#!BPY """ Name: '3D Studio (.3ds)...' Blender: 237 Group: 'Import' Tooltip: 'Import from 3DS file format. (.3ds)' """ __author__ = ["Bob Holcomb", "Richard Lärkäng", "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
- Added support for diffuse, alpha, spec, bump maps in a single material 0.9
- Reorganized code into object/material block functions
- Use of Matrix() to copy matrix data
- added support for material transparency
0.81a (fork- not 0.9) Campbell Barton 2005-06-08
- Simplified import code
- Never overwrite data
- Faster list handling
- Leaves import selected
0.81 Damien McGinnes 2005-01-09
- handle missing images better
0.8 Damien McGinnes 2005-01-08
- copies sticky UV coords to face ones
- handles images better
- 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="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= 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_read3): #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