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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 mathutils.geometry import tesselate_polygon
from io_utils import load_image, unpack_list, unpack_face_list
def BPyMesh_ngon(from_data, indices, PREF_FIX_LOOPS=True):
'''
Takes a polyline of indices (fgon)
and returns a list of face indicie lists.
Designed to be used for importers that need indices for an fgon to create from existing verts.
from_data: either a mesh, or a list/tuple of vectors.
indices: a list of indices to use this list is the ordered closed polyline to fill, and can be a subset of the data given.
PREF_FIX_LOOPS: If this is enabled polylines that use loops to make multiple polylines are delt with correctly.
'''
if not set: # Need sets for this, otherwise do a normal fill.
PREF_FIX_LOOPS = False
if not indices:
return []
# return []
def rvec(co):
return round(co.x, 6), round(co.y, 6), round(co.z, 6)
def mlen(co):
return abs(co[0]) + abs(co[1]) + abs(co[2]) # manhatten length of a vector, faster then length
def vert_treplet(v, i):
return v, rvec(v), i, mlen(v)
def ed_key_mlen(v1, v2):
if v1[3] > v2[3]:
return v2[1], v1[1]
else:
return v1[1], v2[1]
if not PREF_FIX_LOOPS:
'''
Normal single concave loop filling
'''
if type(from_data) in (tuple, list):
verts = [Vector(from_data[i]) for ii, i in enumerate(indices)]
else:
verts = [from_data.vertices[i].co for ii, i in enumerate(indices)]
for i in range(len(verts) - 1, 0, -1): # same as reversed(xrange(1, len(verts))):
if verts[i][1] == verts[i - 1][0]:
verts.pop(i - 1)
else:
'''
Seperate this loop into multiple loops be finding edges that are used twice
This is used by lightwave LWO files a lot
'''
if type(from_data) in (tuple, list):
verts = [vert_treplet(Vector(from_data[i]), ii) for ii, i in enumerate(indices)]
else:
verts = [vert_treplet(from_data.vertices[i].co, ii) for ii, i in enumerate(indices)]
if edges:
if not verts:
return []
# We need to check if any edges are used twice location based.
for ed in edges:
if edkey in edges_used:
edges_doubles.add(edkey)
else:
edges_used.add(edkey)
# Store a list of unconnected loop segments split by double edges.
# will join later
v_prev = verts[0]
context_loop = [v_prev]
loop_segments = [context_loop]
for v in verts:
# Are we crossing an edge we removed?
if ed_key_mlen(v, v_prev) in edges_doubles:
loop_segments.append(context_loop)
else:
#raise "as"
pass
else:
context_loop.append(v)
# Now join loop segments
def join_seg(s1, s2):
if s2[-1][1] == s1[0][1]:
s1, s2 = s2, s1
elif s1[-1][1] == s2[0][1]:
pass
else:
return False
# If were stuill here s1 and s2 are 2 segments in the same polyline
s1.pop() # remove the last vert from s1
s1.extend(s2) # add segment 2 to segment 1
if s1[0][1] == s1[-1][1]: # remove endpoints double
s1.pop()
s2[:] = [] # Empty this segment s2 so we dont use it again.
return True
while joining_segments:
joining_segments = False
segcount = len(loop_segments)
for j in range(segcount - 1, -1, -1): # reversed(range(segcount)):
seg_j = loop_segments[j]
if seg_j:
for k in range(j - 1, -1, -1): # reversed(range(j)):
if not seg_j:
break
if seg_k and join_seg(seg_j, seg_k):
for verts in loop_list:
verts.pop()
loop_list = [verts for verts in loop_list if len(verts) > 2]
# DONE DEALING WITH LOOP FIXING
# vert mapping
for verts in loop_list:
for i, vert in enumerate(verts):
fill = tesselate_polygon([[v[0] for v in loop] for loop in loop_list])
#draw_loops(loop_list)
#raise 'done loop'
# map to original indices
fill = [[vert_map[i] for i in reversed(f)] for f in fill]
if not fill:
print('Warning Cannot scanfill, fallback on a triangle fan.')
fill = [[0, i - 1, i] for i in range(2, len(indices))]
else:
# Use real scanfill.
# See if its flipped the wrong way.
for fi in fill:
if flip != None:
break
for i, vi in enumerate(fi):
break
break
if not flip:
for i, fi in enumerate(fill):
return fill
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:])
def obj_image_load(imagepath, DIR, use_image_search):
if b'_' in imagepath:
image = load_image(imagepath.replace(b'_', b' '), DIR)
if image:
return image
image = load_image(imagepath, DIR)
if image:
return image
print("failed to load %r doesn't exist" % imagepath)
return None
# def obj_image_load(imagepath, DIR, use_image_search):
# '''
# Mainly uses comprehensiveImageLoad
# but tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores.
# '''
# if '_' in imagepath:
# image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= False, RECURSIVE= use_image_search)
# if image: return image
# # Did the exporter rename the image?
# image= BPyImage.comprehensiveImageLoad(imagepath.replace('_', ' '), DIR, PLACE_HOLDER= False, RECURSIVE= use_image_search)
# if image: return image
# # Return an image, placeholder if it dosnt exist
# image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= True, RECURSIVE= use_image_search)
# return image
def create_materials(filepath, material_libs, unique_materials, unique_material_images, use_image_search):
'''
Create all the used materials in this obj,
assign colors and images to the materials from all referenced material libs
'''
#==================================================================================#
# 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
image = obj_image_load(imagepath, DIR, use_image_search)
has_data = False
if image:
texture.image = image
has_data = image.has_data
# Adds textures for materials (rendering)
if type == 'Kd':
if has_data and image.depth == 32:
# Image has alpha
mtex = blender_material.texture_slots.add()
mtex.texture = texture
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = True
mtex.use_map_alpha = True
texture.use_mipmap = True
texture.use_interpolation = True
texture.use_alpha = True
blender_material.use_transparency = True
blender_material.alpha = 0.0
else:
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, has_data # 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'
blender_material.alpha = 0.0
# Todo, unset deffuse material alpha if it has an alpha channel
elif type == 'refl':
mtex = blender_material.texture_slots.add()
mtex.use_map_color_diffuse = False
mtex.texture = texture
mtex.texture_coords = 'UV'
mtex.use_map_reflect = 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
if name != None:
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unique_materials[name] = bpy.data.materials.new(name.decode('utf-8', "replace"))
unique_material_images[name] = None, False # assign None to all material images to start with, add to later.
unique_materials[None] = None
unique_material_images[None] = None, False
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'):
if context_material_name in unique_materials:
context_material = unique_materials[context_material_name]
else:
context_material = None
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'):
context_material.mirror_color = float(line_split[1]), float(line_split[2]), float(line_split[3])
elif line_lower.startswith(b'kd'):
context_material.diffuse_color = float(line_split[1]), float(line_split[2]), float(line_split[3])
elif line_lower.startswith(b'ks'):
context_material.specular_color = float(line_split[1]), float(line_split[2]), float(line_split[3])
elif line_lower.startswith(b'ns'):
context_material.specular_hardness = int((float(line_split[1]) * 0.51))
elif line_lower.startswith(b'ni'): # Refraction index
context_material.raytrace_transparency.ior = max(1, min(float(line_split[1]), 3)) # between 1 and 3
elif line_lower.startswith(b'd') or line_lower.startswith(b'tr'):
context_material.alpha = float(line_split[1])
context_material.use_transparency = True
context_material.transparency_method = 'Z_TRANSPARENCY'
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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'
context_material.alpha = 0.0
if do_glass:
context_material.raytrace_transparency.ior = 1.5
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')
elif line_lower.startswith(b'map_bump') or line_lower.startswith(b'bump'): # 'bump' is incorrect but some files use it.
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'Bump')
elif line_lower.startswith(b'map_d') or line_lower.startswith(b'map_tr'): # Alpha map - Dissolve
if img_filepath:
load_material_image(context_material, context_material_name, img_filepath, 'D')
elif line_lower.startswith(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]
if not SPLIT_OB_OR_GROUP:
# use the filename for the object name since we arnt 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 = {}
vert_remap = [-1] * len(verts_loc)
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):
if vert_remap[i] == -1:
new_index = len(verts_split)
vert_remap[i] = new_index # set the new remapped index so we only add once and can reference next time.
face_vert_loc_indices[enum] = new_index # remap to the local index
verts_split.append(verts_loc[i]) # add the vert to the local verts
else:
face_vert_loc_indices[enum] = vert_remap[i] # 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 fgons, sharp edges and assigning materials
'''
if not has_ngons:
if unique_smooth_groups:
smooth_group_users = {context_smooth_group: {} for context_smooth_group in list(unique_smooth_groups.keys())}
# Split fgons into tri's
# reverse loop through face indices
face_vert_loc_indices,\
face_vert_tex_indices,\
context_material,\
context_smooth_group,\
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:
# FGons into triangles
if has_ngons and len_face_vert_loc_indices > 4:
ngon_face_indices = BPyMesh_ngon(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]
)
# edges to make fgons
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))
me.faces.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
me.faces.foreach_set("vertices_raw", unpack_face_list([f[0] for f in faces]))
if verts_tex and me.faces:
me.uv_textures.new()
context_material_old = -1 # avoid a dict lookup
mat = 0 # rare case it may be un-initialized.
me_faces = me.faces
for i, face in enumerate(faces):
if len(face[0]) < 2:
pass # raise "bad face"
elif len(face[0]) == 2:
edges.append(face[0])
else:
blender_face = me.faces[i]
face_vert_loc_indices,\
face_vert_tex_indices,\
context_material,\
context_smooth_group,\
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.mat= mat
if verts_tex:
if context_material:
image, has_data = unique_material_images[context_material]
if image: # Can be none if the material dosnt have an image.
blender_tface.image = image
blender_tface.use_image = True
if has_data and image.depth == 32:
blender_tface.blend_type = 'ALPHA'
# 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])
# XXX slow
# for fgon_edge in fgon_edges.keys():
# for ed in me.edges:
# if edges_match(fgon_edge, ed.vertices):
# ed.is_fgon = True
# FGON= Mesh.EdgeFlags.FGON
# for ed in me.findEdges( fgon_edges.keys() ):
# if ed is not None:
# me_edges[ed].flag |= FGON
# del FGON
# 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
Campbell Barton
committed
me.validate()
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():
Campbell Barton
committed
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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committed
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
'''
Campbell Barton
committed
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
# incase all vert values were ints
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_rotate_x90=True,
use_image_search=True,
use_groups_as_vgroups=False):
'''
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 = filepath.encode()
if use_split_objects or use_split_groups:
use_groups_as_vgroups = False