#!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