Added relative vertex references to obj importer,

Found a model that used negative relative vertex indicies.
positive relative vert indicies should work also but untested (no example models).
This commit is contained in:
2006-03-31 13:07:27 +00:00
parent 9d30a3a5ec
commit 63bc0b3847

View File

@@ -305,7 +305,7 @@ getUniqueName.uniqueNames= []
#==================================================================================#
# This loads data from .obj file #
#==================================================================================#
def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGON=1, IMPORT_SMOOTH_GROUPS=0, IMPORT_MTL_SPLIT=0):
def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGON=1, IMPORT_SMOOTH_GROUPS=0, IMPORT_MTL_SPLIT=0, IMPORT_RELATIVE_VERTS=0):
global currentMesh,\
currentUsedVertList,\
currentUsedVertListSmoothGroup,\
@@ -526,13 +526,26 @@ def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGO
EDGE_FGON_FLAG= NMesh.EdgeFlags['FGON']
EDGE_DRAW_FLAG= NMesh.EdgeFlags['EDGEDRAW']
if IMPORT_RELATIVE_VERTS:
VERT_COUNT= TVERT_COUNT=0
# TOT_VERTS= len(vertList)
# len(vertList)
# len(uvMapList)
while lIdx < len(fileLines):
l= fileLines[lIdx]
#for l in fileLines:
if len(l) == 0:
continue
# FACE
elif l[0] == 'f' or l[0] == 'fo':
elif l[0] == 'v':
if IMPORT_RELATIVE_VERTS:
VERT_COUNT+=1
elif l[0] == 'vt':
if IMPORT_RELATIVE_VERTS:
TVERT_COUNT+=1
elif l[0] == 'f' or l[0] == 'fo': # fo is not standard.
# Make a face with the correct material.
# Add material to mesh
@@ -580,7 +593,12 @@ def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGO
index= int(objVert[0])-1
# Account for negative indicies.
if index < 0:
index= len_vertList+index+1
if IMPORT_RELATIVE_VERTS: # non standard
index= VERT_COUNT+index+1
else:
index= len_vertList+index+1
elif IMPORT_RELATIVE_VERTS:
index= VERT_COUNT+index+1 # UNTESTED, POSITIVE RELATIVE VERTS.May be out by 1.
vIdxLs.append(index)
if fHasUV:
@@ -591,7 +609,12 @@ def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGO
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 IMPORT_RELATIVE_VERTS: # non standard
index= TVERT_COUNT+index+1
else:
index= len_uvMapList+index+1
elif IMPORT_RELATIVE_VERTS: # non standard:
index= TVERT_COUNT+index+1 # UNTESTED, POSITIVE RELATIVE VERTS. May be out by 1.
if len_uvMapList > index:
vtIdxLs.append(index) # Seperate UV coords
@@ -832,7 +855,7 @@ def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGO
if IMPORT_MTL:
for mtl in mtl_fileName:
load_mtl(DIR, mtl, meshDict, materialDict)
print 'MTLLLL', mtl_fileName
importedObjects= []
for mk, me in meshDict.iteritems():
@@ -872,6 +895,7 @@ def load_obj_ui(file):
IMPORT_FGON= Draw.Create(1)
IMPORT_SMOOTH_GROUPS= Draw.Create(0)
IMPORT_MTL_SPLIT= Draw.Create(0)
IMPORT_RELATIVE_VERTS= Draw.Create(0)
# Get USER Options
pup_block= [\
@@ -884,6 +908,7 @@ def load_obj_ui(file):
('Create FGons', IMPORT_FGON, 'Import faces with more then 4 verts as fgons.'),\
('Smooth Groups', IMPORT_SMOOTH_GROUPS, 'Only Share verts within smooth groups. (Warning, Hogs Memory)'),\
('Split by Material', IMPORT_MTL_SPLIT, 'Import each material into a seperate mesh (Avoids >16 meterials per mesh problem)'),\
('Relative Verts', IMPORT_RELATIVE_VERTS, 'Import non standard OBJs with relative vertex indicies, try if your mesh imports with scrambled faces.'),\
]
if not os:
@@ -904,7 +929,7 @@ def load_obj_ui(file):
IMPORT_FGON= IMPORT_FGON.val
IMPORT_SMOOTH_GROUPS= IMPORT_SMOOTH_GROUPS.val
IMPORT_MTL_SPLIT= IMPORT_MTL_SPLIT.val
IMPORT_RELATIVE_VERTS= IMPORT_RELATIVE_VERTS.val
#orig_scene= Scene.GetCurrent()
obj_dir= stripFile(file)
@@ -926,7 +951,7 @@ def load_obj_ui(file):
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, IMPORT_FGON, IMPORT_SMOOTH_GROUPS, IMPORT_MTL_SPLIT)
load_obj(d+f, IMPORT_MTL, IMPORT_EDGES, IMPORT_SMOOTH_ALL, IMPORT_FGON, IMPORT_SMOOTH_GROUPS, IMPORT_MTL_SPLIT, IMPORT_RELATIVE_VERTS)
#orig_scene.makeCurrent() # We can leave them in there new scene.