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io_scene_3ds: Update for Blender 3.x #1

Merged
Sebastian Sille merged 4 commits from blender-v3.0-release into blender-v3.5-release 2023-02-17 21:21:49 +01:00
3 changed files with 40 additions and 22 deletions

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@ -34,8 +34,8 @@ import bpy
bl_info = {
"name": "Autodesk 3DS format",
"author": "Bob Holcomb, Campbell Barton, Andreas Atteneder, Sebastian Schrand",
"version": (2, 1, 0),
"blender": (2, 82, 0),
"version": (2, 2, 0),
"blender": (3, 0, 0),
"location": "File > Import",
"description": "Import 3DS, meshes, uvs, materials, textures, "
"cameras & lamps",

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@ -16,8 +16,6 @@
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# Script copyright (C) Bob Holcomb
# Contributors: Campbell Barton, Bob Holcomb, Richard Lärkäng, Damien McGinnes, Mark Stijnman, Sebastian Sille
@ -647,8 +645,8 @@ def make_material_chunk(material, image):
name_str = material.name if material else "None"
if image:
name_str += image.name
#if image:
# name_str += image.name
name.add_variable("name", _3ds_string(sane_name(name_str)))
material_chunk.add_subchunk(name)
@ -672,6 +670,7 @@ def make_material_chunk(material, image):
material_chunk.add_subchunk(make_percent_subchunk(MATSHIN2, wrap.specular))
material_chunk.add_subchunk(make_percent_subchunk(MATSHIN3, wrap.metallic))
material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 1 - wrap.alpha))
material_chunk.add_subchunk(make_percent_subchunk(MATSELFILPCT, wrap.emission_strength))
material_chunk.add_subchunk(shading)
if wrap.base_color_texture:
@ -706,13 +705,10 @@ def make_material_chunk(material, image):
normal = [wrap.normalmap_texture]
bump = wrap.normalmap_strength
b_pct = min(bump, 1)
bumpval = min(999, (bump * 100)) # 3ds max bump = 999
strength = _3ds_chunk(MAT_BUMP_PERCENT)
strength.add_variable("bump_pct", _3ds_ushort(int(bumpval)))
matmap = make_material_texture_chunk(MAT_BUMPMAP, normal, b_pct)
if matmap:
material_chunk.add_subchunk(matmap)
material_chunk.add_subchunk(strength)
material_chunk.add_subchunk(make_percent_subchunk(MAT_BUMP_PERCENT, b_pct))
if wrap.roughness_texture:
roughness = [wrap.roughness_texture]
@ -722,7 +718,7 @@ def make_material_chunk(material, image):
material_chunk.add_subchunk(matmap)
if wrap.emission_color_texture:
e_pct = sum(wrap.emission_color[:]) * .25
e_pct = wrap.emission_strength
emission = [wrap.emission_color_texture]
matmap = make_material_texture_chunk(MAT_SELFIMAP, emission, e_pct)
if matmap:
@ -909,8 +905,8 @@ def make_faces_chunk(tri_list, mesh, materialDict):
context_face_array = unique_mats[ma, img][1]
except:
name_str = ma if ma else "None"
if img:
name_str += img
#if img:
# name_str += img
context_face_array = _3ds_array()
unique_mats[ma, img] = _3ds_string(sane_name(name_str)), context_face_array
@ -1171,7 +1167,7 @@ def save(operator,
):
import time
from bpy_extras.io_utils import create_derived_objects, free_derived_objects
#from bpy_extras.io_utils import create_derived_objects, free_derived_objects
"""Save the Blender scene to a 3ds file."""
@ -1187,7 +1183,7 @@ def save(operator,
scene = context.scene
layer = context.view_layer
#depsgraph = context.evaluated_depsgraph_get()
depsgraph = context.evaluated_depsgraph_get()
# Initialize the main chunk (primary):
primary = _3ds_chunk(PRIMARY)
@ -1235,7 +1231,9 @@ def save(operator,
for ob in objects:
# get derived objects
free, derived = create_derived_objects(scene, ob)
#free, derived = create_derived_objects(scene, ob)
derived_dict = bpy_extras.io_utils.create_derived_objects(depsgraph, [ob])
derived = derived_dict.get(ob)
if derived is None:
continue
@ -1244,7 +1242,6 @@ def save(operator,
if ob.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}:
continue
#ob_derived_eval = ob_derived.evaluated_get(depsgraph)
try:
data = ob_derived.to_mesh()
except:
@ -1288,8 +1285,8 @@ def save(operator,
# ob_derived_eval.to_mesh_clear()
if free:
free_derived_objects(ob)
#if free:
# free_derived_objects(ob)
# Make material chunks for all materials used in the meshes:
for ma_image in materialDict.values():

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@ -65,6 +65,7 @@ MAT_SHIN2 = 0xA041 # Shininess of the object/material (percent)
MAT_SHIN3 = 0xA042 # Reflection of the object/material (percent)
MAT_TRANSPARENCY = 0xA050 # Transparency value of material (percent)
MAT_SELF_ILLUM = 0xA080 # Self Illumination value of material
MATSELFILPCT = 0xA084 # Self illumination strength (percent)
MAT_WIRE = 0xA085 # Only render's wireframe
MAT_TEXTURE_MAP = 0xA200 # This is a header for a new texture map
@ -467,6 +468,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, IMAGE_SE
pct = 50
contextWrapper.emission_color = contextMaterial.line_color[:3]
contextWrapper.emission_strength = contextMaterial.line_priority / 100
contextWrapper.base_color = contextMaterial.diffuse_color[:3]
contextWrapper.specular = contextMaterial.specular_intensity
contextWrapper.roughness = contextMaterial.roughness
@ -669,6 +671,18 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, IMAGE_SE
print("Cannot read material transparency")
new_chunk.bytes_read += temp_chunk.bytes_read
elif new_chunk.ID == MATSELFILPCT:
read_chunk(file, temp_chunk)
if temp_chunk.ID == PERCENTAGE_SHORT:
temp_data = file.read(SZ_U_SHORT)
temp_chunk.bytes_read += SZ_U_SHORT
contextMaterial.line_priority = int(struct.unpack('H', temp_data)[0])
elif temp_chunk.ID == PERCENTAGE_FLOAT:
temp_data = file.read(SZ_FLOAT)
temp_chunk.bytes_read += SZ_FLOAT
contextMaterial.line_priority = (float(struct.unpack('f', temp_data)[0]) * 100)
new_chunk.bytes_read += temp_chunk.bytes_read
elif new_chunk.ID == MAT_TEXTURE_MAP:
read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR")
@ -686,11 +700,18 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, IMAGE_SE
read_texture(new_chunk, temp_chunk, "Bump", "NORMAL")
elif new_chunk.ID == MAT_BUMP_PERCENT:
read_chunk(file, temp_chunk)
if temp_chunk.ID == PERCENTAGE_SHORT:
temp_data = file.read(SZ_U_SHORT)
new_chunk.bytes_read += SZ_U_SHORT
temp_chunk.bytes_read += SZ_U_SHORT
contextWrapper.normalmap_strength = (float(struct.unpack('<H', temp_data)[0]) / 100)
elif temp_chunk.ID == PERCENTAGE_FLOAT:
temp_data = file.read(SZ_FLOAT)
temp_chunk.bytes_read += SZ_FLOAT
contextWrapper.normalmap_strength = float(struct.unpack('f', temp_data)[0])
new_chunk.bytes_read += temp_chunk.bytes_read
elif new_chunk.ID == MAT_SHIN_MAP:
read_texture(new_chunk, temp_chunk, "Shininess", "ROUGHNESS")