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import_ldraw.py
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import_ldraw.py
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# -*- coding: utf-8 -*-
"""LDR Importer GPLv2 license.
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.
"""
import os
import math
import mathutils
import traceback
import bpy
from bpy_extras.io_utils import ImportHelper
from .src.ldcolors import Colors
from .src.ldconsole import Console
from .src.ldmaterials import Materials
from .src.ldprefs import Preferences
from .src.extras import cleanup as Extra_Cleanup
from .src.extras import gaps as Extra_Part_Gaps
from .src.extras import linked_parts as Extra_Part_Linked
# Global variables
objects = []
paths = []
class LDrawFile(object):
"""Scans LDraw files."""
# FIXME: rewrite - Rewrite entire class (#35)
def __init__(self, context, filename, level, mat,
colour=None, orientation=None):
self.level = level
self.points = []
self.faces = []
self.material_index = []
self.subparts = []
self.submodels = []
self.part_count = 0
# Orientation matrix to handle orientation separately
# (top-level part only)
self.orientation = orientation
self.mat = mat
self.colour = colour
self.parse(filename)
# Deselect all objects before import.
# This prevents them from receiving any cleanup (if applicable).
bpy.ops.object.select_all(action='DESELECT')
if len(self.points) > 0 and len(self.faces) > 0:
mesh = bpy.data.meshes.new("LDrawMesh")
mesh.from_pydata(self.points, [], self.faces)
mesh.validate()
mesh.update()
for i, f in enumerate(mesh.polygons):
n = self.material_index[i]
# Get the material depending on the current render engine
material = ldMaterials.make(n)
if material is not None:
if mesh.materials.get(material.name) is None:
mesh.materials.append(material)
f.material_index = mesh.materials.find(material.name)
# Naming of objects: filename of .dat-file, without extension
self.ob = bpy.data.objects.new("LDrawObj", mesh)
self.ob.name = os.path.basename(filename)[:-4]
if LinkParts: # noqa
# Set top-level part orientation using Blender's 'matrix_world'
self.ob.matrix_world = self.orientation.normalized()
else:
self.ob.location = (0, 0, 0)
objects.append(self.ob)
# Link object to scene
bpy.context.scene.objects.link(self.ob)
for i in self.subparts:
self.submodels.append(LDrawFile(context, i[0], i[1], i[2],
i[3], i[4]))
def parse_line(self, line):
"""Harvest the information from each line."""
verts = []
color = line[1]
if color == '16':
color = self.colour
num_points = int((len(line) - 2) / 3)
for i in range(num_points):
self.points.append(
(self.mat * mathutils.Vector((float(line[i * 3 + 2]),
float(line[i * 3 + 3]), float(line[i * 3 + 4])))).
to_tuple())
verts.append(len(self.points) - 1)
self.faces.append(verts)
self.material_index.append(color)
def parse_quad(self, line):
"""Properly construct quads in each brick."""
color = line[1]
verts = []
num_points = 4
v = []
if color == '16':
color = self.colour
v.append(self.mat * mathutils.Vector((float(line[0 * 3 + 2]),
float(line[0 * 3 + 3]), float(line[0 * 3 + 4]))))
v.append(self.mat * mathutils.Vector((float(line[1 * 3 + 2]),
float(line[1 * 3 + 3]), float(line[1 * 3 + 4]))))
v.append(self.mat * mathutils.Vector((float(line[2 * 3 + 2]),
float(line[2 * 3 + 3]), float(line[2 * 3 + 4]))))
v.append(self.mat * mathutils.Vector((float(line[3 * 3 + 2]),
float(line[3 * 3 + 3]), float(line[3 * 3 + 4]))))
nA = (v[1] - v[0]).cross(v[2] - v[0])
nB = (v[2] - v[1]).cross(v[3] - v[1])
for i in range(num_points):
verts.append(len(self.points) + i)
if nA.dot(nB) < 0:
self.points.extend([v[0].to_tuple(), v[1].to_tuple(),
v[3].to_tuple(), v[2].to_tuple()])
else:
self.points.extend([v[0].to_tuple(), v[1].to_tuple(),
v[2].to_tuple(), v[3].to_tuple()])
self.faces.append(verts)
self.material_index.append(color)
def parse(self, filename):
"""Construct tri's in each brick."""
# FIXME: rewrite - Rework function (#35)
subfiles = []
while True:
# Get the path to the part
filename = (filename if os.path.exists(filename)
else locatePart(filename))
# The part does not exist
# TODO Do not halt on this condition (#11)
if filename is None:
return False
# Read the located part
with open(filename, "rt", encoding="utf_8") as f:
lines = f.readlines()
# Some models may not have headers or enough lines
# to support a header. Handle this case to avoid
# hitting an IndexError trying to extract the header line.
partTypeLine = ("" if len(lines) <= 3 else lines[3])
# Check the part header for top-level part status
is_top_part = is_top_level_part(partTypeLine)
# Linked parts relies on the flawed is_top_part logic (#112)
# TODO Correct linked parts to use proper logic
# and remove this kludge
if LinkParts: # noqa
is_top_part = filename == fileName # noqa
self.part_count += 1
if self.part_count > 1 and self.level == 0:
self.subparts.append([filename, self.level + 1, self.mat,
self.colour, self.orientation])
else:
for retval in lines:
tmpdate = retval.strip()
if tmpdate != "":
tmpdate = tmpdate.split()
# Part content
if tmpdate[0] == "1":
new_file = tmpdate[14]
(
x, y, z, a, b, c,
d, e, f, g, h, i
) = map(float, tmpdate[2:14])
# Reset orientation of top-level part,
# track original orientation
# TODO Use corrected isPart logic
if self.part_count == 1 and is_top_part and LinkParts: # noqa
mat_new = self.mat * mathutils.Matrix((
(1, 0, 0, 0),
(0, 1, 0, 0),
(0, 0, 1, 0),
(0, 0, 0, 1)
))
orientation = self.mat * mathutils.Matrix((
(a, b, c, x),
(d, e, f, y),
(g, h, i, z),
(0, 0, 0, 1)
)) * mathutils.Matrix.Rotation(
math.radians(90), 4, 'X')
else:
mat_new = self.mat * mathutils.Matrix((
(a, b, c, x),
(d, e, f, y),
(g, h, i, z),
(0, 0, 0, 1)
))
orientation = None
color = tmpdate[1]
if color == '16':
color = self.colour
subfiles.append([new_file, mat_new, color])
# When top-level part, save orientation separately
# TODO Use corrected is_top_part logic
if self.part_count == 1 and is_top_part:
subfiles.append(['orientation',
orientation, ''])
# Triangle (tri)
if tmpdate[0] == "3":
self.parse_line(tmpdate)
# Quadrilateral (quad)
if tmpdate[0] == "4":
self.parse_quad(tmpdate)
if len(subfiles) > 0:
subfile = subfiles.pop()
filename = subfile[0]
# When top-level brick orientation information found,
# save it in self.orientation
if filename == 'orientation':
self.orientation = subfile[1]
subfile = subfiles.pop()
filename = subfile[0]
self.mat = subfile[1]
self.colour = subfile[2]
else:
break
def is_top_level_part(header_line):
"""Check if the given part is a top level part.
@param {String} headerLine The header line stating the part level.
@return {Boolean} True if a top level part, False otherwise
or the header does not specify.
"""
# Make sure the file has the spec'd META command
# If it does not, we cannot do easily determine the part type,
# so we will simply say it is not top level
header_line = header_line.lower().strip()
if header_line == "":
return False
header_line = header_line.split()
if header_line[0] != "0 !ldraw_org":
return False
# We can determine if this is top level or not
return header_line[2] in ("part", "unofficial_part")
def locatePart(partName):
"""Find the given part in the defined search paths.
@param {String} partName The part to find.
@return {!String} The absolute path to the part if found.
"""
# Use the OS's path separator to ensure the parts are found
partName = partName.replace("\\", os.path.sep)
for path in paths:
# Find the part filename using the exact case in the file
fname = os.path.join(path, partName)
if os.path.exists(fname):
return fname
# Because case-sensitive file systems, if the first check fails
# check again using a normalized part filename
# See #112#issuecomment-136719763
else:
fname = os.path.join(path, partName.lower())
if os.path.exists(fname):
return fname
Console.log("Could not find part {0}".format(fname))
return None
def create_model(self, context, scale):
"""Create the actual model."""
# FIXME: rewrite - Rewrite entire function (#35)
global objects
global ldColors
global ldMaterials
global fileName
fileName = self.filepath
# Attempt to get the directory the file came from
# and add it to the `paths` list
paths[0] = os.path.dirname(fileName)
Console.log("Attempting to import {0}".format(fileName))
# The file format as hinted to by
# conventional file extensions is not supported.
# Recommended: http://ghost.kirk.by/file-extensions-are-only-hints
if fileName[-4:].lower() not in (".ldr", ".dat"):
Console.log('''ERROR: Reason: Invalid File Type
Must be a .ldr or .dat''')
self.report({'ERROR'}, '''Error: Invalid File Type
Must be a .ldr or .dat''')
return {'ERROR'}
# It has the proper file extension, continue with the import
try:
# Rotate and scale the parts
# Scale factor is divided by 25 so we can use whole number
# scale factors in the UI. For reference,
# the default scale 1 = 0.04 to Blender
trix = mathutils.Matrix((
(1.0, 0.0, 0.0, 0.0), # noqa
(0.0, 0.0, 1.0, 0.0), # noqa
(0.0, -1.0, 0.0, 0.0),
(0.0, 0.0, 0.0, 1.0) # noqa
)) * (scale / 25)
# If LDrawDir does not exist, stop the import
if not os.path.isdir(LDrawDir): # noqa
Console.log(''''ERROR: Cannot find LDraw installation at
{0}'''.format(LDrawDir)) # noqa
self.report({'ERROR'}, '''Cannot find LDraw installation at
{0}'''.format(LDrawDir)) # noqa
return {'CANCELLED'}
# Instance the colors module and
# load the LDraw-defined color definitions
ldColors = Colors(LDrawDir, AltColorsOpt) # noqa
ldColors.load()
ldMaterials = Materials(ldColors, context.scene.render.engine)
LDrawFile(context, fileName, 0, trix)
for cur_obj in objects:
# The CleanUp import option was selected
if CleanUpOpt: # noqa
Extra_Cleanup.main(cur_obj, LinkParts) # noqa
if GapsOpt: # noqa
Extra_Part_Gaps.main(cur_obj, scale)
# The link identical parts import option was selected
if LinkParts: # noqa
Extra_Part_Linked.main(objects)
# Select all the mesh now that import is complete
for cur_obj in objects:
cur_obj.select = True
# Update the scene with the changes
context.scene.update()
objects = []
# Always reset 3D cursor to <0,0,0> after import
bpy.context.scene.cursor_location = (0.0, 0.0, 0.0)
# Display success message
Console.log("{0} successfully imported!".format(fileName))
return {'FINISHED'}
except Exception as e:
Console.log("ERROR: {0}\n{1}\n".format(
type(e).__name__, traceback.format_exc()))
Console.log("ERROR: Reason: {0}.".format(
type(e).__name__))
self.report({'ERROR'}, '''File not imported ("{0}").
Check the console logs for more information.'''.format(type(e).__name__))
return {'CANCELLED'}
# ------------ Operator ------------ #
class LDRImporterOps(bpy.types.Operator, ImportHelper):
"""LDR Importer Import Operator."""
bl_idname = "import_scene.ldraw"
bl_description = "Import an LDraw model (.ldr/.dat)"
bl_label = "Import LDraw Model"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
# Instance the preferences system
prefs = Preferences()
# File type filter in file browser
filename_ext = ".ldr"
filter_glob = bpy.props.StringProperty(
default="*.ldr;*.dat",
options={'HIDDEN'}
)
ldrawPath = bpy.props.StringProperty(
name="",
description="Path to the LDraw Parts Library",
default=prefs.getLDraw()
)
importScale = bpy.props.FloatProperty(
name="Scale",
description="Use a specific scale for each part",
default=prefs.get("importScale", 1.00)
)
resPrims = bpy.props.EnumProperty(
name="Resolution of part primitives",
description="Resolution of part primitives",
default=prefs.get("resPrims", "StandardRes"),
items=(
("HighRes", "High-Res Primitives",
"Import using high resolution primitives. "
"NOTE: This feature may create mesh errors"),
("StandardRes", "Standard Primitives",
"Import using standard resolution primitives"),
("LowRes", "Low-Res Primitives",
"Import using low resolution primitives. "
"NOTE: This feature may create mesh errors")
)
)
cleanUpParts = bpy.props.BoolProperty(
name="Model Cleanup",
description="Perform some basic model cleanup",
default=prefs.get("cleanUpParts", True)
)
altColors = bpy.props.BoolProperty(
name="Use Alternate Colors",
description="Use LDCfgalt.ldr for color definitions",
default=prefs.get("altColors", False)
)
addGaps = bpy.props.BoolProperty(
name="Spaces Between Parts",
description="Add small spaces between each part",
default=prefs.get("addGaps", False)
)
lsynthParts = bpy.props.BoolProperty(
name="Use LSynth Parts",
description="Use LSynth parts during import",
default=prefs.get("lsynthParts", False)
)
linkParts = bpy.props.BoolProperty(
name="Link Identical Parts",
description="Link identical parts by type and color (experimental)",
default=prefs.get("linkParts", False)
)
def draw(self, context):
"""Display import options."""
layout = self.layout
box = layout.box()
box.label("Import Options", icon="SCRIPTWIN")
box.label("LDraw Parts Library", icon="FILESEL")
box.prop(self, "ldrawPath")
box.prop(self, "importScale")
box.label("Primitives", icon="MOD_BUILD")
box.prop(self, "resPrims", expand=True)
box.label("Additional Options", icon="PREFERENCES")
box.prop(self, "linkParts")
box.prop(self, "cleanUpParts", expand=True)
box.prop(self, "addGaps")
box.prop(self, "altColors")
box.prop(self, "lsynthParts")
def execute(self, context):
"""Set import options and start the import process."""
global LDrawDir, CleanUpOpt, AltColorsOpt, GapsOpt, LinkParts
LDrawDir = str(self.ldrawPath)
CleanUpOpt = bool(self.cleanUpParts)
AltColorsOpt = bool(self.altColors)
GapsOpt = bool(self.addGaps)
LinkParts = bool(self.linkParts)
# Clear array before adding data if it contains data already
# Not doing so duplicates the indexes
if paths:
del paths[:]
# Create placeholder for index 0.
# It will be filled with the location of the model later.
paths.append("")
# Always search for parts in the `models` folder
paths.append(os.path.join(self.ldrawPath, "models"))
# The unofficial folder exists, search the standard folders
if os.path.exists(os.path.join(self.ldrawPath, "unofficial")):
paths.append(os.path.join(self.ldrawPath, "unofficial", "parts"))
# The user wants to use high-res unofficial primitives
if self.resPrims == "HighRes":
paths.append(os.path.join(self.ldrawPath,
"unofficial", "p", "48"))
# The user wants to use low-res unofficial primitives
elif self.resPrims == "LowRes":
paths.append(os.path.join(self.ldrawPath,
"unofficial", "p", "8"))
# Search in the `unofficial/p` folder
paths.append(os.path.join(self.ldrawPath, "unofficial", "p"))
# The user wants to use LSynth parts
if self.lsynthParts:
if os.path.exists(os.path.join(self.ldrawPath, "unofficial",
"lsynth")):
paths.append(os.path.join(self.ldrawPath, "unofficial",
"lsynth"))
Console.log("Use LSynth Parts selected")
# Always search for parts in the `parts` folder
paths.append(os.path.join(self.ldrawPath, "parts"))
# The user wants to use high-res primitives
if self.resPrims == "HighRes":
paths.append(os.path.join(self.ldrawPath, "p", "48"))
Console.log("High-res primitives substitution selected")
# The user wants to use low-res primitives
elif self.resPrims == "LowRes":
paths.append(os.path.join(self.ldrawPath, "p", "8"))
Console.log("Low-res primitives substitution selected")
# The user wants to use normal-res primitives
else:
Console.log("Standard-res primitives substitution selected")
# Finally, search in the `p` folder
paths.append(os.path.join(self.ldrawPath, "p"))
# Create the preferences dictionary
importOpts = {
"addGaps": self.addGaps,
"altColors": self.altColors,
"cleanUpParts": self.cleanUpParts,
"importScale": self.importScale,
"linkParts": self.linkParts,
"lsynthParts": self.lsynthParts,
"resPrims": self.resPrims
}
# Save the preferences and import the model
self.prefs.setLDraw(self.ldrawPath)
self.prefs.save(importOpts)
create_model(self, context, self.importScale)
return {'FINISHED'}