Scripts:
- Jean-Michel Soler probably lost some hours of sleep since Sunday,
  but he managed to send me the updated path import scripts a few
  hours ago.  My tests with Inkscape .svg and .ps and Gimp worked fine.
  He also tested a lot and sent me info about what is already
  supported.  I'll send Ton a doc about bundled scripts including this
  info.  Importers: .ai, .svg, .eps/.ps, Gimp 1-1.2.5 / 2.0.

- Jean-Michel also contributed his Texture Baker script.

- Campbell Barton contributed two new scripts: a mesh cleaner and a
  vloop skinning / lofting script.  He also sent updates to his obj
  import / export ones.

- A Vanpoucke (xand) contributed his Axis Orientation Copy script.

And that makes 8 last minute additions.  Thanks a lot to the authors
and special thanks to JMS and Campbell for their hard work : ).

BPython:

- tiny addition (I'm forced to call it a showstopper bug ;) so JMS's
path import scripts (that actually convert to obj and make Blender
load the .obj curves) can use Blender.Load() and not rename G.sce,
the default filename.  Blender.Load(filename, 1) doesn't update G.sce.
Nothing should break because of this, Load(filename) still works fine.

- Made Blender complain again if script is for a newer Blender version than the one running it.
This commit is contained in:
Willian Padovani Germano
2004-08-04 06:16:46 +00:00
parent 54e1f40024
commit 452c8cf838
15 changed files with 3294 additions and 406 deletions

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@@ -0,0 +1,78 @@
#!BPY
""" Registration info for Blender menus: <- these words are ignored
Name: 'Axis Orientation Copy'
Blender: 233
Group: 'Object'
Tip: 'Copy the axis orientation of the active object to all selected mesh object'
"""
# $Id$
#
#----------------------------------------------
# A Vanpoucke (xand)
#from the previous script realignaxis
#----------------------------------------------
# Communiquer les problemes et erreurs sur:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2003, 2004: A Vanpoucke
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
from Blender import *
from Blender import Mathutils
from Blender.Mathutils import *
def applyTransform(mesh,mat):
for v in mesh.verts:
vec = VecMultMat(v.co,mat)
v.co[0], v.co[1], v.co[2] = vec[0], vec[1], vec[2]
oblist =Object.GetSelected()
lenob=len(oblist)
if lenob<2:
Draw.PupMenu("Select at least 2 objects")
else :
source=oblist[0]
nsource=source.name
texte="Copy axis orientation from : " + nsource + " ?%t|OK"
result=Draw.PupMenu(texte)
for cible in oblist[1:]:
if cible.getType()=='Mesh':
if source.rot!=cible.rot:
rotcible=cible.mat.toEuler().toMatrix()
rotsource=source.mat.toEuler().toMatrix()
rotsourcet = CopyMat(rotsource)
rotsourcet.invert()
mat=rotcible*rotsourcet
ncible=cible.name
me=NMesh.GetRaw(ncible)
applyTransform(me,mat)
NMesh.PutRaw(me,ncible)
cible.makeDisplayList()
cible.rot=source.rot

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@@ -0,0 +1,188 @@
#!BPY
"""
Name: 'Cleanup Meshes'
Blender: 234
Group: 'Mesh'
Tooltip: 'Clean unused data from all selected meshes'
"""
# $Id$
#
# --------------------------------------------------------------------------
# Mesh Cleaner 1.0 By Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
# Made by Ideasman/Campbell 2004/04/25 - ideasman@linuxmail.org
import Blender
from Blender import *
from math import sqrt
VRemNum = ERemNum = FRemNum = 0 # Remember for statistics
#================#
# Math functions #
#================#
def compare(f1, f2, limit):
if f1 + limit > f2 and f1 - limit < f2:
return 1
return 0
def measure(v1, v2):
return Mathutils.Vector([v1[0]-v2[0], v1[1] - v2[1], v1[2] - v2[2]]).length
def triArea2D(v1, v2, v3):
e1 = measure(v1, v2)
e2 = measure(v2, v3)
e3 = measure(v3, v1)
p = e1+e2+e3
return 0.25 * sqrt(p*(p-2*e1)*(p-2*e2)*(p-2*e3))
#=============================#
# Blender functions/shortcuts #
#=============================#
def error(str):
Draw.PupMenu('ERROR%t|'+str)
def getLimit(text):
return Draw.PupFloatInput(text, 0.001, 0.0, 1.0, 0.1, 3)
def faceArea(f):
if len(f.v) == 4:
return triArea2D(f.v[0].co, f.v[1].co, f.v[2].co) + triArea2D(f.v[0].co, f.v[2].co, f.v[3].co)
elif len(f.v) == 3:
return triArea2D(f.v[0].co, f.v[1].co, f.v[2].co)
#================#
# Mesh functions #
#================#
def delFreeVert(mesh):
global VRemNum
usedList = eval('[' + ('False,' * len(mesh.verts) )+ ']')
# Now tag verts that areused
for f in mesh.faces:
for v in f.v:
usedList[mesh.verts.index(v)] = True
vIdx = 0
for bool in usedList:
if bool == False:
mesh.verts.remove(mesh.verts[vIdx])
vIdx -= 1
VRemNum += 1
vIdx += 1
mesh.update()
def delEdge(mesh):
global ERemNum
fIdx = 0
while fIdx < len(mesh.faces):
if len(mesh.faces[fIdx].v) == 2:
mesh.faces.remove(mesh.faces[fIdx])
ERemNum += 1
fIdx -= 1
fIdx +=1
mesh.update()
def delEdgeLen(mesh, limit):
global ERemNum
fIdx = 0
while fIdx < len(mesh.faces):
if len(mesh.faces[fIdx].v) == 2:
if measure(mesh.faces[fIdx].v[0].co, mesh.faces[fIdx].v[1].co) <= limit:
mesh.faces.remove(mesh.faces[fIdx])
ERemNum += 1
fIdx -= 1
fIdx +=1
mesh.update()
def delFaceArea(mesh, limit):
global FRemNum
fIdx = 0
while fIdx < len(mesh.faces):
if len(mesh.faces[fIdx].v) > 2:
if faceArea(mesh.faces[fIdx]) <= limit:
mesh.faces.remove(mesh.faces[fIdx])
FRemNum += 1
fIdx -= 1
fIdx +=1
mesh.update()
#====================#
# Make a mesh list #
#====================#
is_editmode = Window.EditMode()
if is_editmode: Window.EditMode(0)
meshList = []
if len(Object.GetSelected()) > 0:
for ob in Object.GetSelected():
if ob.getType() == 'Mesh':
meshList.append(ob.getData())
#====================================#
# Popup menu to select the functions #
#====================================#
if len(meshList) == 0:
error('no meshes in selection')
else:
method = Draw.PupMenu(\
'Clean Mesh, Remove...%t|\
Verts: free standing|\
Edges: not in a face|\
Edges: below a length|\
Faces: below an area|%l|\
All of the above|')
if method >= 3:
limit = getLimit('threshold: ')
if method != -1:
for mesh in meshList:
if method == 1:
delFreeVert(mesh)
elif method == 2:
delEdge(mesh)
elif method == 3:
delEdgeLen(mesh, limit)
elif method == 4:
delFaceArea(mesh, limit)
elif method == 6: # All of them
delFaceArea(mesh, limit)
delEdge(mesh)
delFreeVert(mesh)
mesh.update(0)
Redraw()
if is_editmode: Window.EditMode(1)
if method != -1:
Draw.PupMenu('Removed from ' + str(len(meshList)) +' Mesh(es)%t|' + 'Verts:' + str(VRemNum) + ' Edges:' + str(ERemNum) + ' Faces:' + str(FRemNum))

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@@ -4,7 +4,7 @@
Name: 'Blender Knife Tool'
Blender: 232
Group: 'Mesh'
Tooltip: 'Cut a mesh along a plane w/o creating doubles'
Tooltip: 'Cut selected mesh(es) along an active plane w/o creating doubles'
"""
# $Id$

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@@ -0,0 +1,383 @@
"""
#----------------------------------------------
# (c) jm soler juillet 2004, released under Blender Artistic Licence
# for the Blender 2.34 Python Scripts Bundle.
#----------------------------------------------
# Page officielle :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_import_ai.htm
# Communiquer les problemes et erreurs sur:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#
# 0.1.1 : 2004/08/03, bug in boudingbox reading when Value are negative
#
"""
SHARP_IMPORT=0
SCALE=1
DEVELOPPEMENT=0
import sys
#oldpath=sys.path
import Blender
BLversion=Blender.Get('version')
try:
import nt
os=nt
os.sep='\\'
except:
import posix
os=posix
os.sep='/'
def isdir(path):
try:
st = os.stat(path)
return 1
except:
return 0
def split(pathname):
if pathname.find(os.sep)!=-1:
k0=pathname.split(os.sep)
else:
if os.sep=='/':
k0=pathname.split('\\')
else:
k0=pathname.split('/')
directory=pathname.replace(k0[len(k0)-1],'')
Name=k0[len(k0)-1]
return directory, Name
def join(l0,l1):
return l0+os.sep+l1
os.isdir=isdir
os.split=split
os.join=join
def filtreFICHIER(nom):
f=open(nom,'r')
t=f.readlines()
f.close()
if len(t)==1 and t[0].find('\r'):
t=t[0].split('\r')
if len(t)>1:
return t
else:
name = "OK?%t| Not a valid file or an empty file ... " # if no %xN int is set, indices start from 1
result = Draw.PupMenu(name)
return 'false'
#===============================
# Data
#===============================
#===============================
# Blender Curve Data
#===============================
objBEZIER=0
objSURFACE=5
typBEZIER3D=1 #3D
typBEZIER2D=9 #2D
class Bez:
def __init__(self):
self.co=[]
self.ha=[0,0]
class ITEM:
def __init__(self):
self.type = typBEZIER3D,
self.pntsUV = [0,0]
self.resolUV = [32,0]
self.orderUV = [0,0]
self.flagUV = [0,0]
self.Origine = [0.0,0.0]
self.beziers_knot = []
class COURBE:
def __init__(self):
self.magic_number='3DG3'
self.type = objBEZIER
self.number_of_items = 0
self.ext1_ext2 = [0,0]
self.matrix = """0.0 0.0 1.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0 """
self.ITEM = {}
courbes=COURBE()
PATTERN={}
BOUNDINGBOX={'rec':[],'coef':1.0}
npat=0
#=====================================================================
#======== name of the curve in teh courbes dictionnary ===============
#=====================================================================
n0=0
#=====================================================================
#====================== current Point ================================
#=====================================================================
CP=[0.0,0.0] #currentPoint
#=====================================================================
#===== to compare last position to the original move to displacement =
#===== needed for cyclic efinition =================================
#=====================================================================
def test_egalitedespositions(f1,f2):
if f1[0]==f2[0] and f1[1]==f2[1]:
return Blender.TRUE
else:
return Blender.FALSE
def Open_GEOfile(dir,nom):
if BLversion>=233:
Blender.Load(dir+nom+'OOO.obj', 1)
BO=Blender.Object.Get()
BO[-1].RotY=0.0
BO[-1].makeDisplayList()
Blender.Window.RedrawAll()
else:
print "Not yet implemented"
def create_GEOtext(courbes):
global SCALE, B, BOUNDINGBOX
r=BOUNDINGBOX['rec']
if SCALE==1:
SCALE=1.0
elif SCALE==2:
SCALE=r[2]-r[0]
elif SCALE==3:
SCALE=r[3]-r[1]
t=[]
t.append(courbes.magic_number+'\n')
t.append(str(courbes.type)+'\n')
t.append(str(courbes.number_of_items)+'\n')
t.append(str(courbes.ext1_ext2[0])+' '+str(courbes.ext1_ext2[1])+'\n')
t.append(courbes.matrix+'\n')
for k in courbes.ITEM.keys():
t.append("%s\n"%courbes.ITEM[k].type)
t.append("%s %s \n"%(courbes.ITEM[k].pntsUV[0],courbes.ITEM[k].pntsUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].resolUV[0],courbes.ITEM[k].resolUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].orderUV[0],courbes.ITEM[k].orderUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].flagUV[0],courbes.ITEM[k].flagUV[1]))
flag =courbes.ITEM[k].flagUV[0]
for k2 in range(flag,len(courbes.ITEM[k].beziers_knot)):
k1 =courbes.ITEM[k].beziers_knot[k2]
t.append("%4f 0.0 %4f \n"%(float(k1.co[0])/SCALE,float(k1.co[1])/SCALE))
t.append("%4f 0.0 %4f \n"%(float(k1.co[2])/SCALE,float(k1.co[3])/SCALE))
t.append("%4f 0.0 %4f \n"%(float(k1.co[4])/SCALE,float(k1.co[5])/SCALE))
t.append(str(k1.ha[0])+' '+str(k1.ha[1])+'\n')
return t
def save_GEOfile(dir,nom,t):
f=open(dir+nom+'OOO.obj','w')
f.writelines(t)
f.close()
#warning = "REMINDER : %t | Do not forget to rename your blender file NOW ! %x1"
#result = Blender.Draw.PupMenu(warning)
#=====================================================================
#===== AI format : DEBUT =========================
#=====================================================================
def mouvement_vers(l,n0,CP):
if n0 in courbes.ITEM.keys():
#if test_egalitedespositions(courbes.ITEM[n0].Origine,CP):
# courbes.ITEM[n0].flagUV[0]=1
n0+=1
else:
CP=[l[-3].replace('d',''),l[-2]]
#i=
courbes.ITEM[n0]=ITEM()
courbes.ITEM[n0].Origine=[l[-3].replace('d',''),l[-2]]
B=Bez()
B.co=[CP[0],CP[1],CP[0],CP[1],CP[0],CP[1]]
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
return courbes,n0,CP
def courbe_vers_c(l,l2, n0,CP): #c,C
B=Bez()
B.co=[l[2],l[3],l[4],l[5],l[0],l[1]]
if len(courbes.ITEM[n0].beziers_knot)==1:
CP=[l[0],l[1]]
courbes.ITEM[n0].Origine=[l[0],l[1]]
if l[-1]=='C':
B.ha=[2,2]
else:
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
if len(l2)>1 and l2[-1] in Actions.keys():
B.co[-2]=l2[0]
B.co[-1]=l2[1]
else:
#B.co[-2]=courbes.ITEM[n0].beziers_knot[-1].co[0]
#B.co[-1]=courbes.ITEM[n0].beziers_knot[-].co[1]
B.co[-2]=CP[0]
B.co[-1]=CP[1]
return courbes,n0,CP
def courbe_vers_v(l,n0,CP): #v-V
B=Bez()
B.co=[l[2],l[3],l[0],l[1],l[2],l[3]]
if l[-1]=='V':
B.ha=[2,2]
else:
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
CP=[l[0],l[1]]
return courbes,n0,CP
def courbe_vers_y(l,n0,CP): #y
B=Bez()
B.co=[l[2],l[3],l[0],l[1],l[2],l[3]]
if l[-1]=='Y':
B.ha=[2,2]
else:
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
CP=[l[2],l[3]]
return courbes,n0,CP
def ligne_tracee_l(l,n0,CP):
B=Bez()
B.co=[l[0],l[1],l[0],l[1],l[0],l[1]]
if l[-1]=='L':
B.ha=[2,2]
else:
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
CP=[l[0],l[1]]
return courbes,n0,CP
Actions= { "C" : courbe_vers_c,
"c" : courbe_vers_c,
"V" : courbe_vers_v,
"v" : courbe_vers_v,
"Y" : courbe_vers_y,
"y" : courbe_vers_y,
"m" : mouvement_vers,
"l" : ligne_tracee_l,
"L" : ligne_tracee_l}
TAGcourbe=Actions.keys()
def pik_pattern(t,l):
global npat, PATTERN, BOUNDINGBOX
while t[l].find('%%EndSetup')!=0:
if t[l].find('%%BoundingBox:')!=-1:
t[l]=t[l][t[l].find(':')+1:]
l0=t[l].split()
BOUNDINGBOX['rec']=[float(l0[-4]),float(l0[-3]),float(l0[-2]),float(l0[-1])]
r=BOUNDINGBOX['rec']
BOUNDINGBOX['coef']=(r[3]-r[1])/(r[2]-r[0])
#print l,
if t[l].find('BeginPattern')!=-1:
nomPattern=t[l][t[l].find('(')+1:t[l].find(')')]
PATTERN[nomPattern]={}
if t[l].find('BeginPatternLayer')!=-1:
npat+=1
PATTERN[nomPattern][npat]=[]
while t[l].find('EndPatternLayer')==-1:
#print t[l]
PATTERN[nomPattern][npat].append(l)
l+=1
if l+1<len(t):
l=l+1
else:
return 1,l
return 1,l
def scan_FILE(nom):
global CP, courbes, SCALE
dir,name=split(nom)
name=name.split('.')
n0=0
result=0
t=filtreFICHIER(nom)
if nom.upper().find('.AI')!=-1 and t!='false':
if not SHARP_IMPORT:
warning = "Select Size : %t| As is %x1 | Scale on Height %x2| Scale on Width %x3"
SCALE = Blender.Draw.PupMenu(warning)
npat=0
l=0
do=0
while l <len(t)-1 :
if not do:
do,l=pik_pattern(t,l)
#print 'len(t)',len(t)
t[l].replace('\n','')
if t[l][0]!='%':
l0=t[l].split()
if l0[-1] in TAGcourbe:
if l0[-1] in ['C','c']:
l2=t[l+1].split()
courbes,n0,CP=Actions[l0[-1]](l0,l2,n0,CP)
else:
courbes,n0,CP=Actions[l0[-1]](l0,n0,CP)
l=l+1; #print l
t=[]
courbes.number_of_items=len(courbes.ITEM.keys())
for k in courbes.ITEM.keys():
courbes.ITEM[k].pntsUV[0] =len(courbes.ITEM[k].beziers_knot)
if test_egalitedespositions(courbes.ITEM[k].Origine,
[courbes.ITEM[k].beziers_knot[-1].co[-2],
courbes.ITEM[k].beziers_knot[-1].co[-1]]):
courbes.ITEM[k].flagUV[0]=1
courbes.ITEM[k].pntsUV[0] -=1
if courbes.number_of_items>0:
if len(PATTERN.keys() )>0:
#print len(PATTERN.keys() )
warning = "Pattern list (for info not used): %t| "
p0=1
for P in PATTERN.keys():
warning+="%s %%x%s|"%(P,p0)
p0+=1
Padd = Blender.Draw.PupMenu(warning)
t=create_GEOtext(courbes)
save_GEOfile(dir,name[0],t)
Open_GEOfile(dir,name[0])
else:
pass
#=====================================================================
#====================== AI format mouvements =========================
#=====================================================================
#=========================================================
# une sorte de contournement qui permet d'utiliser la fonction
# et de documenter les variables Window.FileSelector
#=========================================================
def fonctionSELECT(nom):
scan_FILE(nom)
if DEVELOPPEMENT==1:
Blender.Window.FileSelector (fonctionSELECT, 'SELECT AI FILE')
#sys.path=oldpath

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@@ -0,0 +1,390 @@
#----------------------------------------------
# (c) jm soler juillet 2004, released under Blender Artistic Licence
# for the Blender 2.34 Python Scripts Bundle.
#----------------------------------------------
# Page officielle :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_import_eps.htm
# Communiquer les problemes et erreurs sur:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#----------------------------------------------
SHARP_IMPORT=0
SCALE=1
scale=1
import sys
#oldpath=sys.path
import Blender
BLversion=Blender.Get('version')
try:
import nt
os=nt
os.sep='\\'
except:
import posix
os=posix
os.sep='/'
def isdir(path):
try:
st = os.stat(path)
return 1
except:
return 0
def split(pathname):
if pathname.find(os.sep)!=-1:
k0=pathname.split(os.sep)
else:
if os.sep=='/':
k0=pathname.split('\\')
else:
k0=pathname.split('/')
directory=pathname.replace(k0[len(k0)-1],'')
Name=k0[len(k0)-1]
return directory, Name
def join(l0,l1):
return l0+os.sep+l1
os.isdir=isdir
os.split=split
os.join=join
def filtreFICHIER(nom):
f=open(nom,'r')
t=f.readlines()
f.close()
if len(t)==1 and t[0].find('\r'):
t=t[0].split('\r')
if len(t)>1:
return t
else:
name = "OK?%t| Not a valid file or an empty file ... " # if no %xN int is set, indices start from 1
result = Draw.PupMenu(name)
return 'false'
#===============================
# Data
#===============================
#===============================
# Blender Curve Data
#===============================
objBEZIER=0
objSURFACE=5
typBEZIER3D=1 #3D
typBEZIER2D=9 #2D
class Bez:
def __init__(self):
self.co=[]
self.ha=[0,0]
class ITEM:
def __init__(self):
self.type = typBEZIER3D,
self.pntsUV = [0,0]
self.resolUV = [32,0]
self.orderUV = [0,0]
self.flagUV = [0,0]
self.Origine = [0.0,0.0]
self.beziers_knot = []
class COURBE:
def __init__(self):
self.magic_number='3DG3'
self.type = objBEZIER
self.number_of_items = 0
self.ext1_ext2 = [0,0]
self.matrix = """0.0 0.0 1.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0 """ #- right-handed object matrix. Used to determine position, rotation and size
self.ITEM = {}
courbes=COURBE()
PATTERN={}
BOUNDINGBOX={'rec':[],'coef':1.0}
npat=0
#=====================================================================
#======== name of the curve in teh courbes dictionnary ===============
#=====================================================================
n0=0
#=====================================================================
#====================== current Point ================================
#=====================================================================
CP=[0.0,0.0] #currentPoint
#=====================================================================
#===== to compare last position to the original move to displacement =
#===== needed for cyclic efinition =================================
#=====================================================================
def test_egalitedespositions(f1,f2):
if f1[0]==f2[0] and f1[1]==f2[1]:
return Blender.TRUE
else:
return Blender.FALSE
def Open_GEOfile(dir,nom):
global SCALE,BOUNDINGBOX, scale
if BLversion>=233:
Blender.Load(dir+nom+'OOO.obj', 1)
BO=Blender.Object.Get()
BO[-1].RotY=3.1416
BO[-1].RotZ=3.1416
BO[-1].RotX=3.1416/2.0
if scale==1:
BO[-1].LocY+=BOUNDINGBOX['rec'][3]
else:
BO[-1].LocY+=BOUNDINGBOX['rec'][3]/SCALE
BO[-1].makeDisplayList()
Blender.Window.RedrawAll()
else:
print "Not yet implemented"
def create_GEOtext(courbes):
global SCALE, B, BOUNDINGBOX,scale
r=BOUNDINGBOX['rec']
if scale==1:
SCALE=1.0
elif scale==2:
SCALE=r[2]-r[0]
elif scale==3:
SCALE=r[3]-r[1]
t=[]
t.append(courbes.magic_number+'\n')
t.append(str(courbes.type)+'\n')
t.append(str(courbes.number_of_items)+'\n')
t.append(str(courbes.ext1_ext2[0])+' '+str(courbes.ext1_ext2[1])+'\n')
t.append(courbes.matrix+'\n')
for k in courbes.ITEM.keys():
t.append("%s\n"%courbes.ITEM[k].type)
t.append("%s %s \n"%(courbes.ITEM[k].pntsUV[0],courbes.ITEM[k].pntsUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].resolUV[0],courbes.ITEM[k].resolUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].orderUV[0],courbes.ITEM[k].orderUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].flagUV[0],courbes.ITEM[k].flagUV[1]))
flag =courbes.ITEM[k].flagUV[0]
for k2 in range(flag,len(courbes.ITEM[k].beziers_knot)):
k1 =courbes.ITEM[k].beziers_knot[k2]
t.append("%4f 0.0 %4f \n"%(float(k1.co[0])/SCALE,float(k1.co[1])/SCALE))
t.append("%4f 0.0 %4f \n"%(float(k1.co[2])/SCALE,float(k1.co[3])/SCALE))
t.append("%4f 0.0 %4f \n"%(float(k1.co[4])/SCALE,float(k1.co[5])/SCALE))
t.append(str(k1.ha[0])+' '+str(k1.ha[1])+'\n')
return t
def save_GEOfile(dir,nom,t):
f=open(dir+nom+'OOO.obj','w')
f.writelines(t)
f.close()
#name = "REMINDER : %t | Do not forget to rename your blender file NOW ! %x1"
#result = Blender.Draw.PupMenu(name)
#=====================================================================
#===== EPS format : DEBUT =========================
#=====================================================================
def mouvement_vers(l,n0,CP):
if n0 in courbes.ITEM.keys():
#if test_egalitedespositions(courbes.ITEM[n0].Origine,CP):
# courbes.ITEM[n0].flagUV[0]=1
n0+=1
CP=[l[-3].replace('d',''),l[-2]]
else:
CP=[l[-3].replace('d',''),l[-2]]
#i=
courbes.ITEM[n0]=ITEM()
courbes.ITEM[n0].Origine=[l[-3].replace('d',''),l[-2]]
B=Bez()
B.co=[CP[0],CP[1],CP[0],CP[1],CP[0],CP[1]]
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
return courbes,n0,CP
def rmouvement_vers(l,n0,CP):
if n0 in courbes.ITEM.keys():
#if test_egalitedespositions(courbes.ITEM[n0].Origine,CP):
# courbes.ITEM[n0].flagUV[0]=1
n0+=1
CP=["%4f"%(float(l[-3])+float(CP[0])),"%4f"%(float(l[-2])+float(CP[1]))]
else:
CP=["%4f"%(float(l[-3])+float(CP[0])),"%4f"%(float(l[-2])+float(CP[1]))]
#i=
courbes.ITEM[n0]=ITEM()
courbes.ITEM[n0].Origine=[l[-3].replace('d',''),l[-2]]
B=Bez()
B.co=[CP[0],CP[1],CP[0],CP[1],CP[0],CP[1]]
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
return courbes,n0,CP
def courbe_vers_c(l, l2, n0,CP): #c,C
"""
B=Bez()
B.co=[l[0],l[1],l[2],l[3],l[4],l[5]]
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
"""
B=Bez()
B.co=[l[2],l[3],l[4],l[5],l[0],l[1]]
if len(courbes.ITEM[n0].beziers_knot)==1:
CP=[l[0],l[1]]
courbes.ITEM[n0].Origine=[l[0],l[1]]
if l[-1]=='C':
B.ha=[2,2]
else:
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
if len(l2)>1 and l2[-1] in Actions.keys():
B.co[-2]=l2[0]
B.co[-1]=l2[1]
else:
B.co[-2]=CP[0]
B.co[-1]=CP[1]
return courbes,n0,CP
def ligne_tracee_l(l,n0,CP):
B=Bez()
B.co=[l[0],l[1],l[0],l[1],l[0],l[1]]
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
CP=[l[0],l[1]]
return courbes,n0,CP
def rligne_tracee_l(l,n0,CP):
B=Bez()
B.co=["%4f"%(float(l[0])+float(CP[0])),
"%4f"%(float(l[1])+float(CP[1])),
"%4f"%(float(l[0])+float(CP[0])),
"%4f"%(float(l[1])+float(CP[1])),
"%4f"%(float(l[0])+float(CP[0])),
"%4f"%(float(l[1])+float(CP[1]))]
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
CP=[l[0],l[1]]
return courbes,n0,CP
Actions= { "curveto" : courbe_vers_c,
"curveto" : courbe_vers_c,
"moveto" : mouvement_vers,
"rmoveto" : mouvement_vers,
"lineto" : ligne_tracee_l,
"rlineto" : rligne_tracee_l
}
TAGcourbe=Actions.keys()
"""
def pik_pattern(t,l):
global npat, PATTERN, BOUNDINGBOX
while t[l].find('%%EndSetup')!=0:
if t[l].find('%%BoundingBox:')!=-1:
l0=t[l].split()
BOUNDINGBOX['rec']=[float(l0[-4]),float(l0[-3]),float(l0[-2]),float(l0[-1])]
r=BOUNDINGBOX['rec']
BOUNDINGBOX['coef']=(r[3]-r[1])/(r[2]-r[0])
print l,
if t[l].find('BeginPatternLayer')!=-1:
npat+=1
PATTERN[npat]=[]
while t[l].find('EndPatternLayer')==-1:
print t[l]
PATTERN[npat].append(l)
l+=1
if l+1<len(t):
l=l+1
else:
return 1,l
return 1,l
"""
def scan_FILE(nom):
global CP, courbes, SCALE, scale
dir,name=split(nom)
name=name.split('.')
n0=0
result=0
t=filtreFICHIER(nom)
if nom.upper().find('.EPS')!=-1 or nom.upper().find('.PS')!=-1 and t!='false':
if not SHARP_IMPORT:
warning = "Select Size : %t| As is %x1 | Scale on Height %x2| Scale on Width %x3"
scale = Blender.Draw.PupMenu(warning)
npat=0
l=0
do=0
while l <len(t)-1 :
if t[l].find('%%BoundingBox:')!=-1:
l0=t[l].split()
BOUNDINGBOX['rec']=[float(l0[-4]),float(l0[-3]),float(l0[-2]),float(l0[-1])]
r=BOUNDINGBOX['rec']
BOUNDINGBOX['coef']=(r[3]-r[1])/(r[2]-r[0])
"""
if not do:
do,l=pik_pattern(t,l)
"""
#print 'len(t)',len(t)
t[l].replace('\n','')
if t[l][0]!='%':
l0=t[l].split()
if l0!=[] and l0[-1] in TAGcourbe:
if l0[-1] in ['curveto']:
l2=t[l+1].split()
courbes,n0,CP=Actions[l0[-1]](l0,l2,n0,CP)
else:
courbes,n0,CP=Actions[l0[-1]](l0,n0,CP)
l=l+1#; print l
t=[]
if t!='false':
courbes.number_of_items=len(courbes.ITEM.keys())
for k in courbes.ITEM.keys():
courbes.ITEM[k].pntsUV[0] =len(courbes.ITEM[k].beziers_knot)
if test_egalitedespositions(courbes.ITEM[k].Origine,
[courbes.ITEM[k].beziers_knot[-1].co[-2],
courbes.ITEM[k].beziers_knot[-1].co[-1]]):
courbes.ITEM[k].flagUV[0]=1
courbes.ITEM[k].pntsUV[0] -=1
if courbes.number_of_items>0:
if len(PATTERN.keys() )>0:
#print len(PATTERN.keys() )
pass
t=create_GEOtext(courbes)
save_GEOfile(dir,name[0],t)
Open_GEOfile(dir,name[0])
else:
pass
#=====================================================================
#====================== EPS format mouvements =========================
#=====================================================================
#=========================================================
# une sorte de contournement qui permet d'utiliser la fonction
# et de documenter les variables Window.FileSelector
#=========================================================
def fonctionSELECT(nom):
scan_FILE(nom)
#Blender.Window.FileSelector (fonctionSELECT, 'SELECT .EPS/.PS FILE')
#sys.path=oldpath

View File

@@ -0,0 +1,320 @@
"""
#----------------------------------------------
# (c) jm soler juillet 2004, released under Blender Artistic Licence
# for the Blender 2.34 Python Scripts Bundle.
#----------------------------------------------
# Page officielle :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_import_gimp.htm
# Communiquer les problemes et erreurs sur:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#---------------------------------------------
"""
SHARP_IMPORT=0
SCALE=1
import sys
#oldpath=sys.path
import Blender
BLversion=Blender.Get('version')
try:
import nt
os=nt
os.sep='\\'
except:
import posix
os=posix
os.sep='/'
def isdir(path):
try:
st = os.stat(path)
return 1
except:
return 0
def split(pathname):
if pathname.find(os.sep)!=-1:
k0=pathname.split(os.sep)
else:
if os.sep=='/':
k0=pathname.split('\\')
else:
k0=pathname.split('/')
directory=pathname.replace(k0[len(k0)-1],'')
Name=k0[len(k0)-1]
return directory, Name
def join(l0,l1):
return l0+os.sep+l1
os.isdir=isdir
os.split=split
os.join=join
def filtreFICHIER(nom):
f=open(nom,'r')
t=f.readlines()
f.close()
if len(t)==1 and t[0].find('\r'):
t=t[0].split('\r')
if len(t)>1 and t[1].find('#POINTS:')==0:
return t
else:
warning = "OK?%t| Not a valid file or an empty file ... " # if no %xN int is set, indices start from 1
result = Blender.Draw.PupMenu(warning)
return "false"
#===============================
# Data
#===============================
#===============================
# Blender Curve Data
#===============================
objBEZIER=0
objSURFACE=5
typBEZIER3D=1 #3D
typBEZIER2D=9 #2D
class Bez:
def __init__(self):
self.co=[]
self.ha=[0,0]
def echo(self):
#print 'co = ', self.co
#print 'ha = ', self.ha
pass
class ITEM:
def __init__(self):
self.type = typBEZIER3D,
self.pntsUV = [0,0]
self.resolUV = [32,0]
self.orderUV = [0,0]
self.flagUV = [0,0]
self.Origine = [0.0,0.0]
self.beziers_knot = []
class COURBE:
def __init__(self):
self.magic_number='3DG3'
self.type = objBEZIER
self.number_of_items = 0
self.ext1_ext2 = [0,0]
self.matrix = """0.0 0.0 1.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0 """ #- right-handed object matrix. Used to determine position, rotation and size
self.ITEM = {}
courbes=COURBE()
PATTERN={}
BOUNDINGBOX={'rec':[],'coef':1.0}
npat=0
#=====================================================================
#======== name of the curve in the courbes dictionnary ===============
#=====================================================================
n0=0
#=====================================================================
#====================== current Point ================================
#=====================================================================
CP=[0.0,0.0] #currentPoint
def MINMAX(b):
global BOUNDINGBOX
r=BOUNDINGBOX['rec']
for m in range(0,len(b)-2,2):
#print m, m+1 , len(b)-1
#print b[m], r, r[0]
if float(b[m])<r[0]:
r[0]=float(b[m])
if float(b[m])>r[2]: r[2]=float(b[m])
if float(b[m+1])<r[1]: r[1]=float(b[m+1])
if float(b[m+1])>r[3]: r[3]=float(b[m+1])
#=====================================================================
#===== to compare last position to the original move to displacement =
#===== needed for cyclic efinition =================================
#=====================================================================
def test_egalitedespositions(f1,f2):
if f1[0]==f2[0] and f1[1]==f2[1]:
return Blender.TRUE
else:
return Blender.FALSE
def Open_GEOfile(dir,nom):
if BLversion>=233:
Blender.Load(dir+nom+'OOO.obj', 1)
BO=Blender.Object.Get()
BO[-1].LocZ=1.0
BO[-1].makeDisplayList()
Blender.Window.RedrawAll()
else:
print "Not yet implemented"
def create_GEOtext(courbes):
global SCALE, B, BOUNDINGBOX
r=BOUNDINGBOX['rec']
if SCALE==1:
SCALE=1.0
elif SCALE==2:
SCALE=r[2]-r[0]
elif SCALE==3:
SCALE=r[3]-r[1]
t=[]
t.append(courbes.magic_number+'\n')
t.append(str(courbes.type)+'\n')
t.append(str(courbes.number_of_items)+'\n')
t.append(str(courbes.ext1_ext2[0])+' '+str(courbes.ext1_ext2[1])+'\n')
t.append(courbes.matrix+'\n')
for k in courbes.ITEM.keys():
t.append("%s\n"%courbes.ITEM[k].type)
t.append("%s %s \n"%(courbes.ITEM[k].pntsUV[0],courbes.ITEM[k].pntsUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].resolUV[0],courbes.ITEM[k].resolUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].orderUV[0],courbes.ITEM[k].orderUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].flagUV[0],courbes.ITEM[k].flagUV[1]))
flag =0#courbes.ITEM[k].flagUV[0]
for k2 in range(flag,len(courbes.ITEM[k].beziers_knot)):
k1 =courbes.ITEM[k].beziers_knot[k2]
t.append("%4f 0.0 %4f \n"%(float(k1.co[0])/SCALE,float(k1.co[1])/SCALE))
t.append("%4f 0.0 %4f \n"%(float(k1.co[4])/SCALE,float(k1.co[5])/SCALE))
t.append("%4f 0.0 %4f \n"%(float(k1.co[2])/SCALE,float(k1.co[3])/SCALE))
t.append(str(k1.ha[0])+' '+str(k1.ha[1])+'\n')
return t
def save_GEOfile(dir,nom,t):
f=open(dir+nom+'OOO.obj','w')
f.writelines(t)
f.close()
#warning = "REMINDER : %t | Do not forget to rename your blender file NOW ! %x1"
#result = Blender.Draw.PupMenu(warning)
#=====================================================================
#===== GIMP format : DEBUT =========================
#=====================================================================
CLOSED=0
def mouvement_vers(l,l1,l2,n0):
global BOUNDINGBOX, CP
if l[1] == '3' :
n0+=1
courbes.ITEM[n0]=ITEM()
courbes.ITEM[n0].Origine=[l[-3],l[-1],]
courbes.ITEM[n0-1].beziers_knot[0].co[0]=CP[0]
courbes.ITEM[n0-1].beziers_knot[0].co[1]=CP[1]
CP=[l2[-3], l2[-1]]
elif l[1]=='1' and (n0 not in courbes.ITEM.keys()):
courbes.ITEM[n0]=ITEM()
courbes.ITEM[n0].Origine=[l[-3],l[-1],]
CP=[l2[-3], l2[-1]]
B=Bez()
B.co=[ CP[0],CP[1],
l1[-3], l1[-1],
l[-3], l[-1]]
CP=[l2[-3], l2[-1]]
if BOUNDINGBOX['rec']==[]:
BOUNDINGBOX['rec']=[float(l2[-3]), float(l2[-1]), float(l[-3]), float(l[-1])]
B.ha=[0,0]
"""
if len( courbes.ITEM[n0].beziers_knot)>=1:
courbes.ITEM[n0].beziers_knot[-1].co[2]=l1[-3]
courbes.ITEM[n0].beziers_knot[-1].co[3]=l1[-1]
"""
MINMAX(B.co)
courbes.ITEM[n0].beziers_knot.append(B)
return courbes,n0
Actions= { "1" : mouvement_vers,
"3" : mouvement_vers }
TAGcourbe=Actions.keys()
def scan_FILE(nom):
global CP, courbes, SCALE, MAX, MIN, CLOSED
dir,name=split(nom)
name=name.split('.')
#print name
n0=0
result=0
t=filtreFICHIER(nom)
if t!="false":
if not SHARP_IMPORT:
warning = "Select Size : %t| As is %x1 | Scale on Height %x2| Scale on Width %x3"
SCALE = Blender.Draw.PupMenu(warning)
npat=0
l=0
while l <len(t)-1 :
#print 'len(t)',len(t)
t[l].replace('\n','')
if t[l][0]!='%':
l0=t[l].split()
#print l0[0], l0[1]
if l0[0]=='TYPE:' and l0[1] in TAGcourbe:
#print l0[0], l0[1],
l1=t[l+1].split()
l2=t[l+2].split()
courbes,n0=Actions[l0[1]](l0,l1,l2,n0)
elif l0[0]=='#Point':
POINTS= int(l0[0])
elif l0[0]=='CLOSED:' and l0[1]=='1':
CLOSED=1
l=l+1;
courbes.number_of_items=len(courbes.ITEM.keys())
courbes.ITEM[n0].beziers_knot[0].co[0]=CP[0]
courbes.ITEM[n0].beziers_knot[0].co[1]=CP[1]
for k in courbes.ITEM.keys():
#print k
if CLOSED == 1:
B=Bez()
B.co=courbes.ITEM[k].beziers_knot[0].co[:]
B.ha=courbes.ITEM[k].beziers_knot[0].ha[:]
B.echo()
courbes.ITEM[k].beziers_knot.append(B)
courbes.ITEM[k].flagUV[0]=1
courbes.ITEM[k].pntsUV[0] =len(courbes.ITEM[k].beziers_knot)
if courbes.number_of_items>0:
t=create_GEOtext(courbes)
save_GEOfile(dir,name[0],t)
Open_GEOfile(dir,name[0])
else:
pass
#=====================================================================
#====================== GIMP Path format mouvements =========================
#=====================================================================
#=========================================================
# une sorte de contournement qui permet d'utiliser la fonction
# et de documenter les variables Window.FileSelector
#=========================================================
def fonctionSELECT(nom):
scan_FILE(nom)
#Blender.Window.FileSelector (fonctionSELECT, 'SELECT a GIMP Path FILE')
#sys.path=oldpath

View File

@@ -0,0 +1,647 @@
"""
(c) jm soler juillet 2004, released under Blender Artistic Licence
for the Blender 2.34 Python Scripts Bundle.
#---------------------------------------------------------------------------
# Page officielle :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_import_svg.htm
# Communiquer les problemes et erreurs sur:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#---------------------------------------------------------------------------
-- Concept : translate SVG file in GEO .obj file and try to load it.
-- Real problem : the name of the blender file is changed ...
-- Curiousity : the original matrix must be :
0.0 0.0 1.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0
and not:
1.0 0.0 0.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0
-- Options :
SHARP_IMPORT = 0
choise between "As is", "Devide by height" and "Devide by width"
SHARP_IMPORT = 1
no choise
-- Possible bug : sometime, the new curves object's RotY value
jumps to -90.0 degrees without any reason.
Yet done:
M : absolute move to
Z : close path
L : absolute line to
C : absolute curve to
S : absolute curve to with only one handle
l : relative line to 2004/08/03
c : relative curve to 2004/08/03
s : relative curve to with only one handle
To do: A,S,V,H,Q,T,
a,s, m, v, h, q,t
Changelog:
0.1.1 : - control file without extension
0.2.0 : - improved reading of several data of the same type
following the same command (for gimp import)
0.2.1 : - better choice for viewboxing ( takes the viewbox if found,
instead of x,y,width and height
0.2.2 : - read compact path data from Illustrator 10
0.2.3 : - read a few new relative displacements
0.2.4 : - better hash for command with followed by a lone data
(h,v) or uncommun number (a)
==================================================================================
=================================================================================="""
SHARP_IMPORT=0
SCALE=1
scale=1
DEBUG =0
DEVELOPPEMENT=1
import sys
#oldpath=sys.path
import Blender
BLversion=Blender.Get('version')
try:
import nt
os=nt
os.sep='\\'
except:
import posix
os=posix
os.sep='/'
def isdir(path):
try:
st = os.stat(path)
return 1
except:
return 0
def split(pathname):
if pathname.find(os.sep)!=-1:
k0=pathname.split(os.sep)
else:
if os.sep=='/':
k0=pathname.split('\\')
else:
k0=pathname.split('/')
directory=pathname.replace(k0[len(k0)-1],'')
Name=k0[len(k0)-1]
return directory, Name
def join(l0,l1):
return l0+os.sep+l1
os.isdir=isdir
os.split=split
os.join=join
def filtreFICHIER(nom):
f=open(nom,'r')
t=f.read()
f.close()
t=t.replace('\r','')
t=t.replace('\n','')
if t.upper().find('<SVG')==-1:
name = "OK?%t| Not a valid file or an empty file ... " # if no %xN int is set, indices start from 1
result = Blender.Draw.PupMenu(name)
return "false"
else:
return t
#===============================
# Data
#===============================
#===============================
# Blender Curve Data
#===============================
objBEZIER=0
objSURFACE=5
typBEZIER3D=1 #3D
typBEZIER2D=9 #2D
class Bez:
def __init__(self):
self.co=[]
self.ha=[0,0]
class ITEM:
def __init__(self):
self.type = typBEZIER3D,
self.pntsUV = [0,0]
self.resolUV = [32,0]
self.orderUV = [0,0]
self.flagUV = [0,0]
self.Origine = [0.0,0.0]
self.beziers_knot = []
class COURBE:
def __init__(self):
self.magic_number='3DG3'
self.type = objBEZIER
self.number_of_items = 0
self.ext1_ext2 = [0,0]
self.matrix = """0.0 0.0 1.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0 """
self.ITEM = {}
courbes=COURBE()
PATTERN={}
BOUNDINGBOX={'rec':[],'coef':1.0}
npat=0
#=====================================================================
#======== name of the curve in the curves dictionnary ===============
#=====================================================================
n0=0
#=====================================================================
#====================== current Point ================================
#=====================================================================
CP=[0.0,0.0] #currentPoint
#=====================================================================
#===== to compare last position to the original move to displacement =
#===== needed for cyclic definition inAI, EPS forma ================
#=====================================================================
def test_egalitedespositions(f1,f2):
if f1[0]==f2[0] and f1[1]==f2[1]:
return Blender.TRUE
else:
return Blender.FALSE
def Open_GEOfile(dir,nom):
global SCALE,BOUNDINGBOX, scale
if BLversion>=233:
Blender.Load(dir+nom+'OOO.obj', 1)
BO=Blender.Object.Get()
BO[-1].RotY=3.1416
BO[-1].RotZ=3.1416
BO[-1].RotX=3.1416/2.0
if scale==1:
BO[-1].LocY+=BOUNDINGBOX['rec'][3]
else:
BO[-1].LocY+=BOUNDINGBOX['rec'][3]/SCALE
BO[-1].makeDisplayList()
Blender.Window.RedrawAll()
else:
print "Not yet implemented"
def create_GEOtext(courbes):
global SCALE, B, BOUNDINGBOX,scale
r=BOUNDINGBOX['rec']
if scale==1:
SCALE=1.0
elif scale==2:
SCALE=r[2]-r[0]
elif scale==3:
SCALE=r[3]-r[1]
t=[]
t.append(courbes.magic_number+'\n')
t.append(str(courbes.type)+'\n')
t.append(str(courbes.number_of_items)+'\n')
t.append(str(courbes.ext1_ext2[0])+' '+str(courbes.ext1_ext2[1])+'\n')
t.append(courbes.matrix+'\n')
for k in courbes.ITEM.keys():
t.append("%s\n"%courbes.ITEM[k].type)
t.append("%s %s \n"%(courbes.ITEM[k].pntsUV[0],courbes.ITEM[k].pntsUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].resolUV[0],courbes.ITEM[k].resolUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].orderUV[0],courbes.ITEM[k].orderUV[1]))
t.append("%s %s \n"%(courbes.ITEM[k].flagUV[0],courbes.ITEM[k].flagUV[1]))
flag =0#courbes.ITEM[k].flagUV[0]
for k2 in range(flag,len(courbes.ITEM[k].beziers_knot)):
#k1 =courbes.ITEM[k].beziers_knot[k2]
k1=ajustement(courbes.ITEM[k].beziers_knot[k2], SCALE)
t.append("%4f 0.0 %4f \n"%(k1[4],k1[5]))
t.append("%4f 0.0 %4f \n"%(k1[0],k1[1]))
t.append("%4f 0.0 %4f \n"%(k1[2],k1[3]))
t.append(str(courbes.ITEM[k].beziers_knot[k2].ha[0])+' '+str(courbes.ITEM[k].beziers_knot[k2].ha[1])+'\n')
return t
def save_GEOfile(dir,nom,t):
f=open(dir+nom+'OOO.obj','w')
f.writelines(t)
f.close()
#warning = "REMINDER : %t | Do not forget to rename your blender file NOW ! %x1"
#result = Blender.Draw.PupMenu(warning)
def filtre_DATA(c,D,n):
global DEBUG,TAGcourbe
l=[]
if len(c[0])==1 and D[c[1]+1].find(',')!=-1:
for n2 in range(1,n+1):
ld=D[c[1]+n2].split(',')
for l_ in ld:
l.append(l_)
elif len(c[0])==1 and D[c[1]+2][0] not in TAGcourbe:
for n2 in range(1,n*2+1):
l.append(D[c[1]+n2])
if DEBUG==1 : print l
return l
#=====================================================================
#===== SVG format : DEBUT =========================
#=====================================================================
def contruit_SYMETRIC(l):
L=[float(l[0]), float(l[1]),
float(l[2]),float(l[3])]
X=L[0]-(L[2]-L[0])
Y=L[1]-(L[3]-L[1])
l =[l[0],l[1],"%4s"%X,"%4s"%Y,l[2],l[3]]
return l
def mouvement_vers(c, D, n0,CP):
global DEBUG,TAGcourbe
#print c,D[c[1]+1]
l=filtre_DATA(c,D,1)
#print l
if n0 in courbes.ITEM.keys():
n0+=1
CP=[l[0],l[1]]
else:
CP=[l[0],l[1]]
courbes.ITEM[n0]=ITEM()
courbes.ITEM[n0].Origine=[l[0],l[1]]
B=Bez()
B.co=[CP[0],CP[1],CP[0],CP[1],CP[0],CP[1]]
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
if DEBUG==1: print courbes.ITEM[n0], CP
return courbes,n0,CP
def boucle_z(c,D,n0,CP): #Z,z
#print c, 'close'
courbes.ITEM[n0].flagUV[0]=1
return courbes,n0,CP
def courbe_vers_s(c,D,n0,CP): #S,s
l=filtre_DATA(c,D,2)
if c[0]=='s':
l=["%4s"%(float(l[0])+float(CP[0])),
"%4s"%(float(l[1])+float(CP[1])),
"%4s"%(float(l[2])+float(CP[0])),
"%4s"%(float(l[3])+float(CP[1]))]
l=contruit_SYMETRIC(l)
B=Bez()
B.co=[l[4],l[5],l[2],l[3],l[0],l[1]] #plus toucher au 2-3
B.ha=[0,0]
BP=courbes.ITEM[n0].beziers_knot[-1]
BP.co[2]=l[2] #4-5 point prec
BP.co[3]=l[3]
courbes.ITEM[n0].beziers_knot.append(B)
if DEBUG==1: print B.co,BP.co
CP=[l[4],l[5]]
if D[c[1]+3] not in TAGcourbe :
c[1]+=2
courbe_vers_c(c, D, n0,CP)
return courbes,n0,CP
def courbe_vers_a(c,D,n0,CP): #A
#print c
return courbes,n0,CP
def courbe_vers_q(c,D,n0,CP): #Q
#print c
return courbes,n0,CP
def courbe_vers_t(c,D,n0,CP): #T
return courbes,n0,CP
def courbe_vers_c(c, D, n0,CP): #c,C
l=filtre_DATA(c,D,3)
#print l, c, CP
if c[0]=='c':
l=["%4s"%(float(l[0])+float(CP[0])),
"%4s"%(float(l[1])+float(CP[1])),
"%4s"%(float(l[2])+float(CP[0])),
"%4s"%(float(l[3])+float(CP[1])),
"%4s"%(float(l[4])+float(CP[0])),
"%4s"%(float(l[5])+float(CP[1]))]
#print l
B=Bez()
B.co=[l[4],
l[5],
l[0],
l[1],
l[2],
l[3]] #plus toucher au 2-3
B.ha=[0,0]
BP=courbes.ITEM[n0].beziers_knot[-1]
BP.co[2]=l[0]
BP.co[3]=l[1]
courbes.ITEM[n0].beziers_knot.append(B)
if DEBUG==1: print B.co,BP.co
CP=[l[4],l[5]]
if D[c[1]+4] not in TAGcourbe :
c[1]+=3
courbe_vers_c(c, D, n0,CP)
return courbes,n0,CP
def ligne_tracee_l(c, D, n0,CP): #L,l
#print c
l=filtre_DATA(c,D,1)
if c[0]=='l':
l=["%4s"%(float(l[0])+float(CP[0])),
"%4s"%(float(l[1])+float(CP[1]))]
B=Bez()
B.co=[l[0],l[1],l[0],l[1],l[0],l[1]]
B.ha=[0,0]
courbes.ITEM[n0].beziers_knot.append(B)
CP=[l[0],l[1]]
if D[c[1]+2] not in TAGcourbe :
c[1]+=1
ligne_tracee_l(c, D, n0,CP) #L
return courbes,n0,CP
def ligne_tracee_h(c,D,n0,CP): #H,h
return courbes,n0,CP
def ligne_tracee_v(c,D,n0,CP): #V
#print c
#CP=[]
return courbes,n0,CP
def boucle_tracee_z(c,D,n0,CP): #Z
#print c
#CP=[]
return courbes,n0,CP
Actions= { "C" : courbe_vers_c,
"A" : courbe_vers_a,
"S" : courbe_vers_s,
"M" : mouvement_vers,
"V" : ligne_tracee_v,
"L" : ligne_tracee_l,
"H" : ligne_tracee_h,
"Z" : boucle_z,
"Q" : courbe_vers_q,
"T" : courbe_vers_t,
"c" : courbe_vers_c,
"a" : courbe_vers_a,
"s" : courbe_vers_s,
"m" : mouvement_vers,
"v" : ligne_tracee_v,
"l" : ligne_tracee_l,
"h" : ligne_tracee_h,
"z" : boucle_z,
"q" : courbe_vers_q,
"T" : courbe_vers_t
}
TAGcourbe=Actions.keys()
def get_content(val,t0):
t=t0[:]
if t.find(' '+val+'="')!=-1:
t=t[t.find(' '+val+'="')+len(' '+val+'="'):]
val=t[:t.find('"')]
t=t[t.find('"'):]
#----------------------------------------------------------------
#print t[:10], val
#wait=raw_input('wait:' )
return t0,val
else:
return t0,0
def get_tag(val,t):
t=t[t.find('<'+val):]
val=t[:t.find('>')+1]
t=t[t.find('>')+1:]
if DEBUG==3 : print t[:10], val
return t,val
def get_val(val,t):
d=""
for l in t:
if l.find(val+'="')!=-1:
d=l[l[:-1].rfind('"')+1:-1]
for nn in d :
if '012345670.'.find(nn)==-1:
d=d.replace(nn,"")
d=float(d)
break
d=0.0
return d
def get_BOUNDBOX(BOUNDINGBOX,SVG,viewbox):
if viewbox==0:
h=get_val('height',SVG)
w=get_val('width',SVG)
BOUNDINGBOX['rec']=[0.0,0.0,w,h]
r=BOUNDINGBOX['rec']
BOUNDINGBOX['coef']=w/h
else:
viewbox=viewbox.split()
BOUNDINGBOX['rec']=[float(viewbox[0]),float(viewbox[1]),float(viewbox[2]),float(viewbox[3])]
r=BOUNDINGBOX['rec']
BOUNDINGBOX['coef']=(r[2]-r[0])/(r[3]-r[1])
return BOUNDINGBOX
def unpack_DATA(DATA):
DATA[0]=DATA[0].replace('-',',-')
for d in Actions.keys():
DATA[0]=DATA[0].replace(d,','+d+',')
DATA[0]=DATA[0].replace(',,',',')
if DATA[0][0]==',':DATA[0]=DATA[0][1:]
if DATA[0][-1]==',':DATA[0]=DATA[0][:-1]
DATA[0]=DATA[0].replace('\n','')
DATA[0]=DATA[0].replace('\t','')
DATA[0]=DATA[0].split(',')
D2=[]
D1=DATA[0]
for cell in range(len(D1)):
if D1[cell] in Actions.keys():
D2.append(D1[cell])
n=1
if D1[cell] not in ['h','v','H','V','a','A']:
while cell+n+1<len(D1) and (D1[cell+n] not in Actions.keys()):
D2.append(D1[cell+n]+','+D1[cell+n+1])
n+=2
elif D1[cell] in ['h','v','H','V']:
while cell+n+1<len(D1) and (D1[cell+n] not in Actions.keys()):
D2.append(D1[cell+n])
n+=1
elif D1[cell] in ['a','A']:
#(rx ry rotation-axe-x drapeau-arc-large drapeau-balayage x y)
#150,150 0 1,0 150,-150
D2.append(D1[cell+n]+','+D1[cell+n+1])
D2.append(D1[cell+n+2])
D2.append(D1[cell+n+3]+','+D1[cell+n+4])
D2.append(D1[cell+n+5]+','+D1[cell+n+6])
n+=7
return D2
def format_PATH(t):
t,PATH=get_tag('path',t)
if PATH.find(' id="')!=-1:
PATH,ID=get_content('id',PATH)
#print 'ident = ', ID
if PATH.find(' STROKE="')!=-1:
PATH,ID=get_content('stroke',PATH)
#print 'path stroke = ', ID
if PATH.find(' stroke-width="')!=-1:
PATH,ID=get_content('stroke-width',PATH)
#print 'path stroke-width = ', ID
if PATH.find(' d="')!=-1:
PATH,D=get_content('d',PATH)
#print "D0= :",D
D=D.split(' ')
#print len(D)
#for D0 in D:
#print " ----> D = :", D0
if len(D)==1 or len(D[0])>1:
D1=[]
for D0 in D:
D1+=unpack_DATA([D0])[:]
D=D1
#print "D2= :",D
return t,D
def scan_FILE(nom):
global CP, courbes, SCALE, DEBUG, BOUNDINGBOX, scale
dir,name=split(nom)
name=name.split('.')
n0=0
result=0
t=filtreFICHIER(nom)
if t!='false':
if not SHARP_IMPORT:
warning = "Select Size : %t| As is %x1 | Scale on Height %x2| Scale on Width %x3"
scale = Blender.Draw.PupMenu(warning)
npat=0
l=0
do=0
t,SVG=get_tag('svg',t)
SVG,viewbox=get_content('viewBox',SVG)
SVG=SVG.split(' ')
if viewbox==0:
BOUNDINGBOX = get_BOUNDBOX(BOUNDINGBOX,SVG,0)
else:
BOUNDINGBOX = get_BOUNDBOX(BOUNDINGBOX,SVG,viewbox)
#print t
while t.find('path')!=-1:
t,D=format_PATH(t)
cursor=0
for cell in D:
if DEBUG==2 : print 'cell : ',cell ,' --'
#print 'cell',cell
if len(cell)>=1 and cell[0] in TAGcourbe:
courbes,n0,CP=Actions[cell]([cell,cursor], D, n0,CP)
cursor+=1
courbes.number_of_items=len(courbes.ITEM.keys())
for k in courbes.ITEM.keys():
courbes.ITEM[k].pntsUV[0] =len(courbes.ITEM[k].beziers_knot)
if courbes.number_of_items>0:
if len(PATTERN.keys() )>0:
if DEBUG == 3 : print len(PATTERN.keys() )
t=create_GEOtext(courbes)
save_GEOfile(dir,name[0],t)
Open_GEOfile(dir,name[0])
else:
pass
def ajustement(v,s):
a,b,c,d,e,f=float(v.co[0]),float(v.co[1]),float(v.co[2]),float(v.co[3]),float(v.co[4]),float(v.co[5])
return [a/s,-b/s,c/s,-d/s,e/s,-f/s]
#=====================================================================
#====================== SVG format mouvements ========================
#=====================================================================
#=====================================================================
# une sorte de contournement qui permet d'utiliser la fonction
# et de documenter les variables Window.FileSelector
#=====================================================================
def fonctionSELECT(nom):
scan_FILE(nom)
if DEVELOPPEMENT==0:
Blender.Window.FileSelector (fonctionSELECT, 'SELECT a .SVG FILE')
#sys.path=oldpath

View File

@@ -7,8 +7,6 @@ Group: 'Export'
Tooltip: 'Save a Wavefront OBJ File'
"""
# $Id$
#
# --------------------------------------------------------------------------
# OBJ Export v0.9 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
@@ -49,19 +47,6 @@ def stripPath(path):
return path
#================================================#
# Gets the world matrix of an object #
# by multiplying by parents mat's recursively #
# This only works in some simple situations, #
# needs work.... #
#================================================#
def getWorldMat(ob):
mat = ob.getMatrix()
p = ob.getParent()
if p != None:
mat = mat + getWorldMat(p)
return mat
#==================#
# Apply Transform #
#==================#
@@ -118,119 +103,110 @@ def save_mtl(filename):
def save_obj(filename):
# First output all material
mtlfilename = filename[:-4] + '.mtl'
save_mtl(mtlfilename)
file = open(filename, "w")
# Write Header
file.write('# Blender OBJ File: ' + Get('filename') + ' \n')
file.write('# www.blender.org\n')
# Tell the obj file what file to use.
file.write('mtllib ' + stripPath(mtlfilename) + ' \n')
# Get all meshs
for ob in Object.Get():
if ob.getType() == 'Mesh':
m = ob.getData()
if len(m.verts) > 0: # Make sure there is somthing to write.
# Set the default mat
currentMatName = NULL_MAT
currentImgName = NULL_IMG
file.write('o ' + ob.getName() + '_' + m.name + '\n') # Write Object name
# Dosent work properly,
matrix = getWorldMat(ob)
smooth = 0
# Vert
for v in m.verts:
# Transform the vert
vTx = apply_transform(v.co, matrix)
file.write('v ')
file.write(saneFloat(vTx[0]))
file.write(saneFloat(vTx[1]))
file.write(saneFloat(vTx[2]) + '\n')
# First output all material
mtlfilename = filename[:-4] + '.mtl'
save_mtl(mtlfilename)
file = open(filename, "w")
# Write Header
file.write('# Blender OBJ File: ' + Get('filename') + ' \n')
file.write('# www.blender.org\n')
# Tell the obj file what file to use.
file.write('mtllib ' + stripPath(mtlfilename) + ' \n')
# Initialize totals, these are updated each object
totverts = totuvco = 0
# Get all meshs
for ob in Object.Get():
if ob.getType() == 'Mesh':
m = ob.getData()
if len(m.verts) > 0: # Make sure there is somthing to write.
# Set the default mat
currentMatName = NULL_MAT
currentImgName = NULL_IMG
file.write('o ' + ob.getName() + '_' + m.name + '\n') # Write Object name
# Works 100% Yay
matrix = ob.getMatrix('worldspace')
# Vert
for v in m.verts:
# Transform the vert
vTx = apply_transform(v.co, matrix)
# UV
for f in m.faces:
if len(f.v) > 2:
for uvIdx in range(len(f.v)):
file.write('vt ')
if f.uv:
file.write(saneFloat(f.uv[uvIdx][0]))
file.write(saneFloat(f.uv[uvIdx][1]))
else:
file.write('0.0 ')
file.write('0.0 ')
file.write('0.0' + '\n')
# NORMAL
for f1 in m.faces:
if len(f1.v) > 2:
for v in f1.v:
# Transform the normal
noTx = apply_transform(v.no, matrix)
noTx.normalize()
file.write('vn ')
file.write(saneFloat(noTx[0]))
file.write(saneFloat(noTx[1]))
file.write(saneFloat(noTx[2]) + '\n')
uvIdx = 0
for f in m.faces:
if len(f.v) > 2:
# Check material and change if needed.
if len(m.materials) > f.mat:
if currentMatName != m.materials[f.mat].getName():
currentMatName = m.materials[f.mat].getName()
file.write('usemtl ' + currentMatName + '\n')
elif currentMatName != NULL_MAT:
currentMatName = NULL_MAT
file.write('usemtl ' + currentMatName + '\n')
file.write('v ')
file.write(saneFloat(vTx[0]))
file.write(saneFloat(vTx[1]))
file.write(saneFloat(vTx[2]) + '\n')
# UV
for f in m.faces:
if len(f.v) > 2:
for uvIdx in range(len(f.v)):
file.write('vt ')
if f.uv:
file.write(saneFloat(f.uv[uvIdx][0]))
file.write(saneFloat(f.uv[uvIdx][1]))
else:
file.write('0.0 ')
file.write('0.0 ')
file.write('0.0' + '\n')
# NORMAL
for f1 in m.faces:
if len(f1.v) > 2:
for v in f1.v:
# Transform the normal
noTx = apply_transform(v.no, matrix)
noTx.normalize()
file.write('vn ')
file.write(saneFloat(noTx[0]))
file.write(saneFloat(noTx[1]))
file.write(saneFloat(noTx[2]) + '\n')
uvIdx = 0
for f in m.faces:
if len(f.v) > 2:
# Check material and change if needed.
if len(m.materials) > f.mat:
if currentMatName != m.materials[f.mat].getName():
currentMatName = m.materials[f.mat].getName()
file.write('usemtl ' + currentMatName + '\n')
# UV IMAGE
# If the face uses a different image from the one last set then add a usemap line.
if f.image:
if f.image.filename != currentImgName:
currentImgName = f.image.filename
file.write( 'usemat ' + stripPath(currentImgName) +'\n') # Set a new image for all following faces
elif currentImgName != NULL_IMG: # Not using an image so set to NULL_IMG
currentImgName = NULL_IMG
elif currentMatName != NULL_MAT:
currentMatName = NULL_MAT
file.write('usemtl ' + currentMatName + '\n')
# UV IMAGE
# If the face uses a different image from the one last set then add a usemap line.
if f.image:
if f.image.filename != currentImgName:
currentImgName = f.image.filename
file.write( 'usemat ' + stripPath(currentImgName) +'\n') # Set a new image for all following faces
elif currentImgName != NULL_IMG: # Not using an image so set to NULL_IMG
currentImgName = NULL_IMG
file.write( 'usemat ' + stripPath(currentImgName) +'\n') # Set a new image for all following faces
file.write('f ')
for v in f.v:
file.write( str(m.verts.index(v) + totverts +1) + '/') # Vert IDX
file.write( str(uvIdx + totuvco +1) + '/') # UV IDX
file.write( str(uvIdx + totuvco +1) + ' ') # NORMAL IDX
uvIdx+=1
file.write('\n')
# Make the indicies global rather then per mesh
totverts += len(m.verts)
totuvco += uvIdx
file.close()
if f.smooth == 1:
if smooth == 0:
smooth = 1
file.write('s 1\n')
if f.smooth == 0:
if smooth == 1:
smooth = 0
file.write('s off\n')
file.write('f ')
for v in f.v:
file.write( str(m.verts.index(v) +1) + '/') # Vert IDX
file.write( str(uvIdx +1) + '/') # UV IDX
file.write( str(uvIdx +1) + ' ') # NORMAL IDX
uvIdx+=1
file.write('\n')
file.close()
Window.FileSelector(save_obj, 'Export OBJ', newFName('obj'))
Window.FileSelector(save_obj, 'Export Wavefront OBJ', newFName('obj'))

View File

@@ -53,19 +53,18 @@ def pathName(path,name):
# Strips the slashes from the back of a string #
#==============================================#
def stripPath(path):
for CH in range(len(path), 0, -1):
if path[CH-1] == "/" or path[CH-1] == "\\":
path = path[CH:]
break
return path
for CH in range(len(path), 0, -1):
if path[CH-1] == "/" or path[CH-1] == "\\":
path = path[CH:]
break
return path
#====================================================#
# Strips the prefix off the name before writing #
#====================================================#
def stripName(name): # name is a string
prefixDelimiter = '.'
return name[ : name.find(prefixDelimiter) ]
prefixDelimiter = '.'
return name[ : name.find(prefixDelimiter) ]
from Blender import *
@@ -74,27 +73,27 @@ from Blender import *
# This gets a mat or creates one of the requested name if none exist. #
#==================================================================================#
def getMat(matName):
# Make a new mat
try:
return Material.Get(matName)
except:
return Material.New(matName)
# Make a new mat
try:
return Material.Get(matName)
except:
return Material.New(matName)
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def getImg(img_fileName):
for i in Image.Get():
if i.filename == img_fileName:
return i
for i in Image.Get():
if i.filename == img_fileName:
return i
# if we are this far it means the image hasnt been loaded.
try:
return Image.Load(img_fileName)
except:
print "unable to open", img_fileName
return
# if we are this far it means the image hasnt been loaded.
try:
return Image.Load(img_fileName)
except:
print "unable to open", img_fileName
return
@@ -102,270 +101,309 @@ def getImg(img_fileName):
# This function sets textures defined in .mtl file #
#==================================================================================#
def load_mat_image(mat, img_fileName, type, mesh):
try:
image = Image.Load(img_fileName)
except:
print "unable to open", img_fileName
return
try:
image = Image.Load(img_fileName)
except:
print "unable to open", img_fileName
return
texture = Texture.New(type)
texture.setType('Image')
texture.image = image
texture = Texture.New(type)
texture.setType('Image')
texture.image = image
# adds textures to faces (Textured/Alt-Z mode)
# Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
if type == 'Kd':
for f in mesh.faces:
if mesh.materials[f.mat].name == mat.name:
# the inline usemat command overides the material Image
if not f.image:
f.image = image
# adds textures to faces (Textured/Alt-Z mode)
# Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
if type == 'Kd':
for f in mesh.faces:
if mesh.materials[f.mat].name == mat.name:
# the inline usemat command overides the material Image
if not f.image:
f.image = image
# adds textures for materials (rendering)
if type == 'Ka':
mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR)
if type == 'Kd':
mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
if type == 'Ks':
mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
# adds textures for materials (rendering)
if type == 'Ka':
mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR)
if type == 'Kd':
mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
if type == 'Ks':
mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
#==================================================================================#
# This function loads materials from .mtl file (have to be defined in obj file) #
#==================================================================================#
def load_mtl(dir, mtl_file, mesh):
mtl_fileName = dir + mtl_file
try:
fileLines= open(mtl_fileName, 'r').readlines()
except:
print "unable to open", mtl_fileName
return
# Remove ./
if mtl_file[:2] == './':
mtl_file= mtl_file[2:]
mtl_fileName = dir + mtl_file
try:
fileLines= open(mtl_fileName, 'r').readlines()
except:
print "unable to open", mtl_fileName
return
lIdx=0
while lIdx < len(fileLines):
l = fileLines[lIdx].split()
lIdx=0
while lIdx < len(fileLines):
l = fileLines[lIdx].split()
# Detect a line that will be ignored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
elif l[0] == 'newmtl':
currentMat = getMat(' '.join(l[1:]))
elif l[0] == 'Ka':
currentMat.setMirCol(eval(l[1]), eval(l[2]), eval(l[3]))
elif l[0] == 'Kd':
currentMat.setRGBCol(eval(l[1]), eval(l[2]), eval(l[3]))
elif l[0] == 'Ks':
currentMat.setSpecCol(eval(l[1]), eval(l[2]), eval(l[3]))
elif l[0] == 'Ns':
currentMat.setHardness( int((eval(l[1])*0.51)) )
elif l[0] == 'd':
currentMat.setAlpha(eval(l[1]))
elif l[0] == 'Tr':
currentMat.setAlpha(eval(l[1]))
elif l[0] == 'map_Ka':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ka', mesh)
elif l[0] == 'map_Ks':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ks', mesh)
elif l[0] == 'map_Kd':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Kd', mesh)
lIdx+=1
# Detect a line that will be ignored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
elif l[0] == 'newmtl':
currentMat = getMat(' '.join(l[1:]))
elif l[0] == 'Ka':
currentMat.setMirCol(eval(l[1]), eval(l[2]), eval(l[3]))
elif l[0] == 'Kd':
currentMat.setRGBCol(eval(l[1]), eval(l[2]), eval(l[3]))
elif l[0] == 'Ks':
currentMat.setSpecCol(eval(l[1]), eval(l[2]), eval(l[3]))
elif l[0] == 'Ns':
currentMat.setHardness( int((eval(l[1])*0.51)) )
elif l[0] == 'd':
currentMat.setAlpha(eval(l[1]))
elif l[0] == 'Tr':
currentMat.setAlpha(eval(l[1]))
elif l[0] == 'map_Ka':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ka', mesh)
elif l[0] == 'map_Ks':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ks', mesh)
elif l[0] == 'map_Kd':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Kd', mesh)
lIdx+=1
#==================================================================================#
# This loads data from .obj file #
#==================================================================================#
def load_obj(file):
def applyMat(mesh, f, mat):
# Check weather the 16 mat limit has been met.
if len( mesh.materials ) >= MATLIMIT:
print 'Warning, max material limit reached, using an existing material'
return mesh, f
mIdx = 0
for m in mesh.materials:
if m.getName() == mat.getName():
break
mIdx+=1
if mIdx == len(mesh.materials):
mesh.addMaterial(mat)
f.mat = mIdx
def applyMat(mesh, f, mat):
# Check weather the 16 mat limit has been met.
if len( mesh.materials ) >= MATLIMIT:
print 'Warning, max material limit reached, using an existing material'
return mesh, f
# Get the file name with no path or .obj
fileName = stripName( stripPath(file) )
mtl_fileName = ''
DIR = pathName(file, stripPath(file))
fileLines = open(file, 'r').readlines()
mesh = NMesh.GetRaw() # new empty mesh
objectName = 'mesh' # If we cant get one, use this
uvMapList = [] # store tuple uv pairs here
nullMat = getMat(NULL_MAT)
currentMat = nullMat # Use this mat.
currentImg = NULL_IMG # Null image is a string, otherwise this should be set to an image object.
smooth = 0
# Main loop
lIdx = 0
while lIdx < len(fileLines):
l = fileLines[lIdx].split()
# Detect a line that will be idnored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
# VERTEX
elif l[0] == 'v':
# This is a new vert, make a new mesh
mesh.verts.append( NMesh.Vert(eval(l[1]), eval(l[2]), eval(l[3]) ) )
elif l[0] == 'vn':
pass
elif l[0] == 'vt':
# This is a new vert, make a new mesh
uvMapList.append( (eval(l[1]), eval(l[2])) )
elif l[0] == 'f':
# Make a face with the correct material.
f = NMesh.Face()
mesh, f = applyMat(mesh, f, currentMat)
# Set up vIdxLs : Verts
# Set up vtIdxLs : UV
vIdxLs = []
vtIdxLs = []
for v in l[1:]:
# OBJ files can have // or / to seperate vert/texVert/normal
# this is a bit of a pain but we must deal with it.
# Well try // first and if that has a len of 1 then we'll try /
objVert = v.split('//', -1)
if len(objVert) == 1:
objVert = objVert[0].split('/', -1)
# VERT INDEX
vIdxLs.append(eval(objVert[0]) -1)
# UV
if len(objVert) == 1:
vtIdxLs.append(eval(objVert[0]) -1) # Sticky UV coords
else:
vtIdxLs.append(eval(objVert[1]) -1) # Seperate UV coords
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.f
if len(vIdxLs) == 4:
f.v.append(mesh.verts[vIdxLs[0]])
f.v.append(mesh.verts[vIdxLs[1]])
f.v.append(mesh.verts[vIdxLs[2]])
f.v.append(mesh.verts[vIdxLs[3]])
# SMOTH FACE
f.smooth = smooth
# UV MAPPING
if uvMapList:
if vtIdxLs[0] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[0] ] )
if vtIdxLs[1] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[1] ] )
if vtIdxLs[2] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[2] ] )
if vtIdxLs[3] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[3] ] )
mesh.faces.append(f) # move the face onto the mesh
# Apply the current image to the face
if currentImg != NULL_IMG:
mesh.faces[-1].image = currentImg
elif len(vIdxLs) >= 3: # This handles tri's and fans
for i in range(len(vIdxLs)-2):
f = NMesh.Face()
mesh, f = applyMat(mesh, f, currentMat)
f.v.append(mesh.verts[vIdxLs[0]])
f.v.append(mesh.verts[vIdxLs[i+1]])
f.v.append(mesh.verts[vIdxLs[i+2]])
# SMOTH FACE
f.smooth = smooth
# UV MAPPING
if uvMapList:
if vtIdxLs[0] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[0] ] )
if vtIdxLs[1] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[i+1] ] )
if vtIdxLs[2] < len(uvMapList):
f.uv.append( uvMapList[ vtIdxLs[i+2] ] )
mesh.faces.append(f) # move the face onto the mesh
# Apply the current image to the face
if currentImg != NULL_IMG:
mesh.faces[-1].image = currentImg
# is o the only vert/face delimeter?
# if not we could be screwed.
elif l[0] == 'o':
# Some material stuff
if mtl_fileName != '':
load_mtl(DIR, mtl_fileName, mesh)
# Make sure the objects is worth puttong
if len(mesh.verts) > 0:
NMesh.PutRaw(mesh, fileName + '_' + objectName)
# Make new mesh
mesh = NMesh.GetRaw()
# New mesh name
objectName = '_'.join(l[1:]) # Use join in case of spaces
# New texture list
uvMapList = []
# setting smooth surface on or off
elif l[0] == 's':
if l[1] == 'off':
smooth = 0
else:
smooth = 1
elif l[0] == 'usemtl':
if l[1] == '(null)':
currentMat = getMat(NULL_MAT)
else:
currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces
elif l[0] == 'usemat':
if l[1] == '(null)':
currentImg = NULL_IMG
else:
currentImg = getImg(DIR + ' '.join(l[1:])) # Use join in case of spaces
elif l[0] == 'mtllib':
mtl_fileName = l[1]
lIdx+=1
mIdx = 0
for m in mesh.materials:
if m.getName() == mat.getName():
break
mIdx+=1
if mIdx == len(mesh.materials):
mesh.addMaterial(mat)
f.mat = mIdx
return mesh, f
# Get the file name with no path or .obj
fileName = stripName( stripPath(file) )
mtl_fileName = ''
DIR = pathName(file, stripPath(file))
# Some material stuff
if mtl_fileName != '':
load_mtl(DIR, mtl_fileName, mesh)
# We need to do this to put the last object.
# All other objects will be put alredy
if len(mesh.verts) > 0:
NMesh.PutRaw(mesh, fileName + '_' + objectName)
fileLines = open(file, 'r').readlines()
mesh = NMesh.GetRaw() # new empty mesh
objectName = 'mesh' # If we cant get one, use this
uvMapList = [(0,0)] # store tuple uv pairs here
# This dummy vert makes life a whole lot easier-
# pythons index system then aligns with objs, remove later
vertList = [NMesh.Vert(0, 0, 0)] # store tuple uv pairs here
# Here we store a boolean list of which verts are used or not
# no we know weather to add them to the current mesh
# This is an issue with global vertex indicies being translated to per mesh indicies
# like blenders, we start with a dummy just like the vert.
# -1 means unused, any other value refers to the local mesh index of the vert.
usedList = [-1]
nullMat = getMat(NULL_MAT)
currentMat = nullMat # Use this mat.
currentImg = NULL_IMG # Null image is a string, otherwise this should be set to an image object.
Window.FileSelector(load_obj, 'Import OBJ')
# Main loop
lIdx = 0
while lIdx < len(fileLines):
l = fileLines[lIdx].split()
# Detect a line that will be idnored
if len(l) == 0:
pass
elif l[0] == '#' or len(l) == 0:
pass
# VERTEX
elif l[0] == 'v':
# This is a new vert, make a new mesh
vertList.append( NMesh.Vert(eval(l[1]), eval(l[2]), eval(l[3]) ) )
usedList.append(-1) # Ad the moment this vert is not used by any mesh.
elif l[0] == 'vn':
pass
elif l[0] == 'vt':
# This is a new vert, make a new mesh
uvMapList.append( (eval(l[1]), eval(l[2])) )
elif l[0] == 'f':
# Make a face with the correct material.
f = NMesh.Face()
mesh, f = applyMat(mesh, f, currentMat)
# Set up vIdxLs : Verts
# Set up vtIdxLs : UV
# Start with a dummy objects so python accepts OBJs 1 is the first index.
vIdxLs = []
vtIdxLs = []
fHasUV = len(uvMapList)-1 # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0.
for v in l[1:]:
# OBJ files can have // or / to seperate vert/texVert/normal
# this is a bit of a pain but we must deal with it.
objVert = v.split('/', -1)
# Vert Index - OBJ supports negative index assignment (like python)
vIdxLs.append(eval(objVert[0]))
if fHasUV:
# UV
if len(objVert) == 1:
vtIdxLs.append(eval(objVert[0])) # Sticky UV coords
elif objVert[1] != '': # Its possible that theres no texture vert just he vert and normal eg 1//2
vtIdxLs.append(eval(objVert[1])) # Seperate UV coords
else:
fHasUV = 0
# Dont add a UV to the face if its larger then the UV coord list
# The OBJ file would have to be corrupt or badly written for thi to happen
# but account for it anyway.
if vtIdxLs[-1] > len(uvMapList):
fHasUV = 0
print 'badly written OBJ file, invalid references to UV Texture coordinates.'
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
if len(vIdxLs) == 4:
for i in [0,1,2,3]:
if usedList[vIdxLs[i]] == -1:
mesh.verts.append(vertList[vIdxLs[i]])
f.v.append(mesh.verts[-1])
usedList[vIdxLs[i]] = len(mesh.verts)-1
else:
f.v.append(mesh.verts[usedList[vIdxLs[i]]])
# UV MAPPING
if fHasUV:
for i in [0,1,2,3]:
f.uv.append( uvMapList[ vtIdxLs[i] ] )
mesh.faces.append(f) # move the face onto the mesh
# Apply the current image to the face
if currentImg != NULL_IMG:
mesh.faces[-1].image = currentImg
elif len(vIdxLs) >= 3: # This handles tri's and fans
for i in range(len(vIdxLs)-2):
f = NMesh.Face()
mesh, f = applyMat(mesh, f, currentMat)
if usedList[vIdxLs[0]] == -1:
mesh.verts.append(vertList[vIdxLs[0]])
f.v.append(mesh.verts[-1])
usedList[vIdxLs[0]] = len(mesh.verts)-1
else:
f.v.append(mesh.verts[usedList[vIdxLs[0]]])
if usedList[vIdxLs[i+1]] == -1:
mesh.verts.append(vertList[vIdxLs[i+1]])
f.v.append(mesh.verts[-1])
usedList[vIdxLs[i+1]] = len(mesh.verts)-1
else:
f.v.append(mesh.verts[usedList[vIdxLs[i+1]]])
if usedList[vIdxLs[i+2]] == -1:
mesh.verts.append(vertList[vIdxLs[i+2]])
f.v.append(mesh.verts[-1])
usedList[vIdxLs[i+2]] = len(mesh.verts)-1
else:
f.v.append(mesh.verts[usedList[vIdxLs[i+2]]])
# UV MAPPING
if fHasUV:
f.uv.append( uvMapList[ vtIdxLs[0] ] )
f.uv.append( uvMapList[ vtIdxLs[i+1] ] )
f.uv.append( uvMapList[ vtIdxLs[i+2] ] )
mesh.faces.append(f) # move the face onto the mesh
# Apply the current image to the face
if currentImg != NULL_IMG:
mesh.faces[-1].image = currentImg
# Object / Group
elif l[0] == 'o' or l[0] == 'g':
# Reset the used list
ulIdx = 0
while ulIdx < len(usedList):
usedList[ulIdx] = -1
ulIdx +=1
# Some material stuff
if mtl_fileName != '':
load_mtl(DIR, mtl_fileName, mesh)
# Make sure the objects is worth putting
if len(mesh.verts) > 1:
mesh.verts.remove(mesh.verts[0])
ob = NMesh.PutRaw(mesh, fileName + '_' + objectName)
if ob != None: # Name the object too.
ob.name = fileName + '_' + objectName
# Make new mesh
mesh = NMesh.GetRaw()
# This dummy vert makes life a whole lot easier-
# pythons index system then aligns with objs, remove later
mesh.verts.append( NMesh.Vert(0, 0, 0) )
# New mesh name
objectName = '_'.join(l[1:]) # Use join in case of spaces
elif l[0] == 'usemtl':
if l[1] == '(null)':
currentMat = getMat(NULL_MAT)
else:
currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces
elif l[0] == 'usemat':
if l[1] == '(null)':
currentImg = NULL_IMG
else:
currentImg = getImg(DIR + ' '.join(l[1:])) # Use join in case of spaces
elif l[0] == 'mtllib':
mtl_fileName = l[1]
lIdx+=1
# Some material stuff
if mtl_fileName != '':
load_mtl(DIR, mtl_fileName, mesh)
# We need to do this to put the last object.
# All other objects will be put alredy
if len(mesh.verts) > 1:
mesh.verts.remove(mesh.verts[0])
ob = NMesh.PutRaw(mesh, fileName + '_' + objectName)
if ob != None: # Name the object too.
ob.name = fileName + '_' + objectName
Window.FileSelector(load_obj, 'Import Wavefront OBJ')

View File

@@ -0,0 +1,35 @@
#!BPY
"""
Name: 'Paths (.svg, .ps, .eps, .ai, Gimp)'
Blender: 233
Group: 'Import'
Submenu: 'Gimp 1.0 - 1.2.5' Gimp_1_0
Submenu: 'Gimp 2.0' Gimp_2_0
Submenu: 'Illustrator (.ai) PS-Adobe-2.0' AI
Submenu: 'InkScape (.svg)' SVG
Submenu: 'Postscript (.eps/.ps) PS-Adobe-2.0' EPS
Tip: 'Import a path from any of a set of formats (still experimental)'
"""
import Blender
argv=__script__['arg']
if argv=='SVG':
from mod_svg2obj import *
elif argv=='AI':
from mod_ai2obj import *
elif argv=='EPS':
from mod_eps2obj import *
elif argv=='Gimp_1_0':
from mod_gimp2obj import *
elif argv=='Gimp_2_0':
from mod_svg2obj import *
text = 'Import %s' % argv
Blender.Window.FileSelector (fonctionSELECT, text)

558
release/scripts/skin.py Normal file
View File

@@ -0,0 +1,558 @@
#!BPY
"""
Name: 'Skin Two Vert-loops / Loft Multiple'
Blender: 234
Group: 'Mesh'
Submenu: 'Loft-loop - shortest edge method' A1
Submenu: 'Loft-loop - even method' A2
Submenu: 'Loft-segment - shortest edge' B1
Submenu: 'Loft-segment - even method' B2
Tooltip: 'Select 2 or more vert loops, then run this script'
"""
# $Id$
#
# --------------------------------------------------------------------------
# Skin Selected edges 1.0 By Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
# Made by Ideasman/Campbell 2004/04/25 - ideasman@linuxmail.org
import Blender
from Blender import *
import math
from math import *
arg = __script__['arg']
#================#
# Math functions #
#================#
# Measure 2 points
def measure(v1, v2):
return Mathutils.Vector([v1[0]-v2[0], v1[1] - v2[1], v1[2] - v2[2]]).length
# Clamp
def clamp(max, number):
while number >= max:
number = number - max
return number
#=============================================================#
# List func that takes the last item and adds it to the front #
#=============================================================#
def listRotate(ls):
return [ls[-1]] + ls[:-1]
#=================================================================#
# Recieve a list of locs: [x,y,z] and return the average location #
#=================================================================#
def averageLocation(locList):
avLoc = [0,0,0]
# Loop through x/y/z
for coordIdx in [0,1,2]:
# Add all the values from 1 of the 3 coords at the avLoc.
for loc in locList:
avLoc[coordIdx] += loc[coordIdx]
avLoc[coordIdx] = avLoc[coordIdx] / len(locList)
return avLoc
#=============================#
# Blender functions/shortcuts #
#=============================#
def error(str):
Draw.PupMenu('ERROR%t|'+str)
# Returns a new face that has the same properties as the origional face
# With no verts though
def copyFace(face):
newFace = NMesh.Face()
# Copy some generic properties
newFace.mode = face.mode
if face.image != None:
newFace.image = face.image
newFace.flag = face.flag
newFace.mat = face.mat
newFace.smooth = face.smooth
return newFace
#=============================================#
# Find a selected vert that 2 faces share. #
#=============================================#
def selVertBetween2Faces(face1, face2):
for v1 in face1.v:
if v1.sel:
for v2 in face2.v:
if v1 == v2:
return v1
#=======================================================#
# Measure the total distance between all the edges in #
# 2 vertex loops #
#=======================================================#
def measureVloop(mesh, v1loop, v2loop, surplusFaces):
totalDist = 0
# Rotate the vertloops to cycle through each pair.
# of faces to compate the distance between the 2 poins
for ii in range(len(v1loop)):
if ii not in surplusFaces:
V1 = selVertBetween2Faces(mesh.faces[v1loop[0]], mesh.faces[v1loop[1]])
V2 = selVertBetween2Faces(mesh.faces[v2loop[0]], mesh.faces[v2loop[1]])
P1 = (V1[0],V1[1],V1[2])
P2 = (V2[0],V2[1],V2[2])
totalDist += measure(P1,P2)
v1loop = listRotate(v1loop)
v2loop = listRotate(v2loop)
#selVertBetween2Faces(mesh.faces[v2loop[0]], mesh.faces[v2loop[1]])
return totalDist
# Remove the shortest edge from a vert loop
def removeSmallestFace(mesh, vloop):
bestDistSoFar = None
bestFIdxSoFar = None
for fIdx in vloop:
vSelLs = []
for v in mesh.faces[fIdx].v:
if v.sel:
vSelLs.append(v)
dist = measure(vSelLs[0].co, vSelLs[1].co)
if bestDistSoFar == None:
bestDistSoFar = dist
bestFIdxSoFar = fIdx
elif dist < bestDistSoFar:
bestDistSoFar = dist
bestFIdxSoFar = fIdx
# Return the smallest face index of the vloop that was sent
return bestFIdxSoFar
#=============================================#
# Take 2 vert loops and skin them #
#=============================================#
def skinVertLoops(mesh, v1loop, v2loop):
#=============================================#
# Handle uneven vert loops, this is tricky #
#=============================================#
# Reorder so v1loop is always the biggest
if len(v1loop) < len(v2loop):
v1loop, v2loop = v2loop, v1loop
# Work out if the vert loops are equel or not, if not remove the extra faces from the larger
surplusFaces = []
tempv1loop = eval(str(v1loop)) # strip faces off this one, use it to keep track of which we have taken faces from.
if len(v1loop) > len(v2loop):
# Even face method.
if arg[1] == '2':
remIdx = 0
faceStepping = len( v1loop) / len(v2loop)
while len(v1loop) - len(surplusFaces) > len(v2loop):
remIdx += faceStepping
surplusFaces.append(tempv1loop[ clamp(len(tempv1loop),remIdx) ])
tempv1loop.remove(surplusFaces[-1])
# Shortest face
elif arg[1] == '1':
while len(v1loop) - len(surplusFaces) > len(v2loop):
surplusFaces.append(removeSmallestFace(mesh, tempv1loop))
tempv1loop.remove(surplusFaces[-1])
tempv1loop = None
v2loop = optimizeLoopOrdedShortEdge(mesh, v1loop, v2loop, surplusFaces)
# make Faces from
lenVloop = len(v1loop)
lenSupFaces = len(surplusFaces)
fIdx = 0
offset = 0
while fIdx < lenVloop:
face = copyFace( mesh.faces[v1loop[clamp(lenVloop, fIdx+1)]] )
if v1loop[fIdx] in surplusFaces:
# Draw a try, this face does not catch with an edge.
# So we must draw a tri and wedge it in.
# Copy old faces properties
face.v.append( selVertBetween2Faces(\
mesh.faces[v1loop[clamp(lenVloop, fIdx)]],\
mesh.faces[v1loop[clamp(lenVloop, fIdx+1)]]) )
face.v.append( selVertBetween2Faces(\
mesh.faces[v1loop[clamp(lenVloop, fIdx+1)]],\
mesh.faces[v1loop[clamp(lenVloop, fIdx+2)]]) )
#face.v.append( selVertBetween2Faces(\
#mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset +1 ))]],\
#mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset + 2))]]) )
face.v.append( selVertBetween2Faces(\
mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset))]],\
mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, fIdx - offset + 1)]]) )
mesh.faces.append(face)
# We need offset to work out how much smaller v2loop is at this current index.
offset+=1
else:
# Draw a normal quad between the 2 edges/faces
face.v.append( selVertBetween2Faces(\
mesh.faces[v1loop[clamp(lenVloop, fIdx)]],\
mesh.faces[v1loop[clamp(lenVloop, fIdx+1)]]) )
face.v.append( selVertBetween2Faces(\
mesh.faces[v1loop[clamp(lenVloop, fIdx+1)]],\
mesh.faces[v1loop[clamp(lenVloop, fIdx+2)]]) )
face.v.append( selVertBetween2Faces(\
mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset +1 ))]],\
mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset + 2))]]) )
face.v.append( selVertBetween2Faces(\
mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset))]],\
mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, fIdx - offset + 1)]]) )
mesh.faces.append(face)
fIdx +=1
return mesh
#=======================================================#
# Takes a face and returns the number of selected verts #
#=======================================================#
def faceVSel(face):
vSel = 0
for v in face.v:
if v.sel:
vSel +=1
return vSel
#================================================================#
# This function takes a face and returns its selected vert loop #
# it returns a list of face indicies
#================================================================#
def vertLoop(mesh, startFaceIdx, fIgLs): # fIgLs is a list of faces to ignore.
# Here we store the faces indicies that
# are a part of the first vertex loop
vertLoopLs = [startFaceIdx]
restart = 0
while restart == 0:
# this keeps the face loop going until its told to stop,
# If the face loop does not find an adjacent face then the vert loop has been compleated
restart = 1
# Get my selected verts for the active face/edge.
selVerts = []
for v in mesh.faces[vertLoopLs[-1]].v:
selVerts.append(v)
fIdx = 0
while fIdx < len(mesh.faces) and restart:
# Not already added to the vert list
if fIdx not in fIgLs + vertLoopLs:
# Has 2 verts selected
if faceVSel(mesh.faces[fIdx]) > 1:
# Now we need to find if any of the selected verts
# are shared with our active face. (are we next to ActiveFace)
for v in mesh.faces[fIdx].v:
if v in selVerts:
vertLoopLs.append(fIdx)
restart = 0 # restart the face loop.
break
fIdx +=1
return vertLoopLs
#================================================================#
# Now we work out the optimum order to 'skin' the 2 vert loops #
# by measuring the total distance of all edges created, #
# test this for every possible series of joins #
# and find the shortest, Once this is done the #
# shortest dist can be skinned. #
# returns only the 2nd-reordered vert loop #
#================================================================#
def optimizeLoopOrded(mesh, v1loop, v2loop):
bestSoFar = None
# Measure the dist, ii is just a counter
for ii in range(len(v1loop)):
# Loop twice , Once for the forward test, and another for the revearsed
for iii in [0, 0]:
dist = measureVloop(mesh, v1loop, v2loop)
# Initialize the Best distance recorded
if bestSoFar == None:
bestSoFar = dist
bestv2Loop = eval(str(v2loop))
elif dist < bestSoFar: # Update the info if a better vloop rotation is found.
bestSoFar = dist
bestv2Loop = eval(str(v2loop))
# We might have got the vert loop backwards, try the other way
v2loop.reverse()
v2loop = listRotate(v2loop)
return bestv2Loop
#================================================================#
# Now we work out the optimum order to 'skin' the 2 vert loops #
# by measuring the total distance of all edges created, #
# test this for every possible series of joins #
# and find the shortest, Once this is done the #
# shortest dist can be skinned. #
# returns only the 2nd-reordered vert loop #
#================================================================#
def optimizeLoopOrdedShortEdge(mesh, v1loop, v2loop, surplusFaces):
bestSoFar = None
# Measure the dist, ii is just a counter
for ii in range(len(v2loop)):
# Loop twice , Once for the forward test, and another for the revearsed
for iii in [0, 0]:
dist = measureVloop(mesh, v1loop, v2loop, surplusFaces)
print 'dist', dist
# Initialize the Best distance recorded
if bestSoFar == None:
bestSoFar = dist
bestv2Loop = eval(str(v2loop))
elif dist < bestSoFar: # Update the info if a better vloop rotation is found.
bestSoFar = dist
bestv2Loop = eval(str(v2loop))
# We might have got the vert loop backwards, try the other way
v2loop.reverse()
v2loop = listRotate(v2loop)
print 'best so far ', bestSoFar
return bestv2Loop
#==============================#
# Find our vert loop list #
#==============================#
# Find a face with 2 verts selected,
#this will be the first face in out vert loop
def findVertLoop(mesh, fIgLs): # fIgLs is a list of faces to ignore.
startFaceIdx = None
fIdx = 0
while fIdx < len(mesh.faces):
if fIdx not in fIgLs:
# Do we have an edge?
if faceVSel(mesh.faces[fIdx]) > 1:
# THIS IS THE STARTING FACE.
startFaceIdx = fIdx
break
fIdx+=1
# Here we access the function that generates the real vert loop
if startFaceIdx != None:
return vertLoop(mesh, startFaceIdx, fIgLs)
else:
# We are out'a vert loops, return a None,
return None
#===================================#
# Get the average loc of a vertloop #
# This is used when working out the #
# order to loft an object #
#===================================#
def vLoopAverageLoc(mesh, vertLoop):
locList = [] # List of vert locations
fIdx = 0
while fIdx < len(mesh.faces):
if fIdx in vertLoop:
for v in mesh.faces[fIdx].v:
if v.sel:
locList.append(v.co)
fIdx+=1
return averageLocation(locList)
#=================================================#
# Vert loop group functions
def getAllVertLoops(mesh):
# Make a chain of vert loops.
fIgLs = [] # List of faces to ignore
allVLoops = [findVertLoop(mesh, fIgLs)]
while allVLoops[-1] != None:
# In future ignore all faces in this vert loop
fIgLs += allVLoops[-1]
# Add the new vert loop to the list
allVLoops.append( findVertLoop(mesh, fIgLs) )
return allVLoops[:-1] # Remove the last Value- None.
def reorderCircularVLoops(mesh, allVLoops):
# Now get a location for each vert loop.
allVertLoopLocs = []
for vLoop in allVLoops:
allVertLoopLocs.append( vLoopAverageLoc(mesh, vLoop) )
# We need to find the longest distance between 2 vert loops so we can
reorderedVLoopLocs = []
# Start with this one, then find the next closest.
# in doing this make a new list called reorderedVloop
currentVLoop = 0
reorderedVloopIdx = [currentVLoop]
newOrderVLoops = [allVLoops[0]] # This is a re-ordered allVLoops
while len(reorderedVloopIdx) != len(allVLoops):
bestSoFar = None
bestVIdxSoFar = None
for vLoopIdx in range(len(allVLoops)):
if vLoopIdx not in reorderedVloopIdx + [currentVLoop]:
if bestSoFar == None:
bestSoFar = measure( allVertLoopLocs[vLoopIdx], allVertLoopLocs[currentVLoop] )
bestVIdxSoFar = vLoopIdx
else:
newDist = measure( allVertLoopLocs[vLoopIdx], allVertLoopLocs[currentVLoop] )
if newDist < bestSoFar:
bestSoFar = newDist
bestVIdxSoFar = vLoopIdx
reorderedVloopIdx.append(bestVIdxSoFar)
reorderedVLoopLocs.append(allVertLoopLocs[bestVIdxSoFar])
newOrderVLoops.append( allVLoops[bestVIdxSoFar] )
# Start looking for the next best fit
currentVLoop = bestVIdxSoFar
# This is not the locicle place to put this but its convieneint.
# Here we find the 2 vert loops that are most far apart
# We use this to work out which 2 vert loops not to skin when making an open loft.
vLoopIdx = 0
# Longest measured so far - 0 dummy.
bestSoFar = 0
while vLoopIdx < len(reorderedVLoopLocs):
# Skin back to the start if needs be, becuase this is a crcular loft
toSkin2 = vLoopIdx + 1
if toSkin2 == len(reorderedVLoopLocs):
toSkin2 = 0
newDist = measure( reorderedVLoopLocs[vLoopIdx], reorderedVLoopLocs[toSkin2] )
if newDist >= bestSoFar:
bestSoFar = newDist
vLoopIdxNotToSkin = vLoopIdx + 1
vLoopIdx +=1
return newOrderVLoops, vLoopIdxNotToSkin
is_editmode = Window.EditMode()
if is_editmode: Window.EditMode(0)
# Get a mesh and raise errors if we cant
mesh = None
if len(Object.GetSelected()) > 0:
if Object.GetSelected()[0].getType() == 'Mesh':
mesh = Object.GetSelected()[0].getData()
else:
error('please select a mesh')
else:
error('no mesh object selected')
if mesh != None:
allVLoops = getAllVertLoops(mesh)
# Re order the vert loops
allVLoops, vLoopIdxNotToSkin = reorderCircularVLoops(mesh, allVLoops)
vloopIdx = 0
while vloopIdx < len(allVLoops):
#print range(len(allVLoops) )
#print vloopIdx
#print allVLoops[vloopIdx]
# Skin back to the start if needs be, becuase this is a crcular loft
toSkin2 = vloopIdx + 1
if toSkin2 == len(allVLoops):
toSkin2 = 0
# Circular loft or not?
if arg[0] == 'B': # B for open
if vloopIdx != vLoopIdxNotToSkin:
mesh = skinVertLoops(mesh, allVLoops[vloopIdx], allVLoops[toSkin2])
elif arg[0] == 'A': # A for closed
mesh = skinVertLoops(mesh, allVLoops[vloopIdx], allVLoops[toSkin2])
vloopIdx +=1
mesh.update()
if is_editmode: Window.EditMode(1)

View File

@@ -0,0 +1,254 @@
#!BPY
""" Registration info for Blender menus:
Name: 'Texture Baker'
Blender: 233
Group: 'UV'
Tooltip: 'Procedural to uvmapped texture baker'
"""
#---------------------------------------------
# Last release : 0.2.2 , 2004/08/01 , 22h13
#---------------------------------------------
#---------------------------------------------
# (c) jm soler 07/2004 : 'Procedural Texture Baker'
# Based on a Martin Theeth' Poirier's really
# good idea :
# it makes a rvk mesh with uv coords of the
# original mesh.
# released under Blender Artistic Licence
#
# 0.2.2 : if the uv mesh objet exists it used,
# no creation of a new one. As the lamp and
# the camera
# 0.2.1 : This script automaticaly frame and shoot the
# new uv mesh . The image file is saved ine the
# /render folder.
#
#---------------------------------------------
# On user-friendly side :
#---------------------------------------------
#- Tadje Vobovnik adds the Select Image Size Menu
#
#---------------------------------------------
# Official Page :
# http://jmsoler.free.fr/util/blenderfile/py/text2uvbaker.py
# For problems and errors:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#---------------------------------------------
import Blender
from Blender import NMesh, Draw, Object, Scene, Camera
FRAME = 100
XYLIMIT = [0.0, 0.]
OBJPOS = 100.0
helpmsg = """
Texture Baker:
This script saves an uv texture layout of the chosen mesh, that can be used as
an uv map for it. It is a way to export procedural textures from Blender as
normal image textures that can be edited with a 2d image manipulation program
or used with the mesh in games and other 3d applications.
Basic instructions:
- Enter face mode and define uv coordinates for your mesh;
- Define its materials and textures and set "Map Input" coordinates to UV;
- Run this script and check the console.
"""
def GET_newobject (TYPE):
SCENE = Blender.Scene.getCurrent()
OBJECT = Blender.Object.New(TYPE)
SCENE.link(OBJECT)
return OBJECT, SCENE
def SAVE_image (rc, name, FRAME):
MYDIR = ''
RENDERDIR = rc.getRenderPath()
rc.setRenderPath(RENDERDIR + MYDIR)
print "Render folder:", RENDERDIR + MYDIR
IMAGETYPE = Blender.Scene.Render.PNG
rc.setImageType(IMAGETYPE)
NEWFRAME = FRAME
OLDEFRAME = rc.endFrame()
OLDSFRAME = rc.startFrame()
rc.startFrame(NEWFRAME)
rc.endFrame(NEWFRAME)
rc.renderAnim()
try:
import nt
os = nt
except:
import posix
os = posix
FILENAME = "%04d" % NEWFRAME
FILENAME = FILENAME.replace (' ', '0')
FILENAME = RENDERDIR + MYDIR + FILENAME + '.png'
try:
TRUE = os.stat(FILENAME)
newfname = RENDERDIR + MYDIR + name
if newfname.find('.png', -4) < 0: newfname += '.png'
os.rename(FILENAME, newfname)
print "Renamed to:", newfname
except:
pass
rc.endFrame(OLDEFRAME)
rc.startFrame(OLDSFRAME)
rc.setRenderPath(RENDERDIR)
def SHOOT (XYlimit, frame, obj, name, FRAME):
try:
CAM = Blender.Object.Get('UVCAMERA')
Cam = CAM.getData()
SC = Blender.Scene.getCurrent()
except:
Cam = Blender.Camera.New()
Cam.name = 'UVCamera'
CAM, SC = GET_newobject('Camera')
CAM.link(Cam)
CAM.setName('UVCAMERA')
Cam.lens = 30
Cam.name = 'UVCamera'
CAM.setLocation(obj.getLocation())
CAM.LocX += XYlimit[0] / 2.0
CAM.LocY += XYlimit[1] / 2.0
CAM.LocZ += max (XYlimit[0], XYlimit[1])
CAM.setEuler (0.0, 0.0, 0.0)
try:
LAMP = Blender.Object.Get('Eclairage')
lampe = LAMP.getData()
SC = Blender.Scene.getCurrent()
except:
lampe = Blender.Lamp.New()
lampe.name = 'lumin'
LAMP, SC = GET_newobject('Lamp')
LAMP.link(lampe)
LAMP.setName('Eclairage')
LAMP.setLocation(obj.getLocation())
LAMP.LocX += XYlimit[0] / 2.0
LAMP.LocY += XYlimit[1] / 2.0
LAMP.LocZ += max (XYlimit[0], XYlimit[1])
LAMP.setEuler (0.0, 0.0, 0.0)
context = SC.getRenderingContext()
Camold = SC.getCurrentCamera()
SC.setCurrentCamera(CAM)
OLDy = context.imageSizeY()
OLDx = context.imageSizeX()
tres = Draw.PupMenu('TEXTURE OUT RESOLUTION : %t | 256 %x1 | 512 %x2 | 768 %x3 | 1024 %x4')
if (tres) == 1: res = 256
elif (tres) == 2: res = 512
elif (tres) == 3: res = 768
elif (tres) == 4: res = 1024
else: res = 512
context.imageSizeY(res)
context.imageSizeX(res)
SAVE_image (context, name, FRAME)
context.imageSizeY(OLDy)
context.imageSizeX(OLDx)
SC.setCurrentCamera(Camold)
Blender.Set ('curframe', frame)
def Mesh2UVCoord ():
try:
MESH3D = Object.GetSelected()[0]
if MESH3D.getType() == 'Mesh':
MESH = MESH3D.getData()
MESH2 = Blender.NMesh.GetRaw()
for f in MESH.faces:
f1 = Blender.NMesh.Face()
for v in f.v:
v1 = Blender.NMesh.Vert (v.co[0], v.co[1], v.co[2])
MESH2.verts.append(v1)
f1.v.append(MESH2.verts[len(MESH2.verts) - 1])
MESH2.faces.append(f1)
f1.uv = f.uv[:]
f1.col = f.col[:]
f1.smooth = f.smooth
f1.mode = f.mode
f1.flag = f.flag
f1.mat = f.mat
MESH2.materials = MESH.materials[:]
try:
NewOBJECT=Blender.Object.Get('UVOBJECT')
CurSCENE=Blender.Scene.getCurrent()
except:
NewOBJECT, CurSCENE = GET_newobject('Mesh')
NewOBJECT.link(MESH2)
#NewOBJECT, CurSCENE = GET_newobject('Mesh')
#NewOBJECT.link(MESH2)
NewOBJECT.setLocation (OBJPOS, OBJPOS, 0.0)
NewOBJECT.setEuler (0.0, 0.0, 0.0)
MESH2.removeAllKeys()
MESH2.update()
MESH2.insertKey (1, 'absolute')
MESH2.update()
for f in MESH2.faces:
for v in f.v:
for n in [0, 1]:
v.co[n] = f.uv[f.v.index(v)][n]
exec "if v.co[%s] > XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n, n, n)
v.co[2] = 0.0
print XYLIMIT
MESH2.update()
MESH2.insertKey (FRAME, 'absolute')
MESH2.update()
imagename = 'uvtext'
name = "CHANGE IMAGE NAME ? %t | Replace it | No replace | Script help"
result = Draw.PupMenu(name)
if result == 1:
imagename = Draw.PupStrInput ('Image Name:', imagename, 32)
if result != 3:
SHOOT (XYLIMIT, FRAME, NewOBJECT, imagename, FRAME)
Blender.Redraw()
else:
Draw.PupMenu("Ready%t|Please check console for instructions")
print helpmsg
else:
name = "Error%t|Active object is not a mesh or has no UV coordinates"
result = Draw.PupMenu(name)
print 'problem : no object selected or not mesh'
except:
name = "Error%t|Active object is not a mesh or has no UV coordinates"
result = Draw.PupMenu(name)
print 'problem : no object selected or not mesh'
Mesh2UVCoord()

View File

@@ -258,11 +258,13 @@ Section "Blender-VERSION (required)" SecCopyUI
File DISTDIR\.blender\scripts\ac3d_export.py
File DISTDIR\.blender\scripts\ac3d_import.py
File DISTDIR\.blender\scripts\Apply_def.py
File DISTDIR\.blender\scripts\Axiscopy.py
File DISTDIR\.blender\scripts\batch_name_edit.py
File DISTDIR\.blender\scripts\bevel_center.py
File DISTDIR\.blender\scripts\blender2cal3d.py
File DISTDIR\.blender\scripts\bvh_export.py
File DISTDIR\.blender\scripts\bvh_import.py
File DISTDIR\.blender\scripts\clean_mesh.py
File DISTDIR\.blender\scripts\DirectX8Exporter.py
File DISTDIR\.blender\scripts\DirectXExporter.py
File DISTDIR\.blender\scripts\disp_paint.py
@@ -282,8 +284,12 @@ Section "Blender-VERSION (required)" SecCopyUI
File DISTDIR\.blender\scripts\knife.py
File DISTDIR\.blender\scripts\lightwave_export.py
File DISTDIR\.blender\scripts\lightwave_import.py
File DISTDIR\.blender\scripts\mod_ai2obj.py
File DISTDIR\.blender\scripts\mod_blender.py
File DISTDIR\.blender\scripts\mod_eps2obj.py
File DISTDIR\.blender\scripts\mod_gimp2obj.py
File DISTDIR\.blender\scripts\mod_meshtools.py
File DISTDIR\.blender\scripts\mod_svg2obj.py
File DISTDIR\.blender\scripts\nendo_export.py
File DISTDIR\.blender\scripts\nendo_import.py
File DISTDIR\.blender\scripts\obdatacopier.py
@@ -291,6 +297,7 @@ Section "Blender-VERSION (required)" SecCopyUI
File DISTDIR\.blender\scripts\obj_import.py
File DISTDIR\.blender\scripts\off_export.py
File DISTDIR\.blender\scripts\off_import.py
File DISTDIR\.blender\scripts\paths_import.py
File DISTDIR\.blender\scripts\radiosity_export.py
File DISTDIR\.blender\scripts\radiosity_import.py
File DISTDIR\.blender\scripts\raw_export.py
@@ -298,6 +305,7 @@ Section "Blender-VERSION (required)" SecCopyUI
File DISTDIR\.blender\scripts\renameobjectbyblock.py
File DISTDIR\.blender\scripts\rvk1_torvk2.py
File DISTDIR\.blender\scripts\sel_same.py
File DISTDIR\.blender\scripts\skin.py
File DISTDIR\.blender\scripts\slp_import.py
File DISTDIR\.blender\scripts\sysinfo.py
File DISTDIR\.blender\scripts\truespace_export.py

View File

@@ -564,11 +564,11 @@ int BPY_menu_do_python(short menutype, int event)
pym = BPyMenu_GetEntry(menutype, (short)event);
if (!pym) return 0;
/* uncomment before release 2.34
if (pym->version > G.version)
notice ("Version mismatch: script was written for Blender %d. "
"It may fail with yours: %d.", pym->version, G.version);
*/
/* if there are submenus, let the user choose one from a pupmenu that we
* create here.*/
pysm = pym->submenus;

View File

@@ -324,17 +324,25 @@ static PyObject *Blender_Quit(PyObject *self)
static PyObject *Blender_Load(PyObject *self, PyObject *args)
{
char *fname = NULL;
int keep_oldfname = 0;
Script *script = NULL;
char str[32];
char str[32], name[FILE_MAXDIR];
int file, is_blend_file = 0;
if (!PyArg_ParseTuple(args, "|s", &fname))
if (!PyArg_ParseTuple(args, "|si", &fname, &keep_oldfname))
return EXPP_ReturnPyObjError(PyExc_TypeError,
"expected filename string or nothing (for default file) as argument");
"expected filename and optional int or nothing as arguments");
if (fname && !BLI_exists(fname))
return EXPP_ReturnPyObjError(PyExc_AttributeError,
"requested file doesn't exist!");
if (fname) {
if (strlen(fname) > FILE_MAXDIR) /* G.main->name's max length */
return EXPP_ReturnPyObjError(PyExc_AttributeError,
"filename too long!");
else if (!BLI_exists(fname))
return EXPP_ReturnPyObjError(PyExc_AttributeError,
"requested file doesn't exist!");
if (keep_oldfname) BLI_strncpy(name, G.sce, FILE_MAXDIR);
}
/* We won't let a new .blend file be loaded if there are still other
* scripts running, since loading a new file will close and remove them. */
@@ -395,6 +403,11 @@ static PyObject *Blender_Load(PyObject *self, PyObject *args)
else
BIF_read_file(fname);
if (fname && keep_oldfname) {
/*BLI_strncpy(G.main->name, name, FILE_MAXDIR);*/
BLI_strncpy(G.sce, name, FILE_MAXDIR);
}
Py_INCREF(Py_None);
return Py_None;
}