io_scene_3ds: Improved import and export of background color and images #104801

Merged
Sebastian Sille merged 54 commits from :main into main 2023-07-30 16:34:21 +02:00
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@ -670,7 +670,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
while (previous_chunk.bytes_read < previous_chunk.length): while (previous_chunk.bytes_read < previous_chunk.length):
read_chunk(file, new_chunk) read_chunk(file, new_chunk)
# is it a Version chunk? # Check the Version chunk
if new_chunk.ID == VERSION: if new_chunk.ID == VERSION:
# read in the version of the file # read in the version of the file
temp_data = file.read(SZ_U_INT) temp_data = file.read(SZ_U_INT)
@ -680,6 +680,14 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
if version > 3: if version > 3:
print("\tNon-Fatal Error: Version greater than 3, may not load correctly: ", version) print("\tNon-Fatal Error: Version greater than 3, may not load correctly: ", version)
# The main object info chunk
elif new_chunk.ID == OBJECTINFO:
process_next_chunk(context, file, new_chunk, imported_objects, CONSTRAIN, FILTER,
IMAGE_SEARCH, WORLD_MATRIX, KEYFRAME, CONVERSE, MEASURE, CURSOR)
# keep track of how much we read in the main chunk
new_chunk.bytes_read += temp_chunk.bytes_read
# If cursor location # If cursor location
elif CURSOR and new_chunk.ID == O_CONSTS: elif CURSOR and new_chunk.ID == O_CONSTS:
context.scene.cursor.location = read_float_array(new_chunk) context.scene.cursor.location = read_float_array(new_chunk)
@ -774,15 +782,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
elif CreateWorld and new_chunk.ID == USE_LAYER_FOG: elif CreateWorld and new_chunk.ID == USE_LAYER_FOG:
context.view_layer.use_pass_mist = True context.view_layer.use_pass_mist = True
# is it an object info chunk? # If object chunk - can be material and mesh, light and spot or camera
elif new_chunk.ID == OBJECTINFO:
process_next_chunk(context, file, new_chunk, imported_objects, CONSTRAIN, FILTER,
IMAGE_SEARCH, WORLD_MATRIX, KEYFRAME, CONVERSE, MEASURE, CURSOR)
# 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: elif new_chunk.ID == OBJECT:
if CreateBlenderObject: if CreateBlenderObject:
putContextMesh(context, contextMesh_vertls, contextMesh_facels, contextMesh_flag, putContextMesh(context, contextMesh_vertls, contextMesh_facels, contextMesh_flag,
@ -800,7 +800,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
contextObName, read_str_len = read_string(file) contextObName, read_str_len = read_string(file)
new_chunk.bytes_read += read_str_len new_chunk.bytes_read += read_str_len
# is it a material chunk? # If material chunk
elif new_chunk.ID == MATERIAL: elif new_chunk.ID == MATERIAL:
contextAlpha = True contextAlpha = True
contextColor = mathutils.Color((0.8, 0.8, 0.8)) contextColor = mathutils.Color((0.8, 0.8, 0.8))