forked from bartvdbraak/blender
790 lines
25 KiB
Python
790 lines
25 KiB
Python
#!BPY
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"""
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Name: '3D Studio (.3ds)...'
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Blender: 241
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Group: 'Import'
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Tooltip: 'Import from 3DS file format (.3ds)'
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"""
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__author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton']
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__url__= ('blender', 'elysiun', 'http://www.gametutorials.com')
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__version__= '0.95'
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__bpydoc__= '''\
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3ds Importer
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This script imports a 3ds file and the materials into Blender for editing.
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Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
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0.95 by Campbell Barton<br>
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- Removed workarounds for Blender 2.41
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- Mesh objects split by material- many 3ds objects used more then 16 per mesh.
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- Removed a lot of unneeded variable creation.
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0.94 by Campbell Barton<br>
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- Face import tested to be about overall 16x speedup over 0.93.
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- Material importing speedup.
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- Tested with more models.
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- Support some corrupt models.
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0.93 by Campbell Barton<br>
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- Tested with 400 3ds files from turbosquid and samples.
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- Tactfully ignore faces that used the same verts twice.
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- Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading.
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- Converted from NMesh to Mesh.
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- Faster and cleaner new names.
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- Use external comprehensive image loader.
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- Re intergrated 0.92 and 0.9 changes
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- Fixes for 2.41 compat.
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- Non textured faces do not use a texture flag.
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0.92<br>
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- Added support for diffuse, alpha, spec, bump maps in a single material
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0.9<br>
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- Reorganized code into object/material block functions<br>
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- Use of Matrix() to copy matrix data<br>
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- added support for material transparency<br>
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0.83 2005-08-07: Campell Barton
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- Aggressive image finding and case insensitivy for posisx systems.
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0.82a 2005-07-22
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- image texture loading (both for face uv and renderer)
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0.82 - image texture loading (for face uv)
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0.81a (fork- not 0.9) Campbell Barton 2005-06-08
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- Simplified import code
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- Never overwrite data
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- Faster list handling
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- Leaves import selected
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0.81 Damien McGinnes 2005-01-09
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- handle missing images better
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0.8 Damien McGinnes 2005-01-08
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- copies sticky UV coords to face ones
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- handles images better
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- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
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'''
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# Importing modules
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import Blender
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from Blender import Mesh, Scene, Object, Material, Image, Texture, Lamp, Mathutils
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from Blender.Mathutils import Vector
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import BPyImage
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reload( BPyImage )
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import struct
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from struct import calcsize, unpack
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import os
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# If python version is less than 2.4, try to get set stuff from module
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import sys
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if ( (sys.version_info[0] <= 2) and (sys.version_info[1] < 4) ):
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from sets import Set as set
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#this script imports uvcoords as sticky vertex coords
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#this parameter enables copying these to face uv coords
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#which shold be more useful.
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#===========================================================================#
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# Returns unique name of object/mesh (stops overwriting existing meshes) #
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#===========================================================================#
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def getUniqueName(name):
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count= 0
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newname= name[:19]
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while newname in getUniqueName.uniqueObNames:
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newname= '%s.%.3i' % (name[:15], count)
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count+=1
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# Dont use again.
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getUniqueName.uniqueObNames.append(newname)
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return newname
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getUniqueName.uniqueObNames= Blender.NMesh.GetNames() + [ob.name for ob in Object.Get()]
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def createBlenderTexture(material, name, image):
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texture= Texture.New(name)
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texture.setType('Image')
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texture.image= image
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material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
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######################################################
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# Data Structures
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######################################################
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#Some of the chunks that we will see
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#----- Primary Chunk, at the beginning of each file
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PRIMARY= long('0x4D4D',16)
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#------ Main Chunks
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OBJECTINFO = long('0x3D3D',16); #This gives the version of the mesh and is found right before the material and object information
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VERSION = long('0x0002',16); #This gives the version of the .3ds file
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EDITKEYFRAME= long('0xB000',16); #This is the header for all of the key frame info
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#------ sub defines of OBJECTINFO
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MATERIAL=45055 #0xAFFF // This stored the texture info
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OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
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#>------ sub defines of MATERIAL
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#------ sub defines of MATERIAL_BLOCK
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MAT_NAME = long('0xA000',16) # This holds the material name
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MAT_AMBIENT = long('0xA010',16) # Ambient color of the object/material
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MAT_DIFFUSE = long('0xA020',16) # This holds the color of the object/material
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MAT_SPECULAR = long('0xA030',16) # SPecular color of the object/material
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MAT_SHINESS = long('0xA040',16) # ??
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MAT_TRANSPARENCY= long('0xA050',16) # Transparency value of material
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MAT_SELF_ILLUM = long('0xA080',16) # Self Illumination value of material
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MAT_WIRE = long('0xA085',16) # Only render's wireframe
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MAT_TEXTURE_MAP = long('0xA200',16) # This is a header for a new texture map
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MAT_SPECULAR_MAP= long('0xA204',16) # This is a header for a new specular map
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MAT_OPACITY_MAP = long('0xA210',16) # This is a header for a new opacity map
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MAT_REFLECTION_MAP= long('0xA220',16) # This is a header for a new reflection map
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MAT_BUMP_MAP = long('0xA230',16) # This is a header for a new bump map
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MAT_MAP_FILENAME = long('0xA300',16); # This holds the file name of the texture
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#>------ sub defines of OBJECT
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OBJECT_MESH = long('0x4100',16); # This lets us know that we are reading a new object
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OBJECT_LAMP = long('0x4600',16); # This lets un know we are reading a light object
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OBJECT_LAMP_SPOT = long('0x4610',16); # The light is a spotloght.
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OBJECT_LAMP_OFF = long('0x4620',16); # The light off.
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OBJECT_LAMP_ATTENUATE = long('0x4625',16);
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OBJECT_LAMP_RAYSHADE = long('0x4627',16);
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OBJECT_LAMP_SHADOWED = long('0x4630',16);
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OBJECT_LAMP_LOCAL_SHADOW = long('0x4640',16);
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OBJECT_LAMP_LOCAL_SHADOW2 = long('0x4641',16);
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OBJECT_LAMP_SEE_CONE = long('0x4650',16);
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OBJECT_LAMP_SPOT_RECTANGULAR= long('0x4651',16);
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OBJECT_LAMP_SPOT_OVERSHOOT= long('0x4652',16);
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OBJECT_LAMP_SPOT_PROJECTOR= long('0x4653',16);
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OBJECT_LAMP_EXCLUDE= long('0x4654',16);
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OBJECT_LAMP_RANGE= long('0x4655',16);
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OBJECT_LAMP_ROLL= long('0x4656',16);
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OBJECT_LAMP_SPOT_ASPECT= long('0x4657',16);
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OBJECT_LAMP_RAY_BIAS= long('0x4658',16);
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OBJECT_LAMP_INNER_RANGE= long('0x4659',16);
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OBJECT_LAMP_OUTER_RANGE= long('0x465A',16);
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OBJECT_LAMP_MULTIPLIER = long('0x465B',16);
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OBJECT_LAMP_AMBIENT_LIGHT = long('0x4680',16);
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OBJECT_CAMERA= long('0x4700',16); # This lets un know we are reading a camera object
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#>------ sub defines of CAMERA
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OBJECT_CAM_RANGES= long('0x4720',16); # The camera range values
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#>------ sub defines of OBJECT_MESH
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OBJECT_VERTICES = long('0x4110',16); # The objects vertices
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OBJECT_FACES = long('0x4120',16); # The objects faces
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OBJECT_MATERIAL = long('0x4130',16); # This is found if the object has a material, either texture map or color
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OBJECT_UV = long('0x4140',16); # The UV texture coordinates
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OBJECT_TRANS_MATRIX = long('0x4160',16); # The Object Matrix
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global scn
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scn= None
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#the chunk class
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class chunk:
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ID=0
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length=0
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bytes_read=0
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#we don't read in the bytes_read, we compute that
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binary_format='<HI'
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def __init__(self):
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self.ID=0
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self.length=0
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self.bytes_read=0
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def dump(self):
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print 'ID: ', self.ID
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print 'ID in hex: ', hex(self.ID)
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print 'length: ', self.length
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print 'bytes_read: ', self.bytes_read
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def read_chunk(file, chunk):
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temp_data=file.read(calcsize(chunk.binary_format))
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data=unpack(chunk.binary_format, temp_data)
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chunk.ID=data[0]
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chunk.length=data[1]
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#update the bytes read function
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chunk.bytes_read=6
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#if debugging
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#chunk.dump()
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def read_string(file):
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#read in the characters till we get a null character
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s=''
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while not s.endswith('\x00'):
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s+=unpack( 'c', file.read(1) )[0]
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#print 'string: ',s
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#remove the null character from the string
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return s[:-1]
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######################################################
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# IMPORT
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######################################################
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def process_next_object_chunk(file, previous_chunk):
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new_chunk=chunk()
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temp_chunk=chunk()
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while (previous_chunk.bytes_read<previous_chunk.length):
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#read the next chunk
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read_chunk(file, new_chunk)
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def skip_to_end(file, skip_chunk):
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buffer_size=skip_chunk.length-skip_chunk.bytes_read
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binary_format='%ic' % buffer_size
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temp_data=file.read(calcsize(binary_format))
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skip_chunk.bytes_read+=buffer_size
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def add_texture_to_material(image, texture, material, mapto):
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if mapto=='DIFFUSE':
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map=Texture.MapTo.COL
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elif mapto=='SPECULAR':
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map=Texture.MapTo.SPEC
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elif mapto=='OPACITY':
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map=Texture.MapTo.ALPHA
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elif mapto=='BUMP':
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map=Texture.MapTo.NOR
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else:
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raise '/tError: Cannot map to ', mapto
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return
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texture.setImage(image)
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texture_list=material.getTextures()
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index=0
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for tex in texture_list:
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if tex==None:
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material.setTexture(index,texture,Texture.TexCo.UV,map)
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return
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else:
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index+=1
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if index>10:
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print '/tError: Cannot add diffuse map. Too many textures'
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def process_next_chunk(file, previous_chunk, scn):
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#print previous_chunk.bytes_read, 'BYTES READ'
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contextObName= None
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contextLamp= [None, None] # object, Data
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contextMaterial= None
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contextMatrix= Blender.Mathutils.Matrix(); contextMatrix.identity()
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contextMesh= None
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contextMeshMaterials= {} # matname:[face_idxs]
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TEXTURE_DICT={}
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MATDICT={}
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TEXMODE= Mesh.FaceModes['TEX']
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# Localspace variable names, faster.
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STRUCT_SIZE_1CHAR= calcsize('c')
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STRUCT_SIZE_2FLOAT= calcsize('2f')
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STRUCT_SIZE_3FLOAT= calcsize('3f')
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STRUCT_SIZE_UNSIGNED_SHORT= calcsize('H')
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STRUCT_SIZE_4UNSIGNED_SHORT= calcsize('4H')
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STRUCT_SIZE_4x3MAT= calcsize('ffffffffffff')
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def putContextMesh(myContextMesh, myContextMeshMaterials):
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#print 'prtting myContextMesh', myContextMesh.name
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INV_MAT= Blender.Mathutils.Matrix(contextMatrix)
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INV_MAT.invert()
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contextMesh.transform(INV_MAT)
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materialFaces= set()
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# Now make copies with assigned materils.
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def makeMeshMaterialCopy(matName, faces):
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# Make a new mesh with only face the faces that use this material.
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faceVertUsers = [False] * len(myContextMesh.verts)
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ok=0
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for fIdx in faces:
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for v in myContextMesh.faces[fIdx].v:
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faceVertUsers[v.index] = True
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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.
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materialFaces.add(fIdx)
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ok=1
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if not ok:
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return
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myVertMapping = {}
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vertMappingIndex = 0
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vertsToUse = [i for i in xrange(len(myContextMesh.verts)) if faceVertUsers[i]]
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myVertMapping = dict( [ (ii, i) for i, ii in enumerate(vertsToUse) ] )
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bmesh = Mesh.New(contextMesh.name)
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if matName != None:
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bmat = MATDICT[matName][1]
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try:
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img= TEXTURE_DICT[bmat.name]
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except:
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img= None
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bmesh.materials= [bmat]
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else:
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img= None
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bmesh.verts.extend( [myContextMesh.verts[i].co for i in vertsToUse] )
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bmesh.faces.extend( [ [ bmesh.verts[ myVertMapping[v.index]] for v in myContextMesh.faces[fIdx].v] for fIdx in faces ] )
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if contextMeshUV or img:
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bmesh.faceUV= 1
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for ii, i in enumerate(faces):
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targetFace= bmesh.faces[ii]
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if contextMeshUV:
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targetFace.uv= [contextMeshUV[v.index] for v in myContextMesh.faces[i].v]
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if img:
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targetFace.image= img
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tempName= contextObName + '_' + matName
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bmesh.name= tempName
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ob = Object.New('Mesh', tempName)
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ob.link(bmesh)
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ob.setMatrix(contextMatrix)
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scn.link(ob)
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ob.Layers= scn.Layers
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ob.sel= 1
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for matName, faces in myContextMeshMaterials.iteritems():
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makeMeshMaterialCopy(matName, faces)
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if len(materialFaces)!=len(contextMesh.faces):
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# Invert material faces.
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makeMeshMaterialCopy(None, set(range(len( contextMesh.faces ))) - materialFaces)
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#raise 'Some UnMaterialed faces', len(contextMesh.faces)
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#a spare chunk
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new_chunk= chunk()
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temp_chunk= chunk()
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#loop through all the data for this chunk (previous chunk) and see what it is
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while (previous_chunk.bytes_read<previous_chunk.length):
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#print '\t', previous_chunk.bytes_read, 'keep going'
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#read the next chunk
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#print 'reading a chunk'
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read_chunk(file, new_chunk)
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#is it a Version chunk?
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if (new_chunk.ID==VERSION):
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#print 'if (new_chunk.ID==VERSION):'
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#print 'found a VERSION chunk'
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#read in the version of the file
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#it's an unsigned short (H)
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temp_data= file.read(calcsize('I'))
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version,= unpack('I', temp_data)
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new_chunk.bytes_read+= 4 #read the 4 bytes for the version number
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#this loader works with version 3 and below, but may not with 4 and above
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if (version>3):
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print '\tNon-Fatal Error: Version greater than 3, may not load correctly: ', version
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#is it an object info chunk?
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elif (new_chunk.ID==OBJECTINFO):
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#print 'elif (new_chunk.ID==OBJECTINFO):'
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# print 'found an OBJECTINFO chunk'
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process_next_chunk(file, new_chunk, scn)
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#keep track of how much we read in the main chunk
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new_chunk.bytes_read+=temp_chunk.bytes_read
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#is it an object chunk?
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elif (new_chunk.ID==OBJECT):
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tempName= read_string(file)
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contextObName= getUniqueName( tempName )
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new_chunk.bytes_read += len(tempName)+1
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#is it a material chunk?
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elif (new_chunk.ID==MATERIAL):
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#print 'elif (new_chunk.ID==MATERIAL):'
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contextMaterial= Material.New()
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elif (new_chunk.ID==MAT_NAME):
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#print 'elif (new_chunk.ID==MAT_NAME):'
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material_name= read_string(file)
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#plus one for the null character that ended the string
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new_chunk.bytes_read+= len(material_name)+1
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contextMaterial.name= material_name
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MATDICT[material_name]= (contextMaterial.name, contextMaterial)
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elif (new_chunk.ID==MAT_AMBIENT):
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#print 'elif (new_chunk.ID==MAT_AMBIENT):'
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read_chunk(file, temp_chunk)
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temp_data=file.read(calcsize('3B'))
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temp_chunk.bytes_read+= 3
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contextMaterial.mirCol= [float(col)/255 for col in unpack('3B', temp_data)] # data [0,1,2] == rgb
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new_chunk.bytes_read+= temp_chunk.bytes_read
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elif (new_chunk.ID==MAT_DIFFUSE):
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#print 'elif (new_chunk.ID==MAT_DIFFUSE):'
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read_chunk(file, temp_chunk)
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temp_data=file.read(calcsize('3B'))
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temp_chunk.bytes_read+= 3
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contextMaterial.rgbCol= [float(col)/255 for col in unpack('3B', temp_data)] # data [0,1,2] == rgb
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new_chunk.bytes_read+= temp_chunk.bytes_read
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elif (new_chunk.ID==MAT_SPECULAR):
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#print 'elif (new_chunk.ID==MAT_SPECULAR):'
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read_chunk(file, temp_chunk)
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temp_data= file.read(calcsize('3B'))
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temp_chunk.bytes_read+= 3
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contextMaterial.specCol= [float(col)/255 for col in unpack('3B', temp_data)] # data [0,1,2] == rgb
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new_chunk.bytes_read+= temp_chunk.bytes_read
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elif (new_chunk.ID==MAT_TEXTURE_MAP):
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#print 'elif (new_chunk.ID==MAT_TEXTURE_MAP):'
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new_texture= Blender.Texture.New('Diffuse')
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new_texture.setType('Image')
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while (new_chunk.bytes_read<new_chunk.length):
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#print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length
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read_chunk(file, temp_chunk)
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if (temp_chunk.ID==MAT_MAP_FILENAME):
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texture_name=read_string(file)
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img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
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new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
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else:
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skip_to_end(file, temp_chunk)
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new_chunk.bytes_read+= temp_chunk.bytes_read
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#add the map to the material in the right channel
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add_texture_to_material(img, new_texture, contextMaterial, 'DIFFUSE')
|
|
|
|
elif (new_chunk.ID==MAT_SPECULAR_MAP):
|
|
#print 'elif (new_chunk.ID==MAT_SPECULAR_MAP):'
|
|
new_texture= Blender.Texture.New('Specular')
|
|
new_texture.setType('Image')
|
|
while (new_chunk.bytes_read<new_chunk.length):
|
|
read_chunk(file, temp_chunk)
|
|
|
|
if (temp_chunk.ID==MAT_MAP_FILENAME):
|
|
texture_name= read_string(file)
|
|
img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
|
|
new_chunk.bytes_read+= (len(texture_name)+1) #plus one for the null character that gets removed
|
|
else:
|
|
skip_to_end(file, temp_chunk)
|
|
|
|
new_chunk.bytes_read+= temp_chunk.bytes_read
|
|
|
|
#add the map to the material in the right channel
|
|
add_texture_to_material(img, new_texture, contextMaterial, 'SPECULAR')
|
|
|
|
elif (new_chunk.ID==MAT_OPACITY_MAP):
|
|
#print 'new_texture=Blender.Texture.New('Opacity')'
|
|
new_texture= Blender.Texture.New('Opacity')
|
|
new_texture.setType('Image')
|
|
while (new_chunk.bytes_read<new_chunk.length):
|
|
read_chunk(file, temp_chunk)
|
|
|
|
if (temp_chunk.ID==MAT_MAP_FILENAME):
|
|
texture_name= read_string(file)
|
|
img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
|
|
new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
|
|
else:
|
|
skip_to_end(file, temp_chunk)
|
|
|
|
new_chunk.bytes_read+= temp_chunk.bytes_read
|
|
|
|
#add the map to the material in the right channel
|
|
add_texture_to_material(img, new_texture, contextMaterial, 'OPACITY')
|
|
|
|
elif (new_chunk.ID==MAT_BUMP_MAP):
|
|
#print 'elif (new_chunk.ID==MAT_BUMP_MAP):'
|
|
new_texture= Blender.Texture.New('Bump')
|
|
new_texture.setType('Image')
|
|
while (new_chunk.bytes_read<new_chunk.length):
|
|
read_chunk(file, temp_chunk)
|
|
|
|
if (temp_chunk.ID==MAT_MAP_FILENAME):
|
|
texture_name= read_string(file)
|
|
img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
|
|
new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
|
|
else:
|
|
skip_to_end(file, temp_chunk)
|
|
|
|
new_chunk.bytes_read+=temp_chunk.bytes_read
|
|
|
|
#add the map to the material in the right channel
|
|
add_texture_to_material(img, new_texture, contextMaterial, 'BUMP')
|
|
|
|
elif (new_chunk.ID==MAT_TRANSPARENCY):
|
|
#print 'elif (new_chunk.ID==MAT_TRANSPARENCY):'
|
|
read_chunk(file, temp_chunk)
|
|
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
|
|
temp_chunk.bytes_read+=2
|
|
contextMaterial.alpha= 1-(float(unpack('H', temp_data)[0])/100)
|
|
new_chunk.bytes_read+=temp_chunk.bytes_read
|
|
|
|
|
|
elif (new_chunk.ID==OBJECT_LAMP): # Basic lamp support.
|
|
|
|
#print 'LAMP!!!!!!!!!'
|
|
temp_data=file.read(STRUCT_SIZE_3FLOAT)
|
|
|
|
x,y,z=unpack('3f', temp_data)
|
|
new_chunk.bytes_read+=STRUCT_SIZE_3FLOAT
|
|
|
|
contextLamp[0]= Object.New('Lamp')
|
|
contextLamp[1]= Lamp.New()
|
|
contextLamp[0].link(contextLamp[1])
|
|
scn.link(contextLamp[0])
|
|
|
|
|
|
|
|
#print 'number of faces: ', num_faces
|
|
#print x,y,z
|
|
contextLamp[0].setLocation(x,y,z)
|
|
|
|
# Reset matrix
|
|
contextMatrix= Mathutils.Matrix(); contextMatrix.identity()
|
|
#print contextLamp.name,
|
|
|
|
|
|
elif (new_chunk.ID==OBJECT_MESH):
|
|
# print 'Found an OBJECT_MESH chunk'
|
|
if contextMesh != None: # Write context mesh if we have one.
|
|
putContextMesh(contextMesh, contextMeshMaterials)
|
|
|
|
contextMesh= Mesh.New()
|
|
contextMeshMaterials= {} # matname:[face_idxs]
|
|
contextMeshUV= None
|
|
#contextMesh.vertexUV= 1 # Make sticky coords.
|
|
# Reset matrix
|
|
contextMatrix= Blender.Mathutils.Matrix(); contextMatrix.identity()
|
|
|
|
elif (new_chunk.ID==OBJECT_VERTICES):
|
|
# print 'elif (new_chunk.ID==OBJECT_VERTICES):'
|
|
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
num_verts,=unpack('H', temp_data)
|
|
new_chunk.bytes_read+=2
|
|
|
|
# print 'number of verts: ', num_verts
|
|
def getvert():
|
|
temp_data=file.read(STRUCT_SIZE_3FLOAT)
|
|
new_chunk.bytes_read += STRUCT_SIZE_3FLOAT #12: 3 floats x 4 bytes each
|
|
return Vector(unpack('3f', temp_data))
|
|
|
|
contextMesh.verts.extend( [getvert() for i in xrange(num_verts)] )
|
|
#print 'object verts: bytes read: ', new_chunk.bytes_read
|
|
|
|
elif (new_chunk.ID==OBJECT_FACES):
|
|
# print 'elif (new_chunk.ID==OBJECT_FACES):'
|
|
temp_data= file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
num_faces,= unpack('H', temp_data)
|
|
new_chunk.bytes_read+= 2
|
|
#print 'number of faces: ', num_faces
|
|
|
|
def getface():
|
|
# print '\ngetting a face'
|
|
temp_data= file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
|
|
new_chunk.bytes_read+= STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
|
|
v1,v2,v3,dummy= unpack('4H', temp_data)
|
|
if v1==v2 or v1==v3 or v2==v3:
|
|
return None
|
|
return contextMesh.verts[v1], contextMesh.verts[v2], contextMesh.verts[v3]
|
|
|
|
faces= [ getface() for i in xrange(num_faces) ]
|
|
facesExtend= [ f for f in faces if f ]
|
|
|
|
if facesExtend:
|
|
contextMesh.faces.extend( facesExtend )
|
|
|
|
# face mapping so duplicate faces dont mess us up.
|
|
if len(contextMesh.faces)==len(faces):
|
|
contextFaceMapping= None
|
|
else:
|
|
contextFaceMapping= {}
|
|
meshFaceOffset= 0
|
|
for i, f in enumerate(faces):
|
|
if not f: # Face used stupid verts-
|
|
contextFaceMapping[i]= None
|
|
meshFaceOffset+= 1
|
|
else:
|
|
#print 'DOUBLE FACE', '\tfacelen', len(f), i, num_faces, (i-meshFaceOffset)
|
|
#print i-meshFaceOffset, len(contextMesh.faces)q
|
|
if len(contextMesh.faces) <= i-meshFaceOffset: # SHOULD NEVER HAPPEN, CORRUPS 3DS?
|
|
contextFaceMapping[i]= None
|
|
meshFaceOffset-=1
|
|
else:
|
|
meshface= contextMesh.faces[i-meshFaceOffset]
|
|
ok= True
|
|
for vi in xrange(len(f)):
|
|
if meshface.v[vi] != f[vi]:
|
|
ok=False
|
|
break
|
|
if ok:
|
|
meshFaceOffset+=1
|
|
contextFaceMapping[i]= i-meshFaceOffset
|
|
else:
|
|
contextFaceMapping[i]= None
|
|
|
|
|
|
|
|
elif (new_chunk.ID==OBJECT_MATERIAL):
|
|
# print 'elif (new_chunk.ID==OBJECT_MATERIAL):'
|
|
material_name= read_string(file)
|
|
new_chunk.bytes_read += len(material_name)+1 # remove 1 null character.
|
|
|
|
tempMatFaceIndexList = contextMeshMaterials[material_name]= []
|
|
|
|
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
num_faces_using_mat,= unpack('H', temp_data)
|
|
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
|
|
|
|
#list of faces using mat
|
|
for face_counter in xrange(num_faces_using_mat):
|
|
temp_data= file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
new_chunk.bytes_read+= STRUCT_SIZE_UNSIGNED_SHORT
|
|
faceIndex,= unpack('H', temp_data)
|
|
|
|
# We dont have to use context face mapping.
|
|
if contextFaceMapping:
|
|
meshFaceIndex= contextFaceMapping[faceIndex]
|
|
else:
|
|
meshFaceIndex= faceIndex
|
|
|
|
if meshFaceIndex != None:
|
|
tempMatFaceIndexList.append(meshFaceIndex)
|
|
|
|
tempMatFaceIndexList.sort()
|
|
del tempMatFaceIndexList
|
|
#look up the material in all the materials
|
|
|
|
elif (new_chunk.ID==OBJECT_UV):
|
|
# print 'elif (new_chunk.ID==OBJECT_UV):'
|
|
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
num_uv,=unpack('H', temp_data)
|
|
new_chunk.bytes_read+= 2
|
|
|
|
def getuv():
|
|
temp_data=file.read(STRUCT_SIZE_2FLOAT)
|
|
new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
|
|
return Vector( unpack('2f', temp_data) )
|
|
|
|
contextMeshUV= [ getuv() for i in xrange(num_uv) ]
|
|
|
|
elif (new_chunk.ID== OBJECT_TRANS_MATRIX):
|
|
# print 'elif (new_chunk.ID== OBJECT_TRANS_MATRIX):'
|
|
temp_data=file.read(STRUCT_SIZE_4x3MAT)
|
|
data= list( unpack('ffffffffffff', temp_data) )
|
|
new_chunk.bytes_read += STRUCT_SIZE_4x3MAT
|
|
|
|
contextMatrix= Blender.Mathutils.Matrix(\
|
|
data[:3] + [0],\
|
|
data[3:6] + [0],\
|
|
data[6:9] + [0],\
|
|
data[9:] + [1])
|
|
|
|
elif (new_chunk.ID==MAT_MAP_FILENAME):
|
|
raise 'Hello--'
|
|
texture_name=read_string(file)
|
|
try:
|
|
TEXTURE_DICT[contextMaterial.name]
|
|
except:
|
|
img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
|
|
|
|
new_chunk.bytes_read+= len(texture_name)+1 #plus one for the null character that gets removed
|
|
|
|
else: #(new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL):
|
|
# print 'skipping to end of this chunk'
|
|
buffer_size=new_chunk.length-new_chunk.bytes_read
|
|
binary_format='%ic' % buffer_size
|
|
temp_data=file.read(calcsize(binary_format))
|
|
new_chunk.bytes_read+=buffer_size
|
|
|
|
|
|
#update the previous chunk bytes read
|
|
# print 'previous_chunk.bytes_read += new_chunk.bytes_read'
|
|
# print previous_chunk.bytes_read, new_chunk.bytes_read
|
|
previous_chunk.bytes_read += new_chunk.bytes_read
|
|
## print 'Bytes left in this chunk: ', previous_chunk.length-previous_chunk.bytes_read
|
|
|
|
# FINISHED LOOP
|
|
# There will be a number of objects still not added
|
|
if contextMesh != None:
|
|
putContextMesh(contextMesh, contextMeshMaterials)
|
|
|
|
def load_3ds(filename):
|
|
print '\n\nImporting "%s" "%s"' % (filename, Blender.sys.expandpath(filename))
|
|
|
|
scn= Scene.GetCurrent()
|
|
for ob in scn.getChildren():
|
|
ob.sel= 0
|
|
time1= Blender.sys.time()
|
|
|
|
global FILENAME
|
|
FILENAME=filename
|
|
current_chunk=chunk()
|
|
|
|
file=open(filename,'rb')
|
|
|
|
#here we go!
|
|
# print 'reading the first chunk'
|
|
read_chunk(file, current_chunk)
|
|
if (current_chunk.ID!=PRIMARY):
|
|
print '\tFatal Error: Not a valid 3ds file: ', filename
|
|
file.close()
|
|
return
|
|
|
|
process_next_chunk(file, current_chunk, scn)
|
|
|
|
# Select all new objects.
|
|
print 'finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1))
|
|
file.close()
|
|
|
|
if __name__=='__main__':
|
|
Blender.Window.FileSelector(load_3ds, 'Import 3DS', '*.3ds')
|
|
|
|
# For testing compatibility
|
|
'''
|
|
TIME= Blender.sys.time()
|
|
import os
|
|
print 'Searching for files'
|
|
os.system('find /metavr/ -iname "*.3ds" > /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)
|
|
'''
|