#!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:
Select meshes to be exported and run this script from "File->Export" menu.
Supported:
1. Exports meshes only. Hint: use ALT-C to convert non-mesh objects,
and CTRL-ALT-A if you have "dupliverts" objects.
2. Exports Vertex Colors & Radiosity Solutions.
Missing:
Materials and UV Coordinates info will be ignored.
Known issues:
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.
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:
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.
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) |
# +---------------------------------------------------------+
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")