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else:
vdata_len = 0
if vdata_len:
if do_quick_vert:
try:
vdata.append(tuple(map(float_func, line_split[1:vdata_len + 1])))
except:
do_quick_vert = False
# In case we get too many failures on quick parsing, force fallback to full multi-line one.
# Exception handling can become costly...
quick_vert_failures += 1
if quick_vert_failures > 10000:
skip_quick_vert = True
if not do_quick_vert:
context_multi_line = handle_vec(line_start, context_multi_line, line_split,
context_multi_line or line_start, vdata, vec, vdata_len)
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_key)
(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()
verts_loc_len = len(verts_loc)
verts_nor_len = len(verts_nor)
verts_tex_len = len(verts_tex)
if context_material is None:
use_default_material = True
# 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]) # Note that we assume here we cannot get OBJ invalid 0 index...
vert_loc_index = (idx + verts_loc_len) if (idx < 1) else idx - 1
# 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])
face_vert_tex_indices.append((idx + verts_tex_len) if (idx < 1) else idx - 1)
face_vert_tex_indices.append(0)
if len(obj_vert) > 2 and obj_vert[2] and obj_vert[2] != b'0':
idx = int(obj_vert[2])
face_vert_nor_indices.append((idx + verts_nor_len) if (idx < 1) else idx - 1)
face_vert_nor_indices.append(0)
if not context_multi_line:
# 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_key)
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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_key = unique_name(objects_names, line_value(line_split))
context_object_obpart = context_object_key
# unique_objects[context_object_key]= None
elif line_start == b'g':
if use_split_groups:
grppart = line_value(line_split)
context_object_key = (context_object_obpart, grppart) if context_object_obpart else grppart
# print 'context_object_key', context_object_key
# unique_objects[context_object_key]= 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 filenames_group_by_ext(line.lstrip()[7:].strip(), b'.mtl')
}
# 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''
Bastien Montagne
committed
else:
context_parm = line_split[1]
line_split[0:2] = [] # remove first 2
Bastien Montagne
committed
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_key:
context_nurbs[b'name'] = context_object_key
nurbs.append(context_nurbs)
context_nurbs = {}
context_parm = b''
''' # How to use usemap? deprecated?
elif line_start == b'usema': # usemap or usemat
context_image= line_value(line_split)
'''
progress.step("Done, loading materials and images...")
if use_default_material:
unique_materials[None] = None
create_materials(filepath, relpath, material_libs, unique_materials,
use_image_search, float_func)
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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_smooth_groups,
vertex_groups,
dataname,
)
# nurbs support
for context_nurbs in nurbs:
create_nurbs(context_nurbs, verts_loc, new_objects)
collection = view_layer.active_layer_collection.collection
# Create new obj
for obj in new_objects:
# we could apply this anywhere before scaling.
obj.matrix_world = global_matrix
axis_min = [1000000000] * 3
axis_max = [-1000000000] * 3
# 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_clight_size < max_axis * scale:
Campbell Barton
committed
for obj in new_objects:
obj.scale = scale, scale, scale
progress.leave_substeps("Done.")
progress.leave_substeps("Finished importing: %r" % filepath)
return {'FINISHED'}