blender/release/scripts/obj_import.py
Willian Padovani Germano 4b99e61cf2 No "release ahoy" yet, so it's probably still ok for these last minute updates (excuse me anyway):
Script bug fixes:
- Paths import: SVG update sent by author Jean-Michel Soler;
- Wavefront OBJ import / export updates sent by author Campbell Barton.
2005-05-30 02:26:40 +00:00

520 lines
16 KiB
Python

#!BPY
"""
Name: 'Wavefront (.obj)...'
Blender: 237
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File'
"""
__author__ = "Campbell Barton"
__url__ = ["blender", "elysiun"]
__version__ = "0.9"
__bpydoc__ = """\
This script imports OBJ files to Blender.
Usage:
Run this script from "File->Import" menu and then load the desired OBJ file.
"""
# $Id$
#
# --------------------------------------------------------------------------
# OBJ Import v0.9 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# 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 *****
# --------------------------------------------------------------------------
NULL_MAT = '(null)' # Name for mesh's that have no mat set.
NULL_IMG = '(null)' # Name for mesh's that have no mat set.
MATLIMIT = 16 # This isnt about to change but probably should not be hard coded.
DIR = ''
#==============================================#
# Return directory, where is file #
#==============================================#
def pathName(path,name):
length=len(path)
for CH in range(1, length):
if path[length-CH:] == name:
path = path[:length-CH]
break
return path
#==============================================#
# Strips the slashes from the back of a string #
#==============================================#
def stripPath(path):
return path.split('/')[-1].split('\\')[-1]
#====================================================#
# Strips the prefix off the name before writing #
#====================================================#
def stripName(name): # name is a string
prefixDelimiter = '.'
return name[ : name.find(prefixDelimiter) ]
from Blender import *
#==================================================================================#
# This gets a mat or creates one of the requested name if none exist. #
#==================================================================================#
def getMat(matName):
# Make a new mat
try:
return Material.Get(matName)
except:
return Material.New(matName)
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def getImg(img_fileName):
for i in Image.Get():
if i.filename == img_fileName:
return i
# if we are this far it means the image hasnt been loaded.
try:
return Image.Load(img_fileName)
except:
print "unable to open", img_fileName
return
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def load_mat_image(mat, img_fileName, type, mesh):
try:
image = Image.Load(img_fileName)
except:
print "unable to open", img_fileName
return
texture = Texture.New(type)
texture.setType('Image')
texture.image = image
# adds textures to faces (Textured/Alt-Z mode)
# Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
if type == 'Kd':
for f in mesh.faces:
if mesh.materials[f.mat].name == mat.name:
# the inline usemat command overides the material Image
if not f.image:
f.image = image
# adds textures for materials (rendering)
if type == 'Ka':
mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR)
if type == 'Kd':
mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
if type == 'Ks':
mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
#==================================================================================#
# This function loads materials from .mtl file (have to be defined in obj file) #
#==================================================================================#
def load_mtl(dir, mtl_file, mesh):
# Remove ./
if mtl_file.endswith('./'):
mtl_file= mtl_file[2:]
mtl_fileName = dir + mtl_file
try:
fileLines= open(mtl_fileName, 'r').readlines()
except:
print "unable to open", mtl_fileName
return
lIdx=0
while lIdx < len(fileLines):
l = fileLines[lIdx].split()
# Detect a line that will be ignored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
elif l[0] == 'newmtl':
currentMat = getMat(' '.join(l[1:]))
elif l[0] == 'Ka':
currentMat.setMirCol(float(l[1]), float(l[2]), float(l[3]))
elif l[0] == 'Kd':
currentMat.setRGBCol(float(l[1]), float(l[2]), float(l[3]))
elif l[0] == 'Ks':
currentMat.setSpecCol(float(l[1]), float(l[2]), float(l[3]))
elif l[0] == 'Ns':
currentMat.setHardness( int((float(l[1])*0.51)) )
elif l[0] == 'd':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'Tr':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'map_Ka':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ka', mesh)
elif l[0] == 'map_Ks':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ks', mesh)
elif l[0] == 'map_Kd':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Kd', mesh)
lIdx+=1
#===========================================================================#
# Returns unique name of object/mesh (preserve overwriting existing meshes) #
#===========================================================================#
def getUniqueName(name):
uniqueInt = 0
while 1:
try:
ob = Object.Get(name)
# Okay, this is working, so lets make a new name
name = '%s.%d' % (name, uniqueInt)
uniqueInt +=1
except:
if name not in NMesh.GetNames():
return name
else:
name = '%s.%d' % (name, uniqueInt)
uniqueInt +=1
#==================================================================================#
# This loads data from .obj file #
#==================================================================================#
def load_obj(file):
time1 = sys.time()
def applyMat(mesh, f, mat):
# Check weather the 16 mat limit has been met.
if len( meshList[objectName][0].materials ) >= MATLIMIT:
print 'Warning, max material limit reached, using an existing material'
return meshList[objectName][0]
mIdx = 0
for m in meshList[objectName][0].materials:
if m.getName() == mat.getName():
break
mIdx+=1
if mIdx == len(mesh.materials):
meshList[objectName][0].addMaterial(mat)
f.mat = mIdx
return f
# Get the file name with no path or .obj
fileName = stripName( stripPath(file) )
mtl_fileName = ''
DIR = pathName(file, stripPath(file))
fileLines = open(file, 'r').readlines()
uvMapList = [(0,0)] # store tuple uv pairs here
# This dummy vert makes life a whole lot easier-
# pythons index system then aligns with objs, remove later
vertList = [NMesh.Vert(0, 0, 0)]
nullMat = getMat(NULL_MAT)
currentMat = nullMat # Use this mat.
currentImg = NULL_IMG # Null image is a string, otherwise this should be set to an image object.\
currentSmooth = 0
#==================================================================================#
# Make split lines, ignore blenk lines or comments. #
#==================================================================================#
lIdx = 0
while lIdx < len(fileLines):
fileLines[lIdx] = fileLines[lIdx].split()
lIdx+=1
#==================================================================================#
# Load all verts first (texture verts too) #
#==================================================================================#
lIdx = 0
print 'file length: %d' % len(fileLines)
while lIdx < len(fileLines):
l = fileLines[lIdx]
if len(l) == 0:
fileLines.pop(lIdx)
lIdx-=1
elif l[0] == 'v':
# This is a new vert, make a new mesh
vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) )
fileLines.pop(lIdx)
lIdx-=1
# UV COORDINATE
elif l[0] == 'vt':
# This is a new vert, make a new mesh
uvMapList.append( (float(l[1]), float(l[2])) )
fileLines.pop(lIdx)
lIdx-=1
lIdx+=1
# Here we store a boolean list of which verts are used or not
# no we know weather to add them to the current mesh
# This is an issue with global vertex indicies being translated to per mesh indicies
# like blenders, we start with a dummy just like the vert.
# -1 means unused, any other value refers to the local mesh index of the vert.
# objectName has a char in front of it that determins weather its a group or object.
# We ignore it when naming the object.
objectName = 'omesh' # If we cant get one, use this
meshList = {}
meshList[objectName] = (NMesh.GetRaw(), [-1]*len(vertList)) # Mesh/meshList[objectName][1]
meshList[objectName][0].verts.append(vertList[0])
meshList[objectName][0].hasFaceUV(1)
#==================================================================================#
# Load all faces into objects, main loop #
#==================================================================================#
lIdx = 0
# Face and Object loading LOOP
while lIdx < len(fileLines):
l = fileLines[lIdx]
# VERTEX
if l[0] == 'v':
pass
# Comment
if l[0] == '#':
pass
# VERTEX NORMAL
elif l[0] == 'vn':
pass
# UV COORDINATE
elif l[0] == 'vt':
pass
# FACE
elif l[0] == 'f':
# Make a face with the correct material.
f = NMesh.Face()
f = applyMat(meshList[objectName][0], f, currentMat)
f.smooth = currentSmooth
if currentImg != NULL_IMG: f.image = currentImg
# Set up vIdxLs : Verts
# Set up vtIdxLs : UV
# Start with a dummy objects so python accepts OBJs 1 is the first index.
vIdxLs = []
vtIdxLs = []
fHasUV = len(uvMapList)-1 # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0.
for v in l[1:]:
# OBJ files can have // or / to seperate vert/texVert/normal
# this is a bit of a pain but we must deal with it.
objVert = v.split('/', -1)
# Vert Index - OBJ supports negative index assignment (like python)
vIdxLs.append(int(objVert[0]))
if fHasUV:
# UV
if len(objVert) == 1:
vtIdxLs.append(int(objVert[0])) # Sticky UV coords
elif objVert[1] != '': # Its possible that theres no texture vert just he vert and normal eg 1//2
vtIdxLs.append(int(objVert[1])) # Seperate UV coords
else:
fHasUV = 0
# Dont add a UV to the face if its larger then the UV coord list
# The OBJ file would have to be corrupt or badly written for thi to happen
# but account for it anyway.
if len(vtIdxLs) > 0:
if vtIdxLs[-1] > len(uvMapList):
fHasUV = 0
print 'badly written OBJ file, invalid references to UV Texture coordinates.'
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
if len(vIdxLs) == 4:
for i in [0,1,2,3]:
if meshList[objectName][1][vIdxLs[i]] == -1:
meshList[objectName][0].verts.append(vertList[vIdxLs[i]])
f.v.append(meshList[objectName][0].verts[-1])
meshList[objectName][1][vIdxLs[i]] = len(meshList[objectName][0].verts)-1
else:
f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[i]]])
# UV MAPPING
if fHasUV:
f.uv.extend([uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]])
#for i in [0,1,2,3]:
# f.uv.append( uvMapList[ vtIdxLs[i] ] )
if f.v > 0:
f = applyMat(meshList[objectName][0], f, currentMat)
if currentImg != NULL_IMG:
f.image = currentImg
meshList[objectName][0].faces.append(f) # move the face onto the mesh
if len(meshList[objectName][0].faces[-1]) > 0:
meshList[objectName][0].faces[-1].smooth = currentSmooth
elif len(vIdxLs) >= 3: # This handles tri's and fans
for i in range(len(vIdxLs)-2):
f = NMesh.Face()
f = applyMat(meshList[objectName][0], f, currentMat)
for ii in [0, i+1, i+2]:
if meshList[objectName][1][vIdxLs[ii]] == -1:
meshList[objectName][0].verts.append(vertList[vIdxLs[ii]])
f.v.append(meshList[objectName][0].verts[-1])
meshList[objectName][1][vIdxLs[ii]] = len(meshList[objectName][0].verts)-1
else:
f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[ii]]])
# UV MAPPING
if fHasUV:
f.uv.extend([uvMapList[ vtIdxLs[0] ], uvMapList[ vtIdxLs[i+1] ], uvMapList[ vtIdxLs[i+2] ]])
if f.v > 0:
f = applyMat(meshList[objectName][0], f, currentMat)
if currentImg != NULL_IMG:
f.image = currentImg
meshList[objectName][0].faces.append(f) # move the face onto the mesh
if len(meshList[objectName][0].faces[-1]) > 0:
meshList[objectName][0].faces[-1].smooth = currentSmooth
# FACE SMOOTHING
elif l[0] == 's':
if l[1] == 'off': currentSmooth = 0
else: currentSmooth = 1
# print "smoothing", currentSmooth
# OBJECT / GROUP
elif l[0] == 'o' or l[0] == 'g':
# This makes sure that if an object and a group have the same name then
# they are not put into the same object.
# Only make a new group.object name if the verts in the existing object have been used, this is obscure
# but some files face groups seperating verts and faces which results in silly things. (no groups have names.)
if len(l) == 1 and len( meshList[objectName][0].faces ) == 0:
pass
else:
newObjectName = l[0] + '_'
# if there is no groups name then make gp_1, gp_2, gp_100 etc
if len(l) == 1: # No name given, make a unique name up.
unique_count = 0
while newObjectName in meshList.keys():
newObjectName = '%s_%d' % (l[0], unique_count)
unique_count +=1
else: # The the object/group name given
newObjectName += '_'.join(l[1:])
# Assign the new name
objectName = newObjectName
# If we havnt written to this mesh before then do so.
# if we have then we'll just keep appending to it, this is required for soem files.
if objectName not in meshList.keys():
meshList[objectName] = (NMesh.GetRaw(), [-1]*len(vertList))
meshList[objectName][0].hasFaceUV(1)
meshList[objectName][0].verts.append( vertList[0] )
# MATERIAL
elif l[0] == 'usemtl':
if len(l) == 1 or l[1] == '(null)':
currentMat = getMat(NULL_MAT)
else:
currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces
# MATERIAL
elif l[0] == 'usemat' or l[0] == 'usemap':
if len(l) == 1 or l[1] == '(null)' or l[1] == 'off':
currentImg = NULL_IMG
else:
currentImg = getImg('%s%s' % (DIR, ' '.join(l[1:]).replace('./', '') ) ) # Use join in case of spaces
# MATERIAL FILE
elif l[0] == 'mtllib':
mtl_fileName = ' '.join(l[1:])
lIdx+=1
#==============================================#
# Write all meshs in the dictionary #
#==============================================#
for ob in Scene.GetCurrent().getChildren(): # Deselect all
ob.sel = 0
importedObjects = []
for mk in meshList.keys():
# Applies material properties to materials alredy on the mesh as well as Textures.
if mtl_fileName != '':
load_mtl(DIR, mtl_fileName, meshList[mk][0])
meshList[mk][0].verts.pop(0)
# Ignore no vert meshes.
if not meshList[mk][0].verts:
continue
name = getUniqueName(mk)
ob = NMesh.PutRaw(meshList[mk][0], name)
ob.name = name
importedObjects.append(ob)
# Select all imported objects.
for ob in importedObjects:
ob.sel = 1
print "obj import time: ", sys.time() - time1
Window.FileSelector(load_obj, 'Import Wavefront OBJ')
'''
# For testing compatibility
import os
for obj in os.listdir('/obj/'):
if obj.lower().endswith('obj'):
print obj
newScn = Scene.New(obj)
newScn.makeCurrent()
load_obj('/obj/' + obj)
'''