Added research data, testing blender mesh generation
This commit is contained in:
238
src_research_readme/blender_2.43_scripts/DirectX8Importer.py
Normal file
238
src_research_readme/blender_2.43_scripts/DirectX8Importer.py
Normal file
@@ -0,0 +1,238 @@
|
||||
#!BPY
|
||||
|
||||
""" Registration info for Blender menus:
|
||||
Name: 'DirectX(.x)...'
|
||||
Blender: 244
|
||||
Group: 'Import'
|
||||
|
||||
Tip: 'Import from DirectX text file format format.'
|
||||
"""
|
||||
# DirectXImporter.py version 1.2
|
||||
# Copyright (C) 2005 Arben OMARI -- omariarben@everyday.com
|
||||
#
|
||||
# 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.
|
||||
|
||||
# This script import meshes from DirectX text file format
|
||||
|
||||
# Grab the latest version here :www.omariben.too.it
|
||||
import bpy
|
||||
import Blender
|
||||
from Blender import Mesh,Object,Material,Texture,Image,Draw
|
||||
|
||||
|
||||
class xImport:
|
||||
def __init__(self, filename):
|
||||
global my_path
|
||||
self.file = open(filename, "r")
|
||||
my_path = Blender.sys.dirname(filename)
|
||||
|
||||
#
|
||||
self.lines = [l_split for l in self.file.readlines() for l_split in (' '.join(l.split()),) if l_split]
|
||||
|
||||
def Import(self):
|
||||
lines = self.lines
|
||||
print "importing into Blender ..."
|
||||
scene = bpy.data.scenes.active
|
||||
|
||||
mesh_indicies = {} # the index of each 'Mesh' is used as the key for those meshes indicies
|
||||
context_indicies = None # will raise an error if used!
|
||||
|
||||
|
||||
#Get the line of Texture Coords
|
||||
nr_uv_ind = 0
|
||||
|
||||
#Get Materials
|
||||
nr_fac_mat = 0
|
||||
i = -1
|
||||
mat_list = []
|
||||
tex_list = []
|
||||
mesh_line_indicies = []
|
||||
for j, line in enumerate(lines):
|
||||
l = line.strip()
|
||||
words = line.split()
|
||||
if words[0] == "Material" :
|
||||
#context_indicies["Material"] = j
|
||||
self.loadMaterials(j, mat_list, tex_list)
|
||||
elif words[0] == "MeshTextureCoords" :
|
||||
context_indicies["MeshTextureCoords"] = j
|
||||
#nr_uv_ind = j
|
||||
elif words[0] == "MeshMaterialList" :
|
||||
context_indicies["MeshMaterialList"] = j+2
|
||||
#nr_fac_mat = j + 2
|
||||
elif words[0] == "Mesh": # Avoid a second loop
|
||||
context_indicies = mesh_indicies[j] = {'MeshTextureCoords':0, 'MeshMaterialList':0}
|
||||
|
||||
for mesh_index, value in mesh_indicies.iteritems():
|
||||
mesh = Mesh.New()
|
||||
self.loadVertices(mesh_index, mesh, value['MeshTextureCoords'], value['MeshMaterialList'], tex_list)
|
||||
|
||||
mesh.materials = mat_list[:16]
|
||||
if value['MeshMaterialList']:
|
||||
self.loadMeshMaterials(value['MeshMaterialList'], mesh)
|
||||
scene.objects.new(mesh)
|
||||
|
||||
self.file.close()
|
||||
print "... finished"
|
||||
|
||||
#------------------------------------------------------------------------------
|
||||
# CREATE THE MESH
|
||||
#------------------------------------------------------------------------------
|
||||
def loadVertices(self, nr_vr_ind, mesh, nr_uv, nr_fac_mat, tex_list):
|
||||
v_ind = nr_vr_ind + 1
|
||||
lin = self.lines[v_ind]
|
||||
if lin :
|
||||
lin_c = self.CleanLine(lin)
|
||||
nr_vert = int((lin_c.split()[0]))
|
||||
else :
|
||||
v_ind = nr_vr_ind + 2
|
||||
lin = self.lines[v_ind]
|
||||
lin_c = self.CleanLine(lin)
|
||||
nr_vert = int((lin_c.split()[0]))
|
||||
|
||||
#--------------------------------------------------
|
||||
nr_fac_li = v_ind + nr_vert +1
|
||||
lin_f = self.lines[nr_fac_li]
|
||||
if lin_f :
|
||||
lin_fc = self.CleanLine(lin_f)
|
||||
nr_face = int((lin_fc.split()[0]))
|
||||
else :
|
||||
nr_fac_li = v_ind + nr_vert +1
|
||||
lin_f = self.lines[nr_fac_li]
|
||||
lin_fc = self.CleanLine(lin_f)
|
||||
nr_face = int((lin_fc.split()[0]))
|
||||
|
||||
#Get Coordinates
|
||||
verts_list = [(0,0,0)] # WARNING - DUMMY VERT - solves EEKADOODLE ERROR
|
||||
for l in xrange(v_ind + 1, (v_ind + nr_vert +1)):
|
||||
line_v = self.lines[l]
|
||||
lin_v = self.CleanLine(line_v)
|
||||
words = lin_v.split()
|
||||
if len(words)==3:
|
||||
verts_list.append((float(words[0]),float(words[1]),float(words[2])))
|
||||
|
||||
mesh.verts.extend(verts_list)
|
||||
del verts_list
|
||||
|
||||
face_list = []
|
||||
#Make Faces
|
||||
i = 0
|
||||
mesh_verts = mesh.verts
|
||||
for f in xrange(nr_fac_li + 1, (nr_fac_li + nr_face + 1)):
|
||||
i += 1
|
||||
line_f = self.lines[f]
|
||||
lin_f = self.CleanLine(line_f)
|
||||
|
||||
# +1 for dummy vert only!
|
||||
words = lin_f.split()
|
||||
if len(words) == 5:
|
||||
face_list.append((1+int(words[1]), 1+int(words[2]), 1+int(words[3]), 1+int(words[4])))
|
||||
elif len(words) == 4:
|
||||
face_list.append((1+int(words[1]), 1+int(words[2]), 1+int(words[3])))
|
||||
|
||||
mesh.faces.extend(face_list)
|
||||
del face_list
|
||||
|
||||
if nr_uv :
|
||||
mesh.faceUV = True
|
||||
for f in mesh.faces:
|
||||
fuv = f.uv
|
||||
for ii, v in enumerate(f):
|
||||
# _u, _v = self.CleanLine(self.lines[nr_uv + 2 + v.index]).split()
|
||||
|
||||
# Use a dummy vert
|
||||
_u, _v = self.CleanLine(self.lines[nr_uv + 1 + v.index]).split()
|
||||
|
||||
fuv[ii].x = float(_u)
|
||||
fuv[ii].y = float(_v)
|
||||
|
||||
if nr_fac_mat :
|
||||
fac_line = self.lines[nr_fac_mat + i]
|
||||
fixed_fac = self.CleanLine(fac_line)
|
||||
w_tex = int(fixed_fac.split()[0])
|
||||
f.image = tex_list[w_tex]
|
||||
|
||||
# remove dummy vert
|
||||
mesh.verts.delete([0,])
|
||||
|
||||
def CleanLine(self,line):
|
||||
return line.replace(\
|
||||
";", " ").replace(\
|
||||
'"', ' ').replace(\
|
||||
"{", " ").replace(\
|
||||
"}", " ").replace(\
|
||||
",", " ").replace(\
|
||||
"'", " ")
|
||||
|
||||
#------------------------------------------------------------------
|
||||
# CREATE MATERIALS
|
||||
#------------------------------------------------------------------
|
||||
def loadMaterials(self, nr_mat, mat_list, tex_list):
|
||||
|
||||
def load_image(name):
|
||||
try:
|
||||
return Image.Load(Blender.sys.join(my_path,name))
|
||||
except:
|
||||
return None
|
||||
|
||||
mat = bpy.data.materials.new()
|
||||
line = self.lines[nr_mat + 1]
|
||||
fixed_line = self.CleanLine(line)
|
||||
words = fixed_line.split()
|
||||
mat.rgbCol = [float(words[0]),float(words[1]),float(words[2])]
|
||||
mat.setAlpha(float(words[3]))
|
||||
mat_list.append(mat)
|
||||
l = self.lines[nr_mat + 5]
|
||||
fix_3_line = self.CleanLine(l)
|
||||
tex_n = fix_3_line.split()
|
||||
|
||||
if tex_n and tex_n[0] == "TextureFilename" :
|
||||
|
||||
if len(tex_n) > 1:
|
||||
tex_list.append(load_image(tex_n[1]))
|
||||
|
||||
if len(tex_n) <= 1 :
|
||||
|
||||
l_succ = self.lines[nr_mat + 6]
|
||||
fix_3_succ = self.CleanLine(l_succ)
|
||||
tex_n_succ = fix_3_succ.split()
|
||||
tex_list.append(load_image(tex_n_succ[0]))
|
||||
else :
|
||||
tex_list.append(None) # no texture for this index
|
||||
|
||||
return mat_list, tex_list
|
||||
#------------------------------------------------------------------
|
||||
# SET MATERIALS
|
||||
#------------------------------------------------------------------
|
||||
def loadMeshMaterials(self, nr_fc_mat, mesh):
|
||||
for face in mesh.faces:
|
||||
nr_fc_mat += 1
|
||||
line = self.lines[nr_fc_mat]
|
||||
fixed_line = self.CleanLine(line)
|
||||
wrd = fixed_line.split()
|
||||
mat_idx = int(wrd[0])
|
||||
face.mat = mat_idx
|
||||
|
||||
#------------------------------------------------------------------
|
||||
# MAIN
|
||||
#------------------------------------------------------------------
|
||||
def my_callback(filename):
|
||||
if not filename.lower().endswith('.x'): print "Not an .x file"
|
||||
ximport = xImport(filename)
|
||||
ximport.Import()
|
||||
|
||||
arg = __script__['arg']
|
||||
|
||||
if __name__ == '__main__':
|
||||
Blender.Window.FileSelector(my_callback, "Import DirectX", "*.x")
|
||||
|
||||
#my_callback('/fe/x/directxterrain.x')
|
||||
#my_callback('/fe/x/Male_Normal_MAX.X')
|
||||
#my_callback('/fe/x/male_ms3d.x')
|
||||
Reference in New Issue
Block a user