forked from bartvdbraak/blender
62147bba30
- moved bpydata/ to scripts/bpydata/ and added a config/ subdir to it; - created scripts/bpymodules for py modules (also got rid of those "mod_"'s appended to the files); - updated scripts accordingly. This will require you to "reinstall" (just copy the scripts/ dir over your older one) if you have a .blender/scripts/ dir somewhere. Otherwise some scripts won't work. You can use the updated "Help->System->System Information" script here to check all is fine. An installer script yet to be written will help users with these issues, specially to make the user defined dir have the same structure expected from the default scripts dir, so the basic facilities (module search; saved config data; scripts: installer, help browser, config editor) are also available for a user's own collection of written and downloaded scripts. BPython: - slikdigit's crash was because he had no <home or blender exe location>/.blender/: proper check added and also now if all else fails the <cvsblender>/release/scripts/ dir is also searched for scripts. All this registration dirs stuff is a little messy (installation!), so please report any troubles (I only tested on linux). - slight change in error report in BPY_interface.c's BPY_menu_do_python; remembering to set globaldict pointer to NULL there, too. - moved bpy_gethome() to EXPP_interface.[ch] - "//" as user defined python dir is ignored while looking for scripts, considering it's only a default some users use, not really meant for a scripts dir.
332 lines
11 KiB
Python
332 lines
11 KiB
Python
# $Id$
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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 28, 2002 |
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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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# | Common Functions & Global Variables For All IO Modules |
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# +---------------------------------------------------------+
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import Blender
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import sys
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show_progress = 1 # Set to 0 for faster performance
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average_vcols = 1 # Off for per-face, On for per-vertex
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overwrite_mesh_name = 0 # Set to 0 to increment object-name version
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blender_version = Blender.Get('version')
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blender_version_str = `blender_version`[0] + '.' + `blender_version`[1:]
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try:
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import operator
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except:
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msg = "Error: you need a full Python install to run this script."
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meshtools.print_boxed(msg)
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Blender.Draw.PupMenu("ERROR%t|"+msg)
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# =================================
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# === Append Faces To Face List ===
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# =================================
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def append_faces(mesh, faces, facesuv, uvcoords):
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for i in range(len(faces)):
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if not i%100 and show_progress: Blender.Window.DrawProgressBar(float(i)/len(faces), "Generating Faces")
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numfaceverts=len(faces[i])
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if numfaceverts <= 4: # This face is a triangle or quad
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face = Blender.NMesh.Face()
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for j in range(numfaceverts):
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index = faces[i][j]
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face.v.append(mesh.verts[index])
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if len(uvcoords) > 1:
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uvidx = facesuv[i][j]
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face.uv.append(uvcoords[uvidx])
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face.mode = 0
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face.col = [Blender.NMesh.Col()]*4
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mesh.faces.append(face)
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else: # Triangulate n-sided convex polygon.
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a, b, c = 0, 1, 2 # Indices of first triangle.
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for j in range(numfaceverts-2): # Number of triangles in polygon.
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face = Blender.NMesh.Face()
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face.v.append(mesh.verts[faces[i][a]])
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face.v.append(mesh.verts[faces[i][b]])
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face.v.append(mesh.verts[faces[i][c]])
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b = c; c += 1
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mesh.faces.append(face)
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#face.smooth = 1
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# ===================================
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# === Append Verts to Vertex List ===
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# ===================================
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def append_verts(mesh, verts, normals):
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#print "Number of normals:", len(normals)
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#print "Number of verts :", len(verts)
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for i in range(len(verts)):
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if not i%100 and show_progress: Blender.Window.DrawProgressBar(float(i)/len(verts), "Generating Verts")
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x, y, z = verts[i]
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mesh.verts.append(Blender.NMesh.Vert(x, y, z))
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if normals:
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mesh.verts[i].no[0] = normals[i][0]
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mesh.verts[i].no[1] = normals[i][1]
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mesh.verts[i].no[2] = normals[i][2]
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# ===========================
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# === Create Blender Mesh ===
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# ===========================
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def create_mesh(verts, faces, objname, facesuv=[], uvcoords=[], normals=[]):
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if normals: normal_flag = 0
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else: normal_flag = 1
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mesh = Blender.NMesh.GetRaw()
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append_verts(mesh, verts, normals)
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append_faces(mesh, faces, facesuv, uvcoords)
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if not overwrite_mesh_name:
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objname = versioned_name(objname)
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Blender.NMesh.PutRaw(mesh, objname, normal_flag) # Name the Mesh
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Blender.Object.GetSelected()[0].name=objname # Name the Object
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Blender.Redraw()
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# ==============================
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# === Increment Name Version ===
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# ==============================
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def versioned_name(objname):
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existing_names = []
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for object in Blender.Object.Get():
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existing_names.append(object.name)
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data = object.data
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if data: existing_names.append(data.name)
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if objname in existing_names: # don't over-write other names
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try:
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name, ext = objname.split('.')
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except ValueError:
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name, ext = objname, ''
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try:
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num = int(ext)
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root = name
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except ValueError:
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root = objname
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for i in xrange(1, 1000):
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objname = "%s.%03d" % (root, i)
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if objname not in existing_names:
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break
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return objname
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# ===========================
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# === Print Text In A Box ===
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# ===========================
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def print_boxed(text):
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lines = text.splitlines()
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maxlinelen = max(map(len, lines))
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if sys.platform[:3] == "win":
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print chr(218)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(191)
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for line in lines:
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print chr(179) + ' ' + line.ljust(maxlinelen) + ' ' + chr(179)
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print chr(192)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(217)
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else:
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print '+-' + '-'*maxlinelen + '-+'
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for line in lines: print '| ' + line.ljust(maxlinelen) + ' |'
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print '+-' + '-'*maxlinelen + '-+'
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print '\a\r', # beep when done
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# ===============================================
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# === Get euler angles from a rotation matrix ===
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# ===============================================
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def mat2euler(mat):
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angle_y = -math.asin(mat[0][2])
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c = math.cos(angle_y)
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if math.fabs(c) > 0.005:
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angle_x = math.atan2(mat[1][2]/c, mat[2][2]/c)
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angle_z = math.atan2(mat[0][1]/c, mat[0][0]/c)
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else:
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angle_x = 0.0
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angle_z = -math.atan2(mat[1][0], mat[1][1])
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return (angle_x, angle_y, angle_z)
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# ==========================
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# === Transpose A Matrix ===
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# ==========================
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def transpose(A):
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S = len(A)
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T = len(A[0])
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B = [[None]*S for i in range(T)]
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for i in range(T):
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for j in range(S):
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B[i][j] = A[j][i]
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return B
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# =======================
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# === Apply Transform ===
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# =======================
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def apply_transform(vertex, matrix):
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x, y, z = vertex
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xloc, yloc, zloc = matrix[3][0], matrix[3][1], matrix[3][2]
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xcomponent = x*matrix[0][0] + y*matrix[1][0] + z*matrix[2][0] + xloc
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ycomponent = x*matrix[0][1] + y*matrix[1][1] + z*matrix[2][1] + yloc
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zcomponent = x*matrix[0][2] + y*matrix[1][2] + z*matrix[2][2] + zloc
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vertex = [xcomponent, ycomponent, zcomponent]
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return vertex
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# =========================
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# === Has Vertex Colors ===
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# =========================
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def has_vertex_colors(mesh):
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# My replacement/workaround for hasVertexColours()
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# The docs say:
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# "Warning: If a mesh has both vertex colours and textured faces,
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# this function will return False. This is due to the way Blender
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# deals internally with the vertex colours array (if there are
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# textured faces, it is copied to the textured face structure and
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# the original array is freed/deleted)."
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try:
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return mesh.faces[0].col[0]
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except:
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return 0
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# ===========================
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# === Generate Edge Table ===
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# ===========================
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def generate_edgetable(mesh):
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edge_table = {}
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numfaces = len(mesh.faces)
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for i in range(numfaces):
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if not i%100 and show_progress:
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Blender.Window.DrawProgressBar(float(i)/numfaces, "Generating Edge Table")
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if len(mesh.faces[i].v) == 4: # Process Quadrilaterals
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generate_entry_from_quad(mesh, i, edge_table)
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elif len(mesh.faces[i].v) == 3: # Process Triangles
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generate_entry_from_tri(mesh, i, edge_table)
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else: # Skip This Face
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print "Face #", i, "was skipped."
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# === Sort Edge_Table Keys & Add Edge Indices ===
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i = 0
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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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edge_table[key][6] = i
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i += 1
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# === Replace Tuples With Indices ===
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for key in keys:
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for i in [2,3,4,5]:
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if edge_table.has_key(edge_table[key][i]):
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edge_table[key][i] = edge_table[edge_table[key][i]][6]
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else:
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keyrev = (edge_table[key][i][1], edge_table[key][i][0])
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edge_table[key][i] = edge_table[keyrev][6]
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return edge_table
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# ================================
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# === Generate Entry From Quad ===
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# ================================
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def generate_entry_from_quad(mesh, i, edge_table):
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vertex4, vertex3, vertex2, vertex1 = mesh.faces[i].v
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if has_vertex_colors(mesh):
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vcolor4, vcolor3, vcolor2, vcolor1 = mesh.faces[i].col
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Acol = (vcolor1.r/255.0, vcolor1.g/255.0, vcolor1.b/255.0)
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Bcol = (vcolor2.r/255.0, vcolor2.g/255.0, vcolor2.b/255.0)
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Ccol = (vcolor3.r/255.0, vcolor3.g/255.0, vcolor3.b/255.0)
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Dcol = (vcolor4.r/255.0, vcolor4.g/255.0, vcolor4.b/255.0)
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# === verts are upper case, edges are lower case ===
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A, B, C, D = vertex1.index, vertex2.index, vertex3.index, vertex4.index
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a, b, c, d = (A, B), (B, C), (C, D), (D, A)
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if edge_table.has_key((B, A)):
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edge_table[(B, A)][1] = i
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edge_table[(B, A)][4] = d
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edge_table[(B, A)][5] = b
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if has_vertex_colors(mesh): edge_table[(B, A)][8] = Bcol
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else:
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if has_vertex_colors(mesh):
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edge_table[(A, B)] = [i, None, d, b, None, None, None, Bcol, None]
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else:
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edge_table[(A, B)] = [i, None, d, b, None, None, None]
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if edge_table.has_key((C, B)):
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edge_table[(C, B)][1] = i
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edge_table[(C, B)][4] = a
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edge_table[(C, B)][5] = c
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if has_vertex_colors(mesh): edge_table[(C, B)][8] = Ccol
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else:
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if has_vertex_colors(mesh):
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edge_table[(B, C)] = [i, None, a, c, None, None, None, Ccol, None]
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else:
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edge_table[(B, C)] = [i, None, a, c, None, None, None]
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if edge_table.has_key((D, C)):
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edge_table[(D, C)][1] = i
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edge_table[(D, C)][4] = b
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edge_table[(D, C)][5] = d
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if has_vertex_colors(mesh): edge_table[(D, C)][8] = Dcol
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else:
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if has_vertex_colors(mesh):
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edge_table[(C, D)] = [i, None, b, d, None, None, None, Dcol, None]
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else:
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edge_table[(C, D)] = [i, None, b, d, None, None, None]
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if edge_table.has_key((A, D)):
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edge_table[(A, D)][1] = i
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edge_table[(A, D)][4] = c
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edge_table[(A, D)][5] = a
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if has_vertex_colors(mesh): edge_table[(A, D)][8] = Acol
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else:
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if has_vertex_colors(mesh):
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edge_table[(D, A)] = [i, None, c, a, None, None, None, Acol, None]
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else:
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edge_table[(D, A)] = [i, None, c, a, None, None, None]
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# ====================================
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# === Generate Entry From Triangle ===
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# ====================================
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def generate_entry_from_tri(mesh, i, edge_table):
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vertex3, vertex2, vertex1 = mesh.faces[i].v
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if has_vertex_colors(mesh):
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vcolor3, vcolor2, vcolor1, _vcolor4_ = mesh.faces[i].col
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Acol = (vcolor1.r/255.0, vcolor1.g/255.0, vcolor1.b/255.0)
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Bcol = (vcolor2.r/255.0, vcolor2.g/255.0, vcolor2.b/255.0)
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Ccol = (vcolor3.r/255.0, vcolor3.g/255.0, vcolor3.b/255.0)
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# === verts are upper case, edges are lower case ===
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A, B, C = vertex1.index, vertex2.index, vertex3.index
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a, b, c = (A, B), (B, C), (C, A)
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if edge_table.has_key((B, A)):
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edge_table[(B, A)][1] = i
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edge_table[(B, A)][4] = c
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edge_table[(B, A)][5] = b
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if has_vertex_colors(mesh): edge_table[(B, A)][8] = Bcol
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else:
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if has_vertex_colors(mesh):
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edge_table[(A, B)] = [i, None, c, b, None, None, None, Bcol, None]
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else:
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edge_table[(A, B)] = [i, None, c, b, None, None, None]
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if edge_table.has_key((C, B)):
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edge_table[(C, B)][1] = i
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edge_table[(C, B)][4] = a
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edge_table[(C, B)][5] = c
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if has_vertex_colors(mesh): edge_table[(C, B)][8] = Ccol
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else:
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if has_vertex_colors(mesh):
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edge_table[(B, C)] = [i, None, a, c, None, None, None, Ccol, None]
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else:
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edge_table[(B, C)] = [i, None, a, c, None, None, None]
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if edge_table.has_key((A, C)):
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edge_table[(A, C)][1] = i
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edge_table[(A, C)][4] = b
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edge_table[(A, C)][5] = a
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if has_vertex_colors(mesh): edge_table[(A, C)][8] = Acol
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else:
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if has_vertex_colors(mesh):
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edge_table[(C, A)] = [i, None, b, a, None, None, None, Acol, None]
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else:
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edge_table[(C, A)] = [i, None, b, a, None, None, None]
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