blender/release/scripts/nendo_import.py
Willian Padovani Germano ad579abf00 Scripts:
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 :).
2005-12-19 17:21:55 +00:00

242 lines
7.4 KiB
Python

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