blender/release/scripts/obj_import.py
Willian Padovani Germano 399f670ac7 Scripts updated:
- Jean-Michel Soler: paths import -- ai and svg modules;
- Jean-Baptiste PERIN: bvh to armatures (note: should not work until we re-wrap armatures in bpython);
- Campbell Barton: obj importer.

Thanks guys, excuse me the delay.

- tiny doc update.
2005-07-11 02:41:08 +00:00

763 lines
26 KiB
Python

#!BPY
"""
Name: 'Wavefront (.obj)...'
Blender: 237
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File'
"""
__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 *****
# --------------------------------------------------------------------------
ABORT_MENU = 'Failed Reading OBJ%t|File is probably another type|if not send this file to|cbarton@metavr.com|with MTL and image files for further testing.'
NULL_MAT = '(null)' # Name for mesh's that have no mat set.
NULL_IMG = '(null)' # Name for mesh's that have no mat set.
MATLIMIT = 16 # This isnt about to change but probably should not be hard coded.
DIR = ''
#==============================================#
# 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
return name[ : name.rfind('.') ]
from Blender import *
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def getImg(img_fileName, dir):
img_fileName_strip = stripPath(img_fileName)
for i in Image.Get():
if stripPath(i.filename) == img_fileName_strip:
return i
try: # Absolute dir
return Image.Load(img_fileName)
except IOError:
pass
# Relative dir
if img_fileName.startswith('/'):
img_fileName = img_fileName[1:]
elif img_fileName.startswith('./'):
img_fileName = img_fileName[2:]
elif img_fileName.startswith('\\'):
img_fileName = img_fileName[1:]
elif img_fileName.startswith('.\\'):
img_fileName = img_fileName[2:]
# if we are this far it means the image hasnt been loaded.
try:
return Image.Load( dir + img_fileName)
except IOError:
pass
# Its unlikely but the image might be with the OBJ file, and the path provided not relevent.
# if the user extracted an archive with no paths this could happen.
try:
return Image.Load( dir + img_fileName_strip)
except IOError:
pass
print '\tunable to open image file: "%s"' % img_fileName
return None
#==================================================================================#
# 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 = getImg(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.values():
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:
pass
elif l[0] == '#' or len(l) == 0:
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.'
#===========================================================================#
# Returns unique name of object/mesh (preserve overwriting existing meshes) #
#===========================================================================#
def getUniqueName(name):
newName = name
uniqueInt = 0
while 1:
try:
ob = Object.Get(newName)
# Okay, this is working, so lets make a new name
newName = '%s.%d' % (name, uniqueInt)
uniqueInt +=1
except AttributeError:
if newName not in NMesh.GetNames():
return newName
else:
newName = '%s.%d' % (name, uniqueInt)
uniqueInt +=1
#==================================================================================#
# This loads data from .obj file #
#==================================================================================#
def load_obj(file):
time1 = sys.time()
# 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 = None
DIR = stripFile(file)
tempFile = open(file, 'r')
fileLines = tempFile.readlines()
tempFile.close()
uvMapList = [(0,0)] # store tuple uv pairs here
# This dummy vert makes life a whole lot easier-
# pythons index system then aligns with objs, remove later
vertList = [None] # 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_MAT)
currentMat = nullMat # Use this mat.
currentImg = None # Null image is a string, otherwise this should be set to an image object.\
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) #
#==================================================================================#
nonVertFileLines = []
smoothingGroups = {}
materialDict = {} # Store all imported materials as unique dict, names are key
lIdx = 0
print '\tfile length: %d' % len(fileLines)
try:
while lIdx < len(fileLines):
# Ignore vert normals
if fileLines[lIdx].startswith('vn'):
lIdx+=1
continue
# Dont Bother splitting empty or comment lines.
if len(fileLines[lIdx]) == 0 or\
fileLines[lIdx][0] == '\n' or\
fileLines[lIdx][0] == '#':
pass
else:
fileLines[lIdx] = fileLines[lIdx].split()
l = fileLines[lIdx]
# Splitting may
if len(l) == 0:
pass
# Verts
elif l[0] == 'v':
vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) )
# UV COORDINATE
elif l[0] == 'vt':
uvMapList.append( (float(l[1]), float(l[2])) )
# Smoothing groups, make a list of unique.
elif l[0] == 's':
if len(l) > 1:
smoothingGroups['_'.join(l[1:])] = None # Can we assign something more usefull? cant use sets yet
# Keep Smoothing group line
nonVertFileLines.append(l)
# Smoothing groups, make a list of unique.
elif l[0] == 'usemtl':
if len(l) > 1:
materialDict['_'.join(l[1:])] = None # Can we assign something more usefull? cant use sets yet
# Keep Smoothing group line
nonVertFileLines.append(l)
else:
nonVertFileLines.append(l)
lIdx+=1
except:
print Draw.PupMenu(ABORT_MENU)
return
del fileLines
fileLines = nonVertFileLines
del nonVertFileLines
# 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.keys():
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.
currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
# Set the initial '(null)' Smooth group, every mesh has one.
currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup
# 0:NMesh, 1:SmoothGroups[UsedVerts[0,0,0,0]], 2:materialMapping['matname':matIndexForThisNMesh]
meshDict[currentObjectName] = (currentMesh, currentUsedVertList, currentMaterialMeshMapping)
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 #
#==================================================================================#
try:
lIdx = 0
# Face and Object loading LOOP
while lIdx < len(fileLines):
l = fileLines[lIdx]
# FACE
if l[0] == 'f':
# Make a face with the correct material.
# Add material to mesh
if contextMeshMatIdx == -1:
tmpMatLs = currentMesh.materials
if len(tmpMatLs) == MATLIMIT:
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)-1 # 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)
vIdxLs.append(int(objVert[0]))
if fHasUV:
# UV
if len(objVert) == 1:
#vtIdxLs.append(int(objVert[0])) # replace with below.
vtIdxLs.append(vIdxLs[-1]) # Sticky UV coords
elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2
vtIdxLs.append(int(objVert[1])) # Seperate UV coords
else:
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
print 'badly written OBJ file, invalid references to UV Texture coordinates.'
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
if len(vIdxLs) == 4:
'''
f = NMesh.Face()
for i in quadList: # quadList == [0,1,2,3]
if currentUsedVertListSmoothGroup[vIdxLs[i]] == 0:
v = vertList[vIdxLs[i]]
currentMesh.verts.append(v)
f.append(v)
currentUsedVertListSmoothGroup[vIdxLs[i]] = len(currentMesh.verts)-1
else:
f.v.append(currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i]]])
'''
if currentUsedVertListSmoothGroup[vIdxLs[0]] == 0:
faceQuadVList[0] = vertList[vIdxLs[0]]
currentUsedVertListSmoothGroup[vIdxLs[0]] = len(currentMesh.verts)
else:
faceQuadVList[0] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]]
if currentUsedVertListSmoothGroup[vIdxLs[1]] == 0:
faceQuadVList[1] = vertList[vIdxLs[1]]
currentUsedVertListSmoothGroup[vIdxLs[1]] = len(currentMesh.verts)+1
else:
faceQuadVList[1] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[1]]]
if currentUsedVertListSmoothGroup[vIdxLs[2]] == 0:
faceQuadVList[2] = vertList[vIdxLs[2]]
currentUsedVertListSmoothGroup[vIdxLs[2]] = len(currentMesh.verts)+2
else:
faceQuadVList[2] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[2]]]
if currentUsedVertListSmoothGroup[vIdxLs[3]] == 0:
faceQuadVList[3] = vertList[vIdxLs[3]]
currentUsedVertListSmoothGroup[vIdxLs[3]] = len(currentMesh.verts)+3
else:
faceQuadVList[3] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[3]]]
currentMesh.verts.extend(faceQuadVList)
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):
'''
f = NMesh.Face()
for ii in [0, i+1, i+2]:
if currentUsedVertListSmoothGroup[vIdxLs[ii]] == 0:
v = vertList[vIdxLs[ii]]
currentMesh.verts.append(v)
f.append(v)
currentUsedVertListSmoothGroup[vIdxLs[ii]] = len(currentMesh.verts)-1
else:
f.v.append(currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[ii]]])
'''
if currentUsedVertListSmoothGroup[vIdxLs[0]] == 0:
faceTriVList[0] = vertList[vIdxLs[0]]
currentUsedVertListSmoothGroup[vIdxLs[0]] = len(currentMesh.verts)
else:
faceTriVList[0] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]]
if currentUsedVertListSmoothGroup[vIdxLs[i+1]] == 0:
faceTriVList[1] = vertList[vIdxLs[i+1]]
currentUsedVertListSmoothGroup[vIdxLs[i+1]] = len(currentMesh.verts)+1
else:
faceTriVList[1] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i+1]]]
if currentUsedVertListSmoothGroup[vIdxLs[i+2]] == 0:
faceTriVList[2] = vertList[vIdxLs[i+2]]
currentUsedVertListSmoothGroup[vIdxLs[i+2]] = len(currentMesh.verts)+2
else:
faceTriVList[2] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i+2]]]
currentMesh.verts.extend(faceTriVList)
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)'
try:
currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup]
except KeyError:
currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup
else:
if l[1] == 'off':
currentSmooth = False
currentSmoothGroup = '(null)'
# We all have a null group so dont need to try
currentUsedVertListSmoothGroup = currentUsedVertList['(null)']
else:
currentSmooth = True
currentSmoothGroup = '_'.join(l[1:])
# 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_%d' % currentUnnamedGroupIdx
currentUnnamedGroupIdx +=1
else: # is an object.
currentObjectName = 'unnamed_ob_%d' % 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 currentObjectName not in meshDict.keys():
currentMesh = NMesh.GetRaw()
currentUsedVertList = {}
# Sg is a string
currentSmoothGroup = '(null)'
currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup
currentMaterialMeshMapping = {}
meshDict[currentObjectName] = (currentMesh, currentUsedVertList, currentMaterialMeshMapping)
currentMesh.hasFaceUV(1)
currentMesh.verts.append( vertList[0] )
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)'
currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup]
# MATERIAL
elif l[0] == 'usemtl':
if len(l) == 1 or l[1] == NULL_MAT:
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 = getImg(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 = ' '.join(l[1:]) # SHOULD SUPPORT MULTIPLE MTL?
lIdx+=1
# Applies material properties to materials alredy on the mesh as well as Textures.
if mtl_fileName:
load_mtl(DIR, mtl_fileName, meshDict, materialDict)
importedObjects = []
for mk in meshDict.keys():
meshDict[mk][0].verts.pop(0)
# Ignore no vert meshes.
if not meshDict[mk][0].verts:
continue
name = getUniqueName(mk)
ob = NMesh.PutRaw(meshDict[mk][0], name)
ob.name = name
importedObjects.append(ob)
# Select all imported objects.
for ob in importedObjects:
ob.sel = 1
print "obj import time: ", sys.time() - time1
except:
print Draw.PupMenu(ABORT_MENU)
return
def load_obj_callback(file):
# Try/Fails should realy account for these, but if somthing realy bad happens then Popup error.
try:
load_obj(file)
except:
print Draw.PupMenu(ABORT_MENU)
Window.FileSelector(load_obj_callback, 'Import Wavefront OBJ')
# For testing compatibility
'''
TIME = sys.time()
import os
for obj in os.listdir('/obj/'):
if obj.lower().endswith('obj'):
print obj
newScn = Scene.New(obj)
newScn.makeCurrent()
load_obj('/obj/' + obj)
print "TOTAL IMPORT TIME: ", sys.time() - TIME
'''
#load_obj('/obj/foot_bones.obj')
#load_obj('/obj/mba1.obj')
#load_obj('/obj/PixZSphere50.OBJ')
#load_obj('/obj/obj_test/LHand.obj')