blender/release/scripts/nendo_export.py
Willian Padovani Germano ad579abf00 Scripts:
Final (?) updates for 2.40 :) :

- Bob Holcomb sent a better version of his 3ds importer
- Added doc info to bvh2arm: links to doc and mocap tute from author
Jean-Baptiste Perin
- Alessandro Pirovano improved the Lightwave importer.
- Mikael Lagre updated the collada scripts (fixed a bug with camera
lens value)
- Adam Saltsman improved the wings importer (ongoing work with
his pal Toastie).
- Anthony D'Agostino GPL'd his scripts (used Blender's BAL
license previously)

Thanks to all script authors for their work, interest and kindness.
Again, Tom (LetterRip) has played an important part in this, thanks and
welcome :).
2005-12-19 17:21:55 +00:00

240 lines
7.7 KiB
Python

#!BPY
"""
Name: 'Nendo (.ndo)...'
Blender: 232
Group: 'Export'
Tooltip: 'Export selected mesh to Nendo File Format (*.ndo)'
"""
__author__ = "Anthony D'Agostino (Scorpius)"
__url__ = ("blender", "elysiun",
"Author's homepage, http://www.redrival.com/scorpius")
__version__ = "Part of IOSuite 0.5"
__bpydoc__ = """\
This script exports meshes to Nendo file format.
Nendo is (was) a commercial polygon modeler that has about half of the
features found in Wings. The .ndo file format is a simple, uncompressed,
memory dump of structures that represent the mesh objects, uv coords,
and image textures.
Usage:<br>
Select meshes to be exported and run this script from "File->Export" menu.
Supported:<br>
1. Exports meshes only. Hint: use ALT-C to convert non-mesh objects,
and CTRL-ALT-A if you have "dupliverts" objects.<br>
2. Exports Vertex Colors & Radiosity Solutions.
Missing:<br>
Materials and UV Coordinates info will be ignored.
Known issues:<br>
Exports only well-behaved and topologically correct meshes (i.e,
closed meshes, manifolds, meshes imported from wings, etc). The mesh
cannot have duplicate vertices, missing faces (holes), open edges, etc.<br>
PowerUser Hint: In editmode, if CTRL-ALT-SHIFT-M results in a selection,
then your mesh is not a manifold and most likely will not export.
Notes:<br>
Blender & Wings can read/write ndo files with a maximum of 65,535 edges.
Nendo can read/write ndo files with a maximum of 32,767 edges.<br>
If you have a very large mesh that you want to import into nendo, modify
the 'write_edge_table' function to use a signed integer (i.e., ">h") for the 'len(edge_table)'
field.
"""
# $Id$
#
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
# | scorpius@netzero.com |
# | September 25, 2001 |
# | Read and write Nendo File Format (*.nendo) |
# +---------------------------------------------------------+
# ***** 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, meshtools
import struct, time, sys, os
# ==============================
# === Write Nendo 1.1 Format ===
# ==============================
def write(filename):
start = time.clock()
objects = Blender.Object.GetSelected()
objname = objects[0].name
meshname = objects[0].data.name
mesh = Blender.NMesh.GetRaw(meshname)
obj = Blender.Object.Get(objname)
numedges = len(mesh.verts)+len(mesh.faces)-2
maxedges = (2**16)-1 # Blender & Wings can read more edges
#maxedges = 32767 # Nendo can't
if numedges > maxedges:
message = objname + " can't be exported to Nendo format (too many edges)."
Blender.Draw.PupMenu("Nendo Export Error%t|"+message)
return
edge_table = meshtools.generate_edgetable(mesh)
try:
edge_table = meshtools.generate_edgetable(mesh)
assert len(edge_table) <= maxedges
except:
edge_table = {}
message = "Unable to generate Edge Table for the object named " + meshname
meshtools.print_boxed(message)
Blender.Draw.PupMenu("Edge Table Error%t|"+message)
Blender.Window.DrawProgressBar(1.0, "") # clear progressbar
return
file = open(filename, "wb")
write_header(file)
write_object_flags(file, objname)
write_edge_table(file, edge_table)
write_face_table(file, edge_table)
write_vert_table(file, edge_table, mesh)
write_texture(file)
file.close()
Blender.Window.DrawProgressBar(1.0, "") # clear progressbar
print '\a\r',
end = time.clock()
seconds = " in %.2f %s" % (end-start, "seconds")
message = "Successfully exported " + os.path.basename(filename) + seconds
meshtools.print_boxed(message)
# ====================
# === Write Header ===
# ====================
def write_header(file):
file.write("nendo 1.1")
file.write("\0\0")
file.write("\1") # numobjects
# ==========================
# === Write Object Flags ===
# ==========================
def write_object_flags(file, objname):
file.write("\1") # good flag
file.write(struct.pack(">H", len(objname)))
file.write(objname)
file.write("\1"*4)
data = struct.pack(">18f",0,0,0,1,1,1,1,1,1,1,1,1,0.2,0.2,0.2,1,100,1)
data = "<<<< Nendo Export Script for Blender -- (c) 2004 Anthony D'Agostino >>>>"
file.write(data)
# ========================
# === Write Edge Table ===
# ========================
def write_edge_table(file, edge_table):
"+--------------------------------------+"
"| Wings: Sv Ev | Lf Rf | Lp Ls | Rp Rs |"
"| Nendo: Ev Sv | Lf Rf | Ls Rs | Rp Lp |"
"+--------------------------------------+"
#$print "edge_table"; pprint.pprint(edge_table)
file.write(struct.pack(">H", len(edge_table)))
keys = edge_table.keys()
keys.sort()
for key in keys:
file.write(struct.pack(">2H", key[0], key[1])) # Ev Sv
file.write(struct.pack(">2H", edge_table[key][0], edge_table[key][1])) # Lf Rf
file.write(struct.pack(">2H", edge_table[key][3], edge_table[key][5])) # Ls Rs
file.write(struct.pack(">2H", edge_table[key][4], edge_table[key][2])) # Rp Lp
file.write(struct.pack(">1B", 0)) # Hard flag
try:
r1,g1,b1 = map(lambda x:x*255, edge_table[key][8])
r2,g2,b2 = map(lambda x:x*255, edge_table[key][7])
except:
r1,g1,b1 = map(lambda x:x*255, [0.9,0.8,0.7])
r2,g2,b2 = r1,g1,b1
file.write(struct.pack(">8B", r1,g1,b1,0,r2,g2,b2,0))
# ========================
# === Write Face Table ===
# ========================
def write_face_table(file, edge_table):
face_table = build_face_table(edge_table)
#$print "face_table"; pprint.pprint(face_table)
file.write(struct.pack(">H", len(face_table)))
keys = face_table.keys()
keys.sort()
for key in keys:
file.write(struct.pack(">1H", face_table[key]))
# ========================
# === Write Vert Table ===
# ========================
def write_vert_table(file, edge_table, mesh):
vert_table = build_vert_table(edge_table)
#$print "vert_table"; pprint.pprint(vert_table)
file.write(struct.pack(">H", len(vert_table)))
keys = vert_table.keys()
keys.sort()
for key in keys:
vertex = mesh.verts[key].co
x,y,z = map(lambda x:x*10, vertex) # scale
idx = vert_table[key]
#$print "%i % f % f % f" % (idx, x, y, z)
file.write(struct.pack(">1H3f", idx, x, z, -y))
# =====================
# === Write Texture ===
# =====================
def write_texture(file):
file.write("\0"*5)
# ========================
# === Build Vert Table ===
# ========================
def build_vert_table(edge_table): # For Nendo
vert_table = {}
for key in edge_table.keys():
i = edge_table[key][6]
Sv = key[0]
Ev = key[1]
vert_table[Sv] = i
vert_table[Ev] = i
return vert_table
# ========================
# === Build Face Table ===
# ========================
def build_face_table(edge_table): # For Nendo
face_table = {}
for key in edge_table.keys():
i = edge_table[key][6]
Lf = edge_table[key][0]
Rf = edge_table[key][1]
face_table[Lf] = i
face_table[Rf] = i
return face_table
def fs_callback(filename):
if filename.find('.ndo', -4) <= 0: filename += '.ndo'
write(filename)
Blender.Window.FileSelector(fs_callback, "Export Nendo")