blender/release/scripts/obj_import.py
Willian Padovani Germano b82be27659 Bundled scripts:
-starting updates and new additions for Blender 2.34:
  Some of the new scripts require Python modules not builtin with Blender, so you either need a full Python install or the needed extra modules.  This is an ongoing work, there should be more scripts, better testing and also proper ways to tell users they don't have all expected modules.  It's expected that Win users won't need full Python installs, since we can provide a minimal zip with the needed modules from 2.34 on.

Thanks to Anthony D'Agostino (scorpius), Jean-Michel Soler (jms) and Campbell Barton (Cam / ideasman) for donating the scripts now added / updated.

BPython:
-added two new script menu groups: Tools and Utils.  We still need to find places elsewhere in the gui where the groups can be put.
2004-06-07 01:34:15 +00:00

246 lines
8.3 KiB
Python

#!BPY
"""
Name: 'OBJ Wavefront'
Blender: 232
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File'
"""
# --------------------------------------------------------------------------
# OBJ Import v0.9 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
WHITESPACE = [' ', '\n', '\r', '\t', '\f', '\v'] # used for the split function.
NULL_MAT = '(null)' # Name for mesh's that have no mat set.
MATLIMIT = 16
#==============================================#
# Strips the slashes from the back of a string #
#==============================================#
def stripPath(path):
for CH in range(len(path), 0, -1):
if path[CH-1] == "/" or path[CH-1] == "\\":
path = path[CH:]
break
return path
#====================================================#
# Strips the prefix off the name before writing #
#====================================================#
def stripName(name): # name is a string
prefixDelimiter = '.'
return name[ : name.find(prefixDelimiter) ]
#================================================================#
# Replace module deps 'string' for join and split # #
# - Split splits a string into a list, and join does the reverse #
#================================================================#
def split(splitString, WHITESPACE):
splitList = []
charIndex = 0
while charIndex < len(splitString):
# Skip white space
while charIndex < len(splitString):
if splitString[charIndex] in WHITESPACE:
charIndex += 1
else:
break
# Gather text that is not white space and append to splitList
startWordCharIndex = charIndex
while charIndex < len(splitString):
if splitString[charIndex] in WHITESPACE: break
charIndex += 1
# Now we have the first and last chars we can append the word to the list
if charIndex != startWordCharIndex:
splitList.append(splitString[startWordCharIndex:charIndex])
return splitList
#===============================#
# Join list items into a string #
#===============================#
def join(joinList):
joinedString = ""
for listItem in joinList:
joinedString = joinedString + ' ' + str(listItem)
# Remove the first space
joinedString = joinedString[1:]
return joinedString
from Blender import *
def load_obj(file):
# This gets a mat or creates one of the requested name if none exist.
def getMat(matName):
# Make a new mat
try:
return Material.Get(matName)
except:
return Material.New(matName)
def applyMat(mesh, f, mat):
# Check weather the 16 mat limit has been met.
if len( mesh.materials ) >= MATLIMIT:
print 'Warning, max material limit reached, using an existing material'
return mesh, f
mIdx = 0
for m in mesh.materials:
if m.getName() == mat.getName():
break
mIdx+=1
if mIdx == len(mesh.materials):
mesh.addMaterial(mat)
f.mat = mIdx
return mesh, f
# Get the file name with no path or .obj
fileName = stripName( stripPath(file) )
fileLines = open(file, 'r').readlines()
mesh = NMesh.GetRaw() # new empty mesh
objectName = 'mesh' # If we cant get one, use this
uvMapList = [] # store tuple uv pairs here
nullMat = getMat(NULL_MAT)
currentMat = nullMat # Use this mat.
# Main loop
lIdx = 0
while lIdx < len(fileLines):
l = split(fileLines[lIdx], WHITESPACE)
# Detect a line that will be idnored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
# VERTEX
elif l[0] == 'v':
# This is a new vert, make a new mesh
mesh.verts.append( NMesh.Vert(eval(l[1]), eval(l[2]), eval(l[3]) ) )
elif l[0] == 'vn':
pass
elif l[0] == 'vt':
# This is a new vert, make a new mesh
uvMapList.append( (eval(l[1]), eval(l[2])) )
elif l[0] == 'f':
# Make a face with the correct material.
f = NMesh.Face()
mesh, f = applyMat(mesh, f, currentMat)
# Set up vIdxLs : Verts
# Set up vtIdxLs : UV
vIdxLs = []
vtIdxLs = []
for v in l[1:]:
objVert = split( v, ['/'] )
# VERT INDEX
vIdxLs.append(eval(objVert[0]) -1)
# UV
if len(objVert) == 1:
vtIdxLs.append(eval(objVert[0]) -1) # Sticky UV coords
else:
vtIdxLs.append(eval(objVert[1]) -1) # Seperate UV coords
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.f
if len(vIdxLs) == 4:
f.v.append(mesh.verts[vIdxLs[0]])
f.v.append(mesh.verts[vIdxLs[1]])
f.v.append(mesh.verts[vIdxLs[2]])
f.v.append(mesh.verts[vIdxLs[3]])
# UV MAPPING
if uvMapList:
if vtIdxLs[0] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[0] ] )
if vtIdxLs[1] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[1] ] )
if vtIdxLs[2] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[2] ] )
if vtIdxLs[3] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[3] ] )
mesh.faces.append(f) # move the face onto the mesh
elif len(vIdxLs) >= 3: # This handles tri's and fans
for i in range(len(vIdxLs)-2):
f = NMesh.Face()
mesh, f = applyMat(mesh, f, currentMat)
f.v.append(mesh.verts[vIdxLs[0]])
f.v.append(mesh.verts[vIdxLs[i+1]])
f.v.append(mesh.verts[vIdxLs[i+2]])
# UV MAPPING
if uvMapList:
if vtIdxLs[0] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[0] ] )
if vtIdxLs[1] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[i+1] ] )
if vtIdxLs[2] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[i+2] ] )
mesh.faces.append(f) # move the face onto the mesh
# is o the only vert/face delimeter?
# if not we could be screwed.
elif l[0] == 'o':
# Make sure the objects is worth puttong
if len(mesh.verts) > 0:
NMesh.PutRaw(mesh, fileName + '_' + objectName)
# Make new mesh
mesh = NMesh.GetRaw()
# New mesh name
objectName = join(l[1:]) # Use join in case of spaces
# New texture list
uvMapList = []
elif l[0] == 'usemtl':
if l[1] == '(null)':
currentMat = NULL_MAT
else:
currentMat = getMat(join(l[1:])) # Use join in case of spaces
lIdx+=1
# We need to do this to put the last object.
# All other objects will be put alredy
if len(mesh.verts) > 0:
NMesh.PutRaw(mesh, fileName + '_' + objectName)
Window.FileSelector(load_obj, 'SELECT OBJ FILE')