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import_obj.py
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import_obj.py
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# ##### 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 ast
import array
import os
import bpy
import mathutils
from bpy_extras.io_utils import unpack_list
from bpy_extras.image_utils import load_image
from bpy_extras.wm_utils.progress_report import (
ProgressReport,
ProgressReportSubstep,
)
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(imagepath, DIR, recursive, relpath):
"""
Mainly uses comprehensiveImageLoad
but tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores.
"""
if "_" in imagepath:
image = load_image(imagepath.replace("_", " "), DIR, recursive=recursive, relpath=relpath)
if image:
return image
return load_image(imagepath, DIR, recursive=recursive, place_holder=True, relpath=relpath)
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, type):
"""
Set textures defined in .mtl file.
"""
imagepath = os.fsdecode(img_data[-1])
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 = context_imagepath_map.get(imagepath, ...)
if image == ...:
image = context_imagepath_map[imagepath] = \
obj_image_load(imagepath, 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.use_normal_map = True
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, '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, '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, '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, 'Ke')
elif line_id in {b'map_kn', 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, '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, '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, '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, 'refl')
else:
print("\t%r:%r (ignored)" % (filepath, line))
mtl.close()
def hideBone(bone):
bone.layers[1] = True
bone.layers[0] = False
def showBone(bone):
bone.layers[0] = True
bone.layers[1] = False
def visibleBone(bone):
return bone.layers[0]
def setMinimumLenght(bone):
default_length = 0.005
if bone.length == 0:
bone.tail = bone.head - mathutils.Vector((0, .01, 0))
if bone.length < default_length:
bone.length = default_length
def create_armatures(filepath, relpath,
armature_libs, unique_materials, unique_material_images,
use_image_search, float_func, new_armatures, new_objects, bone_names):
"""
Create armatures in this obj,
"""
DIR = os.path.dirname(filepath)
# Add an MTL with the same name as the obj if no MTLs are spesified.
temp_arl = os.path.splitext((os.path.basename(filepath)))[0] + ".arl"
if os.path.exists(os.path.join(DIR, temp_arl)):
armature_libs.add(temp_arl)
del temp_arl
for libname in sorted(armature_libs):
# print(libname)
arlpath = os.path.join(DIR, libname)
if not os.path.exists(arlpath):
print("\tArmature not found ARL: %r" % arlpath)
else:
# context_multi_line = b''
# line_start = b''
line_split = []
vec = []
# bone_names = []
bone_parents = []
bone_heads = []
# print('\t\tloading armature: %e' % arlpath)
with open(arlpath, 'rb') as mtl:
bone_count = None
read_b_name = read_b_head = read_b_parent = False
for line in mtl: # .readlines():
line = line.strip()
if not line or line.startswith(b'#'):
continue
line_split = line.split()
if not bone_count:
bone_count = int(line_split[0])
read_b_name = read_b_parent = read_b_head = False
read_b_name = True
elif read_b_name:
bone_names.append(line)
read_b_name = read_b_parent = read_b_head = False
read_b_parent = True
elif read_b_parent:
bone_parents.append(int(line_split[0]))
read_b_name = read_b_parent = read_b_head = False
read_b_head = True
elif read_b_head:
bone_heads.append([float_func(line_split[0]), float_func(line_split[1]), float_func(line_split[2])])
read_b_name = read_b_parent = read_b_head = False
read_b_name = True
# Create the armature object
me = bpy.data.armatures.new('Armature')
me.draw_type = 'STICK'
ob = bpy.data.objects.new(me.name, me)
ob.show_x_ray = True
bpy.context.scene.collection.objects.link(ob)
bpy.context.view_layer.objects.active = ob
bpy.ops.object.mode_set(mode='EDIT')
# Create all bones
for bone_id, bone_name in enumerate(bone_names):
bone = me.edit_bones.new(bone_name.decode('utf-8', 'replace'))
bone.head = bone_heads[bone_id]
bone.tail = bone.head # + mathutils.Vector((0,.01,0))
# Set bone heirarchy
for bone_id, bone_parent_id in enumerate(bone_parents):
if bone_parent_id >= 0:
me.edit_bones[bone_id].parent = me.edit_bones[bone_parent_id]
# Set calculate bone tails
for edit_bone in me.edit_bones:
if visibleBone(edit_bone):
childBones = [childBone for childBone in edit_bone.children
if visibleBone(childBone)]
else:
childBones = [childBone for childBone in edit_bone.children]
if childBones:
# Set tail to children middle
edit_bone.tail = mathutils.Vector(map(sum, zip(*(childBone.head.xyz for childBone in childBones))))/len(childBones)
else:
if edit_bone.parent:
vec = edit_bone.parent.tail - edit_bone.head
if (vec.length < .001):
edit_bone.tail = edit_bone.parent.vector + edit_bone.head
edit_bone.length = edit_bone.parent.length
else:
edit_bone.tail = (edit_bone.head - edit_bone.parent.tail) + edit_bone.head
edit_bone.length = 0.1
for edit_bone in me.edit_bones:
setMinimumLenght(edit_bone)
# Must add before creating the bones
bpy.ops.object.mode_set(mode='OBJECT')
new_armatures.append(ob)
def getVert(new_objects):
return [vert for obj in new_objects for vert in obj.data.vertices]
def split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP, verts_bw):
"""
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_verts_col = any((False if f[3] 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, use_verts_col, verts_bw)]
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
for face in faces:
key = face[6]
if oldkey != key:
# Check the key has changed.
(verts_split, faces_split, unique_materials_split, vert_remap,
use_verts_nor, use_verts_tex, use_verts_col, verts_bw_split) = 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)
if not use_verts_col and face[3] is not ...:
use_verts_col.append(True)
# Remap verts to new vert list and add where needed
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 verts_bw:
verts_bw_split.append(verts_bw[i]) # add the vertex weight
face_vert_loc_indices[enum] = map_index # remap to the local index
matname = face[4]
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
return [(verts_split, faces_split, unique_materials_split, key_to_name(key), bool(use_vnor), bool(use_vtex), bool(use_vcol), verts_bw_split)
for key, (verts_split, faces_split, unique_materials_split, _, use_vnor, use_vtex, use_vcol, verts_bw_split)
in face_split_dict.items()]
def create_mesh(new_objects,
use_edges,
verts_loc,
verts_nor,
verts_tex,
verts_col,
faces,
unique_materials,
unique_material_images,
unique_smooth_groups,
vertex_groups,
dataname,
verts_bw,
new_armatures,
bone_names
):
"""
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,
face_vert_col_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 [],
[face_vert_col_indices[ngon[0]],
face_vert_col_indices[ngon[1]],
face_vert_col_indices[ngon[2]],
] if face_vert_col_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_layers.new()
if verts_col and me.polygons:
me.vertex_colors.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,
face_vert_col_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_col and face_vert_col_indices:
for face_colidx, lidx in zip(face_vert_col_indices, blen_poly.loop_indices):
me.vertex_colors[0].data[lidx].color[:] = verts_col[0 if (face_colidx is ...) else face_colidx][:3]
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)
armature_ob = None
if new_armatures:
armature_ob = new_armatures[0]
if armature_ob:
# Assingn vertex weights
mod = ob.modifiers.new(type="ARMATURE", name="Armature")
mod.use_vertex_groups = True
mod.object = armature_ob
parent_armature = True
if parent_armature:
ob.parent = armature_ob
for vert_id, bws in enumerate(verts_bw):
for bw in bws:
bone_idx, bone_weight = bw
# print('----')
# print('bone_idx', bone_idx)
# print('bone_names', bone_names)
bone_name = bone_names[bone_idx].decode('utf-8', "replace")
if bone_weight == 0.0 or bone_name == 'root groud':
continue
if bone_name:
vert_group = ob.vertex_groups.get(bone_name)
if not vert_group:
vert_group = ob.vertex_groups.new(bone_name)
vert_group.add([vert_id], bone_weight, 'REPLACE')
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