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.
101 lines
2.8 KiB
Python
101 lines
2.8 KiB
Python
#!BPY
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"""
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Name: 'Pro Engineer (.slp)...'
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Blender: 232
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Group: 'Import'
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Tooltip: 'Import Pro Engineer (.slp) File Format'
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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 Pro Engineer files to Blender.
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This format can be exported from Pro/Engineer and most other CAD
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applications. Written at the request of a Blender user. It is almost
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identical to RAW format.
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Usage:<br>
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Execute this script from the "File->Import" menu and choose an SLP file to
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open.
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Notes:<br>
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Generates the standard verts and faces lists, but without duplicate
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verts. Only *exact* duplicates are removed, there is no way to specify a
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tolerance.
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"""
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# $Id$
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#
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# +---------------------------------------------------------+
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# | Copyright (c) 2004 Anthony D'Agostino |
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# | http://www.redrival.com/scorpius |
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# | scorpius@netzero.com |
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# | May 3, 2004 |
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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 SLP Triangle File Format (*.slp) |
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# +---------------------------------------------------------+
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import Blender, meshtools
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#import time
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# ================================
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# === Read SLP Triangle 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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raw = []
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for line in file.readlines():
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data = line.split()
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if data[0] == "vertex":
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vert = map(float, data[1:])
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raw.append(vert)
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tri = []
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for i in range(0, len(raw), 3):
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tri.append(raw[i] + raw[i+1] + raw[i+2])
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#$import pprint; pprint.pprint(tri)
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# Collect data from RAW format
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faces = []
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for line in tri:
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f1, f2, f3, f4, f5, f6, f7, f8, f9 = line
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faces.append([(f1, f2, f3), (f4, f5, f6), (f7, f8, f9)])
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# Generate verts and faces lists, without duplicates
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verts = []
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coords = {}
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index = 0
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for i in range(len(faces)):
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for j in range(len(faces[i])):
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vertex = faces[i][j]
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if not coords.has_key(vertex):
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coords[vertex] = index
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index += 1
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verts.append(vertex)
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faces[i][j] = coords[vertex]
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objname = Blender.sys.splitext(Blender.sys.basename(filename))[0]
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meshtools.create_mesh(verts, faces, objname)
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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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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 SLP")
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