forked from bartvdbraak/blender
d34f89b755
* Added items for importing DXF, VRML, etc. in the File->Import menu, that just call the normal Open function. Most people don't even know that you can open these formats through the normal Open fileselect, so this will make it more obvious. * Removed the 'Export Selected' menu, and put poor old lonely STL in the Import and Export menus too. Most of the exporters export only the selected object anyway, so it's not really a necessary distinction to make.
423 lines
13 KiB
Python
423 lines
13 KiB
Python
#!BPY
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""" Registration info for Blender menus:
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Name: 'AC3D (.ac)...'
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Blender: 232
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Group: 'Import'
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Tip: 'Import an AC3D (.ac) file.'
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"""
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# $Id$
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#
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# --------------------------------------------------------------------------
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# AC3DImport version 2.32-1 Jan 21, 2004
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# Program versions: Blender 2.32+ and AC3Db files (means version 0xb)
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2004: Willian P. Germano, wgermano _at_ ig.com.br
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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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# Note:
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# Blender doesn't handle n-gons (polygons with more than 4 vertices):
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# The script triangulates them, but concave polygons come out wrong and need
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# fixing. Avoiding or triangulating concave n-gons in AC3D is a simple way to
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# avoid problems.
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# Default folder for AC3D models, change to your liking or leave as "":
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BASEDIR = ""
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# Set 'GROUP' to 1 to make Blender group imported objects using Empties,
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# to reproduce the object hierarchy in the .ac file
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GROUP = 0
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import Blender
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if BASEDIR:
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BASEDIR = BASEDIR.replace('\\','/')
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if BASEDIR[-1] != '/': BASEDIR += '/'
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errmsg = ""
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class Obj:
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def __init__(self, type):
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self.type = type
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self.dad = None
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self.name = ''
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self.data = ''
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self.tex = ''
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self.texrep = [1,1]
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self.texoff = None
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self.loc = [0, 0, 0]
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self.rot = []
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self.vlist = []
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self.flist = []
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self.matlist = []
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self.kids = 0
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class AC3DImport:
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def __init__(self, filename):
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global errmsg
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print "Trying to import AC3D model(s) from %s ..." % filename
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self.i = 0
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errmsg = ''
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self.importdir = Blender.sys.dirname(filename)
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try:
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file = open(filename, 'r')
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except IOError, (errno, strerror):
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errmsg = "IOError #%s: %s" % (errno, strerror)
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print errmsg
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return None
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header = file.read(5)
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header, version = header[:4], header[-1]
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if header != 'AC3D':
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file.close()
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errmsg = 'Invalid file -- AC3D header not found.'
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print errmsg
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return None
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elif version != 'b':
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print 'AC3D file version 0x%s.' % version
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print 'This importer is for version 0xb, so it may fail.'
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self.token = {'OBJECT': self.parse_obj,
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'numvert': self.parse_vert,
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'numsurf': self.parse_surf,
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'name': self.parse_name,
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'data': self.parse_data,
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'kids': self.parse_kids,
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'loc': self.parse_loc,
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'rot': self.parse_rot,
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'MATERIAL': self.parse_mat,
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'texture': self.parse_tex,
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'texrep': self.parse_texrep,
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'texoff': self.parse_texoff}
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self.objlist = []
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self.mlist = []
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self.dads = []
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self.kids = []
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self.dad = None
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self.lines = file.readlines()
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self.lines.append('')
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self.parse_file()
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file.close()
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self.testAC3DImport()
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def parse_obj(self, value):
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if self.kids:
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while not self.kids[-1]:
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self.kids.pop()
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self.dad = self.dad.dad
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self.kids[-1] -= 1
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new = Obj(value)
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new.dad = self.dad
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new.name = value
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self.objlist.append(new)
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def parse_kids(self, value):
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kids = int(value)
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if kids:
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self.kids.append(kids)
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self.dad = self.objlist[-1]
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self.objlist[-1].kids = kids
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def parse_name(self, value):
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name = value.split('"')[1]
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self.objlist[-1].name = name
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def parse_data(self, value):
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data = self.lines[self.i].strip()
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self.objlist[-1].data = data
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def parse_tex(self, value):
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texture = value.split('"')[1]
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self.objlist[-1].tex = texture
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def parse_texrep(self, trash):
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trep = self.lines[self.i - 1]
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trep = trep.split()
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trep = [float(trep[1]), float(trep[2])]
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self.objlist[-1].texrep = trep
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self.objlist[-1].texoff = [0, 0]
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def parse_texoff(self, trash):
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toff = self.lines[self.i - 1]
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toff = toff.split()
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toff = [float(toff[1]), float(toff[2])]
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self.objlist[-1].texoff = toff
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def parse_mat(self, value):
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i = self.i - 1
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lines = self.lines
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line = lines[i].split()
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mat_name = ''
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mat_col = mat_spec_col = [0,0,0]
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mat_alpha = 1
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while line[0] == 'MATERIAL':
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mat_name = line[1].split('"')[1]
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mat_col = map(float,[line[3],line[4],line[5]])
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mat_spec_col = map(float,[line[15],line[16],line[17]])
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mat_alpha = float(line[-1])
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mat_alpha = 1 - mat_alpha
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self.mlist.append([mat_name, mat_col, mat_spec_col, mat_alpha])
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i += 1
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line = lines[i].split()
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self.i = i
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def parse_rot(self, trash):
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i = self.i - 1
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rot = self.lines[i].split(' ', 1)[1]
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rot = map(float, rot.split())
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self.objlist[-1].rot = rot
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def parse_loc(self, trash):
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i = self.i - 1
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loc = self.lines[i].split(' ', 1)[1]
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loc = map(float, loc.split())
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self.objlist[-1].loc = loc
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def parse_vert(self, value):
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i = self.i
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lines = self.lines
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obj = self.objlist[-1]
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vlist = obj.vlist
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n = int(value)
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while n:
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line = lines[i].split()
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line = map(float, line)
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vlist.append(line)
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n -= 1
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i += 1
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self.i = i
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rot = obj.rot
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if rot:
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nv = len(vlist)
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for j in range(nv):
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v = vlist[j]
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t = [0,0,0]
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t[0] = rot[0]*v[0] + rot[3]*v[1] + rot[6]*v[2]
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t[1] = rot[1]*v[0] + rot[4]*v[1] + rot[7]*v[2]
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t[2] = rot[2]*v[0] + rot[5]*v[1] + rot[8]*v[2]
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vlist[j] = t
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loc = obj.loc
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dad = obj.dad
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while dad:
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for j in [0, 1, 2]:
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loc[j] += dad.loc[j]
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dad = dad.dad
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for v in vlist:
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for j in [0, 1, 2]:
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v[j] += loc[j]
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def parse_surf(self, value):
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i = self.i
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is_smooth = 0
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double_sided = 0
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lines = self.lines
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obj = self.objlist[-1]
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matlist = obj.matlist
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numsurf = int(value)
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while numsurf:
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flags = lines[i].split()
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flaglow = 0
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if len(flags[1]) > 3: flaglow = int(flags[1][3])
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flaghigh = int(flags[1][2])
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is_smooth = flaghigh & 1
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twoside = flaghigh & 2
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mat = lines[i+1].split()
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mat = int(mat[1])
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if not mat in matlist: matlist.append(mat)
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refs = lines[i+2].split()
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refs = int(refs[1])
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i += 3
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face = []
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faces = []
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fuv = []
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rfs = refs
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while rfs:
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line = lines[i].split()
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v = int(line[0])
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uv = [float(line[1]), float(line[2])]
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face.append([v, uv])
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rfs -= 1
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i += 1
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if flaglow:
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while len(face) >= 2:
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cut = face[:2]
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faces.append(cut)
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face = face[1:]
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if flaglow == 1:
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face = [faces[-1][-1], faces[0][0]]
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faces.append(face)
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else:
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while len(face) > 4:
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cut = face[:4]
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face = face[3:]
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face.insert(0, cut[0])
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faces.append(cut)
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faces.append(face)
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for f in faces:
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f.append(mat)
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f.append(is_smooth)
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f.append(twoside)
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self.objlist[-1].flist.append(f)
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numsurf -= 1
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self.i = i
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def parse_file(self):
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i = 1
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lines = self.lines
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line = lines[i].split()
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while line:
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kw = ''
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for k in self.token.keys():
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if line[0] == k:
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kw = k
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break
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i += 1
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if kw:
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self.i = i
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self.token[kw](line[1])
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i = self.i
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line = lines[i].split()
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def testAC3DImport(self):
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global GROUP
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scene = Blender.Scene.GetCurrent()
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bmat = []
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for mat in self.mlist:
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name = mat[0]
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m = Blender.Material.New(name)
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m.rgbCol = (mat[1][0], mat[1][1], mat[1][2])
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m.specCol = (mat[2][0], mat[2][1], mat[2][2])
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m.alpha = mat[3]
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bmat.append(m)
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for obj in self.objlist:
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if obj.type == 'world':
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continue
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elif obj.type == 'group':
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if not GROUP: continue
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empty = Blender.Object.New('Empty')
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empty.name = obj.name
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scene.link(empty)
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if self.dads:
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dadobj = Blender.Object.get(self.dads.pop())
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dadobj.makeParent([empty])
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while obj.kids:
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self.dads.append(empty.name)
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obj.kids -= 1
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continue
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mesh = Blender.NMesh.New()
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if (obj.data): mesh.name = obj.data
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mesh.hasFaceUV(1)
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tex = None
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if obj.tex != '':
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try:
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tex = Blender.Image.Load(obj.tex)
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# Commented because it's unnecessary:
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#tex.xrep = int(obj.texrep[0])
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#tex.yrep = int(obj.texrep[1])
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except:
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try:
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obj.tex = self.importdir + '/' + obj.tex
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tex = Blender.Image.Load(obj.tex)
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except:
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print "Couldn't load texture: %s" % obj.tex
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for v in obj.vlist:
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bvert = Blender.NMesh.Vert(v[0],v[1],v[2])
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mesh.verts.append(bvert)
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objmat_indices = []
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for mat in bmat:
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if bmat.index(mat) in obj.matlist:
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objmat_indices.append(bmat.index(mat))
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mesh.materials.append(mat)
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for f in obj.flist:
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twoside = f[-1]
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is_smooth = f[-2]
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fmat = f[-3]
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f=f[:-3]
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bface = Blender.NMesh.Face()
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bface.smooth = is_smooth
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if twoside: bface.mode |= Blender.NMesh.FaceModes['TWOSIDE']
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if tex:
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bface.mode |= Blender.NMesh.FaceModes['TEX']
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bface.image = tex
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bface.materialIndex = objmat_indices.index(fmat)
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if obj.texoff:
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uoff = obj.texoff[0]
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voff = obj.texoff[1]
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urep = obj.texrep[0]
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vrep = obj.texrep[1]
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for vi in range(len(f)):
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f[vi][1][0] *= urep
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f[vi][1][1] *= vrep
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f[vi][1][0] += uoff
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f[vi][1][1] += voff
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for vi in range(len(f)):
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bface.v.append(mesh.verts[f[vi][0]])
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bface.uv.append((f[vi][1][0], f[vi][1][1]))
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mesh.faces.append(bface)
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mesh.mode = 0
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object = Blender.NMesh.PutRaw(mesh)
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object.setName(obj.name)
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object.setEuler([1.5707963,0,0]) # align ac3d w/ Blender
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if self.dads:
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dadobj = Blender.Object.get(self.dads.pop())
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dadobj.makeParent([object])
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print '...done!'
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# End of class AC3DImport
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def filesel_callback(filename):
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test = AC3DImport(filename)
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Blender.Window.FileSelector(filesel_callback, "Import AC3D")
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