Files
blender/release/scripts/nendo_import.py
Willian Padovani Germano b82be27659 Bundled scripts:
-starting updates and new additions for Blender 2.34:
  Some of the new scripts require Python modules not builtin with Blender, so you either need a full Python install or the needed extra modules.  This is an ongoing work, there should be more scripts, better testing and also proper ways to tell users they don't have all expected modules.  It's expected that Win users won't need full Python installs, since we can provide a minimal zip with the needed modules from 2.34 on.

Thanks to Anthony D'Agostino (scorpius), Jean-Michel Soler (jms) and Campbell Barton (Cam / ideasman) for donating the scripts now added / updated.

BPython:
-added two new script menu groups: Tools and Utils.  We still need to find places elsewhere in the gui where the groups can be put.
2004-06-07 01:34:15 +00:00

206 lines
6.3 KiB
Python

#!BPY
"""
Name: 'Nendo...'
Blender: 232
Group: 'Import'
Tooltip: 'Import Nendo Object File Format (*.ndo)'
"""
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
# | scorpius@netzero.com |
# | September 25, 2001 |
# | Released under the Blender Artistic Licence (BAL) |
# | Import Export Suite v0.5 |
# +---------------------------------------------------------+
# | Read and write Nendo File Format (*.nendo) |
# +---------------------------------------------------------+
import Blender, mod_meshtools
import struct, time, sys, os
# =============================
# === Read Nendo 1.x Format ===
# =============================
def read(filename):
start = time.clock()
file = open(filename, "rb")
version, numobjs = read_header(file)
for object in range(numobjs):
good, = struct.unpack(">B", file.read(1))
if not good: continue # an empty object
objname = read_object_flags(file)
edge_table = read_edge_table(file, version)
face_table = read_face_table(file)
vert_table = read_vert_table(file)
uv = read_uv(file)
verts = make_verts(vert_table)
faces = make_faces(edge_table)
mod_meshtools.create_mesh(verts, faces, objname)
Blender.Window.DrawProgressBar(1.0, "Done") # clear progressbar
file.close()
end = time.clock()
seconds = " in %.2f %s" % (end-start, "seconds")
message = "Successfully imported " + os.path.basename(filename) + seconds
message += " (%s)" % version.title()
mod_meshtools.print_boxed(message)
# =======================
# === Read The Header ===
# =======================
def read_header(file):
version, = struct.unpack(">9s", file.read(9))
misc, = struct.unpack(">H", file.read(2))
numobjs, = struct.unpack(">B", file.read(1))
if (version != "nendo 1.0") and (version != "nendo 1.1"):
mod_meshtools.print_boxed(file.name, "is not a Nendo file")
return
return version, numobjs
# =========================
# === Read Object Flags ===
# =========================
def read_object_flags(file):
namelen, = struct.unpack(">H", file.read(2))
objname = file.read(namelen)
visible, = struct.unpack(">B", file.read(1))
sensity, = struct.unpack(">B", file.read(1))
other, = struct.unpack(">H", file.read(2)) # or 2 more flags?
misc = struct.unpack(">18f", file.read(72))
return objname
# =======================
# === Read Edge Table ===
# =======================
def read_edge_table(file, version):
numedges, = struct.unpack(">H", file.read(2))
edge_table = {}
for i in range(numedges):
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/numedges, "Reading Edge Table")
edge = struct.unpack(">8H", file.read(16))
if version == "nendo 1.1":
hard, = struct.unpack(">B", file.read(1)) # edge hardness flag
color = struct.unpack(">8B", file.read(8))
edge_table[i] = edge
return edge_table
# =======================
# === Read Face Table ===
# =======================
def read_face_table(file):
numfaces, = struct.unpack(">H", file.read(2))
face_table = {}
for i in range(numfaces):
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/numfaces, "Reading Face Table")
face_table[i] = struct.unpack(">H", file.read(2))[0]
return face_table
# =======================
# === Read Vert Table ===
# =======================
def read_vert_table(file):
numverts, = struct.unpack(">H", file.read(2))
vert_table = []
for i in range(numverts):
if not i%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(i)/numverts, "Reading Vertex Table")
w, x, y, z = struct.unpack(">H3f", file.read(14))
vert_table.append((w,(x, y, z)))
return vert_table
# ====================
# === Read Texture ===
# ====================
def read_uv(file):
numuvs, = struct.unpack(">H", file.read(2))
uvlist = struct.unpack(">"+`numuvs`+"H", file.read(numuvs*2))
numfacesT, = struct.unpack(">H", file.read(2))
facesT = struct.unpack(">"+`numfacesT`+"H", file.read(numfacesT*2))
textureflag, = struct.unpack(">B", file.read(1))
if textureflag:
xres, yres = struct.unpack(">2H", file.read(4))
print "%ix%i" % (xres, yres)
pixel = 0
while pixel < (xres*yres):
if not pixel%100 and mod_meshtools.show_progress:
Blender.Window.DrawProgressBar(float(pixel)/xres*yres, "Reading Texture")
count, = struct.unpack(">B", file.read(1))
rgb = file.read(3)
pixel = pixel+count
return numuvs
# ==================
# === Make Verts ===
# ==================
def make_verts(vert_table):
matrix = [ # Rotate 90*x and Scale 0.1
[0.1, 0.0, 0.0, 0.0],
[0.0, 0.0, 0.1, 0.0],
[0.0,-0.1, 0.0, 0.0],
[0.0, 0.0, 0.0, 1.0]]
verts = []
for i in range(len(vert_table)):
vertex = vert_table[i][1]
vertex = mod_meshtools.apply_transform(vertex, matrix)
verts.append(vertex)
return verts
# =======================
# === Make Face Table ===
# =======================
def make_face_table(edge_table): # For Nendo
face_table = {}
for i in range(len(edge_table)):
Lf = edge_table[i][2]
Rf = edge_table[i][3]
face_table[Lf] = i
face_table[Rf] = i
return face_table
# =======================
# === Make Vert Table ===
# =======================
def make_vert_table(edge_table): # For Nendo
vert_table = {}
for i in range(len(edge_table)):
Sv = edge_table[i][1]
Ev = edge_table[i][0]
vert_table[Sv] = i
vert_table[Ev] = i
return vert_table
# ==================
# === Make Faces ===
# ==================
def make_faces(edge_table): # For Nendo
face_table = make_face_table(edge_table)
faces=[]
#for i in range(len(face_table)):
for i in face_table.keys(): # avoids a whole class of errors
face_verts = []
current_edge = face_table[i]
while(1):
if i == edge_table[current_edge][3]:
next_edge = edge_table[current_edge][5] # Right successor edge
next_vert = edge_table[current_edge][1]
else:
next_edge = edge_table[current_edge][4] # Left successor edge
next_vert = edge_table[current_edge][0]
face_verts.append(next_vert)
current_edge = next_edge
if current_edge == face_table[i]: break
face_verts.reverse() # Flip all face normals
faces.append(face_verts)
return faces
def fs_callback(filename):
read(filename)
Blender.Window.FileSelector(fs_callback, "Nendo Import")