From ffd65f49da5acba20e84e5a82b4c64a5425e5def Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 12 Aug 2010 02:24:12 +0000 Subject: [PATCH] [#23275] .3DS import script fails on some models. - fixed reading meshes without faces. also changed... - read verts/faces/uvs in one struct.unpack(), should be a bit faster. - removed mesh/material splitting, very confusing/slow code and not needed since the 16 material limit was removed. - load image paths with bpy.path.resolve_ncase() since many 3ds's files has case mismatch with file names (applies to OBJ too). --- release/scripts/io/import_scene_3ds.py | 212 +++++++++---------------- release/scripts/io/import_scene_obj.py | 13 +- 2 files changed, 85 insertions(+), 140 deletions(-) diff --git a/release/scripts/io/import_scene_3ds.py b/release/scripts/io/import_scene_3ds.py index 12c99c0ff46..0c30a8bd127 100644 --- a/release/scripts/io/import_scene_3ds.py +++ b/release/scripts/io/import_scene_3ds.py @@ -141,7 +141,7 @@ import os import time import struct -from import_scene_obj import unpack_face_list, load_image +from import_scene_obj import load_image import bpy import mathutils @@ -312,10 +312,10 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): contextMaterial = None contextMatrix_rot = None # Blender.mathutils.Matrix(); contextMatrix.identity() #contextMatrix_tx = None # Blender.mathutils.Matrix(); contextMatrix.identity() - contextMesh_vertls = None + contextMesh_vertls = None # flat array: (verts * 3) contextMesh_facels = None contextMeshMaterials = {} # matname:[face_idxs] - contextMeshUV = None + contextMeshUV = None # flat array (verts * 2) TEXTURE_DICT = {} MATDICT = {} @@ -333,113 +333,69 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): # print STRUCT_SIZE_4x3MAT, ' STRUCT_SIZE_4x3MAT' def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials): + + bmesh = bpy.data.meshes.new(contextObName) + if myContextMesh_vertls: - materialFaces = set() # faces that have a material. Can optimize? - - # Now make copies with assigned materils. - - def makeMeshMaterialCopy(matName, faces): - ''' - Make a new mesh with only face the faces that use this material. - faces can be any iterable object - containing ints. - ''' - - faceVertUsers = [False] * len(myContextMesh_vertls) - ok = 0 - for fIdx in faces: - for vindex in myContextMesh_facels[fIdx]: - faceVertUsers[vindex] = True - 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. - materialFaces.add(fIdx) - ok = 1 - - if not ok: - return - - myVertMapping = {} - vertMappingIndex = 0 - - vertsToUse = [i for i in range(len(myContextMesh_vertls)) if faceVertUsers[i]] - myVertMapping = {ii: i for i, ii in enumerate(vertsToUse)} - - tempName= '%s_%s' % (contextObName, matName) # matName may be None. - bmesh = bpy.data.meshes.new(tempName) - - if matName == None: - img = None + bmesh.add_geometry(len(myContextMesh_vertls)//3, 0, len(myContextMesh_facels)) + bmesh.verts.foreach_set("co", myContextMesh_vertls) + + eekadoodle_faces = [] + for v1, v2, v3 in myContextMesh_facels: + eekadoodle_faces.extend([v3, v1, v2, 0] if v3 == 0 else [v1, v2, v3, 0]) + bmesh.faces.foreach_set("verts_raw", eekadoodle_faces) + + if bmesh.faces and contextMeshUV: + bmesh.add_uv_texture() + uv_faces = bmesh.active_uv_texture.data[:] else: - bmat = MATDICT[matName][1] - bmesh.add_material(bmat) -# bmesh.materials = [bmat] - try: img = TEXTURE_DICT[bmat.name] - except: img = None + uv_faces = None -# bmesh_verts = bmesh.verts - if len(vertsToUse): - bmesh.add_geometry(len(vertsToUse), 0, len(faces)) + for mat_idx, (matName, faces) in enumerate(myContextMeshMaterials.items()): + if matName is None: + bmesh.add_material(None) + else: + bmat = MATDICT[matName][1] + bmesh.add_material(bmat) # can be None + img = TEXTURE_DICT.get(bmat.name) + + if uv_faces and img: + for fidx in faces: + bmesh.faces[fidx].material_index = mat_idx + uf = uv_faces[fidx] + uf.image = img + uf.tex = True + else: + for fidx in faces: + bmesh.faces[fidx].material_index = mat_idx + + if uv_faces: + for fidx, uf in enumerate(uv_faces): + face = myContextMesh_facels[fidx] + v1, v2, v3 = face + + # eekadoodle + if v3 == 0: + v1, v2, v3 = v3, v1, v2 + + uf.uv1 = contextMeshUV[v1 * 2:(v1 * 2) + 2] + uf.uv2 = contextMeshUV[v2 * 2:(v2 * 2) + 2] + uf.uv3 = contextMeshUV[v3 * 2:(v3 * 2) + 2] + # always a tri - # XXX why add extra vertex? -# bmesh_verts.extend( [Vector()] ) - bmesh.verts.foreach_set("co", [x for tup in [myContextMesh_vertls[i] for i in vertsToUse] for x in tup]) -# bmesh_verts.extend( [myContextMesh_vertls[i] for i in vertsToUse] ) + ob = bpy.data.objects.new(tempName, bmesh) + SCN.objects.link(ob) + + ''' + if contextMatrix_tx: + ob.setMatrix(contextMatrix_tx) + ''' + + if contextMatrix_rot: + ob.matrix_world = contextMatrix_rot - # +1 because of DUMMYVERT - bmesh.faces.foreach_set("verts_raw", unpack_face_list([[myVertMapping[vindex] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces])) -# face_mapping = bmesh.faces.extend( [ [ bmesh_verts[ myVertMapping[vindex]+1] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces ], indexList=True ) - - if bmesh.faces and (contextMeshUV or img): - bmesh.add_uv_texture() - for ii, i in enumerate(faces): - - # Mapped index- faces may have not been added- if so, then map to the correct index - # BUGGY API - face_mapping is not always the right length -# map_index = face_mapping[ii] - - if 1: -# if map_index != None: - targetFace = bmesh.faces[ii] -# targetFace = bmesh.faces[map_index] - - uf = bmesh.active_uv_texture.data[ii] - - if contextMeshUV: - # v.index-1 because of the DUMMYVERT - uvs = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]] - - if len(myContextMesh_facels[i]) == 3: - uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs + [(0.0, 0.0)] - else: - uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs -# targetFace.uv = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]] - if img: - uf.image = img - - # to get this image to show up in 'Textured' shading mode - uf.tex = True - - # bmesh.transform(contextMatrix) - ob = bpy.data.objects.new(tempName, bmesh) - SCN.objects.link(ob) -# ob = SCN_OBJECTS.new(bmesh, tempName) - ''' - if contextMatrix_tx: - ob.setMatrix(contextMatrix_tx) - ''' - - if contextMatrix_rot: - ob.matrix_world = contextMatrix_rot - - importedObjects.append(ob) - bmesh.update() -# bmesh.calcNormals() - - for matName, faces in myContextMeshMaterials.items(): - makeMeshMaterialCopy(matName, faces) - - if len(materialFaces) != len(myContextMesh_facels): - # Invert material faces. - makeMeshMaterialCopy(None, set(range(len( myContextMesh_facels ))) - materialFaces) - #raise 'Some UnMaterialed faces', len(contextMesh.faces) + importedObjects.append(ob) + bmesh.update() #a spare chunk new_chunk = chunk() @@ -667,14 +623,10 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): 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)] - + contextMesh_vertls = struct.unpack('<%df' % (num_verts * 3), file.read(STRUCT_SIZE_3FLOAT * num_verts)) + new_chunk.bytes_read += STRUCT_SIZE_3FLOAT * num_verts + # dummyvert is not used atm! + #print 'object verts: bytes read: ', new_chunk.bytes_read elif (new_chunk.ID == OBJECT_FACES): @@ -684,15 +636,11 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): 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) ] - + # print '\ngetting a face' + temp_data = file.read(STRUCT_SIZE_4UNSIGNED_SHORT * num_faces) + new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT * num_faces #4 short ints x 2 bytes each + contextMesh_facels = struct.unpack('<%dH' % (num_faces * 4), temp_data) + contextMesh_facels = [contextMesh_facels[i - 3:i] for i in range(3, (num_faces * 4) + 3, 4)] elif (new_chunk.ID == OBJECT_MATERIAL): # print 'elif (new_chunk.ID == OBJECT_MATERIAL):' @@ -703,12 +651,11 @@ def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH): num_faces_using_mat = struct.unpack('