Stupid hack- added 0,0,0 dummyvert so UVs import right (unrotated). This script aparently dosent work on powerpc... (endian issues Im guessing)
		
			
				
	
	
		
			834 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			834 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
#!BPY
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""" 
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Name: '3D Studio (.3ds)...'
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Blender: 241
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Group: 'Import'
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Tooltip: 'Import from 3DS file format (.3ds)'
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"""
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__author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton']
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__url__= ('blender', 'elysiun', 'http://www.gametutorials.com')
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__version__= '0.96'
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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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0.96 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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# Importing modules
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import Blender
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from Blender import Mesh, Scene, Object, Material, Image, Texture, Lamp, Mathutils
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from Blender.Mathutils import Vector
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import BPyImage
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reload( BPyImage )
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import struct
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from struct import calcsize, unpack
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import os
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# If python version is less than 2.4, try to get set stuff from module
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import sys
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if ( (sys.version_info[0] <= 2) and (sys.version_info[1] < 4) ):
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	from sets import Set as set
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#this script imports uvcoords as sticky vertex coords
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#this parameter enables copying these to face uv coords
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#which shold be more useful.
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def createBlenderTexture(material, name, image):
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	texture= Texture.New(name)
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	texture.setType('Image')
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	texture.image= image
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	material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
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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= long('0x4D4D',16)
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#------ Main Chunks
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OBJECTINFO   =      long('0x3D3D',16);      #This gives the version of the mesh and is found right before the material and object information
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VERSION      =      long('0x0002',16);      #This gives the version of the .3ds file
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EDITKEYFRAME=      long('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		=	long('0xA000',16)	# This holds the material name
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MAT_AMBIENT		=	long('0xA010',16)	# Ambient color of the object/material
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MAT_DIFFUSE		=	long('0xA020',16)	# This holds the color of the object/material
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MAT_SPECULAR	=	long('0xA030',16)	# SPecular color of the object/material
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MAT_SHINESS		=	long('0xA040',16)	# ??
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MAT_TRANSPARENCY=	long('0xA050',16)	# Transparency value of material
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MAT_SELF_ILLUM	=	long('0xA080',16)	# Self Illumination value of material
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MAT_WIRE		=	long('0xA085',16)	# Only render's wireframe
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MAT_TEXTURE_MAP	=	long('0xA200',16)	# This is a header for a new texture map
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MAT_SPECULAR_MAP=	long('0xA204',16)	# This is a header for a new specular map
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MAT_OPACITY_MAP	=	long('0xA210',16)	# This is a header for a new opacity map
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MAT_REFLECTION_MAP=	long('0xA220',16)	# This is a header for a new reflection map
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MAT_BUMP_MAP	=	long('0xA230',16)	# This is a header for a new bump map
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MAT_MAP_FILENAME =      long('0xA300',16);      # This holds the file name of the texture
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#>------ sub defines of OBJECT
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OBJECT_MESH  =      long('0x4100',16);      # This lets us know that we are reading a new object
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OBJECT_LAMP =      long('0x4600',16);      # This lets un know we are reading a light object
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OBJECT_LAMP_SPOT = long('0x4610',16);		# The light is a spotloght.
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OBJECT_LAMP_OFF = long('0x4620',16);		# The light off.
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OBJECT_LAMP_ATTENUATE = long('0x4625',16);	
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OBJECT_LAMP_RAYSHADE = long('0x4627',16);	
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OBJECT_LAMP_SHADOWED = long('0x4630',16);	
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OBJECT_LAMP_LOCAL_SHADOW = long('0x4640',16);	
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OBJECT_LAMP_LOCAL_SHADOW2 = long('0x4641',16);	
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OBJECT_LAMP_SEE_CONE = long('0x4650',16);	
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OBJECT_LAMP_SPOT_RECTANGULAR= long('0x4651',16);
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OBJECT_LAMP_SPOT_OVERSHOOT= long('0x4652',16);
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OBJECT_LAMP_SPOT_PROJECTOR= long('0x4653',16);
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OBJECT_LAMP_EXCLUDE= long('0x4654',16);
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OBJECT_LAMP_RANGE= long('0x4655',16);
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OBJECT_LAMP_ROLL= long('0x4656',16);
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OBJECT_LAMP_SPOT_ASPECT= long('0x4657',16);
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OBJECT_LAMP_RAY_BIAS= long('0x4658',16);
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OBJECT_LAMP_INNER_RANGE= long('0x4659',16);
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OBJECT_LAMP_OUTER_RANGE= long('0x465A',16);
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OBJECT_LAMP_MULTIPLIER = long('0x465B',16);
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OBJECT_LAMP_AMBIENT_LIGHT = long('0x4680',16);
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OBJECT_CAMERA=      long('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=   long('0x4720',16);      # The camera range values
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#>------ sub defines of OBJECT_MESH
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OBJECT_VERTICES =   long('0x4110',16);      # The objects vertices
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OBJECT_FACES    =   long('0x4120',16);      # The objects faces
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OBJECT_MATERIAL =   long('0x4130',16);      # This is found if the object has a material, either texture map or color
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OBJECT_UV       =   long('0x4140',16);      # The UV texture coordinates
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OBJECT_TRANS_MATRIX  =   long('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(calcsize(chunk.binary_format))
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	data=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=''
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	while not s.endswith('\x00'):
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		s+=unpack( 'c', file.read(1) )[0]
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		#print 'string: ',s
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	#remove the null character from the string
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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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						|
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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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 | 
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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(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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	if mapto=='DIFFUSE':
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		map=Texture.MapTo.COL
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	elif mapto=='SPECULAR':
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		map=Texture.MapTo.SPEC
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	elif mapto=='OPACITY':
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		map=Texture.MapTo.ALPHA
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	elif mapto=='BUMP':
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		map=Texture.MapTo.NOR
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	else:
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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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		map=Texture.MapTo.COL
 | 
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	if image: texture.setImage(image) # double check its an image.
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	free_tex_slots= [i for i, tex in enumerate( material.getTextures() ) if tex==None]
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	if not free_tex_slots:
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		print '/tError: Cannot add "%s" map. 10 Texture slots alredy used.' % mapto
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	else:
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		material.setTexture(free_tex_slots[0],texture,Texture.TexCo.UV,map)
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 | 
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def process_next_chunk(file, previous_chunk, importedObjects):
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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= Blender.Mathutils.Matrix(); contextMatrix.identity()
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	contextMesh= None
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	contextMeshMaterials= {} # matname:[face_idxs]
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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= calcsize('c')
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	STRUCT_SIZE_2FLOAT= calcsize('2f')
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	STRUCT_SIZE_3FLOAT= calcsize('3f')
 | 
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	STRUCT_SIZE_UNSIGNED_SHORT= calcsize('H')
 | 
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	STRUCT_SIZE_4UNSIGNED_SHORT= calcsize('4H')
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	STRUCT_SIZE_4x3MAT= calcsize('ffffffffffff')
 | 
						|
	
 | 
						|
	
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	def putContextMesh(myContextMesh, myContextMeshMaterials):
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						|
		
 | 
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		#print 'prtting myContextMesh', myContextMesh.name
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		INV_MAT= Blender.Mathutils.Matrix(contextMatrix)
 | 
						|
		
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						|
		INV_MAT.invert()
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		contextMesh.transform(INV_MAT)
 | 
						|
		
 | 
						|
		materialFaces= set()
 | 
						|
		# Now make copies with assigned materils.
 | 
						|
		
 | 
						|
		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.
 | 
						|
			faces can be any iterable object - containing ints.
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						|
			'''
 | 
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			faceVertUsers = [False] * len(myContextMesh.verts)
 | 
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			ok=0
 | 
						|
			for fIdx in faces:
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						|
				for v in myContextMesh.faces[fIdx].v:
 | 
						|
					faceVertUsers[v.index] = 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.
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						|
						materialFaces.add(fIdx)
 | 
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					ok=1
 | 
						|
			
 | 
						|
			if not ok:
 | 
						|
				return
 | 
						|
					
 | 
						|
			myVertMapping = {}
 | 
						|
			vertMappingIndex = 0
 | 
						|
			
 | 
						|
			vertsToUse = [i for i in xrange(len(myContextMesh.verts)) if faceVertUsers[i]]
 | 
						|
			myVertMapping = dict( [ (ii, i) for i, ii in enumerate(vertsToUse) ] )
 | 
						|
			
 | 
						|
			bmesh = Mesh.New(contextMesh.name)
 | 
						|
			
 | 
						|
			if matName != None:
 | 
						|
				bmat = MATDICT[matName][1]
 | 
						|
				try:
 | 
						|
					img= TEXTURE_DICT[bmat.name]
 | 
						|
				except:
 | 
						|
					img= None
 | 
						|
				bmesh.materials= [bmat]
 | 
						|
			else:
 | 
						|
				img= None
 | 
						|
				
 | 
						|
			bmesh.verts.extend( [Vector()] )
 | 
						|
			bmesh.verts.extend( [myContextMesh.verts[i].co for i in vertsToUse] )
 | 
						|
			# +1 because of DUMMYVERT
 | 
						|
			bmesh.faces.extend( [ [ bmesh.verts[ myVertMapping[v.index]+1] for v in myContextMesh.faces[fIdx].v] for fIdx in faces ] )
 | 
						|
			
 | 
						|
			if contextMeshUV or img:
 | 
						|
				bmesh.faceUV= 1
 | 
						|
				for ii, i in enumerate(faces):
 | 
						|
					targetFace= bmesh.faces[ii]
 | 
						|
					if contextMeshUV:
 | 
						|
						# v.index-1 because of the DUMMYVERT
 | 
						|
						targetFace.uv= [contextMeshUV[v.index-1] for v in myContextMesh.faces[i].v]
 | 
						|
						
 | 
						|
					if img:
 | 
						|
						targetFace.image= img
 | 
						|
			
 | 
						|
			tempName= contextObName + '_' + str(matName) # str because we may be None
 | 
						|
			bmesh.name= tempName
 | 
						|
			ob = Object.New('Mesh', tempName)
 | 
						|
			ob.link(bmesh)
 | 
						|
			ob.setMatrix(contextMatrix)
 | 
						|
			importedObjects.append(ob)
 | 
						|
			##scn.link(ob)
 | 
						|
			##ob.Layers= scn.Layers
 | 
						|
			##ob.sel= 1
 | 
						|
		
 | 
						|
		for matName, faces in myContextMeshMaterials.iteritems():
 | 
						|
			makeMeshMaterialCopy(matName, faces)
 | 
						|
			
 | 
						|
		if len(materialFaces)!=len(contextMesh.faces):
 | 
						|
			# Invert material faces.
 | 
						|
			makeMeshMaterialCopy(None, set(range(len( contextMesh.faces ))) - materialFaces)
 | 
						|
			#raise 'Some UnMaterialed faces', len(contextMesh.faces)
 | 
						|
		
 | 
						|
	
 | 
						|
	#a spare chunk
 | 
						|
	new_chunk= chunk()
 | 
						|
	temp_chunk= chunk()
 | 
						|
 | 
						|
	#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(calcsize('I'))
 | 
						|
			version,= unpack('I', temp_data)
 | 
						|
			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)
 | 
						|
			
 | 
						|
			#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
 | 
						|
			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<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]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
 | 
						|
					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
 | 
						|
			add_texture_to_material(img, new_texture, contextMaterial, 'DIFFUSE')
 | 
						|
			
 | 
						|
		elif (new_chunk.ID==MAT_SPECULAR_MAP):
 | 
						|
			#print 'elif (new_chunk.ID==MAT_SPECULAR_MAP):'
 | 
						|
			new_texture= Blender.Texture.New('Specular')
 | 
						|
			new_texture.setType('Image')
 | 
						|
			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= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
 | 
						|
					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
 | 
						|
			add_texture_to_material(img, new_texture, contextMaterial, 'SPECULAR')
 | 
						|
	
 | 
						|
		elif (new_chunk.ID==MAT_OPACITY_MAP):
 | 
						|
			#print 'new_texture=Blender.Texture.New('Opacity')'
 | 
						|
			new_texture= Blender.Texture.New('Opacity')
 | 
						|
			new_texture.setType('Image')
 | 
						|
			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= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
 | 
						|
					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
 | 
						|
			add_texture_to_material(img, new_texture, contextMaterial, 'OPACITY')
 | 
						|
 | 
						|
		elif (new_chunk.ID==MAT_BUMP_MAP):
 | 
						|
			#print 'elif (new_chunk.ID==MAT_BUMP_MAP):'
 | 
						|
			new_texture= Blender.Texture.New('Bump')
 | 
						|
			new_texture.setType('Image')
 | 
						|
			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= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
 | 
						|
					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
 | 
						|
			add_texture_to_material(img, new_texture, contextMaterial, 'BUMP')
 | 
						|
			
 | 
						|
		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(unpack('H', temp_data)[0])/100)
 | 
						|
			new_chunk.bytes_read+=temp_chunk.bytes_read
 | 
						|
 | 
						|
 | 
						|
		elif (new_chunk.ID==OBJECT_LAMP): # Basic lamp support.
 | 
						|
			
 | 
						|
			#print 'LAMP!!!!!!!!!'
 | 
						|
			temp_data=file.read(STRUCT_SIZE_3FLOAT)
 | 
						|
			
 | 
						|
			x,y,z=unpack('3f', temp_data)
 | 
						|
			new_chunk.bytes_read+=STRUCT_SIZE_3FLOAT
 | 
						|
			
 | 
						|
			contextLamp[0]= Object.New('Lamp')
 | 
						|
			contextLamp[1]= Lamp.New()
 | 
						|
			contextLamp[0].link(contextLamp[1])
 | 
						|
			##scn.link(contextLamp[0])
 | 
						|
			importedObjects.append(contextLamp[0])
 | 
						|
			
 | 
						|
			
 | 
						|
			
 | 
						|
			#print 'number of faces: ', num_faces
 | 
						|
			#print x,y,z
 | 
						|
			contextLamp[0].setLocation(x,y,z)
 | 
						|
			
 | 
						|
			# Reset matrix
 | 
						|
			contextMatrix= Mathutils.Matrix(); contextMatrix.identity()	
 | 
						|
			#print contextLamp.name, 
 | 
						|
			
 | 
						|
			
 | 
						|
		elif (new_chunk.ID==OBJECT_MESH):
 | 
						|
			# print 'Found an OBJECT_MESH chunk'
 | 
						|
			if contextMesh != None: # Write context mesh if we have one.
 | 
						|
				putContextMesh(contextMesh, contextMeshMaterials)
 | 
						|
			
 | 
						|
			contextMesh= Mesh.New()
 | 
						|
			contextMeshMaterials= {} # matname:[face_idxs]
 | 
						|
			contextMeshUV= None
 | 
						|
			#contextMesh.vertexUV= 1 # Make sticky coords.
 | 
						|
			# Reset matrix
 | 
						|
			contextMatrix= Blender.Mathutils.Matrix(); contextMatrix.identity()
 | 
						|
		
 | 
						|
		elif (new_chunk.ID==OBJECT_VERTICES):
 | 
						|
			# print 'elif (new_chunk.ID==OBJECT_VERTICES):'
 | 
						|
			temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | 
						|
			num_verts,=unpack('H', temp_data)
 | 
						|
			new_chunk.bytes_read+=2
 | 
						|
			
 | 
						|
			# print 'number of verts: ', num_verts
 | 
						|
			def getvert():
 | 
						|
				temp_data=file.read(STRUCT_SIZE_3FLOAT)
 | 
						|
				new_chunk.bytes_read += STRUCT_SIZE_3FLOAT #12: 3 floats x 4 bytes each
 | 
						|
				return Vector(unpack('3f', temp_data))
 | 
						|
			
 | 
						|
			contextMesh.verts.extend( [Vector(),] ) # DUMMYVERT! - remove when blenders internbals 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)
 | 
						|
	# Get USER Options
 | 
						|
	pup_block= [\
 | 
						|
	('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_AS_INSTANCE= IMPORT_AS_INSTANCE.val
 | 
						|
	
 | 
						|
	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],])
 | 
						|
	'''
 | 
						|
	
 | 
						|
	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
 | 
						|
	
 | 
						|
	
 | 
						|
	# 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)
 | 
						|
'''
 |