[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [3293] trunk/py/scripts/addons/ io_scene_3ds: patch: [#30986] 3DS importer/ exporter material improvements and bug fixes.
Campbell Barton
ideasman42 at gmail.com
Sun Apr 22 01:24:10 CEST 2012
Revision: 3293
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=3293
Author: campbellbarton
Date: 2012-04-21 23:24:09 +0000 (Sat, 21 Apr 2012)
Log Message:
-----------
patch: [#30986] 3DS importer/exporter material improvements and bug fixes.
from Alexander Gessler (aramis_acg)
This patch extends the 3DS importer and exporter to have better material support and unifies their respective feature sets.
This includes:
- UV scale,offset
- tiling/wrap modes
- improved conversion of mapping targets
- better warnings
Additionally, the exporter now handles specular, opacity and normal maps correctly (the importer did this already). (I think the way how textures were written previously was non 3DS-compliant).
I tested this against assimp's 3DS test suite [1] as well as my personal 3DS test sets. Exported 3DS files were successfully read by FBXConv and assimp.
[1] http://assimp.svn.sourceforge.net/viewvc/assimp/trunk/test/
Modified Paths:
--------------
trunk/py/scripts/addons/io_scene_3ds/export_3ds.py
trunk/py/scripts/addons/io_scene_3ds/import_3ds.py
Modified: trunk/py/scripts/addons/io_scene_3ds/export_3ds.py
===================================================================
--- trunk/py/scripts/addons/io_scene_3ds/export_3ds.py 2012-04-20 23:47:39 UTC (rev 3292)
+++ trunk/py/scripts/addons/io_scene_3ds/export_3ds.py 2012-04-21 23:24:09 UTC (rev 3293)
@@ -49,9 +49,22 @@
MATDIFFUSE = 0xA020 # This holds the color of the object/material
MATSPECULAR = 0xA030 # SPecular color of the object/material
MATSHINESS = 0xA040 # ??
-MATMAP = 0xA200 # This is a header for a new material
-MATMAPFILE = 0xA300 # This holds the file name of the texture
+MAT_DIFFUSEMAP = 0xA200 # This is a header for a new diffuse texture
+MAT_OPACMAP = 0xA210 # head for opacity map
+MAT_BUMPMAP = 0xA230 # read for normal map
+MAT_SPECMAP = 0xA204 # read for specularity map
+
+#>------ sub defines of MAT_???MAP
+MATMAPFILE = 0xA300 # This holds the file name of a texture
+
+MAT_MAP_TILING = 0xa351 # 2nd bit (from LSB) is mirror UV flag
+MAT_MAP_USCALE = 0xA354 # U axis scaling
+MAT_MAP_VSCALE = 0xA356 # V axis scaling
+MAT_MAP_UOFFSET = 0xA358 # U axis offset
+MAT_MAP_VOFFSET = 0xA35A # V axis offset
+MAT_MAP_ANG = 0xA35C # UV rotation around the z-axis in rad
+
RGB1 = 0x0011
RGB2 = 0x0012
@@ -423,10 +436,10 @@
# EXPORT
######################################################
-def get_material_images(material):
+def get_material_image_texslots(material):
# blender utility func.
if material:
- return [s.texture.image for s in material.texture_slots if s and s.texture.type == 'IMAGE' and s.texture.image]
+ return [s for s in material.texture_slots if s and s.texture.type == 'IMAGE' and s.texture.image]
return []
# images = []
@@ -454,24 +467,78 @@
return mat_sub
-def make_material_texture_chunk(chunk_id, images):
- """Make Material Map texture chunk
+def make_material_texture_chunk(chunk_id, texslots, tess_uv_image=None):
+ """Make Material Map texture chunk given a seq. of `MaterialTextureSlot`'s
+
+ `tess_uv_image` is optionally used as image source if the slots are
+ empty. No additional filtering for mapping modes is done, all
+ slots are written "as is".
"""
+
mat_sub = _3ds_chunk(chunk_id)
+ has_entry = False
- def add_image(image):
- import bpy
+ import bpy
+
+ def add_texslot(texslot):
+ texture = texslot.texture
+ image = texture.image
+
filename = bpy.path.basename(image.filepath)
mat_sub_file = _3ds_chunk(MATMAPFILE)
mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename)))
mat_sub.add_subchunk(mat_sub_file)
- for image in images:
- add_image(image)
+ maptile = 0
- return mat_sub
+ # no perfect mapping for mirror modes - 3DS only has uniform mirror w. repeat=2
+ if texture.extension == 'REPEAT' and (texture.use_mirror_x and texture.repeat_x > 1) \
+ or (texture.use_mirror_y and texture.repeat_y > 1):
+ maptile |= 0x2
+ # CLIP maps to 3DS' decal flag
+ elif texture.extension == 'CLIP':
+ maptile |= 0x10
+ mat_sub_tile = _3ds_chunk(MAT_MAP_TILING)
+ mat_sub_tile.add_variable("maptiling", _3ds_ushort(maptile))
+ mat_sub.add_subchunk(mat_sub_tile)
+ mat_sub_uscale = _3ds_chunk(MAT_MAP_USCALE)
+ mat_sub_uscale.add_variable("mapuscale", _3ds_float(texslot.scale[0]))
+ mat_sub.add_subchunk(mat_sub_uscale)
+
+ mat_sub_vscale = _3ds_chunk(MAT_MAP_VSCALE)
+ mat_sub_vscale.add_variable("mapuscale", _3ds_float(texslot.scale[1]))
+ mat_sub.add_subchunk(mat_sub_vscale)
+
+ mat_sub_uoffset = _3ds_chunk(MAT_MAP_UOFFSET)
+ mat_sub_uoffset.add_variable("mapuoffset", _3ds_float(texslot.offset[0]))
+ mat_sub.add_subchunk(mat_sub_uoffset)
+
+ mat_sub_voffset = _3ds_chunk(MAT_MAP_VOFFSET)
+ mat_sub_voffset.add_variable("mapvoffset", _3ds_float(texslot.offset[1]))
+ mat_sub.add_subchunk(mat_sub_voffset)
+
+ # store all textures for this mapto in order. This at least is what
+ # the 3DS exporter did so far, afaik most readers will just skip
+ # over 2nd textures.
+ for slot in texslots:
+ add_texslot(slot)
+ has_entry = True
+
+ # image from tess. UV face - basically the code above should handle
+ # this already. No idea why its here so keep it :-)
+ if tess_uv_image and not has_entry:
+ has_entry = True
+
+ filename = bpy.path.basename(tess_uv_image.filepath)
+ mat_sub_file = _3ds_chunk(MATMAPFILE)
+ mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename)))
+ mat_sub.add_subchunk(mat_sub_file)
+
+ return mat_sub if has_entry else None
+
+
def make_material_chunk(material, image):
'''Make a material chunk out of a blender material.'''
material_chunk = _3ds_chunk(MATERIAL)
@@ -495,13 +562,41 @@
material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color[:]))
material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color[:]))
- images = get_material_images(material) # can be None
- if image:
- images.append(image)
+ slots = get_material_image_texslots(material) # can be None
- if images:
- material_chunk.add_subchunk(make_material_texture_chunk(MATMAP, images))
+ if slots:
+ spec = [s for s in slots if s.use_map_specular or s.use_map_color_spec]
+ matmap = make_material_texture_chunk(MAT_SPECMAP, spec)
+ if matmap:
+ material_chunk.add_subchunk(matmap)
+
+ alpha = [s for s in slots if s.use_map_alpha]
+ matmap = make_material_texture_chunk(MAT_OPACMAP, alpha)
+ if matmap:
+ material_chunk.add_subchunk(matmap)
+
+ normal = [s for s in slots if s.use_map_normal]
+ matmap = make_material_texture_chunk(MAT_BUMPMAP, normal)
+ if matmap:
+ material_chunk.add_subchunk(matmap)
+
+ # make sure no textures are lost. Everything that doesn't fit
+ # into a channel is exported as diffuse texture with a
+ # warning.
+ diffuse = []
+ for s in slots:
+ if s.use_map_color_diffuse:
+ diffuse.append(s)
+ elif not (s in normal or s in alpha or s in spec):
+ print('\nwarning: failed to map texture to 3DS map channel, assuming diffuse')
+ diffuse.append(s)
+
+ if diffuse:
+ matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, diffuse, image)
+ if matmap:
+ material_chunk.add_subchunk(matmap)
+
return material_chunk
Modified: trunk/py/scripts/addons/io_scene_3ds/import_3ds.py
===================================================================
--- trunk/py/scripts/addons/io_scene_3ds/import_3ds.py 2012-04-20 23:47:39 UTC (rev 3292)
+++ trunk/py/scripts/addons/io_scene_3ds/import_3ds.py 2012-04-21 23:24:09 UTC (rev 3293)
@@ -66,6 +66,13 @@
MAT_BUMP_MAP = 0xA230 # This is a header for a new bump map
MAT_MAP_FILEPATH = 0xA300 # This holds the file name of the texture
+MAT_MAP_TILING = 0xa351 # 2nd bit (from LSB) is mirror UV flag
+MAT_MAP_USCALE = 0xA354 # U axis scaling
+MAT_MAP_VSCALE = 0xA356 # V axis scaling
+MAT_MAP_UOFFSET = 0xA358 # U axis offset
+MAT_MAP_VOFFSET = 0xA35A # V axis offset
+MAT_MAP_ANG = 0xA35C # UV rotation around the z-axis in rad
+
MAT_FLOAT_COLOR = 0x0010 # color defined as 3 floats
MAT_24BIT_COLOR = 0x0011 # color defined as 3 bytes
@@ -211,7 +218,7 @@
skip_chunk.bytes_read += buffer_size
-def add_texture_to_material(image, texture, material, mapto):
+def add_texture_to_material(image, texture, scale, offset, extension, material, mapto):
#print('assigning %s to %s' % (texture, material))
if mapto not in {'COLOR', 'SPECULARITY', 'ALPHA', 'NORMAL'}:
@@ -226,6 +233,18 @@
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = False
+ mtex.scale = (scale[0], scale[1], 1.0)
+ mtex.offset = (offset[0], offset[1], 0.0)
+
+ texture.extension = 'REPEAT'
+ if extension == 'mirror':
+ # 3DS mirror flag can be emulated by these settings (at least so it seems)
+ texture.repeat_x = texture.repeat_y = 2
+ texture.use_mirror_x = texture.use_mirror_y = True
+ elif extension == 'decal':
+ # 3DS' decal mode maps best to Blenders CLIP
+ texture.extension = 'CLIP'
+
if mapto == 'COLOR':
mtex.use_map_color_diffuse = True
elif mapto == 'SPECULARITY':
@@ -255,6 +274,7 @@
# TEXMODE = Mesh.FaceModes['TEX']
# Localspace variable names, faster.
+ STRUCT_SIZE_FLOAT = struct.calcsize('f')
STRUCT_SIZE_2FLOAT = struct.calcsize('2f')
STRUCT_SIZE_3FLOAT = struct.calcsize('3f')
STRUCT_SIZE_4FLOAT = struct.calcsize('4f')
@@ -330,7 +350,7 @@
uvl[pl.loop_start].uv = contextMeshUV[v1 * 2: (v1 * 2) + 2]
uvl[pl.loop_start + 1].uv = contextMeshUV[v2 * 2: (v2 * 2) + 2]
- uvl[pl.loop_start + 2].uv = contextMeshUV[v3 * 2: ( v3 * 2) + 2]
+ uvl[pl.loop_start + 2].uv = contextMeshUV[v3 * 2: (v3 * 2) + 2]
# always a tri
bmesh.validate()
@@ -352,10 +372,20 @@
CreateBlenderObject = False
def read_float_color(temp_chunk):
- temp_data = file.read(struct.calcsize('3f'))
- temp_chunk.bytes_read += 12
+ temp_data = file.read(STRUCT_SIZE_3FLOAT)
+ temp_chunk.bytes_read += STRUCT_SIZE_3FLOAT
return [float(col) for col in struct.unpack('<3f', temp_data)]
+ def read_float(temp_chunk):
+ temp_data = file.read(STRUCT_SIZE_FLOAT)
+ temp_chunk.bytes_read += STRUCT_SIZE_FLOAT
+ return struct.unpack('<f', temp_data)[0]
+
+ def read_short(temp_chunk):
+ temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
+ temp_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
+ return struct.unpack('<H', temp_data)[0]
+
def read_byte_color(temp_chunk):
temp_data = file.read(struct.calcsize('3B'))
temp_chunk.bytes_read += 3
@@ -364,24 +394,46 @@
def read_texture(new_chunk, temp_chunk, name, mapto):
@@ Diff output truncated at 10240 characters. @@
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