blender/release/scripts/ac3d_import.py
Willian Padovani Germano 0bbe1b393e Scripts:
-Another update to the ac3d importer to handle models with wrong face data. Thanks Melchior Franz for reporting.
2007-02-06 19:40:13 +00:00

692 lines
17 KiB
Python

#!BPY
""" Registration info for Blender menus:
Name: 'AC3D (.ac)...'
Blender: 242
Group: 'Import'
Tip: 'Import an AC3D (.ac) file.'
"""
__author__ = "Willian P. Germano"
__url__ = ("blender", "elysiun", "AC3D's homepage, http://www.ac3d.org",
"PLib 3d gaming lib, http://plib.sf.net")
__version__ = "2.43 2007-01-28"
__bpydoc__ = """\
This script imports AC3D models into Blender.
AC3D is a simple and affordable commercial 3d modeller also built with OpenGL.
The .ac file format is an easy to parse text format well supported,
for example, by the PLib 3d gaming library.
Supported:<br>
UV-textured meshes with hierarchy (grouping) information.
Missing:<br>
The url tag is irrelevant for Blender.
Known issues:<br>
- Some objects may be imported with wrong normals due to wrong information in the model itself. This can be noticed by strange shading, like darker than expected parts in the model. To fix this, select the mesh with wrong normals, enter edit mode and tell Blender to recalculate the normals, either to make them point outside (the usual case) or inside.<br>
Config Options:<br>
- textures dir (string): if non blank, when imported texture paths are
wrong in the .ac file, Blender will also look for them at this dir.
Notes:<br>
- When looking for assigned textures, Blender tries in order: the actual
paths from the .ac file, the .ac file's dir and the default textures dir path
users can configure (see config options above).
"""
# $Id$
#
# --------------------------------------------------------------------------
# AC3DImport version 2.43 Jan 04, 2007
# Program versions: Blender 2.43 and AC3Db files (means version 0xb)
# changed: updated for new Blender version, Mesh module
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2004-2007: Willian P. Germano, wgermano _at_ ig.com.br
#
# 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 *****
# --------------------------------------------------------------------------
# Note:
# Blender doesn't handle n-gons (polygons with more than 4 vertices):
# The script triangulates them, but concave polygons come out wrong and need
# fixing. Avoiding or triangulating concave n-gons in AC3D is a simple way to
# avoid problems.
from math import radians
import Blender
from Blender import Scene, Object, Mesh, Lamp, Registry, sys as bsys, Window, Image, Material
from Blender.sys import dirsep
from Blender.Mathutils import Vector, Matrix, Euler
# Default folder for AC3D textures, to override wrong paths, change to your
# liking or leave as "":
TEXTURES_DIR = ""
tooltips = {
'TEXTURES_DIR': 'additional dir to look for missing textures'
}
def update_registry():
global TEXTURES_DIR
rd = dict([('TEXTURES_DIR', TEXTURES_DIR)])
Registry.SetKey('ac3d_import', rd, True)
rd = Registry.GetKey('ac3d_import', True)
if rd:
if 'GROUP' in rd:
update_registry()
TEXTURES_DIR = rd['TEXTURES_DIR']
else: update_registry()
if TEXTURES_DIR:
oldtexdir = TEXTURES_DIR
if dirsep == '/': TEXTURES_DIR = TEXTURES_DIR.replace('\\', '/')
if TEXTURES_DIR[-1] != dirsep: TEXTURES_DIR = "%s%s" % (TEXTURES_DIR, dirsep)
if oldtexdir != TEXTURES_DIR: update_registry()
VERBOSE = True
rd = Registry.GetKey('General', True)
if rd:
if rd.has_key('verbose'):
VERBOSE = rd['verbose']
errmsg = ""
# Matrix to align ac3d's coordinate system with Blender's one,
# it's a -90 degrees rotation around the x axis:
AC_TO_BLEND_MATRIX = Matrix([1, 0, 0], [0, 0, 1], [0, -1, 0])
AC_WORLD = 0
AC_GROUP = 1
AC_POLY = 2
AC_LIGHT = 3
AC_OB_TYPES = {
'world': AC_WORLD,
'group': AC_GROUP,
'poly': AC_POLY,
'light': AC_LIGHT
}
def inform(msg):
global VERBOSE
if VERBOSE: print msg
def euler_in_radians(eul):
"Used while there's a bug in the BPY API"
eul.x = radians(eul.x)
eul.y = radians(eul.y)
eul.z = radians(eul.z)
return eul
class Obj:
def __init__(self, type):
self.type = type
self.dad = None
self.name = ''
self.data = ''
self.tex = ''
self.texrep = [1,1]
self.texoff = None
self.loc = []
self.rot = []
self.size = []
self.crease = 30
self.vlist = []
self.flist_cfg = []
self.flist_v = []
self.flist_uv = []
self.elist = []
self.matlist = []
self.kids = 0
self.bl_obj = None # the actual Blender object created from this data
class AC3DImport:
def __init__(self, filename):
global errmsg
self.scene = Scene.GetCurrent()
self.i = 0
errmsg = ''
self.importdir = bsys.dirname(filename)
try:
file = open(filename, 'r')
except IOError, (errno, strerror):
errmsg = "IOError #%s: %s" % (errno, strerror)
Blender.Draw.PupMenu('ERROR: %s' % errmsg)
inform(errmsg)
return None
header = file.read(5)
header, version = header[:4], header[-1]
if header != 'AC3D':
file.close()
errmsg = 'AC3D header not found (invalid file)'
Blender.Draw.PupMenu('ERROR: %s' % errmsg)
inform(errmsg)
return None
elif version != 'b':
inform('AC3D file version 0x%s.' % version)
inform('This importer is for version 0xb, so it may fail.')
self.token = {'OBJECT': self.parse_obj,
'numvert': self.parse_vert,
'numsurf': self.parse_surf,
'name': self.parse_name,
'data': self.parse_data,
'kids': self.parse_kids,
'loc': self.parse_loc,
'rot': self.parse_rot,
'MATERIAL': self.parse_mat,
'texture': self.parse_tex,
'texrep': self.parse_texrep,
'texoff': self.parse_texoff,
'crease': self.parse_crease}
self.objlist = []
self.mlist = []
self.kidsnumlist = []
self.dad = None
self.lines = file.readlines()
self.lines.append('')
self.parse_file()
file.close()
self.testAC3DImport()
def parse_obj(self, value):
if self.kidsnumlist:
while not self.kidsnumlist[-1]:
self.kidsnumlist.pop()
self.dad = self.dad.dad
self.kidsnumlist[-1] -= 1
new = Obj(AC_OB_TYPES[value])
new.dad = self.dad
new.name = value
self.objlist.append(new)
def parse_kids(self, value):
kids = int(value)
if kids:
self.kidsnumlist.append(kids)
self.dad = self.objlist[-1]
self.objlist[-1].kids = kids
def parse_name(self, value):
name = value.split('"')[1]
self.objlist[-1].name = name
def parse_data(self, value):
data = self.lines[self.i].strip()
self.objlist[-1].data = data
def parse_tex(self, value):
texture = value.split('"')[1]
self.objlist[-1].tex = texture
def parse_texrep(self, trash):
trep = self.lines[self.i - 1]
trep = trep.split()
trep = [float(trep[1]), float(trep[2])]
self.objlist[-1].texrep = trep
self.objlist[-1].texoff = [0, 0]
def parse_texoff(self, trash):
toff = self.lines[self.i - 1]
toff = toff.split()
toff = [float(toff[1]), float(toff[2])]
self.objlist[-1].texoff = toff
def parse_mat(self, value):
i = self.i - 1
lines = self.lines
line = lines[i].split()
mat_name = ''
mat_col = mat_amb = mat_emit = mat_spec_col = [0,0,0]
mat_alpha = 1
mat_spec = 1.0
while line[0] == 'MATERIAL':
mat_name = line[1].split('"')[1]
mat_col = map(float,[line[3],line[4],line[5]])
v = map(float,[line[7],line[8],line[9]])
mat_amb = (v[0]+v[1]+v[2]) / 3.0
v = map(float,[line[11],line[12],line[13]])
mat_emit = (v[0]+v[1]+v[2]) / 3.0
mat_spec_col = map(float,[line[15],line[16],line[17]])
mat_spec = float(line[19]) / 64.0
mat_alpha = float(line[-1])
mat_alpha = 1 - mat_alpha
self.mlist.append([mat_name, mat_col, mat_amb, mat_emit, mat_spec_col, mat_spec, mat_alpha])
i += 1
line = lines[i].split()
self.i = i
def parse_rot(self, trash):
i = self.i - 1
ob = self.objlist[-1]
rot = self.lines[i].split(' ', 1)[1]
rot = map(float, rot.split())
matrix = Matrix(rot[:3], rot[3:6], rot[6:])
ob.rot = matrix
size = matrix.scalePart() # vector
ob.size = size
def parse_loc(self, trash):
i = self.i - 1
loc = self.lines[i].split(' ', 1)[1]
loc = map(float, loc.split())
self.objlist[-1].loc = Vector(loc)
def parse_crease(self, value):
# AC3D: range is [0.0, 180.0]; Blender: [1, 80]
value = float(value)
self.objlist[-1].crease = int(value)
def parse_vert(self, value):
i = self.i
lines = self.lines
obj = self.objlist[-1]
vlist = obj.vlist
n = int(value)
while n:
line = lines[i].split()
line = map(float, line)
vlist.append(line)
n -= 1
i += 1
self.i = i
def parse_surf(self, value):
i = self.i
is_smooth = 0
double_sided = 0
lines = self.lines
obj = self.objlist[-1]
matlist = obj.matlist
numsurf = int(value)
NUMSURF = numsurf
badface_notpoly = badface_multirefs = 0
while numsurf:
flags = lines[i].split()[1][2:]
if len(flags) > 1:
flaghigh = int(flags[0])
flaglow = int(flags[1])
else:
flaghigh = 0
flaglow = int(flags[0])
is_smooth = flaghigh & 1
twoside = flaghigh & 2
mat = lines[i+1].split()
mat = int(mat[1])
if not mat in matlist: matlist.append(mat)
refs = lines[i+2].split()
refs = int(refs[1])
i += 3
face = []
faces = []
edges = []
fuv = []
fuvs = []
rfs = refs
while rfs:
line = lines[i].split()
v = int(line[0])
uv = [float(line[1]), float(line[2])]
face.append(v)
fuv.append(Vector(uv))
rfs -= 1
i += 1
if flaglow: # it's a line or closed line, not a polygon
while len(face) >= 2:
cut = face[:2]
edges.append(cut)
face = face[1:]
if flaglow == 1 and edges: # closed line
face = [edges[-1][-1], edges[0][0]]
edges.append(face)
else: # polygon
# check for bad face, that references same vertex more than once
lenface = len(face)
if lenface < 3:
# less than 3 vertices, not a face
badface_notpoly += 1
elif sum(map(face.count, face)) != lenface:
# multiple references to the same vertex
badface_multirefs += 1
else: # ok, seems fine
while len(face) > 4:
cut = face[:4]
cutuv = fuv[:4]
face = face[3:]
fuv = fuv[3:]
face.insert(0, cut[0])
fuv.insert(0, cutuv[0])
faces.append(cut)
fuvs.append(cutuv)
faces.append(face)
fuvs.append(fuv)
obj.flist_cfg.extend([[mat, is_smooth, twoside]] * len(faces))
obj.flist_v.extend(faces)
obj.flist_uv.extend(fuvs)
obj.elist.extend(edges) # loose edges
numsurf -= 1
if badface_notpoly or badface_multirefs:
inform('Object "%s" - ignoring bad faces:' % obj.name)
if badface_notpoly:
inform('\t%d face(s) with less than 3 vertices.' % badface_notpoly)
if badface_multirefs:
inform('\t%d face(s) with multiple references to a same vertex.' % badface_multirefs)
self.i = i
def parse_file(self):
i = 1
lines = self.lines
line = lines[i].split()
while line:
kw = ''
for k in self.token.keys():
if line[0] == k:
kw = k
break
i += 1
if kw:
self.i = i
self.token[kw](line[1])
i = self.i
line = lines[i].split()
# for each group of meshes we try to find one that can be used as
# parent of the group in Blender.
# If not found, we can use an Empty as parent.
def found_parent(self, groupname, olist):
l = [o for o in olist if o.type == AC_POLY \
and not o.kids and not o.rot and not o.loc]
if l:
for o in l:
if o.name == groupname:
return o
#return l[0]
return None
def build_hierarchy(self):
blmatrix = AC_TO_BLEND_MATRIX
olist = self.objlist[1:]
olist.reverse()
newlist = []
for o in olist:
kids = o.kids
if kids:
children = newlist[-kids:]
newlist = newlist[:-kids]
if o.type == AC_GROUP:
parent = self.found_parent(o.name, children)
if parent:
children.remove(parent)
o.bl_obj = parent.bl_obj
else: # not found, use an empty
empty = Object.New('Empty', o.name)
self.scene.link(empty)
empty.select(True)
o.bl_obj = empty
bl_children = [c.bl_obj for c in children if c.bl_obj != None]
o.bl_obj.makeParent(bl_children, 0, 1)
for child in children:
blob = child.bl_obj
if not blob: continue
if child.rot:
eul = euler_in_radians(child.rot.toEuler())
blob.setEuler(eul)
if child.size:
blob.size = child.size
if not child.loc:
child.loc = Vector(0.0, 0.0, 0.0)
blob.setLocation(child.loc)
newlist.append(o)
for o in newlist: # newlist now only has objs w/o parents
blob = o.bl_obj
if not blob:
continue
if o.size:
o.bl_obj.size = o.size
if not o.rot:
blob.setEuler([1.5707963267948966, 0, 0])
else:
matrix = o.rot * blmatrix
eul = euler_in_radians(matrix.toEuler())
blob.setEuler(eul)
if o.loc:
o.loc *= blmatrix
else:
o.loc = Vector(0.0, 0.0, 0.0)
blob.setLocation(o.loc) # forces DAG update, so we do it even for 0, 0, 0
def testAC3DImport(self):
FACE_TWOSIDE = Mesh.FaceModes['TWOSIDE']
FACE_TEX = Mesh.FaceModes['TEX']
MESH_AUTOSMOOTH = Mesh.Modes['AUTOSMOOTH']
MAT_MODE_ZTRANSP = Material.Modes['ZTRANSP']
MAT_MODE_TRANSPSHADOW = Material.Modes['TRANSPSHADOW']
scene = self.scene
bl_images = {} # loaded texture images
objlist = self.objlist[1:] # skip 'world'
bmat = []
has_transp_mats = False
for mat in self.mlist:
name = mat[0]
m = Material.New(name)
m.rgbCol = (mat[1][0], mat[1][1], mat[1][2])
m.amb = mat[2]
m.emit = mat[3]
m.specCol = (mat[4][0], mat[4][1], mat[4][2])
m.spec = mat[5]
m.alpha = mat[6]
if m.alpha < 1.0:
m.mode |= MAT_MODE_ZTRANSP
has_transp_mats = True
bmat.append(m)
if has_transp_mats:
for mat in bmat:
mat.mode |= MAT_MODE_TRANSPSHADOW
obj_idx = 0 # index of current obj in loop
for obj in objlist:
if obj.type == AC_GROUP:
continue
elif obj.type == AC_LIGHT:
light = Lamp.New('Lamp')
object = scene.objects.new(light, obj.name)
object.select(True)
obj.bl_obj = object
if obj.data:
light.name = obj.data
continue
# type AC_POLY:
# old .ac files used empty meshes as groups, convert to a real ac group
if not obj.vlist and obj.kids:
obj.type = AC_GROUP
continue
mesh = Mesh.New()
object = scene.objects.new(mesh, obj.name)
object.select(True)
obj.bl_obj = object
if obj.data: mesh.name = obj.data
mesh.degr = obj.crease # will auto clamp to [1, 80]
if not obj.vlist: # no vertices? nothing more to do
continue
mesh.verts.extend(obj.vlist)
objmat_indices = []
for mat in bmat:
if bmat.index(mat) in obj.matlist:
objmat_indices.append(bmat.index(mat))
mesh.materials += [mat]
for e in obj.elist:
mesh.edges.extend(e)
if obj.flist_v:
mesh.faces.extend(obj.flist_v)
facesnum = len(mesh.faces)
if facesnum == 0: # shouldn't happen, of course
continue
mesh.faceUV = True
# checking if the .ac file had duplicate faces (Blender ignores them)
if facesnum != len(obj.flist_v):
# it has, ugh. Let's clean the uv list:
lenfl = len(obj.flist_v)
flist = obj.flist_v
uvlist = obj.flist_uv
cfglist = obj.flist_cfg
for f in flist:
f.sort()
fi = lenfl
while fi > 0: # remove data related to duplicates
fi -= 1
if flist[fi] in flist[:fi]:
uvlist.pop(fi)
cfglist.pop(fi)
img = None
if obj.tex != '':
baseimgname = bsys.basename(obj.tex)
if obj.tex in bl_images.keys():
img = bl_images[obj.tex]
else:
try:
img = Image.Load(obj.tex)
# Commented because it's unnecessary:
#img.xrep = int(obj.texrep[0])
#img.yrep = int(obj.texrep[1])
except:
try:
obj.tex = self.importdir + '/' + baseimgname
img = Image.Load(obj.tex)
except:
try:
obj.tex = TEXTURES_DIR + baseimgname
img = Image.Load(obj.tex)
except:
inform("Couldn't load texture: %s" % baseimgname)
if img:
bl_images[obj.tex] = img
for i in range(facesnum):
f = obj.flist_cfg[i]
fmat = f[0]
is_smooth = f[1]
twoside = f[2]
bface = mesh.faces[i]
bface.smooth = is_smooth
if twoside: bface.mode |= FACE_TWOSIDE
if img:
bface.mode |= FACE_TEX
bface.image = img
bface.mat = objmat_indices.index(fmat)
fuv = obj.flist_uv[i]
if obj.texoff:
uoff = obj.texoff[0]
voff = obj.texoff[1]
urep = obj.texrep[0]
vrep = obj.texrep[1]
for uv in fuv:
uv[0] *= urep
uv[1] *= vrep
uv[0] += uoff
uv[1] += voff
mesh.faces[i].uv = fuv
mesh.calcNormals()
mesh.mode = MESH_AUTOSMOOTH
obj_idx += 1
self.build_hierarchy()
scene.update()
# End of class AC3DImport
def filesel_callback(filename):
inform("\nTrying to import AC3D model(s) from:\n%s ..." % filename)
Window.WaitCursor(1)
starttime = bsys.time()
test = AC3DImport(filename)
Window.WaitCursor(0)
endtime = bsys.time() - starttime
inform('Done! Data imported in %.3f seconds.\n' % endtime)
Window.EditMode(0)
Window.FileSelector(filesel_callback, "Import AC3D", "*.ac")