blender/release/scripts/obj_import.py
Willian Padovani Germano 4b01aa7aa5 Scripts:
The orange -> HEAD merge reverted some scripts to older versions. This only
affected the ones that already existed before the orange branch.
Minor issue, easy to fix.

All in all, kudos to kaito, Hos and others for all the hard work in
bringing (coding, merging) all these changes to the main branch.
2006-01-29 19:17:53 +00:00

949 lines
32 KiB
Python

#!BPY
"""
Name: 'Wavefront (.obj)...'
Blender: 237
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File, Shift: batch import all dir.'
"""
__author__ = "Campbell Barton"
__url__ = ["blender", "elysiun"]
__version__ = "1.0"
__bpydoc__ = """\
This script imports OBJ files to Blender.
Usage:
Run this script from "File->Import" menu and then load the desired OBJ file.
"""
# $Id$
#
# --------------------------------------------------------------------------
# OBJ Import v1.0 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 *****
# --------------------------------------------------------------------------
#==============================================#
# Return directory, where the file is #
#==============================================#
def stripFile(path):
lastSlash = max(path.rfind('\\'), path.rfind('/'))
if lastSlash != -1:
path = path[:lastSlash]
return '%s%s' % (path, sys.sep)
#==============================================#
# Strips the slashes from the back of a string #
#==============================================#
def stripPath(path):
return path.split('/')[-1].split('\\')[-1]
#====================================================#
# Strips the prefix off the name before writing #
#====================================================#
def stripExt(name): # name is a string
index = name.rfind('.')
if index != -1:
return name[ : index ]
else:
return name
from Blender import *
# Adds a slash to the end of a path if its not there.
def addSlash(path):
if path.endswith('\\') or path.endswith('/'):
return path
return path + sys.sep
def getExt(name):
index = name.rfind('.')
if index != -1:
return name[index+1:]
return name
try:
import os
except:
# So we know if os exists.
print 'Module "os" not found, install python to enable comprehensive image finding and batch loading.'
os = None
#===========================================================================#
# Comprehansive image loader, will search and find the image #
# Will return a blender image or none if the image is missing #
#===========================================================================#
def comprehansiveImageLoad(imagePath, filePath):
# When we have the file load it with this. try/except niceness.
def imageLoad(path):
try:
img = Image.Load(path)
print '\t\tImage loaded "%s"' % path
return img
except:
print '\t\tImage failed loading "%s", mabe its not a format blender can read.' % (path)
return None
# Image formats blender can read
IMAGE_EXT = ['jpg', 'jpeg', 'png', 'tga', 'bmp', 'rgb', 'sgi', 'bw', 'iff', 'lbm', # Blender Internal
'gif', 'psd', 'tif', 'tiff', 'pct', 'pict', 'pntg', 'qtif'] # Quacktime, worth a try.
print '\tAttempting to load "%s"' % imagePath
if sys.exists(imagePath):
print '\t\tFile found where expected.'
return imageLoad(imagePath)
imageFileName = stripPath(imagePath) # image path only
imageFileName_lower = imageFileName.lower() # image path only
imageFileName_noext = stripExt(imageFileName) # With no extension.
imageFileName_noext_lower = stripExt(imageFileName_lower) # With no extension.
imageFilePath = stripFile(imagePath)
# Remove relative path from image path
if imageFilePath.startswith('./') or imageFilePath.startswith('.\\'):
imageFilePath = imageFilePath[2:]
# Attempt to load from obj path.
tmpPath = stripFile(filePath) + stripFile(imageFilePath)
if sys.exists(tmpPath):
print '\t\tFile found in obj dir.'
return imageLoad(imagePath)
# OS NEEDED IF WE GO ANY FURTHER.
if not os:
return
# We have os.
# GATHER PATHS.
paths = {} # Store possible paths we may use, dict for no doubles.
tmpPath = addSlash(sys.expandpath('//')) # Blenders path
if sys.exists(tmpPath):
print '\t\tSearching in %s' % tmpPath
paths[tmpPath] = [os.listdir(tmpPath)] # Orig name for loading
paths[tmpPath].append([f.lower() for f in paths[tmpPath][0]]) # Lower case list.
paths[tmpPath].append([stripExt(f) for f in paths[tmpPath][1]]) # Lower case no ext
tmpPath = imageFilePath
if sys.exists(tmpPath):
print '\t\tSearching in %s' % tmpPath
paths[tmpPath] = [os.listdir(tmpPath)] # Orig name for loading
paths[tmpPath].append([f.lower() for f in paths[tmpPath][0]]) # Lower case list.
paths[tmpPath].append([stripExt(f) for f in paths[tmpPath][1]]) # Lower case no ext
tmpPath = stripFile(filePath)
if sys.exists(tmpPath):
print '\t\tSearching in %s' % tmpPath
paths[tmpPath] = [os.listdir(tmpPath)] # Orig name for loading
paths[tmpPath].append([f.lower() for f in paths[tmpPath][0]]) # Lower case list.
paths[tmpPath].append([stripExt(f) for f in paths[tmpPath][1]]) # Lower case no ext
tmpPath = addSlash(Get('texturesdir'))
if tmpPath and sys.exists(tmpPath):
print '\t\tSearching in %s' % tmpPath
paths[tmpPath] = [os.listdir(tmpPath)] # Orig name for loading
paths[tmpPath].append([f.lower() for f in paths[tmpPath][0]]) # Lower case list.
paths[tmpPath].append([stripExt(f) for f in paths[tmpPath][1]]) # Lower case no ext
# Add path if relative image patrh was given.
for k in paths.iterkeys():
tmpPath = k + imageFilePath
if sys.exists(tmpPath):
paths[tmpPath] = [os.listdir(tmpPath)] # Orig name for loading
paths[tmpPath].append([f.lower() for f in paths[tmpPath][0]]) # Lower case list.
paths[tmpPath].append([stripExt(f) for f in paths[tmpPath][1]]) # Lower case no ext
# DONE
#
for path, files in paths.iteritems():
if sys.exists(path + imageFileName):
return imageLoad(path + imageFileName)
# If the files not there then well do a case insensitive seek.
filesOrigCase = files[0]
filesLower = files[1]
filesLowerNoExt = files[2]
# We are going to try in index the file directly, if its not there just keep on
index = None
try:
# Is it just a case mismatch?
index = filesLower.index(imageFileName_lower)
except:
try:
# Have the extensions changed?
index = filesLowerNoExt.index(imageFileName_noext_lower)
ext = getExt( filesLower[index] ) # Get the extension of the file that matches all but ext.
# Check that the ext is useable eg- not a 3ds file :)
if ext.lower() not in IMAGE_EXT:
index = None
except:
index = None
if index != None:
tmpPath = path + filesOrigCase[index]
img = imageLoad( tmpPath )
if img != None:
print '\t\tImage Found "%s"' % tmpPath
return img
# IMAGE NOT FOUND IN ANY OF THE DIRS!, DO A RECURSIVE SEARCH.
print '\t\tImage Not Found in any of the dirs, doing a recusrive search'
for path in paths.iterkeys():
# Were not going to use files
#------------------
# finds the file starting at the root.
# def findImage(findRoot, imagePath):
#W---------------
# ROOT, DIRS, FILES
pathWalk = os.walk(path)
pathList = [True]
matchList = [] # Store a list of (match, size), choose the biggest.
while True:
try:
pathList = pathWalk.next()
except:
break
for file in pathList[2]:
file_lower = file.lower()
# FOUND A MATCH
if (file_lower == imageFileName_lower) or\
(stripExt(file_lower) == imageFileName_noext_lower and getExt(file_lower) in IMAGE_EXT):
name = pathList[0] + sys.sep + file
size = os.path.getsize(name)
print '\t\t\tfound:', name
matchList.append( (name, size) )
if matchList:
# Sort by file size
matchList.sort(lambda A, B: cmp(B[1], A[1]) )
print '\t\tFound "%s"' % matchList[0][0]
# Loop through all we have found
img = None
for match in matchList:
img = imageLoad(match[0]) # 0 - first, 0 - pathname
if img != None:
break
return img
# No go.
print '\t\tImage Not Found "%s"' % imagePath
return None
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
# ___ Replaced by comprehensive imahge get
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def loadMaterialImage(mat, img_fileName, type, meshDict, dir):
TEX_ON_FLAG = NMesh.FaceModes['TEX']
texture = Texture.New(type)
texture.setType('Image')
# Absolute path - c:\.. etc would work here
image = comprehansiveImageLoad(img_fileName, dir)
if image:
texture.image = image
# adds textures to faces (Textured/Alt-Z mode)
# Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
if image and type == 'Kd':
for meshPair in meshDict.itervalues():
for f in meshPair[0].faces:
#print meshPair[0].materials[f.mat].name, mat.name
if meshPair[0].materials[f.mat].name == mat.name:
# the inline usemat command overides the material Image
if not f.image:
f.mode |= TEX_ON_FLAG
f.image = image
# adds textures for materials (rendering)
elif type == 'Ka':
mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API
elif type == 'Kd':
mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
elif type == 'Ks':
mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
elif type == 'Bump': # New Additions
mat.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR)
elif type == 'D':
mat.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA)
elif type == 'refl':
mat.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF)
#==================================================================================#
# This function loads materials from .mtl file (have to be defined in obj file) #
#==================================================================================#
def load_mtl(dir, mtl_file, meshDict, materialDict):
#===============================================================================#
# This gets a mat or creates one of the requested name if none exist. #
#===============================================================================#
def getMat(matName, materialDict):
# Make a new mat
try:
return materialDict[matName]
#except NameError or KeyError:
except: # Better do any exception
# Do we realy need to keep the dict up to date?, not realy but keeps consuistant.
materialDict[matName] = Material.New(matName)
return materialDict[matName]
mtl_file = stripPath(mtl_file)
mtl_fileName = dir + mtl_file
try:
fileLines= open(mtl_fileName, 'r').readlines()
except IOError:
print '\tunable to open referenced material file: "%s"' % mtl_fileName
return
try:
lIdx=0
while lIdx < len(fileLines):
l = fileLines[lIdx].split()
# Detect a line that will be ignored
if len(l) == 0 or l[0].startswith('#'):
pass
elif l[0] == 'newmtl':
currentMat = getMat('_'.join(l[1:]), materialDict) # Material should alredy exist.
elif l[0] == 'Ka':
currentMat.setMirCol((float(l[1]), float(l[2]), float(l[3])))
elif l[0] == 'Kd':
currentMat.setRGBCol((float(l[1]), float(l[2]), float(l[3])))
elif l[0] == 'Ks':
currentMat.setSpecCol((float(l[1]), float(l[2]), float(l[3])))
elif l[0] == 'Ns':
currentMat.setHardness( int((float(l[1])*0.51)) )
elif l[0] == 'Ni': # Refraction index
currentMat.setIOR( max(1, min(float(l[1]), 3))) # Between 1 and 3
elif l[0] == 'd':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'Tr':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'map_Ka':
img_fileName = ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Ka', meshDict, dir)
elif l[0] == 'map_Ks':
img_fileName = ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Ks', meshDict, dir)
elif l[0] == 'map_Kd':
img_fileName = ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Kd', meshDict, dir)
# new additions
elif l[0] == 'map_Bump': # Bumpmap
img_fileName = ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Bump', meshDict, dir)
elif l[0] == 'map_D': # Alpha map - Dissolve
img_fileName = ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'D', meshDict, dir)
elif l[0] == 'refl': # Reflectionmap
img_fileName = ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'refl', meshDict, dir)
lIdx+=1
except:
print '\tERROR: Unable to parse MTL file: "%s"' % mtl_file
return
print '\tUsing MTL: "%s"' % mtl_file
#===========================================================================#
# Returns unique name of object/mesh (preserve overwriting existing meshes) #
#===========================================================================#
def getUniqueName(name):
newName = name[:19] # 19 chars is the longest name.
uniqueInt = 0
while newName in getUniqueName.uniqueNames:
newName = '%s.%.3i' % (name[:15], uniqueInt)
uniqueInt +=1
getUniqueName.uniqueNames.append(newName)
return newName
getUniqueName.uniqueNames = []
#==================================================================================#
# This loads data from .obj file #
#==================================================================================#
def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0):
print '\nImporting OBJ file: "%s"' % file
time1 = sys.time()
getUniqueName.uniqueNames.extend( [ob.name for ob in Object.Get()] )
getUniqueName.uniqueNames.extend( NMesh.GetNames() )
# Deselect all objects in the scene.
# do this first so we dont have to bother, with objects we import
for ob in Scene.GetCurrent().getChildren():
ob.sel = 0
TEX_OFF_FLAG = ~NMesh.FaceModes['TEX']
# Get the file name with no path or .obj
fileName = stripExt( stripPath(file) )
mtl_fileName = [] # Support multiple mtl files if needed.
DIR = stripFile(file)
tempFile = open(file, 'r')
fileLines = tempFile.readlines()
tempFile.close()
del tempFile
uvMapList = [] # store tuple uv pairs here
# This dummy vert makes life a whole lot easier-
# pythons index system then aligns with objs, remove later
vertList = [] # Could havea vert but since this is a placeholder theres no Point
# Store all imported images in a dict, names are key
imageDict = {}
# This stores the index that the current mesh has for the current material.
# if the mesh does not have the material then set -1
contextMeshMatIdx = -1
# Keep this out of the dict for easy accsess.
nullMat = Material.New('(null)')
currentMat = nullMat # Use this mat.
currentImg = None # Null image is a string, otherwise this should be set to an image object.\
if IMPORT_SMOOTH_ALL:
currentSmooth = True
else:
currentSmooth = False
# Store a list of unnamed names
currentUnnamedGroupIdx = 1
currentUnnamedObjectIdx = 1
quadList = (0, 1, 2, 3)
faceQuadVList = [None, None, None, None]
faceTriVList = [None, None, None]
#==================================================================================#
# Load all verts first (texture verts too) #
#==================================================================================#
print '\tfile length: %d' % len(fileLines)
# Ignore normals and comments.
fileLines = [lsplit for l in fileLines if not l.startswith('vn') if not l.startswith('#') for lsplit in (l.split(),) if lsplit]
Vert = NMesh.Vert
vertList = [Vert(float(l[1]), float(l[2]), float(l[3]) ) for l in fileLines if l[0] == 'v']
uvMapList = [(float(l[1]), float(l[2])) for l in fileLines if l[0] == 'vt']
smoothingGroups = dict([('_'.join(l[1:]), None) for l in fileLines if l[0] == 's' ])
materialDict = dict([('_'.join(l[1:]), None) for l in fileLines if l[0] == 'usemtl']) # Store all imported materials as unique dict, names are key
print '\tvert:%i texverts:%i smoothgroups:%i materials:%s' % (len(vertList), len(uvMapList), len(smoothingGroups), len(materialDict))
# Replace filelines, Excluding v excludes "v ", "vn " and "vt "
# Remove any variables we may have created.
try: del _dummy
except: pass
try: del _x
except: pass
try: del _y
except: pass
try: del _z
except: pass
try: del lsplit
except: pass
del Vert
# With negative values this is used a lot. make faster access.
len_uvMapList = len(uvMapList)
len_vertList = len(vertList)
# Only want unique keys anyway
smoothingGroups['(null)'] = None # Make sure we have at least 1.
smoothingGroups = smoothingGroups.keys()
print '\tfound %d smoothing groups.' % (len(smoothingGroups) -1)
# Add materials to Blender for later is in teh OBJ
for k in materialDict.iterkeys():
materialDict[k] = Material.New(k)
# Make a list of all unused vert indicies that we can copy from
VERT_USED_LIST = [0]*len_vertList
# Here we store a boolean list of which verts are used or not
# no we know weather to add them to the current mesh
# This is an issue with global vertex indicies being translated to per mesh indicies
# like blenders, we start with a dummy just like the vert.
# -1 means unused, any other value refers to the local mesh index of the vert.
# currentObjectName has a char in front of it that determins weather its a group or object.
# We ignore it when naming the object.
currentObjectName = 'unnamed_obj_0' # If we cant get one, use this
#meshDict = {} # The 3 variables below are stored in a tuple within this dict for each mesh
currentMesh = NMesh.GetRaw() # The NMesh representation of the OBJ group/Object
#currentUsedVertList = {} # A Dict of smooth groups, each smooth group has a list of used verts and they are generated on demand so as to save memory.
currentMaterialMeshMapping = {} # Used to store material indicies so we dont have to search the mesh for materials every time.
# Every mesh has a null smooth group, this is used if there are no smooth groups in the OBJ file.
# and when for faces where no smooth group is used.
currentSmoothGroup = '(null)' # The Name of the current smooth group
# For direct accsess to the Current Meshes, Current Smooth Groups- Used verts.
# This is of course context based and changes on the fly.
# Set the initial '(null)' Smooth group, every mesh has one.
currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
currentUsedVertList= {currentSmoothGroup: currentUsedVertListSmoothGroup }
# 0:NMesh, 1:SmoothGroups[UsedVerts[0,0,0,0]], 2:materialMapping['matname':matIndexForThisNMesh]
meshDict = {currentObjectName: (currentMesh, currentUsedVertList, currentMaterialMeshMapping) }
# Only show the bad uv error once
badObjUvs = 0
badObjFaceVerts = 0
badObjFaceTexCo = 0
#currentMesh.verts.append(vertList[0]) # So we can sync with OBJ indicies where 1 is the first item.
if len_uvMapList > 1:
currentMesh.hasFaceUV(1) # Turn UV's on if we have ANY texture coords in this obj file.
#==================================================================================#
# Load all faces into objects, main loop #
#==================================================================================#
#lIdx = 0
# Face and Object loading LOOP
#while lIdx < len(fileLines):
# l = fileLines[lIdx]
#for lIdx
for l in fileLines:
if len(l) == 0:
continue
# FACE
elif l[0] == 'f':
# Make a face with the correct material.
# Add material to mesh
if contextMeshMatIdx == -1:
tmpMatLs = currentMesh.materials
if len(tmpMatLs) == 16:
contextMeshMatIdx = 0 # Use first material
print 'material overflow, attempting to use > 16 materials. defaulting to first.'
else:
contextMeshMatIdx = len(tmpMatLs)
currentMaterialMeshMapping[currentMat.name] = contextMeshMatIdx
currentMesh.addMaterial(currentMat)
# Set up vIdxLs : Verts
# Set up vtIdxLs : UV
# Start with a dummy objects so python accepts OBJs 1 is the first index.
vIdxLs = []
vtIdxLs = []
fHasUV = len_uvMapList # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0.
for v in l[1:]:
# OBJ files can have // or / to seperate vert/texVert/normal
# this is a bit of a pain but we must deal with it.
objVert = v.split('/')
# Vert Index - OBJ supports negative index assignment (like python)
index = int(objVert[0])-1
# Account for negative indicies.
if index < 0:
index = len_vertList+index+1
vIdxLs.append(index)
if fHasUV:
# UV
index = 0 # Dummy var
if len(objVert) == 1:
index = vIdxLs[-1]
elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2
index = int(objVert[1])-1
if index < 0:
index = len_uvMapList+index+1
if len_uvMapList > index:
vtIdxLs.append(index) # Seperate UV coords
else:
# BAD FILE, I have found this so I account for it.
# INVALID UV COORD
# Could ignore this- only happens with 1 in 1000 files.
badObjFaceTexCo +=1
vtIdxLs.append(1)
fHasUV = 0
# Dont add a UV to the face if its larger then the UV coord list
# The OBJ file would have to be corrupt or badly written for thi to happen
# but account for it anyway.
if len(vtIdxLs) > 0:
if vtIdxLs[-1] > len_uvMapList:
fHasUV = 0
badObjUvs +=1 # ERROR, Cont
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
#print lIdx, len(vIdxLs), len(currentUsedVertListSmoothGroup)
#print fileLines[lIdx]
if len(vIdxLs) == 2:
if IMPORT_EDGES:
# Edge
for i in (0,1):
if currentUsedVertListSmoothGroup[vIdxLs[i]] == 0:
faceQuadVList[i] = vertList[vIdxLs[i]]
currentMesh.verts.append(faceQuadVList[i])
currentUsedVertListSmoothGroup[vIdxLs[i]] = len(currentMesh.verts)-1
else:
faceQuadVList[i] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i]]]
currentMesh.addEdge(faceQuadVList[0], faceQuadVList[1])
elif len(vIdxLs) == 4:
# Have found some files where wach face references the same vert
# - This causes a bug and stopts the import so lets check here
if vIdxLs[0] == vIdxLs[1] or\
vIdxLs[0] == vIdxLs[2] or\
vIdxLs[0] == vIdxLs[3] or\
vIdxLs[1] == vIdxLs[2] or\
vIdxLs[1] == vIdxLs[3] or\
vIdxLs[2] == vIdxLs[3]:
badObjFaceVerts+=1
else:
for i in quadList: # quadList == [0,1,2,3]
if currentUsedVertListSmoothGroup[vIdxLs[i]] == 0:
faceQuadVList[i] = vertList[vIdxLs[i]]
currentMesh.verts.append(faceQuadVList[i])
currentUsedVertListSmoothGroup[vIdxLs[i]] = len(currentMesh.verts)-1
else:
faceQuadVList[i] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i]]]
f = NMesh.Face(faceQuadVList)
# UV MAPPING
if fHasUV:
f.uv = [uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]]
if currentImg:
f.image = currentImg
else:
f.mode &= TEX_OFF_FLAG
f.mat = contextMeshMatIdx
f.smooth = currentSmooth
currentMesh.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):
if vIdxLs[0] == vIdxLs[i+1] or\
vIdxLs[0] == vIdxLs[i+2] or\
vIdxLs[i+1] == vIdxLs[i+2]:
badObjFaceVerts+=1
else:
for k, j in [(0,0), (1,i+1), (2,i+2)]:
if currentUsedVertListSmoothGroup[vIdxLs[j]] == 0:
faceTriVList[k] = vertList[vIdxLs[j]]
currentMesh.verts.append(faceTriVList[k])
currentUsedVertListSmoothGroup[vIdxLs[j]] = len(currentMesh.verts)-1
else:
faceTriVList[k] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[j]]]
f = NMesh.Face(faceTriVList)
# UV MAPPING
if fHasUV:
f.uv = [uvMapList[vtIdxLs[0]], uvMapList[vtIdxLs[i+1]], uvMapList[vtIdxLs[i+2]]]
if currentImg:
f.image = currentImg
else:
f.mode &= TEX_OFF_FLAG
f.mat = contextMeshMatIdx
f.smooth = currentSmooth
currentMesh.faces.append(f) # move the face onto the mesh
# FACE SMOOTHING
elif l[0] == 's':
# No value? then turn on.
if len(l) == 1:
currentSmooth = True
currentSmoothGroup = '(null)'
else:
if l[1] == 'off': # We all have a null group so dont need to try, will try anyway to avoid code duplication.
if not IMPORT_SMOOTH_ALL:
currentSmooth = False
currentSmoothGroup = '(null)'
else:
currentSmooth = True
currentSmoothGroup = '_'.join(l[1:])
try:
currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup]
except KeyError:
currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
# OBJECT / GROUP
elif l[0] == 'o' or l[0] == 'g':
# Forget about the current image
currentImg = None
# This makes sure that if an object and a group have the same name then
# they are not put into the same object.
# Only make a new group.object name if the verts in the existing object have been used, this is obscure
# but some files face groups seperating verts and faces which results in silly things. (no groups have names.)
if len(l) > 1:
currentObjectName = '_'.join(l[1:])
else: # No name given
# Make a new empty name
if l[0] == 'g': # Make a blank group name
currentObjectName = 'unnamed_grp_%.4d' % currentUnnamedGroupIdx
currentUnnamedGroupIdx +=1
else: # is an object.
currentObjectName = 'unnamed_ob_%.4d' % currentUnnamedObjectIdx
currentUnnamedObjectIdx +=1
# If we havnt written to this mesh before then do so.
# if we have then we'll just keep appending to it, this is required for soem files.
# If we are new, or we are not yet in the list of added meshes
# then make us new mesh.
if len(l) == 1 or (not meshDict.has_key(currentObjectName)):
currentMesh = NMesh.GetRaw()
currentUsedVertList = {}
# Sg is a string
########currentSmoothGroup = '(null)' # From examplesm changing the g/o shouldent change the smooth group.
currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
currentMaterialMeshMapping = {}
meshDict[currentObjectName] = (currentMesh, currentUsedVertList, currentMaterialMeshMapping)
currentMesh.hasFaceUV(1)
contextMeshMatIdx = -1
else:
# Since we have this in Blender then we will check if the current Mesh has the material.
# set the contextMeshMatIdx to the meshs index but only if we have it.
currentMesh, currentUsedVertList, currentMaterialMeshMapping = meshDict[currentObjectName]
#getMeshMaterialIndex(currentMesh, currentMat)
try:
contextMeshMatIdx = currentMaterialMeshMapping[currentMat.name] #getMeshMaterialIndex(currentMesh, currentMat)
except KeyError:
contextMeshMatIdx -1
# For new meshes switch smoothing groups to null
########currentSmoothGroup = '(null)' # From examplesm changing the g/o shouldent change the smooth group.
try:
currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup]
except:
currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
# MATERIAL
elif l[0] == 'usemtl':
if len(l) == 1 or l[1] == '(null)':
currentMat = nullMat # We know we have a null mat.
else:
currentMat = materialDict['_'.join(l[1:])]
try:
contextMeshMatIdx = currentMaterialMeshMapping[currentMat.name]
except KeyError:
contextMeshMatIdx = -1 #getMeshMaterialIndex(currentMesh, currentMat)
# IMAGE
elif l[0] == 'usemat' or l[0] == 'usemap':
if len(l) == 1 or l[1] == '(null)' or l[1] == 'off':
currentImg = None
else:
# Load an image.
newImgName = stripPath(' '.join(l[1:])) # Use space since its a file name.
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.
# Image has not been added, Try and load the image
currentImg = comprehansiveImageLoad(newImgName, DIR) # Use join in case of spaces
imageDict[newImgName] = currentImg
# These may be None, thats okay.
# MATERIAL FILE
elif l[0] == 'mtllib':
mtl_fileName.append(' '.join(l[1:]) ) # SHOULD SUPPORT MULTIPLE MTL?
#lIdx+=1
# Applies material properties to materials alredy on the mesh as well as Textures.
if IMPORT_MTL:
for mtl in mtl_fileName:
load_mtl(DIR, mtl, meshDict, materialDict)
importedObjects = []
for mk, me in meshDict.iteritems():
nme = me[0]
# Ignore no vert meshes.
if not nme.verts: # == []
continue
name = getUniqueName(mk)
ob = NMesh.PutRaw(nme, name)
ob.name = name
importedObjects.append(ob)
# Select all imported objects.
for ob in importedObjects:
ob.sel = 1
if badObjUvs > 0:
print '\tERROR: found %d faces with badly formatted UV coords. everything else went okay.' % badObjUvs
if badObjFaceVerts > 0:
print '\tERROR: found %d faces reusing the same vertex. everything else went okay.' % badObjFaceVerts
if badObjFaceTexCo > 0:
print '\tERROR: found %d faces with invalit texture coords. everything else went okay.' % badObjFaceTexCo
print "obj import time: ", sys.time() - time1
def load_obj_ui(file):
IMPORT_MTL = Draw.Create(1)
IMPORT_DIR = Draw.Create(0)
IMPORT_NEW_SCENE = Draw.Create(0)
IMPORT_EDGES = Draw.Create(1)
IMPORT_SMOOTH_ALL = Draw.Create(0)
# Get USER Options
pup_block = [\
('Material (*.mtl)', IMPORT_MTL, 'Imports material settings and images from the obj\'s .mtl file'),\
('All *.obj\'s in dir', IMPORT_DIR, 'Import all obj files in this dir (avoid overlapping data with "Create scene")'),\
('Create scene', IMPORT_NEW_SCENE, 'Imports each obj into its own scene, named from the file'),\
'Geometry...',\
('Edges', IMPORT_EDGES, 'Import faces with 2 verts as in edge'),\
('Smooths all faces', IMPORT_SMOOTH_ALL, 'Smooth all faces even if they are not in a smoothing group'),\
]
if not os:
pup_block.pop(1) # Make sure this is the IMPORT_DIR option that requires OS
if not Draw.PupBlock('Import...', pup_block):
return
Window.WaitCursor(1)
Window.DrawProgressBar(0, '')
time = sys.time()
IMPORT_MTL = IMPORT_MTL.val
IMPORT_DIR = IMPORT_DIR.val
IMPORT_NEW_SCENE = IMPORT_NEW_SCENE.val
IMPORT_EDGES = IMPORT_EDGES.val
IMPORT_SMOOTH_ALL = IMPORT_SMOOTH_ALL.val
#orig_scene = Scene.GetCurrent()
obj_dir = stripFile(file)
if IMPORT_DIR:
obj_files = [(obj_dir,f) for f in os.listdir(obj_dir) if f.lower().endswith('obj')]
else:
obj_files = [(obj_dir,stripPath(file))]
obj_len = len(obj_files)
count = 0
for d, f in obj_files:
count+= 1
if not sys.exists(d+f):
print 'Error: "%s%s" does not exist' % (d,f)
else:
if IMPORT_NEW_SCENE:
scn = Scene.New('.'.join(f.split('.')[0:-1]))
scn.makeCurrent()
Window.DrawProgressBar((float(count)/obj_len) - 0.01, '%s: %i of %i' % (f, count, obj_len))
load_obj(d+f, IMPORT_MTL, IMPORT_EDGES, IMPORT_SMOOTH_ALL)
#orig_scene.makeCurrent() # We can leave them in there new scene.
Window.DrawProgressBar(1, '')
Window.WaitCursor(0)
if count > 1:
print 'Total obj import "%s" dir: %.2f' % (obj_dir, sys.time() - time)
def main():
Window.FileSelector(load_obj_ui, 'Import a Wavefront OBJ')
if __name__ == '__main__':
main()