blender/release/scripts/nendo_export.py

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#!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 |
# | Released under the Blender Artistic Licence (BAL) |
# | Import Export Suite v0.5 |
# +---------------------------------------------------------+
# | Read and write Nendo File Format (*.nendo) |
# +---------------------------------------------------------+
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
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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
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
edge_table = meshtools.generate_edgetable(mesh)
try:
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
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
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
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
Scripts (making some changes to the scripts dir): - moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
2005-03-21 05:26:52 +00:00
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")