#!BPY # """ # Name: 'Drawing eXchange Format (.dxf)' # Blender: 243 # Group: 'Import' # Tooltip: 'Import DXF file.' # """ __author__ = 'Kitsu (Ed Blake)' __version__ = '0.8 1/2007' __url__ = ["elysiun.com", "BlenderArtists.org"] __email__ = ["Kitsune_e@yahoo.com"] __bpydoc__ = """\ This is a Blender import script for dxf files. This script imports the dxf Geometery from dxf versions 2007 and earlier. Supported:
At this time only mesh based imports are supported.
Future support for all curve import is planned.

Currently Supported DXF Ojects:
Lines
LightWeight polylines
True polylines
Text
Mtext
Circles
Arcs
Ellipses
Blocks
3Dfaces
Known issues:
Does not convert perfectly between Object Coordinate System (OCS) and World Coordinate System (WCS). Only rudimentary support for true polylines have been implimented - splines/fitted curves/ 3d plines/polymeshes are not supported. No support for most 3d entities. Doesn't support the new style object visability. There are problems importing some curves/arcs/circles. Notes:
This is primarally a 2d drawing release. Currently only support for 3d faces has been added. Blocks are created on layer 19 then referenced at each insert point. The insert point is designated with a small 3d crosshair. This handle does not render. """ # -------------------------------------------------------------------------- # DXF Import v0.8 by Ed Blake (AKA Kitsu) # -------------------------------------------------------------------------- # ***** 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 * Sys = sys try: from dxfReader import readDXF except ImportError: import sys curdir = Sys.dirname(Blender.Get('filename')) sys.path.append(curdir) # development #import dxfReader #reload(dxfReader) from dxfReader import readDXF from dxfColorMap import color_map from math import * try: import os if os.name:# != 'mac': import psyco psyco.log() psyco.full(memory=100) psyco.profile(0.05, memory=100) psyco.profile(0.2) except ImportError: pass SCENE = Scene.GetCurrent() WORLDX = Mathutils.Vector((1,0,0)) AUTO = BezTriple.HandleTypes.AUTO BYLAYER=256 class Layer: """Dummy layer object.""" def __init__(self, name, color, frozen): self.name = name self.color = color self.frozen = frozen class MatColors: """A smart container for color based materials. This class is a wrapper around a dictionary mapping color indicies to materials. When called with a color index it returns a material corrisponding to that index. Behind the scenes it checks if that index is in its keys, and if not it creates a new material. It then adds the new index:material pair to its dict and returns the material. """ def __init__(self, map): """Expects a dictionary mapping layer names to color idices.""" self.map = map self.colors = {} def __call__(self, color=None): """Return the material associated with color. If a layer name is provided the color of that layer is used. """ if not color: color = 0 if type(color) == str: # Layer name try: color = self.map[color].color # color = layer_map[name].color except KeyError: layer = Layer(name=color, color=0, frozen=False) self.map[color] = layer color = 0 color = abs(color) if color not in self.colors: # .keys() self.add(color) return self.colors[color] def add(self, color): """Create a new material using the provided color index.""" global color_map mat = Material.New('ColorIndex-%s' %color) mat.setRGBCol(color_map[color]) mat.setMode("Shadeless", "Wire") self.colors[color] = mat class Blocks: """A smart container for blocks. This class is a wrapper around a dictionary mapping block names to Blender data blocks. When called with a name string it returns a block corrisponding to that name. Behind the scenes it checks if that name is in its keys, and if not it creates a new data block. It then adds the new name:block pair to its dict and returns the block. """ def __init__(self, map, settings): """Expects a dictionary mapping block names to block objects.""" self.map = map self.settings = settings self.blocks = {} def __call__(self, name=None): """Return the data block associated with name. If no name is provided return self.blocks. """ if not name: return self.blocks if name not in self.blocks: # .keys(): self.add(name) return self.blocks[name] def add(self, name): """Create a new block group for the block with name.""" optimization = self.settings.optimization group = Group.New(name) block = self.map[name] if optimization <= 1: print "\nDrawing %s block entities..." %name drawEntities(block.entities, self.settings, group) if optimization <= 1: print "Done!" self.blocks[name] = group class Settings: """A container for all the import settings and objects used by the draw functions. This is like a collection of globally accessable persistant properties and functions. """ # Optimization constants MIN = 0 MID = 1 MAX = 2 def __init__(self, drawing, curves): """Given the drawing initialize all the important settings used by the draw functions.""" self.curves = curves self.layers = True self.blocks = True self.optimization = self.getOpt() # First sort out all the sections sections = dict([(item.name, item) for item in drawing.data]) # The header section may be omited if self.optimization <= self.MID: if 'header' in sections: #.keys(): print "Found header!" else: print "File contains no header!" # The tables section may be partialy or completely missing. if 'tables' in sections: # .keys(): if self.optimization <= self.MID: print "Found tables!" tables = dict([(item.name, item) for item in sections["tables"].data]) if 'layer' in tables: # .keys(): if self.optimization <= self.MID: print "Found layers!" # Read the layers table and get the layer colors self.colors = getLayers(drawing) else: if self.optimization <= self.MID: print "File contains no layers table!" self.layers = False self.colors = MatColors({}) else: if self.optimization <= self.MID: print "File contains no tables!" print "File contains no layers table!" self.layers = False self.colors = MatColors({}) # The blocks section may be omited if 'blocks' in sections: #.keys(): if self.optimization <= self.MID: print "Found blocks!" # Read the block definitions and build our block object self.blocks = getBlocks(drawing, self) else: if self.optimization <= self.MID: print "File contains no blocks!" self.blocks = False def getOpt(self): """Ask the user for update optimization level.""" Window.WaitCursor(False) retval = Draw.PupIntInput('optimization: ', 1, 0, 2) print "Setting optimization level %s!" %retval Window.WaitCursor(True) return retval def isOff(self, name): """Given a layer name look up the layer object and return its visable status.""" # colors are negative if layer is off try: layer = self.colors.map[name] except KeyError: return False if layer.frozen or layer.color < 0: return True else: return False class Drawer: """Super 'function' for all the entitiy drawing functions. The code for the drawing functions was very repetitive, each differing by only a few lines at most. So here is a callable class with methods for each part of the import proccess. """ def __init__(self, block=False): self.block = block def __call__(self, entities, settings, group=None): """Call with a list of entities and a settings object to generate Blender geometry.""" if entities and settings.optimization <= settings.MID: print "Drawing %ss..." %entities[0].type, if self.block: # create one 'handle' data block to use with all blocks handle = Mesh.New('insert') handle.verts.extend( [(-0.01,0,0), (0.01,0,0), (0,-0.01,0), (0,0.01,0), (0,0,-0.01), (0,0,0.01)] ) handle.edges.extend([(0,1),(2,3),(4,5)]) # For now we only want model-space objects entities = [entity for entity in entities if entity.space == 0] if group: block_def = True else: block_def = False for entity in entities: if settings.optimization <= settings.MID: print '\b.', # First get the layer group if not block_def: group = self.getGroup('layer %s' %entity.layer) # add overhead just to make things a little cleaner if not self.block: ob = self.draw(entity, settings.curves) else: ob = self.draw(entity, handle, settings) self.setColor(entity, ob, settings) # Link it to the scene and add it to the correct group SCENE.link(ob) self.setGroup(group, ob) # Set the visability if settings.isOff(entity.layer): ob.Layers = 1<<19 # [20] elif block_def: ob.Layers = (1<<18) # [19] else: ob.Layers = (1<<20)-1 # [i+1 for i in xrange(20)] # all layers # # Set the visability # if settings.isOff(entity.layer) or block_def: # ob.restrictDisplay = True # ob.restrictRender = True if settings.optimization == settings.MIN: # I know it's slow to have Blender redraw after each entity type is drawn # But is it really slower than the progress bar? Blender.Redraw() if entities and settings.optimization <= settings.MID: print "\nFinished drawing %ss!" %entities[0].type def getGroup(self, name): """Returns a Blender group object.""" try: group = Group.Get(name) except: # What is the exception? group = Group.New(name) return group def draw(self, entity): """Dummy method to be over written in subclasses.""" pass def setColor(self, entity, ob, settings): # Set the color if entity.color_index == BYLAYER: mat = settings.colors(entity.layer) else: mat = settings.colors(entity.color_index) try: ob.setMaterials([mat]) except ValueError: print "material error - %s!" %mat ob.colbits = 0x01 # Set OB materials. def setGroup(self, group, it): try: group.objects.link(it) except: group.objects.append(it) def main(filename): editmode = Window.EditMode() # are we in edit mode? If so ... if editmode: Window.EditMode(0) # leave edit mode before Window.WaitCursor(True) # Let the user know we are thinking try: if not filename: print "DXF import: error, no file selected. Attempting to load default file." try: filename = Sys.expandpath(r".\examples\big-test.dxf") except IOError: print "DXF import: error finding default test file, exiting..." return None if filename: drawing = readDXF(filename) drawDrawing(drawing) finally: # restore state even if things didn't work Window.WaitCursor(False) if editmode: Window.EditMode(1) # and put things back how we fond them def getOCS(az): """An implimentation of the Arbitrary Axis Algorithm.""" # world x, y, and z axis wx = WORLDX wy = Mathutils.Vector((0,1,0)) wz = Mathutils.Vector((0,0,1)) #decide if we need to transform our coords if az[0] == 0 and az[1] == 0: return False # elif abs(az[0]) < 0.0001 or abs(az[1]) < 0.0001: # return False az = Mathutils.Vector(az) cap = 0.015625 # square polar cap value (1/64.0) if abs(az.x) < cap and abs(az.y) < cap: ax = Mathutils.CrossVecs(wy, az) else: ax = Mathutils.CrossVecs(wz, az) ax = ax.normalize() ay = Mathutils.CrossVecs(az, ax) ay = ay.normalize() return ax, ay, az def transform(normal, obj): """Use the calculated ocs to determine the objects location/orientation in space. Quote from dxf docs: The elevation value stored with an entity and output in DXF files is a sum of the Z-coordinate difference between the UCS XY plane and the OCS XY plane, and the elevation value that the user specified at the time the entity was drawn. """ ocs = getOCS(normal) if ocs: #print ocs x, y, z = ocs x = x.resize4D() y = y.resize4D() z = -z.resize4D() x.w = 0 y.w = 0 z.w = 0 o = Mathutils.Vector(obj.loc) o = o.resize4D() mat = Mathutils.Matrix(x, y, z, o) obj.setMatrix(mat) def getLayers(drawing): """Build a dictionary of name:color pairs for the given drawing.""" tables = drawing.tables for table in tables.data: if table.name == 'layer': layers = table break map = {} for item in layers.data: if type(item) != list and item.type == 'layer': map[item.name] = item colors = MatColors(map) return colors def getBlocks(drawing, settings): """Build a dictionary of name:block pairs for the given drawing.""" map = {} for item in drawing.blocks.data: if type(item) != list and item.type == 'block': try: map[item.name] = item except KeyError: # annon block print "Cannot map %s - %s!" %(item.name, item) blocks = Blocks(map, settings) return blocks def drawDrawing(drawing): """Given a drawing object recreate the drawing in Blender.""" print "Getting settings..." # The settings object controls how dxf entities are drawn settings = Settings(drawing, curves=False) if settings.optimization <= settings.MID: print "Drawings entities..." # Draw all the know entity types in the current scene drawEntities(drawing.entities, settings) # Set the visable layers SCENE.setLayers([i+1 for i in xrange(18)]) # SCENE.Layers = 262143 or (1<<18) Blender.Redraw(-1) if settings.optimization <= settings.MID: print "Done!" def drawEntities(entities, settings, group=None): """Draw every kind of thing in the entity list. If provided 'group' is the Blender group new entities are to be added to. """ for _type, drawer in type_map.iteritems(): # for each known type get a list of that type and call the associated draw function drawer(entities.get_type(_type), settings, group) drawLines = Drawer() def drawLine(line, curves=False): """Do all the specific things needed to import lines into Blender.""" # Generate the geometery points = line.points edges = [[0, 1]] me = Mesh.New('line') # create a new mesh me.verts.extend(points) # add vertices to mesh me.edges.extend(edges) # add edges to the mesh # Now Create an object ob = Object.New('Mesh', 'line') # link mesh to an object ob.link(me) return ob drawLines.draw = drawLine drawLWpolylines = Drawer() def drawLWpolyline(pline, curves=False): """Do all the specific things needed to import plines into Blender.""" # Generate the geometery points = [] for i in xrange(len(pline.points)): point = pline.points[i] if not point.bulge: points.append(point.loc) elif point.bulge and i < len(pline.points)-1:# > 0: center, radius, start, end = solveBulge(point, pline.points[i+1]) #print center, radius, start, end verts, nosense = drawArc(center, radius, start, end) verts.pop(0) # remove first verts.pop() #remove last if point.bulge >= 0: verts.reverse() points.extend(verts) edges = [[num, num+1] for num in xrange(len(points)-1)] if pline.closed: edges.append([len(pline.points)-1, 0]) me = Mesh.New('lwpline') # create a new mesh me.verts.extend(points) # add vertices to mesh me.edges.extend(edges) # add edges to the mesh # Now Create an object ob = Object.New('Mesh', 'lwpline') # link mesh to an object ob.link(me) transform(pline.extrusion, ob) ob.LocZ = pline.elevation return ob drawLWpolylines.draw = drawLWpolyline drawPolylines = Drawer() def drawPolyline(pline, curves=False): """Do all the specific things needed to import plines into Blender.""" # Generate the geometery points = [] for i in xrange(len(pline.points)): point = pline.points[i] if not point.bulge: points.append(point.loc) elif point.bulge and i < len(pline.points)-1:# > 0: center, radius, start, end = solveBulge(point, pline.points[i+1]) #print center, radius, start, end verts, nosense = drawArc(center, radius, start, end) verts.pop(0) # remove first verts.pop() #remove last if point.bulge >= 0: verts.reverse() points.extend(verts) edges = [[num, num+1] for num in xrange(len(points)-1)] if pline.closed: edges.append([len(pline.points)-1, 0]) me = Mesh.New('pline') # create a new mesh me.verts.extend(points) # add vertices to mesh me.edges.extend(edges) # add edges to the mesh # Now Create an object ob = Object.New('Mesh', 'pline') # link mesh to an object ob.link(me) transform(pline.extrusion, ob) ob.LocZ = pline.elevation return ob drawPolylines.draw = drawPolyline def solveBulge(p1, p2): """return the center, radius, start angle, and end angle given two points. Needs to take into account bulge sign. negative = clockwise positive = counter-clockwise to find center given two points, and arc angle calculate radius Cord = sqrt(start^2 + end^2) S = (bulge*Cord)/2 radius = ((Cord/2)^2+S^2)/2*S angle of arc = 4*atan( bulge ) angle from p1 to center is (180-angle)/2 get vector pointing from p1 to p2 (p2 - p1) normalize it and multiply by radius rotate around p1 by angle to center point to center. start angle = angle between (center - p1) and worldX end angle = start angle + angle of arc """ bulge = p1.bulge p2 = Mathutils.Vector(p2.loc) p1 = Mathutils.Vector(p1.loc) cord = p2 - p1 # vector from p1 to p2 clength = cord.length s = (bulge * clength)/2 # sagitta (height) radius = abs(((clength/2)**2 + s**2)/(2*s)) # magic formula angle = abs(degrees(4*atan(bulge))) # theta (included angle) delta = (180 - angle)/2 # the angle from cord to center if bulge > 0: delta = -delta radial = cord.normalize() * radius # a radius length vector aligned with cord rmat = Mathutils.RotationMatrix(delta, 3, 'Z') center = p1 + (rmat * radial) # rotate radial by delta degrees, then add to p1 to find center if bulge < 0: sv = (p1 - center) # start from point 2 else: sv = (p2 - center) # start from point 1 start = Mathutils.AngleBetweenVecs(sv, WORLDX) # start angle is the angle between the first leg of the section and the x axis # The next bit is my cludge to figure out if start should be negative rmat = Mathutils.RotationMatrix(start, 3, 'Z') rstart = rmat * sv if Mathutils.AngleBetweenVecs(rstart, WORLDX) < start: start = -start # the end angle is just 'angle' more than start angle end = start + angle return list(center), radius, start, end drawTexts = Drawer() def drawText(text, curves=False): """Do all the specific things needed to import texts into Blender.""" # Generate the geometery txt = Text3d.New("text") txt.setSize(1) txt.setShear(text.oblique/90) txt.setExtrudeDepth(0.5) if text.halignment == 0: align = Text3d.LEFT elif text.halignment == 1: align = Text3d.MIDDLE elif text.halignment == 2: align = Text3d.RIGHT elif text.halignment == 3: align = Text3d.FLUSH else: align = Text3d.MIDDLE txt.setAlignment(align) txt.setText(text.value) # Now Create an object ob = Object.New('Text', 'text') # link mesh to an object ob.link(txt) transform(text.extrusion, ob) # move the object center to the text location ob.loc = tuple(text.loc) # scale it to the text size ob.SizeX = text.height*text.width_factor ob.SizeY = text.height ob.SizeZ = text.height # and rotate it around z ob.RotZ = radians(text.rotation) return ob drawTexts.draw = drawText drawMtexts = Drawer() def drawMtext(text, curves=False): """Do all the specific things needed to import mtexts into Blender.""" # Generate the geometery txt = Text3d.New("mtext") txt.setSize(1) # Blender doesn't give access to its text object width currently # only to the text3d's curve width... #txt.setWidth(text.width/10) txt.setLineSeparation(text.line_space) txt.setExtrudeDepth(0.5) txt.setText(text.value) # Now Create an object ob = Object.New('Text', 'mtext') # link mesh to an object ob.link(txt) transform(text.extrusion, ob) # move the object center to the text location ob.loc = tuple(text.loc) # scale it to the text size ob.SizeX = text.height*text.width_factor ob.SizeY = text.height ob.SizeZ = text.height # and rotate it around z ob.RotZ = radians(text.rotation) return ob drawMtexts.draw = drawMtext drawCircles = Drawer() def drawCircle(circle, curves=False): """Do all the specific things needed to import circles into Blender.""" # Generate the geometery # Now Create an object if curves: ob = drawCurveCircle(circle) else: center = circle.loc radius = circle.radius circ = 2 * pi * radius if circ < 65: # if circumfrance is too small verts = 32 # set a fixed number of 32 verts else: verts = circ/.5 # figure out how many verts we need if verts > 100: # Blender only accepts values verts = 100 # [3:100] c = Mesh.Primitives.Circle(int(verts), radius*2) ob = Object.New('Mesh', 'circle') ob.link(c) # link curve data with this object ob.loc = tuple(center) transform(circle.extrusion, ob) return ob drawCircles.draw = drawCircle drawArcs = Drawer() def drawArc(arc, curves=False): """Do all the specific things needed to import arcs into Blender.""" # Generate the geometery # Now Create an object if curves: ob = drawCurveArc(arc) else: center = arc.loc radius = arc.radius start = arc.start_angle end = arc.end_angle verts, edges = drawArc(None, radius, start, end) a = Mesh.New('arc') a.verts.extend(verts) # add vertices to mesh a.edges.extend(edges) # add edges to the mesh ob = Object.New('Mesh', 'arc') ob.link(a) # link curve data with this object ob.loc = tuple(center) ob.RotX = radians(180) transform(arc.extrusion, ob) ob.size = (1,1,1) return ob drawArcs.draw = drawArc def drawArc(center, radius, start, end, step=0.5): """Draw a mesh arc with the given parameters.""" # center is currently set by object # if start > end: # start = start - 360 # if end > 360: # end = end%360 startmatrix = Mathutils.RotationMatrix(start, 3, "Z") startpoint = startmatrix * Mathutils.Vector((radius, 0, 0)) endmatrix = Mathutils.RotationMatrix(end, 3, "Z") endpoint = endmatrix * Mathutils.Vector((radius, 0, 0)) points = [startpoint] if end < start: end +=360 delta = end - start length = radians(delta) * radius if radius < step*10: # if circumfrance is too small pieces = int(delta/10) # set a fixed step of 10 degrees else: pieces = int(length/step) # figure out how many pieces we need for our arc if pieces == 0: # stupid way to avoid a div by zero error pieces = 1 # what would be a smarter way to fix this? step = delta/pieces # set step so pieces * step = degrees in arc stepmatrix = Mathutils.RotationMatrix(step, 3, "Z") point = Mathutils.Vector(startpoint) for i in xrange(int(pieces)): point = stepmatrix * point points.append(point) points.append(endpoint) if center: points = [[point[0]+center[0], point[1]+center[1], point[2]+center[2]] for point in points] edges = [[num, num+1] for num in xrange(len(points)-1)] return points, edges drawEllipses = Drawer() def drawEllipse(ellipse, curves=False): """Do all the specific things needed to import ellipses into Blender.""" # Generate the geometery # Now Create an object if curves: ob = drawCurveArc(ellipse) else: major = Mathutils.Vector(ellipse.major) delta = Mathutils.AngleBetweenVecs(major, WORLDX) center = ellipse.loc radius = major.length start = degrees(ellipse.start_angle) end = degrees(ellipse.end_angle) verts, edges = drawArc(None, radius, start, end) e = Mesh.New('ellipse') e.verts.extend(verts) # add vertices to mesh e.edges.extend(edges) # add edges to the mesh ob = Object.New('Mesh', 'arc') ob.link(e) # link curve data with this object ob.loc = tuple(center) ob.SizeY = ellipse.ratio #ob.RotZ = radians(delta) ob.RotX = radians(180) transform(ellipse.extrusion, ob) ob.RotZ = radians(delta) return ob drawEllipses.draw = drawEllipse drawBlocks = Drawer(True) def drawBlock(insert, handle, settings): """recursivly draw block objects. Blocks are made of three objects: the block_record in the tables section the block in the blocks section the insert object in the entities section block_records give the insert units, blocks provide the objects drawn in the block, and the insert object gives the location/scale/rotation of the block instances. To draw a block you must first get a group with all the blocks entities drawn in it, then scale the entities to match the world units, then dupligroup that data to an object matching each insert object.""" if settings.blocks: # get our block group block = settings.blocks(insert.block) # Now Create an object ob = Object.New('Mesh', insert.block) ob.link(handle) # Give the object a handle ob.DupGroup = block ob.enableDupGroup = True else: ob = Object.New('Mesh') ob.loc = tuple(insert.loc) transform(insert.extrusion, ob) ob.RotZ += radians(insert.rotation) ob.size = tuple(insert.scale) return ob drawBlocks.draw = drawBlock drawFaces = Drawer() def drawFace(face, curves=False): """Do all the specific things needed to import 3d faces into Blender.""" # Generate the geometery points = face.points if len(face.points) > 3: faces = [[0, 1, 2, 3]] else: faces = [[0, 1, 2]] me = Mesh.New('line') # create a new mesh me.verts.extend(points) # add vertices to mesh me.faces.extend(faces) # add faces to the mesh # Now Create an object ob = Object.New('Mesh', '3dface') # link mesh to an object ob.link(me) return ob drawFaces.draw = drawFace # Here are some alternate drawing functions for creating curve geometery. def drawCurveCircle(circle): """Given a dxf circle object return a blender circle object using curves.""" c = Curve.New('circle') # create new curve data center = circle.loc radius = circle.radius p1 = (0, -radius, 0) p2 = (radius, 0, 0) p3 = (0, radius, 0) p4 = (-radius, 0, 0) p1 = BezTriple.New(p1) p2 = BezTriple.New(p2) p3 = BezTriple.New(p3) p4 = BezTriple.New(p4) curve = c.appendNurb(p1) curve.append(p2) curve.append(p3) curve.append(p4) for point in curve: point.handleTypes = [AUTO, AUTO] curve.flagU = 1 # Set curve cyclic c.update() ob = Object.New('Curve', 'circle') # make curve object return ob def drawCurveArc(arc): """Given a dxf circle object return a blender circle object using curves.""" if start > end: start = start - 360 startmatrix = Mathutils.RotationMatrix(start, 3, "Z") startpoint = startmatrix * Mathutils.Vector((radius, 0, 0)) endmatrix = Mathutils.RotationMatrix(end, 3, "Z") endpoint = endmatrix * Mathutils.Vector((radius, 0, 0)) # Note: handles must be tangent to arc and of correct length... a = Curve.New('arc') # create new curve data center = circle.loc radius = circle.radius p1 = (0, -radius, 0) p2 = (radius, 0, 0) p3 = (0, radius, 0) p4 = (-radius, 0, 0) p1 = BezTriple.New(p1) p2 = BezTriple.New(p2) p3 = BezTriple.New(p3) p4 = BezTriple.New(p4) curve = a.appendNurb(p1) curve.append(p2) curve.append(p3) curve.append(p4) for point in curve: point.handleTypes = [AUTO, AUTO] curve.flagU = 1 # Set curve cyclic a.update() ob = Object.New('Curve', 'arc') # make curve object return ob type_map = { 'line':drawLines, 'lwpolyline':drawLWpolylines, 'polyline':drawPolylines, 'text':drawTexts, 'mtext':drawMtexts, 'circle':drawCircles, 'arc':drawArcs, 'ellipse':drawEllipses, 'insert':drawBlocks, '3dface':drawFaces } if __name__ == "__main__": Window.FileSelector(main, 'Import a DXF file', '*.dxf') """ # For testing compatibility if 1: # DEBUG ONLY TIME= Blender.sys.time() import os print 'Searching for files' os.system('find /metavr/ -iname "*.dxf" > /tmp/tempdxf_list') print '...Done' file= open('/tmp/tempdxf_list', 'r') lines= file.readlines() file.close() def between(v,a,b): if v <= max(a,b) and v >= min(a,b): return True return False for i, _file in enumerate(lines): if between(i, 50,60): _file= _file[:-1] print 'Importing', _file, '\nNUMBER', i, 'of', len(lines) _file_name= _file.split('/')[-1].split('\\')[-1] newScn= Scene.New(_file_name) newScn.makeCurrent() main(_file) print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME) """