#!BPY """ Name: 'ASCII Scene (.ase) v0.16' Blender: 249 Group: 'Import' Tooltip: 'ASCII Scene import (*.ase)' """ __author__ = "Goofos & Plagman" __version__ = "0.16" # goofos at epruegel.de # # ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** import string, time, sys as osSys import Blender from Blender import Draw, Mesh, Window, Object, Scene, NMesh, Key, Ipo, IpoCurve #import meshtools def read_main(filename): global counts counts = {'verts': 0, 'tris': 0} start = time.clock() file = open(filename, "r") print_boxed("----------------start-----------------") print 'Import Patch: ', filename editmode = Window.EditMode() # are we in edit mode? If so ... if editmode: Window.EditMode(0) # leave edit mode before getting the mesh lines= file.readlines() read_file(file, lines) Blender.Window.DrawProgressBar(1.0, '') # clear progressbar file.close() print "----------------end-----------------" end = time.clock() seconds = " in %.2f %s" % (end-start, "seconds") totals = "Verts: %i Tris: %i " % (counts['verts'], counts['tris']) print_boxed(totals) message = "Successfully imported " + Blender.sys.basename(filename) + seconds #meshtools.print_boxed(message) print_boxed(message) def print_boxed(text): #Copy/Paste from meshtools, only to remove the beep :) lines = text.splitlines() maxlinelen = max(map(len, lines)) if osSys.platform[:3] == "win": print chr(218)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(191) for line in lines: print chr(179) + ' ' + line.ljust(maxlinelen) + ' ' + chr(179) print chr(192)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(217) else: print '+-' + '-'*maxlinelen + '-+' for line in lines: print '| ' + line.ljust(maxlinelen) + ' |' print '+-' + '-'*maxlinelen + '-+' #print '\a\r', # beep when done class ase_obj: def __init__(self): self.name = 'Name' self.objType = None self.row0x = None self.row0y = None self.row0z = None self.row1x = None self.row1y = None self.row1z = None self.row2x = None self.row2y = None self.row2z = None self.row3x = None self.row3y = None self.row3z = None self.parent = None self.obj = None self.objName = 'Name' class ase_mesh: def __init__(self): self.name = '' self.vCount = 0 self.fCount = 0 self.frames = [] self.verts = [] self.faces = [] self.animated = 0 self.frameCount = -1 class mesh_vert: def __init__(self): self.x = 0.0 self.y = 0.0 self.z = 0.0 self.u = 0.0 self.v = 0.0 self.nx = 0.0 self.ny = 0.0 self.nz = 0.0 self.origi = 0 def make_tuple(self): return (self.x, self.y, self.z, self.u, self.v, self.nx, self.ny, self.nz) class mesh_face: def __init__(self): self.v1 = mesh_vert() self.v2 = mesh_vert() self.v3 = mesh_vert() self.i1 = 0 self.i2 = 0 self.i3 = 0 def read_file(file, lines): objects = [] objIdx = 0 objCheck = -1 #needed to skip helper objects PBidx = 0.0 lineCount = float(len(lines)) processed_indices = [] curFaceID = 0 faceVertID = 0 print 'Read file' Blender.Window.DrawProgressBar(0.0, "Read File...") for line in lines: words = string.split(line) if (PBidx % 10000) == 0.0: Blender.Window.DrawProgressBar(PBidx / lineCount, "Read File...") if not words: continue elif objIdx > 0 and me.animated == 1: # I don't know how to make empty statements, this is to skip everything else me.animated = me.animated elif words[0] == '*GEOMOBJECT': objCheck = 0 newObj = ase_obj() objects.append(newObj) obj = objects[objIdx] objIdx += 1 obj.objType = 'Mesh' obj.obj = ase_mesh() me = obj.obj elif words[0] == '*NODE_NAME' and objCheck != -1: if objCheck == 0: obj.name = words[1] objCheck = 1 elif objCheck == 1: obj.objName = words[1] elif words[0] == '*TM_ROW0' and objCheck != -1: obj.row0x = float(words[1]) obj.row0y = float(words[2]) obj.row0z = float(words[3]) elif words[0] == '*TM_ROW1' and objCheck != -1: obj.row1x = float(words[1]) obj.row1y = float(words[2]) obj.row1z = float(words[3]) elif words[0] == '*TM_ROW2' and objCheck != -1: obj.row2x = float(words[1]) obj.row2y = float(words[2]) obj.row2z = float(words[3]) elif words[0] == '*TM_ROW3' and objCheck != -1: obj.row3x = float(words[1]) obj.row3y = float(words[2]) obj.row3z = float(words[3]) objCheck = -1 elif words[0] == '*MESH_NUMVERTEX': me.vCount = int(words[1]) for i in range(me.vCount): me.verts.append(mesh_vert()) elif words[0] == '*MESH_NUMFACES': me.fCount = int(words[1]) for i in range(me.fCount): me.faces.append(mesh_face()) elif words[0] == '*MESH_VERTEX': i = int(words[1]) me.verts[i].x = float(words[2]); me.verts[i].y = float(words[3]); me.verts[i].z = float(words[4]); elif words[0] == '*MESH_FACE': i = int(words[1].rstrip(":")) # looks like "13:" v1 = int(words[3]); v2 = int(words[5]); v3 = int(words[7]); me.faces[i].v1.x = me.verts[v1].x; me.faces[i].v1.y = me.verts[v1].y; me.faces[i].v1.z = me.verts[v1].z; me.faces[i].v1.origi = v1 me.faces[i].v2.x = me.verts[v2].x; me.faces[i].v2.y = me.verts[v2].y; me.faces[i].v2.z = me.verts[v2].z; me.faces[i].v2.origi = v2 me.faces[i].v3.x = me.verts[v3].x; me.faces[i].v3.y = me.verts[v3].y; me.faces[i].v3.z = me.verts[v3].z; me.faces[i].v3.origi = v3 elif words[0] == '*MESH_NUMTVERTEX': del me.verts[:] uvCount = int(words[1]) for i in range(uvCount): me.verts.append(mesh_vert()) elif words[0] == '*MESH_TVERT': i = int(words[1]) me.verts[i].u = float(words[2]); me.verts[i].v = float(words[3]); elif words[0] == '*MESH_TFACE': i = int(words[1]) uv1 = int(words[2]); uv2 = int(words[3]); uv3 = int(words[4]); me.faces[i].v1.u = me.verts[uv1].u; me.faces[i].v1.v = me.verts[uv1].v; me.faces[i].v2.u = me.verts[uv2].u; me.faces[i].v2.v = me.verts[uv2].v; me.faces[i].v3.u = me.verts[uv3].u; me.faces[i].v3.v = me.verts[uv3].v; elif words[0] == '*MESH_FACENORMAL': curFaceID = int(words[1]) # global, vertexnormal needs this faceVertID = 0 # same elif words[0] == '*MESH_VERTEXNORMAL': nx = float(words[2]) ny = float(words[3]) nz = float(words[4]) if (faceVertID == 0): me.faces[curFaceID].v1.nx = nx; me.faces[curFaceID].v1.ny = ny; me.faces[curFaceID].v1.nz = nz; elif (faceVertID == 1): me.faces[curFaceID].v2.nx = nx; me.faces[curFaceID].v2.ny = ny; me.faces[curFaceID].v2.nz = nz; elif (faceVertID == 2): me.faces[curFaceID].v3.nx = nx; me.faces[curFaceID].v3.ny = ny; me.faces[curFaceID].v3.nz = nz; faceVertID = faceVertID + 1; elif words[0] == '*MESH_ANIMATION': me.animated = 1 # now the loop for animation frames if objIdx > 0 and me.animated == 1: if words[0] == '*MESH_VERTEX_LIST': me.frameCount += 1 me.frames.append([]) elif words[0] == '*MESH_VERTEX': me.frames[me.frameCount].append(mesh_vert()) i = int(words[1]) me.frames[me.frameCount][i].x = float(words[2]); me.frames[me.frameCount][i].y = float(words[3]); me.frames[me.frameCount][i].z = float(words[4]); PBidx += 1.0 spawn_main(objects) Blender.Redraw() def spawn_main(objects): PBidx = 0.0 objCount = float(len(objects)) print 'Import Objects' Blender.Window.DrawProgressBar(0.0, "Importing Objects...") for obj in objects: Blender.Window.DrawProgressBar(PBidx / objCount, "Importing Objects...") if obj.objType == 'Mesh': spawn_mesh(obj) PBidx += 1.0 import random def spawn_mesh(obj): objMe = obj.obj #normal_flag = 1 row0 = obj.row0x, obj.row0y, obj.row0z row1 = obj.row1x, obj.row1y, obj.row1z row2 = obj.row2x, obj.row2y, obj.row2z row3 = obj.row3x, obj.row3y, obj.row3z newMatrix = Blender.Mathutils.Matrix(row0, row1, row2, row3) newMatrix.resize4x4() newObj = Blender.Object.New(obj.objType, obj.name) newObj.setMatrix(newMatrix) Blender.Scene.getCurrent().link(newObj) newMesh = Blender.Mesh.New(obj.objName) newMesh.getFromObject(newObj.name) newMesh.vertexUV = 1 newObj.link(newMesh) del objMe.verts[:] objMe.vCount = 0 vertDict = {} #for face in objMe.faces: #objMe.verts.append(face.v1) #objMe.verts.append(face.v2) #objMe.verts.append(face.v3) #face.i1 = objMe.vCount #objMe.vCount = objMe.vCount + 1 #face.i2 = objMe.vCount #objMe.vCount = objMe.vCount + 1 #face.i3 = objMe.vCount #objMe.vCount = objMe.vCount + 1 for face in objMe.faces: if not face.v1.make_tuple() in vertDict: vertDict[face.v1.make_tuple()] = objMe.vCount objMe.verts.append(face.v1) objMe.vCount = objMe.vCount + 1 if not face.v2.make_tuple() in vertDict: vertDict[face.v2.make_tuple()] = objMe.vCount objMe.verts.append(face.v2) objMe.vCount = objMe.vCount + 1 if not face.v3.make_tuple() in vertDict: vertDict[face.v3.make_tuple()] = objMe.vCount objMe.verts.append(face.v3) objMe.vCount = objMe.vCount + 1 face.i1 = vertDict[face.v1.make_tuple()] face.i2 = vertDict[face.v2.make_tuple()] face.i3 = vertDict[face.v3.make_tuple()] # Verts for i in range(objMe.vCount): xyz = Blender.Mathutils.Vector(objMe.verts[i].x, objMe.verts[i].y, objMe.verts[i].z) newMesh.verts.extend(xyz) for i in range(objMe.vCount): xyz = Blender.Mathutils.Vector(objMe.verts[i].x, objMe.verts[i].y, objMe.verts[i].z) uv = Blender.Mathutils.Vector(objMe.verts[i].u, objMe.verts[i].v) norm = Blender.Mathutils.Vector(objMe.verts[i].nx, objMe.verts[i].ny, objMe.verts[i].nz) newMesh.verts[i].co = xyz; newMesh.verts[i].uvco = uv; newMesh.verts[i].no = norm; if objMe.animated: objMe.frameCount -= 1 # do we always get an extra frame at the end? for frame in objMe.frames: for i in range(objMe.vCount): xyz = Blender.Mathutils.Vector(frame[objMe.verts[i].origi].x, frame[objMe.verts[i].origi].y, frame[objMe.verts[i].origi].z) newMesh.verts[i].co = xyz; newObj.insertShapeKey() for key in Key.Get() : key.ipo = Ipo.New('Key', "bleh" + "_ipo") index = 1 for curveName in key.ipo.curveConsts : # print curveName key.ipo.addCurve(curveName) key.ipo[curveName].interpolation = IpoCurve.InterpTypes.CONST key.ipo[curveName].addBezier((0, 0)) key.ipo[curveName].addBezier((index, 1)) key.ipo[curveName].addBezier((index + 1, 0)) index+=1 # Faces for i in range(objMe.fCount): face = [objMe.faces[i].i1, objMe.faces[i].i2, objMe.faces[i].i3] newMesh.faces.extend(face) # UV #if guiTable['UV'] == 1 and objMe.hasFUV == 1: #newMesh.faceUV = 1 #for f in objMe.uvFaces: #uv1 = Blender.Mathutils.Vector(float(objMe.uvVerts[f.uv1].u), float(objMe.uvVerts[f.uv1].v)) #uv2 = Blender.Mathutils.Vector(float(objMe.uvVerts[f.uv2].u), float(objMe.uvVerts[f.uv2].v)) #uv3 = Blender.Mathutils.Vector(float(objMe.uvVerts[f.uv3].u), float(objMe.uvVerts[f.uv3].v)) #newMesh.faces[f.index].uv = [uv1, uv2, uv3] ## normals #vertices = [coords for n, coords in sorted(objMe.normals)] #random.seed() #i = 0 #for v in newMesh.verts: #no = Blender.Mathutils.Vector(vertices[i][0], vertices[i][1], vertices[i][2]) #v.no = no #print 'vertice ', i, 'normal : ', v.no ##v.no[0] = vertices[i][0] ##v.no[1] = vertices[i][1] ##v.no[2] = vertices[i][2] #i = i + 1 newMesh.transform((newObj.getMatrix('worldspace').invert()), 1) Blender.Set("curframe", objMe.frameCount + 1) counts['verts'] += objMe.vCount counts['tris'] += objMe.fCount print 'Imported Mesh-Object: ', obj.name def read_ui(filename): Window.WaitCursor(1) read_main(filename) Window.WaitCursor(0) Blender.Window.FileSelector(read_ui, "Import ASE")