blender/release/scripts/DirectX8Importer.py
Campbell Barton 6057ab05f0 Updated this script not to choke on some blank lines (example file from Lekane)
Also removed the use of list.index() all over the place where the index was known. (saves searching the file and the possibility of duplicates messing it up)
2007-05-31 06:12:09 +00:00

290 lines
8.5 KiB
Python

#!BPY
""" Registration info for Blender menus:
Name: 'DirectX(.x)...'
Blender: 240
Group: 'Import'
Tip: 'Import from DirectX text file format format.'
"""
# DirectXImporter.py version 1.2
# Copyright (C) 2005 Arben OMARI -- omariarben@everyday.com
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
# This script import meshes from DirectX text file format
# Grab the latest version here :www.omariben.too.it
import bpy
import Blender
from Blender import NMesh,Object,Material,Texture,Image,Draw
class xImport:
def __init__(self, filename):
global my_path
self.file = open(filename, "r")
my_path = Blender.sys.dirname(filename)
#
self.lines = [l_split for l in self.file.readlines() for l_split in (' '.join(l.split()),) if l_split]
def Import(self):
lines = self.lines
print "importing into Blender ..."
scene = bpy.data.scenes.active
mesh = NMesh.GetRaw()
#Get the line of Texture Coords
nr_uv_ind = 0
#Get Materials
nr_fac_mat = 0
idx = 0
i = -1
mat_list = []
tex_list = []
mesh_line_indicies = []
for j, line in enumerate(lines):
l = line.strip()
words = line.split()
if words[0] == "Material" :
idx += 1
self.writeMaterials(j, idx, mat_list, tex_list)
elif words[0] == "MeshTextureCoords" :
nr_uv_ind = j
elif words[0] == "MeshMaterialList" :
nr_fac_mat = j + 2
elif words[0] == "Mesh": # Avoid a second loop
mesh_line_indicies.append(j)
#Create The Mesh
for nr_vr_ind in mesh_line_indicies:
self.writeVertices(nr_vr_ind, mesh, nr_uv_ind, nr_fac_mat, tex_list)
mesh.setMaterials(mat_list)
if nr_fac_mat:
self.writeMeshMaterials(nr_fac_mat, mesh)
NMesh.PutRaw(mesh,"Mesh",1)
self.file.close()
print "... finished"
#------------------------------------------------------------------------------
# CREATE THE MESH
#------------------------------------------------------------------------------
def writeVertices(self, nr_vr_ind, mesh, nr_uv, nr_fac_mat, tex_list):
v_ind = nr_vr_ind + 1
lin = self.lines[v_ind]
if lin :
lin_c = self.CleanLine(lin)
nr_vert = int((lin_c.split()[0]))
else :
v_ind = nr_vr_ind + 2
lin = self.lines[v_ind]
lin_c = self.CleanLine(lin)
nr_vert = int((lin_c.split()[0]))
vx_array = range(v_ind + 1, (v_ind + nr_vert +1))
#--------------------------------------------------
nr_fac_li = v_ind + nr_vert +1
lin_f = self.lines[nr_fac_li]
if lin_f :
lin_fc = self.CleanLine(lin_f)
nr_face = int((lin_fc.split()[0]))
else :
nr_fac_li = v_ind + nr_vert +1
lin_f = self.lines[nr_fac_li]
lin_fc = self.CleanLine(lin_f)
nr_face = int((lin_fc.split()[0]))
fac_array = range(nr_fac_li + 1, (nr_fac_li + nr_face + 1))
#Get Coordinates
for l in vx_array:
line_v = self.lines[l]
lin_v = self.CleanLine(line_v)
words = lin_v.split()
if len(words)==3:
mesh.verts.append(NMesh.Vert(float(words[0]),float(words[1]),float(words[2])))
#Make Faces
i = 0
mesh_verts = mesh.verts
for f in fac_array:
i += 1
line_f = self.lines[f]
lin_f = self.CleanLine(line_f)
words = lin_f.split()
if len(words) == 5:
f= NMesh.Face([\
mesh_verts[int(words[1])],
mesh_verts[int(words[2])],
mesh_verts[int(words[3])],
mesh_verts[int(words[4])]])
mesh.faces.append(f)
if nr_uv :
uv = []
#---------------------------------
l1_uv = self.lines[nr_uv + 2 + int(words[1])]
fixed_l1_uv = self.CleanLine(l1_uv)
w1 = fixed_l1_uv.split()
uv_1 = (float(w1[0]), -float(w1[1]))
uv.append(uv_1)
#---------------------------------
l2_uv = self.lines[nr_uv + 2 + int(words[2])]
fixed_l2_uv = self.CleanLine(l2_uv)
w2 = fixed_l2_uv.split()
uv_2 = (float(w2[0]), -float(w2[1]))
uv.append(uv_2)
#---------------------------------
l3_uv = self.lines[nr_uv + 2 + int(words[3])]
fixed_l3_uv = self.CleanLine(l3_uv)
w3 = fixed_l3_uv.split()
uv_3 = (float(w3[0]), -float(w3[1]))
uv.append(uv_3)
#---------------------------------
l4_uv = self.lines[nr_uv + 2 + int(words[4])]
fixed_l4_uv = self.CleanLine(l4_uv)
w4 = fixed_l4_uv.split()
uv_4 = (float(w4[0]), -float(w4[1]))
uv.append(uv_4)
#---------------------------------
f.uv = uv
if nr_fac_mat :
fac_line = self.lines[nr_fac_mat + i]
fixed_fac = self.CleanLine(fac_line)
w_tex = int(fixed_fac.split()[0])
name_tex = tex_list[w_tex]
if name_tex :
name_file = Blender.sys.join(my_path,name_tex)
try:
img = Image.Load(name_file)
f.image = img
except:
#Draw.PupMenu("No image to load")
#print "No image " + name_tex + " to load"
pass
elif len(words) == 4:
f=NMesh.Face([\
mesh_verts[int(words[1])],\
mesh_verts[int(words[2])],\
mesh_verts[int(words[3])]])
mesh.faces.append(f)
if nr_uv :
uv = []
#---------------------------------
l1_uv = self.lines[nr_uv + 2 + int(words[1])]
fixed_l1_uv = self.CleanLine(l1_uv)
w1 = fixed_l1_uv.split()
uv_1 = (float(w1[0]), -float(w1[1]))
uv.append(uv_1)
#---------------------------------
l2_uv = self.lines[nr_uv + 2 + int(words[2])]
fixed_l2_uv = self.CleanLine(l2_uv)
w2 = fixed_l2_uv.split()
uv_2 = (float(w2[0]), -float(w2[1]))
uv.append(uv_2)
#---------------------------------
l3_uv = self.lines[nr_uv + 2 + int(words[3])]
fixed_l3_uv = self.CleanLine(l3_uv)
w3 = fixed_l3_uv.split()
uv_3 = (float(w3[0]), -float(w3[1]))
uv.append(uv_3)
#---------------------------------
f.uv = uv
if nr_fac_mat :
fac_line = self.lines[nr_fac_mat + i]
fixed_fac = self.CleanLine(fac_line)
w_tex = int(fixed_fac.split()[0])
name_tex = tex_list[w_tex]
if name_tex :
name_file = Blender.sys.join(my_path ,name_tex)
try:
img = Image.Load(name_file)
f.image = img
except:
#Draw.PupMenu("No image to load")
#print "No image " + name_tex + " to load"
pass
def CleanLine(self,line):
fix_line = line.replace(";", " ")
fix_1_line = fix_line.replace('"', ' ')
fix_2_line = fix_1_line.replace("{", " ")
fix_3_line = fix_2_line.replace("}", " ")
fix_4_line = fix_3_line.replace(",", " ")
fix_5_line = fix_4_line.replace("'", " ")
return fix_5_line
#------------------------------------------------------------------
# CREATE MATERIALS
#------------------------------------------------------------------
def writeMaterials(self, nr_mat, idx, mat_list, tex_list):
name = "Material_" + str(idx)
mat = Material.New(name)
line = self.lines[nr_mat + 1]
fixed_line = self.CleanLine(line)
words = fixed_line.split()
mat.rgbCol = [float(words[0]),float(words[1]),float(words[2])]
mat.setAlpha(float(words[3]))
mat_list.append(mat)
l = self.lines[nr_mat + 5]
fix_3_line = self.CleanLine(l)
tex_n = fix_3_line.split()
if tex_n and tex_n[0] == "TextureFilename" :
if len(tex_n) > 1:
tex_list.append(tex_n[1])
if len(tex_n) <= 1 :
l_succ = self.lines[nr_mat + 6]
fix_3_succ = self.CleanLine(l_succ)
tex_n_succ = fix_3_succ.split()
tex_list.append(tex_n_succ[0])
else :
tex_name = None
tex_list.append(tex_name)
return mat_list, tex_list
#------------------------------------------------------------------
# SET MATERIALS
#------------------------------------------------------------------
def writeMeshMaterials(self, nr_fc_mat, mesh):
for face in mesh.faces:
nr_fc_mat += 1
line = self.lines[nr_fc_mat]
fixed_line = self.CleanLine(line)
wrd = fixed_line.split()
mat_idx = int(wrd[0])
face.materialIndex = mat_idx
#------------------------------------------------------------------
# MAIN
#------------------------------------------------------------------
def my_callback(filename):
if not filename.lower().endswith('.x'): print "Not an .x file"
ximport = xImport(filename)
ximport.Import()
arg = __script__['arg']
if __name__ == '__main__':
Blender.Window.FileSelector(my_callback, "Import DirectX", "*.x")
# my_callback('/directxterrain.x')