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).
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@@ -305,7 +305,7 @@ getUniqueName.uniqueNames= []
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#==================================================================================#
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# This loads data from .obj file #
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#==================================================================================#
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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):
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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):
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global currentMesh,\
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currentUsedVertList,\
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currentUsedVertListSmoothGroup,\
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@@ -526,13 +526,26 @@ def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGO
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EDGE_FGON_FLAG= NMesh.EdgeFlags['FGON']
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EDGE_DRAW_FLAG= NMesh.EdgeFlags['EDGEDRAW']
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if IMPORT_RELATIVE_VERTS:
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VERT_COUNT= TVERT_COUNT=0
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# TOT_VERTS= len(vertList)
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# len(vertList)
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# len(uvMapList)
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while lIdx < len(fileLines):
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l= fileLines[lIdx]
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#for l in fileLines:
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if len(l) == 0:
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continue
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# FACE
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elif l[0] == 'f' or l[0] == 'fo':
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elif l[0] == 'v':
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if IMPORT_RELATIVE_VERTS:
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VERT_COUNT+=1
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elif l[0] == 'vt':
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if IMPORT_RELATIVE_VERTS:
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TVERT_COUNT+=1
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elif l[0] == 'f' or l[0] == 'fo': # fo is not standard.
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# Make a face with the correct material.
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# Add material to mesh
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@@ -580,7 +593,12 @@ def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGO
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index= int(objVert[0])-1
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# Account for negative indicies.
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if index < 0:
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index= len_vertList+index+1
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if IMPORT_RELATIVE_VERTS: # non standard
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index= VERT_COUNT+index+1
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else:
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index= len_vertList+index+1
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elif IMPORT_RELATIVE_VERTS:
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index= VERT_COUNT+index+1 # UNTESTED, POSITIVE RELATIVE VERTS.May be out by 1.
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vIdxLs.append(index)
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if fHasUV:
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@@ -591,7 +609,12 @@ def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGO
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elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2
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index= int(objVert[1])-1
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if index < 0:
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index= len_uvMapList+index+1
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if IMPORT_RELATIVE_VERTS: # non standard
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index= TVERT_COUNT+index+1
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else:
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index= len_uvMapList+index+1
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elif IMPORT_RELATIVE_VERTS: # non standard:
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index= TVERT_COUNT+index+1 # UNTESTED, POSITIVE RELATIVE VERTS. May be out by 1.
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if len_uvMapList > index:
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vtIdxLs.append(index) # Seperate UV coords
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@@ -832,7 +855,7 @@ def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGO
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if IMPORT_MTL:
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for mtl in mtl_fileName:
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load_mtl(DIR, mtl, meshDict, materialDict)
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print 'MTLLLL', mtl_fileName
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importedObjects= []
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for mk, me in meshDict.iteritems():
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@@ -872,6 +895,7 @@ def load_obj_ui(file):
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IMPORT_FGON= Draw.Create(1)
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IMPORT_SMOOTH_GROUPS= Draw.Create(0)
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IMPORT_MTL_SPLIT= Draw.Create(0)
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IMPORT_RELATIVE_VERTS= Draw.Create(0)
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# Get USER Options
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pup_block= [\
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@@ -884,6 +908,7 @@ def load_obj_ui(file):
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('Create FGons', IMPORT_FGON, 'Import faces with more then 4 verts as fgons.'),\
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('Smooth Groups', IMPORT_SMOOTH_GROUPS, 'Only Share verts within smooth groups. (Warning, Hogs Memory)'),\
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('Split by Material', IMPORT_MTL_SPLIT, 'Import each material into a seperate mesh (Avoids >16 meterials per mesh problem)'),\
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('Relative Verts', IMPORT_RELATIVE_VERTS, 'Import non standard OBJs with relative vertex indicies, try if your mesh imports with scrambled faces.'),\
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]
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if not os:
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@@ -904,7 +929,7 @@ def load_obj_ui(file):
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IMPORT_FGON= IMPORT_FGON.val
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IMPORT_SMOOTH_GROUPS= IMPORT_SMOOTH_GROUPS.val
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IMPORT_MTL_SPLIT= IMPORT_MTL_SPLIT.val
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IMPORT_RELATIVE_VERTS= IMPORT_RELATIVE_VERTS.val
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#orig_scene= Scene.GetCurrent()
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obj_dir= stripFile(file)
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@@ -926,7 +951,7 @@ def load_obj_ui(file):
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Window.DrawProgressBar((float(count)/obj_len) - 0.01, '%s: %i of %i' % (f, count, obj_len))
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load_obj(d+f, IMPORT_MTL, IMPORT_EDGES, IMPORT_SMOOTH_ALL, IMPORT_FGON, IMPORT_SMOOTH_GROUPS, IMPORT_MTL_SPLIT)
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load_obj(d+f, IMPORT_MTL, IMPORT_EDGES, IMPORT_SMOOTH_ALL, IMPORT_FGON, IMPORT_SMOOTH_GROUPS, IMPORT_MTL_SPLIT, IMPORT_RELATIVE_VERTS)
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#orig_scene.makeCurrent() # We can leave them in there new scene.
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