forked from bartvdbraak/blender
6d9c02be4c
- Fixes by Jean-Michel Soler: mod_ai2obj.py, mod_svg2obj.py; - Fixes by Campbell Barton: obj_import.py; - Small fix to mod_meshtools.py (fixes bug #1605: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1605&group_id=9); - Updates by Jean-Baptiste (Jiba) to his blender2cal3d.py; - Updates to all his import / export scripts (added doc data) by Anthony D'Agostino; - Update to off_import: support for uv data, by Arne Schmitz. BPython: - Removed Object.get and .getSelected (deprecated long ago, we use .Get and .GetSelected) -- fixes #1861: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1861&group_id=9 - Applied patch by Michael Reimpell: quat.c - fix for wrong initialization with newQuaternionObject; Mathutils documentation improvements. - Stani reported a wrong return msg in IpoCurve.Get (that is unimplemented). Thanks to all coders mentioned above!
106 lines
3.1 KiB
Python
106 lines
3.1 KiB
Python
#!BPY
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"""
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Name: 'DEC Object File Format (.off)...'
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Blender: 232
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Group: 'Import'
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Tooltip: 'Import DEC Object File Format (*.off)'
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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 DEC Object File Format files to Blender.
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The DEC (Digital Equipment Corporation) OFF format is very old and
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almost identical to Wavefront's OBJ. I wrote this so I could get my huge
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meshes into Moonlight Atelier. (DXF can also be used but the file size
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is five times larger than OFF!) Blender/Moonlight users might find this
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script to be very useful.
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Usage:<br>
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Execute this script from the "File->Import" menu and choose an OFF file to
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open.
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Notes:<br>
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UV Coordinate support has been added.
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"""
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# +---------------------------------------------------------+
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# | Copyright (c) 2002 Anthony D'Agostino |
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# | http://www.redrival.com/scorpius |
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# | scorpius@netzero.com |
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# | February 3, 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 Object File Format (*.off) |
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# +---------------------------------------------------------+
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import Blender, mod_meshtools
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#import time
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# =============================
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# ====== Read OFF 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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verts = []
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faces = []
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uv = []
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# === OFF Header ===
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offheader = file.readline()
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numverts, numfaces, null = file.readline().split()
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numverts = int(numverts)
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numfaces = int(numfaces)
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if offheader.find('ST') >= 0:
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has_uv = True
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else:
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has_uv = False
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# === Vertex List ===
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for i in range(numverts):
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if not i%100 and mod_meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/numverts, "Reading Verts")
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if has_uv:
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x, y, z, u, v = map(float, file.readline().split())
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uv.append((u, v))
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else:
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x, y, z = map(float, file.readline().split())
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verts.append((x, y, z))
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# === Face List ===
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for i in range(numfaces):
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if not i%100 and mod_meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/numfaces, "Reading Faces")
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line = file.readline().split()
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numfaceverts = len(line)-1
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facev = []
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for j in range(numfaceverts):
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index = int(line[j+1])
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facev.append(index)
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facev.reverse()
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faces.append(facev)
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objname = Blender.sys.splitext(Blender.sys.basename(filename))[0]
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mod_meshtools.create_mesh(verts, faces, objname, faces, uv)
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Blender.Window.DrawProgressBar(1.0, '') # 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 " + Blender.sys.basename(filename)# + seconds
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mod_meshtools.print_boxed(message)
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def fs_callback(filename):
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read(filename)
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Blender.Window.FileSelector(fs_callback, "Import OFF")
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