1
0
mirror of https://github.com/moparisthebest/SickRage synced 2024-11-14 05:15:12 -05:00
SickRage/lib/hachoir_parser/misc/file_3ds.py
echel0n 0d9fbc1ad7 Welcome to our SickBeard-TVRage Edition ...
This version of SickBeard uses both TVDB and TVRage to search and gather it's series data from allowing you to now have access to and download shows that you couldn't before because of being locked into only what TheTVDB had to offer.

Also this edition is based off the code we used in our XEM editon so it does come with scene numbering support as well as all the other features our XEM edition has to offer.

Please before using this with your existing database (sickbeard.db) please make a backup copy of it and delete any other database files such as cache.db and failed.db if present, we HIGHLY recommend starting out with no database files at all to make this a fresh start but the choice is at your own risk!

Enjoy!
2014-03-09 22:39:12 -07:00

178 lines
5.2 KiB
Python

"""
3D Studio Max file (.3ds) parser.
Author: Victor Stinner
"""
from lib.hachoir_parser import Parser
from lib.hachoir_core.field import (StaticFieldSet, FieldSet,
UInt16, UInt32, RawBytes, Enum, CString)
from lib.hachoir_parser.image.common import RGB
from lib.hachoir_core.endian import LITTLE_ENDIAN
from lib.hachoir_core.text_handler import textHandler, hexadecimal
from lib.hachoir_parser.misc.common import Vertex, MapUV
def readObject(parent):
yield CString(parent, "name", "Object name")
size = parent["size"].value * 8
while parent.current_size < size:
yield Chunk(parent, "chunk[]")
def readTextureFilename(parent):
yield CString(parent, "filename", "Texture filename")
def readVersion(parent):
yield UInt32(parent, "version", "3DS file format version")
def readMaterialName(parent):
yield CString(parent, "name", "Material name")
class Polygon(StaticFieldSet):
format = (
(UInt16, "a", "Vertex A"),
(UInt16, "b", "Vertex B"),
(UInt16, "c", "Vertex C"),
(UInt16, "flags", "Flags"))
def readMapList(parent):
yield UInt16(parent, "count", "Map count")
for index in xrange(parent["count"].value):
yield MapUV(parent, "map_uv[]", "Mapping UV")
def readColor(parent):
yield RGB(parent, "color")
def readVertexList(parent):
yield UInt16(parent, "count", "Vertex count")
for index in range(0, parent["count"].value):
yield Vertex(parent, "vertex[]", "Vertex")
def readPolygonList(parent):
count = UInt16(parent, "count", "Vertex count")
yield count
for i in range(0, count.value):
yield Polygon(parent, "polygon[]")
size = parent["size"].value * 8
while parent.current_size < size:
yield Chunk(parent, "chunk[]")
class Chunk(FieldSet):
# List of chunk type name
type_name = {
0x0011: "Color",
0x4D4D: "Main chunk",
0x0002: "File version",
0x3D3D: "Materials and objects",
0x4000: "Object",
0x4100: "Mesh (triangular)",
0x4110: "Vertices list",
0x4120: "Polygon (faces) list",
0x4140: "Map UV list",
0x4130: "Object material",
0xAFFF: "New material",
0xA000: "Material name",
0xA010: "Material ambient",
0xA020: "Material diffuse",
0xA030: "Texture specular",
0xA200: "Texture",
0xA300: "Texture filename",
# Key frames
0xB000: "Keyframes",
0xB002: "Object node tag",
0xB006: "Light target node tag",
0xB007: "Spot light node tag",
0xB00A: "Keyframes header",
0xB009: "Keyframe current time",
0xB030: "Node identifier",
0xB010: "Node header",
0x7001: "Viewport layout"
}
chunk_id_by_type = {
0x4d4d: "main",
0x0002: "version",
0x3d3d: "obj_mat",
0xb000: "keyframes",
0xafff: "material[]",
0x4000: "object[]",
0x4110: "vertices_list",
0x4120: "polygon_list",
0x4140: "mapuv_list",
0x4100: "mesh"
}
# List of chunks which contains other chunks
sub_chunks = \
(0x4D4D, 0x4100, 0x3D3D, 0xAFFF, 0xA200,
0xB002, 0xB006, 0xB007,
0xA010, 0xA030, 0xA020, 0xB000)
# List of chunk type handlers
handlers = {
0xA000: readMaterialName,
0x4000: readObject,
0xA300: readTextureFilename,
0x0011: readColor,
0x0002: readVersion,
0x4110: readVertexList,
0x4120: readPolygonList,
0x4140: readMapList
}
def __init__(self, *args):
FieldSet.__init__(self, *args)
# Set description
self._description = "Chunk: %s" % self["type"].display
# Set name based on type field
type = self["type"].value
if type in Chunk.chunk_id_by_type:
self._name = Chunk.chunk_id_by_type[type]
else:
self._name = "chunk_%04x" % type
# Guess chunk size
self._size = self["size"].value * 8
def createFields(self):
yield Enum(textHandler(UInt16(self, "type", "Chunk type"), hexadecimal), Chunk.type_name)
yield UInt32(self, "size", "Chunk size (in bytes)")
content_size = self["size"].value - 6
if content_size == 0:
return
type = self["type"].value
if type in Chunk.sub_chunks:
while self.current_size < self.size:
yield Chunk(self, "chunk[]")
else:
if type in Chunk.handlers:
fields = Chunk.handlers[type] (self)
for field in fields:
yield field
else:
yield RawBytes(self, "data", content_size)
class File3ds(Parser):
endian = LITTLE_ENDIAN
PARSER_TAGS = {
"id": "3ds",
"category": "misc",
"file_ext": ("3ds",),
"mime": (u"image/x-3ds",),
"min_size": 16*8,
"description": "3D Studio Max model"
}
def validate(self):
if self.stream.readBytes(0, 2) != "MM":
return "Wrong signature"
if self["main/version/version"].value not in (2, 3):
return "Unknown format version"
return True
def createFields(self):
while not self.eof:
yield Chunk(self, "chunk[]")