blender/release/scripts/3ds_import.py
Campbell Barton 88e0f089be 3ds importer distributed with Blender 2.41 is broken in 2 places so bugfixed and updated...
Version 0.93
- Tested with 400 3ds files from turbosquid, model cd's and net samples.
- Tactfully ignore faces that used the same verts twice.
- Rollback to 0.83 sloppy un-reorganized code, new code broke UV coord loading.
- Converted from NMesh to Mesh. First importer to use Mesh.
- Faster and cleaner new names.
- Use external comprehensive image loader.
- Re intergrated 0.92 and 0.9 changes
- Fixes for 2.41 compat.
- Non textured faces do not use a texture flag.
2006-02-01 10:52:54 +00:00

800 lines
25 KiB
Python

#!BPY
"""
Name: '3D Studio (.3ds)...'
Blender: 241
Group: 'Import'
Tooltip: 'Import from 3DS file format (.3ds)'
"""
__author__ = ["Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Campbell Barton"]
__url__ = ("blender", "elysiun", "http://www.gametutorials.com")
__version__ = "0.93"
__bpydoc__ = """\
3ds Importer
This script imports a 3ds file and the materials into Blender for editing.
Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
0.93 by Campbell Barton<br>
- Tested with 400 3ds files from turbosquid and samples.
- Tactfully ignore faces that used the same verts twice.
- Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading.
- Converted from NMesh to Mesh.
- Faster and cleaner new names.
- Use external comprehensive image loader.
- Re intergrated 0.92 and 0.9 changes
- Fixes for 2.41 compat.
- Non textured faces do not use a texture flag.
0.92<br>
- Added support for diffuse, alpha, spec, bump maps in a single material
0.9<br>
- Reorganized code into object/material block functions<br>
- Use of Matrix() to copy matrix data<br>
- added support for material transparency<br>
0.83 2005-08-07: Campell Barton
- Aggressive image finding and case insensitivy for posisx systems.
0.82a 2005-07-22
- image texture loading (both for face uv and renderer)
0.82 - image texture loading (for face uv)
0.81a (fork- not 0.9) Campbell Barton 2005-06-08
- Simplified import code
- Never overwrite data
- Faster list handling
- Leaves import selected
0.81 Damien McGinnes 2005-01-09
- handle missing images better
0.8 Damien McGinnes 2005-01-08
- copies sticky UV coords to face ones
- handles images better
- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
"""
# Importing modules
import Blender
from Blender import Mesh, Scene, Object, Material, Image, Texture, Lamp, Mathutils
from Blender.Mathutils import Vector
import BPyImage
reload(BPyImage)
import struct
import os
#this script imports uvcoords as sticky vertex coords
#this parameter enables copying these to face uv coords
#which shold be more useful.
#===========================================================================#
# Returns unique name of object/mesh (stops overwriting existing meshes) #
#===========================================================================#
def getUniqueName(name):
count = 0
newname = name[:19]
while newname in getUniqueName.uniqueObNames:
newname = '%s.%.3i' % (name[:15], count)
count+=1
# Dont use again.
getUniqueName.uniqueObNames.append(newname)
return newname
getUniqueName.uniqueObNames = Blender.NMesh.GetNames() + [ob.name for ob in Object.Get()]
def createBlenderTexture(material, name, image):
texture = Texture.New(name)
texture.setType('Image')
texture.image = image
material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
######################################################
# Data Structures
######################################################
#Some of the chunks that we will see
#----- Primary Chunk, at the beginning of each file
PRIMARY= long("0x4D4D",16)
#------ Main Chunks
OBJECTINFO = long("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information
VERSION = long("0x0002",16); #This gives the version of the .3ds file
EDITKEYFRAME= long("0xB000",16); #This is the header for all of the key frame info
#------ sub defines of OBJECTINFO
MATERIAL=45055 #0xAFFF // This stored the texture info
OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
#>------ sub defines of MATERIAL
#------ sub defines of MATERIAL_BLOCK
MAT_NAME = long("0xA000",16) # This holds the material name
MAT_AMBIENT = long("0xA010",16) # Ambient color of the object/material
MAT_DIFFUSE = long("0xA020",16) # This holds the color of the object/material
MAT_SPECULAR = long("0xA030",16) # SPecular color of the object/material
MAT_SHINESS = long("0xA040",16) # ??
MAT_TRANSPARENCY= long("0xA050",16) # Transparency value of material
MAT_SELF_ILLUM = long("0xA080",16) # Self Illumination value of material
MAT_WIRE = long("0xA085",16) # Only render's wireframe
MAT_TEXTURE_MAP = long("0xA200",16) # This is a header for a new texture map
MAT_SPECULAR_MAP= long("0xA204",16) # This is a header for a new specular map
MAT_OPACITY_MAP = long("0xA210",16) # This is a header for a new opacity map
MAT_REFLECTION_MAP= long("0xA220",16) # This is a header for a new reflection map
MAT_BUMP_MAP = long("0xA230",16) # This is a header for a new bump map
MAT_MAP_FILENAME = long("0xA300",16); # This holds the file name of the texture
#>------ sub defines of OBJECT
OBJECT_MESH = long("0x4100",16); # This lets us know that we are reading a new object
OBJECT_LAMP = long("0x4600",16); # This lets un know we are reading a light object
OBJECT_LAMP_SPOT = long("0x4610",16); # The light is a spotloght.
OBJECT_LAMP_OFF = long("0x4620",16); # The light off.
OBJECT_LAMP_ATTENUATE = long("0x4625",16);
OBJECT_LAMP_RAYSHADE = long("0x4627",16);
OBJECT_LAMP_SHADOWED = long("0x4630",16);
OBJECT_LAMP_LOCAL_SHADOW = long("0x4640",16);
OBJECT_LAMP_LOCAL_SHADOW2 = long("0x4641",16);
OBJECT_LAMP_SEE_CONE = long("0x4650",16);
OBJECT_LAMP_SPOT_RECTANGULAR= long("0x4651",16);
OBJECT_LAMP_SPOT_OVERSHOOT= long("0x4652",16);
OBJECT_LAMP_SPOT_PROJECTOR= long("0x4653",16);
OBJECT_LAMP_EXCLUDE= long("0x4654",16);
OBJECT_LAMP_RANGE= long("0x4655",16);
OBJECT_LAMP_ROLL= long("0x4656",16);
OBJECT_LAMP_SPOT_ASPECT= long("0x4657",16);
OBJECT_LAMP_RAY_BIAS= long("0x4658",16);
OBJECT_LAMP_INNER_RANGE= long("0x4659",16);
OBJECT_LAMP_OUTER_RANGE= long("0x465A",16);
OBJECT_LAMP_MULTIPLIER = long("0x465B",16);
OBJECT_LAMP_AMBIENT_LIGHT = long("0x4680",16);
OBJECT_CAMERA= long("0x4700",16); # This lets un know we are reading a camera object
#>------ sub defines of CAMERA
OBJECT_CAM_RANGES= long("0x4720",16); # The camera range values
#>------ sub defines of OBJECT_MESH
OBJECT_VERTICES = long("0x4110",16); # The objects vertices
OBJECT_FACES = long("0x4120",16); # The objects faces
OBJECT_MATERIAL = long("0x4130",16); # This is found if the object has a material, either texture map or color
OBJECT_UV = long("0x4140",16); # The UV texture coordinates
OBJECT_TRANS_MATRIX = long("0x4160",16); # The Object Matrix
global scn
scn = None
#the chunk class
class chunk:
ID=0
length=0
bytes_read=0
#we don't read in the bytes_read, we compute that
binary_format="<HI"
def __init__(self):
self.ID=0
self.length=0
self.bytes_read=0
def dump(self):
print "ID: ", self.ID
print "ID in hex: ", hex(self.ID)
print "length: ", self.length
print "bytes_read: ", self.bytes_read
def read_chunk(file, chunk):
temp_data=file.read(struct.calcsize(chunk.binary_format))
data=struct.unpack(chunk.binary_format, temp_data)
chunk.ID=data[0]
chunk.length=data[1]
#update the bytes read function
chunk.bytes_read=6
#if debugging
#chunk.dump()
def read_string(file):
s=""
index=0
#print "reading a string"
#read in the characters till we get a null character
temp_data=file.read(1)
data=struct.unpack("c", temp_data)
s=s+(data[0])
#print "string: ",s
while(ord(s[index])!=0):
index+=1
temp_data=file.read(1)
data=struct.unpack("c", temp_data)
s=s+(data[0])
#print "string: ",s
#remove the null character from the string
the_string=s[:-1]
return the_string
######################################################
# IMPORT
######################################################
def process_next_object_chunk(file, previous_chunk):
new_chunk=chunk()
temp_chunk=chunk()
while (previous_chunk.bytes_read<previous_chunk.length):
#read the next chunk
read_chunk(file, new_chunk)
def skip_to_end(file, skip_chunk):
buffer_size=skip_chunk.length-skip_chunk.bytes_read
binary_format=str(buffer_size)+"c"
temp_data=file.read(struct.calcsize(binary_format))
skip_chunk.bytes_read+=buffer_size
def add_texture_to_material(image, texture, material, mapto):
if mapto=="DIFFUSE":
map=Texture.MapTo.COL
elif mapto=="SPECULAR":
map=Texture.MapTo.SPEC
elif mapto=="OPACITY":
map=Texture.MapTo.ALPHA
elif mapto=="BUMP":
map=Texture.MapTo.NOR
else:
print "/tError: Cannot map to ", mapto
return
texture.setImage(image)
texture_list=material.getTextures()
index=0
for tex in texture_list:
if tex==None:
material.setTexture(index,texture,Texture.TexCo.UV,map)
return
else:
index+=1
if index>10:
print "/tError: Cannot add diffuse map. Too many textures"
def process_next_chunk(file, filename, previous_chunk):
scn = Scene.GetCurrent()
contextObName = None
contextLamp = [None, None] # object, Data
contextMaterial = None
contextMatrix = Blender.Mathutils.Matrix(); contextMatrix.identity()
contextMesh = None
TEXTURE_DICT={}
MATDICT={}
TEXMODE = Mesh.FaceModes['TEX']
objectList = [] # Keep a list of imported objects.
# Localspace variable names, faster.
STRUCT_SIZE_1CHAR = struct.calcsize("c")
STRUCT_SIZE_2FLOAT = struct.calcsize("2f")
STRUCT_SIZE_3FLOAT = struct.calcsize("3f")
STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize("H")
STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize("4H")
STRUCT_SIZE_4x3MAT = struct.calcsize("ffffffffffff")
def putContextMesh(myContextMesh):
INV_MAT = Blender.Mathutils.Matrix(contextMatrix)
INV_MAT.invert()
contextMesh.transform(INV_MAT)
# Faces without an image can have the image flag disabled.
if myContextMesh.faceUV:
TEX_ON_FLAG = Mesh.FaceModes['TEX']
for f in myContextMesh.faces:
if not f.image:
f.mode &= ~TEX_ON_FLAG # disable tex flag.
for c in f.col:
c.b=c.g=c.r=255
newOb = Object.New('Mesh', contextMesh.name) # Meshes name is always a free object name too.
newOb.link(contextMesh)
scn.link(newOb)
newOb.Layers = scn.Layers
newOb.sel = 1
objectList.append(newOb) # last 2 recal normals
newOb.setMatrix(contextMatrix)
Blender.Window.EditMode(1)
Blender.Window.EditMode(0)
#a spare chunk
new_chunk=chunk()
temp_chunk=chunk()
#loop through all the data for this chunk (previous chunk) and see what it is
while (previous_chunk.bytes_read<previous_chunk.length):
#read the next chunk
#print "reading a chunk"
read_chunk(file, new_chunk)
#is it a Version chunk?
if (new_chunk.ID==VERSION):
#print "found a VERSION chunk"
#read in the version of the file
#it's an unsigned short (H)
temp_data=file.read(struct.calcsize("I"))
data=struct.unpack("I", temp_data)
version=data[0]
new_chunk.bytes_read+=4 #read the 4 bytes for the version number
#this loader works with version 3 and below, but may not with 4 and above
if (version>3):
print "\tNon-Fatal Error: Version greater than 3, may not load correctly: ", version
#is it an object info chunk?
elif (new_chunk.ID==OBJECTINFO):
# print "found an OBJECTINFO chunk"
process_next_chunk(file, filename, new_chunk)
#keep track of how much we read in the main chunk
new_chunk.bytes_read+=temp_chunk.bytes_read
#is it an object chunk?
elif (new_chunk.ID==OBJECT):
tempName = read_string(file)
contextObName = getUniqueName( tempName )
new_chunk.bytes_read += (len(tempName)+1)
#is it a material chunk?
elif (new_chunk.ID==MATERIAL):
# print "found a MATERIAL chunk"
contextMaterial = Material.New()
elif (new_chunk.ID==MAT_NAME):
# print "Found a MATNAME chunk"
material_name=""
material_name=read_string(file)
#plus one for the null character that ended the string
new_chunk.bytes_read+=(len(material_name)+1)
contextMaterial.setName(material_name)
MATDICT[material_name] = contextMaterial.name
elif (new_chunk.ID==MAT_AMBIENT):
# print "Found a MATAMBIENT chunk"
read_chunk(file, temp_chunk)
temp_data=file.read(struct.calcsize("3B"))
data=struct.unpack("3B", temp_data)
temp_chunk.bytes_read+=3
contextMaterial.mirCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
new_chunk.bytes_read+=temp_chunk.bytes_read
elif (new_chunk.ID==MAT_DIFFUSE):
# print "Found a MATDIFFUSE chunk"
read_chunk(file, temp_chunk)
temp_data=file.read(struct.calcsize("3B"))
data=struct.unpack("3B", temp_data)
temp_chunk.bytes_read+=3
contextMaterial.rgbCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
new_chunk.bytes_read+=temp_chunk.bytes_read
elif (new_chunk.ID==MAT_SPECULAR):
# print "Found a MATSPECULAR chunk"
read_chunk(file, temp_chunk)
temp_data=file.read(struct.calcsize("3B"))
data=struct.unpack("3B", temp_data)
temp_chunk.bytes_read+=3
contextMaterial.specCol = [float(col)/255 for col in data] # data [0,1,2] == rgb
new_chunk.bytes_read+=temp_chunk.bytes_read
elif (new_chunk.ID==MAT_TEXTURE_MAP):
#print 'DIFFUSE MAP'
new_texture=Blender.Texture.New('Diffuse')
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=""
texture_name=str(read_string(file))
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:
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, "DIFFUSE")
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=""
texture_name=str(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):
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=""
texture_name=str(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):
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=""
texture_name=str(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):
read_chunk(file, temp_chunk)
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
data=struct.unpack("H", temp_data)
temp_chunk.bytes_read+=2
contextMaterial.setAlpha(1-(float(data[0])/100))
new_chunk.bytes_read+=temp_chunk.bytes_read
elif (new_chunk.ID==OBJECT_LAMP): # Basic lamp support.
# print "Found an OBJECT_MESH chunk"
#if contextLamp != None: # Write context mesh if we have one.
# putContextLamp(contextLamp)
#print 'LAMP!!!!!!!!!'
temp_data=file.read(STRUCT_SIZE_3FLOAT)
data=struct.unpack("3f", temp_data)
new_chunk.bytes_read+=STRUCT_SIZE_3FLOAT
x,y,z =tuple(data)
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)
contextMesh = Mesh.New()
contextMeshUV = None
#contextMesh.vertexUV= 1 # Make sticky coords.
# Reset matrix
contextMatrix = Blender.Mathutils.Matrix(); contextMatrix.identity()
elif (new_chunk.ID==OBJECT_VERTICES):
# print "Found an OBJECT_VERTICES chunk"
#print "object_verts: length: ", new_chunk.length
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
data=struct.unpack("H", temp_data)
new_chunk.bytes_read+=2
num_verts=data[0]
# 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
data=struct.unpack("3f", temp_data)
return Vector(data[0],data[1],data[2])
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 "Found an OBJECT_FACES chunk"
#print "object faces: length: ", new_chunk.length
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
data=struct.unpack("H", temp_data)
new_chunk.bytes_read+=2
num_faces=data[0]
#print "number of faces: ", num_faces
"""
for counter in xrange(num_faces):
temp_data=file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
data=struct.unpack("4H", temp_data)
#insert the mesh info into the faces, don't worry about data[3] it is a 3D studio thing
contextMesh.faces.extend([contextMesh.verts[data[i]] for i in xrange(3) ])
f = contextMesh.faces[-1]
if contextMeshUV:
contextMesh.faceUV= 1 # Make sticky coords.
f.uv = [ contextMeshUV[data[i]] for i in xrange(3) ]
"""
def getface():
temp_data=file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
data=struct.unpack("4H", temp_data)
verts = [contextMesh.verts[data[i]] for i in xrange(3) ]
if verts[0]==verts[1] or verts[0]==verts[2] or verts[1]==verts[2]:
return None
else:
return verts
contextFaceMapping = {} # So error faces dont unsync the this.
#contextMesh.faces.extend( [getface() for i in xrange(num_faces)] )
for i in xrange(num_faces):
ok=0
face= getface()
if face:
lenback = len(contextMesh.faces)
contextMesh.faces.extend( face )
if len(contextMesh.faces) != lenback:
ok=1
contextFaceMapping[i] = len(contextMesh.faces)-1
if not ok:
contextFaceMapping[i] = None
#print 'LENFACEWS', len(contextMesh.faces), num_faces
if contextMeshUV:
contextMesh.faceUV= 1
for f in contextMesh.faces:
f.uv = [contextMeshUV[v.index] for v in f.v ]
#print "object faces: bytes read: ", new_chunk.bytes_read
elif (new_chunk.ID==OBJECT_MATERIAL):
# print "Found an OBJECT_MATERIAL chunk"
material_name=""
material_name = read_string(file)
new_chunk.bytes_read += len(material_name)+1 # remove 1 null character.
#look up the material in all the materials
material_found=0
for mat in Material.Get():
#found it, add it to the mesh
if(mat.name==material_name):
if len(contextMesh.materials) >= 15:
print "\tCant assign more than 16 materials per mesh, keep going..."
break
else:
meshHasMat = 0
for myMat in contextMesh.materials:
if myMat.name == mat.name:
meshHasMat = 1
if meshHasMat == 0:
contextMesh.materials = contextMesh.materials + [mat]
material_found=1
#figure out what material index this is for the mesh
for mat_counter in xrange(len(contextMesh.materials)):
if contextMesh.materials[mat_counter].name == material_name:
mat_index=mat_counter
#print "material index: ",mat_index
break # get out of this for loop so we don't accidentally set material_found back to 0
else:
material_found=0
# print "Not matching: ", mat.name, " and ", material_name
#print contextMesh.materials
if material_found == 1:
contextMaterial = mat
#read the number of faces using this material
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
data=struct.unpack("H", temp_data)
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
num_faces_using_mat=data[0]
#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
data=struct.unpack("H", temp_data)
facemap = contextFaceMapping[data[0]]
if facemap != None: # Face map can be None when teh face has bad data.
face = contextMesh.faces[facemap]
face.mat = mat_index
mname = MATDICT[contextMaterial.name]
try:
img = TEXTURE_DICT[mname]
except:
img = None
if img:
contextMesh.faceUV = 1
#print 'Assigning image', img.name
face.mode |= TEXMODE
face.image = img
else:
#read past the information about the material you couldn't find
#print "Couldn't find material. Reading past face material info"
buffer_size=new_chunk.length-new_chunk.bytes_read
binary_format=str(buffer_size)+"c"
temp_data=file.read(struct.calcsize(binary_format))
new_chunk.bytes_read+=buffer_size
#print "object mat: bytes read: ", new_chunk.bytes_read
elif (new_chunk.ID == OBJECT_UV):
# print "Found an OBJECT_UV chunk"
temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
data=struct.unpack("H", temp_data)
new_chunk.bytes_read+=2
num_uv=data[0]
def getuv():
temp_data=file.read(STRUCT_SIZE_2FLOAT)
new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
data=struct.unpack("2f", temp_data)
return Vector(data[0], data[1])
contextMeshUV = [ getuv() for i in xrange(num_uv) ]
'''
for counter in xrange(num_uv):
temp_data=file.read(STRUCT_SIZE_2FLOAT)
new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
data=struct.unpack("2f", temp_data)
#insert the insert the UV coords in the vertex data
contextMeshUV[counter].uvco = data
'''
elif (new_chunk.ID == OBJECT_TRANS_MATRIX):
# print "Found an OBJECT_TRANS_MATRIX chunk"
temp_data=file.read(STRUCT_SIZE_4x3MAT)
data = list( struct.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])
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=str(buffer_size)+"c"
temp_data=file.read(struct.calcsize(binary_format))
new_chunk.bytes_read+=buffer_size
#update the previous 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)
for ob in objectList:
ob.sel = 1
def load_3ds(filename):
print '\n\nImporting "%s"' % filename
#
for ob in Scene.GetCurrent().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, filename, current_chunk)
# 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
os.system('find /metavr/ -iname "*.3ds" > /tmp/temp3ds_list')
file = open('/tmp/temp3ds_list', 'r')
lines = file.readlines()[200:]
file.close()
for i, _3ds in enumerate(lines):
_3ds= _3ds[:-1]
print "Importing", _3ds, i
_3ds_file = _3ds.split('/')[-1].split('\\')[-1]
newScn = Scene.New(_3ds_file)
newScn.makeCurrent()
my_callback(_3ds)
print "TOTAL TIME: %.6f" % (Blender.sys.time() - TIME)
"""