holcomb", "Richard L<>rk<72>ng", "Damien McGinnes", "Campbell Barton"]
__url__ = ("blender", "elysiun", "http://www.gametutorials.com")
__version__ = "0.92"
__bpydoc__ = """\
3ds Importer
This script imports a 3ds file and the materials into Blender for editing.
Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
Changes:
0.92<br>
- Added support for diffuse, alpha, spec, bump maps in a single material
0.9<br>
- Reorganized code into object/material block functions<br>
- Use of Matrix() to copy matrix data<br>
- added support for material transparency<br>
0.81a (fork- not 0.9) Campbell Barton 2005-06-08<br>
- Simplified import code<br>
- Never overwrite data<br>
- Faster list handling<br>
- Leaves import selected<br>
0.81 Damien McGinnes 2005-01-09<br>
- handle missing images better<br>
0.8 Damien McGinnes 2005-01-08<br>
- copies sticky UV coords to face ones<br>
- handles images better<br>
- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
"""
# $Id$
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Bob Holcomb
#
# 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 *****
# --------------------------------------------------------------------------
# Importing modules
import Blender
from Blender import NMesh, Scene, Object, Material, Image, Texture
import sys, struct, string
import os
######################################################
# Data Structures
######################################################
#----- Primary Chunk,
PRIMARY = long("0x4D4D",16) # should be aat the beginning of each file
VERSION = long("0x0002",16) #This gives the version of the .3ds file
EDITOR_BLOCK = long("0x3D3D",16) #this is the Editor Data block, contains objects, materials
KEYFRAME_BLOCK = long("0xB000",16) #This is the header for all of the key frame info
#------ sub defines of EDITOR_BLOCK
MATERIAL_BLOCK = long("0xAFFF",16) #This stores the Material info
OBJECT_BLOCK = long("0x4000",16) #This stores the Object,Camera,Light
#------ sub defines of OBJECT_BLOCK
OBJECT_MESH = long("0x4100",16) # This lets us know that we are reading a new object
OBJECT_LIGHT = long("0x4600",16) # This lets un know we are reading a light object
OBJECT_CAMERA = long("0x4700",16) # This lets un know we are reading a camera object
#------ sub defines of OBJECT_MESH
MESH_VERTICES = long("0x4110",16) # The objects vertices
MESH_FACES = long("0x4120",16) # The objects faces
MESH_MATERIAL = long("0x4130",16) # This is found if the object has a material, either texture map or color
MESH_UV = long("0x4140",16) # The UV texture coordinates
MESH_TRANS_MATRIX = long("0x4160",16) # The Object Matrix
MESH_COLOR = long("0x4165",16) # The color of the object
MESH_TEXTURE_INFO = long("0x470",16) # Info about the Object Texture
#------ sub defines of OBJECT_CAMERA
CAMERA_CONE = long("0x4710",16) # The camera see cone
CAMERA_RANGES = long("0x4720",16) # The camera range values
#------ sub defines of OBJECT_LIGHT
LIGHT_SPOTLIGHT = long("0x4610",16) # A spotlight
LIGHT_ATTENUATE = long("0x4625",16) # Light attenuation values
#------ sub defines of MATERIAL_BLOCK
MAT_NAME = long("0xA000",16) # This holds the material name
MAT_AMBIENT = long("0xA010",16) # Ambient color of the object/material
MAT_DIFFUSE = long("0xA020",16) # This holds the color of the object/material
MAT_SPECULAR = long("0xA030",16) # SPecular color of the object/material
MAT_SHINESS = long("0xA040",16) # ??
MAT_TRANSPARENCY= long("0xA050",16) # Transparency value of material
MAT_SELF_ILLUM = long("0xA080",16) # Self Illumination value of material
MAT_WIRE = long("0xA085",16) # Only render's wireframe
MAT_TEXTURE_MAP = long("0xA200",16) # This is a header for a new texture map
MAT_SPECULAR_MAP= long("0xA204",16) # This is a header for a new specular map
MAT_OPACITY_MAP = long("0xA210",16) # This is a header for a new opacity map
MAT_REFLECTION_MAP= long("0xA220",16) # This is a header for a new reflection map
MAT_BUMP_MAP = long("0xA230",16) # This is a header for a new bump map
MAT_MAP_FILENAME= long("0xA300",16) # This holds the file name of the texture
#lots more to add here for maps
######################################################
# Globals
######################################################
TEXTURE_DICT={}
MATERIAL_DICT={}
######################################################
# Chunk Class
######################################################
class chunk:
ID=0
length=0
bytes_read=0
binary_format="<HI"
def __init__(self):
self.ID=0
self.length=0
self.bytes_read=0
def dump(self):
print "ID in hex: ", hex(self.ID)
print "length: ", self.length
print "bytes_read: ", self.bytes_read
######################################################
# Helper functions
######################################################
def read_chunk(file, chunk):
temp_data=file.read(struct.calcsize(chunk.binary_format))
data=struct.unpack(chunk.binary_format, temp_data)
chunk.ID=data[0]
chunk.length=data[1]
chunk.bytes_read=6
def skip_to_end(file, skip_chunk):
buffer_size=skip_chunk.length-skip_chunk.bytes_read
binary_format=str(buffer_size)+"c"
temp_data=file.read(struct.calcsize(binary_format))
skip_chunk.bytes_read+=buffer_size
def read_string(file):
s=""
index=0
#read the first character
temp_data=file.read(1)
data=struct.unpack("c", temp_data)
s=s+(data[0])
#read in the characters till we get a null character
while(ord(s[index])!=0):
index+=1
temp_data=file.read(1)
data=struct.unpack("c", temp_data)
s=s+(data[0])
the_string=s[:-1] #remove the null character from the string
return str(the_string)
def getUniqueName(name):
newName = name
uniqueInt = 0
while 1:
try:
ob = Object.Get(newName)
# Okay, this is working, so lets make a new name
newName = '%s.%d' % (name, uniqueInt)
uniqueInt +=1
except AttributeError:
if newName not in NMesh.GetNames():
return newName
else:
newName = '%s.%d' % (name, uniqueInt)
uniqueInt +=1
def add_texture_to_material(image, texture, material, mapto):
if mapto=="DIFFUSE":
map=Texture.MapTo.COL
elif mapto=="SPECULAR":
map=Texture.MapTo.SPEC
elif mapto=="OPACITY":
map=Texture.MapTo.ALPHA
elif mapto=="BUMP":
map=Texture.MapTo.NOR
else:
print "/tError: Cannot map to ", mapto
return
texture.setImage(image)
texture_list=material.getTextures()
index=0
for tex in texture_list:
if tex==None:
material.setTexture(index,texture,Texture.TexCo.OBJECT,map)
return
else:
index+=1
if index>10:
print "/tError: Cannot add diffuse map. Too many textures"
######################################################
# Process an object (tri-mesh, Camera, or Light)
######################################################
def process_object_block(file, previous_chunk, object_list):
# Localspace variable names, faster.
STRUCT_SIZE_2FLOAT = struct.calcsize("2f")
STRUCT_SIZE_3FLOAT = struct.calcsize("3f")
STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize("H")
STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize("4H")
STRUCT_SIZE_4x3MAT = struct.calcsize("ffffffffffff")
#spare chunks
new_chunk=chunk()
temp_chunk=chunk()
global TEXURE_DICT
global MATERIAL_DICT
#don't know which one we're making, so let's have a place for one of each
new_mesh=None
new_light=None
new_camera=None
#all objects have a name (first thing)
tempName = str(read_string(file))
obj_name = getUniqueName( tempName )
previous_chunk.bytes_read += (len(tempName)+1)
while (previous_chunk.bytes_read<previous_chunk.length):
read_chunk(file, new_chunk)
if (new_chunk.ID==OBJECT_MESH):
new_mesh=Blender.NMesh.New(obj_name)
while (new_chunk.bytes_read<new_chunk.length):
read_chunk(file, temp_chunk)
if (temp_chunk.ID==MESH_VERTICES):
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
data=struct.unpack("H", temp_data)
temp_chunk.bytes_read+=2
num_verts=data[0]
for counter in range (num_verts):
temp_data=file.read(STRUCT_SIZE_3FLOAT)
temp_chunk.bytes_read += STRUCT_SIZE_3FLOAT
data=struct.unpack("3f", temp_data)
v=NMesh.Vert(data[0],data[1],data[2])
new_mesh.verts.append(v)
elif (temp_chunk.ID==MESH_FACES):
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
data=struct.unpack("H", temp_data)
temp_chunk.bytes_read+=2
num_faces=data[0]
for counter in range(num_faces):
temp_data=file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
temp_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
data=struct.unpack("4H", temp_data)
#insert the mesh info into the faces, don't worry about data[3] it is a 3D studio thing
f = NMesh.Face( [new_mesh.verts[data[i]] for i in xrange(3)] )
f.uv = [ tuple(new_mesh.verts[data[i]].uvco[:2]) for i in xrange(3) ]
new_mesh.faces.append(f)
elif (temp_chunk.ID==MESH_MATERIAL):
material_name=""
material_name=str(read_string(file))
temp_chunk.bytes_read += len(material_name)+1 # remove 1 null character.
material_found=0
for mat in Material.Get():
if(mat.name==material_name):
if len(new_mesh.materials) >= 15:
print "\tCant assign more than 16 materials per mesh, keep going..."
break
else:
meshHasMat = 0
for myMat in new_mesh.materials:
if myMat.name == mat.name:
meshHasMat = 1
if meshHasMat == 0:
new_mesh.addMaterial(mat)
material_found=1
#figure out what material index this is for the mesh
for mat_counter in range(len(new_mesh.materials)):
if new_mesh.materials[mat_counter].name == material_name:
mat_index=mat_counter
break # get out of this for loop so we don't accidentally set material_found back to 0
else:
material_found=0
if material_found == 1:
#read the number of faces using this material
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
data=struct.unpack("H", temp_data)
temp_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
num_faces_using_mat=data[0]
#list of faces using mat
for face_counter in range(num_faces_using_mat):
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
temp_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
data=struct.unpack("H", temp_data)
new_mesh.faces[data[0]].materialIndex = mat_index
try:
mname = MATERIAL_DICT[mat.name]
new_mesh.faces[data[0]].image = TEXTURE_DICT[mname]
except:
continue
else:
#read past the information about the material you couldn't find
skip_to_end(file,temp_chunk)
elif (new_chunk.ID == MESH_UV):
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
data=struct.unpack("H", temp_data)
temp_chunk.bytes_read+=2
num_uv=data[0]
for counter in range(num_uv):
temp_data=file.read(STRUCT_SIZE_2FLOAT)
temp_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
data=struct.unpack("2f", temp_data)
#insert the insert the UV coords in the vertex data
new_mesh.verts[counter].uvco = data
elif (new_chunk.ID == MESH_TRANS_MATRIX):
temp_data=file.read(STRUCT_SIZE_4x3MAT)
data = list( struct.unpack("ffffffffffff", temp_data) )
temp_chunk.bytes_read += STRUCT_SIZE_4x3MAT
new_matrix = Blender.Mathutils.Matrix(\
data[:3] + [0],\
data[3:6] + [0],\
data[6:9] + [0],\
data[9:] + [1])
new_mesh.setMatrix(new_matrix)
else:
skip_to_end(file, temp_chunk)
new_chunk.bytes_read+=temp_chunk.bytes_read
elif (new_chunk.ID==OBJECT_LIGHT):
skip_to_end(file,new_chunk)
elif (new_chunk.ID==OBJECT_CAMERA):
skip_to_end(file,new_chunk)
else: #don't know what kind of object it is
skip_to_end(file,new_chunk)
if new_mesh!=None:
object_list.append(NMesh.PutRaw(new_mesh))
if new_light!=None:
object_list.append(new_light)
if new_camera!=None:
object_list.append(new_camera)
previous_chunk.bytes_read+=new_chunk.bytes_read
######################################################
# Process a Material
######################################################
def process_material_block(file, previous_chunk):
# Localspace variable names, faster.
STRUCT_SIZE_3BYTE = struct.calcsize("3B")
STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize("H")
#spare chunks
new_chunk=chunk()
temp_chunk=chunk()
global TEXURE_DICT
global MATERIAL_DICT
new_material=Blender.Material.New()
while (previous_chunk.bytes_read<previous_chunk.length):
#read the next chunk
read_chunk(file, new_chunk)
if (new_chunk.ID==MAT_NAME):
material_name=""
material_name=str(read_string(file))
new_chunk.bytes_read+=(len(material_name)+1) #plus one for the null character that ended the string
new_material.setName(material_name)
MATERIAL_DICT[material_name] = new_material.name
elif (new_chunk.ID==MAT_AMBIENT):
read_chunk(file, temp_chunk)
temp_data=file.read(STRUCT_SIZE_3BYTE)
data=struct.unpack("3B", temp_data)
temp_chunk.bytes_read+=3
new_material.mirCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
new_chunk.bytes_read+=temp_chunk.bytes_read
elif (new_chunk.ID==MAT_DIFFUSE):
read_chunk(file, temp_chunk)
temp_data=file.read(STRUCT_SIZE_3BYTE)
data=struct.unpack("3B", temp_data)
temp_chunk.bytes_read+=3
new_material.rgbCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
new_chunk.bytes_read+=temp_chunk.bytes_read
elif (new_chunk.ID==MAT_SPECULAR):
read_chunk(file, temp_chunk)
temp_data=file.read(STRUCT_SIZE_3BYTE)
data=struct.unpack("3B", temp_data)
temp_chunk.bytes_read+=3
new_material.specCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
new_chunk.bytes_read+=temp_chunk.bytes_read
elif (new_chunk.ID==MAT_TEXTURE_MAP):
new_texture=Blender.Texture.New('Diffuse')
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))
try:
img = Image.Load(texture_name)
TEXTURE_DICT[new_material.name]=img
except IOError:
fname = os.path.join( os.path.dirname(FILENAME), texture_name)
try:
img = Image.Load(fname)
TEXTURE_DICT[new_material.name]=img
except IOError:
print "\tERROR: failed to load image ",texture_name
TEXTURE_DICT[new_material.name] = None # Dummy
img=Blender.Image.New(fname,1,1,24) #blank image
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, new_material, "DIFFUSE")
elif (new_chunk.ID==MAT_SPECULAR_MAP):
new_texture=Blender.Texture.New('Specular')
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))
try:
img = Image.Load(texture_name)
TEXTURE_DICT[new_material.name]=img
except IOError:
fname = os.path.join( os.path.dirname(FILENAME), texture_name)
try:
img = Image.Load(fname)
TEXTURE_DICT[new_material.name]=img
except IOError:
print "\tERROR: failed to load image ",texture_name
TEXTURE_DICT[new_material.name] = None # Dummy
img=Blender.Image.New(fname,1,1,24) #blank image
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, new_material, "SPECULAR")
elif (new_chunk.ID==MAT_OPACITY_MAP):
new_texture=Blender.Texture.New('Opacity')
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))
try:
img = Image.Load(texture_name)
TEXTURE_DICT[new_material.name]=img
except IOError:
fname = os.path.join( os.path.dirname(FILENAME), texture_name)
try:
img = Image.Load(fname)
TEXTURE_DICT[new_material.name]=img
except IOError:
print "\tERROR: failed to load image ",texture_name
TEXTURE_DICT[new_material.name] = None # Dummy
img=Blender.Image.New(fname,1,1,24) #blank image
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, new_material, "OPACITY")
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))
try:
img = Image.Load(texture_name)
TEXTURE_DICT[new_material.name]=img
except IOError:
fname = os.path.join( os.path.dirname(FILENAME), texture_name)
try:
img = Image.Load(fname)
TEXTURE_DICT[new_material.name]=img
except IOError:
print "\tERROR: failed to load image ",texture_name
TEXTURE_DICT[new_material.name] = None # Dummy
img=Blender.Image.New(fname,1,1,24) #blank image
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, new_material, "BUMP")
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
new_material.setAlpha(1-(float(data[0])/100))
new_chunk.bytes_read+=temp_chunk.bytes_read
else:
skip_to_end(file,new_chunk)
previous_chunk.bytes_read+=new_chunk.bytes_read
######################################################
# process a main chunk
######################################################
def process_main_chunk(file,previous_chunk,new_object_list):
#spare chunks
new_chunk=chunk()
temp_chunk=chunk()
#Go through the main chunk
while (previous_chunk.bytes_read<previous_chunk.length):
read_chunk(file, new_chunk)
if (new_chunk.ID==VERSION):
temp_data=file.read(struct.calcsize("I"))
data=struct.unpack("I", temp_data)
version=data[0]
new_chunk.bytes_read+=4 #read the 4 bytes for the version number
if (version>3): #this loader works with version 3 and below, but may not with 4 and above
print "\tNon-Fatal Error: Version greater than 3, may not load correctly: ", version
elif (new_chunk.ID==EDITOR_BLOCK):
while(new_chunk.bytes_read<new_chunk.length):
read_chunk(file, temp_chunk)
if (temp_chunk.ID==MATERIAL_BLOCK):
process_material_block(file, temp_chunk)
elif (temp_chunk.ID==OBJECT_BLOCK):
process_object_block(file, temp_chunk,new_object_list)
else:
skip_to_end(file,temp_chunk)
new_chunk.bytes_read+=temp_chunk.bytes_read
else:
skip_to_end(file,new_chunk)
previous_chunk.bytes_read+=new_chunk.bytes_read
#***********************************************
# main entry point for loading 3ds files
#***********************************************
def load_3ds (filename):
current_chunk=chunk()
print "--------------------------------"
print 'Importing "%s"' % filename
time1 = Blender.sys.time() #for timing purposes
file=open(filename,"rb")
new_object_list = []
global FILENAME
FILENAME=filename
read_chunk(file, current_chunk)
if (current_chunk.ID!=PRIMARY):
print "\tFatal Error: Not a valid 3ds file: ", filename
file.close()
return
process_main_chunk(file, current_chunk, new_object_list)
# Select all new objects.
for ob in new_object_list: ob.sel = 1
print 'finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1))
file.close()
#***********************************************
# MAIN
#***********************************************
def my_callback(filename):
load_3ds(filename)
Blender.Window.FileSelector(my_callback, "Import 3DS", '*.3ds')
# For testing compatibility
'''
TIME = Blender.sys.time()
import os
for _3ds in os.listdir('/3ds/'):
if _3ds.lower().endswith('3ds'):
print _3ds
newScn = Scene.New(_3ds)
newScn.makeCurrent()
my_callback('/3ds/' + _3ds)
print "TOTAL TIME: ", Blender.sys.time() - TIME
'''