Files
test/release/scripts/obj_import.py
Campbell Barton 9c322c7e86 Moved ngon creating function from obj_import into BPyMesh so other importers can use it.
Exporter free's mesh vertex data each run (was causing memory errors when exporting fluidsim meshes... poke ken for Mesh.Unlink() since many meshes are still created)
Exporter had an indentation error also.
Added an NMesh wrapper around Mesh for importers to use, so as to work around slow 1 by 1 adding of data. used in upcoming flt_importer update.
Mesh cleanup now has the dangerous option to perform a cleanup on ALL mesh data. (needed it for a project)
2006-04-10 21:42:18 +00:00

889 lines
30 KiB
Python

#!BPY
"""
Name: 'Wavefront (.obj)...'
Blender: 237
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File, Shift: batch import all dir.'
"""
__author__= "Campbell Barton"
__url__= ["blender", "elysiun"]
__version__= "1.0"
__bpydoc__= """\
This script imports OBJ files to Blender.
Usage:
Run this script from "File->Import" menu and then load the desired OBJ file.
"""
# $Id$
#
# --------------------------------------------------------------------------
# OBJ Import v1.0 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
#==============================================#
# Return directory, where the file is #
#==============================================#
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 #
#==============================================#
def stripPath(path):
return path.split('/')[-1].split('\\')[-1]
#====================================================#
# Strips the prefix off the name before writing #
#====================================================#
def stripExt(name): # name is a string
index= name.rfind('.')
if index != -1:
return name[ : index ]
else:
return name
from Blender import *
import BPyImage
reload(BPyImage)
import BPyMesh
try:
import os
except:
# So we know if os exists.
print 'Module "os" not found, install python to enable comprehensive image finding and batch loading.'
os= None
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def loadMaterialImage(mat, img_fileName, type, meshDict, dir):
TEX_ON_FLAG= NMesh.FaceModes['TEX']
texture= Texture.New(type)
texture.setType('Image')
# Absolute path - c:\.. etc would work here
image= BPyImage.comprehensiveImageLoad(img_fileName, dir)
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 image and type == 'Kd':
for meshPair in meshDict.itervalues():
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.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) # TODO- Add AMB to BPY API
elif type == 'Kd':
mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
elif type == 'Ks':
mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
elif type == 'Bump': # New Additions
mat.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR)
elif type == 'D':
mat.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA)
elif type == 'refl':
mat.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF)
#==================================================================================#
# This function loads materials from .mtl file (have to be defined in obj file) #
#==================================================================================#
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, materialDict):
# Make a new mat
try:
return materialDict[matName]
#except NameError or KeyError:
except: # Better do any exception
# Do we realy need to keep the dict up to date?, not realy but keeps consuistant.
mat= materialDict[matName]= Material.New(matName)
return mat
mtl_file= stripPath(mtl_file)
mtl_fileName= dir + mtl_file
try:
fileLines= open(mtl_fileName, 'r').readlines()
except IOError:
print '\tunable to open referenced material file: "%s"' % mtl_fileName
return
try:
lIdx=0
while lIdx < len(fileLines):
l= fileLines[lIdx].split()
# Detect a line that will be ignored
if len(l) == 0 or l[0].startswith('#'):
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] == 'Ni': # Refraction index
currentMat.setIOR( max(1, min(float(l[1]), 3))) # Between 1 and 3
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= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Ka', meshDict, dir)
elif l[0] == 'map_Ks':
img_fileName= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Ks', meshDict, dir)
elif l[0] == 'map_Kd':
img_fileName= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Kd', meshDict, dir)
# new additions
elif l[0] == 'map_Bump': # Bumpmap
img_fileName= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'Bump', meshDict, dir)
elif l[0] == 'map_D': # Alpha map - Dissolve
img_fileName= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'D', meshDict, dir)
elif l[0] == 'refl': # Reflectionmap
img_fileName= ' '.join(l[1:])
loadMaterialImage(currentMat, img_fileName, 'refl', meshDict, dir)
lIdx+=1
except:
print '\tERROR: Unable to parse MTL file: "%s"' % mtl_file
return
print '\tUsing MTL: "%s"' % mtl_file
#===========================================================================#
# Returns unique name of object/mesh (preserve overwriting existing meshes) #
#===========================================================================#
def getUniqueName(name):
newName= name[:19] # 19 chars is the longest name.
uniqueInt= 0
while newName in getUniqueName.uniqueNames:
newName= '%s.%.3i' % (name[:15], uniqueInt)
uniqueInt +=1
getUniqueName.uniqueNames.append(newName)
return newName
getUniqueName.uniqueNames= []
#==================================================================================#
# This loads data from .obj file #
#==================================================================================#
def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0, IMPORT_FGON=1, IMPORT_SMOOTH_GROUPS=0, IMPORT_MTL_SPLIT=0, IMPORT_RELATIVE_VERTS=0):
global currentMesh,\
currentUsedVertList,\
currentUsedVertListSmoothGroup,\
meshDict,\
contextMeshMatIdx,\
currentMaterialMeshMapping
print '\nImporting OBJ file: "%s"' % file
time1= sys.time()
getUniqueName.uniqueNames.extend( [ob.name for ob in Object.Get()] )
getUniqueName.uniqueNames.extend( NMesh.GetNames() )
# 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= stripExt( stripPath(file) )
mtl_fileName= [] # Support multiple mtl files if needed.
DIR= stripFile(file)
tempFile= open(file, 'r')
fileLines= tempFile.readlines()
tempFile.close()
del tempFile
uvMapList= [] # store tuple uv pairs here
# This dummy vert makes life a whole lot easier-
# pythons index system then aligns with objs, remove later
vertList= [] # Could havea vert but since this is a placeholder theres no Point
# Store all imported images in a dict, names are key
imageDict= {}
# This stores the index that the current mesh has for the current material.
# if the mesh does not have the material then set -1
contextMeshMatIdx= -1
# Keep this out of the dict for easy accsess.
nullMat= Material.New('(null)')
currentMat= nullMat # Use this mat.
currentImg= None # Null image is a string, otherwise this should be set to an image object.\
if IMPORT_SMOOTH_ALL:
currentSmooth= True
else:
currentSmooth= False
# Store a list of unnamed names
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) #
#==================================================================================#
print '\tfile length: %d' % len(fileLines)
# Ignore normals and comments.
fileLines= [lsplit for l in fileLines if not l.startswith('vn') if not l.startswith('#') for lsplit in (l.split(),) if lsplit]
Vert= NMesh.Vert
vertList= [Vert(float(l[1]), float(l[2]), float(l[3]) ) for l in fileLines if l[0] == 'v']
uvMapList= [(float(l[1]), float(l[2])) for l in fileLines if l[0] == 'vt']
if IMPORT_SMOOTH_GROUPS:
smoothingGroups= dict([('_'.join(l[1:]), None) for l in fileLines if l[0] == 's' ])
else:
smoothingGroups= {}
materialDict= dict([('_'.join(l[1:]), None) for l in fileLines if l[0] == 'usemtl']) # Store all imported materials as unique dict, names are key
print '\tvert:%i texverts:%i smoothgroups:%i materials:%s' % (len(vertList), len(uvMapList), len(smoothingGroups), len(materialDict))
# Replace filelines, Excluding v excludes "v ", "vn " and "vt "
# Remove any variables we may have created.
try: del _dummy
except: pass
try: del _x
except: pass
try: del _y
except: pass
try: del _z
except: pass
try: del lsplit
except: pass
del Vert
# With negative values this is used a lot. make faster access.
len_uvMapList= len(uvMapList)
len_vertList= len(vertList)
# 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.iterkeys():
materialDict[k]= Material.New(k)
# Make a list of all unused vert indices that we can copy from
VERT_USED_LIST= [-1]*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
# This is an issue with global vertex indices being translated to per mesh indices
# 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.
# currentObjectName has a char in front of it that determins weather its a group or object.
# We ignore it when naming the object.
currentObjectName= 'unnamed_obj_0' # If we cant get one, use this
if IMPORT_MTL_SPLIT:
currentObjectName_real= currentObjectName
#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 indices 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.
# Set the initial '(null)' Smooth group, every mesh has one.
currentUsedVertListSmoothGroup= VERT_USED_LIST[:]
currentUsedVertList= {currentSmoothGroup: currentUsedVertListSmoothGroup }
# 0:NMesh, 1:SmoothGroups[UsedVerts[0,0,0,0]], 2:materialMapping['matname':matIndexForThisNMesh]
meshDict= {currentObjectName: (currentMesh, currentUsedVertList, currentMaterialMeshMapping) }
# Only show the bad uv error once
badObjUvs= 0
badObjFaceVerts= 0
badObjFaceTexCo= 0
#currentMesh.verts.append(vertList[0]) # So we can sync with OBJ indices 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.
# Heres the code that gets a mesh, creating a new one if needed.
# may_exist is used to avoid a dict looup.
# if the mesh is unnamed then we generate a new name and dont bother looking
# to see if its alredy there.
def obj_getmesh(may_exist):
global currentMesh,\
currentUsedVertList,\
currentUsedVertListSmoothGroup,\
meshDict,\
contextMeshMatIdx,\
currentMaterialMeshMapping
#print 'getting mesh,', currentObjectName
# 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 (not may_exist) or (not meshDict.has_key(currentObjectName)):
currentMesh= NMesh.GetRaw()
currentUsedVertList= {}
# SmoothGroup is a string
########currentSmoothGroup= '(null)' # From examplesm changing the g/o shouldent change the smooth group.
currentUsedVertList[currentSmoothGroup]= currentUsedVertListSmoothGroup= VERT_USED_LIST[:]
currentMaterialMeshMapping= {}
meshDict[currentObjectName]= (currentMesh, currentUsedVertList, currentMaterialMeshMapping)
currentMesh.hasFaceUV(1)
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)' # From examplesm changing the g/o shouldent change the smooth group.
try:
currentUsedVertListSmoothGroup= currentUsedVertList[currentSmoothGroup]
except:
currentUsedVertList[currentSmoothGroup]= currentUsedVertListSmoothGroup= VERT_USED_LIST[:]
#==================================================================================#
# Load all faces into objects, main loop #
#==================================================================================#
lIdx= 0
EDGE_FGON_FLAG= NMesh.EdgeFlags['FGON']
EDGE_DRAW_FLAG= NMesh.EdgeFlags['EDGEDRAW']
if IMPORT_RELATIVE_VERTS:
VERT_COUNT= TVERT_COUNT=0
# TOT_VERTS= len(vertList)
# len(vertList)
# len(uvMapList)
while lIdx < len(fileLines):
l= fileLines[lIdx]
#for l in fileLines:
if len(l) == 0:
continue
# FACE
elif l[0] == 'v':
if IMPORT_RELATIVE_VERTS:
VERT_COUNT+=1
elif l[0] == 'vt':
if IMPORT_RELATIVE_VERTS:
TVERT_COUNT+=1
elif l[0] == 'f' or l[0] == 'fo': # fo is not standard.
# Make a face with the correct material.
# Add material to mesh
if contextMeshMatIdx == -1:
tmpMatLs= currentMesh.materials
if len(tmpMatLs) == 16:
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 # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0.
# Support stupid multiline faces
# not an obj spec but some objs exist that do this.
# f 1 2 3 \
# 4 5 6 \
# ..... instead of the more common and sane.
# f 1 2 3 4 5 6
#
# later lines are not modified, just skepped by advancing "lIdx"
while l[-1] == '\\':
l.pop()
lIdx+=1
l.extend(fileLines[lIdx])
# Done supporting crappy obj faces over multiple lines.
for v in l:
if v is not 'f': # Only the first v will be f, any better ways to skip it?
# 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)
index= int(objVert[0])-1
# Account for negative indices.
if index < 0:
if IMPORT_RELATIVE_VERTS: # non standard
index= VERT_COUNT+index+1
else:
index= len_vertList+index+1
elif IMPORT_RELATIVE_VERTS:
index= VERT_COUNT+index+1 # UNTESTED, POSITIVE RELATIVE VERTS.May be out by 1.
vIdxLs.append(index)
if fHasUV:
# UV
index= 0 # Dummy var
if len(objVert) == 1:
index= vIdxLs[-1]
elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2
index= int(objVert[1])-1
if index < 0:
if IMPORT_RELATIVE_VERTS: # non standard
index= TVERT_COUNT+index+1
else:
index= len_uvMapList+index+1
elif IMPORT_RELATIVE_VERTS: # non standard:
index= TVERT_COUNT+index+1 # UNTESTED, POSITIVE RELATIVE VERTS. May be out by 1.
if len_uvMapList > index:
vtIdxLs.append(index) # Seperate UV coords
else:
# BAD FILE, I have found this so I account for it.
# INVALID UV COORD
# Could ignore this- only happens with 1 in 1000 files.
badObjFaceTexCo +=1
vtIdxLs.append(1)
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
badObjUvs +=1 # ERROR, Cont
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
#print lIdx, len(vIdxLs), len(currentUsedVertListSmoothGroup)
#print fileLines[lIdx]
# Add all the verts we need,
# dont edd edge verts if were not importing them.
face_vert_count= len(vIdxLs)
if (not IMPORT_EDGES) and face_vert_count == 2:
pass
else:
# Add the verts that arnt alredy added.
for i in vIdxLs:
if currentUsedVertListSmoothGroup[i] == -1:
v= vertList[i]
currentMesh.verts.append(v)
currentUsedVertListSmoothGroup[i]= len(currentMesh.verts)-1
if face_vert_count == 2:
if IMPORT_EDGES and vIdxLs[0]!=vIdxLs[1]:
# Edge
currentMesh.addEdge(\
currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]],\
currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]])
elif face_vert_count == 4:
# Have found some files where wach face references the same vert
# - This causes a bug and stopts the import so lets check here
if vIdxLs[0] == vIdxLs[1] or\
vIdxLs[0] == vIdxLs[2] or\
vIdxLs[0] == vIdxLs[3] or\
vIdxLs[1] == vIdxLs[2] or\
vIdxLs[1] == vIdxLs[3] or\
vIdxLs[2] == vIdxLs[3]:
badObjFaceVerts+=1
else:
for i in quadList: # quadList == [0,1,2,3]
faceQuadVList[i]= currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i]]]
f= NMesh.Face(faceQuadVList)
# UV MAPPING
if fHasUV:
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
f.mat= contextMeshMatIdx
f.smooth= currentSmooth
currentMesh.faces.append(f) # move the face onto the mesh
elif face_vert_count == 3: # This handles tri's and fans, dont use fans anymore.
for i in range(face_vert_count-2):
if vIdxLs[0] == vIdxLs[i+1] or\
vIdxLs[0] == vIdxLs[i+2] or\
vIdxLs[i+1] == vIdxLs[i+2]:
badObjFaceVerts+=1
else:
for k, j in [(0,0), (1,i+1), (2,i+2)]:
faceTriVList[k]= currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[j]]]
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
elif face_vert_count > 4: # NGons.
# we need to map indices to uv coords.
currentMeshRelativeIdxs= [currentUsedVertListSmoothGroup[i] for i in vIdxLs]
if fHasUV:
vert2UvMapping=dict( [ (currentMeshRelativeIdxs[i],vtIdxLs[i]) for i in xrange(face_vert_count)] )
ngon_face_indices= BPyMesh.ngon(currentMesh, currentMeshRelativeIdxs)
# At the moment scanfill always makes tri's but dont count on it
for fillFace in ngon_face_indices:
f= NMesh.Face([currentMesh.verts[currentMeshRelativeIdxs[i]] for i in fillFace])
if fHasUV:
f.uv= [uvMapList[vert2UvMapping[currentMeshRelativeIdxs[i]]] for i in fillFace]
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
# Set fgon flag.
if IMPORT_FGON:
edgeUsers={}
for fillFace in ngon_face_indices:
for i in xrange(len(fillFace)): # Should always be 3
i1= currentMeshRelativeIdxs[fillFace[i]]
i2= currentMeshRelativeIdxs[fillFace[i-1]]
# Sort the pair so thet always match.
if i1>i2: i1,i2=i2,i1
try:
edgeUsers[i1,i2]+= 1
except:
edgeUsers[i1,i2]= 0
for edgeVerts, users in edgeUsers.iteritems():
if users:
ed= currentMesh.addEdge(\
currentMesh.verts[edgeVerts[0]],\
currentMesh.verts[edgeVerts[1]])
ed.flag|= EDGE_FGON_FLAG
# FACE SMOOTHING
elif l[0] == 's' and IMPORT_SMOOTH_GROUPS:
# No value? then turn on.
if len(l) == 1:
currentSmooth= True
currentSmoothGroup= '(null)'
else:
if l[1] == 'off': # We all have a null group so dont need to try, will try anyway to avoid code duplication.
if not IMPORT_SMOOTH_ALL:
currentSmooth= False
currentSmoothGroup= '(null)'
else:
currentSmooth= True
currentSmoothGroup= '_'.join(l[1:])
try:
currentUsedVertListSmoothGroup= currentUsedVertList[currentSmoothGroup]
except KeyError:
currentUsedVertList[currentSmoothGroup]= currentUsedVertListSmoothGroup= VERT_USED_LIST[:]
# 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:
# Make a new empty name
if l[0] == 'g': # Make a blank group name
currentObjectName= 'unnamed_grp_%.4d' % currentUnnamedGroupIdx
currentUnnamedGroupIdx +=1
else: # is an object.
currentObjectName= 'unnamed_ob_%.4d' % currentUnnamedObjectIdx
currentUnnamedObjectIdx +=1
may_exist= False # we know the model is new.
else: # No name given
currentObjectName= '_'.join(l[1:])
may_exist= True
if IMPORT_MTL_SPLIT:
currentObjectName_real= currentObjectName
currentObjectName += '_'+currentMat.name
obj_getmesh(may_exist)
# MATERIAL
elif l[0] == 'usemtl':
if len(l) == 1 or l[1] == '(null)':
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)
# Check if we are splitting by material.
if IMPORT_MTL_SPLIT:
currentObjectName= currentObjectName_real+'_'+currentMat.name
obj_getmesh(True)
# 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.
# Image has not been added, Try and load the image
currentImg= BPyImage.comprehensiveImageLoad(newImgName, DIR) # Use join in case of spaces
imageDict[newImgName]= currentImg
# These may be None, thats okay.
# MATERIAL FILE
elif l[0] == 'mtllib' and IMPORT_MTL and len(l)>1:
mtl_fileName.append(' '.join(l[1:]) ) # Support for multiple MTL's
lIdx+=1
# Applies material properties to materials alredy on the mesh as well as Textures.
if IMPORT_MTL:
for mtl in mtl_fileName:
load_mtl(DIR, mtl, meshDict, materialDict)
print 'MTLLLL', mtl_fileName
importedObjects= []
for mk, me in meshDict.iteritems():
nme= me[0]
# Ignore no vert meshes.
if not nme.verts: # == []
continue
name= getUniqueName(mk)
ob= NMesh.PutRaw(nme, name)
ob.name= name
importedObjects.append(ob)
# Select all imported objects.
for ob in importedObjects:
ob.sel= 1
if badObjUvs > 0:
print '\tERROR: found %d faces with badly formatted UV coords. everything else went okay.' % badObjUvs
if badObjFaceVerts > 0:
print '\tERROR: found %d faces reusing the same vertex. everything else went okay.' % badObjFaceVerts
if badObjFaceTexCo > 0:
print '\tERROR: found %d faces with invalit texture coords. everything else went okay.' % badObjFaceTexCo
print "obj import time: ", sys.time() - time1
def load_obj_ui(file):
IMPORT_MTL= Draw.Create(1)
IMPORT_DIR= Draw.Create(0)
IMPORT_NEW_SCENE= Draw.Create(0)
IMPORT_EDGES= Draw.Create(1)
IMPORT_SMOOTH_ALL= Draw.Create(1)
IMPORT_FGON= Draw.Create(1)
IMPORT_SMOOTH_GROUPS= Draw.Create(0)
IMPORT_MTL_SPLIT= Draw.Create(0)
IMPORT_RELATIVE_VERTS= Draw.Create(0)
# Get USER Options
pup_block= [\
('Material (*.mtl)', IMPORT_MTL, 'Imports material settings and images from the obj\'s .mtl file'),\
('All *.obj\'s in dir', IMPORT_DIR, 'Import all obj files in this dir (avoid overlapping data with "Create scene")'),\
('Create scene', IMPORT_NEW_SCENE, 'Imports each obj into its own scene, named from the file'),\
'Geometry...',\
('Edges', IMPORT_EDGES, 'Import faces with 2 verts as in edge'),\
('Smooths all faces', IMPORT_SMOOTH_ALL, 'Smooth all faces even if they are not in a smoothing group'),\
('Create FGons', IMPORT_FGON, 'Import faces with more then 4 verts as fgons.'),\
('Smooth Groups', IMPORT_SMOOTH_GROUPS, 'Only Share verts within smooth groups. (Warning, Hogs Memory)'),\
('Split by Material', IMPORT_MTL_SPLIT, 'Import each material into a seperate mesh (Avoids >16 meterials per mesh problem)'),\
('Relative Verts', IMPORT_RELATIVE_VERTS, 'Import non standard OBJs with relative vertex indices, try if your mesh imports with scrambled faces.'),\
]
if not os:
pup_block.pop(2) # Make sure this is the IMPORT_DIR option that requires OS
if not Draw.PupBlock('Import...', pup_block):
return
Window.WaitCursor(1)
Window.DrawProgressBar(0, '')
time= sys.time()
IMPORT_MTL= IMPORT_MTL.val
IMPORT_DIR= IMPORT_DIR.val
IMPORT_NEW_SCENE= IMPORT_NEW_SCENE.val
IMPORT_EDGES= IMPORT_EDGES.val
IMPORT_SMOOTH_ALL= IMPORT_SMOOTH_ALL.val
IMPORT_FGON= IMPORT_FGON.val
IMPORT_SMOOTH_GROUPS= IMPORT_SMOOTH_GROUPS.val
IMPORT_MTL_SPLIT= IMPORT_MTL_SPLIT.val
IMPORT_RELATIVE_VERTS= IMPORT_RELATIVE_VERTS.val
#orig_scene= Scene.GetCurrent()
obj_dir= stripFile(file)
if IMPORT_DIR:
obj_files= [(obj_dir,f) for f in os.listdir(obj_dir) if f.lower().endswith('obj')]
else:
obj_files= [(obj_dir,stripPath(file))]
obj_len= len(obj_files)
count= 0
for d, f in obj_files:
count+= 1
if not sys.exists(d+f):
print 'Error: "%s%s" does not exist' % (d,f)
else:
if IMPORT_NEW_SCENE:
scn= Scene.New('.'.join(f.split('.')[0:-1]))
scn.makeCurrent()
Window.DrawProgressBar((float(count)/obj_len) - 0.01, '%s: %i of %i' % (f, count, obj_len))
load_obj(d+f, IMPORT_MTL, IMPORT_EDGES, IMPORT_SMOOTH_ALL, IMPORT_FGON, IMPORT_SMOOTH_GROUPS, IMPORT_MTL_SPLIT, IMPORT_RELATIVE_VERTS)
#orig_scene.makeCurrent() # We can leave them in there new scene.
Window.DrawProgressBar(1, '')
Window.WaitCursor(0)
if count > 1:
print 'Total obj import "%s" dir: %.2f' % (obj_dir, sys.time() - time)
def main():
Window.FileSelector(load_obj_ui, 'Import a Wavefront OBJ')
if __name__ == '__main__':
main()
pass
#load_obj('/1test.obj')