forked from bartvdbraak/blender
4b01aa7aa5
The orange -> HEAD merge reverted some scripts to older versions. This only affected the ones that already existed before the orange branch. Minor issue, easy to fix. All in all, kudos to kaito, Hos and others for all the hard work in bringing (coding, merging) all these changes to the main branch.
240 lines
7.7 KiB
Python
240 lines
7.7 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: 'Export'
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Tooltip: 'Export selected mesh to Nendo 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 exports meshes to Nendo file format.
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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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Select meshes to be exported and run this script from "File->Export" menu.
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Supported:<br>
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1. Exports meshes only. Hint: use ALT-C to convert non-mesh objects,
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and CTRL-ALT-A if you have "dupliverts" objects.<br>
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2. Exports Vertex Colors & Radiosity Solutions.
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Missing:<br>
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Materials and UV Coordinates info will be ignored.
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Known issues:<br>
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Exports only well-behaved and topologically correct meshes (i.e,
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closed meshes, manifolds, meshes imported from wings, etc). The mesh
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cannot have duplicate vertices, missing faces (holes), open edges, etc.<br>
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PowerUser Hint: In editmode, if CTRL-ALT-SHIFT-M results in a selection,
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then your mesh is not a manifold and most likely will not export.
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Notes:<br>
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Blender & Wings can read/write ndo files with a maximum of 65,535 edges.
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Nendo can read/write ndo files with a maximum of 32,767 edges.<br>
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If you have a very large mesh that you want to import into nendo, modify
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the 'write_edge_table' function to use a signed integer (i.e., ">h") for the 'len(edge_table)'
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field.
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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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# | Read and write Nendo File Format (*.nendo) |
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# +---------------------------------------------------------+
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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import Blender, meshtools
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import struct, time, sys, os
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# ==============================
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# === Write Nendo 1.1 Format ===
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# ==============================
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def write(filename):
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start = time.clock()
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objects = Blender.Object.GetSelected()
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objname = objects[0].name
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meshname = objects[0].data.name
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mesh = Blender.NMesh.GetRaw(meshname)
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obj = Blender.Object.Get(objname)
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numedges = len(mesh.verts)+len(mesh.faces)-2
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maxedges = (2**16)-1 # Blender & Wings can read more edges
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#maxedges = 32767 # Nendo can't
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if numedges > maxedges:
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message = objname + " can't be exported to Nendo format (too many edges)."
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Blender.Draw.PupMenu("Nendo Export Error%t|"+message)
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return
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edge_table = meshtools.generate_edgetable(mesh)
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try:
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edge_table = meshtools.generate_edgetable(mesh)
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assert len(edge_table) <= maxedges
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except:
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edge_table = {}
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message = "Unable to generate Edge Table for the object named " + meshname
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meshtools.print_boxed(message)
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Blender.Draw.PupMenu("Edge Table Error%t|"+message)
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Blender.Window.DrawProgressBar(1.0, "") # clear progressbar
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return
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file = open(filename, "wb")
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write_header(file)
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write_object_flags(file, objname)
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write_edge_table(file, edge_table)
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write_face_table(file, edge_table)
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write_vert_table(file, edge_table, mesh)
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write_texture(file)
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file.close()
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Blender.Window.DrawProgressBar(1.0, "") # clear progressbar
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print '\a\r',
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end = time.clock()
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seconds = " in %.2f %s" % (end-start, "seconds")
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message = "Successfully exported " + os.path.basename(filename) + seconds
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meshtools.print_boxed(message)
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# ====================
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# === Write Header ===
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# ====================
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def write_header(file):
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file.write("nendo 1.1")
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file.write("\0\0")
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file.write("\1") # numobjects
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# ==========================
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# === Write Object Flags ===
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# ==========================
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def write_object_flags(file, objname):
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file.write("\1") # good flag
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file.write(struct.pack(">H", len(objname)))
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file.write(objname)
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file.write("\1"*4)
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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)
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data = "<<<< Nendo Export Script for Blender -- (c) 2004 Anthony D'Agostino >>>>"
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file.write(data)
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# ========================
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# === Write Edge Table ===
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# ========================
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def write_edge_table(file, edge_table):
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"+--------------------------------------+"
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"| Wings: Sv Ev | Lf Rf | Lp Ls | Rp Rs |"
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"| Nendo: Ev Sv | Lf Rf | Ls Rs | Rp Lp |"
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"+--------------------------------------+"
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#$print "edge_table"; pprint.pprint(edge_table)
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file.write(struct.pack(">H", len(edge_table)))
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keys = edge_table.keys()
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keys.sort()
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for key in keys:
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file.write(struct.pack(">2H", key[0], key[1])) # Ev Sv
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file.write(struct.pack(">2H", edge_table[key][0], edge_table[key][1])) # Lf Rf
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file.write(struct.pack(">2H", edge_table[key][3], edge_table[key][5])) # Ls Rs
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file.write(struct.pack(">2H", edge_table[key][4], edge_table[key][2])) # Rp Lp
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file.write(struct.pack(">1B", 0)) # Hard flag
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try:
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r1,g1,b1 = map(lambda x:x*255, edge_table[key][8])
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r2,g2,b2 = map(lambda x:x*255, edge_table[key][7])
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except:
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r1,g1,b1 = map(lambda x:x*255, [0.9,0.8,0.7])
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r2,g2,b2 = r1,g1,b1
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file.write(struct.pack(">8B", r1,g1,b1,0,r2,g2,b2,0))
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# ========================
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# === Write Face Table ===
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# ========================
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def write_face_table(file, edge_table):
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face_table = build_face_table(edge_table)
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#$print "face_table"; pprint.pprint(face_table)
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file.write(struct.pack(">H", len(face_table)))
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keys = face_table.keys()
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keys.sort()
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for key in keys:
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file.write(struct.pack(">1H", face_table[key]))
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# ========================
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# === Write Vert Table ===
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# ========================
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def write_vert_table(file, edge_table, mesh):
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vert_table = build_vert_table(edge_table)
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#$print "vert_table"; pprint.pprint(vert_table)
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file.write(struct.pack(">H", len(vert_table)))
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keys = vert_table.keys()
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keys.sort()
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for key in keys:
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vertex = mesh.verts[key].co
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x,y,z = map(lambda x:x*10, vertex) # scale
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idx = vert_table[key]
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#$print "%i % f % f % f" % (idx, x, y, z)
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file.write(struct.pack(">1H3f", idx, x, z, -y))
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# =====================
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# === Write Texture ===
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# =====================
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def write_texture(file):
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file.write("\0"*5)
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# ========================
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# === Build Vert Table ===
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# ========================
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def build_vert_table(edge_table): # For Nendo
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vert_table = {}
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for key in edge_table.keys():
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i = edge_table[key][6]
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Sv = key[0]
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Ev = key[1]
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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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# === Build Face Table ===
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# ========================
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def build_face_table(edge_table): # For Nendo
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face_table = {}
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for key in edge_table.keys():
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i = edge_table[key][6]
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Lf = edge_table[key][0]
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Rf = edge_table[key][1]
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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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def fs_callback(filename):
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if filename.find('.ndo', -4) <= 0: filename += '.ndo'
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write(filename)
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Blender.Window.FileSelector(fs_callback, "Export Nendo")
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