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import_x.py
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import_x.py
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# Blender DirectX importer
# version: see __init__.py
import os
import sys
import re
import struct
import binascii
import time
import bpy
import mathutils as bmat
from mathutils import Vector, Matrix
# AttributeError: '_RestrictData' object has no attribute 'filepath':
# myPath = os.path.dirname(bpy.data.filepath)
script_file = os.path.realpath(__file__)
directory = os.path.dirname(script_file)
if not directory in sys.path:
sys.path.append(directory)
import bel
import bel.mesh
import bel.image
import bel.uv
import bel.material
import bel.ob
import bel.fs
from templates_x import *
'''
# just a temp hack to reload bel everytime
import imp
imp.reload(bel)
imp.reload(bel.fs)
imp.reload(bel.image)
imp.reload(bel.material)
imp.reload(bel.mesh)
imp.reload(bel.ob)
imp.reload(bel.uv)
'''
if sys.version_info >= (3, 3):
_rtime = time.perf_counter
else:
_rtime = time.clock
###################################################
# Copied from https://blender.stackexchange.com/questions/109711/how-to-popup-simple-message-box-from-python-console
def ShowMessageBox(message = "", title = "Message Box", icon = 'INFO'):
def draw(self, context):
self.layout.label(text=message)
bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)
def load(operator, context, filepath, files,
global_clamp_size=0.0,
show_tree=False,
show_templates=False,
show_geninfo=False,
do_not_add_unused_material=False,
quickmode=False,
parented=False,
bone_maxlength=1.0,
chunksize=False,
naming_method=0,
use_ngons=True,
use_edges=True,
use_smooth_groups=True,
use_split_objects=True,
use_split_groups=True,
use_groups_as_vgroups=False,
use_image_search=True,
global_matrix=None,
):
if quickmode:
parented = False
bone_minlength = bone_maxlength / 100.0
# global templates, tokens
rootTokens = []
namelookup = {}
imgnamelookup = {}
chunksize = int(chunksize)
reserved_type = (
'dword',
'float',
'string'
)
'''
'array',
'Matrix4x4',
'Vector',
'''
'''
with * : defined in dXdata
WORD 16 bits
* DWORD 32 bits
* FLOAT IEEE float
DOUBLE 64 bits
CHAR 8 bits
UCHAR 8 bits
BYTE 8 bits
* STRING NULL-terminated string
CSTRING Formatted C-string (currently unsupported)
UNICODE UNICODE string (currently unsupported)
BINARY FORMAT
# TOKENS in little-endian WORDs
#define TOKEN_NAME 1
#define TOKEN_STRING 2
#define TOKEN_INTEGER 3
#define TOKEN_GUID 5
#define TOKEN_INTEGER_LIST 6
#define TOKEN_FLOAT_LIST 7
#define TOKEN_OBRACE 10
#define TOKEN_CBRACE 11
#define TOKEN_OPAREN 12
#define TOKEN_CPAREN 13
#define TOKEN_OBRACKET 14
#define TOKEN_CBRACKET 15
#define TOKEN_OANGLE 16
#define TOKEN_CANGLE 17
#define TOKEN_DOT 18
#define TOKEN_COMMA 19
#define TOKEN_SEMICOLON 20
#define TOKEN_TEMPLATE 31
#define TOKEN_WORD 40
#define TOKEN_DWORD 41
#define TOKEN_FLOAT 42
#define TOKEN_DOUBLE 43
#define TOKEN_CHAR 44
#define TOKEN_UCHAR 45
#define TOKEN_SWORD 46
#define TOKEN_SDWORD 47
#define TOKEN_VOID 48
#define TOKEN_LPSTR 49
#define TOKEN_UNICODE 50
#define TOKEN_CSTRING 51
#define TOKEN_ARRAY 52
'''
# COMMON REGEX
space = '[\ \t]{1,}' # at least one space / tab
space0 = '[\ \t]{0,}' # zero or more space / tab
# DIRECTX REGEX TOKENS
r_template = r'template' + space + '[\w]*' + space0 + '\{'
if quickmode:
r_sectionname = r'Mesh' + space + '[\W-]*'
else:
r_sectionname = r'[\w]*' + space + '[\w-]*' + space0 + '\{'
r_refsectionname = r'\{' + space0 + '[\w-]*' + space0 + '\}'
r_endsection = r'\{|\}'
# dX comments
r_ignore = r'#|//'
# r_frame = r'Frame' + space + '[\w]*'
# r_matrix = r'FrameTransformMatrix' + space + '\{[\s\d.,-]*'
# r_mesh = r'Mesh' + space + '[\W]*'
###################
## STEP 1 FUNCTIONS
###################
## HEADER
# returns header values or False if directx reco tag is missing
# assuming there's never comment header and that xof if the 1st
# string of the file
'''
they look like xof 0303txt 0032
4 Magic Number (required) "xof "
2 Minor Version 03
2 Major Version 02
4 Format Type (required)
"txt " Text File
"bin " Binary File
"tzip" MSZip Compressed Text File
"bzip" MSZip Compressed Binary File
4 Float Accuracy "0032" 32 bit or "0064" 64 bit
'''
def dXheader(data):
l = data.read(4)
if l != b'xof ':
print('no header found !')
data.seek(0)
return False
minor = data.read(2).decode()
major = data.read(2).decode()
format_ = data.read(4).decode().strip()
accuracy = int(data.read(4).decode())
data.seek(0)
return (minor, major, format_, accuracy)
##
def dXtree(data, quickmode=False):
tokens = {}
templates = {}
tokentypes = {}
c = 0
lvl = 0
tree = ['']
ptr = 0
eol = 0
trunkated = False
previouslvl = False
while True:
# for l in data.readlines() :
lines, trunkated = nextFileChunk(data, trunkated)
if lines == None: break
for l in lines:
# compute pointer position
ptr += eol
c += 1
eol = len(l) + 1
# print(c,data.tell(),ptr+eol)
# if l != '' : print('***',l)
# if l == '' : break
l = l.strip()
# remove blank and comment lines
if l == '' or re.match(r_ignore, l):
continue
# one line token cases level switch
if previouslvl:
lvl -= 1
previouslvl = False
# print('%s lines in %.2f\''%(c,time.clock()-t),end='\r')
# print(c,len(l)+1,ptr,data.tell())
if '{' in l:
lvl += 1
if '}' in l: previouslvl = True # ; print('got one line token : \n%s'%l)
elif '}' in l:
lvl -= 1
# print(c,lvl,tree)
if quickmode == False:
## look for templates
if re.match(r_template, l):
tname = l.split(' ')[1]
templates[tname] = {'pointer': ptr, 'line': c}
continue
## look for {references}
if re.match(r_refsectionname, l):
refname = namelookup[l[1:-1].strip()]
# print('FOUND reference to %s in %s at line %s (level %s)'%(refname,tree[lvl-1],c,lvl))
# tree = tree[0:lvl]
parent = tree[lvl - 1]
# tag it as a reference, since it's not exactly a child.
# put it in childs since order can matter in sub tokens declaration
tokens[parent]['childs'].append('*' + refname)
if refname not in tokens:
print('reference to %s done before its declaration (line %s)\ncreated dummy' % (refname, c))
tokens[refname] = {}
if 'user' not in tokens[refname]:
tokens[refname]['users'] = [parent]
else:
tokens[refname]['users'].append(parent)
continue
## look for any token or only Mesh token in quickmode
if re.match(r_sectionname, l):
tokenname = getName(l, tokens)
# print('FOUND %s %s %s %s'%(tokenname,c,lvl,tree))
# print('pointer %s %s'%(data.tell(),ptr))
if lvl == 1: rootTokens.append(tokenname)
typ = l.split(' ')[0].strip().lower()
tree = tree[0:lvl]
if typ not in tokentypes:
tokentypes[typ] = [tokenname]
else:
tokentypes[typ].append(tokenname)
parent = tree[-1]
if tokenname in tokens:
tokens[tokenname]['pointer'] = ptr
tokens[tokenname]['line'] = c
tokens[tokenname]['parent'] = parent
tokens[tokenname]['childs'] = []
tokens[tokenname]['type'] = typ
else:
tokens[tokenname] = {'pointer': ptr,
'line': c,
'parent': parent,
'childs': [],
'users': [],
'type': typ
}
tree.append(tokenname)
if lvl > 1 and quickmode == False:
tokens[parent]['childs'].append(tokenname)
return tokens, templates, tokentypes
## returns file binary chunks
def nextFileChunk(data, trunkated=False, chunksize=1024):
if chunksize == 0:
chunk = data.read()
else:
chunk = data.read(chunksize)
if _format == 'txt':
lines = chunk.decode('utf-8', errors='ignore')
# if stream : return lines.replace('\r','').replace('\n','')
lines = lines.replace('\r', '\n').split('\n')
if trunkated:
lines[0] = trunkated + lines[0]
if len(lines) == 1:
if lines[0] == '':
return None, None
return lines, False
return lines, lines.pop()
# wip, todo for binaries
else:
print(chunk)
for word in range(0, len(chunk)):
w = chunk[word:word + 4]
print(word, w, struct.unpack("<l", w), binascii.unhexlify(w))
# name unnamed tokens, watchout for x duplicate
# for blender, referenced token in x should be named and unique..
def getName(l, tokens):
xnam = l.split(' ')[1].strip()
# if xnam[0] == '{' : xnam = ''
if xnam and xnam[-1] == '{': xnam = xnam[:-1]
name = xnam
if len(name) == 0: name = l.split(' ')[0].strip()
namelookup[xnam] = bel.bpyname(name, tokens, suffix=4)
return namelookup[xnam]
###################
## STEP 2 FUNCTIONS
###################
# once the internal dict is populated the functions below can be used
## from a list of tokens, displays every child, users and references
'''
walk_dxtree( [ 'Mesh01', 'Mesh02' ] ) # for particular pieces
walk_dxtree(tokens.keys()) for the whole tree
'''
def walk_dXtree(field, lvl=0, tab=''):
for fi, tokenname in enumerate(field):
if lvl > 0 or tokens[tokenname]['parent'] == '':
if tokenname not in tokens:
tokenname = tokenname[1:]
ref = 'ref: '
else:
ref = False
frame_type = tokens[tokenname]['type']
line = ('{:7}'.format(tokens[tokenname]['line']))
log = ' %s%s (%s)' % (ref if ref else '', tokenname, frame_type)
print('%s.%s%s' % (line, tab, log))
if fi == len(field) - 1: tab = tab[:-3] + ' '
if ref == False:
for user in tokens[tokenname]['users']:
print('%s.%s |__ user: %s' % (line, tab.replace('_', ' '), user))
walk_dXtree(tokens[tokenname]['childs'], lvl + 1, tab.replace('_', ' ') + ' |__')
if fi == len(field) - 1 and len(tokens[tokenname]['childs']) == 0:
print('%s.%s' % (line, tab))
## remove eol, comments, spaces from a raw block of datas
def cleanBlock(block):
while '//' in block:
s = block.index('//')
e = block.index('\n', s + 1)
block = block[0:s] + block[e:]
while '#' in block:
s = block.index('#')
e = block.index('\n', s + 1)
block = block[0:s] + block[e:]
block = block.replace('\n', '').replace(' ', '').replace('\t ', '')
return block
def vec3ToVec4(vec3, alpha=1.0):
if len(vec3) == 4:
print("WARNING: vec3_to_vec4 got a vec4")
return vec3
elif len(vec3) != 3:
raise ValueError("WARNING: vec3_to_vec4 got a {}-long"
" iterable.".format(len(vec3)))
return (vec3[0], vec3[1], vec3[2], alpha)
def readToken(tokenname):
token = tokens[tokenname]
datatype = token['type'].lower()
if datatype in templates:
tpl = templates[datatype]
elif datatype in defaultTemplates:
tpl = defaultTemplates[datatype]
else:
print("can't find any template to read %s (type : %s)" % (tokenname, datatype))
return False
# print('> use template %s'%datatype)
block = readBlock(data, token)
# return dXtemplateData(tpl,block)
fields, _ = dXtemplateData(tpl, block)
if datatype in templatesConvert:
fields = eval(templatesConvert[datatype])
return fields
def dXtemplateData(tpl, block, ptr=0):
# print('dxTPL',block[ptr])
pack = []
for member in tpl['members']:
# print(member)
dataname = member[-1]
datatype = member[0].lower()
if datatype == 'array':
datatype = member[1].lower()
s = dataname.index('[') + 1
e = dataname.index(']')
# print(dataname[s:e])
length = eval(dataname[s:e])
# print("array %s type %s length defined by '%s' : %s"%(dataname[:s-1],datatype,dataname[s:e],length))
dataname = dataname[:s - 1]
datavalue, ptr = dXarray(block, datatype, length, ptr)
# print('back to %s'%(dataname))
else:
length = 1
datavalue, ptr = dXdata(block, datatype, length, ptr)
# if len(str(datavalue)) > 50 : dispvalue = str(datavalue[0:25]) + ' [...] ' + str(datavalue[-25:])
# else : dispvalue = str(datavalue)
# print('%s : %s %s'%(dataname,dispvalue,type(datavalue)))
exec('%s = datavalue' % (dataname))
pack.append(datavalue)
return pack, ptr + 1
def dXdata(block, datatype, length, s=0, eof=';'):
# print('dxDTA',block[s])
# at last, the data we need
# should be a ';' but one meet ',' often, like in meshface
if datatype == 'dword':
e = block.index(';', s + 1)
try:
field = int(block[s:e])
except:
e = block.index(',', s + 1)
field = int(block[s:e])
return field, e + 1
elif datatype == 'float':
e = block.index(eof, s + 1)
return float(block[s:e].replace(';', '')), e + 1
elif datatype == 'string':
e = block.index(eof, s + 1)
return str(block[s + 1:e - 1]), e + 1
else:
if datatype in templates:
tpl = templates[datatype]
elif datatype in defaultTemplates:
tpl = defaultTemplates[datatype]
else:
print("can't find any template for type : %s" % (datatype))
return False
# print('> use template %s'%datatype)
fields, ptr = dXtemplateData(tpl, block, s)
if datatype in templatesConvert:
fields = eval(templatesConvert[datatype])
return fields, ptr
def dXarray(block, datatype, length, s=0):
# print('dxARR',block[s])
lst = []
if datatype in reserved_type:
eoi = ','
for i in range(length):
if i + 1 == length: eoi = ';'
datavalue, s = dXdata(block, datatype, 1, s, eoi)
lst.append(datavalue)
else:
eoi = ';,'
for i in range(length):
if i + 1 == length: eoi = ';;'
# print(eoi)
e = block.index(eoi, s)
# except : print(block,s) ; popo()
datavalue, na = dXdata(block[s:e + 1], datatype, 1)
lst.append(datavalue)
s = e + 2
return lst, s
###################################################
## populate a template with its datas
# this make them available in the internal dict. should be used in step 2 for unknown data type at least
def readTemplate(data, tpl_name, display=False):
ptr = templates[tpl_name]['pointer']
line = templates[tpl_name]['line']
# print('> %s at line %s (chr %s)'%(tpl_name,line,ptr))
data.seek(ptr)
block = ''
trunkated = False
go = True
while go:
lines, trunkated = nextFileChunk(data, trunkated, chunksize) # stream ?
if lines == None:
break
for l in lines:
# l = data.readline().decode().strip()
block += l.strip()
if '}' in l:
go = False
break
uuid = re.search(r'<.+>', block).group()
templates[tpl_name]['uuid'] = uuid.lower()
templates[tpl_name]['members'] = []
templates[tpl_name]['restriction'] = 'closed'
members = re.search(r'>.+', block).group()[1:-1].split(';')
for member in members:
if member == '': continue
if member[0] == '[':
templates[tpl_name]['restriction'] = member
continue
templates[tpl_name]['members'].append(member.split(' '))
if display:
print('\ntemplate %s :' % tpl_name)
for k, v in templates[tpl_name].items():
if k != 'members':
print(' %s : %s' % (k, v))
else:
for member in v:
print(' %s' % str(member)[1:-1].replace(',', ' ').replace("'", ''))
if tpl_name in defaultTemplates:
defaultTemplates[tpl_name]['line'] = templates[tpl_name]['line']
defaultTemplates[tpl_name]['pointer'] = templates[tpl_name]['pointer']
if defaultTemplates[tpl_name] != templates[tpl_name]:
print('! DIFFERS FROM BUILTIN TEMPLATE :')
print('raw template %s :' % tpl_name)
print(templates[tpl_name])
print('raw default template %s :' % tpl_name)
print(defaultTemplates[tpl_name])
# for k,v in defaultTemplates[tpl_name].items() :
# if k != 'members' :
# print(' %s : %s'%(k,v))
# else :
# for member in v :
# print(' %s'%str(member)[1:-1].replace(',',' ').replace("'",''))
else:
print('MATCHES BUILTIN TEMPLATE')
## read any kind of token data block
# by default the block is cleaned from inline comment space etc to allow data parsing
# useclean = False (retrieve all bytes) if you need to compute a file byte pointer
# to mimic the file.tell() function and use it with file.seek()
def readBlock(data, token, clean=True):
ptr = token['pointer']
data.seek(ptr)
block = ''
# lvl = 0
trunkated = False
go = True
while go:
lines, trunkated = nextFileChunk(data, trunkated, chunksize)
if lines == None: break
for l in lines:
# eol = len(l) + 1
l = l.strip()
# c += 1
block += l + '\n'
if re.match(r_endsection, l):
go = False
break
s = block.index('{') + 1
e = block.index('}')
block = block[s:e]
if clean: block = cleanBlock(block)
return block
def getChilds(tokenname):
childs = []
# '*' in childname means it's a reference. always perform this test
# when using the childs field
for childname in tokens[tokenname]['childs']:
if childname[0] == '*': childname = childname[1:]
childs.append(childname)
return childs
# the input nested list of [bonename, matrix, [child0,child1..]] is given by import_dXtree()
def buildArm(armdata, child, lvl=0, parent_matrix=False):
bonename, bonemat, bonechilds = child
if lvl == 0:
armname = armdata
armdata = bpy.data.armatures.new(name=armname)
arm = bpy.data.objects.new(armname, armdata)
if bpy.app.version >= (2, 80, 0):
bpy.context.collection.objects.link(arm)
arm.select_set(state=True)
bpy.context.view_layer.objects.active = arm
else:
bpy.context.scene.objects.link(arm)
arm.select = True
bpy.context.scene.objects.active = arm
bpy.ops.object.mode_set(mode='EDIT')
parent_matrix = Matrix()
bone = armdata.edit_bones.new(name=bonename)
if bpy.app.version >= (2, 80, 0):
bonematW = parent_matrix @ bonemat
else:
bonematW = parent_matrix * bonemat
bone.head = bonematW.to_translation()
# bone.roll.. ?
bone_length = bone_maxlength
for bonechild in bonechilds:
bonechild = buildArm(armdata, bonechild, lvl + 1, bonematW)
bonechild.parent = bone
bone_length = min((bonechild.head - bone.head).length, bone_length)
if bpy.app.version >= (2, 80, 0):
bone.tail = bonematW @ Vector((bone_length, 0, 0))
else:
bone.tail = bonematW * Vector((bone_length, 0, 0))
if lvl == 0:
bpy.ops.object.mode_set(mode='OBJECT')
return arm
return bone
def import_dXtree(field, file_, lvl=0):
tab = ' ' * lvl * 2
if field == []:
if show_geninfo: print('%s>> no childs, return False' % (tab))
return False
ob = False
mat = False
is_root = False
frames = []
obs = []
parentname = tokens[field[0]]['parent']
if show_geninfo: print('%s>>childs in frame %s :' % (tab, parentname))
for tokenname in field:
tokentype = tokens[tokenname]['type']
# frames can contain more than one mesh
if tokentype == 'mesh':
# object and mesh naming :
# if parent frame has several meshes : obname = meshname = mesh token name,
# if parent frame has only one mesh : obname = parent frame name, meshname = mesh token name.
if parentname:
meshcount = 0
for child in getChilds(parentname):
if tokens[child]['type'] == 'mesh':
meshcount += 1
if meshcount == 2:
parentname = tokenname
break
else:
parentname = tokenname
ob = getMesh(parentname, tokenname)
ob.name = file_
obs.append(ob)
if show_geninfo: print('%smesh : %s' % (tab, tokenname))
# frames contain one matrix (empty or bone)
elif tokentype == 'frametransformmatrix':
[mat] = readToken(tokenname)
if show_geninfo: print('%smatrix : %s' % (tab, tokenname))
# frames can contain 0 or more frames
elif tokentype == 'frame':
frames.append(tokenname)
if show_geninfo: print('%sframe : %s' % (tab, tokenname))
if (mat): mat = mat.transposed()
# matrix is used for mesh transform if some mesh(es) exist(s)
if ob:
is_root = True
if not mat:
mat = Matrix()
if show_geninfo: print(
'%smesh token without matrix, set it to default\n%splease report in bug tracker if you read this !' % (
tab, tab))
if parentname == '':
mat @= global_matrix
if len(obs) == 1:
ob.matrix_world = mat
else:
ob = bel.ob.new(parentname, None, naming_method)
ob.matrix_world = mat
for child in obs:
child.parent = ob
# matrix only, store it as a list as we don't know if
# it's a bone or an empty yet
elif mat:
ob = [parentname, mat, []]
# nothing case ?
else:
if bpy.app.version >= (2, 80, 0):
ob = [parentname, Matrix() @ global_matrix, []]
else:
ob = [parentname, Matrix() * global_matrix, []]
if show_geninfo: print('%snothing here' % (tab))
childs = []
for tokenname in frames:
if show_geninfo: print('%s<Begin %s :' % (tab, tokenname))
# child is either False, empty, object, or a list or undefined name matrices hierarchy
child = import_dXtree(getChilds(tokenname), file_+"_"+tokenname, lvl=lvl+1)
if child and type(child) != list:
is_root = True
childs.append([tokenname, child])
if show_geninfo: print('%sEnd %s>' % (tab, tokenname))
if is_root and parentname != '':
if show_geninfo: print('%send of tree a this point' % (tab))
if type(ob) == list:
mat = ob[1]
ob = bel.ob.new(parentname, None, naming_method)
ob.matrix_world = mat
for tokenname, child in childs:
if show_geninfo: print('%sbegin2 %s>' % (tab, tokenname))
# returned a list of object(s) or matrice(s)
if child:
# current frame is an object or an empty, we parent this frame to it
# if eot or (ob and ( type(ob.data) == type(None) or type(ob.data) == bpy.types.Mesh ) ) :
if is_root:
# this branch is an armature, convert it
if type(child) == list:
if show_geninfo: print('%sconvert to armature %s' % (tab, tokenname))
child = buildArm(tokenname, child)
# parent the obj/empty/arm to current
# or apply the global user defined matrix to the object root
if parentname != '':
child.parent = ob
else:
child.matrix_world = global_matrix
# returned a list of parented matrices. append it in childs list
elif type(child[0]) == str:
ob[2].append(child)
# child is an empty or a mesh, so current frame is an empty, not an armature
elif ob and (type(child.data) == type(None) or type(child.data) == bpy.types.Mesh):
# print(' child data type: %s'%type(child.data))
child.parent = ob
# print('%s parented to %s'%(child.name,ob.name))
# returned False
else:
if show_geninfo: print('%sreturned %s, nothing' % (tab, child))
# print('>> %s return %s'%(field,ob))
return ob # if ob else False
# build from mesh token type
def getMesh(obname, tokenname, debug=False):
if debug: print('\nmesh name : %s' % tokenname)
verts = []
edges = []
faces = []
matslots = []
facemats = []
uvs = []
groupnames = []
groupindices = []
groupweights = []
nVerts, verts, nFaces, faces = readToken(tokenname)
if debug:
print('verts : %s %s\nfaces : %s %s' % (nVerts, len(verts), nFaces, len(faces)))
# for childname in token['childs'] :
for childname in getChilds(tokenname):
tokentype = tokens[childname]['type']
# UV
if tokentype == 'meshtexturecoords':
uv = readToken(childname)
# uv = bel.uv.asVertsLocation(uv, faces)
uv = bel.uv.asFlatList(uv, faces)
uvs.append(uv)
if debug: print('uv : %s' % (len(uv)))
# MATERIALS
elif tokentype == 'meshmateriallist':
nbslots, facemats = readToken(childname)
if debug:
print('len(facemats) : %s' % (len(facemats)))
if debug:
print('facemats : %s' % (facemats))
# length does not match (could be tuned more, need more cases)
if len(facemats) != len(faces):
print("WARNING: There are {} facemats but {} faces."
"The faces length will be used and facemats"
"[0] will be used for each."
"".format(len(facemats), len(faces)))
facemats = [facemats[0] for i in faces]
# mat can exist but with no datas so we prepare the mat slot
# with dummy ones
for slot in range(nbslots) if not do_not_add_unused_material else range(len(list(set(facemats)))):
matslots.append('dXnoname%s' % slot)
if debug:
print('matslots : %s' % matslots)
if debug:
print('do_not_add_unused_material : %s' % do_not_add_unused_material)
# Table of convert face material index to blender material slot
materials_slot_dictionary = {}
# seek for materials then textures if any mapped in this mesh.
# no type test, only one option type in token meshmateriallist : 'Material'
for slot_index, mat_name in enumerate(getChilds(childname)):
if do_not_add_unused_material:
if slot_index in facemats:
if debug:
print("* adding {} at {}"
"".format(slot_index,
len(materials_slot_dictionary)))
materials_slot_dictionary.update({slot_index: len(materials_slot_dictionary)})
else:
if debug:
print("* skipping unused material"
" token {} not in facemats {}"
"".format(slot_index, facemats))
# Omit unused material tokens
if naming_method != 1:
(_diffuse_color, _alpha), _power, _specCol, _emitCol = readToken(mat_name)
for tex_name in getChilds(mat_name):
[_filename] = readToken(tex_name)
continue
slot_id = slot_index if not do_not_add_unused_material else materials_slot_dictionary[slot_index]
if debug:
print("slot_id: {}".format(slot_id))
# rename dummy mats with the right name
matslots[slot_id] = mat_name
# blender material creation (need tuning)
mat = bel.material.new(mat_name, naming_method)
matslots[slot_id] = mat.name
mat.use_nodes = True
NodeTree = mat.node_tree
if naming_method != 1:
# print('matname : %s'%matname)
(diffuse_color, alpha), power, specCol, emitCol = readToken(mat_name)
# if debug : print(diffuse_color,alpha, power, specCol, emitCol)
if bpy.app.version >= (2, 80, 0):
diffuse_color = vec3ToVec4(diffuse_color, alpha=alpha)
mat.diffuse_color = diffuse_color
if bpy.app.version >= (2, 80, 0):
pass
else:
mat.diffuse_intensity = power
mat.emit = (emitCol[0] + emitCol[1] + emitCol[2]) / 3
mat.specular_color = specCol
# dX emit don't use diffuse color but is a color itself
# convert it to a kind of intensity
if alpha != 1.0:
if bpy.app.version >= (2, 80, 0):
mat.blend_method = 'BLEND'
# TODO: Find the 2.8 way (Blend the
# whole object not just texture if alpha
# attribute is present in the file)
else:
mat.use_transparency = True
mat.transparency_method = 'Z_TRANSPARENCY'
mat.alpha = alpha
mat.specular_alpha = 0
transp = True
else:
transp = False
# texture
# only 'TextureFilename' can be here, no type test
# textures have no name in .x so we build
# image and texture names from the image file name
# bdata texture slot name = bdata image name
btexnames = []
first_texture_name = ""
for tex_name in getChilds(mat_name):
[filename] = readToken(tex_name)
TEXTURE = 0
NORMALS = 1
for tex_norm in [TEXTURE, NORMALS]:
if tex_norm == NORMALS:
# search to normals file (that name of texture file with postfix "_normal")
f = filename.rsplit(".", 1)
f.insert(-1, "_normal")
norm_file = "".join(f[0:len(f) - 1])
exist_flag = False
for ext in ["jpg", "jpeg", "png", "bmp"]:
nrm = norm_file + "." + ext
if os.path.exists(path + "/" + nrm):
filename = nrm
exist_flag = True
break
if exist_flag is False:
break
# create/rename/reuse etc corresponding data image
# (returns False if not found)
if show_geninfo: print(path + "/" + filename)
img = bel.image.new(path + '/' + filename)
if not img:
img_name = 'not_found'
else:
img_name = img.name
if first_texture_name == "":
first_texture_name = img_name
# print('texname : %s'%texname)
# print('filename : %s'%filename)
# print('btex/img name : %s'%imgname)
# associated texture (no naming check.. maybe tune more)
# tex and texslot are created even if img not found
if img_name in bpy.data.textures and (
img == False or bpy.data.textures[img_name].image == img):
tex = bpy.data.textures[img_name]
else:
tex = bpy.data.textures.new(name=img_name, type='IMAGE')
if img: tex.image = img
tex.use_alpha = transp
tex.use_preview_alpha = transp
# then create texture slot
# Texture slots are currently broken due to replacement of internal engine
# Attempting shader nodes instead
if bpy.app.version >= (2, 80, 0):
tex_slot = mat.node_tree.nodes.new(type="ShaderNodeTexImage")
tex_slot.image = tex.image
tex_slot.name = img_name
tex_slot.location = (-500.0,300.0)
mat_shadernode = mat.node_tree.nodes.get("Principled BSDF")
mat_input = mat_shadernode.inputs[0]
tex_output = tex_slot.outputs[0]
mat.node_tree.links.new(input = mat_input, output = tex_output)
else:
tex_slot.texture = tex
tex_slot = mat.texture_slots.create(index=tex_norm)
tex_slot.texture_mapping = 'UV'
tex_slot.uv_layer = 'UV0'
tex_slot.use_map_alpha = transp
tex_slot.alpha_factor = alpha
if tex_norm == NORMALS:
tex_slot.use_map_color_diffuse = False
tex_slot.use_map_normal = True
tex_slot.normal_factor = 1.0
tex_slot.bump_method = "BUMP_BEST_QUALITY"
#mat.name = first_texture_name
#first_texture_name = ""