- Campbell Barton updated his Wavefront obj importer;
- Jean-Michel Soler updated his paths import (eps part).

BPython bug fixes:

- oldie found by Ken Hughes: reference count of two pyobjects not being decremented in slider callback (Draw.c):
http://projects.blender.org/tracker/index.php?func=detail&aid=2727&group_id=9&atid=127

- Gergely Erdelyi found that setText() in Text3d module was not updating str length var, leading to mem corruption and provided a patch:
http://projects.blender.org/tracker/?func=detail&aid=2713&group_id=9&atid=127

- doc updates (suggested by Campbell)

Thanks guys.
This commit is contained in:
Willian Padovani Germano
2005-06-12 05:54:15 +00:00
parent 70c9f9b319
commit 3d4438dcd7
5 changed files with 579 additions and 399 deletions

View File

@@ -1,20 +1,22 @@
#----------------------------------------------
# (c) jm soler juillet 2004, released under Blender Artistic Licence
# for the Blender 2.34 Python Scripts Bundle.
# (c) jm soler juillet 2004-juin 2005 , released under Blender Artistic Licence
# for the Blender 2.34-2.37 Python Scripts Bundle.
#----------------------------------------------
# Page officielle :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_import_eps.htm
# Communiquer les problemes et erreurs sur:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#----------------------------------------------
SHARP_IMPORT=0
SCALE=1
scale=1
DEVELOPPEMENT = 0
SHARP_IMPORT = 0
SCALE = 1.0
scale = 1
import sys
#oldpath=sys.path
import Blender
from Blender import Draw
BLversion=Blender.Get('version')
try:
@@ -55,16 +57,16 @@ os.split=split
os.join=join
def filtreFICHIER(nom):
f=open(nom,'r')
f=open(nom,'rU')
t=f.readlines()
f.close()
if len(t)==1 and t[0].find('\r'):
t=t[0].split('\r')
if len(t)>1:
if len(t)>1 and t[0].find('PS-Adobe-3.0')==-1 and t[0].find('EPSF')==-1:
return t
else:
name = "OK?%t| Not a valid file or an empty file ... " # if no %xN int is set, indices start from 1
result = Draw.PupMenu(name)
name = "OK?%t| Not a valid file or an empty file or... %x1| not a pure PS-Adobe-2.0 file %x2 "
result = Blender.Draw.PupMenu(name)
return 'false'
#===============================
@@ -119,6 +121,28 @@ n0=0
#=====================================================================
CP=[0.0,0.0] #currentPoint
# modifs 12/06/2005
#=====================================================================
#====================== current transform ============================
#=====================================================================
class transform:
def __init__(self,matrix=[1,0,01],x=0.0,y=0.0):
self.matrix=matrix[:]
self.xy=[x,y]
GSTACK = []
stack=transform()
GSTACK.append(stack)
GSCALE = [1.0,1.0]
GTRANSLATE = [0.0,0.0]
def G_move(l,a):
global GSCALE, GTRANSLATE, GSTACK
#print GSCALE, GTRANSLATE, GSTACK
return str((float(l)+GTRANSLATE[a]+GSTACK[-1].xy[a])*GSCALE[a])
# modifs 12/06/2005
#=====================================================================
#===== to compare last position to the original move to displacement =
#===== needed for cyclic efinition =================================
@@ -209,7 +233,13 @@ def mouvement_vers(l,n0,CP):
courbes.ITEM[n0].Origine=[l[-3].replace('d',''),l[-2]]
B=Bez()
B.co=[CP[0],CP[1],CP[0],CP[1],CP[0],CP[1]]
B.co=[G_move(CP[0],0),
G_move(CP[1],1),
G_move(CP[0],0),
G_move(CP[1],1),
G_move(CP[0],0),
G_move(CP[1],1)]
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
@@ -242,7 +272,12 @@ def courbe_vers_c(l, l2, n0,CP): #c,C
courbes.ITEM[n0].beziers_knot.append(B)
"""
B=Bez()
B.co=[l[2],l[3],l[4],l[5],l[0],l[1]]
B.co=[G_move(l[2],0),
G_move(l[3],1),
G_move(l[4],0),
G_move(l[5],1),
G_move(l[0],0),
G_move(l[1],1)]
if len(courbes.ITEM[n0].beziers_knot)==1:
CP=[l[0],l[1]]
courbes.ITEM[n0].Origine=[l[0],l[1]]
@@ -252,16 +287,21 @@ def courbe_vers_c(l, l2, n0,CP): #c,C
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
if len(l2)>1 and l2[-1] in Actions.keys():
B.co[-2]=l2[0]
B.co[-1]=l2[1]
B.co[-2]=G_move(l2[0],0)
B.co[-1]=G_move(l2[1],1)
else:
B.co[-2]=CP[0]
B.co[-1]=CP[1]
B.co[-2]=G_move(CP[0],0)
B.co[-1]=G_move(CP[1],1)
return courbes,n0,CP
def ligne_tracee_l(l,n0,CP):
B=Bez()
B.co=[l[0],l[1],l[0],l[1],l[0],l[1]]
B.co=[G_move(l[0],0),
G_move(l[1],1),
G_move(l[0],0),
G_move(l[1],1),
G_move(l[0],0),
G_move(l[1],1)]
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
CP=[l[0],l[1]]
@@ -315,14 +355,14 @@ def pik_pattern(t,l):
"""
def scan_FILE(nom):
global CP, courbes, SCALE, scale
global CP, courbes, SCALE, scale, GSTACK, GSCALE, GTRANSLATE
dir,name=split(nom)
name=name.split('.')
n0=0
result=0
t=filtreFICHIER(nom)
if nom.upper().find('.EPS')!=-1 or nom.upper().find('.PS')!=-1 and t!='false':
#print t
if t!='false' and (nom.upper().find('.EPS')!=-1 or nom.upper().find('.PS')!=-1 ):
if not SHARP_IMPORT:
warning = "Select Size : %t| As is %x1 | Scale on Height %x2| Scale on Width %x3"
scale = Blender.Draw.PupMenu(warning)
@@ -349,7 +389,22 @@ def scan_FILE(nom):
courbes,n0,CP=Actions[l0[-1]](l0,l2,n0,CP)
else:
courbes,n0,CP=Actions[l0[-1]](l0,n0,CP)
# modifs 10/06/2005
elif l0!=[] and l0[-1] in ['scale']:
GSCALE=[float(l0[-3]),float(l0[-2])]
elif l0!=[] and l0[-1] in ['translate']:
GTRANSLATE=[float(l0[-3]),float(l0[-2])]
elif l0!=[] and l0[-1] in ['concat'] and l0[0] in ['gsave']:
l0[1]=l0[1].replace('[','')
l0[-2]=l0[-2].replace(']','')
stack=transform([float(l0[1]),float(l0[2]),float(l0[3]),float(l0[4])],float(l0[5]),float(l0[6]))
GSTACK.append(stack)
#print GSTACK
elif l0!=[] and l0[-1] in ['concat'] and l0[0] in ['grestore']:
del GSTACK[-1]
# modifs 12/06/2005 : end
l=l+1#; print l
t=[]
@@ -386,5 +441,5 @@ def scan_FILE(nom):
def fonctionSELECT(nom):
scan_FILE(nom)
#Blender.Window.FileSelector (fonctionSELECT, 'SELECT .EPS/.PS FILE')
if DEVELOPPEMENT==1 : Blender.Window.FileSelector (fonctionSELECT, 'SELECT .EPS/.PS FILE')
#sys.path=oldpath

View File

@@ -2,14 +2,14 @@
"""
Name: 'Wavefront (.obj)...'
Blender: 232
Blender: 237
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File'
"""
__author__ = "Campbell Barton"
__url__ = ["blender", "elysiun"]
__version__ = "0.9"
__version__ = "1.0"
__bpydoc__ = """\
This script imports OBJ files to Blender.
@@ -22,7 +22,7 @@ Run this script from "File->Import" menu and then load the desired OBJ file.
# $Id$
#
# --------------------------------------------------------------------------
# OBJ Import v0.9 by Campbell Barton (AKA Ideasman)
# OBJ Import v1.0 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
@@ -43,6 +43,8 @@ Run this script from "File->Import" menu and then load the desired OBJ file.
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
ABORT_MENU = 'Failed Reading OBJ%t|File is probably another type|if not send this file to|cbarton@metavr.com|with MTL and image files for further testing.'
NULL_MAT = '(null)' # Name for mesh's that have no mat set.
NULL_IMG = '(null)' # Name for mesh's that have no mat set.
@@ -51,15 +53,13 @@ MATLIMIT = 16 # This isnt about to change but probably should not be hard coded.
DIR = ''
#==============================================#
# Return directory, where is file #
# Return directory, where the file is #
#==============================================#
def pathName(path,name):
length=len(path)
for CH in range(1, length):
if path[length-CH:] == name:
path = path[:length-CH]
break
return path
def stripFile(path):
lastSlash = max(path.rfind('\\'), path.rfind('/'))
if lastSlash != -1:
path = path[:lastSlash]
return '%s%s' % (path, sys.sep)
#==============================================#
# Strips the slashes from the back of a string #
@@ -70,20 +70,19 @@ def stripPath(path):
#====================================================#
# Strips the prefix off the name before writing #
#====================================================#
def stripName(name): # name is a string
prefixDelimiter = '.'
return name[ : name.find(prefixDelimiter) ]
def stripExt(name): # name is a string
return name[ : name.rfind('.') ]
from Blender import *
import sys as py_sys
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def getImg(img_fileName):
for i in Image.Get():
if i.filename == img_fileName:
if stripPath(i.filename) == stripPath(img_fileName):
return i
# if we are this far it means the image hasnt been loaded.
@@ -94,12 +93,11 @@ def getImg(img_fileName):
return
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def load_mat_image(mat, img_fileName, type, meshDict):
def loadMaterialImage(mat, img_fileName, type, meshDict):
TEX_ON_FLAG = NMesh.FaceModes['TEX']
texture = Texture.New(type)
texture.setType('Image')
@@ -107,17 +105,19 @@ def load_mat_image(mat, img_fileName, type, meshDict):
image = getImg(img_fileName)
if image:
texture.image = image
# adds textures to faces (Textured/Alt-Z mode)
# Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
if type == 'Kd':
if image and type == 'Kd':
for meshPair in meshDict.values():
for f in meshPair[0].faces:
#print meshPair[0].materials[f.mat].name, mat.name
if meshPair[0].materials[f.mat].name == mat.name:
# the inline usemat command overides the material Image
if not f.image:
f.image = image
f.mode |= TEX_ON_FLAG
f.image = image
# adds textures for materials (rendering)
elif type == 'Ka':
mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR)
@@ -129,17 +129,19 @@ def load_mat_image(mat, img_fileName, type, meshDict):
#==================================================================================#
# This function loads materials from .mtl file (have to be defined in obj file) #
#==================================================================================#
def load_mtl(dir, mtl_file, meshDict):
def load_mtl(dir, mtl_file, meshDict, materialDict):
#===============================================================================#
# This gets a mat or creates one of the requested name if none exist. #
#===============================================================================#
def getMat(matName):
def getMat(matName, materialDict):
# Make a new mat
try:
return Material.Get(matName)
return materialDict[matName]
except NameError:
return Material.New(matName)
# Do we realy need to keep the dict up to date?, not realy but keeps consuistant.
materialDict[matName] = Material.New(matName)
return materialDict[matName]
mtl_file = stripPath(mtl_file)
mtl_fileName = dir + mtl_file
@@ -150,40 +152,42 @@ def load_mtl(dir, mtl_file, meshDict):
print '\tunable to open referenced material file: "%s"' % mtl_fileName
return
lIdx=0
while lIdx < len(fileLines):
l = fileLines[lIdx].split()
# Detect a line that will be ignored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
elif l[0] == 'newmtl':
currentMat = getMat('_'.join(l[1:])) # Material should alredy exist.
elif l[0] == 'Ka':
currentMat.setMirCol(float(l[1]), float(l[2]), float(l[3]))
elif l[0] == 'Kd':
currentMat.setRGBCol(float(l[1]), float(l[2]), float(l[3]))
elif l[0] == 'Ks':
currentMat.setSpecCol(float(l[1]), float(l[2]), float(l[3]))
elif l[0] == 'Ns':
currentMat.setHardness( int((float(l[1])*0.51)) )
elif l[0] == 'd':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'Tr':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'map_Ka':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ka', meshDict)
elif l[0] == 'map_Ks':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ks', meshDict)
elif l[0] == 'map_Kd':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Kd', meshDict)
lIdx+=1
try:
lIdx=0
while lIdx < len(fileLines):
l = fileLines[lIdx].split()
# Detect a line that will be ignored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
elif l[0] == 'newmtl':
currentMat = getMat('_'.join(l[1:]), materialDict) # Material should alredy exist.
elif l[0] == 'Ka':
currentMat.setMirCol(float(l[1]), float(l[2]), float(l[3]))
elif l[0] == 'Kd':
currentMat.setRGBCol(float(l[1]), float(l[2]), float(l[3]))
elif l[0] == 'Ks':
currentMat.setSpecCol(float(l[1]), float(l[2]), float(l[3]))
elif l[0] == 'Ns':
currentMat.setHardness( int((float(l[1])*0.51)) )
elif l[0] == 'd':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'Tr':
currentMat.setAlpha(float(l[1]))
elif l[0] == 'map_Ka':
img_fileName = dir + ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Ka', meshDict)
elif l[0] == 'map_Ks':
img_fileName = dir + ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Ks', meshDict)
elif l[0] == 'map_Kd':
img_fileName = dir + ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Kd', meshDict)
lIdx+=1
except:
print '\tERROR: Unable to parse MTL file.'
#===========================================================================#
# Returns unique name of object/mesh (preserve overwriting existing meshes) #
#===========================================================================#
@@ -203,48 +207,36 @@ def getUniqueName(name):
newName = '%s.%d' % (name, uniqueInt)
uniqueInt +=1
# Gets the meshs index for this material, -1 if its not in the list
def getMeshMaterialIndex(mesh, material):
meshMatIndex = -1
matIdx = 0
meshMatList = mesh.materials
while matIdx < len(meshMatList):
if meshMatList[matIdx].name == material.name:
meshMatIndex = matIdx # The current mat index.
break
matIdx+=1
# -1 if not found
return meshMatIndex
#==================================================================================#
# This loads data from .obj file #
#==================================================================================#
def load_obj(file):
time1 = sys.time()
# Deselect all objects in the scene.
# do this first so we dont have to bother, with objects we import
for ob in Scene.GetCurrent().getChildren():
ob.sel = 0
TEX_OFF_FLAG = ~NMesh.FaceModes['TEX']
# Get the file name with no path or .obj
fileName = stripName( stripPath(file) )
fileName = stripExt( stripPath(file) )
mtl_fileName = ''
mtl_fileName = None
DIR = pathName(file, stripPath(file))
fileLines = open(file, 'r').readlines()
DIR = stripFile(file)
tempFile = open(file, 'r')
fileLines = tempFile.readlines()
tempFile.close()
uvMapList = [(0,0)] # store tuple uv pairs here
# This dummy vert makes life a whole lot easier-
# pythons index system then aligns with objs, remove later
vertList = [NMesh.Vert(0, 0, 0)]
vertList = [None] # Could havea vert but since this is a placeholder theres no Point
# Store all imported materials in a dict, names are key
materiaDict = {}
# Store all imported images in a dict, names are key
imageDict = {}
@@ -257,55 +249,94 @@ def load_obj(file):
nullMat = Material.New(NULL_MAT)
currentMat = nullMat # Use this mat.
currentImg = NULL_IMG # Null image is a string, otherwise this should be set to an image object.\
currentSmooth = 1
currentImg = None # Null image is a string, otherwise this should be set to an image object.\
currentSmooth = False
# Store a list of unnamed names
currentUnnamedGroupIdx = 0
currentUnnamedObjectIdx = 0
currentUnnamedGroupIdx = 1
currentUnnamedObjectIdx = 1
quadList = (0, 1, 2, 3)
faceQuadVList = [None, None, None, None]
faceTriVList = [None, None, None]
#==================================================================================#
# Load all verts first (texture verts too) #
#==================================================================================#
nonVertFileLines = []
smoothingGroups = {}
materialDict = {} # Store all imported materials as unique dict, names are key
lIdx = 0
print '\tfile length: %d' % len(fileLines)
while lIdx < len(fileLines):
# Dont Bother splitting empty or comment lines.
if len(fileLines[lIdx]) == 0:
pass
elif fileLines[lIdx][0] == '\n':
pass
elif fileLines[lIdx][0] == '#':
pass
else:
fileLines[lIdx] = fileLines[lIdx].split()
l = fileLines[lIdx]
try:
while lIdx < len(fileLines):
# Ignore vert normals
if fileLines[lIdx].startswith('vn'):
lIdx+=1
continue
# Splitting may
if len(l) == 0:
# Dont Bother splitting empty or comment lines.
if len(fileLines[lIdx]) == 0 or\
fileLines[lIdx][0] == '\n' or\
fileLines[lIdx][0] == '#':
pass
# Verts
elif l[0] == 'v':
vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) )
# UV COORDINATE
elif l[0] == 'vt':
uvMapList.append( (float(l[1]), float(l[2])) )
else:
nonVertFileLines.append(l)
lIdx+=1
fileLines[lIdx] = fileLines[lIdx].split()
l = fileLines[lIdx]
# Splitting may
if len(l) == 0:
pass
# Verts
elif l[0] == 'v':
vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) )
# UV COORDINATE
elif l[0] == 'vt':
uvMapList.append( (float(l[1]), float(l[2])) )
# Smoothing groups, make a list of unique.
elif l[0] == 's':
if len(l) > 1:
smoothingGroups['_'.join(l[1:])] = None # Can we assign something more usefull? cant use sets yet
# Keep Smoothing group line
nonVertFileLines.append(l)
# Smoothing groups, make a list of unique.
elif l[0] == 'usemtl':
if len(l) > 1:
materialDict['_'.join(l[1:])] = None # Can we assign something more usefull? cant use sets yet
# Keep Smoothing group line
nonVertFileLines.append(l)
else:
nonVertFileLines.append(l)
lIdx+=1
except:
print Draw.PupMenu(ABORT_MENU)
return
del fileLines
fileLines = nonVertFileLines
del nonVertFileLines
# Only want unique keys anyway
smoothingGroups['(null)'] = None # Make sure we have at least 1.
smoothingGroups = smoothingGroups.keys()
print '\tfound %d smoothing groups.' % (len(smoothingGroups) -1)
# Add materials to Blender for later is in teh OBJ
for k in materialDict.keys():
materialDict[k] = Material.New(k)
# Make a list of all unused vert indicies that we can copy from
VERT_USED_LIST = [-1]*len(vertList)
VERT_USED_LIST = [0]*len(vertList)
# Here we store a boolean list of which verts are used or not
# no we know weather to add them to the current mesh
@@ -313,270 +344,354 @@ def load_obj(file):
# like blenders, we start with a dummy just like the vert.
# -1 means unused, any other value refers to the local mesh index of the vert.
# objectName has a char in front of it that determins weather its a group or object.
# currentObjectName has a char in front of it that determins weather its a group or object.
# We ignore it when naming the object.
objectName = 'omesh' # If we cant get one, use this
currentObjectName = 'unnamed_obj_0' # If we cant get one, use this
meshDict = {}
currentMesh = NMesh.GetRaw()
meshDict[objectName] = (currentMesh, VERT_USED_LIST[:]) # Mesh/meshDict[objectName][1]
currentMesh.verts.append(vertList[0])
currentMesh.hasFaceUV(1)
meshDict = {} # The 3 variables below are stored in a tuple within this dict for each mesh
currentMesh = NMesh.GetRaw() # The NMesh representation of the OBJ group/Object
currentUsedVertList = {} # A Dict of smooth groups, each smooth group has a list of used verts and they are generated on demand so as to save memory.
currentMaterialMeshMapping = {} # Used to store material indicies so we dont have to search the mesh for materials every time.
# Every mesh has a null smooth group, this is used if there are no smooth groups in the OBJ file.
# and when for faces where no smooth group is used.
currentSmoothGroup = '(null)' # The Name of the current smooth group
# For direct accsess to the Current Meshes, Current Smooth Groups- Used verts.
# This is of course context based and changes on the fly.
currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
# Set the initial '(null)' Smooth group, every mesh has one.
currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup
# 0:NMesh, 1:SmoothGroups[UsedVerts[0,0,0,0]], 2:materialMapping['matname':matIndexForThisNMesh]
meshDict[currentObjectName] = (currentMesh, currentUsedVertList, currentMaterialMeshMapping)
currentMesh.verts.append(vertList[0]) # So we can sync with OBJ indicies where 1 is the first item.
if len(uvMapList) > 1:
currentMesh.hasFaceUV(1) # Turn UV's on if we have ANY texture coords in this obj file.
#==================================================================================#
# Load all faces into objects, main loop #
#==================================================================================#
lIdx = 0
# Face and Object loading LOOP
while lIdx < len(fileLines):
l = fileLines[lIdx]
# FACE
if l[0] == 'f':
# Make a face with the correct material.
f = NMesh.Face()
try:
lIdx = 0
# Face and Object loading LOOP
while lIdx < len(fileLines):
l = fileLines[lIdx]
# Add material to mesh
if contextMeshMatIdx == -1:
tmpMatLs = currentMesh.materials
# FACE
if l[0] == 'f':
# Make a face with the correct material.
if len(tmpMatLs) == MATLIMIT:
contextMeshMatIdx = 0 # Use first material
print 'material overflow, attempting to use > 16 materials. defaulting to first.'
else:
contextMeshMatIdx = len(tmpMatLs)
currentMesh.addMaterial(currentMat)
# Set up vIdxLs : Verts
# Set up vtIdxLs : UV
# Start with a dummy objects so python accepts OBJs 1 is the first index.
vIdxLs = []
vtIdxLs = []
fHasUV = len(uvMapList)-1 # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0.
for v in l[1:]:
# OBJ files can have // or / to seperate vert/texVert/normal
# this is a bit of a pain but we must deal with it.
objVert = v.split('/')
# Vert Index - OBJ supports negative index assignment (like python)
vIdxLs.append(int(objVert[0]))
if fHasUV:
# UV
if len(objVert) == 1:
#vtIdxLs.append(int(objVert[0])) # replace with below.
vtIdxLs.append(vIdxLs[-1]) # Sticky UV coords
elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2
vtIdxLs.append(int(objVert[1])) # Seperate UV coords
else:
fHasUV = 0
# Dont add a UV to the face if its larger then the UV coord list
# The OBJ file would have to be corrupt or badly written for thi to happen
# but account for it anyway.
if len(vtIdxLs) > 0:
if vtIdxLs[-1] > len(uvMapList):
fHasUV = 0
print 'badly written OBJ file, invalid references to UV Texture coordinates.'
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
if len(vIdxLs) == 4:
for i in quadList: # quadList == [0,1,2,3]
if meshDict[objectName][1][vIdxLs[i]] == -1:
currentMesh.verts.append(vertList[vIdxLs[i]])
f.v.append(currentMesh.verts[-1])
meshDict[objectName][1][vIdxLs[i]] = len(currentMesh.verts)-1
else:
f.v.append(currentMesh.verts[meshDict[objectName][1][vIdxLs[i]]])
# UV MAPPING
if fHasUV:
f.uv.extend([uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]])
#for i in [0,1,2,3]:
# f.uv.append( uvMapList[ vtIdxLs[i] ] )
if f.v > 0:
f.mat = contextMeshMatIdx
if currentImg != NULL_IMG:
f.image = currentImg
else:
f.mode &= TEX_OFF_FLAG
currentMesh.faces.append(f) # move the face onto the mesh
if len(f) > 0:
f.smooth = currentSmooth
elif len(vIdxLs) >= 3: # This handles tri's and fans
for i in range(len(vIdxLs)-2):
f = NMesh.Face()
# Add material to mesh
if contextMeshMatIdx == -1:
tmpMatLs = currentMesh.materials
for ii in [0, i+1, i+2]:
if meshDict[objectName][1][vIdxLs[ii]] == -1:
currentMesh.verts.append(vertList[vIdxLs[ii]])
f.v.append(currentMesh.verts[-1])
meshDict[objectName][1][vIdxLs[ii]] = len(currentMesh.verts)-1
if len(tmpMatLs) == MATLIMIT:
contextMeshMatIdx = 0 # Use first material
print 'material overflow, attempting to use > 16 materials. defaulting to first.'
else:
contextMeshMatIdx = len(tmpMatLs)
currentMaterialMeshMapping[currentMat.name] = contextMeshMatIdx
currentMesh.addMaterial(currentMat)
# Set up vIdxLs : Verts
# Set up vtIdxLs : UV
# Start with a dummy objects so python accepts OBJs 1 is the first index.
vIdxLs = []
vtIdxLs = []
fHasUV = len(uvMapList)-1 # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0.
for v in l[1:]:
# OBJ files can have // or / to seperate vert/texVert/normal
# this is a bit of a pain but we must deal with it.
objVert = v.split('/')
# Vert Index - OBJ supports negative index assignment (like python)
vIdxLs.append(int(objVert[0]))
if fHasUV:
# UV
if len(objVert) == 1:
#vtIdxLs.append(int(objVert[0])) # replace with below.
vtIdxLs.append(vIdxLs[-1]) # Sticky UV coords
elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2
vtIdxLs.append(int(objVert[1])) # Seperate UV coords
else:
f.v.append(currentMesh.verts[meshDict[objectName][1][vIdxLs[ii]]])
fHasUV = 0
# Dont add a UV to the face if its larger then the UV coord list
# The OBJ file would have to be corrupt or badly written for thi to happen
# but account for it anyway.
if len(vtIdxLs) > 0:
if vtIdxLs[-1] > len(uvMapList):
fHasUV = 0
print 'badly written OBJ file, invalid references to UV Texture coordinates.'
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
if len(vIdxLs) == 4:
'''
f = NMesh.Face()
for i in quadList: # quadList == [0,1,2,3]
if currentUsedVertListSmoothGroup[vIdxLs[i]] == 0:
v = vertList[vIdxLs[i]]
currentMesh.verts.append(v)
f.append(v)
currentUsedVertListSmoothGroup[vIdxLs[i]] = len(currentMesh.verts)-1
else:
f.v.append(currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i]]])
'''
if currentUsedVertListSmoothGroup[vIdxLs[0]] == 0:
faceQuadVList[0] = vertList[vIdxLs[0]]
currentUsedVertListSmoothGroup[vIdxLs[0]] = len(currentMesh.verts)
else:
faceQuadVList[0] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]]
if currentUsedVertListSmoothGroup[vIdxLs[1]] == 0:
faceQuadVList[1] = vertList[vIdxLs[1]]
currentUsedVertListSmoothGroup[vIdxLs[1]] = len(currentMesh.verts)+1
else:
faceQuadVList[1] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[1]]]
if currentUsedVertListSmoothGroup[vIdxLs[2]] == 0:
faceQuadVList[2] = vertList[vIdxLs[2]]
currentUsedVertListSmoothGroup[vIdxLs[2]] = len(currentMesh.verts)+2
else:
faceQuadVList[2] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[2]]]
if currentUsedVertListSmoothGroup[vIdxLs[3]] == 0:
faceQuadVList[3] = vertList[vIdxLs[3]]
currentUsedVertListSmoothGroup[vIdxLs[3]] = len(currentMesh.verts)+3
else:
faceQuadVList[3] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[3]]]
currentMesh.verts.extend(faceQuadVList)
f = NMesh.Face(faceQuadVList)
# UV MAPPING
if fHasUV:
f.uv.extend([uvMapList[ vtIdxLs[0] ], uvMapList[ vtIdxLs[i+1] ], uvMapList[ vtIdxLs[i+2] ]])
if f.v > 0:
f.mat = contextMeshMatIdx
if currentImg != NULL_IMG:
f.uv = [uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]]
if currentImg:
f.image = currentImg
else:
f.mode |= TEX_OFF_FLAG
currentMesh.faces.append(f) # move the face onto the mesh
if len(f) > 0:
f.smooth = currentSmooth
# FACE SMOOTHING
elif l[0] == 's':
# No value? then turn on.
if len(l) == 1:
currentSmooth = 1
else:
if l[1] == 'off':
currentSmooth = 0
else:
currentSmooth = 1
# OBJECT / GROUP
elif l[0] == 'o' or l[0] == 'g':
# This makes sure that if an object and a group have the same name then
# they are not put into the same object.
# Only make a new group.object name if the verts in the existing object have been used, this is obscure
# but some files face groups seperating verts and faces which results in silly things. (no groups have names.)
if len(l) > 1:
objectName = '_'.join(l[1:])
else: # No name given
# Make a new empty name
if l[0] == 'g': # Make a blank group name
objectName = 'unnamed_grp_%d' % currentUnnamedGroupIdx
currentUnnamedGroupIdx +=1
else: # is an object.
objectName = 'unnamed_ob_%d' % currentUnnamedObjectIdx
currentUnnamedObjectIdx +=1
# If we havnt written to this mesh before then do so.
# if we have then we'll just keep appending to it, this is required for soem files.
# If we are new, or we are not yet in the list of added meshes
# then make us new mesh.
if len(l) == 1 or objectName not in meshDict.keys():
currentMesh = NMesh.GetRaw()
meshDict[objectName] = (currentMesh, VERT_USED_LIST[:])
currentMesh.hasFaceUV(1)
currentMesh.verts.append( vertList[0] )
contextMeshMatIdx = -1
else:
# Since we have this in Blender then we will check if the current Mesh has the material.
# set the contextMeshMatIdx to the meshs index but only if we have it.
currentMesh = meshDict[objectName]
contextMeshMatIdx = getMeshMaterialIndex(currentMesh, currentMat)
# MATERIAL
elif l[0] == 'usemtl':
if len(l) == 1 or l[1] == NULL_MAT:
#~ currentMat = getMat(NULL_MAT)
newMatName = NULL_MAT
currentMat = nullMat
else:
#~ currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces
newMatName = '_'.join(l[1:])
try: # Add to material list if not there
currentMat = materiaDict[newMatName]
newMatName = currentMat.name # Make sure we are up to date, Blender might have incremented the name.
f.mode &= TEX_OFF_FLAG
# Since we have this in Blender then we will check if the current Mesh has the material.
matIdx = 0
tmpMeshMaterials = currentMesh.materials
while matIdx < len(tmpMeshMaterials):
if tmpMeshMaterials[matIdx].name == newMatName:
contextMeshMatIdx = matIdx # The current mat index.
break
matIdx+=1
except KeyError: # Not added yet, add now.
currentMat = Material.New(newMatName)
materiaDict[newMatName] = currentMat
contextMeshMatIdx = -1 # Mesh cant possibly have the material.
# IMAGE
elif l[0] == 'usemat' or l[0] == 'usemap':
if len(l) == 1 or l[1] == '(null)' or l[1] == 'off':
currentImg = NULL_IMG
else:
# Load an image.
newImgName = stripPath(' '.join(l[1:]))
f.mat = contextMeshMatIdx
f.smooth = currentSmooth
currentMesh.faces.append(f) # move the face onto the mesh
try:
# Assume its alredy set in the dict (may or maynot be loaded)
currentImg = imageDict[newImgName]
except KeyError: # Not in dict, add for first time.
try: # Image has not been added, Try and load the image
currentImg = Image.Load( '%s%s' % (DIR, newImgName) ) # Use join in case of spaces
imageDict[newImgName] = currentImg
elif len(vIdxLs) >= 3: # This handles tri's and fans
for i in range(len(vIdxLs)-2):
'''
f = NMesh.Face()
for ii in [0, i+1, i+2]:
if currentUsedVertListSmoothGroup[vIdxLs[ii]] == 0:
v = vertList[vIdxLs[ii]]
currentMesh.verts.append(v)
f.append(v)
currentUsedVertListSmoothGroup[vIdxLs[ii]] = len(currentMesh.verts)-1
else:
f.v.append(currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[ii]]])
'''
except IOError: # Cant load, just set blank.
imageDict[newImgName] = NULL_IMG
currentImg = NULL_IMG
if currentUsedVertListSmoothGroup[vIdxLs[0]] == 0:
faceTriVList[0] = vertList[vIdxLs[0]]
currentUsedVertListSmoothGroup[vIdxLs[0]] = len(currentMesh.verts)
else:
faceTriVList[0] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]]
if currentUsedVertListSmoothGroup[vIdxLs[i+1]] == 0:
faceTriVList[1] = vertList[vIdxLs[i+1]]
currentUsedVertListSmoothGroup[vIdxLs[i+1]] = len(currentMesh.verts)+1
else:
faceTriVList[1] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i+1]]]
if currentUsedVertListSmoothGroup[vIdxLs[i+2]] == 0:
faceTriVList[2] = vertList[vIdxLs[i+2]]
currentUsedVertListSmoothGroup[vIdxLs[i+2]] = len(currentMesh.verts)+2
else:
faceTriVList[2] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i+2]]]
currentMesh.verts.extend(faceTriVList)
f = NMesh.Face(faceTriVList)
# UV MAPPING
if fHasUV:
f.uv = [uvMapList[vtIdxLs[0]], uvMapList[vtIdxLs[i+1]], uvMapList[vtIdxLs[i+2]]]
if currentImg:
f.image = currentImg
else:
f.mode &= TEX_OFF_FLAG
f.mat = contextMeshMatIdx
f.smooth = currentSmooth
currentMesh.faces.append(f) # move the face onto the mesh
# FACE SMOOTHING
elif l[0] == 's':
# No value? then turn on.
if len(l) == 1:
currentSmooth = True
currentSmoothGroup = '(null)'
try:
currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup]
except KeyError:
currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup
else:
if l[1] == 'off':
currentSmooth = False
currentSmoothGroup = '(null)'
# We all have a null group so dont need to try
currentUsedVertListSmoothGroup = currentUsedVertList['(null)']
else:
currentSmooth = True
currentSmoothGroup = '_'.join(l[1:])
# OBJECT / GROUP
elif l[0] == 'o' or l[0] == 'g':
# Forget about the current image
currentImg = None
# This makes sure that if an object and a group have the same name then
# they are not put into the same object.
# Only make a new group.object name if the verts in the existing object have been used, this is obscure
# but some files face groups seperating verts and faces which results in silly things. (no groups have names.)
if len(l) > 1:
currentObjectName = '_'.join(l[1:])
else: # No name given
# Make a new empty name
if l[0] == 'g': # Make a blank group name
currentObjectName = 'unnamed_grp_%d' % currentUnnamedGroupIdx
currentUnnamedGroupIdx +=1
else: # is an object.
currentObjectName = 'unnamed_ob_%d' % currentUnnamedObjectIdx
currentUnnamedObjectIdx +=1
# If we havnt written to this mesh before then do so.
# if we have then we'll just keep appending to it, this is required for soem files.
# If we are new, or we are not yet in the list of added meshes
# then make us new mesh.
if len(l) == 1 or currentObjectName not in meshDict.keys():
currentMesh = NMesh.GetRaw()
currentUsedVertList = {}
# Sg is a string
currentSmoothGroup = '(null)'
currentUsedVertListSmoothGroup = VERT_USED_LIST[:]
currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup
currentMaterialMeshMapping = {}
meshDict[currentObjectName] = (currentMesh, currentUsedVertList, currentMaterialMeshMapping)
currentMesh.hasFaceUV(1)
currentMesh.verts.append( vertList[0] )
contextMeshMatIdx = -1
else:
# Since we have this in Blender then we will check if the current Mesh has the material.
# set the contextMeshMatIdx to the meshs index but only if we have it.
currentMesh, currentUsedVertList, currentMaterialMeshMapping = meshDict[currentObjectName]
#getMeshMaterialIndex(currentMesh, currentMat)
try:
contextMeshMatIdx = currentMaterialMeshMapping[currentMat.name] #getMeshMaterialIndex(currentMesh, currentMat)
except KeyError:
contextMeshMatIdx -1
# For new meshes switch smoothing groups to null
currentSmoothGroup = '(null)'
currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup]
# MATERIAL
elif l[0] == 'usemtl':
if len(l) == 1 or l[1] == NULL_MAT:
currentMat = nullMat # We know we have a null mat.
else:
currentMat = materialDict['_'.join(l[1:])]
try:
contextMeshMatIdx = currentMaterialMeshMapping[currentMat.name]
except KeyError:
contextMeshMatIdx = -1 #getMeshMaterialIndex(currentMesh, currentMat)
# IMAGE
elif l[0] == 'usemat' or l[0] == 'usemap':
if len(l) == 1 or l[1] == '(null)' or l[1] == 'off':
currentImg = None
else:
# Load an image.
newImgName = stripPath(' '.join(l[1:])) # Use space since its a file name.
try:
# Assume its alredy set in the dict (may or maynot be loaded)
currentImg = imageDict[newImgName]
except KeyError: # Not in dict, add for first time.
try: # Image has not been added, Try and load the image
currentImg = Image.Load( '%s%s' % (DIR, newImgName) ) # Use join in case of spaces
imageDict[newImgName] = currentImg
except IOError: # Cant load, just set blank.
imageDict[newImgName] = None
currentImg = None
# MATERIAL FILE
elif l[0] == 'mtllib':
mtl_fileName = ' '.join(l[1:]) # SHOULD SUPPORT MULTIPLE MTL?
lIdx+=1
# MATERIAL FILE
elif l[0] == 'mtllib':
mtl_fileName = ' '.join(l[1:]) # SHOULD SUPPORT MULTIPLE MTL?
# Applies material properties to materials alredy on the mesh as well as Textures.
if mtl_fileName:
load_mtl(DIR, mtl_fileName, meshDict, materialDict)
lIdx+=1
importedObjects = []
for mk in meshDict.keys():
meshDict[mk][0].verts.pop(0)
# Ignore no vert meshes.
if not meshDict[mk][0].verts:
continue
name = getUniqueName(mk)
ob = NMesh.PutRaw(meshDict[mk][0], name)
ob.name = name
importedObjects.append(ob)
# Select all imported objects.
for ob in importedObjects:
ob.sel = 1
print "obj import time: ", sys.time() - time1
except:
print Draw.PupMenu(ABORT_MENU)
return
#==============================================#
# Write all meshs in the dictionary #
#==============================================#
for ob in Scene.GetCurrent().getChildren(): # Deselect all
ob.sel = 0
# Applies material properties to materials alredy on the mesh as well as Textures.
if mtl_fileName != '':
load_mtl(DIR, mtl_fileName, meshDict)
importedObjects = []
for mk in meshDict.keys():
meshDict[mk][0].verts.pop(0)
# Ignore no vert meshes.
if not meshDict[mk][0].verts:
continue
name = getUniqueName(mk)
ob = NMesh.PutRaw(meshDict[mk][0], name)
ob.name = name
importedObjects.append(ob)
# Select all imported objects.
for ob in importedObjects:
ob.sel = 1
print "obj import time: ", sys.time() - time1
Window.FileSelector(load_obj, 'Import Wavefront OBJ')
def load_obj_callback(file):
# Try/Fails should realy account for these, but if somthing realy bad happens then Popup error.
try:
load_obj(file)
except:
print Draw.PupMenu(ABORT_MENU)
Window.FileSelector(load_obj_callback, 'Import Wavefront OBJ')
# For testing compatibility
'''
@@ -588,6 +703,9 @@ for obj in os.listdir('/obj/'):
newScn = Scene.New(obj)
newScn.makeCurrent()
load_obj('/obj/' + obj)
print "TOTAL IMPORT TIME: ", sys.time() - TIME
'''
#print "TOTAL IMPORT TIME: ", sys.time() - TIME
#load_obj('/obj/her.obj')
#load_obj('/obj/foot_bones.obj')
#load_obj('/obj/mba1.obj')
#load_obj('/obj/PixZSphere50.OBJ')

View File

@@ -850,6 +850,8 @@ static PyObject *Method_Toggle( PyObject * self, PyObject * args )
static void py_slider_update( void *butv, void *data2_unused )
{
uiBut *but = butv;
PyObject *ref = Py_BuildValue( "(i)", SPACE_VIEW3D );
PyObject *ret = NULL;
EXPP_disable_force_draw = 1;
/*@ Disable forced drawing, otherwise the button object which
@@ -862,8 +864,12 @@ static void py_slider_update( void *butv, void *data2_unused )
spacescript_do_pywin_buttons( curarea->spacedata.first,
uiButGetRetVal( but ) );
/* XXX useless right now: */
M_Window_Redraw( 0, Py_BuildValue( "(i)", SPACE_VIEW3D ) );
/* XXX useless right now, investigate better before a bcon 5 */
ret = M_Window_Redraw( 0, ref );
Py_DECREF(ref);
if (ret) { Py_DECREF(ret); }
disable_where_script( 0 );

View File

@@ -491,11 +491,12 @@ static PyObject *Text3d_setText( BPy_Text3d * self, PyObject * args )
if( !PyArg_ParseTuple( args, "s", &text ) )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected string argument" ) );
if (self) {
MEM_freeN (self->curve->str);
self->curve->str= MEM_mallocN (strlen (text)+1, "str");
strcpy (self->curve->str, text);
self->curve->pos= strlen (text);
if( self ) {
MEM_freeN( self->curve->str );
self->curve->str = MEM_mallocN( strlen (text)+1, "str" );
strcpy( self->curve->str, text );
self->curve->pos = strlen ( text );
self->curve->len = strlen ( text );
}
Py_INCREF( Py_None );
return Py_None;

View File

@@ -14,7 +14,7 @@ Example::
import Blender
from Blender import Material
mat = Material.New('newMat') # create a new Material called 'newMat'
print mat.rgbCol # print its rgb color triplet
print mat.rgbCol # print its rgb color triplet sequence
mat.rgbCol = [0.8, 0.2, 0.2] # change its color
mat.setAlpha(0.2) # mat.alpha = 0.2 -- almost transparent
mat.emit = 0.7 # equivalent to mat.setEmit(0.8)
@@ -87,9 +87,9 @@ class Material:
@type mode: int
@cvar mode: Mode flags as an or'ed int value. See the Modes dictionary keys
and descriptions in L{Modes}.
@cvar rgbCol: Material's RGB color triplet.
@cvar specCol: Specular color rgb triplet.
@cvar mirCol: Mirror color rgb triplet.
@cvar rgbCol: Material's RGB color triplet sequence.
@cvar specCol: Specular color rgb triplet sequence.
@cvar mirCol: Mirror color rgb triplet sequence.
@cvar R: Red component of L{rgbCol} - [0.0, 1.0].
@cvar G: Green component of L{rgbCol} - [0.0, 1.0].
@cvar B: Blue component of L{rgbCol} - [0.0, 1.0].
@@ -221,14 +221,14 @@ class Material:
def getRGBCol():
"""
Get the rgb color triplet.
Get the rgb color triplet sequence.
@rtype: list of 3 floats
@return: [r, g, b]
"""
def setRGBCol(rgb = None):
"""
Set the rgb color triplet. If B{rgb} is None, set the color to black.
Set the rgb color triplet sequence. If B{rgb} is None, set the color to black.
@type rgb: three floats or a list of three floats
@param rgb: The rgb color values in [0.0, 1.0] as:
- a list of three floats: setRGBCol ([r, g, b]) B{or}
@@ -237,14 +237,14 @@ class Material:
def getSpecCol():
"""
Get the specular color triplet.
Get the specular color triplet sequence.
@rtype: list of 3 floats
@return: [specR, specG, specB]
"""
def setSpecCol(rgb = None):
"""
Set the specular color triplet. If B{rgb} is None, set the color to black.
Set the specular color triplet sequence. If B{rgb} is None, set the color to black.
@type rgb: three floats or a list of three floats
@param rgb: The rgb color values in [0.0, 1.0] as:
- a list of three floats: setSpecCol ([r, g, b]) B{or}
@@ -253,14 +253,14 @@ class Material:
def getMirCol():
"""
Get the mirror color triplet.
Get the mirror color triplet sequence.
@rtype: list of 3 floats
@return: [mirR, mirG, mirb]
"""
def setMirCol(rgb = None):
"""
Set the mirror color triplet. If B{rgb} is None, set the color to black.
Set the mirror color triplet sequence. If B{rgb} is None, set the color to black.
@type rgb: three floats or a list of three floats
@param rgb: The rgb color values in [0.0, 1.0] as:
- a list of three floats: setMirCol ([r, g, b]) B{or}
@@ -459,7 +459,7 @@ class Material:
"""
Set the hardness of the specularity.
@type hardness: int
@param hardness: The new value in [1, 255].
@param hardness: The new value in [1, 511].
"""
def getNFlares():
@@ -622,7 +622,7 @@ class Material:
"""
Assign a Blender Texture object to slot number 'number'.
@type index: int
@param index: material's texture index in [0, 7].
@param index: material's texture index in [0, 9].
@type texture: Blender Texture
@param texture: a Blender Texture object.
@type texco: int
@@ -635,7 +635,7 @@ class Material:
"""
Clear the ith (given by 'index') texture channel of this material.
@type index: int
@param index: material's texture channel index in [0, 7].
@param index: material's texture channel index in [0, 9].
"""
def getTextures ():