forked from bartvdbraak/blender
62147bba30
- 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.
242 lines
7.4 KiB
Python
242 lines
7.4 KiB
Python
#!BPY
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"""
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Name: 'Nendo (.ndo)...'
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Blender: 232
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Group: 'Import'
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Tooltip: 'Import Nendo Object File Format (.ndo)'
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"""
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__author__ = "Anthony D'Agostino (Scorpius)"
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__url__ = ("blender", "elysiun",
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"Author's homepage, http://www.redrival.com/scorpius")
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__version__ = "Part of IOSuite 0.5"
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__bpydoc__ = """\
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This script imports Nendo files to Blender.
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Nendo is (was) a commercial polygon modeler that has about half of the
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features found in Wings. The .ndo file format is a simple, uncompressed,
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memory dump of structures that represent the mesh objects, uv coords,
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and image textures.
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Usage:<br>
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Execute this script from the "File->Import" menu and choose a Nendo file
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to open.
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Supported:<br>
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Meshes only.
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Missing:<br>
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Materials, UV Coordinates, and Vertex Color info will be ignored.
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Known issues:<br>
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Triangulation of convex polygons works fine, and uses a very simple
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fanning algorithm. Convex polygons (i.e., shaped like the letter "U")
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require a different algorithm, and will be triagulated incorrectly.
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Notes:<br>
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Last tested with Wings 3D 0.98.25 & Nendo 1.1.6. Some models cannot be
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imported due to the fact that Nendo erroneously creates doubled back
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edges during the course of modeling.
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"""
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# $Id$
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#
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# +---------------------------------------------------------+
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# | Copyright (c) 2001 Anthony D'Agostino |
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# | http://www.redrival.com/scorpius |
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# | scorpius@netzero.com |
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# | September 25, 2001 |
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# | Released under the Blender Artistic Licence (BAL) |
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# | Import Export Suite v0.5 |
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# +---------------------------------------------------------+
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# | Read and write Nendo File Format (*.nendo) |
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# +---------------------------------------------------------+
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import Blender, meshtools
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import struct, time, sys, os
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# =============================
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# === Read Nendo 1.x Format ===
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# =============================
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def read(filename):
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start = time.clock()
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file = open(filename, "rb")
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version, numobjs = read_header(file)
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for object in range(numobjs):
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good, = struct.unpack(">B", file.read(1))
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if not good: continue # an empty object
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objname = read_object_flags(file)
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edge_table = read_edge_table(file, version)
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face_table = read_face_table(file)
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vert_table = read_vert_table(file)
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uv = read_uv(file)
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verts = make_verts(vert_table)
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faces = make_faces(edge_table)
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meshtools.create_mesh(verts, faces, objname)
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Blender.Window.DrawProgressBar(1.0, "Done") # clear progressbar
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file.close()
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end = time.clock()
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seconds = " in %.2f %s" % (end-start, "seconds")
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message = "Successfully imported " + os.path.basename(filename) + seconds
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message += " (%s)" % version.title()
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meshtools.print_boxed(message)
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# =======================
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# === Read The Header ===
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# =======================
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def read_header(file):
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version, = struct.unpack(">9s", file.read(9))
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misc, = struct.unpack(">H", file.read(2))
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numobjs, = struct.unpack(">B", file.read(1))
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if (version != "nendo 1.0") and (version != "nendo 1.1"):
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meshtools.print_boxed(file.name, "is not a Nendo file")
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return
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return version, numobjs
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# =========================
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# === Read Object Flags ===
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# =========================
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def read_object_flags(file):
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namelen, = struct.unpack(">H", file.read(2))
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objname = file.read(namelen)
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visible, = struct.unpack(">B", file.read(1))
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sensity, = struct.unpack(">B", file.read(1))
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other, = struct.unpack(">H", file.read(2)) # or 2 more flags?
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misc = struct.unpack(">18f", file.read(72))
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return objname
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# =======================
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# === Read Edge Table ===
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# =======================
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def read_edge_table(file, version):
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numedges, = struct.unpack(">H", file.read(2))
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edge_table = {}
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for i in range(numedges):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/numedges, "Reading Edge Table")
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edge = struct.unpack(">8H", file.read(16))
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if version == "nendo 1.1":
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hard, = struct.unpack(">B", file.read(1)) # edge hardness flag
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color = struct.unpack(">8B", file.read(8))
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edge_table[i] = edge
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return edge_table
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# =======================
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# === Read Face Table ===
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# =======================
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def read_face_table(file):
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numfaces, = struct.unpack(">H", file.read(2))
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face_table = {}
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for i in range(numfaces):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/numfaces, "Reading Face Table")
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face_table[i] = struct.unpack(">H", file.read(2))[0]
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return face_table
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# =======================
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# === Read Vert Table ===
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# =======================
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def read_vert_table(file):
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numverts, = struct.unpack(">H", file.read(2))
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vert_table = []
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for i in range(numverts):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/numverts, "Reading Vertex Table")
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w, x, y, z = struct.unpack(">H3f", file.read(14))
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vert_table.append((w,(x, y, z)))
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return vert_table
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# ====================
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# === Read Texture ===
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# ====================
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def read_uv(file):
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numuvs, = struct.unpack(">H", file.read(2))
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uvlist = struct.unpack(">"+`numuvs`+"H", file.read(numuvs*2))
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numfacesT, = struct.unpack(">H", file.read(2))
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facesT = struct.unpack(">"+`numfacesT`+"H", file.read(numfacesT*2))
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textureflag, = struct.unpack(">B", file.read(1))
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if textureflag:
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xres, yres = struct.unpack(">2H", file.read(4))
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print "%ix%i" % (xres, yres)
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pixel = 0
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while pixel < (xres*yres):
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if not pixel%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(pixel)/xres*yres, "Reading Texture")
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count, = struct.unpack(">B", file.read(1))
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rgb = file.read(3)
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pixel = pixel+count
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return numuvs
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# ==================
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# === Make Verts ===
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# ==================
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def make_verts(vert_table):
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matrix = [ # Rotate 90*x and Scale 0.1
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[0.1, 0.0, 0.0, 0.0],
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[0.0, 0.0, 0.1, 0.0],
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[0.0,-0.1, 0.0, 0.0],
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[0.0, 0.0, 0.0, 1.0]]
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verts = []
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for i in range(len(vert_table)):
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vertex = vert_table[i][1]
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vertex = meshtools.apply_transform(vertex, matrix)
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verts.append(vertex)
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return verts
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# =======================
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# === Make Face Table ===
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# =======================
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def make_face_table(edge_table): # For Nendo
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face_table = {}
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for i in range(len(edge_table)):
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Lf = edge_table[i][2]
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Rf = edge_table[i][3]
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face_table[Lf] = i
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face_table[Rf] = i
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return face_table
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# =======================
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# === Make Vert Table ===
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# =======================
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def make_vert_table(edge_table): # For Nendo
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vert_table = {}
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for i in range(len(edge_table)):
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Sv = edge_table[i][1]
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Ev = edge_table[i][0]
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vert_table[Sv] = i
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vert_table[Ev] = i
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return vert_table
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# ==================
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# === Make Faces ===
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# ==================
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def make_faces(edge_table): # For Nendo
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face_table = make_face_table(edge_table)
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faces=[]
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#for i in range(len(face_table)):
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for i in face_table.keys(): # avoids a whole class of errors
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face_verts = []
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current_edge = face_table[i]
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while(1):
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if i == edge_table[current_edge][3]:
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next_edge = edge_table[current_edge][5] # Right successor edge
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next_vert = edge_table[current_edge][1]
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else:
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next_edge = edge_table[current_edge][4] # Left successor edge
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next_vert = edge_table[current_edge][0]
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face_verts.append(next_vert)
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current_edge = next_edge
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if current_edge == face_table[i]: break
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face_verts.reverse() # Flip all face normals
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faces.append(face_verts)
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return faces
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def fs_callback(filename):
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read(filename)
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Blender.Window.FileSelector(fs_callback, "Import Nendo")
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