#!BPY
"""
Name: '3D Studio (.3ds)...'
Blender: 241
Group: 'Import'
Tooltip: 'Import from 3DS file format (.3ds)'
"""
__author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton']
__url__= ('blender', 'elysiun', 'http://www.gametutorials.com')
__version__= '0.95'
__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).
0.95 by Campbell Barton
- Removed workarounds for Blender 2.41
- Mesh objects split by material- many 3ds objects used more then 16 per mesh.
- Removed a lot of unneeded variable creation.
0.94 by Campbell Barton
- Face import tested to be about overall 16x speedup over 0.93.
- Material importing speedup.
- Tested with more models.
- Support some corrupt models.
0.93 by Campbell Barton
- Tested with 400 3ds files from turbosquid and samples.
- Tactfully ignore faces that used the same verts twice.
- Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading.
- Converted from NMesh to Mesh.
- Faster and cleaner new names.
- Use external comprehensive image loader.
- Re intergrated 0.92 and 0.9 changes
- Fixes for 2.41 compat.
- Non textured faces do not use a texture flag.
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
0.83 2005-08-07: Campell Barton
- Aggressive image finding and case insensitivy for posisx systems.
0.82a 2005-07-22
- image texture loading (both for face uv and renderer)
0.82 - image texture loading (for face uv)
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
'''
# Importing modules
import Blender
from Blender import Mesh, Scene, Object, Material, Image, Texture, Lamp, Mathutils
from Blender.Mathutils import Vector
import BPyImage
reload( BPyImage )
import struct
from struct import calcsize, unpack
import os
# If python version is less than 2.4, try to get set stuff from module
import sys
if ( (sys.version_info[0] <= 2) and (sys.version_info[1] < 4) ):
from sets import Set as set
#this script imports uvcoords as sticky vertex coords
#this parameter enables copying these to face uv coords
#which shold be more useful.
#===========================================================================#
# Returns unique name of object/mesh (stops overwriting existing meshes) #
#===========================================================================#
def getUniqueName(name):
count= 0
newname= name[:19]
while newname in getUniqueName.uniqueObNames:
newname= '%s.%.3i' % (name[:15], count)
count+=1
# Dont use again.
getUniqueName.uniqueObNames.append(newname)
return newname
getUniqueName.uniqueObNames= Blender.NMesh.GetNames() + [ob.name for ob in Object.Get()]
def createBlenderTexture(material, name, image):
texture= Texture.New(name)
texture.setType('Image')
texture.image= image
material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
######################################################
# Data Structures
######################################################
#Some of the chunks that we will see
#----- Primary Chunk, at the beginning of each file
PRIMARY= long('0x4D4D',16)
#------ Main Chunks
OBJECTINFO = long('0x3D3D',16); #This gives the version of the mesh and is found right before the material and object information
VERSION = long('0x0002',16); #This gives the version of the .3ds file
EDITKEYFRAME= long('0xB000',16); #This is the header for all of the key frame info
#------ sub defines of OBJECTINFO
MATERIAL=45055 #0xAFFF // This stored the texture info
OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
#>------ sub defines of MATERIAL
#------ 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
#>------ sub defines of OBJECT
OBJECT_MESH = long('0x4100',16); # This lets us know that we are reading a new object
OBJECT_LAMP = long('0x4600',16); # This lets un know we are reading a light object
OBJECT_LAMP_SPOT = long('0x4610',16); # The light is a spotloght.
OBJECT_LAMP_OFF = long('0x4620',16); # The light off.
OBJECT_LAMP_ATTENUATE = long('0x4625',16);
OBJECT_LAMP_RAYSHADE = long('0x4627',16);
OBJECT_LAMP_SHADOWED = long('0x4630',16);
OBJECT_LAMP_LOCAL_SHADOW = long('0x4640',16);
OBJECT_LAMP_LOCAL_SHADOW2 = long('0x4641',16);
OBJECT_LAMP_SEE_CONE = long('0x4650',16);
OBJECT_LAMP_SPOT_RECTANGULAR= long('0x4651',16);
OBJECT_LAMP_SPOT_OVERSHOOT= long('0x4652',16);
OBJECT_LAMP_SPOT_PROJECTOR= long('0x4653',16);
OBJECT_LAMP_EXCLUDE= long('0x4654',16);
OBJECT_LAMP_RANGE= long('0x4655',16);
OBJECT_LAMP_ROLL= long('0x4656',16);
OBJECT_LAMP_SPOT_ASPECT= long('0x4657',16);
OBJECT_LAMP_RAY_BIAS= long('0x4658',16);
OBJECT_LAMP_INNER_RANGE= long('0x4659',16);
OBJECT_LAMP_OUTER_RANGE= long('0x465A',16);
OBJECT_LAMP_MULTIPLIER = long('0x465B',16);
OBJECT_LAMP_AMBIENT_LIGHT = long('0x4680',16);
OBJECT_CAMERA= long('0x4700',16); # This lets un know we are reading a camera object
#>------ sub defines of CAMERA
OBJECT_CAM_RANGES= long('0x4720',16); # The camera range values
#>------ sub defines of OBJECT_MESH
OBJECT_VERTICES = long('0x4110',16); # The objects vertices
OBJECT_FACES = long('0x4120',16); # The objects faces
OBJECT_MATERIAL = long('0x4130',16); # This is found if the object has a material, either texture map or color
OBJECT_UV = long('0x4140',16); # The UV texture coordinates
OBJECT_TRANS_MATRIX = long('0x4160',16); # The Object Matrix
global scn
scn= None
#the chunk class
class chunk:
ID=0
length=0
bytes_read=0
#we don't read in the bytes_read, we compute that
binary_format='10:
print '/tError: Cannot add diffuse map. Too many textures'
def process_next_chunk(file, previous_chunk, importedObjects):
#print previous_chunk.bytes_read, 'BYTES READ'
contextObName= None
contextLamp= [None, None] # object, Data
contextMaterial= None
contextMatrix= Blender.Mathutils.Matrix(); contextMatrix.identity()
contextMesh= None
contextMeshMaterials= {} # matname:[face_idxs]
TEXTURE_DICT={}
MATDICT={}
TEXMODE= Mesh.FaceModes['TEX']
# Localspace variable names, faster.
STRUCT_SIZE_1CHAR= calcsize('c')
STRUCT_SIZE_2FLOAT= calcsize('2f')
STRUCT_SIZE_3FLOAT= calcsize('3f')
STRUCT_SIZE_UNSIGNED_SHORT= calcsize('H')
STRUCT_SIZE_4UNSIGNED_SHORT= calcsize('4H')
STRUCT_SIZE_4x3MAT= calcsize('ffffffffffff')
def putContextMesh(myContextMesh, myContextMeshMaterials):
#print 'prtting myContextMesh', myContextMesh.name
INV_MAT= Blender.Mathutils.Matrix(contextMatrix)
INV_MAT.invert()
contextMesh.transform(INV_MAT)
materialFaces= set()
# Now make copies with assigned materils.
def makeMeshMaterialCopy(matName, faces):
# Make a new mesh with only face the faces that use this material.
faceVertUsers = [False] * len(myContextMesh.verts)
ok=0
for fIdx in faces:
for v in myContextMesh.faces[fIdx].v:
faceVertUsers[v.index] = True
if matName != None: # if matName is none then this is a set(), meaning we are using the untextured faces and do not need to store textured faces.
materialFaces.add(fIdx)
ok=1
if not ok:
return
myVertMapping = {}
vertMappingIndex = 0
vertsToUse = [i for i in xrange(len(myContextMesh.verts)) if faceVertUsers[i]]
myVertMapping = dict( [ (ii, i) for i, ii in enumerate(vertsToUse) ] )
bmesh = Mesh.New(contextMesh.name)
if matName != None:
bmat = MATDICT[matName][1]
try:
img= TEXTURE_DICT[bmat.name]
except:
img= None
bmesh.materials= [bmat]
else:
img= None
bmesh.verts.extend( [myContextMesh.verts[i].co for i in vertsToUse] )
bmesh.faces.extend( [ [ bmesh.verts[ myVertMapping[v.index]] for v in myContextMesh.faces[fIdx].v] for fIdx in faces ] )
if contextMeshUV or img:
bmesh.faceUV= 1
for ii, i in enumerate(faces):
targetFace= bmesh.faces[ii]
if contextMeshUV:
targetFace.uv= [contextMeshUV[v.index] for v in myContextMesh.faces[i].v]
if img:
targetFace.image= img
tempName= contextObName + '_' + str(matName) # str because we may be None
bmesh.name= tempName
ob = Object.New('Mesh', tempName)
ob.link(bmesh)
ob.setMatrix(contextMatrix)
importedObjects.append(ob)
##scn.link(ob)
##ob.Layers= scn.Layers
##ob.sel= 1
for matName, faces in myContextMeshMaterials.iteritems():
makeMeshMaterialCopy(matName, faces)
if len(materialFaces)!=len(contextMesh.faces):
# Invert material faces.
makeMeshMaterialCopy(None, set(range(len( contextMesh.faces ))) - materialFaces)
#raise 'Some UnMaterialed faces', len(contextMesh.faces)
#a spare chunk
new_chunk= chunk()
temp_chunk= chunk()
#loop through all the data for this chunk (previous chunk) and see what it is
while (previous_chunk.bytes_read3):
print '\tNon-Fatal Error: Version greater than 3, may not load correctly: ', version
#is it an object info chunk?
elif (new_chunk.ID==OBJECTINFO):
#print 'elif (new_chunk.ID==OBJECTINFO):'
# print 'found an OBJECTINFO chunk'
process_next_chunk(file, new_chunk, importedObjects)
#keep track of how much we read in the main chunk
new_chunk.bytes_read+=temp_chunk.bytes_read
#is it an object chunk?
elif (new_chunk.ID==OBJECT):
tempName= read_string(file)
contextObName= getUniqueName( tempName )
new_chunk.bytes_read += len(tempName)+1
#is it a material chunk?
elif (new_chunk.ID==MATERIAL):
#print 'elif (new_chunk.ID==MATERIAL):'
contextMaterial= Material.New()
elif (new_chunk.ID==MAT_NAME):
#print 'elif (new_chunk.ID==MAT_NAME):'
material_name= read_string(file)
#plus one for the null character that ended the string
new_chunk.bytes_read+= len(material_name)+1
contextMaterial.name= material_name
MATDICT[material_name]= (contextMaterial.name, contextMaterial)
elif (new_chunk.ID==MAT_AMBIENT):
#print 'elif (new_chunk.ID==MAT_AMBIENT):'
read_chunk(file, temp_chunk)
temp_data=file.read(calcsize('3B'))
temp_chunk.bytes_read+= 3
contextMaterial.mirCol= [float(col)/255 for col in unpack('3B', temp_data)] # data [0,1,2] == rgb
new_chunk.bytes_read+= temp_chunk.bytes_read
elif (new_chunk.ID==MAT_DIFFUSE):
#print 'elif (new_chunk.ID==MAT_DIFFUSE):'
read_chunk(file, temp_chunk)
temp_data=file.read(calcsize('3B'))
temp_chunk.bytes_read+= 3
contextMaterial.rgbCol= [float(col)/255 for col in unpack('3B', temp_data)] # data [0,1,2] == rgb
new_chunk.bytes_read+= temp_chunk.bytes_read
elif (new_chunk.ID==MAT_SPECULAR):
#print 'elif (new_chunk.ID==MAT_SPECULAR):'
read_chunk(file, temp_chunk)
temp_data= file.read(calcsize('3B'))
temp_chunk.bytes_read+= 3
contextMaterial.specCol= [float(col)/255 for col in unpack('3B', temp_data)] # data [0,1,2] == rgb
new_chunk.bytes_read+= temp_chunk.bytes_read
elif (new_chunk.ID==MAT_TEXTURE_MAP):
#print 'elif (new_chunk.ID==MAT_TEXTURE_MAP):'
new_texture= Blender.Texture.New('Diffuse')
new_texture.setType('Image')
while (new_chunk.bytes_read /tmp/temp3ds_list')
# os.system('find /storage/ -iname "*.3ds" > /tmp/temp3ds_list')
print '...Done'
file= open('/tmp/temp3ds_list', 'r')
lines= file.readlines()
file.close()
def between(v,a,b):
if v <= max(a,b) and v >= min(a,b):
return True
return False
for i, _3ds in enumerate(lines):
if between(i, 600, 700):
_3ds= _3ds[:-1]
print 'Importing', _3ds, '\nNUMBER', i, 'of', len(lines)
_3ds_file= _3ds.split('/')[-1].split('\\')[-1]
newScn= Scene.New(_3ds_file)
newScn.makeCurrent()
load_3ds(_3ds)
print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME)
'''