-
Brecht Van Lommel authored
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D15328
Brecht Van Lommel authoredContributed by luzpaz. Differential Revision: https://developer.blender.org/D15328
import_obj.py 55.43 KiB
# SPDX-License-Identifier: GPL-2.0-or-later
# Script copyright (C) Campbell Barton
# Contributors: Campbell Barton, Jiri Hnidek, Paolo Ciccone
"""
This script imports a Wavefront OBJ files to Blender.
Usage:
Run this script from "File->Import" menu and then load the desired OBJ file.
Note, This loads mesh objects and materials only, nurbs and curves are not supported.
http://wiki.blender.org/index.php/Scripts/Manual/Import/wavefront_obj
"""
import array
import os
import time
import bpy
import 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
def line_value(line_split):
"""
Returns 1 string representing the value for this line
None will be returned if there's 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 filenames_group_by_ext(line, ext):
"""
Splits material libraries supporting spaces, so:
b'foo bar.mtl baz spam.MTL' -> (b'foo bar.mtl', b'baz spam.MTL')
Also handle " chars (some software use those to protect filenames with spaces, see T67266... sic).
"""
# Note that we assume that if there are some " in that line,
# then all filenames are properly enclosed within those...
start = line.find(b'"') + 1
if start != 0:
while start != 0:
end = line.find(b'"', start)
if end != -1:
yield line[start:end]
start = line.find(b'"', end + 1) + 1
else:
break
return
line_lower = line.lower()
i_prev = 0
while i_prev != -1 and i_prev < len(line):
i = line_lower.find(ext, i_prev)
if i != -1:
i += len(ext)
yield line[i_prev:i].strip()
i_prev = i
def obj_image_load(img_data, context_imagepath_map, line, DIR, recursive, relpath):
"""
Mainly uses comprehensiveImageLoad
But we try all space-separated items from current line when file is not found with last one
(users keep generating/using image files with spaces in a format that does not support them, sigh...)
Also tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores.
Also handle " chars (some software use those to protect filenames with spaces, see T67266... sic).
Also corrects img_data (in case filenames with spaces have been split up in multiple entries, see T72148).
"""
filepath_parts = line.split(b' ')
start = line.find(b'"') + 1
if start != 0:
end = line.find(b'"', start)
if end != 0:
filepath_parts = (line[start:end],)
image = None
for i in range(-1, -len(filepath_parts), -1):
imagepath = os.fsdecode(b" ".join(filepath_parts[i:]))
image = context_imagepath_map.get(imagepath, ...)
if image is ...:
image = load_image(imagepath, DIR, recursive=recursive, relpath=relpath)
if image is None and "_" in imagepath:
image = load_image(imagepath.replace("_", " "), DIR, recursive=recursive, relpath=relpath)
if image is not None:
context_imagepath_map[imagepath] = image
del img_data[i:]
img_data.append(imagepath)
break;
else:
del img_data[i:]
img_data.append(imagepath)
break;
if image is None:
imagepath = os.fsdecode(filepath_parts[-1])
image = load_image(imagepath, DIR, recursive=recursive, place_holder=True, relpath=relpath)
context_imagepath_map[imagepath] = image
return image
def create_materials(filepath, relpath,
material_libs, unique_materials,
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
"""
from math import sqrt
from bpy_extras import node_shader_utils
DIR = os.path.dirname(filepath)
context_material_vars = set()
# Don't load the same image multiple times
context_imagepath_map = {}
nodal_material_wrap_map = {}
def load_material_image(blender_material, mat_wrap, context_material_name, img_data, line, type):
"""
Set textures defined in .mtl file.
"""
map_options = {}
# Absolute path - c:\.. etc would work here
image = obj_image_load(img_data, context_imagepath_map, line, DIR, use_image_search, relpath)
curr_token = []
for token in img_data[:-1]:
if token.startswith(b'-') and token[1:].isalpha():
if curr_token:
map_options[curr_token[0]] = curr_token[1:]
curr_token[:] = []
curr_token.append(token)
if curr_token:
map_options[curr_token[0]] = curr_token[1:]
map_offset = map_options.get(b'-o')
map_scale = map_options.get(b'-s')
if map_offset is not None:
map_offset = tuple(map(float_func, map_offset))
if map_scale is not None:
map_scale = tuple(map(float_func, map_scale))
def _generic_tex_set(nodetex, image, texcoords, translation, scale):
nodetex.image = image
nodetex.texcoords = texcoords
if translation is not None:
nodetex.translation = translation
if scale is not None:
nodetex.scale = scale
# Adds textures for materials (rendering)
if type == 'Kd':
_generic_tex_set(mat_wrap.base_color_texture, image, 'UV', map_offset, map_scale)
elif type == 'Ka':
# XXX Not supported?
print("WARNING, currently unsupported ambient texture, skipped.")
elif type == 'Ks':
_generic_tex_set(mat_wrap.specular_texture, image, 'UV', map_offset, map_scale)
elif type == 'Ke':
_generic_tex_set(mat_wrap.emission_color_texture, image, 'UV', map_offset, map_scale)
mat_wrap.emission_strength = 1.0
elif type == 'Bump':
bump_mult = map_options.get(b'-bm')
bump_mult = float(bump_mult[0]) if (bump_mult and len(bump_mult[0]) > 1) else 1.0
mat_wrap.normalmap_strength_set(bump_mult)
_generic_tex_set(mat_wrap.normalmap_texture, image, 'UV', map_offset, map_scale)
elif type == 'D':
_generic_tex_set(mat_wrap.alpha_texture, image, 'UV', map_offset, map_scale)
elif type == 'disp':
# XXX Not supported?
print("WARNING, currently unsupported displacement texture, skipped.")
# ~ mat_wrap.bump_image_set(image)
# ~ mat_wrap.bump_mapping_set(coords='UV', translation=map_offset, scale=map_scale)
elif type == 'refl':
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))
_generic_tex_set(mat_wrap.base_color_texture, image, 'Reflection', map_offset, map_scale)
mat_wrap.base_color_texture.projection = 'SPHERE'
else:
raise Exception("invalid type %r" % type)
def finalize_material(context_material, context_material_vars, spec_colors,
do_highlight, do_reflection, do_transparency, do_glass):
# Finalize previous mat, if any.
if context_material:
if "specular" in context_material_vars:
# XXX This is highly approximated, not sure whether we can do better...
# TODO: Find a way to guesstimate best value from diffuse color...
# IDEA: Use standard deviation of both spec and diff colors (i.e. how far away they are
# from some grey), and apply the the proportion between those two as tint factor?
spec = sum(spec_colors) / 3.0
# ~ spec_var = math.sqrt(sum((c - spec) ** 2 for c in spec_color) / 3.0)
# ~ diff = sum(context_mat_wrap.base_color) / 3.0
# ~ diff_var = math.sqrt(sum((c - diff) ** 2 for c in context_mat_wrap.base_color) / 3.0)
# ~ tint = min(1.0, spec_var / diff_var)
context_mat_wrap.specular = spec
context_mat_wrap.specular_tint = 0.0
if "roughness" not in context_material_vars:
context_mat_wrap.roughness = 0.0
# FIXME, how else to use this?
if do_highlight:
if "specular" not in context_material_vars:
context_mat_wrap.specular = 1.0
if "roughness" not in context_material_vars:
context_mat_wrap.roughness = 0.0
else:
if "specular" not in context_material_vars:
context_mat_wrap.specular = 0.0
if "roughness" not in context_material_vars:
context_mat_wrap.roughness = 1.0
if do_reflection:
if "metallic" not in context_material_vars:
context_mat_wrap.metallic = 1.0
else:
# since we are (ab)using ambient term for metallic (which can be non-zero)
context_mat_wrap.metallic = 0.0
if do_transparency:
if "ior" not in context_material_vars:
context_mat_wrap.ior = 1.0
if "alpha" not in context_material_vars:
context_mat_wrap.alpha = 1.0
# EEVEE only
context_material.blend_method = 'BLEND'
if do_glass:
if "ior" not in context_material_vars:
context_mat_wrap.ior = 1.5
# Try to find a MTL with the same name as the OBJ if no MTLs are specified.
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()
ma_name = "Default OBJ" if name is None else name.decode('utf-8', "replace")
ma = unique_materials[name] = bpy.data.materials.new(ma_name)
ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=False)
nodal_material_wrap_map[ma] = ma_wrap
ma_wrap.use_nodes = True
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:
# Note: with modern Principled BSDF shader, things like ambient, raytrace or fresnel are always 'ON'
# (i.e. automatically controlled by other parameters).
do_highlight = False
do_reflection = False
do_transparency = False
do_glass = False
spec_colors = [0.0, 0.0, 0.0]
# print('\t\tloading mtl: %e' % mtlpath)
context_material = None
context_mat_wrap = 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.
finalize_material(context_material, context_material_vars, spec_colors,
do_highlight, do_reflection, do_transparency, do_glass)
context_material_name = line_value(line_split)
context_material = unique_materials.get(context_material_name)
if context_material is not None:
context_mat_wrap = nodal_material_wrap_map[context_material]
context_material_vars.clear()
spec_colors[:] = [0.0, 0.0, 0.0]
do_highlight = False
do_reflection = False
do_transparency = False
do_glass = False
elif context_material:
def _get_colors(line_split):
# OBJ 'allows' one or two components values, treat single component as greyscale, and two as blue = 0.0.
ln = len(line_split)
if ln == 2:
return [float_func(line_split[1])] * 3
elif ln == 3:
return [float_func(line_split[1]), float_func(line_split[2]), 0.0]
else:
return [float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3])]
# we need to make a material to assign properties to it.
if line_id == b'ka':
refl = sum(_get_colors(line_split)) / 3.0
context_mat_wrap.metallic = refl
context_material_vars.add("metallic")
elif line_id == b'kd':
context_mat_wrap.base_color = _get_colors(line_split)
elif line_id == b'ks':
spec_colors[:] = _get_colors(line_split)
context_material_vars.add("specular")
elif line_id == b'ke':
# We cannot set context_material.emit right now, we need final diffuse color as well for this.
# XXX Unsupported currently
context_mat_wrap.emission_color = _get_colors(line_split)
context_mat_wrap.emission_strength = 1.0
elif line_id == b'ns':
# XXX Totally empirical conversion, trying to adapt it
# (from 0.0 - 1000.0 OBJ specular exponent range to 1.0 - 0.0 Principled BSDF range)...
val = max(0.0, min(1000.0, float_func(line_split[1])))
context_mat_wrap.roughness = 1.0 - (sqrt(val / 1000))
context_material_vars.add("roughness")
elif line_id == b'ni': # Refraction index (between 0.001 and 10).
context_mat_wrap.ior = float_func(line_split[1])
context_material_vars.add("ior")
elif line_id == b'd': # dissolve (transparency)
context_mat_wrap.alpha = float_func(line_split[1])
context_material_vars.add("alpha")
elif line_id == b'tr': # translucency
print("WARNING, currently unsupported 'tr' translucency option, skipped.")
elif line_id == b'tf':
# rgb, filter color, blender has no support for this.
print("WARNING, currently unsupported 'tf' filter color option, skipped.")
elif line_id == b'illum':
# Some MTL files incorrectly use a float for this value, see T60135.
illum = any_number_as_int(line_split[1])
# inline comments are from the spec, v4.2
if illum == 0:
# Color on and Ambient off
print("WARNING, Principled BSDF shader does not support illumination 0 mode "
"(colors with no ambient), skipped.")
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
elif illum == 4:
# Transparency: Glass on
# Reflection: Ray trace on
do_transparency = True
do_reflection = True
do_glass = True
elif illum == 5:
# Reflection: Fresnel on and Ray trace on
do_reflection = True
elif illum == 6:
# Transparency: Refraction on
# Reflection: Fresnel off and Ray trace on
do_transparency = True
do_reflection = True
elif illum == 7:
# Transparency: Refraction on
# Reflection: Fresnel on and Ray trace on
do_transparency = True
do_reflection = 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 = False
do_glass = True
elif illum == 10:
# Casts shadows onto invisible surfaces
print("WARNING, Principled BSDF shader does not support illumination 10 mode "
"(cast shadows on invisible surfaces), skipped.")
pass
elif line_id == b'map_ka':
img_data = line.split()[1:]
if img_data:
load_material_image(context_material, context_mat_wrap,
context_material_name, img_data, line, 'Ka')
elif line_id == b'map_ks':
img_data = line.split()[1:]
if img_data:
load_material_image(context_material, context_mat_wrap,
context_material_name, img_data, line, 'Ks')
elif line_id == b'map_kd':
img_data = line.split()[1:]
if img_data:
load_material_image(context_material, context_mat_wrap,
context_material_name, img_data, line, 'Kd')
elif line_id == b'map_ke':
img_data = line.split()[1:]
if img_data:
load_material_image(context_material, context_mat_wrap,
context_material_name, img_data, line, 'Ke')
elif line_id in {b'map_bump', b'bump'}: # 'bump' is incorrect but some files use it.
img_data = line.split()[1:]
if img_data:
load_material_image(context_material, context_mat_wrap,
context_material_name, img_data, line, 'Bump')
elif line_id in {b'map_d', b'map_tr'}: # Alpha map - Dissolve
img_data = line.split()[1:]
if img_data:
load_material_image(context_material, context_mat_wrap,
context_material_name, img_data, line, 'D')
elif line_id in {b'map_disp', b'disp'}: # displacementmap
img_data = line.split()[1:]
if img_data:
load_material_image(context_material, context_mat_wrap,
context_material_name, img_data, line, 'disp')
elif line_id in {b'map_refl', b'refl'}: # reflectionmap
img_data = line.split()[1:]
if img_data:
load_material_image(context_material, context_mat_wrap,
context_material_name, img_data, line, 'refl')
else:
print("WARNING: %r:%r (ignored)" % (filepath, line))
# Finalize last mat, if any.
finalize_material(context_material, context_material_vars, spec_colors,
do_highlight, do_reflection, do_transparency, do_glass)
mtl.close()
def face_is_edge(face):
"""Simple check to test whether given (temp, working) data is an edge, and not a real face."""
face_vert_loc_indices = face[0]
face_vert_nor_indices = face[1]
return len(face_vert_nor_indices) == 1 or len(face_vert_loc_indices) == 2
def split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP):
"""
Takes vert_loc and faces, and separates into multiple sets of
(verts_loc, faces, unique_materials, dataname)
"""
filename = os.path.splitext((os.path.basename(filepath)))[0]
if not SPLIT_OB_OR_GROUP or not faces:
use_verts_nor = any(f[1] for f in faces)
use_verts_tex = any(f[2] for f in faces)
# use the filename for the object name since we aren't chopping up the mesh.
return [(verts_loc, faces, unique_materials, filename, use_verts_nor, use_verts_tex)]
def key_to_name(key):
# if the key is a tuple, join it to make a string
if not key:
return filename # assume its a string. make sure this is true if the splitting code is changed
elif isinstance(key, bytes):
return key.decode('utf-8', 'replace')
else:
return "_".join(k.decode('utf-8', 'replace') for k in key)
# 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:
(face_vert_loc_indices,
face_vert_nor_indices,
face_vert_tex_indices,
context_material,
_context_smooth_group,
context_object_key,
_face_invalid_blenpoly,
) = face
key = context_object_key
if oldkey != key:
# Check the key has changed.
(verts_split, faces_split, unique_materials_split, vert_remap,
use_verts_nor, use_verts_tex) = face_split_dict.setdefault(key, ([], [], {}, {}, [], []))
oldkey = key
if not face_is_edge(face):
if not use_verts_nor and face_vert_nor_indices:
use_verts_nor.append(True)
if not use_verts_tex and face_vert_tex_indices:
use_verts_tex.append(True)
# Remap verts to new vert list and add where needed
for loop_idx, vert_idx in enumerate(face_vert_loc_indices):
map_index = vert_remap.get(vert_idx)
if map_index is None:
map_index = len(verts_split)
vert_remap[vert_idx] = map_index # set the new remapped index so we only add once and can reference next time.
verts_split.append(verts_loc[vert_idx]) # add the vert to the local verts
face_vert_loc_indices[loop_idx] = map_index # remap to the local index
if context_material not in unique_materials_split:
unique_materials_split[context_material] = unique_materials[context_material]
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))
for key, (verts_split, faces_split, unique_materials_split, _, use_vnor, use_vtex)
in face_split_dict.items()]
def create_mesh(new_objects,
use_edges,
verts_loc,
verts_nor,
verts_tex,
faces,
unique_materials,
unique_smooth_groups,
vertex_groups,
dataname,
):
"""
Takes all the data gathered and generates a mesh, adding the new object to new_objects
deals with ngons, sharp edges and assigning materials
"""
if unique_smooth_groups:
sharp_edges = set()
smooth_group_users = {context_smooth_group: {} for context_smooth_group in unique_smooth_groups.keys()}
context_smooth_group_old = -1
fgon_edges = set() # Used for storing fgon keys when we need to tessellate/untessellate them (ngons with hole).
edges = []
tot_loops = 0
context_object_key = None
# reverse loop through face indices
for f_idx in range(len(faces) - 1, -1, -1):
face = faces[f_idx]
(face_vert_loc_indices,
face_vert_nor_indices,
face_vert_tex_indices,
context_material,
context_smooth_group,
context_object_key,
face_invalid_blenpoly,
) = face
len_face_vert_loc_indices = len(face_vert_loc_indices)
if len_face_vert_loc_indices == 1:
faces.pop(f_idx) # can't add single vert faces
# Face with a single item in face_vert_nor_indices is actually a polyline!
elif face_is_edge(face):
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, debug_print=bpy.app.debug)
faces.extend([([face_vert_loc_indices[ngon[0]],
face_vert_loc_indices[ngon[1]],
face_vert_loc_indices[ngon[2]],
],
[face_vert_nor_indices[ngon[0]],
face_vert_nor_indices[ngon[1]],
face_vert_nor_indices[ngon[2]],
] if face_vert_nor_indices else [],
[face_vert_tex_indices[ngon[0]],
face_vert_tex_indices[ngon[1]],
face_vert_tex_indices[ngon[2]],
] if face_vert_tex_indices else [],
context_material,
context_smooth_group,
context_object_key,
[],
)
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 boundary 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 isn't 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 = tuple(vidx for (face_vert_loc_indices, _, _, _, _, _, _) in faces for vidx in face_vert_loc_indices)
faces_loop_start = []
lidx = 0
for f in faces:
face_vert_loc_indices = f[0]
nbr_vidx = len(face_vert_loc_indices)
faces_loop_start.append(lidx)
lidx += nbr_vidx
faces_loop_total = tuple(len(face_vert_loc_indices) for (face_vert_loc_indices, _, _, _, _, _, _) in faces)
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)
faces_ma_index = tuple(material_mapping[context_material] for (_, _, _, context_material, _, _, _) in faces)
me.polygons.foreach_set("material_index", faces_ma_index)
faces_use_smooth = tuple(bool(context_smooth_group) for (_, _, _, _, context_smooth_group, _, _) in faces)
me.polygons.foreach_set("use_smooth", faces_use_smooth)
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()
loops_nor = tuple(no for (_, face_vert_nor_indices, _, _, _, _, _) in faces
for face_noidx in face_vert_nor_indices
for no in verts_nor[face_noidx])
me.loops.foreach_set("normal", loops_nor)
if verts_tex and me.polygons:
# Some files Do not explicitly write the 'v' value when it's 0.0, see T68249...
verts_tex = [uv if len(uv) == 2 else uv + [0.0] for uv in verts_tex]
me.uv_layers.new(do_init=False)
loops_uv = tuple(uv for (_, _, face_vert_tex_indices, _, _, _, _) in faces
for face_uvidx in face_vert_tex_indices
for uv in verts_tex[face_uvidx])
me.uv_layers[0].data.foreach_set("uv", loops_uv)
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, calc_edges_loose=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
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
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():
group = ob.vertex_groups.new(name=group_name.decode('utf-8', "replace"))
group.add(group_indices, 1.0, 'REPLACE')
def create_nurbs(context_nurbs, vert_loc, new_objects):
"""
Add nurbs object to blender, only support one type at the moment
"""
deg = context_nurbs.get(b'deg', (3,))
curv_range = context_nurbs.get(b'curv_range')
curv_idx = context_nurbs.get(b'curv_idx', [])
parm_u = context_nurbs.get(b'parm_u', [])
parm_v = context_nurbs.get(b'parm_v', [])
name = context_nurbs.get(b'name', b'ObjNurb')
cstype = context_nurbs.get(b'cstype')
if cstype is None:
print('\tWarning, cstype not found')
return
if cstype != b'bspline':
print('\tWarning, cstype is not supported (only bspline)')
return
if not curv_idx:
print('\tWarning, curv argument empty or not set')
return
if len(deg) > 1 or parm_v:
print('\tWarning, surfaces not supported')
return
cu = bpy.data.curves.new(name.decode('utf-8', "replace"), 'CURVE')
cu.dimensions = '3D'
nu = cu.splines.new('NURBS')
nu.points.add(len(curv_idx) - 1) # a point is added to start with
nu.points.foreach_set("co", [co_axis for vt_idx in curv_idx for co_axis in (vert_loc[vt_idx] + [1.0])])
nu.order_u = deg[0] + 1
# get for endpoint flag from the weighting
if curv_range and len(parm_u) > deg[0] + 1:
do_endpoints = True
for i in range(deg[0] + 1):
if abs(parm_u[i] - curv_range[0]) > 0.0001:
do_endpoints = False
break
if abs(parm_u[-(i + 1)] - curv_range[1]) > 0.0001:
do_endpoints = False
break
else:
do_endpoints = False
if do_endpoints:
nu.use_endpoint_u = True
# close
'''
do_closed = False
if len(parm_u) > deg[0]+1:
for i in xrange(deg[0]+1):
#print curv_idx[i], curv_idx[-(i+1)]
if curv_idx[i]==curv_idx[-(i+1)]:
do_closed = True
break
if do_closed:
nu.use_cyclic_u = True
'''
ob = bpy.data.objects.new(name.decode('utf-8', "replace"), cu)
new_objects.append(ob)
def strip_slash(line_split):
if line_split[-1][-1] == 92: # '\' char
if len(line_split[-1]) == 1:
line_split.pop() # remove the \ item
else:
line_split[-1] = line_split[-1][:-1] # remove the \ from the end last number
return True
return False
def get_float_func(filepath):
"""
find the float function for this obj file
- whether to replace commas or not
"""
file = open(filepath, 'rb')
for line in file: # .readlines():
line = line.lstrip()
if line.startswith(b'v'): # vn vt v
if b',' in line:
file.close()
return lambda f: float(f.replace(b',', b'.'))
elif b'.' in line:
file.close()
return float
file.close()
# in case all vert values were ints
return float
def any_number_as_int(svalue):
if b',' in svalue:
svalue = svalue.replace(b',', b'.')
return int(float(svalue))
def load(context,
filepath,
*,
global_clamp_size=0.0,
use_smooth_groups=True,
use_edges=True,
use_split_objects=True,
use_split_groups=False,
use_image_search=True,
use_groups_as_vgroups=False,
relpath=None,
global_matrix=None
):
"""
Called by the user interface or another script.
load_obj(path) - should give acceptable results.
This function passes the file and sends the data off
to be split into objects and then converted into mesh objects
"""
def unique_name(existing_names, name_orig):
i = 0
if name_orig is None:
name_orig = b"ObjObject"
name = name_orig
while name in existing_names:
name = b"%s.%03d" % (name_orig, i)
i += 1
existing_names.add(name)
return name
def handle_vec(line_start, context_multi_line, line_split, tag, data, vec, vec_len):
ret_context_multi_line = tag if strip_slash(line_split) else b''
if line_start == tag:
vec[:] = [float_func(v) for v in line_split[1:]]
elif context_multi_line == tag:
vec += [float_func(v) for v in line_split]
if not ret_context_multi_line:
data.append(tuple(vec[:vec_len]))
return ret_context_multi_line
def create_face(context_material, context_smooth_group, context_object_key):
face_vert_loc_indices = []
face_vert_nor_indices = []
face_vert_tex_indices = []
return (
face_vert_loc_indices,
face_vert_nor_indices,
face_vert_tex_indices,
context_material,
context_smooth_group,
context_object_key,
[], # If non-empty, that face is a Blender-invalid ngon (holes...), need a mutable object for that...
)
with ProgressReport(context.window_manager) as progress:
progress.enter_substeps(1, "Importing OBJ %r..." % filepath)
if global_matrix is None:
global_matrix = mathutils.Matrix()
if use_split_objects or use_split_groups:
use_groups_as_vgroups = False
verts_loc = []
verts_nor = []
verts_tex = []
faces = [] # tuples of the faces
material_libs = set() # filenames to material libs this OBJ uses
vertex_groups = {} # when use_groups_as_vgroups is true
# Get the string to float conversion func for this file- is 'float' for almost all files.
float_func = get_float_func(filepath)
# Context variables
context_material = None
context_smooth_group = None
context_object_key = None
context_object_obpart = None
context_vgroup = None
objects_names = set()
# Nurbs
context_nurbs = {}
nurbs = []
context_parm = b'' # used by nurbs too but could be used elsewhere
# Until we can use sets
use_default_material = False
unique_materials = {}
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 can't skip to the next line
# so we need to know whether
context_multi_line = b''
# Per-face handling data.
face_vert_loc_indices = None
face_vert_nor_indices = None
face_vert_tex_indices = None
verts_loc_len = verts_nor_len = verts_tex_len = 0
face_items_usage = set()
face_invalid_blenpoly = None
prev_vidx = None
face = None
vec = []
quick_vert_failures = 0
skip_quick_vert = False
progress.enter_substeps(3, "Parsing OBJ file...")
with open(filepath, 'rb') as f:
for line in f:
line_split = line.split()
if not line_split:
continue
line_start = line_split[0] # we compare with this a _lot_
if len(line_split) == 1 and not context_multi_line and line_start != b'end':
print("WARNING, skipping malformatted line: %s" % line.decode('UTF-8', 'replace').rstrip())
continue
# Handling vertex data are pretty similar, factorize that.
# Also, most OBJ files store all those on a single line, so try fast parsing for that first,
# and only fallback to full multi-line parsing when needed, this gives significant speed-up
# (~40% on affected code).
if line_start == b'v':
vdata, vdata_len, do_quick_vert = verts_loc, 3, not skip_quick_vert
elif line_start == b'vn':
vdata, vdata_len, do_quick_vert = verts_nor, 3, not skip_quick_vert
elif line_start == b'vt':
vdata, vdata_len, do_quick_vert = verts_tex, 2, not skip_quick_vert
elif context_multi_line == b'v':
vdata, vdata_len, do_quick_vert = verts_loc, 3, False
elif context_multi_line == b'vn':
vdata, vdata_len, do_quick_vert = verts_nor, 3, False
elif context_multi_line == b'vt':
vdata, vdata_len, do_quick_vert = verts_tex, 2, False
else:
vdata_len = 0
if vdata_len:
if do_quick_vert:
try:
vdata.append(list(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)
else:
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)
else:
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)
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)
if context_material is None:
use_default_material = True
# 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''
else:
context_parm = line_split[1]
line_split[0:2] = [] # remove first 2
if strip_slash(line_split):
context_multi_line = b'parm'
else:
context_multi_line = b''
if context_parm.lower() == b'u':
context_nurbs.setdefault(b'parm_u', []).extend([float_func(f) for f in line_split])
elif context_parm.lower() == b'v': # surfaces not supported yet
context_nurbs.setdefault(b'parm_v', []).extend([float_func(f) for f in line_split])
# else: # may want to support other parm's ?
elif line_start == b'deg':
context_nurbs[b'deg'] = [int(i) for i in line.split()[1:]]
elif line_start == b'end':
# Add the nurbs curve
if context_object_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)
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')
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)
view_layer = context.view_layer
collection = view_layer.active_layer_collection.collection
# Create new obj
for obj in new_objects:
collection.objects.link(obj)
obj.select_set(True)
# we could apply this anywhere before scaling.
obj.matrix_world = global_matrix
view_layer.update()
axis_min = [1000000000] * 3
axis_max = [-1000000000] * 3
if global_clamp_size:
# Get all object bounds
for ob in new_objects:
for v in ob.bound_box:
for axis, value in enumerate(v):
if axis_min[axis] > value:
axis_min[axis] = value
if axis_max[axis] < value:
axis_max[axis] = value
# Scale objects
max_axis = max(axis_max[0] - axis_min[0], axis_max[1] - axis_min[1], axis_max[2] - axis_min[2])
scale = 1.0
while global_clamp_size < max_axis * scale:
scale = scale / 10.0
for obj in new_objects:
obj.scale = scale, scale, scale
progress.leave_substeps("Done.")
progress.leave_substeps("Finished importing: %r" % filepath)
return {'FINISHED'}