forked from bartvdbraak/blender
6cec51b259
- #2646 reported by Campbell: Python/Fileselector (moving from fileselector called by script to another space caused script to hang around open but not accessible) http://projects.blender.org/tracker/?func=detail&atid=125&aid=2646&group_id=9 - #2676 reported by Wim Van Hoydonck: 2.37 python scripts gui: event 8 ignored (thanks Ton for discussing / pointing what to do, Ken Hughes for also working on a fix) http://projects.blender.org/tracker/?func=detail&atid=125&aid=2676&group_id=9 - gui-less scripts with calls to progress bar inside fileselector callbacks didn't return to the previous space on exit (staying on Scripts win), requiring an event to do so (mouse movement, for example). Quick fix for now, will rework a little after 2.37a for a better alternative, not needing to move to the Scripts win at all. - added syntax colors access to Window.Theme module. Scripts: - updates by Jean-Michel Soler: svg2obj (svg paths import), tex2uvbaker, fixfromarmature; - updates by Campbell Barton: obj import / export, console; - tiny: converted vrml97 export to unix line endings; - updates in ac3d exporter, help browser, save theme. Thanks all mentioned above.
594 lines
19 KiB
Python
594 lines
19 KiB
Python
#!BPY
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"""
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Name: 'Wavefront (.obj)...'
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Blender: 232
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Group: 'Import'
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Tooltip: 'Load a Wavefront OBJ File'
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"""
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__author__ = "Campbell Barton"
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__url__ = ["blender", "elysiun"]
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__version__ = "0.9"
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__bpydoc__ = """\
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This script imports OBJ files to Blender.
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Usage:
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Run this script from "File->Import" menu and then load the desired OBJ file.
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"""
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# $Id$
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#
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# --------------------------------------------------------------------------
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# OBJ Import v0.9 by Campbell Barton (AKA Ideasman)
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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NULL_MAT = '(null)' # Name for mesh's that have no mat set.
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NULL_IMG = '(null)' # Name for mesh's that have no mat set.
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MATLIMIT = 16 # This isnt about to change but probably should not be hard coded.
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DIR = ''
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#==============================================#
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# Return directory, where is file #
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#==============================================#
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def pathName(path,name):
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length=len(path)
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for CH in range(1, length):
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if path[length-CH:] == name:
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path = path[:length-CH]
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break
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return path
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#==============================================#
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# Strips the slashes from the back of a string #
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#==============================================#
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def stripPath(path):
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return path.split('/')[-1].split('\\')[-1]
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#====================================================#
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# Strips the prefix off the name before writing #
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#====================================================#
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def stripName(name): # name is a string
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prefixDelimiter = '.'
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return name[ : name.find(prefixDelimiter) ]
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from Blender import *
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import sys as py_sys
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#==================================================================================#
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# This function sets textures defined in .mtl file #
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#==================================================================================#
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def getImg(img_fileName):
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for i in Image.Get():
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if i.filename == img_fileName:
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return i
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# if we are this far it means the image hasnt been loaded.
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try:
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return Image.Load(img_fileName)
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except IOError:
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print '\tunable to open image file: "%s"' % img_fileName
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return
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#==================================================================================#
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# This function sets textures defined in .mtl file #
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#==================================================================================#
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def load_mat_image(mat, img_fileName, type, meshDict):
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texture = Texture.New(type)
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texture.setType('Image')
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image = getImg(img_fileName)
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if image:
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texture.image = image
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# adds textures to faces (Textured/Alt-Z mode)
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# Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
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if type == 'Kd':
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for meshPair in meshDict.values():
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for f in meshPair[0].faces:
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if meshPair[0].materials[f.mat].name == mat.name:
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# the inline usemat command overides the material Image
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if not f.image:
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f.image = image
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# adds textures for materials (rendering)
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elif type == 'Ka':
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mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR)
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elif type == 'Kd':
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mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
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elif type == 'Ks':
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mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
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#==================================================================================#
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# This function loads materials from .mtl file (have to be defined in obj file) #
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#==================================================================================#
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def load_mtl(dir, mtl_file, meshDict):
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#===============================================================================#
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# This gets a mat or creates one of the requested name if none exist. #
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#===============================================================================#
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def getMat(matName):
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# Make a new mat
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try:
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return Material.Get(matName)
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except NameError:
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return Material.New(matName)
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mtl_file = stripPath(mtl_file)
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mtl_fileName = dir + mtl_file
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try:
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fileLines= open(mtl_fileName, 'r').readlines()
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except IOError:
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print '\tunable to open referenced material file: "%s"' % mtl_fileName
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return
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lIdx=0
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while lIdx < len(fileLines):
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l = fileLines[lIdx].split()
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# Detect a line that will be ignored
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if len(l) == 0:
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pass
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elif l[0] == '#' or len(l) == 0:
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pass
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elif l[0] == 'newmtl':
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currentMat = getMat('_'.join(l[1:])) # Material should alredy exist.
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elif l[0] == 'Ka':
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currentMat.setMirCol(float(l[1]), float(l[2]), float(l[3]))
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elif l[0] == 'Kd':
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currentMat.setRGBCol(float(l[1]), float(l[2]), float(l[3]))
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elif l[0] == 'Ks':
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currentMat.setSpecCol(float(l[1]), float(l[2]), float(l[3]))
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elif l[0] == 'Ns':
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currentMat.setHardness( int((float(l[1])*0.51)) )
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elif l[0] == 'd':
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currentMat.setAlpha(float(l[1]))
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elif l[0] == 'Tr':
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currentMat.setAlpha(float(l[1]))
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elif l[0] == 'map_Ka':
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img_fileName = dir + l[1]
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load_mat_image(currentMat, img_fileName, 'Ka', meshDict)
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elif l[0] == 'map_Ks':
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img_fileName = dir + l[1]
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load_mat_image(currentMat, img_fileName, 'Ks', meshDict)
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elif l[0] == 'map_Kd':
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img_fileName = dir + l[1]
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load_mat_image(currentMat, img_fileName, 'Kd', meshDict)
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lIdx+=1
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#===========================================================================#
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# Returns unique name of object/mesh (preserve overwriting existing meshes) #
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#===========================================================================#
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def getUniqueName(name):
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newName = name
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uniqueInt = 0
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while 1:
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try:
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ob = Object.Get(newName)
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# Okay, this is working, so lets make a new name
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newName = '%s.%d' % (name, uniqueInt)
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uniqueInt +=1
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except AttributeError:
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if newName not in NMesh.GetNames():
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return newName
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else:
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newName = '%s.%d' % (name, uniqueInt)
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uniqueInt +=1
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# Gets the meshs index for this material, -1 if its not in the list
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def getMeshMaterialIndex(mesh, material):
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meshMatIndex = -1
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matIdx = 0
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meshMatList = mesh.materials
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while matIdx < len(meshMatList):
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if meshMatList[matIdx].name == material.name:
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meshMatIndex = matIdx # The current mat index.
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break
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matIdx+=1
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# -1 if not found
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return meshMatIndex
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#==================================================================================#
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# This loads data from .obj file #
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#==================================================================================#
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def load_obj(file):
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time1 = sys.time()
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TEX_OFF_FLAG = ~NMesh.FaceModes['TEX']
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# Get the file name with no path or .obj
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fileName = stripName( stripPath(file) )
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mtl_fileName = ''
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DIR = pathName(file, stripPath(file))
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fileLines = open(file, 'r').readlines()
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uvMapList = [(0,0)] # store tuple uv pairs here
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# This dummy vert makes life a whole lot easier-
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# pythons index system then aligns with objs, remove later
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vertList = [NMesh.Vert(0, 0, 0)]
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# Store all imported materials in a dict, names are key
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materiaDict = {}
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# Store all imported images in a dict, names are key
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imageDict = {}
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# This stores the index that the current mesh has for the current material.
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# if the mesh does not have the material then set -1
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contextMeshMatIdx = -1
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# Keep this out of the dict for easy accsess.
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nullMat = Material.New(NULL_MAT)
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currentMat = nullMat # Use this mat.
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currentImg = NULL_IMG # Null image is a string, otherwise this should be set to an image object.\
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currentSmooth = 1
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# Store a list of unnamed names
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currentUnnamedGroupIdx = 0
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currentUnnamedObjectIdx = 0
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quadList = (0, 1, 2, 3)
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#==================================================================================#
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# Load all verts first (texture verts too) #
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#==================================================================================#
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nonVertFileLines = []
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lIdx = 0
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print '\tfile length: %d' % len(fileLines)
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while lIdx < len(fileLines):
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# Dont Bother splitting empty or comment lines.
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if len(fileLines[lIdx]) == 0:
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pass
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elif fileLines[lIdx][0] == '\n':
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pass
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elif fileLines[lIdx][0] == '#':
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pass
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else:
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fileLines[lIdx] = fileLines[lIdx].split()
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l = fileLines[lIdx]
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# Splitting may
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if len(l) == 0:
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pass
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# Verts
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elif l[0] == 'v':
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vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) )
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# UV COORDINATE
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elif l[0] == 'vt':
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uvMapList.append( (float(l[1]), float(l[2])) )
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else:
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nonVertFileLines.append(l)
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lIdx+=1
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del fileLines
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fileLines = nonVertFileLines
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del nonVertFileLines
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# Make a list of all unused vert indicies that we can copy from
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VERT_USED_LIST = [-1]*len(vertList)
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# Here we store a boolean list of which verts are used or not
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# no we know weather to add them to the current mesh
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# This is an issue with global vertex indicies being translated to per mesh indicies
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# like blenders, we start with a dummy just like the vert.
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# -1 means unused, any other value refers to the local mesh index of the vert.
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# objectName has a char in front of it that determins weather its a group or object.
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# We ignore it when naming the object.
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objectName = 'omesh' # If we cant get one, use this
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meshDict = {}
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currentMesh = NMesh.GetRaw()
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meshDict[objectName] = (currentMesh, VERT_USED_LIST[:]) # Mesh/meshDict[objectName][1]
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currentMesh.verts.append(vertList[0])
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currentMesh.hasFaceUV(1)
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#==================================================================================#
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# Load all faces into objects, main loop #
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#==================================================================================#
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lIdx = 0
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# Face and Object loading LOOP
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while lIdx < len(fileLines):
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l = fileLines[lIdx]
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# FACE
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if l[0] == 'f':
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# Make a face with the correct material.
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f = NMesh.Face()
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# Add material to mesh
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if contextMeshMatIdx == -1:
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tmpMatLs = currentMesh.materials
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if len(tmpMatLs) == MATLIMIT:
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contextMeshMatIdx = 0 # Use first material
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print 'material overflow, attempting to use > 16 materials. defaulting to first.'
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else:
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contextMeshMatIdx = len(tmpMatLs)
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currentMesh.addMaterial(currentMat)
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# Set up vIdxLs : Verts
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# Set up vtIdxLs : UV
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# Start with a dummy objects so python accepts OBJs 1 is the first index.
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vIdxLs = []
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vtIdxLs = []
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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.
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for v in l[1:]:
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# OBJ files can have // or / to seperate vert/texVert/normal
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# this is a bit of a pain but we must deal with it.
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objVert = v.split('/')
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# Vert Index - OBJ supports negative index assignment (like python)
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vIdxLs.append(int(objVert[0]))
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if fHasUV:
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# UV
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if len(objVert) == 1:
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#vtIdxLs.append(int(objVert[0])) # replace with below.
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vtIdxLs.append(vIdxLs[-1]) # Sticky UV coords
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elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2
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vtIdxLs.append(int(objVert[1])) # Seperate UV coords
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else:
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fHasUV = 0
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# Dont add a UV to the face if its larger then the UV coord list
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# The OBJ file would have to be corrupt or badly written for thi to happen
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# but account for it anyway.
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if len(vtIdxLs) > 0:
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if vtIdxLs[-1] > len(uvMapList):
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fHasUV = 0
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print 'badly written OBJ file, invalid references to UV Texture coordinates.'
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# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
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if len(vIdxLs) == 4:
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for i in quadList: # quadList == [0,1,2,3]
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if meshDict[objectName][1][vIdxLs[i]] == -1:
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currentMesh.verts.append(vertList[vIdxLs[i]])
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f.v.append(currentMesh.verts[-1])
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meshDict[objectName][1][vIdxLs[i]] = len(currentMesh.verts)-1
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else:
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f.v.append(currentMesh.verts[meshDict[objectName][1][vIdxLs[i]]])
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# UV MAPPING
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if fHasUV:
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f.uv.extend([uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]])
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#for i in [0,1,2,3]:
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# f.uv.append( uvMapList[ vtIdxLs[i] ] )
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if f.v > 0:
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f.mat = contextMeshMatIdx
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if currentImg != NULL_IMG:
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f.image = currentImg
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else:
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f.mode &= TEX_OFF_FLAG
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currentMesh.faces.append(f) # move the face onto the mesh
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if len(f) > 0:
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f.smooth = currentSmooth
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elif len(vIdxLs) >= 3: # This handles tri's and fans
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for i in range(len(vIdxLs)-2):
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f = NMesh.Face()
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for ii in [0, i+1, i+2]:
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if meshDict[objectName][1][vIdxLs[ii]] == -1:
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currentMesh.verts.append(vertList[vIdxLs[ii]])
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f.v.append(currentMesh.verts[-1])
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meshDict[objectName][1][vIdxLs[ii]] = len(currentMesh.verts)-1
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else:
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f.v.append(currentMesh.verts[meshDict[objectName][1][vIdxLs[ii]]])
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# UV MAPPING
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if fHasUV:
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f.uv.extend([uvMapList[ vtIdxLs[0] ], uvMapList[ vtIdxLs[i+1] ], uvMapList[ vtIdxLs[i+2] ]])
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if f.v > 0:
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f.mat = contextMeshMatIdx
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if currentImg != NULL_IMG:
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f.image = currentImg
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else:
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f.mode |= TEX_OFF_FLAG
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currentMesh.faces.append(f) # move the face onto the mesh
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if len(f) > 0:
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f.smooth = currentSmooth
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# FACE SMOOTHING
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elif l[0] == 's':
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# No value? then turn on.
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if len(l) == 1:
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currentSmooth = 1
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else:
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if l[1] == 'off':
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currentSmooth = 0
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else:
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currentSmooth = 1
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# OBJECT / GROUP
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elif l[0] == 'o' or l[0] == 'g':
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# This makes sure that if an object and a group have the same name then
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# they are not put into the same object.
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# Only make a new group.object name if the verts in the existing object have been used, this is obscure
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# but some files face groups seperating verts and faces which results in silly things. (no groups have names.)
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if len(l) > 1:
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objectName = '_'.join(l[1:])
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else: # No name given
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# Make a new empty name
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if l[0] == 'g': # Make a blank group name
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objectName = 'unnamed_grp_%d' % currentUnnamedGroupIdx
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currentUnnamedGroupIdx +=1
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else: # is an object.
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objectName = 'unnamed_ob_%d' % currentUnnamedObjectIdx
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currentUnnamedObjectIdx +=1
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# If we havnt written to this mesh before then do so.
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# if we have then we'll just keep appending to it, this is required for soem files.
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# If we are new, or we are not yet in the list of added meshes
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# then make us new mesh.
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if len(l) == 1 or objectName not in meshDict.keys():
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currentMesh = NMesh.GetRaw()
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meshDict[objectName] = (currentMesh, VERT_USED_LIST[:])
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currentMesh.hasFaceUV(1)
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currentMesh.verts.append( vertList[0] )
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contextMeshMatIdx = -1
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else:
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# Since we have this in Blender then we will check if the current Mesh has the material.
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# set the contextMeshMatIdx to the meshs index but only if we have it.
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currentMesh = meshDict[objectName]
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contextMeshMatIdx = getMeshMaterialIndex(currentMesh, currentMat)
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# MATERIAL
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|
elif l[0] == 'usemtl':
|
|
if len(l) == 1 or l[1] == NULL_MAT:
|
|
#~ currentMat = getMat(NULL_MAT)
|
|
newMatName = NULL_MAT
|
|
currentMat = nullMat
|
|
else:
|
|
#~ currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces
|
|
newMatName = '_'.join(l[1:])
|
|
|
|
|
|
try: # Add to material list if not there
|
|
currentMat = materiaDict[newMatName]
|
|
newMatName = currentMat.name # Make sure we are up to date, Blender might have incremented the name.
|
|
|
|
# Since we have this in Blender then we will check if the current Mesh has the material.
|
|
matIdx = 0
|
|
tmpMeshMaterials = currentMesh.materials
|
|
while matIdx < len(tmpMeshMaterials):
|
|
if tmpMeshMaterials[matIdx].name == newMatName:
|
|
contextMeshMatIdx = matIdx # The current mat index.
|
|
break
|
|
matIdx+=1
|
|
|
|
|
|
|
|
except KeyError: # Not added yet, add now.
|
|
currentMat = Material.New(newMatName)
|
|
materiaDict[newMatName] = currentMat
|
|
contextMeshMatIdx = -1 # Mesh cant possibly have the material.
|
|
|
|
# IMAGE
|
|
elif l[0] == 'usemat' or l[0] == 'usemap':
|
|
if len(l) == 1 or l[1] == '(null)' or l[1] == 'off':
|
|
currentImg = NULL_IMG
|
|
else:
|
|
# Load an image.
|
|
newImgName = stripPath(' '.join(l[1:]))
|
|
|
|
try:
|
|
# Assume its alredy set in the dict (may or maynot be loaded)
|
|
currentImg = imageDict[newImgName]
|
|
|
|
except KeyError: # Not in dict, add for first time.
|
|
try: # Image has not been added, Try and load the image
|
|
currentImg = Image.Load( '%s%s' % (DIR, newImgName) ) # Use join in case of spaces
|
|
imageDict[newImgName] = currentImg
|
|
|
|
except IOError: # Cant load, just set blank.
|
|
imageDict[newImgName] = NULL_IMG
|
|
currentImg = NULL_IMG
|
|
|
|
# MATERIAL FILE
|
|
elif l[0] == 'mtllib':
|
|
mtl_fileName = ' '.join(l[1:]) # SHOULD SUPPORT MULTIPLE MTL?
|
|
|
|
lIdx+=1
|
|
|
|
|
|
#==============================================#
|
|
# Write all meshs in the dictionary #
|
|
#==============================================#
|
|
for ob in Scene.GetCurrent().getChildren(): # Deselect all
|
|
ob.sel = 0
|
|
|
|
|
|
# Applies material properties to materials alredy on the mesh as well as Textures.
|
|
if mtl_fileName != '':
|
|
load_mtl(DIR, mtl_fileName, meshDict)
|
|
|
|
|
|
importedObjects = []
|
|
for mk in meshDict.keys():
|
|
meshDict[mk][0].verts.pop(0)
|
|
|
|
# Ignore no vert meshes.
|
|
if not meshDict[mk][0].verts:
|
|
continue
|
|
|
|
name = getUniqueName(mk)
|
|
ob = NMesh.PutRaw(meshDict[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
|
|
'''
|
|
TIME = sys.time()
|
|
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)
|
|
'''
|
|
#print "TOTAL IMPORT TIME: ", sys.time() - TIME
|
|
#load_obj('/obj/her.obj')
|