PES / fef_import.py
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#!BPY
"""
Name: 'FEI 2010 Files (*.FEF)'
Blender: 242
Group: 'Import'
Tooltip: 'KONAMI FEF Files'
"""
__author__ = "Skunk"
__url__ = ("", "")
__version__ = "1.0"
__bpydoc__ = ""
# ***** 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 Blender
from Blender import *
from Blender import sys as bsys
from Blender.Window import FileSelector
REG_KEY = 'fef_reg'
EXPORT_DIR = ''
IMPORT_DIR = ''
tooltips = {
'EXPORT_DIR': "default / last folder used to export .sef files to",
'IMPORT_DIR': "default / last folder used to import .sef files from"
}
def update_RegistryInfo():
d = {}
d['EXPORT_DIR'] = EXPORT_DIR
d['IMPORT_DIR'] = IMPORT_DIR
Blender.Registry.SetKey(REG_KEY, d, True)
# Looking for a saved key in Blender.Registry dict:
rd = Blender.Registry.GetKey(REG_KEY, True)
if rd:
try:
EXPORT_DIR = rd['EXPORT_DIR']
IMPORT_DIR = rd['IMPORT_DIR']
except KeyError: update_RegistryInfo()
else:
update_RegistryInfo()
class grp:
def __init__(self):
self.name = ''
self.obj_count = 0
self.obj_list = []
class Obj:
def __init__(self):
self.name = ''
self.mat = ''
self.vlist = []
self.uvlist = []
self.vcol = []
self.flist = []
class mat:
def __init__(self):
self.name = ''
self.tex = ''
class lit:
def __init__(self):
self.energy = 0
self.x = 0
self.y = 0
self.z = 0
class rebounds:
def __init__(self):
self.name = ''
self.parts = 0
self.vlist = []
groups = []
mats = []
lights = []
rebound = []
global import_dir,weather
found = 0
def load_data(file):
# global import_dir,weather
global import_dir, tipo
for line in file:
if line.find('Type') >=0:
tipo = line.split('=')[1].replace('"','').replace(' ','')
found = 1
break
# if not found:
# weather = 'DF'
file.next()
for line in file:
if line.find('Materials') >=0:
materials = int(line.split('=')[1])
found = 1
break
file.next()
for mt in range(materials):
line = file.next()
m = mat()
m.name = "%s"% line.split()[0]
if len(line.split()) == 2:
m.tex = line.split()[1]
elif len(line.split()) > 2:
m.tex = line.split()[1]
for n in xrange(len(line.split())-2):
m.tex += " " + line.split()[n+2]
else:
Blender.Draw.PupMenu('Error: Loading textures.')
return -1
m.tex = m.tex.replace('"','')
if not bsys.exists(m.tex):
Blender.Draw.PupMenu('Error:'+ m.tex + ' not found.')
return -1
mats.append(m)
for line in file:
if line.find('Meshes') >=0:
meshes = int(line.split('=')[1])
found = 1
break
if not found:
Blender.Draw.PupMenu('Meshes not found in file')
return -1
file.next()
for objs in range(meshes):
line = file.next()
line = line.split('=')[1]
g = grp()
g.name = line.split()[0].replace('"','')
g.obj_count = int(line.split()[1])
for gr in range(g.obj_count):
new = Obj()
new.vlist = []
new.uvlist = []
new.vcol = []
new.flist = []
vertex = 0
faces = 0
line = file.next()
new.name = g.name + '-' + line.split()[0]
new.mat = line.split()[1]
line = file.next()
vertex = int(line)
for ver in range(vertex):
line = file.next()
try:
x,y,z,u,v = float(line.split()[0]),float(line.split()[1]),float(line.split()[2]),float(line.split()[3]),1-float(line.split()[4])
new.vlist.append((x,y,z))
new.uvlist.append((u,v))
new.vcol.append(line.split()[5])
except:
Blender.Draw.PupMenu('Error importing Vertex list.')
return -1
line = file.next()
faces = int(line)
for fac in range(faces):
try:
line = file.next()
if len(map(int,line.split())) >3:
a,b,c,d = map(int,line.split())
new.flist.append((a,b,c,d))
else:
a,b,c = map(int,line.split())
new.flist.append((a,b,c))
except:
Blender.Draw.PupMenu('Error importing Faces.')
return -1
g.obj_list.append(new)
groups.append(g)
mats.sort()
found = -1
return 1
def import2blender():
global import_dir,tipo
scene_name = 'FEI-%s'%tipo
sc = Scene.New(scene_name)
sc.makeCurrent()
#sc = Scene.GetCurrent()
screen_list = Window.GetScreens()
for screens in screen_list:
Window.SetScreen(screens)
sc.makeCurrent()
Window.SetScreen(screen_list[2])
# Load Materials
mat = []
for m in mats:
material = Material.New(m.name)
material.rgbCol = [1.0,1.0,1.0]
texture = Texture.New(m.name)
texture.setType('Image')
texture.useAlpha
#print m.tex
if bsys.exists(m.tex):
img = Image.Load(m.tex)
texture.image = img
texture.imageFlags |= Blender.Texture.ImageFlags.USEALPHA
material.setTexture(0, texture, Texture.TexCo.UV,Texture.MapTo.ALPHA|Texture.MapTo.COL)
else:
Blender.Draw.PupMenu('Could not load %s texture'% (m.tex))
mat.append(material)
#Load mesh structures to Blender
for g in groups:
ob_list = []
for o in g.obj_list:
mesh = Blender.NMesh.New()
mesh.name = o.name
mesh.hasFaceUV(1)
mesh.hasVertexColours(1)
#Assign Material to Mesh and load Texture for UVs
tex = ''
for m in mat:
if o.mat == m.name:
mesh.materials.append(m)
textu = m.getTextures()
if bsys.exists(textu[0].tex.image.filename):
tex = textu[0].tex.image
break
if not mesh.materials:
try:
newmat = Material.Get(o.mat)
except:
newmat = Material.New(o.mat)
mesh.materials.append(newmat)
#Import Vertices
for ver in o.vlist:
bvert = Blender.NMesh.Vert(ver[0],ver[1],ver[2])
mesh.verts.append(bvert)
#Import faces with UV and Vertex Colours
for fac in o.flist:
bface = Blender.NMesh.Face()
bface.mode |= Blender.NMesh.FaceModes['TWOSIDE']
if tex:
bface.mode |= Blender.NMesh.FaceModes['TEX']
bface.transp = Blender.NMesh.FaceTranspModes['ALPHA']
bface.image = tex
for fa in range(len(fac)):
bface.v.append(mesh.verts[fac[fa]])
bface.uv.append(o.uvlist[fac[fa]])
col = Blender.NMesh.Col()
col.r = int((o.vcol[fac[fa]][4]+o.vcol[fac[fa]][5]),16)
col.g = int((o.vcol[fac[fa]][6]+o.vcol[fac[fa]][7]),16)
col.b = int((o.vcol[fac[fa]][8]+o.vcol[fac[fa]][9]),16)
col.a = int((o.vcol[fac[fa]][2]+o.vcol[fac[fa]][3]),16)
bface.col.append(col)
mesh.faces.append(bface)
mesh.mode = 0
object = Blender.NMesh.PutRaw(mesh)
object.setName(o.name)
ob_list.append(object)
# Create a group for this import.
grp = Object.New("Empty",g.name)
sc.link(grp)
grp.makeParent(ob_list)
return 1
# File Selector callback:
def fs_callback(filename):
global IMPORT_DIR, EXPORT_DIR, import_dir, tipo
tipo = ''
if not filename.endswith('.fef'): filename = '%s.fef' % filename
Blender.Window.WaitCursor(1)
starttime = bsys.time()
import_dir = bsys.dirname(filename)
if import_dir != IMPORT_DIR:
IMPORT_DIR = import_dir
update_RegistryInfo()
file = open(filename,"r")
header = file.readline()
if header != '//Face and Hair Exchange File (c)2010 by Skunk\n':
print "Wrong file!"
Blender.Draw.PupMenu('Wrong File!')
file.close()
return
if not load_data(file):
Blender.Draw.PupMenu('Error in input file!')
file.close()
return
if not import2blender():
Blender.Draw.PupMenu('Error in input file!')
file.close()
return
file.close()
endtime = bsys.time() - starttime
print "Data imported in %.3f seconds." % endtime
Blender.Window.WaitCursor(0)
return
objs = Blender.Object.Get()
if objs:
Blender.Draw.PupMenu('WARNING: There are objects yet in the scene.')
fname = "*.fef"
if IMPORT_DIR:
fname = bsys.join(IMPORT_DIR, bsys.basename(fname))
FileSelector(fs_callback, "Import FEF", fname)