forked from bartvdbraak/blender
9a85435e96
rename object.matrix --> matrix_world added object.matrix_local (parent relative matrix)
1047 lines
39 KiB
Python
1047 lines
39 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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__author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton', 'Mario Lapin']
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__url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/")
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__version__= '0.996'
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__bpydoc__= '''\
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3ds Importer
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This script imports a 3ds file and the materials into Blender for editing.
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Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
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0.996 by Mario Lapin (mario.lapin@gmail.com) 13/04/200 <br>
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- Implemented workaround to correct association between name, geometry and materials of
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imported meshes.
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Without this patch, version 0.995 of this importer would associate to each mesh object the
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geometry and the materials of the previously parsed mesh object. By so, the name of the
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first mesh object would be thrown away, and the name of the last mesh object would be
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automatically merged with a '.001' at the end. No object would desappear, however object's
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names and materials would be completely jumbled.
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0.995 by Campbell Barton<br>
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- workaround for buggy mesh vert delete
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- minor tweaks
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0.99 by Bob Holcomb<br>
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- added support for floating point color values that previously broke on import.
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0.98 by Campbell Barton<br>
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- import faces and verts to lists instead of a mesh, convert to a mesh later
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- use new index mapping feature of mesh to re-map faces that were not added.
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0.97 by Campbell Barton<br>
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- Strip material names of spaces
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- Added import as instance to import the 3ds into its own
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scene and add a group instance to the current scene
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- New option to scale down imported objects so they are within a limited bounding area.
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0.96 by Campbell Barton<br>
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- Added workaround for bug in setting UV's for Zero vert index UV faces.
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- Removed unique name function, let blender make the names unique.
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0.95 by Campbell Barton<br>
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- Removed workarounds for Blender 2.41
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- Mesh objects split by material- many 3ds objects used more then 16 per mesh.
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- Removed a lot of unneeded variable creation.
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0.94 by Campbell Barton<br>
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- Face import tested to be about overall 16x speedup over 0.93.
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- Material importing speedup.
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- Tested with more models.
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- Support some corrupt models.
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0.93 by Campbell Barton<br>
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- Tested with 400 3ds files from turbosquid and samples.
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- Tactfully ignore faces that used the same verts twice.
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- Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading.
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- Converted from NMesh to Mesh.
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- Faster and cleaner new names.
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- Use external comprehensive image loader.
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- Re intergrated 0.92 and 0.9 changes
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- Fixes for 2.41 compat.
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- Non textured faces do not use a texture flag.
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0.92<br>
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- Added support for diffuse, alpha, spec, bump maps in a single material
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0.9<br>
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- Reorganized code into object/material block functions<br>
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- Use of Matrix() to copy matrix data<br>
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- added support for material transparency<br>
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0.83 2005-08-07: Campell Barton
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- Aggressive image finding and case insensitivy for posisx systems.
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0.82a 2005-07-22
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- image texture loading (both for face uv and renderer)
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0.82 - image texture loading (for face uv)
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0.81a (fork- not 0.9) Campbell Barton 2005-06-08
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- Simplified import code
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- Never overwrite data
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- Faster list handling
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- Leaves import selected
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0.81 Damien McGinnes 2005-01-09
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- handle missing images better
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0.8 Damien McGinnes 2005-01-08
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- copies sticky UV coords to face ones
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- handles images better
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- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
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'''
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Script copyright (C) Bob Holcomb
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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# Importing modules
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import os
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import time
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import struct
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from import_scene_obj import unpack_face_list, load_image
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import bpy
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import mathutils
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BOUNDS_3DS = []
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######################################################
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# Data Structures
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######################################################
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#Some of the chunks that we will see
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#----- Primary Chunk, at the beginning of each file
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PRIMARY = int('0x4D4D',16)
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#------ Main Chunks
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OBJECTINFO = int('0x3D3D',16); #This gives the version of the mesh and is found right before the material and object information
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VERSION = int('0x0002',16); #This gives the version of the .3ds file
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EDITKEYFRAME= int('0xB000',16); #This is the header for all of the key frame info
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#------ sub defines of OBJECTINFO
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MATERIAL = 45055 #0xAFFF // This stored the texture info
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OBJECT = 16384 #0x4000 // This stores the faces, vertices, etc...
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#>------ sub defines of MATERIAL
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#------ sub defines of MATERIAL_BLOCK
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MAT_NAME = int('0xA000',16) # This holds the material name
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MAT_AMBIENT = int('0xA010',16) # Ambient color of the object/material
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MAT_DIFFUSE = int('0xA020',16) # This holds the color of the object/material
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MAT_SPECULAR = int('0xA030',16) # SPecular color of the object/material
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MAT_SHINESS = int('0xA040',16) # ??
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MAT_TRANSPARENCY= int('0xA050',16) # Transparency value of material
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MAT_SELF_ILLUM = int('0xA080',16) # Self Illumination value of material
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MAT_WIRE = int('0xA085',16) # Only render's wireframe
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MAT_TEXTURE_MAP = int('0xA200',16) # This is a header for a new texture map
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MAT_SPECULAR_MAP= int('0xA204',16) # This is a header for a new specular map
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MAT_OPACITY_MAP = int('0xA210',16) # This is a header for a new opacity map
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MAT_REFLECTION_MAP= int('0xA220',16) # This is a header for a new reflection map
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MAT_BUMP_MAP = int('0xA230',16) # This is a header for a new bump map
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MAT_MAP_FILENAME = int('0xA300',16) # This holds the file name of the texture
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MAT_FLOAT_COLOR = int ('0x0010', 16) #color defined as 3 floats
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MAT_24BIT_COLOR = int ('0x0011', 16) #color defined as 3 bytes
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#>------ sub defines of OBJECT
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OBJECT_MESH = int('0x4100',16); # This lets us know that we are reading a new object
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OBJECT_LAMP = int('0x4600',16); # This lets un know we are reading a light object
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OBJECT_LAMP_SPOT = int('0x4610',16); # The light is a spotloght.
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OBJECT_LAMP_OFF = int('0x4620',16); # The light off.
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OBJECT_LAMP_ATTENUATE = int('0x4625',16);
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OBJECT_LAMP_RAYSHADE = int('0x4627',16);
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OBJECT_LAMP_SHADOWED = int('0x4630',16);
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OBJECT_LAMP_LOCAL_SHADOW = int('0x4640',16);
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OBJECT_LAMP_LOCAL_SHADOW2 = int('0x4641',16);
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OBJECT_LAMP_SEE_CONE = int('0x4650',16);
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OBJECT_LAMP_SPOT_RECTANGULAR = int('0x4651',16);
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OBJECT_LAMP_SPOT_OVERSHOOT = int('0x4652',16);
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OBJECT_LAMP_SPOT_PROJECTOR = int('0x4653',16);
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OBJECT_LAMP_EXCLUDE = int('0x4654',16);
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OBJECT_LAMP_RANGE = int('0x4655',16);
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OBJECT_LAMP_ROLL = int('0x4656',16);
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OBJECT_LAMP_SPOT_ASPECT = int('0x4657',16);
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OBJECT_LAMP_RAY_BIAS = int('0x4658',16);
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OBJECT_LAMP_INNER_RANGE = int('0x4659',16);
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OBJECT_LAMP_OUTER_RANGE = int('0x465A',16);
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OBJECT_LAMP_MULTIPLIER = int('0x465B',16);
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OBJECT_LAMP_AMBIENT_LIGHT = int('0x4680',16);
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OBJECT_CAMERA= int('0x4700',16); # This lets un know we are reading a camera object
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#>------ sub defines of CAMERA
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OBJECT_CAM_RANGES= int('0x4720',16); # The camera range values
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#>------ sub defines of OBJECT_MESH
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OBJECT_VERTICES = int('0x4110',16); # The objects vertices
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OBJECT_FACES = int('0x4120',16); # The objects faces
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OBJECT_MATERIAL = int('0x4130',16); # This is found if the object has a material, either texture map or color
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OBJECT_UV = int('0x4140',16); # The UV texture coordinates
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OBJECT_TRANS_MATRIX = int('0x4160',16); # The Object Matrix
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global scn
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scn = None
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#the chunk class
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class chunk:
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ID = 0
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length = 0
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bytes_read = 0
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#we don't read in the bytes_read, we compute that
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binary_format='<HI'
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def __init__(self):
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self.ID = 0
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self.length = 0
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self.bytes_read = 0
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def dump(self):
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print('ID: ', self.ID)
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print('ID in hex: ', hex(self.ID))
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print('length: ', self.length)
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print('bytes_read: ', self.bytes_read)
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def read_chunk(file, chunk):
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temp_data = file.read(struct.calcsize(chunk.binary_format))
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data = struct.unpack(chunk.binary_format, temp_data)
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chunk.ID = data[0]
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chunk.length = data[1]
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#update the bytes read function
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chunk.bytes_read = 6
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#if debugging
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#chunk.dump()
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def read_string(file):
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#read in the characters till we get a null character
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s = b''
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while not s.endswith(b'\x00'):
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s += struct.unpack('<c', file.read(1))[0]
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#print 'string: ',s
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s = str(s[:-1], 'ASCII')
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# print("read string", s)
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#remove the null character from the string
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return s
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# return s[:-1]
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######################################################
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# IMPORT
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######################################################
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def process_next_object_chunk(file, previous_chunk):
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new_chunk = chunk()
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temp_chunk = chunk()
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while (previous_chunk.bytes_read < previous_chunk.length):
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#read the next chunk
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read_chunk(file, new_chunk)
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def skip_to_end(file, skip_chunk):
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buffer_size = skip_chunk.length - skip_chunk.bytes_read
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binary_format='%ic' % buffer_size
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temp_data = file.read(struct.calcsize(binary_format))
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skip_chunk.bytes_read += buffer_size
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def add_texture_to_material(image, texture, material, mapto):
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#print('assigning %s to %s' % (texture, material))
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if mapto not in ("COLOR", "SPECULARITY", "ALPHA", "NORMAL"):
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print('/tError: Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name))
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mapto = "COLOR"
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if image:
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texture.image = image
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# if image: texture.setImage(image) # double check its an image.
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material.add_texture(texture, "UV", mapto)
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def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
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#print previous_chunk.bytes_read, 'BYTES READ'
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contextObName = None
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contextLamp = [None, None] # object, Data
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contextMaterial = None
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contextMatrix_rot = None # Blender.mathutils.Matrix(); contextMatrix.identity()
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#contextMatrix_tx = None # Blender.mathutils.Matrix(); contextMatrix.identity()
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contextMesh_vertls = None
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contextMesh_facels = None
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contextMeshMaterials = {} # matname:[face_idxs]
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contextMeshUV = None
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TEXTURE_DICT = {}
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MATDICT = {}
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# TEXMODE = Mesh.FaceModes['TEX']
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# Localspace variable names, faster.
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STRUCT_SIZE_1CHAR = struct.calcsize('c')
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STRUCT_SIZE_2FLOAT = struct.calcsize('2f')
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STRUCT_SIZE_3FLOAT = struct.calcsize('3f')
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STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize('H')
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STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize('4H')
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STRUCT_SIZE_4x3MAT = struct.calcsize('ffffffffffff')
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_STRUCT_SIZE_4x3MAT = struct.calcsize('fffffffffffff')
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# STRUCT_SIZE_4x3MAT = calcsize('ffffffffffff')
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# print STRUCT_SIZE_4x3MAT, ' STRUCT_SIZE_4x3MAT'
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def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials):
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materialFaces = set() # faces that have a material. Can optimize?
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# Now make copies with assigned materils.
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def makeMeshMaterialCopy(matName, faces):
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'''
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Make a new mesh with only face the faces that use this material.
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faces can be any iterable object - containing ints.
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'''
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faceVertUsers = [False] * len(myContextMesh_vertls)
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ok = 0
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for fIdx in faces:
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for vindex in myContextMesh_facels[fIdx]:
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faceVertUsers[vindex] = True
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if matName != None: # if matName is none then this is a set(), meaning we are using the untextured faces and do not need to store textured faces.
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materialFaces.add(fIdx)
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ok = 1
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if not ok:
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return
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myVertMapping = {}
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vertMappingIndex = 0
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vertsToUse = [i for i in range(len(myContextMesh_vertls)) if faceVertUsers[i]]
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myVertMapping = dict( [ (ii, i) for i, ii in enumerate(vertsToUse) ] )
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tempName= '%s_%s' % (contextObName, matName) # matName may be None.
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bmesh = bpy.data.meshes.new(tempName)
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if matName == None:
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img = None
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else:
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bmat = MATDICT[matName][1]
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bmesh.add_material(bmat)
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# bmesh.materials = [bmat]
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try: img = TEXTURE_DICT[bmat.name]
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except: img = None
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# bmesh_verts = bmesh.verts
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if len(vertsToUse):
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bmesh.add_geometry(len(vertsToUse), 0, len(faces))
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# XXX why add extra vertex?
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# bmesh_verts.extend( [Vector()] )
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bmesh.verts.foreach_set("co", [x for tup in [myContextMesh_vertls[i] for i in vertsToUse] for x in tup])
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# bmesh_verts.extend( [myContextMesh_vertls[i] for i in vertsToUse] )
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# +1 because of DUMMYVERT
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bmesh.faces.foreach_set("verts_raw", unpack_face_list([[myVertMapping[vindex] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces]))
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# face_mapping = bmesh.faces.extend( [ [ bmesh_verts[ myVertMapping[vindex]+1] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces ], indexList=True )
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if bmesh.faces and (contextMeshUV or img):
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bmesh.add_uv_texture()
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for ii, i in enumerate(faces):
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# Mapped index- faces may have not been added- if so, then map to the correct index
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# BUGGY API - face_mapping is not always the right length
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# map_index = face_mapping[ii]
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if 1:
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# if map_index != None:
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targetFace = bmesh.faces[ii]
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# targetFace = bmesh.faces[map_index]
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uf = bmesh.active_uv_texture.data[ii]
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if contextMeshUV:
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# v.index-1 because of the DUMMYVERT
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uvs = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]]
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if len(myContextMesh_facels[i]) == 3:
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uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs + [(0.0, 0.0)]
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else:
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uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs
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# targetFace.uv = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]]
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if img:
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uf.image = img
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# to get this image to show up in 'Textured' shading mode
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uf.tex = True
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# bmesh.transform(contextMatrix)
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ob = bpy.data.objects.new(tempName, bmesh)
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SCN.objects.link(ob)
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# ob = SCN_OBJECTS.new(bmesh, tempName)
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'''
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if contextMatrix_tx:
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ob.setMatrix(contextMatrix_tx)
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'''
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if contextMatrix_rot:
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ob.matrix_world = contextMatrix_rot
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importedObjects.append(ob)
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bmesh.update()
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# bmesh.calcNormals()
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for matName, faces in myContextMeshMaterials.items():
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makeMeshMaterialCopy(matName, faces)
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if len(materialFaces) != len(myContextMesh_facels):
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# Invert material faces.
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makeMeshMaterialCopy(None, set(range(len( myContextMesh_facels ))) - materialFaces)
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#raise 'Some UnMaterialed faces', len(contextMesh.faces)
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#a spare chunk
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new_chunk = chunk()
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temp_chunk = chunk()
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CreateBlenderObject = False
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def read_float_color(temp_chunk):
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temp_data = file.read(struct.calcsize('3f'))
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temp_chunk.bytes_read += 12
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return [float(col) for col in struct.unpack('<3f', temp_data)]
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def read_byte_color(temp_chunk):
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temp_data = file.read(struct.calcsize('3B'))
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temp_chunk.bytes_read += 3
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return [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
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def read_texture(new_chunk, temp_chunk, name, mapto):
|
|
new_texture = bpy.data.textures.new(name)
|
|
new_texture.type = 'IMAGE'
|
|
new_texture = new_texture.recast_type()
|
|
|
|
img = None
|
|
while (new_chunk.bytes_read < new_chunk.length):
|
|
#print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length
|
|
read_chunk(file, temp_chunk)
|
|
|
|
if (temp_chunk.ID == MAT_MAP_FILENAME):
|
|
texture_name = read_string(file)
|
|
img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
|
|
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
|
|
if img:
|
|
add_texture_to_material(img, new_texture, contextMaterial, mapto)
|
|
|
|
dirname = os.path.dirname(FILENAME)
|
|
|
|
#loop through all the data for this chunk (previous chunk) and see what it is
|
|
while (previous_chunk.bytes_read < previous_chunk.length):
|
|
#print '\t', previous_chunk.bytes_read, 'keep going'
|
|
#read the next chunk
|
|
#print 'reading a chunk'
|
|
read_chunk(file, new_chunk)
|
|
|
|
#is it a Version chunk?
|
|
if (new_chunk.ID == VERSION):
|
|
#print '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'))
|
|
version = struct.unpack('<I', temp_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 'elif (new_chunk.ID == OBJECTINFO):'
|
|
# print 'found an OBJECTINFO chunk'
|
|
process_next_chunk(file, new_chunk, importedObjects, IMAGE_SEARCH)
|
|
|
|
#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):
|
|
|
|
if CreateBlenderObject:
|
|
putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
|
|
contextMesh_vertls = []; contextMesh_facels = []
|
|
|
|
## preparando para receber o proximo objeto
|
|
contextMeshMaterials = {} # matname:[face_idxs]
|
|
contextMeshUV = None
|
|
#contextMesh.vertexUV = 1 # Make sticky coords.
|
|
# Reset matrix
|
|
contextMatrix_rot = None
|
|
#contextMatrix_tx = None
|
|
|
|
CreateBlenderObject = True
|
|
tempName = read_string(file)
|
|
contextObName = tempName
|
|
new_chunk.bytes_read += len(tempName)+1
|
|
|
|
#is it a material chunk?
|
|
elif (new_chunk.ID == MATERIAL):
|
|
|
|
# print("read material")
|
|
|
|
#print 'elif (new_chunk.ID == MATERIAL):'
|
|
contextMaterial = bpy.data.materials.new('Material')
|
|
|
|
elif (new_chunk.ID == MAT_NAME):
|
|
#print 'elif (new_chunk.ID == MAT_NAME):'
|
|
material_name = read_string(file)
|
|
|
|
# print("material name", material_name)
|
|
|
|
#plus one for the null character that ended the string
|
|
new_chunk.bytes_read += len(material_name)+1
|
|
|
|
contextMaterial.name = material_name.rstrip() # remove trailing whitespace
|
|
MATDICT[material_name]= (contextMaterial.name, contextMaterial)
|
|
|
|
elif (new_chunk.ID == MAT_AMBIENT):
|
|
#print 'elif (new_chunk.ID == MAT_AMBIENT):'
|
|
read_chunk(file, temp_chunk)
|
|
if (temp_chunk.ID == MAT_FLOAT_COLOR):
|
|
contextMaterial.mirror_color = read_float_color(temp_chunk)
|
|
# temp_data = file.read(struct.calcsize('3f'))
|
|
# temp_chunk.bytes_read += 12
|
|
# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)]
|
|
elif (temp_chunk.ID == MAT_24BIT_COLOR):
|
|
contextMaterial.mirror_color = read_byte_color(temp_chunk)
|
|
# temp_data = file.read(struct.calcsize('3B'))
|
|
# temp_chunk.bytes_read += 3
|
|
# contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
|
|
else:
|
|
skip_to_end(file, temp_chunk)
|
|
new_chunk.bytes_read += temp_chunk.bytes_read
|
|
|
|
elif (new_chunk.ID == MAT_DIFFUSE):
|
|
#print 'elif (new_chunk.ID == MAT_DIFFUSE):'
|
|
read_chunk(file, temp_chunk)
|
|
if (temp_chunk.ID == MAT_FLOAT_COLOR):
|
|
contextMaterial.diffuse_color = read_float_color(temp_chunk)
|
|
# temp_data = file.read(struct.calcsize('3f'))
|
|
# temp_chunk.bytes_read += 12
|
|
# contextMaterial.rgbCol = [float(col) for col in struct.unpack('<3f', temp_data)]
|
|
elif (temp_chunk.ID == MAT_24BIT_COLOR):
|
|
contextMaterial.diffuse_color = read_byte_color(temp_chunk)
|
|
# temp_data = file.read(struct.calcsize('3B'))
|
|
# temp_chunk.bytes_read += 3
|
|
# contextMaterial.rgbCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
|
|
else:
|
|
skip_to_end(file, temp_chunk)
|
|
|
|
# print("read material diffuse color", contextMaterial.diffuse_color)
|
|
|
|
new_chunk.bytes_read += temp_chunk.bytes_read
|
|
|
|
elif (new_chunk.ID == MAT_SPECULAR):
|
|
#print 'elif (new_chunk.ID == MAT_SPECULAR):'
|
|
read_chunk(file, temp_chunk)
|
|
if (temp_chunk.ID == MAT_FLOAT_COLOR):
|
|
contextMaterial.specular_color = read_float_color(temp_chunk)
|
|
# temp_data = file.read(struct.calcsize('3f'))
|
|
# temp_chunk.bytes_read += 12
|
|
# contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)]
|
|
elif (temp_chunk.ID == MAT_24BIT_COLOR):
|
|
contextMaterial.specular_color = read_byte_color(temp_chunk)
|
|
# temp_data = file.read(struct.calcsize('3B'))
|
|
# temp_chunk.bytes_read += 3
|
|
# contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
|
|
else:
|
|
skip_to_end(file, temp_chunk)
|
|
new_chunk.bytes_read += temp_chunk.bytes_read
|
|
|
|
elif (new_chunk.ID == MAT_TEXTURE_MAP):
|
|
read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR")
|
|
|
|
elif (new_chunk.ID == MAT_SPECULAR_MAP):
|
|
read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY")
|
|
|
|
elif (new_chunk.ID == MAT_OPACITY_MAP):
|
|
read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA")
|
|
|
|
elif (new_chunk.ID == MAT_BUMP_MAP):
|
|
read_texture(new_chunk, temp_chunk, "Bump", "NORMAL")
|
|
|
|
elif (new_chunk.ID == MAT_TRANSPARENCY):
|
|
#print 'elif (new_chunk.ID == MAT_TRANSPARENCY):'
|
|
read_chunk(file, temp_chunk)
|
|
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
|
|
temp_chunk.bytes_read += 2
|
|
contextMaterial.alpha = 1-(float(struct.unpack('<H', temp_data)[0])/100)
|
|
new_chunk.bytes_read += temp_chunk.bytes_read
|
|
|
|
|
|
elif (new_chunk.ID == OBJECT_LAMP): # Basic lamp support.
|
|
|
|
temp_data = file.read(STRUCT_SIZE_3FLOAT)
|
|
|
|
x,y,z = struct.unpack('<3f', temp_data)
|
|
new_chunk.bytes_read += STRUCT_SIZE_3FLOAT
|
|
|
|
ob = bpy.data.objects.new("Lamp", bpy.data.lamps.new("Lamp"))
|
|
SCN.objects.link(ob)
|
|
|
|
contextLamp[1]= ob.data
|
|
# contextLamp[1]= bpy.data.lamps.new()
|
|
contextLamp[0]= ob
|
|
# contextLamp[0]= SCN_OBJECTS.new(contextLamp[1])
|
|
importedObjects.append(contextLamp[0])
|
|
|
|
#print 'number of faces: ', num_faces
|
|
#print x,y,z
|
|
contextLamp[0].location = (x, y, z)
|
|
# contextLamp[0].setLocation(x,y,z)
|
|
|
|
# Reset matrix
|
|
contextMatrix_rot = None
|
|
#contextMatrix_tx = None
|
|
#print contextLamp.name,
|
|
|
|
elif (new_chunk.ID == OBJECT_MESH):
|
|
# print 'Found an OBJECT_MESH chunk'
|
|
pass
|
|
elif (new_chunk.ID == OBJECT_VERTICES):
|
|
'''
|
|
Worldspace vertex locations
|
|
'''
|
|
# print 'elif (new_chunk.ID == OBJECT_VERTICES):'
|
|
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
num_verts = struct.unpack('<H', temp_data)[0]
|
|
new_chunk.bytes_read += 2
|
|
|
|
# print 'number of verts: ', num_verts
|
|
def getvert():
|
|
temp_data = struct.unpack('<3f', file.read(STRUCT_SIZE_3FLOAT))
|
|
new_chunk.bytes_read += STRUCT_SIZE_3FLOAT #12: 3 floats x 4 bytes each
|
|
return temp_data
|
|
|
|
#contextMesh.verts.extend( [Vector(),] ) # DUMMYVERT! - remove when blenders internals are fixed.
|
|
contextMesh_vertls = [getvert() for i in range(num_verts)]
|
|
|
|
#print 'object verts: bytes read: ', new_chunk.bytes_read
|
|
|
|
elif (new_chunk.ID == OBJECT_FACES):
|
|
# print 'elif (new_chunk.ID == OBJECT_FACES):'
|
|
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
num_faces = struct.unpack('<H', temp_data)[0]
|
|
new_chunk.bytes_read += 2
|
|
#print 'number of faces: ', num_faces
|
|
|
|
def getface():
|
|
# print '\ngetting a face'
|
|
temp_data = file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
|
|
new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
|
|
v1,v2,v3,dummy = struct.unpack('<4H', temp_data)
|
|
return v1, v2, v3
|
|
|
|
contextMesh_facels = [ getface() for i in range(num_faces) ]
|
|
|
|
|
|
elif (new_chunk.ID == OBJECT_MATERIAL):
|
|
# print 'elif (new_chunk.ID == OBJECT_MATERIAL):'
|
|
material_name = read_string(file)
|
|
new_chunk.bytes_read += len(material_name)+1 # remove 1 null character.
|
|
|
|
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
num_faces_using_mat = struct.unpack('<H', temp_data)[0]
|
|
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
|
|
|
|
def getmat():
|
|
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
|
|
return struct.unpack('<H', temp_data)[0]
|
|
|
|
contextMeshMaterials[material_name]= [ getmat() for i in range(num_faces_using_mat) ]
|
|
|
|
#look up the material in all the materials
|
|
|
|
elif (new_chunk.ID == OBJECT_UV):
|
|
temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
|
|
num_uv = struct.unpack('<H', temp_data)[0]
|
|
new_chunk.bytes_read += 2
|
|
|
|
def getuv():
|
|
temp_data = file.read(STRUCT_SIZE_2FLOAT)
|
|
new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
|
|
return mathutils.Vector( struct.unpack('<2f', temp_data) )
|
|
|
|
contextMeshUV = [ getuv() for i in range(num_uv) ]
|
|
|
|
elif (new_chunk.ID == OBJECT_TRANS_MATRIX):
|
|
# How do we know the matrix size? 54 == 4x4 48 == 4x3
|
|
temp_data = file.read(STRUCT_SIZE_4x3MAT)
|
|
data = list( struct.unpack('<ffffffffffff', temp_data) )
|
|
new_chunk.bytes_read += STRUCT_SIZE_4x3MAT
|
|
|
|
contextMatrix_rot = mathutils.Matrix(\
|
|
data[:3] + [0],\
|
|
data[3:6] + [0],\
|
|
data[6:9] + [0],\
|
|
data[9:] + [1])
|
|
|
|
|
|
'''
|
|
contextMatrix_rot = Blender.mathutils.Matrix(\
|
|
data[:3] + [0],\
|
|
data[3:6] + [0],\
|
|
data[6:9] + [0],\
|
|
[0,0,0,1])
|
|
'''
|
|
|
|
'''
|
|
contextMatrix_rot = Blender.mathutils.Matrix(\
|
|
data[:3] ,\
|
|
data[3:6],\
|
|
data[6:9])
|
|
'''
|
|
|
|
'''
|
|
contextMatrix_rot = Blender.mathutils.Matrix()
|
|
m = 0
|
|
for j in xrange(4):
|
|
for i in xrange(3):
|
|
contextMatrix_rot[j][i] = data[m]
|
|
m += 1
|
|
|
|
contextMatrix_rot[0][3]=0;
|
|
contextMatrix_rot[1][3]=0;
|
|
contextMatrix_rot[2][3]=0;
|
|
contextMatrix_rot[3][3]=1;
|
|
'''
|
|
|
|
#contextMatrix_rot.resize4x4()
|
|
#print "MTX"
|
|
#print contextMatrix_rot
|
|
contextMatrix_rot.invert()
|
|
#print contextMatrix_rot
|
|
#contextMatrix_tx = Blender.mathutils.TranslationMatrix(0.5 * Blender.mathutils.Vector(data[9:]))
|
|
#contextMatrix_tx.invert()
|
|
|
|
#tx.invert()
|
|
|
|
#contextMatrix = contextMatrix * tx
|
|
#contextMatrix = contextMatrix *tx
|
|
|
|
elif (new_chunk.ID == MAT_MAP_FILENAME):
|
|
texture_name = read_string(file)
|
|
try:
|
|
TEXTURE_DICT[contextMaterial.name]
|
|
except:
|
|
#img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
|
|
img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
|
|
# img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
|
|
|
|
new_chunk.bytes_read += len(texture_name)+1 #plus one for the null character that gets removed
|
|
|
|
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='%ic' % buffer_size
|
|
temp_data = file.read(struct.calcsize(binary_format))
|
|
new_chunk.bytes_read += buffer_size
|
|
|
|
|
|
#update the previous chunk bytes read
|
|
# print 'previous_chunk.bytes_read += new_chunk.bytes_read'
|
|
# print previous_chunk.bytes_read, new_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_facels != None:
|
|
putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
|
|
|
|
def load_3ds(filename, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True, APPLY_MATRIX=False):
|
|
global FILENAME, SCN
|
|
# global FILENAME, SCN_OBJECTS
|
|
|
|
# XXX
|
|
# if BPyMessages.Error_NoFile(filename):
|
|
# return
|
|
|
|
print('\n\nImporting 3DS: "%s"' % (filename))
|
|
# print('\n\nImporting 3DS: "%s"' % (Blender.sys.expandpath(filename)))
|
|
|
|
time1 = time.clock()
|
|
# time1 = Blender.sys.time()
|
|
|
|
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
|
|
|
|
|
|
# IMPORT_AS_INSTANCE = Blender.Draw.Create(0)
|
|
# IMPORT_CONSTRAIN_BOUNDS = Blender.Draw.Create(10.0)
|
|
# IMAGE_SEARCH = Blender.Draw.Create(1)
|
|
# APPLY_MATRIX = Blender.Draw.Create(0)
|
|
|
|
# Get USER Options
|
|
# pup_block = [\
|
|
# ('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by 10 until it reacehs the size constraint. Zero Disables.'),\
|
|
# ('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\
|
|
# ('Transform Fix', APPLY_MATRIX, 'Workaround for object transformations importing incorrectly'),\
|
|
# #('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\
|
|
# ]
|
|
|
|
# if PREF_UI:
|
|
# if not Blender.Draw.PupBlock('Import 3DS...', pup_block):
|
|
# return
|
|
|
|
# Blender.Window.WaitCursor(1)
|
|
|
|
# IMPORT_CONSTRAIN_BOUNDS = IMPORT_CONSTRAIN_BOUNDS.val
|
|
# # IMPORT_AS_INSTANCE = IMPORT_AS_INSTANCE.val
|
|
# IMAGE_SEARCH = IMAGE_SEARCH.val
|
|
# APPLY_MATRIX = APPLY_MATRIX.val
|
|
|
|
if IMPORT_CONSTRAIN_BOUNDS:
|
|
BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30]
|
|
else:
|
|
BOUNDS_3DS[:]= []
|
|
|
|
##IMAGE_SEARCH
|
|
|
|
scn = context.scene
|
|
# scn = bpy.data.scenes.active
|
|
SCN = scn
|
|
# SCN_OBJECTS = scn.objects
|
|
# SCN_OBJECTS.selected = [] # de select all
|
|
|
|
importedObjects = [] # Fill this list with objects
|
|
process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH)
|
|
|
|
|
|
# Link the objects into this scene.
|
|
# Layers = scn.Layers
|
|
|
|
# REMOVE DUMMYVERT, - remove this in the next release when blenders internal are fixed.
|
|
|
|
|
|
# for ob in importedObjects:
|
|
# if ob.type == 'MESH':
|
|
# # if ob.type=='Mesh':
|
|
# me = ob.getData(mesh=1)
|
|
# me.verts.delete([me.verts[0],])
|
|
# if not APPLY_MATRIX:
|
|
# me.transform(ob.matrix_world.copy().invert())
|
|
|
|
# Done DUMMYVERT
|
|
"""
|
|
if IMPORT_AS_INSTANCE:
|
|
name = filename.split('\\')[-1].split('/')[-1]
|
|
# Create a group for this import.
|
|
group_scn = Scene.New(name)
|
|
for ob in importedObjects:
|
|
group_scn.link(ob) # dont worry about the layers
|
|
|
|
grp = Blender.Group.New(name)
|
|
grp.objects = importedObjects
|
|
|
|
grp_ob = Object.New('Empty', name)
|
|
grp_ob.enableDupGroup = True
|
|
grp_ob.DupGroup = grp
|
|
scn.link(grp_ob)
|
|
grp_ob.Layers = Layers
|
|
grp_ob.sel = 1
|
|
else:
|
|
# Select all imported objects.
|
|
for ob in importedObjects:
|
|
scn.link(ob)
|
|
ob.Layers = Layers
|
|
ob.sel = 1
|
|
"""
|
|
|
|
if 0:
|
|
# if IMPORT_CONSTRAIN_BOUNDS!=0.0:
|
|
# Set bounds from objecyt bounding box
|
|
for ob in importedObjects:
|
|
if ob.type == 'MESH':
|
|
# if ob.type=='Mesh':
|
|
ob.makeDisplayList() # Why dosnt this update the bounds?
|
|
for v in ob.getBoundBox():
|
|
for i in (0,1,2):
|
|
if v[i] < BOUNDS_3DS[i]:
|
|
BOUNDS_3DS[i]= v[i] # min
|
|
|
|
if v[i] > BOUNDS_3DS[i + 3]:
|
|
BOUNDS_3DS[i + 3]= v[i] # min
|
|
|
|
# Get the max axis x/y/z
|
|
max_axis = max(BOUNDS_3DS[3]-BOUNDS_3DS[0], BOUNDS_3DS[4]-BOUNDS_3DS[1], BOUNDS_3DS[5]-BOUNDS_3DS[2])
|
|
# print max_axis
|
|
if max_axis < 1 << 30: # Should never be false but just make sure.
|
|
|
|
# Get a new scale factor if set as an option
|
|
SCALE = 1.0
|
|
while (max_axis * SCALE) > IMPORT_CONSTRAIN_BOUNDS:
|
|
SCALE/=10
|
|
|
|
# SCALE Matrix
|
|
SCALE_MAT = mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
|
|
# SCALE_MAT = Blender.mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
|
|
|
|
for ob in importedObjects:
|
|
ob.matrix_world = ob.matrix_world * SCALE_MAT
|
|
|
|
# Done constraining to bounds.
|
|
|
|
# Select all new objects.
|
|
print('finished importing: "%s" in %.4f sec.' % (filename, (time.clock()-time1)))
|
|
# print('finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1)))
|
|
file.close()
|
|
|
|
|
|
DEBUG = False
|
|
# For testing compatibility
|
|
#load_3ds('/metavr/convert/vehicle/truck_002/TruckTanker1.3DS', False)
|
|
#load_3ds('/metavr/archive/convert/old/arranged_3ds_to_hpx-2/only-need-engine-trains/Engine2.3DS', False)
|
|
'''
|
|
|
|
else:
|
|
import os
|
|
# DEBUG ONLY
|
|
TIME = Blender.sys.time()
|
|
import os
|
|
print 'Searching for files'
|
|
os.system('find /metavr/ -iname "*.3ds" > /tmp/temp3ds_list')
|
|
# os.system('find /storage/ -iname "*.3ds" > /tmp/temp3ds_list')
|
|
print '...Done'
|
|
file = open('/tmp/temp3ds_list', 'r')
|
|
lines = file.readlines()
|
|
file.close()
|
|
# sort by filesize for faster testing
|
|
lines_size = [(os.path.getsize(f[:-1]), f[:-1]) for f in lines]
|
|
lines_size.sort()
|
|
lines = [f[1] for f in lines_size]
|
|
|
|
|
|
def between(v,a,b):
|
|
if v <= max(a,b) and v >= min(a,b):
|
|
return True
|
|
return False
|
|
|
|
for i, _3ds in enumerate(lines):
|
|
if between(i, 650,800):
|
|
#_3ds= _3ds[:-1]
|
|
print 'Importing', _3ds, '\nNUMBER', i, 'of', len(lines)
|
|
_3ds_file= _3ds.split('/')[-1].split('\\')[-1]
|
|
newScn = Blender.Scene.New(_3ds_file)
|
|
newScn.makeCurrent()
|
|
load_3ds(_3ds, False)
|
|
|
|
print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME)
|
|
|
|
'''
|
|
from bpy.props import *
|
|
|
|
|
|
class IMPORT_OT_autodesk_3ds(bpy.types.Operator):
|
|
'''Import from 3DS file format (.3ds)'''
|
|
bl_idname = "import_scene.autodesk_3ds"
|
|
bl_label = 'Import 3DS'
|
|
|
|
# List of operator properties, the attributes will be assigned
|
|
# to the class instance from the operator settings before calling.
|
|
|
|
filepath = StringProperty(name="File Path", description="Filepath used for importing the 3DS file", maxlen= 1024, default= "")
|
|
|
|
# size_constraint = FloatProperty(name="Size Constraint", description="Scale the model by 10 until it reacehs the size constraint. Zero Disables.", min=0.0, max=1000.0, soft_min=0.0, soft_max=1000.0, default=10.0),
|
|
# search_images = BoolProperty(name="Image Search", description="Search subdirectories for any assosiated images (Warning, may be slow)", default=True),
|
|
# apply_matrix = BoolProperty(name="Transform Fix", description="Workaround for object transformations importing incorrectly", default=False),
|
|
|
|
def execute(self, context):
|
|
load_3ds(self.properties.filepath, context, 0.0, False, False)
|
|
return {'FINISHED'}
|
|
|
|
def invoke(self, context, event):
|
|
wm = context.manager
|
|
wm.add_fileselect(self)
|
|
return {'RUNNING_MODAL'}
|
|
|
|
|
|
def menu_func(self, context):
|
|
self.layout.operator(IMPORT_OT_autodesk_3ds.bl_idname, text="3D Studio (.3ds)")
|
|
|
|
def register():
|
|
bpy.types.register(IMPORT_OT_autodesk_3ds)
|
|
bpy.types.INFO_MT_file_import.append(menu_func)
|
|
|
|
def unregister():
|
|
bpy.types.unregister(IMPORT_OT_autodesk_3ds)
|
|
bpy.types.INFO_MT_file_import.remove(menu_func)
|
|
|
|
# NOTES:
|
|
# why add 1 extra vertex? and remove it when done? - "Answer - eekadoodle - would need to re-order UV's without this since face order isnt always what we give blender, BMesh will solve :D"
|
|
# disabled scaling to size, this requires exposing bb (easy) and understanding how it works (needs some time)
|
|
|
|
if __name__ == "__main__":
|
|
register()
|
|
|