#!BPY
""" Registration info for Blender menus:
Name: 'OGRE (.mesh.xml)...'
Blender: 236
Group: 'Import'
Tip: 'Import an Ogre-Mesh (.mesh.xml) file.'
"""
__author__ = "Daniel Wickert"
__version__ = "0.4 05/11/05"
__bpydoc__ = """\
This script imports Ogre-Mesh models into Blender.
Supported:
* multiple submeshes (triangle list)
* uvs
* materials (textures only)
* vertex colours
Missing:
* submeshes provided as triangle strips and triangle fans
* materials (diffuse, ambient, specular, alpha mode, etc.)
* skeletons
* animations
Known issues:
* blender only supports a single uv set, always the first is taken
and only the first texture unit in a material, even if it is not for
the first uv set.
* code is a bit hacky in parts.
"""
# Copyright (c) 2005 Daniel Wickert
#
# Permission is hereby granted, free of charge, to any person obtaining a
# copy of this software and associated documentation files (the "Software"),
# to deal in the Software without restriction, including without limitation
# the rights to use, copy, modify, merge, publish, distribute, sublicense,
# and/or sell copies of the Software, and to permit persons to whom the
# Software is furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
# IN THE SOFTWARE.
# HISTORY:
# 0.1 04/02/05
# ------------
# * initial implementation. single submesh as triangle list, no uvs
#
# 0.2 04/03/05
# ------------
# * uv support added
# * texture loading added
#
# 0.3 04/09/05
# ------------
# * multiple submeshes added
# * scaling added
# * material parsing (only textures yet)
# * mesh -> mesh.xml conversion if IMPORT_OGREXMLCONVERTER defined
# * vertex colours
#
# 0.3.1 04/11/05
# --------------
# * stdout output streamlined
# * missing materials and textures are now handled gracefully
#
# 0.3.1a 04/11/05
# --------------
# * Mesh is assigned to a correctly named object and added
# to the current scene
#
# 0.4. 05/11/05
# --------------
# * shared vertices support
# * multiple texture coordinates in meshes are handled correctly no,
# but only the first coordinate set is used, since Blender doesn't
# allow multiple uvs.
# * only the first texture_unit's texture is used now.
#
# 0.4.1 06/02/05
# --------------
# * fixed bug: pathes invalid under linux
# * fixed bug: shared vertices were duplicated with each submesh
#
# 0.5.0 06/06/05
# --------------
# * consistent logging scheme with adjustable log level
# * render materials
#
# 0.5.1 13/07/05
# --------------
# * fixed bug: meshes without normals and texture coords cannot be imported
#
# 0.5.2 12/02/06
# --------------
# * fixed bug: multiple blender materials created from one ogre material
#
# TODO: implement a consistent naming scheme:
# bxxx for blender classes; oxxx for ogre(well, sorta) classes
import Blender
import glob
import os
import re
import xml.sax
import xml.sax.handler
# determines the verbosity of loggin.
# 0 - no logging (fatal errors are still printed)
# 1 - standard logging
# 2 - verbose logging
# 3 - debug level. really boring (stuff like vertex data and verbatim lines)
IMPORT_LOG_LEVEL = 1
IMPORT_SCALE_FACTOR = 0.1
IMPORT_OGREXMLCONVERTER = ""
#IMPORT_OGREXMLCONVERTER = "F:\\Projekte\\rastullah\checkout\\rl\\branches\python\dependencies\ogre\Tools\Common\\bin\\release\\OgreXmlConverter.exe"
def log(msg):
if IMPORT_LOG_LEVEL >= 1: print msg
def vlog(msg):
if IMPORT_LOG_LEVEL >= 2: print msg
def dlog(msg):
if IMPORT_LOG_LEVEL >= 3: print msg
class Mesh:
def __init__(self):
self.submeshes = []
self.vertices = []
self.vertexcolours = []
self.normals = []
self.uvs = []
class Submesh:
def __init__(self):
self.vertices = []
self.vertexcolours = []
self.normals = []
self.faces = []
self.uvs = []
self.indextype = ""
self.materialname = ""
self.sharedvertices = 0
class Material:
def __init__(self, name):
self.name = name
self.texname = ""
self.diffuse = (1.0, 1.0, 1.0, 1.0)
self.ambient = (1.0, 1.0, 1.0, 1.0)
self.specular = (0.0, 0.0, 0.0, 0.0)
self.blenderimage = 0
self.loading_failed = 0
def getTexture(self):
if self.blenderimage == 0 and not self.loading_failed:
try:
f = file(self.texname, 'r')
f.close()
self.blenderimage = Blender.Image.Load(self.texname)
except IOError, (errno, strerror):
errmsg = "Couldn't open %s #%s: %s" \
% (self.texname, errno, strerror)
log(errmsg)
self.loading_failed = 1;
return self.blenderimage
class OgreMeshSaxHandler(xml.sax.handler.ContentHandler):
global IMPORT_SCALE_FACTOR
def __init__(self):
self.mesh = 0
self.submesh = 0
self.ignore_input = 0
self.load_next_texture_coords = 0
def startDocument(self):
self.mesh = Mesh()
def startElement(self, name, attrs):
if name == 'sharedgeometry':
self.submesh = self.mesh
if name == 'submesh':
self.submesh = Submesh()
self.submesh.materialname = attrs.get('material', "")
self.submesh.indextype = attrs.get('operationtype', "")
if attrs.get('usesharedvertices') == 'true':
self.submesh.sharedvertices = 1
if name == 'vertex':
self.load_next_texture_coords = 1
if name == 'face' and self.submesh:
face = (
int(attrs.get('v1',"")),
int(attrs.get('v2',"")),
int(attrs.get('v3',""))
)
self.submesh.faces.append(face)
if name == 'position':
vertex = (
#Ogre x/y/z --> Blender x/-z/y
float(attrs.get('x', "")) * IMPORT_SCALE_FACTOR,
-float(attrs.get('z', "")) * IMPORT_SCALE_FACTOR,
float(attrs.get('y', "")) * IMPORT_SCALE_FACTOR
)
self.submesh.vertices.append(vertex)
if name == 'normal':
normal = (
#Ogre x/y/z --> Blender x/-z/y
float(attrs.get('x', "")),
-float(attrs.get('z', "")),
float(attrs.get('y', ""))
)
self.submesh.normals.append(normal)
if name == 'texcoord' and self.load_next_texture_coords:
uv = (
float(attrs.get('u', "")),
# flip vertical value, Blender's 0/0 is lower left
# whereas Ogre's 0/0 is upper left
1.0 - float(attrs.get('v', ""))
)
self.submesh.uvs.append(uv)
self.load_next_texture_coords = 0
if name == 'colour_diffuse':
self.submesh.vertexcolours.append(attrs.get('value', "").split())
def endElement(self, name):
if name == 'submesh':
self.mesh.submeshes.append(self.submesh)
self.submesh = 0
def CreateBlenderMesh(name, mesh, materials):
bmesh = Blender.NMesh.New(name)
# dict matname:blender material
bmaterials = {}
bmat_idx = -1
log("Mesh with %d shared vertices." % len(mesh.vertices))
vertex_count = len(mesh.vertices)
for i in range(0, vertex_count):
ogre_v = mesh.vertices[i]
dlog(" vertex %d with XYZ: %f %f %f" %\
(i, ogre_v[0], ogre_v[1], ogre_v[2]))
blender_v = Blender.NMesh.Vert(ogre_v[0], ogre_v[1], ogre_v[2])
if len(mesh.normals):
# Set the normals
blender_v.no[0] = mesh.normals[i][0]
blender_v.no[1] = mesh.normals[i][1]
blender_v.no[2] = mesh.normals[i][2]
if len(mesh.uvs):
# Set the sticky per vertex uvs
blender_v.uvco[0] = mesh.uvs[i][0]
blender_v.uvco[1] = mesh.uvs[i][1]
bmesh.verts.append(blender_v)
submesh_count = len(mesh.submeshes)
vertex_offset = 0
for j in range(0, submesh_count):
submesh = mesh.submeshes[j]
if materials.has_key(submesh.materialname):
omat = materials[submesh.materialname]
bmat = 0
if (not bmaterials.has_key(omat.name)):
bmat = create_blender_material(omat)
bmaterials[submesh.materialname] = bmat
bmesh.addMaterial(bmat)
else:
bmat = bmaterials[submesh.materialname]
bmat_idx = bmesh.materials.index(bmat)
else:
omat = 0
bmat = 0
bmat_idx = -1
log("Submesh %d with %d vertices and %d faces..." % \
(j, len(submesh.vertices), len(submesh.faces)))
# transfer vertices
vertex_count = len(submesh.vertices)
for i in range(0, vertex_count):
ogre_v = submesh.vertices[i]
blender_v = Blender.NMesh.Vert(ogre_v[0], ogre_v[1], ogre_v[2])
if len(submesh.normals):
# Set the normals
blender_v.no[0] = submesh.normals[i][0]
blender_v.no[1] = submesh.normals[i][1]
blender_v.no[2] = submesh.normals[i][2]
if len(submesh.uvs):
# Set the sticky per vertex uvs
blender_v.uvco[0] = submesh.uvs[i][0]
blender_v.uvco[1] = submesh.uvs[i][1]
bmesh.verts.append(blender_v)
# transfer faces
face_count = len(submesh.faces)
# decide whether to take colours and uvs from shared buffer or
# from the submesh
faces = submesh.faces
if submesh.sharedvertices == 1:
uvs = mesh.uvs
vertexcolours = mesh.vertexcolours
else:
uvs = submesh.uvs
vertexcolours = submesh.vertexcolours
for i in range(0, face_count):
ogre_f = submesh.faces[i]
dlog("face %d : %f/%f/%f" % (i, ogre_f[0], ogre_f[1], ogre_f[1]))
f = Blender.NMesh.Face()
if omat and omat.getTexture():
f.mode |= Blender.NMesh.FaceModes['TEX']
f.image = omat.getTexture()
if bmat:
f.materialIndex = bmat_idx
f.v.append(bmesh.verts[ogre_f[0] + vertex_offset])
f.v.append(bmesh.verts[ogre_f[1] + vertex_offset])
f.v.append(bmesh.verts[ogre_f[2] + vertex_offset])
if len(uvs):
f.uv.append(uvs[ogre_f[0]])
f.uv.append(uvs[ogre_f[1]])
f.uv.append(uvs[ogre_f[2]])
if len(submesh.vertexcolours):
f.mode |= Blender.NMesh.FaceModes['SHAREDCOL']
for k in range(3):
col = Blender.NMesh.Col()
col.r = int(float(vertexcolours[ogre_f[k]][0])*255.0)
col.g = int(float(vertexcolours[ogre_f[k]][1])*255.0)
col.b = int(float(vertexcolours[ogre_f[k]][2])*255.0)
col.a = 255
f.col.append(col)
bmesh.faces.append(f)
# vertices of the new submesh are appended to the NMesh's vertex buffer
# this offset is added to the indices in the index buffer, so that
# the right vertices are indexed
vertex_offset += vertex_count
log("done.")
# bmesh.hasVertexUV(len(submesh.uvs))
# TODO: investigate and fix
# Why oh why ain't this line working...
# bmesh.hasFaceUV(len(submesh.uvs))
# ...have to hard set it.
bmesh.hasFaceUV(1)
# create the mesh
object = Blender.Object.New('Mesh', name)
object.link(bmesh)
return object
def convert_meshfile(filename):
if IMPORT_OGREXMLCONVERTER != '':
commandline = IMPORT_OGREXMLCONVERTER + ' "' + filename + '"'
log("executing %s..." % commandline)
os.system(commandline)
log("done.")
def collect_materials(dirname):
# preparing some patterns
# to collect the material name
matname_pattern = re.compile('^\s*material\s+(.*?)(\s*:\s*.*?)?\s*$')
# to collect the texture name
texname_pattern = re.compile('^\s*(?:texture|set_texture_alias\s+\S+)\s+(.*?)\s*$')
# to collect the diffuse colour
diffuse_alpha_pattern = re.compile(\
'^\s*diffuse\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+).*$')
diffuse_pattern = re.compile(\
'^\s*diffuse\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+).*$')
# to collect the specular colour
specular_pattern = re.compile(\
'^\s*specular\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+).*$')
# the dictionary where to put the materials
materials = {}
# for all lines in all material files..
material_files = glob.glob(dirname + '/*.material')
material = 0
for filename in material_files:
vlog("found material file: %s" % filename)
f = file(filename, 'r')
line_number = 0
for line in f:
try:
line_number = line_number + 1
dlog("line to be matched: %s" % line)
m = matname_pattern.match(line)
if m:
material = Material(m.group(1))
materials[material.name] = material
vlog("parsing material %s" % m.group(1))
m = texname_pattern.match(line)
# load only the first texture unit's texture
# TODO change to use the first one using the first uv set
if m and not material.texname:
vlog("texture: %s" % m.group(1))
material.texname = dirname + '/' + m.group(1)
m = diffuse_alpha_pattern.match(line)
if not m:
m = diffuse_pattern.match(line)
if m:
vlog(" parsing diffuse..")
groups = m.groups()
r = float(groups[0])
g = float(groups[1])
b = float(groups[2])
#TODO: alpha still untested
if len(groups) > 3:
a = float(groups[3])
else:
a = 1.0
material.diffuse = (r, g, b, a)
vlog(" diffuse: %s" % str(material.diffuse))
m = specular_pattern.match(line)
if m:
vlog(" parsing specular..")
groups = m.groups()
r = float(groups[0])
g = float(groups[1])
b = float(groups[2])
material.specular = (r, g, b, 1.0)
vlog(" specular: %s" % str(material.specular))
except Exception, e:
log(" error parsing material %s in %s on line % d: " % \
(material.name, filename, line_number))
log(" exception: %s" % str(e))
return materials
def create_blender_material(omat):
mats = Blender.Material.Get()
if mats:
for mat in mats:
if mat.getName() == omat.name:
log("reusing already existing material %s" % omat.name)
return mat
bmat = Blender.Material.New(omat.name)
bmat.rgbCol = (omat.diffuse[0], omat.diffuse[1], omat.diffuse[2])
bmat.specCol = (omat.specular[0], omat.specular[1], omat.specular[2])
bmat.alpha = omat.diffuse[3]
img = omat.getTexture()
if img:
tex = Blender.Texture.New(omat.texname)
tex.setType('Image')
tex.setImage(omat.getTexture())
bmat.setTexture(0, tex, Blender.Texture.TexCo.UV,\
Blender.Texture.MapTo.COL)
return bmat
def fileselection_callback(filename):
log("Reading mesh file %s..." % filename)
# is this a mesh file instead of an xml file?
if (filename.lower().find('.xml') == -1):
# No. Use the xml converter to fix this
log("No mesh.xml file. Trying to convert it from binary mesh format.")
convert_meshfile(filename)
filename += '.xml'
dirname = Blender.sys.dirname(filename)
basename = Blender.sys.basename(filename)
log("dirname: %s" % dirname)
log("basename: %s" % basename)
# parse material files and make up a dictionary: {mat_name:material, ..}
materials = collect_materials(dirname)
# prepare the SAX parser and parse the file using our own content handler
parser = xml.sax.make_parser()
handler = OgreMeshSaxHandler()
parser.setContentHandler(handler)
parser.parse(open(filename))
# create the mesh from the parsed data and link it to a fresh object
scene = Blender.Scene.GetCurrent()
meshname = basename[0:basename.lower().find('.mesh.xml')]
object = CreateBlenderMesh(meshname, handler.mesh, materials)
scene.link(object)
object.select(True)
log("import completed.")
Blender.Redraw()
Blender.Window.FileSelector(fileselection_callback, "Import OGRE", "*.xml")