[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [24315] trunk/blender: bpy.ops.import.obj( "somepath") is invalid syntax because import is a keyword.
Campbell Barton
ideasman42 at gmail.com
Wed Nov 4 18:16:58 CET 2009
Revision: 24315
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=24315
Author: campbellbarton
Date: 2009-11-04 18:16:58 +0100 (Wed, 04 Nov 2009)
Log Message:
-----------
bpy.ops.import.obj("somepath") is invalid syntax because import is a keyword.
rename import to import_scene, import_anim, future import_sequence_edl, import_model etc..
Modified Paths:
--------------
trunk/blender/release/scripts/ui/space_console.py
trunk/blender/source/blender/python/epy_doc_gen.py
Added Paths:
-----------
trunk/blender/release/scripts/io/import_anim_bvh.py
trunk/blender/release/scripts/io/import_scene_3ds.py
trunk/blender/release/scripts/io/import_scene_obj.py
Removed Paths:
-------------
trunk/blender/release/scripts/io/import_3ds.py
trunk/blender/release/scripts/io/import_bvh.py
trunk/blender/release/scripts/io/import_obj.py
Deleted: trunk/blender/release/scripts/io/import_3ds.py
===================================================================
--- trunk/blender/release/scripts/io/import_3ds.py 2009-11-04 16:26:08 UTC (rev 24314)
+++ trunk/blender/release/scripts/io/import_3ds.py 2009-11-04 17:16:58 UTC (rev 24315)
@@ -1,1175 +0,0 @@
-# ##### 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 LICENSE BLOCK #####
-
-__author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton', 'Mario Lapin']
-__url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/")
-__version__= '0.996'
-__bpydoc__= '''\
-
-3ds Importer
-
-This script imports a 3ds file and the materials into Blender for editing.
-
-Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
-
-0.996 by Mario Lapin (mario.lapin at gmail.com) 13/04/200 <br>
- - Implemented workaround to correct association between name, geometry and materials of
- imported meshes.
-
- Without this patch, version 0.995 of this importer would associate to each mesh object the
- geometry and the materials of the previously parsed mesh object. By so, the name of the
- first mesh object would be thrown away, and the name of the last mesh object would be
- automatically merged with a '.001' at the end. No object would desappear, however object's
- names and materials would be completely jumbled.
-
-0.995 by Campbell Barton<br>
-- workaround for buggy mesh vert delete
-- minor tweaks
-
-0.99 by Bob Holcomb<br>
-- added support for floating point color values that previously broke on import.
-
-0.98 by Campbell Barton<br>
-- import faces and verts to lists instead of a mesh, convert to a mesh later
-- use new index mapping feature of mesh to re-map faces that were not added.
-
-0.97 by Campbell Barton<br>
-- Strip material names of spaces
-- Added import as instance to import the 3ds into its own
- scene and add a group instance to the current scene
-- New option to scale down imported objects so they are within a limited bounding area.
-
-0.96 by Campbell Barton<br>
-- Added workaround for bug in setting UV's for Zero vert index UV faces.
-- Removed unique name function, let blender make the names unique.
-
-0.95 by Campbell Barton<br>
-- Removed workarounds for Blender 2.41
-- Mesh objects split by material- many 3ds objects used more then 16 per mesh.
-- Removed a lot of unneeded variable creation.
-
-0.94 by Campbell Barton<br>
-- Face import tested to be about overall 16x speedup over 0.93.
-- Material importing speedup.
-- Tested with more models.
-- Support some corrupt models.
-
-0.93 by Campbell Barton<br>
-- Tested with 400 3ds files from turbosquid and samples.
-- Tactfully ignore faces that used the same verts twice.
-- Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading.
-- Converted from NMesh to Mesh.
-- Faster and cleaner new names.
-- Use external comprehensive image loader.
-- Re intergrated 0.92 and 0.9 changes
-- Fixes for 2.41 compat.
-- Non textured faces do not use a texture flag.
-
-0.92<br>
-- Added support for diffuse, alpha, spec, bump maps in a single material
-
-0.9<br>
-- Reorganized code into object/material block functions<br>
-- Use of Matrix() to copy matrix data<br>
-- added support for material transparency<br>
-
-0.83 2005-08-07: Campell Barton
-- Aggressive image finding and case insensitivy for posisx systems.
-
-0.82a 2005-07-22
-- image texture loading (both for face uv and renderer)
-
-0.82 - image texture loading (for face uv)
-
-0.81a (fork- not 0.9) Campbell Barton 2005-06-08
-- Simplified import code
-- Never overwrite data
-- Faster list handling
-- Leaves import selected
-
-0.81 Damien McGinnes 2005-01-09
-- handle missing images better
-
-0.8 Damien McGinnes 2005-01-08
-- copies sticky UV coords to face ones
-- handles images better
-- Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
-
-'''
-
-# ***** BEGIN GPL LICENSE BLOCK *****
-#
-# Script copyright (C) Bob Holcomb
-#
-# 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 *****
-# --------------------------------------------------------------------------
-
-# Importing modules
-
-import os
-import time
-import struct
-
-from import_obj import unpack_face_list, load_image
-
-import bpy
-import Mathutils
-
-# import Blender
-# from Blender import Mesh, Object, Material, Image, Texture, Lamp, Mathutils
-# from Blender.Mathutils import Vector
-# import BPyImage
-
-# import BPyMessages
-
-# try:
-# from struct import calcsize, unpack
-# except:
-# calcsize= unpack= None
-
-
-
-# # If python version is less than 2.4, try to get set stuff from module
-# try:
-# set
-# except:
-# from sets import Set as set
-
-BOUNDS_3DS = []
-
-
-#this script imports uvcoords as sticky vertex coords
-#this parameter enables copying these to face uv coords
-#which shold be more useful.
-
-def createBlenderTexture(material, name, image):
- texture = bpy.data.textures.new(name)
- texture.setType('Image')
- texture.image = image
- material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
-
-
-
-######################################################
-# Data Structures
-######################################################
-
-#Some of the chunks that we will see
-#----- Primary Chunk, at the beginning of each file
-PRIMARY = int('0x4D4D',16)
-
-#------ Main Chunks
-OBJECTINFO = int('0x3D3D',16); #This gives the version of the mesh and is found right before the material and object information
-VERSION = int('0x0002',16); #This gives the version of the .3ds file
-EDITKEYFRAME= int('0xB000',16); #This is the header for all of the key frame info
-
-#------ sub defines of OBJECTINFO
-MATERIAL = 45055 #0xAFFF // This stored the texture info
-OBJECT = 16384 #0x4000 // This stores the faces, vertices, etc...
-
-#>------ sub defines of MATERIAL
-#------ sub defines of MATERIAL_BLOCK
-MAT_NAME = int('0xA000',16) # This holds the material name
-MAT_AMBIENT = int('0xA010',16) # Ambient color of the object/material
-MAT_DIFFUSE = int('0xA020',16) # This holds the color of the object/material
-MAT_SPECULAR = int('0xA030',16) # SPecular color of the object/material
-MAT_SHINESS = int('0xA040',16) # ??
-MAT_TRANSPARENCY= int('0xA050',16) # Transparency value of material
-MAT_SELF_ILLUM = int('0xA080',16) # Self Illumination value of material
-MAT_WIRE = int('0xA085',16) # Only render's wireframe
-
-MAT_TEXTURE_MAP = int('0xA200',16) # This is a header for a new texture map
-MAT_SPECULAR_MAP= int('0xA204',16) # This is a header for a new specular map
-MAT_OPACITY_MAP = int('0xA210',16) # This is a header for a new opacity map
-MAT_REFLECTION_MAP= int('0xA220',16) # This is a header for a new reflection map
-MAT_BUMP_MAP = int('0xA230',16) # This is a header for a new bump map
-MAT_MAP_FILENAME = int('0xA300',16) # This holds the file name of the texture
-
-MAT_FLOAT_COLOR = int ('0x0010', 16) #color defined as 3 floats
-MAT_24BIT_COLOR = int ('0x0011', 16) #color defined as 3 bytes
-
-#>------ sub defines of OBJECT
-OBJECT_MESH = int('0x4100',16); # This lets us know that we are reading a new object
-OBJECT_LAMP = int('0x4600',16); # This lets un know we are reading a light object
-OBJECT_LAMP_SPOT = int('0x4610',16); # The light is a spotloght.
-OBJECT_LAMP_OFF = int('0x4620',16); # The light off.
-OBJECT_LAMP_ATTENUATE = int('0x4625',16);
-OBJECT_LAMP_RAYSHADE = int('0x4627',16);
-OBJECT_LAMP_SHADOWED = int('0x4630',16);
-OBJECT_LAMP_LOCAL_SHADOW = int('0x4640',16);
-OBJECT_LAMP_LOCAL_SHADOW2 = int('0x4641',16);
-OBJECT_LAMP_SEE_CONE = int('0x4650',16);
-OBJECT_LAMP_SPOT_RECTANGULAR = int('0x4651',16);
-OBJECT_LAMP_SPOT_OVERSHOOT = int('0x4652',16);
-OBJECT_LAMP_SPOT_PROJECTOR = int('0x4653',16);
-OBJECT_LAMP_EXCLUDE = int('0x4654',16);
-OBJECT_LAMP_RANGE = int('0x4655',16);
-OBJECT_LAMP_ROLL = int('0x4656',16);
-OBJECT_LAMP_SPOT_ASPECT = int('0x4657',16);
-OBJECT_LAMP_RAY_BIAS = int('0x4658',16);
-OBJECT_LAMP_INNER_RANGE = int('0x4659',16);
-OBJECT_LAMP_OUTER_RANGE = int('0x465A',16);
-OBJECT_LAMP_MULTIPLIER = int('0x465B',16);
-OBJECT_LAMP_AMBIENT_LIGHT = int('0x4680',16);
-
-
-
-OBJECT_CAMERA= int('0x4700',16); # This lets un know we are reading a camera object
-
-#>------ sub defines of CAMERA
-OBJECT_CAM_RANGES= int('0x4720',16); # The camera range values
-
-#>------ sub defines of OBJECT_MESH
-OBJECT_VERTICES = int('0x4110',16); # The objects vertices
-OBJECT_FACES = int('0x4120',16); # The objects faces
-OBJECT_MATERIAL = int('0x4130',16); # This is found if the object has a material, either texture map or color
-OBJECT_UV = int('0x4140',16); # The UV texture coordinates
-OBJECT_TRANS_MATRIX = int('0x4160',16); # The Object Matrix
-
-global scn
-scn = None
-
-#the chunk class
-class chunk:
- ID = 0
- length = 0
- bytes_read = 0
-
- #we don't read in the bytes_read, we compute that
- binary_format='<HI'
-
- def __init__(self):
@@ Diff output truncated at 10240 characters. @@
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