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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 #####
# <pep8 compliant>
# 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 os
import time
import bpy
import mathutils
from bpy_extras.io_utils import unpack_list, unpack_face_list
from bpy_extras.image_utils import load_image
def mesh_untessellate(me, fgon_edges):
import bmesh
bm = bmesh.new()
bm.from_mesh(me)
verts = bm.verts[:]
get = bm.edges.get
edges = [get((verts[key[0]], verts[key[1]])) for key in fgon_edges]
try:
bmesh.ops.dissolve_edges(bm, edges=edges, use_verts=False)
except:
# Possible dissolve fails for some edges
# but dont fail silently unless this is a real bug.
import traceback
traceback.print_exc()
bm.to_mesh(me)
bm.free()
def line_value(line_split):
Returns 1 string represneting the value for this line
None will be returned if theres only 1 word
if length == 1:
return None
elif length == 2:
return line_split[1]
elif length > 2:
return b' '.join(line_split[1:])
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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 b'_' in imagepath:
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image = load_image(imagepath.replace(b'_', b' '), DIR, recursive=recursive, relpath=relpath)
if image:
return image
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return load_image(imagepath, DIR, recursive=recursive, place_holder=True, relpath=relpath)
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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
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context_material_vars = set()
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def load_material_image(blender_material, context_material_name, imagepath, type):
texture = bpy.data.textures.new(name=type, type='IMAGE')
# Absolute path - c:\.. etc would work here
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image = obj_image_load(imagepath, DIR, use_image_search, relpath)
texture.image = image
# Adds textures for materials (rendering)
if type == 'Kd':
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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.
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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_specular = 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
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'
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if "alpha" not in context_material_vars:
blender_material.alpha = 0.0
# Todo, unset deffuse material alpha if it has an alpha channel
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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
raise Exception("invalid type %r" % type)
# 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] + b'.mtl'
if os.path.exists(os.path.join(DIR, temp_mtl)) and temp_mtl not in material_libs:
del temp_mtl
#Create new materials
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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.
unique_material_images[None] = None
for libname in material_libs:
if not os.path.exists(mtlpath):
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print ("\tMaterial not found MTL: %r" % mtlpath)
else:
#print('\t\tloading mtl: %e' % mtlpath)
mtl = open(mtlpath, 'rb')
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line = line.strip()
if not line or line.startswith(b'#'):
pass
elif line.startswith(b'newmtl'):
context_material = unique_materials.get(context_material_name)
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context_material_vars.clear()
elif context_material:
# we need to make a material to assign properties to it.
line_split = line.split()
line_lower = line.lower().lstrip()
if line_lower.startswith(b'ka'):
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context_material.mirror_color = float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3])
elif line_lower.startswith(b'kd'):
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context_material.diffuse_color = float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3])
elif line_lower.startswith(b'ks'):
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context_material.specular_color = float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3])
elif line_lower.startswith(b'ns'):
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context_material.specular_hardness = int((float_func(line_split[1]) * 0.51))
elif line_lower.startswith(b'ni'): # Refraction index
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context_material.raytrace_transparency.ior = max(1, min(float_func(line_split[1]), 3)) # between 1 and 3
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context_material_vars.add("ior")
elif line_lower.startswith(b'd'): # dissolve (trancparency)
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context_material.alpha = float_func(line_split[1])
context_material.use_transparency = True
context_material.transparency_method = 'Z_TRANSPARENCY'
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context_material_vars.add("alpha")
elif line_lower.startswith(b'tr'): # trancelucency
context_material.translucency = float_func(line_split[1])
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elif line_lower.startswith(b'tf'):
# rgb, filter color, blender has no support for this.
pass
elif line_lower.startswith(b'illum'):
illum = int(line_split[1])
do_ambient = True
do_highlight = False
do_reflection = False
do_transparency = False
do_glass = False
do_fresnel = False
do_raytrace = False
# 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 cant do this
pass
if do_ambient:
context_material.ambient = 1.0
else:
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'
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if "alpha" not in context_material_vars:
context_material.alpha = 0.0
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if do_glass:
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if "ior" not in context_material_vars:
context_material.raytrace_transparency.ior = 1.5
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if do_fresnel:
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context_material.raytrace_mirror.fresnel = 1.0 # could be any value for 'ON'
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"""
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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
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elif line_lower.startswith(b'map_ka'):
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'Ka')
elif line_lower.startswith(b'map_ks'):
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'Ks')
elif line_lower.startswith(b'map_kd'):
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'Kd')
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elif line_lower.startswith((b'map_bump', b'bump')): # 'bump' is incorrect but some files use it.
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'Bump')
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elif line_lower.startswith((b'map_d', b'map_tr')): # Alpha map - Dissolve
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'D')
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elif line_lower.startswith((b'map_disp', b'disp')): # reflectionmap
img_filepath = line_value(line.split())
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'disp')
elif line_lower.startswith((b'map_refl', b'refl')): # reflectionmap
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'refl')
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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]
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if not SPLIT_OB_OR_GROUP or not faces:
# use the filename for the object name since we aren't chopping up the mesh.
return [(verts_loc, faces, unique_materials, filename)]
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
# Return a key that makes the faces unique.
oldkey = -1 # initialize to a value that will never match the key
for face in faces:
if oldkey != key:
# Check the key has changed.
try:
verts_split, faces_split, unique_materials_split, vert_remap = face_split_dict[key]
except KeyError:
faces_split = []
verts_split = []
unique_materials_split = {}
face_split_dict[key] = (verts_split, faces_split, unique_materials_split, vert_remap)
# 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
face_vert_loc_indices[enum] = map_index # remap to the local index
if matname and matname not in unique_materials_split:
unique_materials_split[matname] = unique_materials[matname]
faces_split.append(face)
# remove one of the itemas and reorder
return [(value[0], value[1], value[2], key_to_name(key)) for key, value in list(face_split_dict.items())]
def create_mesh(new_objects,
has_ngons,
use_ngons,
use_edges,
verts_loc,
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
from bpy_extras.mesh_utils import ngon_tessellate
if not has_ngons:
if unique_smooth_groups:
smooth_group_users = {context_smooth_group: {} for context_smooth_group in list(unique_smooth_groups.keys())}
fgon_edges = set() # Used for storing fgon keys
# reverse loop through face indices
(face_vert_loc_indices,
face_vert_tex_indices,
context_material,
context_smooth_group,
context_object,
) = 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
elif not face_vert_tex_indices or len_face_vert_loc_indices == 2: # faces that have no texture coords are lines
# generators are better in python 2.4+ but can't be used in 2.3
# edges.extend( (face_vert_loc_indices[i], face_vert_loc_indices[i+1]) for i in xrange(len_face_vert_loc_indices-1) )
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
for i in range(len_face_vert_loc_indices):
i1 = face_vert_loc_indices[i]
i2 = face_vert_loc_indices[i - 1]
if i1 > i2:
i1, i2 = i2, i1
try:
except KeyError:
if has_ngons and len_face_vert_loc_indices > 4:
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_tex_indices[ngon[0]],
face_vert_tex_indices[ngon[1]],
face_vert_tex_indices[ngon[2]],
],
context_material,
context_smooth_group,
context_object,
)
for ngon in ngon_face_indices]
)
for ngon in ngon_face_indices:
for i in (0, 1, 2):
i1 = face_vert_loc_indices[ngon[i]]
i2 = face_vert_loc_indices[ngon[i - 1]]
if i1 > i2:
i1, i2 = i2, i1
try:
except KeyError:
for key, users in edge_users.items():
# remove all after 3, means we dont have to pop this one.
faces.pop(f_idx)
# Build sharp edges
if unique_smooth_groups:
for edge_dict in list(smooth_group_users.values()):
for key, users in list(edge_dict.items()):
if users == 1: # This edge is on the boundry of a group
sharp_edges[key] = None
# map the material names to an index
material_mapping = {name: i for i, name in enumerate(unique_materials)} # enumerate over unique_materials keys()
for name, index in list(material_mapping.items()):
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me = bpy.data.meshes.new(dataname.decode('utf-8', "replace"))
# make sure the list isnt too big
for material in materials:
me.materials.append(material)
me.vertices.add(len(verts_loc))
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me.tessfaces.add(len(faces))
# verts_loc is a list of (x, y, z) tuples
me.vertices.foreach_set("co", unpack_list(verts_loc))
# faces is a list of (vert_indices, texco_indices, ...) tuples
# XXX faces should contain either 3 or 4 verts
# XXX no check for valid face indices
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me.tessfaces.foreach_set("vertices_raw", unpack_face_list([f[0] for f in faces]))
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if verts_tex and me.tessfaces:
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me.tessface_uv_textures.new()
context_material_old = -1 # avoid a dict lookup
mat = 0 # rare case it may be un-initialized.
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me_faces = me.tessfaces
for i, face in enumerate(faces):
if len(face[0]) < 2:
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pass # raise Exception("bad face")
edges.append(face[0])
else:
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blender_face = me.tessfaces[i]
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(face_vert_loc_indices,
face_vert_tex_indices,
context_material,
context_smooth_group,
context_object,
) = face
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if context_smooth_group:
blender_face.use_smooth = True
if context_material:
if context_material_old is not context_material:
mat = material_mapping[context_material]
context_material_old = context_material
blender_face.material_index = mat
# blender_face.mat= mat
if verts_tex:
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blender_tface = me.tessface_uv_textures[0].data[i]
if context_material:
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image = unique_material_images[context_material]
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if image: # Can be none if the material dosnt have an image.
blender_tface.image = image
# BUG - Evil eekadoodle problem where faces that have vert index 0 location at 3 or 4 are shuffled.
if len(face_vert_loc_indices) == 4:
if face_vert_loc_indices[2] == 0 or face_vert_loc_indices[3] == 0:
face_vert_tex_indices = face_vert_tex_indices[2], face_vert_tex_indices[3], face_vert_tex_indices[0], face_vert_tex_indices[1]
else: # length of 3
if face_vert_loc_indices[2] == 0:
face_vert_tex_indices = face_vert_tex_indices[1], face_vert_tex_indices[2], face_vert_tex_indices[0]
# END EEEKADOODLE FIX
# assign material, uv's and image
blender_tface.uv1 = verts_tex[face_vert_tex_indices[0]]
blender_tface.uv2 = verts_tex[face_vert_tex_indices[1]]
blender_tface.uv3 = verts_tex[face_vert_tex_indices[2]]
if len(face_vert_loc_indices) == 4:
blender_tface.uv4 = verts_tex[face_vert_tex_indices[3]]
# for ii, uv in enumerate(blender_face.uv):
# uv.x, uv.y= verts_tex[face_vert_tex_indices[ii]]
del me_faces
# del ALPHA
if use_edges and not edges:
use_edges = False
me.edges.add(len(edges))
# edges should be a list of (a, b) tuples
me.edges.foreach_set("vertices", unpack_list(edges))
# me_edges.extend( edges )
# del me_edges
# Add edge faces.
# me_edges= me.edges
def edges_match(e1, e2):
return (e1[0] == e2[0] and e1[1] == e2[1]) or (e1[0] == e2[1] and e1[1] == e2[0])
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me.validate()
me.update(calc_edges=use_edges)
if unique_smooth_groups and sharp_edges:
import bmesh
bm = bmesh.new()
bm.from_mesh(me)
# to avoid slow iterator lookups later / indexing verts is slow in bmesh
bm_verts = bm.verts[:]
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for sharp_edge in sharp_edges.keys():
vert1 = bm_verts[sharp_edge[0]]
vert2 = bm_verts[sharp_edge[1]]
if vert1 != vert2:
edge = bm.edges.get((vert1, vert2))
if edge is not None:
me.edges[edge.index].use_edge_sharp = True
bm.free()
del bm
# XXX slow
# if unique_smooth_groups and sharp_edges:
# for sharp_edge in sharp_edges.keys():
# for ed in me.edges:
# if edges_match(sharp_edge, ed.vertices):
# ed.use_edge_sharp = True
# if unique_smooth_groups and sharp_edges:
# SHARP= Mesh.EdgeFlags.SHARP
# for ed in me.findEdges( sharp_edges.keys() ):
# if ed is not None:
# me_edges[ed].flag |= SHARP
# del SHARP
ob = bpy.data.objects.new(me.name, me)
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():
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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
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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
do_endpoints = True
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
'''
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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')
line = line.lstrip()
if line.startswith(b'v'): # vn vt v
if b',' in line:
return lambda f: float(f.replace(b',', b'.'))
elif b'.' in line:
return float
return float
def load(operator, context, filepath,
global_clamp_size=0.0,
use_ngons=True,
use_smooth_groups=True,
use_edges=True,
use_split_objects=True,
use_split_groups=True,
use_image_search=True,
use_groups_as_vgroups=False,
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relpath=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
print('\nimporting obj %r' % filepath)
filepath = os.fsencode(filepath)
if global_matrix is None:
global_matrix = mathutils.Matrix()
if use_split_objects or use_split_groups:
use_groups_as_vgroups = False
verts_loc = []
verts_tex = []
faces = [] # tuples of the faces
material_libs = [] # filanems to material libs this 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.
# 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
# has_smoothgroups= False - is explicit with len(unique_smooth_groups) being > 0
# 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''
print("\tparsing obj file...")
# time_sub= sys.time()
file = open(filepath, 'rb')
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':
verts_loc.append((float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3])))
elif line_start == b'vn':
pass
elif line_start == b'vt':
verts_tex.append((float_func(line_split[1]), float_func(line_split[2])))
# Handel 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 context_multi_line:
# use face_vert_loc_indices and face_vert_tex_indices previously defined and used the obj_face
else:
line_split = line_split[1:]
face_vert_loc_indices = []
face_vert_tex_indices = []
# Instance a face
faces.append((face_vert_loc_indices,
face_vert_tex_indices,
context_material,
context_smooth_group,
context_object,
))
if strip_slash(line_split):
context_multi_line = b'f'
else:
context_multi_line = b''
for v in line_split:
obj_vert = v.split(b'/')
# Add the vertex to the current group
# *warning*, this wont work for files that have groups defined around verts
vertex_groups[context_vgroup].append(vert_loc_index)
# Make relative negative vert indices absolute
if vert_loc_index < 0:
vert_loc_index = len(verts_loc) + vert_loc_index + 1
face_vert_loc_indices.append(vert_loc_index)
# formatting for faces with normals and textures us
# loc_index/tex_index/nor_index
# Make relative negative vert indices absolute
if vert_tex_index < 0:
vert_tex_index = len(verts_tex) + vert_tex_index + 1
face_vert_tex_indices.append(vert_tex_index)
else:
# dummy
face_vert_tex_indices.append(0)
if len(face_vert_loc_indices) > 4:
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 context_multi_line:
# use face_vert_loc_indices and face_vert_tex_indices previously defined and used the obj_face
else:
line_split = line_split[1:]
face_vert_loc_indices = []
face_vert_tex_indices = []
# Instance a face
faces.append((face_vert_loc_indices,
face_vert_tex_indices,
context_material,
context_smooth_group,
context_object,
))
if strip_slash(line_split):
context_multi_line = b'l'
else:
context_multi_line = b''
# isline = line_start == b'l' # UNUSED
for v in line_split:
obj_vert = v.split(b'/')
vert_loc_index = int(obj_vert[0]) - 1
# Make relative negative vert indices absolute
if vert_loc_index < 0:
vert_loc_index = len(verts_loc) + vert_loc_index + 1