# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # # Script copyright (C) Campbell Barton # Contributors: Campbell Barton, Jiri Hnidek, Paolo Ciccone """ This script imports a Wavefront OBJ files to Blender. Usage: Run this script from "File->Import" menu and then load the desired OBJ file. Note, This loads mesh objects and materials only, nurbs and curves are not supported. http://wiki.blender.org/index.php/Scripts/Manual/Import/wavefront_obj """ import array import os import time import bpy import copy import mathutils from bpy_extras.io_utils import unpack_list from bpy_extras.image_utils import load_image from progress_report import ProgressReport, ProgressReportSubstep verts_with_vcol = [] verts_vcols = [] def line_value(line_split): """ Returns 1 string representing the value for this line None will be returned if theres only 1 word """ length = len(line_split) if length == 1: return None elif length == 2: return line_split[1] elif length > 2: return b' '.join(line_split[1:]) def obj_image_load(context_imagepath_map, line, DIR, recursive, relpath): """ Mainly uses comprehensiveImageLoad But we try all space-separated items from current line when file is not found with last one (users keep generating/using image files with spaces in a format that does not support them, sigh...) Also tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores. """ filepath_parts = line.split(b' ') image = None for i in range(-1, -len(filepath_parts), -1): imagepath = os.fsdecode(b" ".join(filepath_parts[i:])) image = context_imagepath_map.get(imagepath, ...) if image is ...: image = load_image(imagepath, DIR, recursive=recursive, relpath=relpath) if image is None and "_" in imagepath: image = load_image(imagepath.replace("_", " "), DIR, recursive=recursive, relpath=relpath) if image is not None: context_imagepath_map[imagepath] = image break; if image is None: imagepath = os.fsdecode(filepath_parts[-1]) image = load_image(imagepath, DIR, recursive=recursive, place_holder=True, relpath=relpath) context_imagepath_map[imagepath] = image return image def create_materials(filepath, relpath, material_libs, unique_materials, unique_material_images, use_image_search, float_func): """ Create all the used materials in this obj, assign colors and images to the materials from all referenced material libs """ DIR = os.path.dirname(filepath) context_material_vars = set() # Don't load the same image multiple times context_imagepath_map = {} def load_material_image(blender_material, context_material_name, img_data, line, type): """ Set textures defined in .mtl file. """ map_options = {} curr_token = [] for token in img_data[:-1]: if token.startswith(b'-'): if curr_token: map_options[curr_token[0]] = curr_token[1:] curr_token[:] = [] curr_token.append(token) texture = bpy.data.textures.new(name=type, type='IMAGE') # Absolute path - c:\.. etc would work here image = obj_image_load(context_imagepath_map, line, DIR, use_image_search, relpath) if image is not None: texture.image = image # Adds textures for materials (rendering) if type == 'Kd': mtex = blender_material.texture_slots.add() mtex.texture = texture mtex.texture_coords = 'UV' mtex.use_map_color_diffuse = True # 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. unique_material_images[context_material_name] = image # set the texface image elif type == 'Ka': mtex = blender_material.texture_slots.add() mtex.use_map_color_diffuse = False mtex.texture = texture mtex.texture_coords = 'UV' mtex.use_map_ambient = True elif type == 'Ks': mtex = blender_material.texture_slots.add() mtex.use_map_color_diffuse = False mtex.texture = texture mtex.texture_coords = 'UV' mtex.use_map_color_spec = True elif type == 'Ke': mtex = blender_material.texture_slots.add() mtex.use_map_color_diffuse = False mtex.texture = texture mtex.texture_coords = 'UV' mtex.use_map_emit = True elif type == 'Bump': mtex = blender_material.texture_slots.add() mtex.use_map_color_diffuse = False mtex.texture = texture mtex.texture_coords = 'UV' mtex.use_map_normal = True bump_mult = map_options.get(b'-bm') if bump_mult: mtex.normal_factor = bump_mult[0] elif type == 'D': mtex = blender_material.texture_slots.add() mtex.use_map_color_diffuse = False mtex.texture = texture mtex.texture_coords = 'UV' mtex.use_map_alpha = True blender_material.use_transparency = True blender_material.transparency_method = 'Z_TRANSPARENCY' if "alpha" not in context_material_vars: blender_material.alpha = 0.0 # Todo, unset deffuse material alpha if it has an alpha channel elif type == 'disp': mtex = blender_material.texture_slots.add() mtex.use_map_color_diffuse = False mtex.texture = texture mtex.texture_coords = 'UV' mtex.use_map_displacement = True elif type == 'refl': mtex = blender_material.texture_slots.add() mtex.use_map_color_diffuse = False mtex.texture = texture mtex.texture_coords = 'REFLECTION' mtex.use_map_color_diffuse = True map_type = map_options.get(b'-type') if map_type and map_type != [b'sphere']: print("WARNING, unsupported reflection type '%s', defaulting to 'sphere'" "" % ' '.join(i.decode() for i in map_type)) mtex.mapping = 'SPHERE' else: raise Exception("invalid type %r" % type) map_offset = map_options.get(b'-o') map_scale = map_options.get(b'-s') if map_offset: mtex.offset.x = float(map_offset[0]) if len(map_offset) >= 2: mtex.offset.y = float(map_offset[1]) if len(map_offset) >= 3: mtex.offset.z = float(map_offset[2]) if map_scale: mtex.scale.x = float(map_scale[0]) if len(map_scale) >= 2: mtex.scale.y = float(map_scale[1]) if len(map_scale) >= 3: mtex.scale.z = float(map_scale[2]) # Add an MTL with the same name as the obj if no MTLs are spesified. temp_mtl = os.path.splitext((os.path.basename(filepath)))[0] + ".mtl" if os.path.exists(os.path.join(DIR, temp_mtl)): material_libs.add(temp_mtl) del temp_mtl # Create new materials for name in unique_materials: # .keys() if name is not None: unique_materials[name] = bpy.data.materials.new(name.decode('utf-8', "replace")) unique_material_images[name] = None # assign None to all material images to start with, add to later. # XXX Why was this needed? Cannot find any good reason, and adds stupid empty matslot in case we do not separate # mesh (see T44947). #~ unique_materials[None] = None #~ unique_material_images[None] = None for libname in sorted(material_libs): # print(libname) mtlpath = os.path.join(DIR, libname) if not os.path.exists(mtlpath): print("\tMaterial not found MTL: %r" % mtlpath) else: do_ambient = True do_highlight = False do_reflection = False do_transparency = False do_glass = False do_fresnel = False do_raytrace = False emit_colors = [0.0, 0.0, 0.0] # print('\t\tloading mtl: %e' % mtlpath) context_material = None mtl = open(mtlpath, 'rb') for line in mtl: # .readlines(): line = line.strip() if not line or line.startswith(b'#'): continue line_split = line.split() line_id = line_split[0].lower() if line_id == b'newmtl': # Finalize previous mat, if any. if context_material: emit_value = sum(emit_colors) / 3.0 if emit_value > 1e-6: # We have to adapt it to diffuse color too... emit_value /= sum(context_material.diffuse_color) / 3.0 context_material.emit = emit_value if not do_ambient: context_material.ambient = 0.0 if do_highlight: # FIXME, how else to use this? context_material.specular_intensity = 1.0 if do_reflection: context_material.raytrace_mirror.use = True context_material.raytrace_mirror.reflect_factor = 1.0 if do_transparency: context_material.use_transparency = True context_material.transparency_method = 'RAYTRACE' if do_raytrace else 'Z_TRANSPARENCY' if "alpha" not in context_material_vars: context_material.alpha = 0.0 if do_glass: if "ior" not in context_material_vars: context_material.raytrace_transparency.ior = 1.5 if do_fresnel: context_material.raytrace_mirror.fresnel = 1.0 # could be any value for 'ON' """ if do_raytrace: context_material.use_raytrace = True else: context_material.use_raytrace = False """ # XXX, this is not following the OBJ spec, but this was # written when raytracing wasnt default, annoying to disable for blender users. context_material.use_raytrace = True context_material_name = line_value(line_split) context_material = unique_materials.get(context_material_name) context_material_vars.clear() emit_colors[:] = [0.0, 0.0, 0.0] do_ambient = True do_highlight = False do_reflection = False do_transparency = False do_glass = False do_fresnel = False do_raytrace = False elif context_material: # we need to make a material to assign properties to it. if line_id == b'ka': context_material.mirror_color = ( float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3])) # This is highly approximated, but let's try to stick as close from exporter as possible... :/ context_material.ambient = sum(context_material.mirror_color) / 3 elif line_id == b'kd': context_material.diffuse_color = ( float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3])) context_material.diffuse_intensity = 1.0 elif line_id == b'ks': context_material.specular_color = ( float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3])) context_material.specular_intensity = 1.0 elif line_id == b'ke': # We cannot set context_material.emit right now, we need final diffuse color as well for this. emit_colors[:] = [ float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3])] elif line_id == b'ns': context_material.specular_hardness = int((float_func(line_split[1]) * 0.51) + 1) elif line_id == b'ni': # Refraction index (between 1 and 3). context_material.raytrace_transparency.ior = max(1, min(float_func(line_split[1]), 3)) context_material_vars.add("ior") elif line_id == b'd': # dissolve (transparency) context_material.alpha = float_func(line_split[1]) context_material.use_transparency = True context_material.transparency_method = 'Z_TRANSPARENCY' context_material_vars.add("alpha") elif line_id == b'tr': # translucency context_material.translucency = float_func(line_split[1]) elif line_id == b'tf': # rgb, filter color, blender has no support for this. pass elif line_id == b'illum': illum = int(line_split[1]) # inline comments are from the spec, v4.2 if illum == 0: # Color on and Ambient off do_ambient = False elif illum == 1: # Color on and Ambient on pass elif illum == 2: # Highlight on do_highlight = True elif illum == 3: # Reflection on and Ray trace on do_reflection = True do_raytrace = True elif illum == 4: # Transparency: Glass on # Reflection: Ray trace on do_transparency = True do_reflection = True do_glass = True do_raytrace = True elif illum == 5: # Reflection: Fresnel on and Ray trace on do_reflection = True do_fresnel = True do_raytrace = True elif illum == 6: # Transparency: Refraction on # Reflection: Fresnel off and Ray trace on do_transparency = True do_reflection = True do_raytrace = True elif illum == 7: # Transparency: Refraction on # Reflection: Fresnel on and Ray trace on do_transparency = True do_reflection = True do_fresnel = True do_raytrace = True elif illum == 8: # Reflection on and Ray trace off do_reflection = True elif illum == 9: # Transparency: Glass on # Reflection: Ray trace off do_transparency = True do_reflection = True do_glass = True elif illum == 10: # Casts shadows onto invisible surfaces # blender can't do this pass elif line_id == b'map_ka': img_data = line.split()[1:] if img_data: load_material_image(context_material, context_material_name, img_data, line, 'Ka') elif line_id == b'map_ks': img_data = line.split()[1:] if img_data: load_material_image(context_material, context_material_name, img_data, line, 'Ks') elif line_id == b'map_kd': img_data = line.split()[1:] if img_data: load_material_image(context_material, context_material_name, img_data, line, 'Kd') elif line_id == b'map_ke': img_data = line.split()[1:] if img_data: load_material_image(context_material, context_material_name, img_data, line, 'Ke') elif line_id in {b'map_bump', b'bump'}: # 'bump' is incorrect but some files use it. img_data = line.split()[1:] if img_data: load_material_image(context_material, context_material_name, img_data, line, 'Bump') elif line_id in {b'map_d', b'map_tr'}: # Alpha map - Dissolve img_data = line.split()[1:] if img_data: load_material_image(context_material, context_material_name, img_data, line, 'D') elif line_id in {b'map_disp', b'disp'}: # displacementmap img_data = line.split()[1:] if img_data: load_material_image(context_material, context_material_name, img_data, line, 'disp') elif line_id in {b'map_refl', b'refl'}: # reflectionmap img_data = line.split()[1:] if img_data: load_material_image(context_material, context_material_name, img_data, line, 'refl') else: print("\t%r:%r (ignored)" % (filepath, line)) mtl.close() def split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP): """ Takes vert_loc and faces, and separates into multiple sets of (verts_loc, faces, unique_materials, dataname) """ filename = os.path.splitext((os.path.basename(filepath)))[0] if not SPLIT_OB_OR_GROUP or not faces: use_verts_nor = any((False if f[1] is ... else True) for f in faces) use_verts_tex = any((False if f[2] is ... else True) for f in faces) # use the filename for the object name since we aren't chopping up the mesh. return [(verts_loc, faces, unique_materials, filename, use_verts_nor, use_verts_tex)] def key_to_name(key): # if the key is a tuple, join it to make a string if not key: return filename # assume its a string. make sure this is true if the splitting code is changed else: return key.decode('utf-8', 'replace') # Return a key that makes the faces unique. face_split_dict = {} oldkey = -1 # initialize to a value that will never match the key global verts_vcols verts_vcols_split = [] for face in faces: key = face[5] if oldkey != key: # Check the key has changed. (verts_split, faces_split, unique_materials_split, vert_remap, use_verts_nor, use_verts_tex) = face_split_dict.setdefault(key, ([], [], {}, {}, [], [])) oldkey = key face_vert_loc_indices = face[0] if not use_verts_nor and face[1] is not ...: use_verts_nor.append(True) if not use_verts_tex and face[2] is not ...: use_verts_tex.append(True) # Remap verts to new vert list and add where needed set_vcols = (len(verts_vcols) == len(verts_loc)) for enum, i in enumerate(face_vert_loc_indices): map_index = vert_remap.get(i) if map_index is None: map_index = len(verts_split) vert_remap[i] = map_index # set the new remapped index so we only add once and can reference next time. verts_split.append(verts_loc[i]) # add the vert to the local verts if set_vcols: verts_vcols_split.append(verts_vcols[i]) # print(len(verts_loc)) # print(len()) face_vert_loc_indices[enum] = map_index # remap to the local index matname = face[3] if matname and matname not in unique_materials_split: unique_materials_split[matname] = unique_materials[matname] faces_split.append(face) # remove one of the items and reorder verts_vcols = copy.copy(verts_vcols_split) verts_vcols_split = [] # print(len(verts_vcols_split)) return [(verts_split, faces_split, unique_materials_split, key_to_name(key), bool(use_vnor), bool(use_vtex)) for key, (verts_split, faces_split, unique_materials_split, _, use_vnor, use_vtex) in face_split_dict.items()] def create_mesh(new_objects, use_edges, verts_loc, verts_nor, verts_tex, faces, unique_materials, unique_material_images, unique_smooth_groups, vertex_groups, dataname, ): """ Takes all the data gathered and generates a mesh, adding the new object to new_objects deals with ngons, sharp edges and assigning materials """ if unique_smooth_groups: sharp_edges = set() smooth_group_users = {context_smooth_group: {} for context_smooth_group in unique_smooth_groups.keys()} context_smooth_group_old = -1 fgon_edges = set() # Used for storing fgon keys when we need to tesselate/untesselate them (ngons with hole). edges = [] tot_loops = 0 context_object = None # reverse loop through face indices for f_idx in range(len(faces) - 1, -1, -1): (face_vert_loc_indices, face_vert_nor_indices, face_vert_tex_indices, context_material, context_smooth_group, context_object, face_invalid_blenpoly, ) = faces[f_idx] len_face_vert_loc_indices = len(face_vert_loc_indices) if len_face_vert_loc_indices == 1: faces.pop(f_idx) # cant add single vert faces # Face with a single item in face_vert_nor_indices is actually a polyline! elif len(face_vert_nor_indices) == 1 or len_face_vert_loc_indices == 2: if use_edges: edges.extend((face_vert_loc_indices[i], face_vert_loc_indices[i + 1]) for i in range(len_face_vert_loc_indices - 1)) faces.pop(f_idx) else: # Smooth Group if unique_smooth_groups and context_smooth_group: # Is a part of of a smooth group and is a face if context_smooth_group_old is not context_smooth_group: edge_dict = smooth_group_users[context_smooth_group] context_smooth_group_old = context_smooth_group prev_vidx = face_vert_loc_indices[-1] for vidx in face_vert_loc_indices: edge_key = (prev_vidx, vidx) if (prev_vidx < vidx) else (vidx, prev_vidx) prev_vidx = vidx edge_dict[edge_key] = edge_dict.get(edge_key, 0) + 1 # NGons into triangles if face_invalid_blenpoly: # ignore triangles with invalid indices if len(face_vert_loc_indices) > 3: from bpy_extras.mesh_utils import ngon_tessellate ngon_face_indices = ngon_tessellate(verts_loc, face_vert_loc_indices) faces.extend([([face_vert_loc_indices[ngon[0]], face_vert_loc_indices[ngon[1]], face_vert_loc_indices[ngon[2]], ], [face_vert_nor_indices[ngon[0]], face_vert_nor_indices[ngon[1]], face_vert_nor_indices[ngon[2]], ] if face_vert_nor_indices else [], [face_vert_tex_indices[ngon[0]], face_vert_tex_indices[ngon[1]], face_vert_tex_indices[ngon[2]], ] if face_vert_tex_indices else [], context_material, context_smooth_group, context_object, [], ) for ngon in ngon_face_indices] ) tot_loops += 3 * len(ngon_face_indices) # edges to make ngons if len(ngon_face_indices) > 1: edge_users = set() for ngon in ngon_face_indices: prev_vidx = face_vert_loc_indices[ngon[-1]] for ngidx in ngon: vidx = face_vert_loc_indices[ngidx] if vidx == prev_vidx: continue # broken OBJ... Just skip. edge_key = (prev_vidx, vidx) if (prev_vidx < vidx) else (vidx, prev_vidx) prev_vidx = vidx if edge_key in edge_users: fgon_edges.add(edge_key) else: edge_users.add(edge_key) faces.pop(f_idx) else: tot_loops += len_face_vert_loc_indices # Build sharp edges if unique_smooth_groups: for edge_dict in smooth_group_users.values(): for key, users in edge_dict.items(): if users == 1: # This edge is on the boundry of a group sharp_edges.add(key) # map the material names to an index material_mapping = {name: i for i, name in enumerate(unique_materials)} # enumerate over unique_materials keys() materials = [None] * len(unique_materials) for name, index in material_mapping.items(): materials[index] = unique_materials[name] me = bpy.data.meshes.new(dataname) # make sure the list isnt too big for material in materials: me.materials.append(material) me.vertices.add(len(verts_loc)) me.loops.add(tot_loops) me.polygons.add(len(faces)) # verts_loc is a list of (x, y, z) tuples me.vertices.foreach_set("co", unpack_list(verts_loc)) loops_vert_idx = [] faces_loop_start = [] faces_loop_total = [] lidx = 0 for f in faces: vidx = f[0] nbr_vidx = len(vidx) loops_vert_idx.extend(vidx) faces_loop_start.append(lidx) faces_loop_total.append(nbr_vidx) lidx += nbr_vidx me.loops.foreach_set("vertex_index", loops_vert_idx) me.polygons.foreach_set("loop_start", faces_loop_start) me.polygons.foreach_set("loop_total", faces_loop_total) if verts_nor and me.loops: # Note: we store 'temp' normals in loops, since validate() may alter final mesh, # we can only set custom lnors *after* calling it. me.create_normals_split() if verts_tex and me.polygons: me.uv_textures.new() context_material_old = -1 # avoid a dict lookup mat = 0 # rare case it may be un-initialized. for i, (face, blen_poly) in enumerate(zip(faces, me.polygons)): if len(face[0]) < 3: raise Exception("bad face") # Shall not happen, we got rid of those earlier! (face_vert_loc_indices, face_vert_nor_indices, face_vert_tex_indices, context_material, context_smooth_group, context_object, face_invalid_blenpoly, ) = face if context_smooth_group: blen_poly.use_smooth = True if context_material: if context_material_old is not context_material: mat = material_mapping[context_material] context_material_old = context_material blen_poly.material_index = mat if verts_nor and face_vert_nor_indices: for face_noidx, lidx in zip(face_vert_nor_indices, blen_poly.loop_indices): me.loops[lidx].normal[:] = verts_nor[0 if (face_noidx is ...) else face_noidx] if verts_tex and face_vert_tex_indices: if context_material: image = unique_material_images[context_material] if image: # Can be none if the material dosnt have an image. me.uv_textures[0].data[i].image = image blen_uvs = me.uv_layers[0] for face_uvidx, lidx in zip(face_vert_tex_indices, blen_poly.loop_indices): blen_uvs.data[lidx].uv = verts_tex[0 if (face_uvidx is ...) else face_uvidx] use_edges = use_edges and bool(edges) if use_edges: me.edges.add(len(edges)) # edges should be a list of (a, b) tuples me.edges.foreach_set("vertices", unpack_list(edges)) me.validate(clean_customdata=False) # *Very* important to not remove lnors here! me.update(calc_edges=use_edges) # Un-tessellate as much as possible, in case we had to triangulate some ngons... if fgon_edges: import bmesh bm = bmesh.new() bm.from_mesh(me) verts = bm.verts[:] get = bm.edges.get edges = [get((verts[vidx1], verts[vidx2])) for vidx1, vidx2 in fgon_edges] try: bmesh.ops.dissolve_edges(bm, edges=edges, use_verts=False) except: # Possible dissolve fails for some edges, but don't fail silently in case this is a real bug. import traceback traceback.print_exc() bm.to_mesh(me) bm.free() # XXX If validate changes the geometry, this is likely to be broken... if unique_smooth_groups and sharp_edges: for e in me.edges: if e.key in sharp_edges: e.use_edge_sharp = True me.show_edge_sharp = True if verts_nor: clnors = array.array('f', [0.0] * (len(me.loops) * 3)) me.loops.foreach_get("normal", clnors) if not unique_smooth_groups: me.polygons.foreach_set("use_smooth", [True] * len(me.polygons)) me.normals_split_custom_set(tuple(zip(*(iter(clnors),) * 3))) me.use_auto_smooth = True me.show_edge_sharp = True ob = bpy.data.objects.new(me.name, me) if len(verts_vcols) > 0: mesh = ob.data mesh.vertex_colors.new() vcol_layer = mesh.vertex_colors["Col"] # print(loop_vert_index) # if vert == loop_vert_index: # vcol_layer.data[i].color = verts_vcols[loop_vert_index] # print(mesh.loops[loop_index]) vertices_all = ob.data.vertices polys_all = ob.data.polygons i = 0 print("xxxxxxxxxxxxxxxxxxxxxxxxxx") # print(len(me.vertices)) # print(len(vcol_layer.data)) # print(len(me.loops)) # print(me.vertices[0].co) for face in me.polygons: verts_in_face = face.vertices[:] for vert in verts_in_face: vcol_layer.data[i].color = verts_vcols[vert] i += 1 global verts_vcols verts_vcols = [] new_objects.append(ob) # Create the vertex groups. No need to have the flag passed here since we test for the # content of the vertex_groups. If the user selects to NOT have vertex groups saved then # the following test will never run for group_name, group_indices in vertex_groups.items(): group = ob.vertex_groups.new(group_name.decode('utf-8', "replace")) group.add(group_indices, 1.0, 'REPLACE') def create_nurbs(context_nurbs, vert_loc, new_objects): """ Add nurbs object to blender, only support one type at the moment """ deg = context_nurbs.get(b'deg', (3,)) curv_range = context_nurbs.get(b'curv_range') curv_idx = context_nurbs.get(b'curv_idx', []) parm_u = context_nurbs.get(b'parm_u', []) parm_v = context_nurbs.get(b'parm_v', []) name = context_nurbs.get(b'name', b'ObjNurb') cstype = context_nurbs.get(b'cstype') if cstype is None: print('\tWarning, cstype not found') return if cstype != b'bspline': print('\tWarning, cstype is not supported (only bspline)') return if not curv_idx: print('\tWarning, curv argument empty or not set') return if len(deg) > 1 or parm_v: print('\tWarning, surfaces not supported') return cu = bpy.data.curves.new(name.decode('utf-8', "replace"), 'CURVE') cu.dimensions = '3D' nu = cu.splines.new('NURBS') nu.points.add(len(curv_idx) - 1) # a point is added to start with nu.points.foreach_set("co", [co_axis for vt_idx in curv_idx for co_axis in (vert_loc[vt_idx] + (1.0,))]) nu.order_u = deg[0] + 1 # get for endpoint flag from the weighting if curv_range and len(parm_u) > deg[0] + 1: do_endpoints = True for i in range(deg[0] + 1): if abs(parm_u[i] - curv_range[0]) > 0.0001: do_endpoints = False break if abs(parm_u[-(i + 1)] - curv_range[1]) > 0.0001: do_endpoints = False break else: do_endpoints = False if do_endpoints: nu.use_endpoint_u = True # close ''' do_closed = False if len(parm_u) > deg[0]+1: for i in xrange(deg[0]+1): #print curv_idx[i], curv_idx[-(i+1)] if curv_idx[i]==curv_idx[-(i+1)]: do_closed = True break if do_closed: nu.use_cyclic_u = True ''' ob = bpy.data.objects.new(name.decode('utf-8', "replace"), cu) new_objects.append(ob) def strip_slash(line_split): if line_split[-1][-1] == 92: # '\' char if len(line_split[-1]) == 1: line_split.pop() # remove the \ item else: line_split[-1] = line_split[-1][:-1] # remove the \ from the end last number return True return False def get_float_func(filepath): """ find the float function for this obj file - whether to replace commas or not """ file = open(filepath, 'rb') for line in file: # .readlines(): line = line.lstrip() if line.startswith(b'v'): # vn vt v if b',' in line: file.close() return lambda f: float(f.replace(b',', b'.')) elif b'.' in line: file.close() return float file.close() # in case all vert values were ints return float def load(context, filepath, *, global_clamp_size=0.0, use_smooth_groups=True, use_edges=True, use_split_objects=True, use_split_groups=True, use_image_search=True, use_groups_as_vgroups=False, relpath=None, global_matrix=None ): """ Called by the user interface or another script. load_obj(path) - should give acceptable results. This function passes the file and sends the data off to be split into objects and then converted into mesh objects """ def handle_vec(line_start, context_multi_line, line_split, tag, data, vec, vec_len): ret_context_multi_line = tag if strip_slash(line_split) else b'' if line_start == tag: vec[:] = [float_func(v) for v in line_split[1:]] elif context_multi_line == tag: vec += [float_func(v) for v in line_split] if not ret_context_multi_line: data.append(tuple(vec[:vec_len])) # there is a vcol, hopefully if len(vec) > vec_len: global verts_with_vcol global verts_vcols vert_vector = mathutils.Vector((vec[0], vec[1], vec[2])) verts_with_vcol.append(vert_vector) verts_vcols.append(tuple([vec[3], vec[4], vec[5]])) return ret_context_multi_line def create_face(context_material, context_smooth_group, context_object): face_vert_loc_indices = [] face_vert_nor_indices = [] face_vert_tex_indices = [] return ( face_vert_loc_indices, face_vert_nor_indices, face_vert_tex_indices, context_material, context_smooth_group, context_object, [], # If non-empty, that face is a Blender-invalid ngon (holes...), need a mutable object for that... ) with ProgressReport(context.window_manager) as progress: progress.enter_substeps(1, "Importing OBJ %r..." % filepath) if global_matrix is None: global_matrix = mathutils.Matrix() if use_split_objects or use_split_groups: use_groups_as_vgroups = False time_main = time.time() verts_loc = [] verts_nor = [] verts_tex = [] faces = [] # tuples of the faces material_libs = set() # filenames to material libs this OBJ uses vertex_groups = {} # when use_groups_as_vgroups is true # Get the string to float conversion func for this file- is 'float' for almost all files. float_func = get_float_func(filepath) # Context variables context_material = None context_smooth_group = None context_object = None context_vgroup = None # Nurbs context_nurbs = {} nurbs = [] context_parm = b'' # used by nurbs too but could be used elsewhere # Until we can use sets unique_materials = {} unique_material_images = {} unique_smooth_groups = {} # unique_obects= {} - no use for this variable since the objects are stored in the face. # when there are faces that end with \ # it means they are multiline- # since we use xreadline we cant skip to the next line # so we need to know whether context_multi_line = b'' # Per-face handling data. face_vert_loc_indices = None face_vert_nor_indices = None face_vert_tex_indices = None face_vert_nor_valid = face_vert_tex_valid = False face_items_usage = set() face_invalid_blenpoly = None prev_vidx = None face = None vec = [] progress.enter_substeps(3, "Parsing OBJ file...") with open(filepath, 'rb') as f: for line in f: # .readlines(): line_split = line.split() if not line_split: continue line_start = line_split[0] # we compare with this a _lot_ if line_start == b'v' or context_multi_line == b'v': context_multi_line = handle_vec(line_start, context_multi_line, line_split, b'v', verts_loc, vec, 3) elif line_start == b'vn' or context_multi_line == b'vn': context_multi_line = handle_vec(line_start, context_multi_line, line_split, b'vn', verts_nor, vec, 3) elif line_start == b'vt' or context_multi_line == b'vt': context_multi_line = handle_vec(line_start, context_multi_line, line_split, b'vt', verts_tex, vec, 2) # Handle faces lines (as faces) and the second+ lines of fa multiline face here # use 'f' not 'f ' because some objs (very rare have 'fo ' for faces) elif line_start == b'f' or context_multi_line == b'f': if not context_multi_line: line_split = line_split[1:] # Instantiate a face face = create_face(context_material, context_smooth_group, context_object) (face_vert_loc_indices, face_vert_nor_indices, face_vert_tex_indices, _1, _2, _3, face_invalid_blenpoly) = face faces.append(face) face_items_usage.clear() # Else, use face_vert_loc_indices and face_vert_tex_indices previously defined and used the obj_face context_multi_line = b'f' if strip_slash(line_split) else b'' for v in line_split: obj_vert = v.split(b'/') idx = int(obj_vert[0]) - 1 vert_loc_index = (idx + len(verts_loc) + 1) if (idx < 0) else idx # Add the vertex to the current group # *warning*, this wont work for files that have groups defined around verts if use_groups_as_vgroups and context_vgroup: vertex_groups[context_vgroup].append(vert_loc_index) # This a first round to quick-detect ngons that *may* use a same edge more than once. # Potential candidate will be re-checked once we have done parsing the whole face. if not face_invalid_blenpoly: # If we use more than once a same vertex, invalid ngon is suspected. if vert_loc_index in face_items_usage: face_invalid_blenpoly.append(True) else: face_items_usage.add(vert_loc_index) face_vert_loc_indices.append(vert_loc_index) # formatting for faces with normals and textures is # loc_index/tex_index/nor_index if len(obj_vert) > 1 and obj_vert[1] and obj_vert[1] != b'0': idx = int(obj_vert[1]) - 1 face_vert_tex_indices.append((idx + len(verts_tex) + 1) if (idx < 0) else idx) face_vert_tex_valid = True else: face_vert_tex_indices.append(...) if len(obj_vert) > 2 and obj_vert[2] and obj_vert[2] != b'0': idx = int(obj_vert[2]) - 1 face_vert_nor_indices.append((idx + len(verts_nor) + 1) if (idx < 0) else idx) face_vert_nor_valid = True else: face_vert_nor_indices.append(...) if not context_multi_line: # Clear nor/tex indices in case we had none defined for this face. if not face_vert_nor_valid: face_vert_nor_indices.clear() if not face_vert_tex_valid: face_vert_tex_indices.clear() face_vert_nor_valid = face_vert_tex_valid = False # Means we have finished a face, we have to do final check if ngon is suspected to be blender-invalid... if face_invalid_blenpoly: face_invalid_blenpoly.clear() face_items_usage.clear() prev_vidx = face_vert_loc_indices[-1] for vidx in face_vert_loc_indices: edge_key = (prev_vidx, vidx) if (prev_vidx < vidx) else (vidx, prev_vidx) if edge_key in face_items_usage: face_invalid_blenpoly.append(True) break face_items_usage.add(edge_key) prev_vidx = vidx elif use_edges and (line_start == b'l' or context_multi_line == b'l'): # very similar to the face load function above with some parts removed if not context_multi_line: line_split = line_split[1:] # Instantiate a face face = create_face(context_material, context_smooth_group, context_object) face_vert_loc_indices = face[0] # XXX A bit hackish, we use special 'value' of face_vert_nor_indices (a single True item) to tag this # as a polyline, and not a regular face... face[1][:] = [True] faces.append(face) # Else, use face_vert_loc_indices previously defined and used the obj_face context_multi_line = b'l' if strip_slash(line_split) else b'' for v in line_split: obj_vert = v.split(b'/') idx = int(obj_vert[0]) - 1 face_vert_loc_indices.append((idx + len(verts_loc) + 1) if (idx < 0) else idx) elif line_start == b's': if use_smooth_groups: context_smooth_group = line_value(line_split) if context_smooth_group == b'off': context_smooth_group = None elif context_smooth_group: # is not None unique_smooth_groups[context_smooth_group] = None elif line_start == b'o': if use_split_objects: context_object = line_value(line_split) # unique_obects[context_object]= None elif line_start == b'g': if use_split_groups: context_object = line_value(line.split()) # print 'context_object', context_object # unique_obects[context_object]= None elif use_groups_as_vgroups: context_vgroup = line_value(line.split()) if context_vgroup and context_vgroup != b'(null)': vertex_groups.setdefault(context_vgroup, []) else: context_vgroup = None # dont assign a vgroup elif line_start == b'usemtl': context_material = line_value(line.split()) unique_materials[context_material] = None elif line_start == b'mtllib': # usemap or usemat # can have multiple mtllib filenames per line, mtllib can appear more than once, # so make sure only occurrence of material exists material_libs |= {os.fsdecode(f) for f in line.split()[1:]} # Nurbs support elif line_start == b'cstype': context_nurbs[b'cstype'] = line_value(line.split()) # 'rat bspline' / 'bspline' elif line_start == b'curv' or context_multi_line == b'curv': curv_idx = context_nurbs[b'curv_idx'] = context_nurbs.get(b'curv_idx', []) # in case were multiline if not context_multi_line: context_nurbs[b'curv_range'] = float_func(line_split[1]), float_func(line_split[2]) line_split[0:3] = [] # remove first 3 items if strip_slash(line_split): context_multi_line = b'curv' else: context_multi_line = b'' for i in line_split: vert_loc_index = int(i) - 1 if vert_loc_index < 0: vert_loc_index = len(verts_loc) + vert_loc_index + 1 curv_idx.append(vert_loc_index) elif line_start == b'parm' or context_multi_line == b'parm': if context_multi_line: context_multi_line = b'' else: context_parm = line_split[1] line_split[0:2] = [] # remove first 2 if strip_slash(line_split): context_multi_line = b'parm' else: context_multi_line = b'' if context_parm.lower() == b'u': context_nurbs.setdefault(b'parm_u', []).extend([float_func(f) for f in line_split]) elif context_parm.lower() == b'v': # surfaces not supported yet context_nurbs.setdefault(b'parm_v', []).extend([float_func(f) for f in line_split]) # else: # may want to support other parm's ? elif line_start == b'deg': context_nurbs[b'deg'] = [int(i) for i in line.split()[1:]] elif line_start == b'end': # Add the nurbs curve if context_object: context_nurbs[b'name'] = context_object nurbs.append(context_nurbs) context_nurbs = {} context_parm = b'' ''' # How to use usemap? depricated? elif line_start == b'usema': # usemap or usemat context_image= line_value(line_split) ''' progress.step("Done, loading materials and images...") create_materials(filepath, relpath, material_libs, unique_materials, unique_material_images, use_image_search, float_func) progress.step("Done, building geometries (verts:%i faces:%i materials: %i smoothgroups:%i) ..." % (len(verts_loc), len(faces), len(unique_materials), len(unique_smooth_groups))) # deselect all if bpy.ops.object.select_all.poll(): bpy.ops.object.select_all(action='DESELECT') scene = context.scene new_objects = [] # put new objects here # Split the mesh by objects/materials, may SPLIT_OB_OR_GROUP = bool(use_split_objects or use_split_groups) for data in split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP): verts_loc_split, faces_split, unique_materials_split, dataname, use_vnor, use_vtex = data # Create meshes from the data, warning 'vertex_groups' wont support splitting #~ print(dataname, use_vnor, use_vtex) create_mesh(new_objects, use_edges, verts_loc_split, verts_nor if use_vnor else [], verts_tex if use_vtex else [], faces_split, unique_materials_split, unique_material_images, unique_smooth_groups, vertex_groups, dataname, ) # nurbs support for context_nurbs in nurbs: create_nurbs(context_nurbs, verts_loc, new_objects) # Create new obj for obj in new_objects: base = scene.objects.link(obj) base.select = True # we could apply this anywhere before scaling. obj.matrix_world = global_matrix scene.update() axis_min = [1000000000] * 3 axis_max = [-1000000000] * 3 if global_clamp_size: # Get all object bounds for ob in new_objects: for v in ob.bound_box: for axis, value in enumerate(v): if axis_min[axis] > value: axis_min[axis] = value if axis_max[axis] < value: axis_max[axis] = value # Scale objects max_axis = max(axis_max[0] - axis_min[0], axis_max[1] - axis_min[1], axis_max[2] - axis_min[2]) scale = 1.0 while global_clamp_size < max_axis * scale: scale = scale / 10.0 for obj in new_objects: obj.scale = scale, scale, scale progress.leave_substeps("Done.") progress.leave_substeps("Finished importing: %r" % filepath) return {'FINISHED'}