forked from bartvdbraak/blender
ad579abf00
Final (?) updates for 2.40 :) : - Bob Holcomb sent a better version of his 3ds importer - Added doc info to bvh2arm: links to doc and mocap tute from author Jean-Baptiste Perin - Alessandro Pirovano improved the Lightwave importer. - Mikael Lagre updated the collada scripts (fixed a bug with camera lens value) - Adam Saltsman improved the wings importer (ongoing work with his pal Toastie). - Anthony D'Agostino GPL'd his scripts (used Blender's BAL license previously) Thanks to all script authors for their work, interest and kindness. Again, Tom (LetterRip) has played an important part in this, thanks and welcome :).
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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