# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

__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@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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------

# Importing modules

import os
import time
import struct

from import_scene_obj import unpack_face_list, load_image

import bpy
import Mathutils

BOUNDS_3DS = []


######################################################
# 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):
        self.ID = 0
        self.length = 0
        self.bytes_read = 0

    def dump(self):
        print('ID: ', self.ID)
        print('ID in hex: ', hex(self.ID))
        print('length: ', self.length)
        print('bytes_read: ', self.bytes_read)

def read_chunk(file, chunk):
    temp_data = file.read(struct.calcsize(chunk.binary_format))
    data = struct.unpack(chunk.binary_format, temp_data)
    chunk.ID = data[0]
    chunk.length = data[1]
    #update the bytes read function
    chunk.bytes_read = 6

    #if debugging
    #chunk.dump()

def read_string(file):
    #read in the characters till we get a null character
    s = b''
    while not s.endswith(b'\x00'):
        s += struct.unpack('<c', file.read(1))[0]
        #print 'string: ',s

    s = str(s[:-1], 'ASCII')
# 	print("read string", s)

    #remove the null character from the string
    return s
# 	return s[:-1]

######################################################
# IMPORT
######################################################
def process_next_object_chunk(file, previous_chunk):
    new_chunk = chunk()
    temp_chunk = chunk()

    while (previous_chunk.bytes_read < previous_chunk.length):
        #read the next chunk
        read_chunk(file, new_chunk)

def skip_to_end(file, skip_chunk):
    buffer_size = skip_chunk.length - skip_chunk.bytes_read
    binary_format='%ic' % buffer_size
    temp_data = file.read(struct.calcsize(binary_format))
    skip_chunk.bytes_read += buffer_size


def add_texture_to_material(image, texture, material, mapto):
    #print('assigning %s to %s' % (texture, material))

    if mapto not in ("COLOR", "SPECULARITY", "ALPHA", "NORMAL"):
        print('/tError:  Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name))
        mapto = "COLOR"

    if image:
        texture.image = image
# 	if image: texture.setImage(image) # double check its an image.

    material.add_texture(texture, "UV", mapto)


def process_next_chunk(file, previous_chunk, importedObjects, IMAGE_SEARCH):
    #print previous_chunk.bytes_read, 'BYTES READ'
    contextObName = None
    contextLamp = [None, None] # object, Data
    contextMaterial = None
    contextMatrix_rot = None # Blender.Mathutils.Matrix(); contextMatrix.identity()
    #contextMatrix_tx = None # Blender.Mathutils.Matrix(); contextMatrix.identity()
    contextMesh_vertls = None
    contextMesh_facels = None
    contextMeshMaterials = {} # matname:[face_idxs]
    contextMeshUV = None

    TEXTURE_DICT = {}
    MATDICT = {}
# 	TEXMODE = Mesh.FaceModes['TEX']

    # Localspace variable names, faster.
    STRUCT_SIZE_1CHAR = struct.calcsize('c')
    STRUCT_SIZE_2FLOAT = struct.calcsize('2f')
    STRUCT_SIZE_3FLOAT = struct.calcsize('3f')
    STRUCT_SIZE_UNSIGNED_SHORT = struct.calcsize('H')
    STRUCT_SIZE_4UNSIGNED_SHORT = struct.calcsize('4H')
    STRUCT_SIZE_4x3MAT = struct.calcsize('ffffffffffff')
    _STRUCT_SIZE_4x3MAT = struct.calcsize('fffffffffffff')
    # STRUCT_SIZE_4x3MAT = calcsize('ffffffffffff')
    # print STRUCT_SIZE_4x3MAT, ' STRUCT_SIZE_4x3MAT'

    def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials):

        materialFaces = set() # faces that have a material. Can optimize?

        # Now make copies with assigned materils.

        def makeMeshMaterialCopy(matName, faces):
            '''
            Make a new mesh with only face the faces that use this material.
            faces can be any iterable object - containing ints.
            '''

            faceVertUsers = [False] * len(myContextMesh_vertls)
            ok = 0
            for fIdx in faces:
                for vindex in myContextMesh_facels[fIdx]:
                    faceVertUsers[vindex] = True
                    if matName != None: # if matName is none then this is a set(), meaning we are using the untextured faces and do not need to store textured faces.
                        materialFaces.add(fIdx)
                    ok = 1

            if not ok:
                return

            myVertMapping = {}
            vertMappingIndex = 0

            vertsToUse = [i for i in range(len(myContextMesh_vertls)) if faceVertUsers[i]]
            myVertMapping = dict( [ (ii, i) for i, ii in enumerate(vertsToUse) ] )

            tempName= '%s_%s' % (contextObName, matName) # matName may be None.
            bmesh = bpy.data.meshes.new(tempName)

            if matName == None:
                img = None
            else:
                bmat = MATDICT[matName][1]
                bmesh.add_material(bmat)
# 				bmesh.materials = [bmat]
                try:	img = TEXTURE_DICT[bmat.name]
                except:	img = None

# 			bmesh_verts = bmesh.verts
            if len(vertsToUse):
                bmesh.add_geometry(len(vertsToUse), 0, len(faces))

                # XXX why add extra vertex?
# 	 			bmesh_verts.extend( [Vector()] )
                bmesh.verts.foreach_set("co", [x for tup in [myContextMesh_vertls[i] for i in vertsToUse] for x in tup])
# 	 			bmesh_verts.extend( [myContextMesh_vertls[i] for i in vertsToUse] )

                # +1 because of DUMMYVERT
                bmesh.faces.foreach_set("verts_raw", unpack_face_list([[myVertMapping[vindex] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces]))
# 	 			face_mapping = bmesh.faces.extend( [ [ bmesh_verts[ myVertMapping[vindex]+1] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces ], indexList=True )

                if bmesh.faces and (contextMeshUV or img):
                    bmesh.add_uv_texture()
                    for ii, i in enumerate(faces):

                        # Mapped index- faces may have not been added- if so, then map to the correct index
                        # BUGGY API - face_mapping is not always the right length
# 						map_index = face_mapping[ii]

                        if 1:
# 						if map_index != None:
                            targetFace = bmesh.faces[ii]
# 							targetFace = bmesh.faces[map_index]

                            uf = bmesh.active_uv_texture.data[ii]

                            if contextMeshUV:
                                # v.index-1 because of the DUMMYVERT
                                uvs = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]]

                                if len(myContextMesh_facels[i]) == 3:
                                    uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs + [(0.0, 0.0)]
                                else:
                                    uf.uv1, uf.uv2, uf.uv3, uf.uv4 = uvs
# 								targetFace.uv = [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]]
                            if img:
                                uf.image = img

                                # to get this image to show up in 'Textured' shading mode
                                uf.tex = True

            # bmesh.transform(contextMatrix)
            ob = bpy.data.objects.new(tempName, bmesh)
            SCN.objects.link(ob)
# 			ob = SCN_OBJECTS.new(bmesh, tempName)
            '''
            if contextMatrix_tx:
                ob.setMatrix(contextMatrix_tx)
            '''

            if contextMatrix_rot:
                # ob.matrix = [x for row in contextMatrix_rot for x in row]
                ob.matrix = contextMatrix_rot
# 				ob.setMatrix(contextMatrix_rot)

            importedObjects.append(ob)
            bmesh.update()
# 			bmesh.calcNormals()

        for matName, faces in myContextMeshMaterials.items():
            makeMeshMaterialCopy(matName, faces)

        if len(materialFaces) != len(myContextMesh_facels):
            # Invert material faces.
            makeMeshMaterialCopy(None, set(range(len( myContextMesh_facels ))) - materialFaces)
            #raise 'Some UnMaterialed faces', len(contextMesh.faces)

    #a spare chunk
    new_chunk = chunk()
    temp_chunk = chunk()

    CreateBlenderObject = False

    def read_float_color(temp_chunk):
        temp_data = file.read(struct.calcsize('3f'))
        temp_chunk.bytes_read += 12
        return [float(col) for col in struct.unpack('<3f', temp_data)]

    def read_byte_color(temp_chunk):
        temp_data = file.read(struct.calcsize('3B'))
        temp_chunk.bytes_read += 3
        return [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb

    def read_texture(new_chunk, temp_chunk, name, mapto):
        new_texture = bpy.data.textures.new(name)
        new_texture.type = 'IMAGE'
        new_texture = new_texture.recast_type()

        img = None
        while (new_chunk.bytes_read < new_chunk.length):
            #print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length
            read_chunk(file, temp_chunk)

            if (temp_chunk.ID == MAT_MAP_FILENAME):
                texture_name = read_string(file)
                img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
                new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed

            else:
                skip_to_end(file, temp_chunk)

            new_chunk.bytes_read += temp_chunk.bytes_read

        # add the map to the material in the right channel
        if img:
            add_texture_to_material(img, new_texture, contextMaterial, mapto)

    dirname = os.path.dirname(FILENAME)

    #loop through all the data for this chunk (previous chunk) and see what it is
    while (previous_chunk.bytes_read < previous_chunk.length):
        #print '\t', previous_chunk.bytes_read, 'keep going'
        #read the next chunk
        #print 'reading a chunk'
        read_chunk(file, new_chunk)

        #is it a Version chunk?
        if (new_chunk.ID == VERSION):
            #print 'if (new_chunk.ID == VERSION):'
            #print 'found a VERSION chunk'
            #read in the version of the file
            #it's an unsigned short (H)
            temp_data = file.read(struct.calcsize('I'))
            version = struct.unpack('<I', temp_data)[0]
            new_chunk.bytes_read += 4 #read the 4 bytes for the version number
            #this loader works with version 3 and below, but may not with 4 and above
            if (version > 3):
                print('\tNon-Fatal Error:  Version greater than 3, may not load correctly: ', version)

        #is it an object info chunk?
        elif (new_chunk.ID == OBJECTINFO):
            #print 'elif (new_chunk.ID == OBJECTINFO):'
            # print 'found an OBJECTINFO chunk'
            process_next_chunk(file, new_chunk, importedObjects, IMAGE_SEARCH)

            #keep track of how much we read in the main chunk
            new_chunk.bytes_read += temp_chunk.bytes_read

        #is it an object chunk?
        elif (new_chunk.ID == OBJECT):

            if CreateBlenderObject:
                putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
                contextMesh_vertls = []; contextMesh_facels = []

                ## preparando para receber o proximo objeto
                contextMeshMaterials = {} # matname:[face_idxs]
                contextMeshUV = None
                #contextMesh.vertexUV = 1 # Make sticky coords.
                # Reset matrix
                contextMatrix_rot = None
                #contextMatrix_tx = None

            CreateBlenderObject = True
            tempName = read_string(file)
            contextObName = tempName
            new_chunk.bytes_read += len(tempName)+1

        #is it a material chunk?
        elif (new_chunk.ID == MATERIAL):

# 			print("read material")

            #print 'elif (new_chunk.ID == MATERIAL):'
            contextMaterial = bpy.data.materials.new('Material')

        elif (new_chunk.ID == MAT_NAME):
            #print 'elif (new_chunk.ID == MAT_NAME):'
            material_name = read_string(file)

# 			print("material name", material_name)

            #plus one for the null character that ended the string
            new_chunk.bytes_read += len(material_name)+1

            contextMaterial.name = material_name.rstrip() # remove trailing  whitespace
            MATDICT[material_name]= (contextMaterial.name, contextMaterial)

        elif (new_chunk.ID == MAT_AMBIENT):
            #print 'elif (new_chunk.ID == MAT_AMBIENT):'
            read_chunk(file, temp_chunk)
            if (temp_chunk.ID == MAT_FLOAT_COLOR):
                contextMaterial.mirror_color = read_float_color(temp_chunk)
# 				temp_data = file.read(struct.calcsize('3f'))
# 				temp_chunk.bytes_read += 12
# 				contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)]
            elif (temp_chunk.ID == MAT_24BIT_COLOR):
                contextMaterial.mirror_color = read_byte_color(temp_chunk)
# 				temp_data = file.read(struct.calcsize('3B'))
# 				temp_chunk.bytes_read += 3
# 				contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
            else:
                skip_to_end(file, temp_chunk)
            new_chunk.bytes_read += temp_chunk.bytes_read

        elif (new_chunk.ID == MAT_DIFFUSE):
            #print 'elif (new_chunk.ID == MAT_DIFFUSE):'
            read_chunk(file, temp_chunk)
            if (temp_chunk.ID == MAT_FLOAT_COLOR):
                contextMaterial.diffuse_color = read_float_color(temp_chunk)
# 				temp_data = file.read(struct.calcsize('3f'))
# 				temp_chunk.bytes_read += 12
# 				contextMaterial.rgbCol = [float(col) for col in struct.unpack('<3f', temp_data)]
            elif (temp_chunk.ID == MAT_24BIT_COLOR):
                contextMaterial.diffuse_color = read_byte_color(temp_chunk)
# 				temp_data = file.read(struct.calcsize('3B'))
# 				temp_chunk.bytes_read += 3
# 				contextMaterial.rgbCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
            else:
                skip_to_end(file, temp_chunk)

# 			print("read material diffuse color", contextMaterial.diffuse_color)

            new_chunk.bytes_read += temp_chunk.bytes_read

        elif (new_chunk.ID == MAT_SPECULAR):
            #print 'elif (new_chunk.ID == MAT_SPECULAR):'
            read_chunk(file, temp_chunk)
            if (temp_chunk.ID == MAT_FLOAT_COLOR):
                contextMaterial.specular_color = read_float_color(temp_chunk)
# 				temp_data = file.read(struct.calcsize('3f'))
# 				temp_chunk.bytes_read += 12
# 				contextMaterial.mirCol = [float(col) for col in struct.unpack('<3f', temp_data)]
            elif (temp_chunk.ID == MAT_24BIT_COLOR):
                contextMaterial.specular_color = read_byte_color(temp_chunk)
# 				temp_data = file.read(struct.calcsize('3B'))
# 				temp_chunk.bytes_read += 3
# 				contextMaterial.mirCol = [float(col)/255 for col in struct.unpack('<3B', temp_data)] # data [0,1,2] == rgb
            else:
                skip_to_end(file, temp_chunk)
            new_chunk.bytes_read += temp_chunk.bytes_read

        elif (new_chunk.ID == MAT_TEXTURE_MAP):
            read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR")

        elif (new_chunk.ID == MAT_SPECULAR_MAP):
            read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY")

        elif (new_chunk.ID == MAT_OPACITY_MAP):
            read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA")

        elif (new_chunk.ID == MAT_BUMP_MAP):
            read_texture(new_chunk, temp_chunk, "Bump", "NORMAL")

        elif (new_chunk.ID == MAT_TRANSPARENCY):
            #print 'elif (new_chunk.ID == MAT_TRANSPARENCY):'
            read_chunk(file, temp_chunk)
            temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)

            temp_chunk.bytes_read += 2
            contextMaterial.alpha = 1-(float(struct.unpack('<H', temp_data)[0])/100)
            new_chunk.bytes_read += temp_chunk.bytes_read


        elif (new_chunk.ID == OBJECT_LAMP): # Basic lamp support.

            temp_data = file.read(STRUCT_SIZE_3FLOAT)

            x,y,z = struct.unpack('<3f', temp_data)
            new_chunk.bytes_read += STRUCT_SIZE_3FLOAT

            ob = bpy.data.objects.new("Lamp", bpy.data.lamps.new("Lamp"))
            SCN.objects.link(ob)

            contextLamp[1]= ob.data
# 			contextLamp[1]= bpy.data.lamps.new()
            contextLamp[0]= ob
# 			contextLamp[0]= SCN_OBJECTS.new(contextLamp[1])
            importedObjects.append(contextLamp[0])

            #print 'number of faces: ', num_faces
            #print x,y,z
            contextLamp[0].location = (x, y, z)
# 			contextLamp[0].setLocation(x,y,z)

            # Reset matrix
            contextMatrix_rot = None
            #contextMatrix_tx = None
            #print contextLamp.name,

        elif (new_chunk.ID == OBJECT_MESH):
            # print 'Found an OBJECT_MESH chunk'
            pass
        elif (new_chunk.ID == OBJECT_VERTICES):
            '''
            Worldspace vertex locations
            '''
            # print 'elif (new_chunk.ID == OBJECT_VERTICES):'
            temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
            num_verts = struct.unpack('<H', temp_data)[0]
            new_chunk.bytes_read += 2

            # print 'number of verts: ', num_verts
            def getvert():
                temp_data = struct.unpack('<3f', file.read(STRUCT_SIZE_3FLOAT))
                new_chunk.bytes_read += STRUCT_SIZE_3FLOAT #12: 3 floats x 4 bytes each
                return temp_data

            #contextMesh.verts.extend( [Vector(),] ) # DUMMYVERT! - remove when blenders internals are fixed.
            contextMesh_vertls = [getvert() for i in range(num_verts)]

            #print 'object verts: bytes read: ', new_chunk.bytes_read

        elif (new_chunk.ID == OBJECT_FACES):
            # print 'elif (new_chunk.ID == OBJECT_FACES):'
            temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
            num_faces = struct.unpack('<H', temp_data)[0]
            new_chunk.bytes_read += 2
            #print 'number of faces: ', num_faces

            def getface():
                # print '\ngetting a face'
                temp_data = file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
                new_chunk.bytes_read += STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
                v1,v2,v3,dummy = struct.unpack('<4H', temp_data)
                return v1, v2, v3

            contextMesh_facels = [ getface() for i in range(num_faces) ]


        elif (new_chunk.ID == OBJECT_MATERIAL):
            # print 'elif (new_chunk.ID == OBJECT_MATERIAL):'
            material_name = read_string(file)
            new_chunk.bytes_read += len(material_name)+1 # remove 1 null character.

            temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
            num_faces_using_mat = struct.unpack('<H', temp_data)[0]
            new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT

            def getmat():
                temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
                new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
                return struct.unpack('<H', temp_data)[0]

            contextMeshMaterials[material_name]= [ getmat() for i in range(num_faces_using_mat) ]

            #look up the material in all the materials

        elif (new_chunk.ID == OBJECT_UV):
            temp_data = file.read(STRUCT_SIZE_UNSIGNED_SHORT)
            num_uv = struct.unpack('<H', temp_data)[0]
            new_chunk.bytes_read += 2

            def getuv():
                temp_data = file.read(STRUCT_SIZE_2FLOAT)
                new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
                return Mathutils.Vector( struct.unpack('<2f', temp_data) )

            contextMeshUV = [ getuv() for i in range(num_uv) ]

        elif (new_chunk.ID == OBJECT_TRANS_MATRIX):
            # How do we know the matrix size? 54 == 4x4 48 == 4x3
            temp_data = file.read(STRUCT_SIZE_4x3MAT)
            data = list( struct.unpack('<ffffffffffff', temp_data)  )
            new_chunk.bytes_read += STRUCT_SIZE_4x3MAT

            contextMatrix_rot = Mathutils.Matrix(\
             data[:3] + [0],\
             data[3:6] + [0],\
             data[6:9] + [0],\
             data[9:] + [1])


            '''
            contextMatrix_rot = Blender.Mathutils.Matrix(\
             data[:3] + [0],\
             data[3:6] + [0],\
             data[6:9] + [0],\
             [0,0,0,1])
            '''

            '''
            contextMatrix_rot = Blender.Mathutils.Matrix(\
             data[:3] ,\
             data[3:6],\
             data[6:9])
            '''

            '''
            contextMatrix_rot = Blender.Mathutils.Matrix()
            m = 0
            for j in xrange(4):
                for i in xrange(3):
                    contextMatrix_rot[j][i] = data[m]
                    m += 1

            contextMatrix_rot[0][3]=0;
            contextMatrix_rot[1][3]=0;
            contextMatrix_rot[2][3]=0;
            contextMatrix_rot[3][3]=1;
            '''

            #contextMatrix_rot.resize4x4()
            #print "MTX"
            #print contextMatrix_rot
            contextMatrix_rot.invert()
            #print contextMatrix_rot
            #contextMatrix_tx = Blender.Mathutils.TranslationMatrix(0.5 * Blender.Mathutils.Vector(data[9:]))
            #contextMatrix_tx.invert()

            #tx.invert()

            #contextMatrix = contextMatrix * tx
            #contextMatrix = contextMatrix  *tx

        elif  (new_chunk.ID == MAT_MAP_FILENAME):
            texture_name = read_string(file)
            try:
                TEXTURE_DICT[contextMaterial.name]
            except:
                #img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
                img = TEXTURE_DICT[contextMaterial.name] = load_image(texture_name, dirname)
# 				img = TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME, PLACE_HOLDER=False, RECURSIVE=IMAGE_SEARCH)

            new_chunk.bytes_read += len(texture_name)+1 #plus one for the null character that gets removed

        else: #(new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL):
            # print 'skipping to end of this chunk'
            buffer_size = new_chunk.length - new_chunk.bytes_read
            binary_format='%ic' % buffer_size
            temp_data = file.read(struct.calcsize(binary_format))
            new_chunk.bytes_read += buffer_size


        #update the previous chunk bytes read
        # print 'previous_chunk.bytes_read += new_chunk.bytes_read'
        # print previous_chunk.bytes_read, new_chunk.bytes_read
        previous_chunk.bytes_read += new_chunk.bytes_read
        ## print 'Bytes left in this chunk: ', previous_chunk.length - previous_chunk.bytes_read

    # FINISHED LOOP
    # There will be a number of objects still not added
    if contextMesh_facels != None:
        putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)

def load_3ds(filename, context, IMPORT_CONSTRAIN_BOUNDS=10.0, IMAGE_SEARCH=True, APPLY_MATRIX=False):
    global FILENAME, SCN
# 	global FILENAME, SCN_OBJECTS

    # XXX
# 	if BPyMessages.Error_NoFile(filename):
# 		return

    print('\n\nImporting 3DS: "%s"' % (filename))
# 	print('\n\nImporting 3DS: "%s"' % (Blender.sys.expandpath(filename)))

    time1 = time.clock()
# 	time1 = Blender.sys.time()

    FILENAME = filename
    current_chunk = chunk()

    file = open(filename,'rb')

    #here we go!
    # print 'reading the first chunk'
    read_chunk(file, current_chunk)
    if (current_chunk.ID!=PRIMARY):
        print('\tFatal Error:  Not a valid 3ds file: ', filename)
        file.close()
        return


    # IMPORT_AS_INSTANCE = Blender.Draw.Create(0)
# 	IMPORT_CONSTRAIN_BOUNDS = Blender.Draw.Create(10.0)
# 	IMAGE_SEARCH = Blender.Draw.Create(1)
# 	APPLY_MATRIX = Blender.Draw.Create(0)

    # Get USER Options
# 	pup_block = [\
# 	('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by 10 until it reacehs the size constraint. Zero Disables.'),\
# 	('Image Search', IMAGE_SEARCH, 'Search subdirs for any assosiated images (Warning, may be slow)'),\
# 	('Transform Fix', APPLY_MATRIX, 'Workaround for object transformations importing incorrectly'),\
# 	#('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\
# 	]

# 	if PREF_UI:
# 		if not Blender.Draw.PupBlock('Import 3DS...', pup_block):
# 			return

# 	Blender.Window.WaitCursor(1)

# 	IMPORT_CONSTRAIN_BOUNDS = IMPORT_CONSTRAIN_BOUNDS.val
# 	# IMPORT_AS_INSTANCE = IMPORT_AS_INSTANCE.val
# 	IMAGE_SEARCH = IMAGE_SEARCH.val
# 	APPLY_MATRIX = APPLY_MATRIX.val

    if IMPORT_CONSTRAIN_BOUNDS:
        BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30]
    else:
        BOUNDS_3DS[:]= []

    ##IMAGE_SEARCH

    scn = context.scene
# 	scn = bpy.data.scenes.active
    SCN = scn
# 	SCN_OBJECTS = scn.objects
# 	SCN_OBJECTS.selected = [] # de select all

    importedObjects = [] # Fill this list with objects
    process_next_chunk(file, current_chunk, importedObjects, IMAGE_SEARCH)


    # Link the objects into this scene.
    # Layers = scn.Layers

    # REMOVE DUMMYVERT, - remove this in the next release when blenders internal are fixed.


# 	for ob in importedObjects:
# 		if ob.type == 'MESH':
# # 		if ob.type=='Mesh':
# 			me = ob.getData(mesh=1)
# 			me.verts.delete([me.verts[0],])
# 			if not APPLY_MATRIX:
# 				me.transform(ob.matrixWorld.copy().invert())

    # Done DUMMYVERT
    """
    if IMPORT_AS_INSTANCE:
        name = filename.split('\\')[-1].split('/')[-1]
        # Create a group for this import.
        group_scn = Scene.New(name)
        for ob in importedObjects:
            group_scn.link(ob) # dont worry about the layers

        grp = Blender.Group.New(name)
        grp.objects = importedObjects

        grp_ob = Object.New('Empty', name)
        grp_ob.enableDupGroup = True
        grp_ob.DupGroup = grp
        scn.link(grp_ob)
        grp_ob.Layers = Layers
        grp_ob.sel = 1
    else:
        # Select all imported objects.
        for ob in importedObjects:
            scn.link(ob)
            ob.Layers = Layers
            ob.sel = 1
    """

    if 0:
# 	if IMPORT_CONSTRAIN_BOUNDS!=0.0:
        # Set bounds from objecyt bounding box
        for ob in importedObjects:
            if ob.type == 'MESH':
# 			if ob.type=='Mesh':
                ob.makeDisplayList() # Why dosnt this update the bounds?
                for v in ob.getBoundBox():
                    for i in (0,1,2):
                        if v[i] < BOUNDS_3DS[i]:
                            BOUNDS_3DS[i]= v[i] # min

                        if v[i] > BOUNDS_3DS[i + 3]:
                            BOUNDS_3DS[i + 3]= v[i] # min

        # Get the max axis x/y/z
        max_axis = max(BOUNDS_3DS[3]-BOUNDS_3DS[0], BOUNDS_3DS[4]-BOUNDS_3DS[1], BOUNDS_3DS[5]-BOUNDS_3DS[2])
        # print max_axis
        if max_axis < 1 << 30: # Should never be false but just make sure.

            # Get a new scale factor if set as an option
            SCALE = 1.0
            while (max_axis * SCALE) > IMPORT_CONSTRAIN_BOUNDS:
                SCALE/=10

            # SCALE Matrix
            SCALE_MAT = Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
# 			SCALE_MAT = Blender.Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])

            for ob in importedObjects:
                ob.setMatrix(ob.matrixWorld * SCALE_MAT)

        # Done constraining to bounds.

    # Select all new objects.
    print('finished importing: "%s" in %.4f sec.' % (filename, (time.clock()-time1)))
# 	print('finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1)))
    file.close()


DEBUG = False
# For testing compatibility
#load_3ds('/metavr/convert/vehicle/truck_002/TruckTanker1.3DS', False)
#load_3ds('/metavr/archive/convert/old/arranged_3ds_to_hpx-2/only-need-engine-trains/Engine2.3DS', False)
'''

else:
    import os
    # DEBUG ONLY
    TIME = Blender.sys.time()
    import os
    print 'Searching for files'
    os.system('find /metavr/ -iname "*.3ds" > /tmp/temp3ds_list')
    # os.system('find /storage/ -iname "*.3ds" > /tmp/temp3ds_list')
    print '...Done'
    file = open('/tmp/temp3ds_list', 'r')
    lines = file.readlines()
    file.close()
    # sort by filesize for faster testing
    lines_size = [(os.path.getsize(f[:-1]), f[:-1]) for f in lines]
    lines_size.sort()
    lines = [f[1] for f in lines_size]


    def between(v,a,b):
        if v <= max(a,b) and v >= min(a,b):
            return True
        return False

    for i, _3ds in enumerate(lines):
        if between(i, 650,800):
            #_3ds= _3ds[:-1]
            print 'Importing', _3ds, '\nNUMBER', i, 'of', len(lines)
            _3ds_file= _3ds.split('/')[-1].split('\\')[-1]
            newScn = Blender.Scene.New(_3ds_file)
            newScn.makeCurrent()
            load_3ds(_3ds, False)

    print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME)

'''
from bpy.props import *


class IMPORT_OT_autodesk_3ds(bpy.types.Operator):
    '''Import from 3DS file format (.3ds)'''
    bl_idname = "import_scene.autodesk_3ds"
    bl_label = 'Import 3DS'

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator settings before calling.

    path = StringProperty(name="File Path", description="File path used for importing the 3DS file", maxlen= 1024, default= "")
    filename = StringProperty(name="File Name", description="Name of the file.")
    directory = StringProperty(name="Directory", description="Directory of the file.")

# 	size_constraint = FloatProperty(name="Size Constraint", description="Scale the model by 10 until it reacehs the size constraint. Zero Disables.", min=0.0, max=1000.0, soft_min=0.0, soft_max=1000.0, default=10.0),
# 	search_images = BoolProperty(name="Image Search", description="Search subdirectories for any assosiated images (Warning, may be slow)", default=True),
# 	apply_matrix = BoolProperty(name="Transform Fix", description="Workaround for object transformations importing incorrectly", default=False),

    def execute(self, context):
        load_3ds(self.properties.path, context, 0.0, False, False)
        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.manager
        wm.add_fileselect(self)
        return {'RUNNING_MODAL'}


menu_func = lambda self, context: self.layout.operator(IMPORT_OT_autodesk_3ds.bl_idname, text="3D Studio (.3ds)")


def register():
    bpy.types.register(IMPORT_OT_autodesk_3ds)
    bpy.types.INFO_MT_file_import.append(menu_func)

def unregister():
    bpy.types.unregister(IMPORT_OT_autodesk_3ds)
    bpy.types.INFO_MT_file_import.remove(menu_func)

# NOTES:
# why add 1 extra vertex? and remove it when done? - "Answer - eekadoodle - would need to re-order UV's without this since face order isnt always what we give blender, BMesh will solve :D"
# disabled scaling to size, this requires exposing bb (easy) and understanding how it works (needs some time)

if __name__ == "__main__":
    register()

