1049 lines
		
	
	
		
			40 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			1049 lines
		
	
	
		
			40 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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#  This program is free software; you can redistribute it and/or
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#  modify it under the terms of the GNU General Public License
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#  as published by the Free Software Foundation; either version 2
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#  of the License, or (at your option) any later version.
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#
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#  This program is distributed in the hope that it will be useful,
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#  but WITHOUT ANY WARRANTY; without even the implied warranty of
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#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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#  GNU General Public License for more details.
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#
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#  You should have received a copy of the GNU General Public License
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#  along with this program; if not, write to the Free Software Foundation,
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#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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__author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton', 'Mario Lapin']
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__url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/")
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__version__= '0.996'
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__bpydoc__= '''\
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3ds Importer
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This script imports a 3ds file and the materials into Blender for editing.
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Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
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0.996 by Mario Lapin (mario.lapin@gmail.com) 13/04/200 <br>
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 - Implemented workaround to correct association between name, geometry and materials of
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   imported meshes.
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   Without this patch, version 0.995 of this importer would associate to each mesh object the
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   geometry and the materials of the previously parsed mesh object. By so, the name of the
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   first mesh object would be thrown away, and the name of the last mesh object would be
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   automatically merged with a '.001' at the end. No object would desappear, however object's
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   names and materials would be completely jumbled.
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0.995 by Campbell Barton<br>
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- workaround for buggy mesh vert delete
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- minor tweaks
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0.99 by Bob Holcomb<br>
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- added support for floating point color values that previously broke on import.
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0.98 by Campbell Barton<br>
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- import faces and verts to lists instead of a mesh, convert to a mesh later
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- use new index mapping feature of mesh to re-map faces that were not added.
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0.97 by Campbell Barton<br>
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- Strip material names of spaces
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- Added import as instance to import the 3ds into its own
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  scene and add a group instance to the current scene
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- New option to scale down imported objects so they are within a limited bounding area.
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0.96 by Campbell Barton<br>
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- Added workaround for bug in setting UV's for Zero vert index UV faces.
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- Removed unique name function, let blender make the names unique.
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0.95 by Campbell Barton<br>
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- Removed workarounds for Blender 2.41
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- Mesh objects split by material- many 3ds objects used more then 16 per mesh.
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- Removed a lot of unneeded variable creation.
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0.94 by Campbell Barton<br>
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- Face import tested to be about overall 16x speedup over 0.93.
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- Material importing speedup.
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- Tested with more models.
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- Support some corrupt models.
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0.93 by Campbell Barton<br>
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- Tested with 400 3ds files from turbosquid and samples.
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- Tactfully ignore faces that used the same verts twice.
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- Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading.
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- Converted from NMesh to Mesh.
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- Faster and cleaner new names.
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- Use external comprehensive image loader.
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- Re intergrated 0.92 and 0.9 changes
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- Fixes for 2.41 compat.
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- Non textured faces do not use a texture flag.
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0.92<br>
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- Added support for diffuse, alpha, spec, bump maps in a single material
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0.9<br>
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- Reorganized code into object/material block functions<br>
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- Use of Matrix() to copy matrix data<br>
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- added support for material transparency<br>
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0.83 2005-08-07: Campell Barton
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-  Aggressive image finding and case insensitivy for posisx systems.
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0.82a 2005-07-22
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- image texture loading (both for face uv and renderer)
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0.82 - image texture loading (for face uv)
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0.81a (fork- not 0.9) Campbell Barton 2005-06-08
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- Simplified import code
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- Never overwrite data
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- Faster list handling
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- Leaves import selected
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0.81 Damien McGinnes 2005-01-09
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- handle missing images better
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0.8 Damien McGinnes 2005-01-08
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- copies sticky UV coords to face ones
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- handles images better
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- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
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'''
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Script copyright (C) Bob Holcomb
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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# Importing modules
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import os
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import time
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import struct
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from import_scene_obj import unpack_face_list, load_image
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import bpy
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import Mathutils
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BOUNDS_3DS = []
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######################################################
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# Data Structures
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######################################################
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#Some of the chunks that we will see
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#----- Primary Chunk, at the beginning of each file
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PRIMARY = int('0x4D4D',16)
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#------ Main Chunks
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OBJECTINFO   =      int('0x3D3D',16);      #This gives the version of the mesh and is found right before the material and object information
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VERSION      =      int('0x0002',16);      #This gives the version of the .3ds file
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EDITKEYFRAME=      int('0xB000',16);      #This is the header for all of the key frame info
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#------ sub defines of OBJECTINFO
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MATERIAL = 45055		#0xAFFF				// This stored the texture info
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OBJECT = 16384		#0x4000				// This stores the faces, vertices, etc...
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#>------ sub defines of MATERIAL
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#------ sub defines of MATERIAL_BLOCK
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MAT_NAME		=	int('0xA000',16)	# This holds the material name
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MAT_AMBIENT		=	int('0xA010',16)	# Ambient color of the object/material
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MAT_DIFFUSE		=	int('0xA020',16)	# This holds the color of the object/material
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MAT_SPECULAR	=	int('0xA030',16)	# SPecular color of the object/material
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MAT_SHINESS		=	int('0xA040',16)	# ??
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MAT_TRANSPARENCY=	int('0xA050',16)	# Transparency value of material
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MAT_SELF_ILLUM	=	int('0xA080',16)	# Self Illumination value of material
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MAT_WIRE		=	int('0xA085',16)	# Only render's wireframe
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MAT_TEXTURE_MAP	=	int('0xA200',16)	# This is a header for a new texture map
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MAT_SPECULAR_MAP=	int('0xA204',16)	# This is a header for a new specular map
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MAT_OPACITY_MAP	=	int('0xA210',16)	# This is a header for a new opacity map
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MAT_REFLECTION_MAP=	int('0xA220',16)	# This is a header for a new reflection map
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MAT_BUMP_MAP	=	int('0xA230',16)	# This is a header for a new bump map
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MAT_MAP_FILENAME =      int('0xA300',16)      # This holds the file name of the texture
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MAT_FLOAT_COLOR = int ('0x0010', 16) #color defined as 3 floats
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MAT_24BIT_COLOR	= int ('0x0011', 16) #color defined as 3 bytes
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#>------ sub defines of OBJECT
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OBJECT_MESH  =      int('0x4100',16);      # This lets us know that we are reading a new object
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OBJECT_LAMP =      int('0x4600',16);      # This lets un know we are reading a light object
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OBJECT_LAMP_SPOT = int('0x4610',16);		# The light is a spotloght.
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OBJECT_LAMP_OFF = int('0x4620',16);		# The light off.
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OBJECT_LAMP_ATTENUATE = int('0x4625',16);
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OBJECT_LAMP_RAYSHADE = int('0x4627',16);
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OBJECT_LAMP_SHADOWED = int('0x4630',16);
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OBJECT_LAMP_LOCAL_SHADOW = int('0x4640',16);
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OBJECT_LAMP_LOCAL_SHADOW2 = int('0x4641',16);
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OBJECT_LAMP_SEE_CONE = int('0x4650',16);
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OBJECT_LAMP_SPOT_RECTANGULAR = int('0x4651',16);
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OBJECT_LAMP_SPOT_OVERSHOOT = int('0x4652',16);
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OBJECT_LAMP_SPOT_PROJECTOR = int('0x4653',16);
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OBJECT_LAMP_EXCLUDE = int('0x4654',16);
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OBJECT_LAMP_RANGE = int('0x4655',16);
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OBJECT_LAMP_ROLL = int('0x4656',16);
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OBJECT_LAMP_SPOT_ASPECT = int('0x4657',16);
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OBJECT_LAMP_RAY_BIAS = int('0x4658',16);
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OBJECT_LAMP_INNER_RANGE = int('0x4659',16);
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OBJECT_LAMP_OUTER_RANGE = int('0x465A',16);
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OBJECT_LAMP_MULTIPLIER = int('0x465B',16);
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OBJECT_LAMP_AMBIENT_LIGHT = int('0x4680',16);
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OBJECT_CAMERA=      int('0x4700',16);      # This lets un know we are reading a camera object
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#>------ sub defines of CAMERA
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OBJECT_CAM_RANGES=   int('0x4720',16);      # The camera range values
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#>------ sub defines of OBJECT_MESH
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OBJECT_VERTICES =   int('0x4110',16);      # The objects vertices
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OBJECT_FACES    =   int('0x4120',16);      # The objects faces
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OBJECT_MATERIAL =   int('0x4130',16);      # This is found if the object has a material, either texture map or color
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OBJECT_UV       =   int('0x4140',16);      # The UV texture coordinates
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OBJECT_TRANS_MATRIX  =   int('0x4160',16); # The Object Matrix
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global scn
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scn = None
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#the chunk class
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class chunk:
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    ID = 0
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    length = 0
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    bytes_read = 0
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    #we don't read in the bytes_read, we compute that
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    binary_format='<HI'
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    def __init__(self):
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        self.ID = 0
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        self.length = 0
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        self.bytes_read = 0
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    def dump(self):
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        print('ID: ', self.ID)
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        print('ID in hex: ', hex(self.ID))
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        print('length: ', self.length)
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        print('bytes_read: ', self.bytes_read)
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def read_chunk(file, chunk):
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    temp_data = file.read(struct.calcsize(chunk.binary_format))
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    data = struct.unpack(chunk.binary_format, temp_data)
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    chunk.ID = data[0]
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    chunk.length = data[1]
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    #update the bytes read function
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    chunk.bytes_read = 6
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    #if debugging
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    #chunk.dump()
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def read_string(file):
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    #read in the characters till we get a null character
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    s = b''
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    while not s.endswith(b'\x00'):
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        s += struct.unpack('<c', file.read(1))[0]
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        #print 'string: ',s
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    s = str(s[:-1], 'ASCII')
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# 	print("read string", s)
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    #remove the null character from the string
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    return s
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# 	return s[:-1]
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######################################################
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# IMPORT
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######################################################
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def process_next_object_chunk(file, previous_chunk):
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    new_chunk = chunk()
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    temp_chunk = chunk()
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    while (previous_chunk.bytes_read < previous_chunk.length):
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        #read the next chunk
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        read_chunk(file, new_chunk)
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def skip_to_end(file, skip_chunk):
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    buffer_size = skip_chunk.length - skip_chunk.bytes_read
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    binary_format='%ic' % buffer_size
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    temp_data = file.read(struct.calcsize(binary_format))
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    skip_chunk.bytes_read += buffer_size
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def add_texture_to_material(image, texture, material, mapto):
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    #print('assigning %s to %s' % (texture, material))
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    if mapto not in ("COLOR", "SPECULARITY", "ALPHA", "NORMAL"):
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        print('/tError:  Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name))
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        mapto = "COLOR"
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    if image: 
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        texture.image = image
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# 	if image: texture.setImage(image) # double check its an image.
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    material.add_texture(texture, "UV", mapto)
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def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
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    #print previous_chunk.bytes_read, 'BYTES READ'
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    contextObName = None
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    contextLamp = [None, None] # object, Data
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    contextMaterial = None
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    contextMatrix_rot = None # Blender.Mathutils.Matrix(); contextMatrix.identity()
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    #contextMatrix_tx = None # Blender.Mathutils.Matrix(); contextMatrix.identity()
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    contextMesh_vertls = None
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    contextMesh_facels = None
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    contextMeshMaterials = {} # matname:[face_idxs]
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    contextMeshUV = None
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    TEXTURE_DICT = {}
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    MATDICT = {}
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# 	TEXMODE = Mesh.FaceModes['TEX']
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    # Localspace variable names, faster.
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    STRUCT_SIZE_1CHAR = struct.calcsize('c')
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    STRUCT_SIZE_2FLOAT = struct.calcsize('2f')
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    STRUCT_SIZE_3FLOAT = struct.calcsize('3f')
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    STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize('H')
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    STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize('4H')
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    STRUCT_SIZE_4x3MAT = struct.calcsize('ffffffffffff')
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    _STRUCT_SIZE_4x3MAT = struct.calcsize('fffffffffffff')
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    # STRUCT_SIZE_4x3MAT = calcsize('ffffffffffff')
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    # print STRUCT_SIZE_4x3MAT, ' STRUCT_SIZE_4x3MAT'
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    def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials):
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        materialFaces = set() # faces that have a material. Can optimize?
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        # Now make copies with assigned materils.
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        def makeMeshMaterialCopy(matName, faces):
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            '''
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            Make a new mesh with only face the faces that use this material.
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            faces can be any iterable object - containing ints.
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            '''
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            faceVertUsers = [False] * len(myContextMesh_vertls)
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            ok = 0
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            for fIdx in faces:
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                for vindex in myContextMesh_facels[fIdx]:
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                    faceVertUsers[vindex] = True
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                    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.
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                        materialFaces.add(fIdx)
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                    ok = 1
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            if not ok:
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                return
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 | 
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            myVertMapping = {}
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            vertMappingIndex = 0
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 | 
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            vertsToUse = [i for i in range(len(myContextMesh_vertls)) if faceVertUsers[i]]
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            myVertMapping = dict( [ (ii, i) for i, ii in enumerate(vertsToUse) ] )
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            tempName= '%s_%s' % (contextObName, matName) # matName may be None.
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            bmesh = bpy.data.meshes.new(tempName)
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            if matName == None:
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                img = None
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            else:
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                bmat = MATDICT[matName][1]
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                bmesh.add_material(bmat)
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# 				bmesh.materials = [bmat]
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                try:	img = TEXTURE_DICT[bmat.name]
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                except:	img = None
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# 			bmesh_verts = bmesh.verts
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            if len(vertsToUse):
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                bmesh.add_geometry(len(vertsToUse), 0, len(faces))
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 | 
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                # XXX why add extra vertex?
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# 	 			bmesh_verts.extend( [Vector()] )
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                bmesh.verts.foreach_set("co", [x for tup in [myContextMesh_vertls[i] for i in vertsToUse] for x in tup])
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# 	 			bmesh_verts.extend( [myContextMesh_vertls[i] for i in vertsToUse] )
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 | 
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                # +1 because of DUMMYVERT
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                bmesh.faces.foreach_set("verts_raw", unpack_face_list([[myVertMapping[vindex] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces]))
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# 	 			face_mapping = bmesh.faces.extend( [ [ bmesh_verts[ myVertMapping[vindex]+1] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces ], indexList=True )
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 | 
						|
                if bmesh.faces and (contextMeshUV or img):
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                    bmesh.add_uv_texture()
 | 
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                    for ii, i in enumerate(faces):
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 | 
						|
                        # Mapped index- faces may have not been added- if so, then map to the correct index
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                        # BUGGY API - face_mapping is not always the right length
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# 						map_index = face_mapping[ii]
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 | 
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                        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, 'MESH')
 | 
						|
            ob.data = bmesh
 | 
						|
            SCN.objects.link(ob)
 | 
						|
# 			ob = SCN_OBJECTS.new(bmesh, tempName)
 | 
						|
            '''
 | 
						|
            if contextMatrix_tx:
 | 
						|
                ob.setMatrix(contextMatrix_tx)
 | 
						|
            '''
 | 
						|
 | 
						|
            if contextMatrix_rot:
 | 
						|
                # ob.matrix = [x for row in contextMatrix_rot for x in row]
 | 
						|
                ob.matrix = contextMatrix_rot
 | 
						|
# 				ob.setMatrix(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)
 | 
						|
 | 
						|
    #a spare chunk
 | 
						|
    new_chunk = chunk()
 | 
						|
    temp_chunk = chunk()
 | 
						|
 | 
						|
    CreateBlenderObject = False
 | 
						|
 | 
						|
    def read_float_color(temp_chunk):
 | 
						|
        temp_data = file.read(struct.calcsize('3f'))
 | 
						|
        temp_chunk.bytes_read += 12
 | 
						|
        return [float(col) for col in struct.unpack('<3f', temp_data)]
 | 
						|
 | 
						|
    def read_byte_color(temp_chunk):
 | 
						|
        temp_data = file.read(struct.calcsize('3B'))
 | 
						|
        temp_chunk.bytes_read += 3
 | 
						|
        return [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
 | 
						|
 | 
						|
    def read_texture(new_chunk, temp_chunk, name, mapto):
 | 
						|
        new_texture = bpy.data.textures.new(name)
 | 
						|
        new_texture.type = 'IMAGE'
 | 
						|
        new_texture = new_texture.recast_type()
 | 
						|
 | 
						|
        img = None
 | 
						|
        while (new_chunk.bytes_read < new_chunk.length):
 | 
						|
            #print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length
 | 
						|
            read_chunk(file, temp_chunk)
 | 
						|
 | 
						|
            if (temp_chunk.ID == MAT_MAP_FILENAME):
 | 
						|
                texture_name = read_string(file)
 | 
						|
                img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
 | 
						|
                new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
 | 
						|
 | 
						|
            else:
 | 
						|
                skip_to_end(file, temp_chunk)
 | 
						|
 | 
						|
            new_chunk.bytes_read += temp_chunk.bytes_read
 | 
						|
 | 
						|
        # add the map to the material in the right channel
 | 
						|
        if img:
 | 
						|
            add_texture_to_material(img, new_texture, contextMaterial, mapto)
 | 
						|
 | 
						|
    dirname = os.path.dirname(FILENAME)
 | 
						|
 | 
						|
    #loop through all the data for this chunk (previous chunk) and see what it is
 | 
						|
    while (previous_chunk.bytes_read < previous_chunk.length):
 | 
						|
        #print '\t', previous_chunk.bytes_read, 'keep going'
 | 
						|
        #read the next chunk
 | 
						|
        #print 'reading a chunk'
 | 
						|
        read_chunk(file, new_chunk)
 | 
						|
 | 
						|
        #is it a Version chunk?
 | 
						|
        if (new_chunk.ID == VERSION):
 | 
						|
            #print 'if (new_chunk.ID == VERSION):'
 | 
						|
            #print 'found a VERSION chunk'
 | 
						|
            #read in the version of the file
 | 
						|
            #it's an unsigned short (H)
 | 
						|
            temp_data = file.read(struct.calcsize('I'))
 | 
						|
            version = struct.unpack('<I', temp_data)[0]
 | 
						|
            new_chunk.bytes_read += 4 #read the 4 bytes for the version number
 | 
						|
            #this loader works with version 3 and below, but may not with 4 and above
 | 
						|
            if (version > 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, IMAGE_SEARCH)
 | 
						|
 | 
						|
            #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):
 | 
						|
 | 
						|
            if CreateBlenderObject:
 | 
						|
                putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
 | 
						|
                contextMesh_vertls = []; contextMesh_facels = []
 | 
						|
 | 
						|
                ## preparando para receber o proximo objeto
 | 
						|
                contextMeshMaterials = {} # matname:[face_idxs]
 | 
						|
                contextMeshUV = None
 | 
						|
                #contextMesh.vertexUV = 1 # Make sticky coords.
 | 
						|
                # Reset matrix
 | 
						|
                contextMatrix_rot = None
 | 
						|
                #contextMatrix_tx = None
 | 
						|
 | 
						|
            CreateBlenderObject = True
 | 
						|
            tempName = read_string(file)
 | 
						|
            contextObName = tempName
 | 
						|
            new_chunk.bytes_read += len(tempName)+1
 | 
						|
 | 
						|
        #is it a material chunk?
 | 
						|
        elif (new_chunk.ID == MATERIAL):
 | 
						|
 | 
						|
# 			print("read material")
 | 
						|
 | 
						|
            #print 'elif (new_chunk.ID == MATERIAL):'
 | 
						|
            contextMaterial = bpy.data.materials.new('Material')
 | 
						|
 | 
						|
        elif (new_chunk.ID == MAT_NAME):
 | 
						|
            #print 'elif (new_chunk.ID == MAT_NAME):'
 | 
						|
            material_name = read_string(file)
 | 
						|
 | 
						|
# 			print("material name", material_name)
 | 
						|
 | 
						|
            #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)
 | 
						|
            if (temp_chunk.ID == MAT_FLOAT_COLOR):
 | 
						|
                contextMaterial.mirror_color = read_float_color(temp_chunk)
 | 
						|
# 				temp_data = file.read(struct.calcsize('3f'))
 | 
						|
# 				temp_chunk.bytes_read += 12
 | 
						|
# 				contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)]
 | 
						|
            elif (temp_chunk.ID == MAT_24BIT_COLOR):
 | 
						|
                contextMaterial.mirror_color = read_byte_color(temp_chunk)
 | 
						|
# 				temp_data = file.read(struct.calcsize('3B'))
 | 
						|
# 				temp_chunk.bytes_read += 3
 | 
						|
# 				contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
 | 
						|
            else:
 | 
						|
                skip_to_end(file, temp_chunk)
 | 
						|
            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)
 | 
						|
            if (temp_chunk.ID == MAT_FLOAT_COLOR):
 | 
						|
                contextMaterial.diffuse_color = read_float_color(temp_chunk)
 | 
						|
# 				temp_data = file.read(struct.calcsize('3f'))
 | 
						|
# 				temp_chunk.bytes_read += 12
 | 
						|
# 				contextMaterial.rgbCol = [float(col) for col in struct.unpack('<3f', temp_data)]
 | 
						|
            elif (temp_chunk.ID == MAT_24BIT_COLOR):
 | 
						|
                contextMaterial.diffuse_color = read_byte_color(temp_chunk)
 | 
						|
# 				temp_data = file.read(struct.calcsize('3B'))
 | 
						|
# 				temp_chunk.bytes_read += 3
 | 
						|
# 				contextMaterial.rgbCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
 | 
						|
            else:
 | 
						|
                skip_to_end(file, temp_chunk)
 | 
						|
 | 
						|
# 			print("read material diffuse color", contextMaterial.diffuse_color)
 | 
						|
 | 
						|
            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)
 | 
						|
            if (temp_chunk.ID == MAT_FLOAT_COLOR):
 | 
						|
                contextMaterial.specular_color = read_float_color(temp_chunk)
 | 
						|
# 				temp_data = file.read(struct.calcsize('3f'))
 | 
						|
# 				temp_chunk.bytes_read += 12
 | 
						|
# 				contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)]
 | 
						|
            elif (temp_chunk.ID == MAT_24BIT_COLOR):
 | 
						|
                contextMaterial.specular_color = read_byte_color(temp_chunk)
 | 
						|
# 				temp_data = file.read(struct.calcsize('3B'))
 | 
						|
# 				temp_chunk.bytes_read += 3
 | 
						|
# 				contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
 | 
						|
            else:
 | 
						|
                skip_to_end(file, temp_chunk)
 | 
						|
            new_chunk.bytes_read += temp_chunk.bytes_read
 | 
						|
 | 
						|
        elif (new_chunk.ID == MAT_TEXTURE_MAP):
 | 
						|
            read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR")
 | 
						|
 | 
						|
        elif (new_chunk.ID == MAT_SPECULAR_MAP):
 | 
						|
            read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY")
 | 
						|
 | 
						|
        elif (new_chunk.ID == MAT_OPACITY_MAP):
 | 
						|
            read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA")
 | 
						|
 | 
						|
        elif (new_chunk.ID == MAT_BUMP_MAP):
 | 
						|
            read_texture(new_chunk, temp_chunk, "Bump", "NORMAL")
 | 
						|
 | 
						|
        elif (new_chunk.ID == MAT_TRANSPARENCY):
 | 
						|
            #print 'elif (new_chunk.ID == MAT_TRANSPARENCY):'
 | 
						|
            read_chunk(file, temp_chunk)
 | 
						|
            temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | 
						|
 | 
						|
            temp_chunk.bytes_read += 2
 | 
						|
            contextMaterial.alpha = 1-(float(struct.unpack('<H', temp_data)[0])/100)
 | 
						|
            new_chunk.bytes_read += temp_chunk.bytes_read
 | 
						|
 | 
						|
 | 
						|
        elif (new_chunk.ID == OBJECT_LAMP): # Basic lamp support.
 | 
						|
 | 
						|
            temp_data = file.read(STRUCT_SIZE_3FLOAT)
 | 
						|
 | 
						|
            x,y,z = struct.unpack('<3f', temp_data)
 | 
						|
            new_chunk.bytes_read += STRUCT_SIZE_3FLOAT
 | 
						|
 | 
						|
            ob = bpy.data.objects.new("Lamp", 'LAMP')
 | 
						|
            ob.data = bpy.data.lamps.new("Lamp")
 | 
						|
            SCN.objects.link(ob)
 | 
						|
 | 
						|
            contextLamp[1]= ob.data
 | 
						|
# 			contextLamp[1]= bpy.data.lamps.new()
 | 
						|
            contextLamp[0]= ob
 | 
						|
# 			contextLamp[0]= SCN_OBJECTS.new(contextLamp[1])
 | 
						|
            importedObjects.append(contextLamp[0])
 | 
						|
 | 
						|
            #print 'number of faces: ', num_faces
 | 
						|
            #print x,y,z
 | 
						|
            contextLamp[0].location = (x, y, z)
 | 
						|
# 			contextLamp[0].setLocation(x,y,z)
 | 
						|
 | 
						|
            # Reset matrix
 | 
						|
            contextMatrix_rot = None
 | 
						|
            #contextMatrix_tx = None
 | 
						|
            #print contextLamp.name,
 | 
						|
 | 
						|
        elif (new_chunk.ID == OBJECT_MESH):
 | 
						|
            # print 'Found an OBJECT_MESH chunk'
 | 
						|
            pass
 | 
						|
        elif (new_chunk.ID == OBJECT_VERTICES):
 | 
						|
            '''
 | 
						|
            Worldspace vertex locations
 | 
						|
            '''
 | 
						|
            # print 'elif (new_chunk.ID == OBJECT_VERTICES):'
 | 
						|
            temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | 
						|
            num_verts = struct.unpack('<H', temp_data)[0]
 | 
						|
            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)]
 | 
						|
 | 
						|
            #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 = struct.unpack('<H', temp_data)[0]
 | 
						|
            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) ]
 | 
						|
 | 
						|
 | 
						|
        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.
 | 
						|
 | 
						|
            temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | 
						|
            num_faces_using_mat = struct.unpack('<H', temp_data)[0]
 | 
						|
            new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
 | 
						|
 | 
						|
            def getmat():
 | 
						|
                temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | 
						|
                new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
 | 
						|
                return struct.unpack('<H', temp_data)[0]
 | 
						|
 | 
						|
            contextMeshMaterials[material_name]= [ getmat() for i in range(num_faces_using_mat) ]
 | 
						|
 | 
						|
            #look up the material in all the materials
 | 
						|
 | 
						|
        elif (new_chunk.ID == OBJECT_UV):
 | 
						|
            temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | 
						|
            num_uv = struct.unpack('<H', temp_data)[0]
 | 
						|
            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 Mathutils.Vector( struct.unpack('<2f', temp_data) )
 | 
						|
 | 
						|
            contextMeshUV = [ getuv() for i in range(num_uv) ]
 | 
						|
 | 
						|
        elif (new_chunk.ID == OBJECT_TRANS_MATRIX):
 | 
						|
            # How do we know the matrix size? 54 == 4x4 48 == 4x3
 | 
						|
            temp_data = file.read(STRUCT_SIZE_4x3MAT)
 | 
						|
            data = list( struct.unpack('<ffffffffffff', temp_data)  )
 | 
						|
            new_chunk.bytes_read += STRUCT_SIZE_4x3MAT
 | 
						|
 | 
						|
            contextMatrix_rot = Mathutils.Matrix(\
 | 
						|
             data[:3] + [0],\
 | 
						|
             data[3:6] + [0],\
 | 
						|
             data[6:9] + [0],\
 | 
						|
             data[9:] + [1])
 | 
						|
 | 
						|
 | 
						|
            '''
 | 
						|
            contextMatrix_rot = Blender.Mathutils.Matrix(\
 | 
						|
             data[:3] + [0],\
 | 
						|
             data[3:6] + [0],\
 | 
						|
             data[6:9] + [0],\
 | 
						|
             [0,0,0,1])
 | 
						|
            '''
 | 
						|
 | 
						|
            '''
 | 
						|
            contextMatrix_rot = Blender.Mathutils.Matrix(\
 | 
						|
             data[:3] ,\
 | 
						|
             data[3:6],\
 | 
						|
             data[6:9])
 | 
						|
            '''
 | 
						|
 | 
						|
            '''
 | 
						|
            contextMatrix_rot = Blender.Mathutils.Matrix()
 | 
						|
            m = 0
 | 
						|
            for j in xrange(4):
 | 
						|
                for i in xrange(3):
 | 
						|
                    contextMatrix_rot[j][i] = data[m]
 | 
						|
                    m += 1
 | 
						|
 | 
						|
            contextMatrix_rot[0][3]=0;
 | 
						|
            contextMatrix_rot[1][3]=0;
 | 
						|
            contextMatrix_rot[2][3]=0;
 | 
						|
            contextMatrix_rot[3][3]=1;
 | 
						|
            '''
 | 
						|
 | 
						|
            #contextMatrix_rot.resize4x4()
 | 
						|
            #print "MTX"
 | 
						|
            #print contextMatrix_rot
 | 
						|
            contextMatrix_rot.invert()
 | 
						|
            #print contextMatrix_rot
 | 
						|
            #contextMatrix_tx = Blender.Mathutils.TranslationMatrix(0.5 * Blender.Mathutils.Vector(data[9:]))
 | 
						|
            #contextMatrix_tx.invert()
 | 
						|
 | 
						|
            #tx.invert()
 | 
						|
 | 
						|
            #contextMatrix = contextMatrix * tx
 | 
						|
            #contextMatrix = contextMatrix  *tx
 | 
						|
 | 
						|
        elif  (new_chunk.ID == MAT_MAP_FILENAME):
 | 
						|
            texture_name = read_string(file)
 | 
						|
            try:
 | 
						|
                TEXTURE_DICT[contextMaterial.name]
 | 
						|
            except:
 | 
						|
                #img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
 | 
						|
                img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
 | 
						|
# 				img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)
 | 
						|
 | 
						|
            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(struct.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_facels != None:
 | 
						|
        putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
 | 
						|
 | 
						|
def load_3ds(filename, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True, APPLY_MATRIX=False):
 | 
						|
    global FILENAME, SCN
 | 
						|
# 	global FILENAME, SCN_OBJECTS
 | 
						|
 | 
						|
    # XXX
 | 
						|
# 	if BPyMessages.Error_NoFile(filename):
 | 
						|
# 		return
 | 
						|
 | 
						|
    print('\n\nImporting 3DS: "%s"' % (filename))
 | 
						|
# 	print('\n\nImporting 3DS: "%s"' % (Blender.sys.expandpath(filename)))
 | 
						|
 | 
						|
    time1 = time.clock()
 | 
						|
# 	time1 = Blender.sys.time()
 | 
						|
 | 
						|
    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)
 | 
						|
# 	IMAGE_SEARCH = Blender.Draw.Create(1)
 | 
						|
# 	APPLY_MATRIX = Blender.Draw.Create(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.'),\
 | 
						|
# 	('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\
 | 
						|
# 	('Transform Fix', APPLY_MATRIX, 'Workaround for object transformations importing incorrectly'),\
 | 
						|
# 	#('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
 | 
						|
 | 
						|
# 	Blender.Window.WaitCursor(1)
 | 
						|
 | 
						|
# 	IMPORT_CONSTRAIN_BOUNDS = IMPORT_CONSTRAIN_BOUNDS.val
 | 
						|
# 	# IMPORT_AS_INSTANCE = IMPORT_AS_INSTANCE.val
 | 
						|
# 	IMAGE_SEARCH = IMAGE_SEARCH.val
 | 
						|
# 	APPLY_MATRIX = APPLY_MATRIX.val
 | 
						|
 | 
						|
    if IMPORT_CONSTRAIN_BOUNDS:
 | 
						|
        BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30]
 | 
						|
    else:
 | 
						|
        BOUNDS_3DS[:]= []
 | 
						|
 | 
						|
    ##IMAGE_SEARCH
 | 
						|
 | 
						|
    scn = context.scene
 | 
						|
# 	scn = bpy.data.scenes.active
 | 
						|
    SCN = scn
 | 
						|
# 	SCN_OBJECTS = scn.objects
 | 
						|
# 	SCN_OBJECTS.selected = [] # de select all
 | 
						|
 | 
						|
    importedObjects = [] # Fill this list with objects
 | 
						|
    process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH)
 | 
						|
 | 
						|
 | 
						|
    # 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.type == 'MESH':
 | 
						|
# # 		if ob.type=='Mesh':
 | 
						|
# 			me = ob.getData(mesh=1)
 | 
						|
# 			me.verts.delete([me.verts[0],])
 | 
						|
# 			if not APPLY_MATRIX:
 | 
						|
# 				me.transform(ob.matrixWorld.copy().invert())
 | 
						|
 | 
						|
    # 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 0:
 | 
						|
# 	if IMPORT_CONSTRAIN_BOUNDS!=0.0:
 | 
						|
        # Set bounds from objecyt bounding box
 | 
						|
        for ob in importedObjects:
 | 
						|
            if ob.type == 'MESH':
 | 
						|
# 			if ob.type=='Mesh':
 | 
						|
                ob.makeDisplayList() # Why dosnt this update the bounds?
 | 
						|
                for v in ob.getBoundBox():
 | 
						|
                    for i in (0,1,2):
 | 
						|
                        if v[i] < BOUNDS_3DS[i]:
 | 
						|
                            BOUNDS_3DS[i]= v[i] # min
 | 
						|
 | 
						|
                        if v[i] > BOUNDS_3DS[i + 3]:
 | 
						|
                            BOUNDS_3DS[i + 3]= v[i] # min
 | 
						|
 | 
						|
        # 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])
 | 
						|
        # print max_axis
 | 
						|
        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 = Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
 | 
						|
# 			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, (time.clock()-time1)))
 | 
						|
# 	print('finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1)))
 | 
						|
    file.close()
 | 
						|
 | 
						|
 | 
						|
DEBUG = False
 | 
						|
# For testing compatibility
 | 
						|
#load_3ds('/metavr/convert/vehicle/truck_002/TruckTanker1.3DS', False)
 | 
						|
#load_3ds('/metavr/archive/convert/old/arranged_3ds_to_hpx-2/only-need-engine-trains/Engine2.3DS', False)
 | 
						|
'''
 | 
						|
 | 
						|
else:
 | 
						|
    import os
 | 
						|
    # DEBUG ONLY
 | 
						|
    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()
 | 
						|
    # sort by filesize for faster testing
 | 
						|
    lines_size = [(os.path.getsize(f[:-1]), f[:-1]) for f in lines]
 | 
						|
    lines_size.sort()
 | 
						|
    lines = [f[1] for f in lines_size]
 | 
						|
 | 
						|
 | 
						|
    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, 650,800):
 | 
						|
            #_3ds= _3ds[:-1]
 | 
						|
            print 'Importing', _3ds, '\nNUMBER', i, 'of', len(lines)
 | 
						|
            _3ds_file= _3ds.split('/')[-1].split('\\')[-1]
 | 
						|
            newScn = Blender.Scene.New(_3ds_file)
 | 
						|
            newScn.makeCurrent()
 | 
						|
            load_3ds(_3ds, False)
 | 
						|
 | 
						|
    print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME)
 | 
						|
 | 
						|
'''
 | 
						|
from bpy.props import *
 | 
						|
 | 
						|
 | 
						|
class IMPORT_OT_autodesk_3ds(bpy.types.Operator):
 | 
						|
    '''Import from 3DS file format (.3ds)'''
 | 
						|
    bl_idname = "import_scene.autodesk_3ds"
 | 
						|
    bl_label = 'Import 3DS'
 | 
						|
 | 
						|
    # List of operator properties, the attributes will be assigned
 | 
						|
    # to the class instance from the operator settings before calling.
 | 
						|
 | 
						|
    path = StringProperty(name="File Path", description="File path used for importing the 3DS file", maxlen= 1024, default= "")
 | 
						|
    filename = StringProperty(name="File Name", description="Name of the file.")
 | 
						|
    directory = StringProperty(name="Directory", description="Directory of the file.")
 | 
						|
	
 | 
						|
# 	size_constraint = FloatProperty(name="Size Constraint", description="Scale the model by 10 until it reacehs the size constraint. Zero Disables.", min=0.0, max=1000.0, soft_min=0.0, soft_max=1000.0, default=10.0),
 | 
						|
# 	search_images = BoolProperty(name="Image Search", description="Search subdirectories for any assosiated images (Warning, may be slow)", default=True),
 | 
						|
# 	apply_matrix = BoolProperty(name="Transform Fix", description="Workaround for object transformations importing incorrectly", default=False),
 | 
						|
 | 
						|
    def execute(self, context):
 | 
						|
        load_3ds(self.properties.path, context, 0.0, False, False)
 | 
						|
        return {'FINISHED'}
 | 
						|
 | 
						|
    def invoke(self, context, event):
 | 
						|
        wm = context.manager
 | 
						|
        wm.add_fileselect(self)
 | 
						|
        return {'RUNNING_MODAL'}
 | 
						|
 | 
						|
 | 
						|
menu_func = lambda self, context: self.layout.operator(IMPORT_OT_autodesk_3ds.bl_idname, text="3D Studio (.3ds)...")
 | 
						|
 | 
						|
 | 
						|
def register():
 | 
						|
    bpy.types.register(IMPORT_OT_autodesk_3ds)
 | 
						|
    bpy.types.INFO_MT_file_export.append(menu_func)
 | 
						|
    
 | 
						|
def unregister():
 | 
						|
    bpy.types.unregister(IMPORT_OT_autodesk_3ds)
 | 
						|
    bpy.types.INFO_MT_file_export.remove(menu_func)
 | 
						|
 | 
						|
# NOTES:
 | 
						|
# why add 1 extra vertex? and remove it when done? - "Answer - eekadoodle - would need to re-order UV's without this since face order isnt always what we give blender, BMesh will solve :D"
 | 
						|
# disabled scaling to size, this requires exposing bb (easy) and understanding how it works (needs some time)
 |