#!BPY """ Name: '3D Studio (.3ds)...' Blender: 241 Group: 'Import' Tooltip: 'Import from 3DS file format (.3ds)' """ __author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton'] __url__= ('blender', 'elysiun', 'http://www.gametutorials.com') __version__= '0.96' __bpydoc__= '''\ 3ds Importer This script imports a 3ds file and the materials into Blender for editing. Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen). 0.97 by Campbell Barton
- Strip material names of spaces - Added import as instance to import the 3ds into its own scene and add a group instance to the current scene - New option to scale down imported objects so they are within a limited bounding area. 0.96 by Campbell Barton
- Added workaround for bug in setting UV's for Zero vert index UV faces. - Removed unique name function, let blender make the names unique. 0.95 by Campbell Barton
- Removed workarounds for Blender 2.41 - Mesh objects split by material- many 3ds objects used more then 16 per mesh. - Removed a lot of unneeded variable creation. 0.94 by Campbell Barton
- Face import tested to be about overall 16x speedup over 0.93. - Material importing speedup. - Tested with more models. - Support some corrupt models. 0.93 by Campbell Barton
- Tested with 400 3ds files from turbosquid and samples. - Tactfully ignore faces that used the same verts twice. - Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading. - Converted from NMesh to Mesh. - Faster and cleaner new names. - Use external comprehensive image loader. - Re intergrated 0.92 and 0.9 changes - Fixes for 2.41 compat. - Non textured faces do not use a texture flag. 0.92
- Added support for diffuse, alpha, spec, bump maps in a single material 0.9
- Reorganized code into object/material block functions
- Use of Matrix() to copy matrix data
- added support for material transparency
0.83 2005-08-07: Campell Barton - Aggressive image finding and case insensitivy for posisx systems. 0.82a 2005-07-22 - image texture loading (both for face uv and renderer) 0.82 - image texture loading (for face uv) 0.81a (fork- not 0.9) Campbell Barton 2005-06-08 - Simplified import code - Never overwrite data - Faster list handling - Leaves import selected 0.81 Damien McGinnes 2005-01-09 - handle missing images better 0.8 Damien McGinnes 2005-01-08 - copies sticky UV coords to face ones - handles images better - Recommend that you run 'RemoveDoubles' on each imported mesh after using this script ''' # ***** BEGIN GPL LICENSE BLOCK ***** # # Script copyright (C) Bob Holcomb # # 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 ***** # -------------------------------------------------------------------------- # Importing modules import Blender from Blender import Mesh, Scene, Object, Material, Image, Texture, Lamp, Mathutils from Blender.Mathutils import Vector import BPyImage import struct from struct import calcsize, unpack import os # If python version is less than 2.4, try to get set stuff from module try: set except: from sets import Set as set BOUNDS_3DS= [] #this script imports uvcoords as sticky vertex coords #this parameter enables copying these to face uv coords #which shold be more useful. def createBlenderTexture(material, name, image): texture= Texture.New(name) texture.setType('Image') texture.image= image material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL) ###################################################### # Data Structures ###################################################### #Some of the chunks that we will see #----- Primary Chunk, at the beginning of each file PRIMARY= long('0x4D4D',16) #------ Main Chunks OBJECTINFO = long('0x3D3D',16); #This gives the version of the mesh and is found right before the material and object information VERSION = long('0x0002',16); #This gives the version of the .3ds file EDITKEYFRAME= long('0xB000',16); #This is the header for all of the key frame info #------ sub defines of OBJECTINFO MATERIAL=45055 #0xAFFF // This stored the texture info OBJECT=16384 #0x4000 // This stores the faces, vertices, etc... #>------ sub defines of MATERIAL #------ sub defines of MATERIAL_BLOCK MAT_NAME = long('0xA000',16) # This holds the material name MAT_AMBIENT = long('0xA010',16) # Ambient color of the object/material MAT_DIFFUSE = long('0xA020',16) # This holds the color of the object/material MAT_SPECULAR = long('0xA030',16) # SPecular color of the object/material MAT_SHINESS = long('0xA040',16) # ?? MAT_TRANSPARENCY= long('0xA050',16) # Transparency value of material MAT_SELF_ILLUM = long('0xA080',16) # Self Illumination value of material MAT_WIRE = long('0xA085',16) # Only render's wireframe MAT_TEXTURE_MAP = long('0xA200',16) # This is a header for a new texture map MAT_SPECULAR_MAP= long('0xA204',16) # This is a header for a new specular map MAT_OPACITY_MAP = long('0xA210',16) # This is a header for a new opacity map MAT_REFLECTION_MAP= long('0xA220',16) # This is a header for a new reflection map MAT_BUMP_MAP = long('0xA230',16) # This is a header for a new bump map MAT_MAP_FILENAME = long('0xA300',16); # This holds the file name of the texture #>------ sub defines of OBJECT OBJECT_MESH = long('0x4100',16); # This lets us know that we are reading a new object OBJECT_LAMP = long('0x4600',16); # This lets un know we are reading a light object OBJECT_LAMP_SPOT = long('0x4610',16); # The light is a spotloght. OBJECT_LAMP_OFF = long('0x4620',16); # The light off. OBJECT_LAMP_ATTENUATE = long('0x4625',16); OBJECT_LAMP_RAYSHADE = long('0x4627',16); OBJECT_LAMP_SHADOWED = long('0x4630',16); OBJECT_LAMP_LOCAL_SHADOW = long('0x4640',16); OBJECT_LAMP_LOCAL_SHADOW2 = long('0x4641',16); OBJECT_LAMP_SEE_CONE = long('0x4650',16); OBJECT_LAMP_SPOT_RECTANGULAR= long('0x4651',16); OBJECT_LAMP_SPOT_OVERSHOOT= long('0x4652',16); OBJECT_LAMP_SPOT_PROJECTOR= long('0x4653',16); OBJECT_LAMP_EXCLUDE= long('0x4654',16); OBJECT_LAMP_RANGE= long('0x4655',16); OBJECT_LAMP_ROLL= long('0x4656',16); OBJECT_LAMP_SPOT_ASPECT= long('0x4657',16); OBJECT_LAMP_RAY_BIAS= long('0x4658',16); OBJECT_LAMP_INNER_RANGE= long('0x4659',16); OBJECT_LAMP_OUTER_RANGE= long('0x465A',16); OBJECT_LAMP_MULTIPLIER = long('0x465B',16); OBJECT_LAMP_AMBIENT_LIGHT = long('0x4680',16); OBJECT_CAMERA= long('0x4700',16); # This lets un know we are reading a camera object #>------ sub defines of CAMERA OBJECT_CAM_RANGES= long('0x4720',16); # The camera range values #>------ sub defines of OBJECT_MESH OBJECT_VERTICES = long('0x4110',16); # The objects vertices OBJECT_FACES = long('0x4120',16); # The objects faces OBJECT_MATERIAL = long('0x4130',16); # This is found if the object has a material, either texture map or color OBJECT_UV = long('0x4140',16); # The UV texture coordinates OBJECT_TRANS_MATRIX = long('0x4160',16); # The Object Matrix global scn scn= None #the chunk class class chunk: ID=0 length=0 bytes_read=0 #we don't read in the bytes_read, we compute that binary_format='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) #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): tempName= read_string(file) contextObName= tempName new_chunk.bytes_read += len(tempName)+1 #is it a material chunk? elif (new_chunk.ID==MATERIAL): #print 'elif (new_chunk.ID==MATERIAL):' contextMaterial= Material.New() elif (new_chunk.ID==MAT_NAME): #print 'elif (new_chunk.ID==MAT_NAME):' material_name= read_string(file) #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) temp_data=file.read(calcsize('3B')) temp_chunk.bytes_read+= 3 contextMaterial.mirCol= [float(col)/255 for col in unpack('3B', temp_data)] # data [0,1,2] == rgb 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) temp_data=file.read(calcsize('3B')) temp_chunk.bytes_read+= 3 contextMaterial.rgbCol= [float(col)/255 for col in unpack('3B', temp_data)] # data [0,1,2] == rgb 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) temp_data= file.read(calcsize('3B')) temp_chunk.bytes_read+= 3 contextMaterial.specCol= [float(col)/255 for col in unpack('3B', temp_data)] # data [0,1,2] == rgb new_chunk.bytes_read+= temp_chunk.bytes_read elif (new_chunk.ID==MAT_TEXTURE_MAP): #print 'elif (new_chunk.ID==MAT_TEXTURE_MAP):' new_texture= Blender.Texture.New('Diffuse') new_texture.setType('Image') while (new_chunk.bytes_read BOUNDS_3DS[3]: BOUNDS_3DS[3]= temp_data[0] if temp_data[1] > BOUNDS_3DS[4]: BOUNDS_3DS[4]= temp_data[1] if temp_data[2] > BOUNDS_3DS[5]: BOUNDS_3DS[5]= temp_data[2] new_chunk.bytes_read += STRUCT_SIZE_3FLOAT #12: 3 floats x 4 bytes each return Vector(temp_data) contextMesh.verts.extend( [Vector(),] ) # DUMMYVERT! - remove when blenders internals are fixed. contextMesh.verts.extend( [getvert() for i in xrange(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,= unpack('H', temp_data) 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= unpack('4H', temp_data) if v1==v2 or v1==v3 or v2==v3: return None # DUMMYVERT! - remove +1 when blenders internals are fixed, return contextMesh.verts[v1+1], contextMesh.verts[v2+1], contextMesh.verts[v3+1] faces= [ getface() for i in xrange(num_faces) ] facesExtend= [ f for f in faces if f ] if facesExtend: contextMesh.faces.extend( facesExtend ) # face mapping so duplicate faces dont mess us up. if len(contextMesh.faces)==len(faces): contextFaceMapping= None else: contextFaceMapping= {} meshFaceOffset= 0 for i, f in enumerate(faces): if not f: # Face used stupid verts- contextFaceMapping[i]= None meshFaceOffset+= 1 else: #print 'DOUBLE FACE', '\tfacelen', len(f), i, num_faces, (i-meshFaceOffset) #print i-meshFaceOffset, len(contextMesh.faces)q if len(contextMesh.faces) <= i-meshFaceOffset: # SHOULD NEVER HAPPEN, CORRUPS 3DS? contextFaceMapping[i]= None meshFaceOffset-=1 else: meshface= contextMesh.faces[i-meshFaceOffset] ok= True for vi in xrange(len(f)): if meshface.v[vi] != f[vi]: ok=False break if ok: meshFaceOffset+=1 contextFaceMapping[i]= i-meshFaceOffset else: contextFaceMapping[i]= None 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. tempMatFaceIndexList = contextMeshMaterials[material_name]= [] temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT) num_faces_using_mat,= unpack('H', temp_data) new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT #list of faces using mat for face_counter in xrange(num_faces_using_mat): temp_data= file.read(STRUCT_SIZE_UNSIGNED_SHORT) new_chunk.bytes_read+= STRUCT_SIZE_UNSIGNED_SHORT faceIndex,= unpack('H', temp_data) # We dont have to use context face mapping. if contextFaceMapping: meshFaceIndex= contextFaceMapping[faceIndex] else: meshFaceIndex= faceIndex if meshFaceIndex != None: tempMatFaceIndexList.append(meshFaceIndex) tempMatFaceIndexList.sort() del tempMatFaceIndexList #look up the material in all the materials elif (new_chunk.ID==OBJECT_UV): # print 'elif (new_chunk.ID==OBJECT_UV):' temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT) num_uv,=unpack('H', temp_data) 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 Vector( unpack('2f', temp_data) ) contextMeshUV= [ getuv() for i in xrange(num_uv) ] elif (new_chunk.ID== OBJECT_TRANS_MATRIX): # print 'elif (new_chunk.ID== OBJECT_TRANS_MATRIX):' temp_data=file.read(STRUCT_SIZE_4x3MAT) data= list( unpack('ffffffffffff', temp_data) ) new_chunk.bytes_read += STRUCT_SIZE_4x3MAT contextMatrix= Blender.Mathutils.Matrix(\ data[:3] + [0],\ data[3:6] + [0],\ data[6:9] + [0],\ data[9:] + [1]) elif (new_chunk.ID==MAT_MAP_FILENAME): raise 'Hello--' texture_name=read_string(file) try: TEXTURE_DICT[contextMaterial.name] except: img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME) 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(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 != None: putContextMesh(contextMesh, contextMeshMaterials) def load_3ds(filename, PREF_UI= True): print '\n\nImporting "%s" "%s"' % (filename, Blender.sys.expandpath(filename)) time1= Blender.sys.time() global FILENAME 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) # 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.'),\ ('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 IMPORT_CONSTRAIN_BOUNDS= IMPORT_CONSTRAIN_BOUNDS.val IMPORT_AS_INSTANCE= IMPORT_AS_INSTANCE.val if IMPORT_CONSTRAIN_BOUNDS: BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30] else: BOUNDS_3DS[:]= [] importedObjects= [] # Fill this list with objects process_next_chunk(file, current_chunk, importedObjects) scn= Scene.GetCurrent() for ob in scn.getChildren(): ob.sel= 0 # 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.getType()=='Mesh': me= ob.getData(mesh=1) me.verts.delete([me.verts[0],]) # 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 IMPORT_CONSTRAIN_BOUNDS!=0.0: # 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]) 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= Blender.Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1]) for ob in importedObjects: ob.setMatrix(ob.matrixWorld*SCALE_MAT) # Done constraining to bounds. # Select all new objects. print 'finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1)) file.close() if __name__=='__main__': Blender.Window.FileSelector(load_3ds, 'Import 3DS', '*.3ds') # For testing compatibility ''' 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() 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, 1, 200): _3ds= _3ds[:-1] print 'Importing', _3ds, '\nNUMBER', i, 'of', len(lines) _3ds_file= _3ds.split('/')[-1].split('\\')[-1] newScn= Scene.New(_3ds_file) newScn.makeCurrent() load_3ds(_3ds, False) print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME) '''