diff options
-rw-r--r-- | add_mesh_gears.py | 369 | ||||
-rw-r--r-- | io_mesh_raw/__init__.py | 51 | ||||
-rw-r--r-- | io_mesh_raw/export_raw.py | 114 | ||||
-rw-r--r-- | io_mesh_raw/import_raw.py | 142 |
4 files changed, 676 insertions, 0 deletions
diff --git a/add_mesh_gears.py b/add_mesh_gears.py new file mode 100644 index 00000000..fc6f1e6e --- /dev/null +++ b/add_mesh_gears.py @@ -0,0 +1,369 @@ +# add_mesh_gear.py (c) 2009, 2010 Michel J. Anders (varkenvarken) +# +# add gears/cogwheels to the blender 2.50 add->mesh menu +# +# tested with the official blender 2.50 alpha 0 32-bit windows +# also tested with trunk svn 26208 on 32-bit windows +# +# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + + +# blender 1 line description +"Add Gears (View3D > Add > Mesh > Gears)" + +""" +What was needed to port it from 2.49 -> 2.50 alpha 0? + +The basic functions that calculate the geometry (verts and faces) are unchanged +( add_tooth(), add_spoke2(), add_gear() ) + +These functions were designed to return lists of tuples (x,y,z) (for the vertices) and +lists of lists [i,k,l,m] (for the faces). Because the Blender 2.50 API does not provide +facilties to alter individual elements of the the verts and faces attributes of a mesh +directly we have to add the calculated vertices and faces in bulk by using the +mesh.add_geometry(nverts,nedges,nfaces) methodfolowed by +mesh.verts.foreach_set("co", verts_loc) and mesh.faces.foreach_set("verts_raw", faces). + +Both the foreach_set() methods take flattened lists as arguments, not lists of tuples, so we +added a simple function to flatten a list of lists or tuples. + +Also, the vertex group API is changed a little bit but the concepts are the same: +vertexgroup = ob.add_vertex_group('NAME_OF_VERTEXGROUP') # add a vertex group +for i in vertexgroup_vertex_indices: + ob.add_vertex_to_group(i, vertexgroup, weight, 'ADD') + +Now for some reason the name does not 'stick' and we have to set it this way: +vertexgroup.name = 'NAME_OF_VERTEXGROUP' + +Conversion to 2.50 also meant we could simply do away with our crude user interface. +Just definining the appropriate properties in the AddGear() operator will display the +properties in the Blender GUI with the added benefit of making it interactive: changing +a property will redo the AddGear() operator providing the user with instant feedback. + +FInally we had to convert/throw away some print statements to print functions as Blender +nows uses Python 3.x + +The most puzzling issue was that the built in Python zip() function changed its behavior. +In 3.x it returns a zip object (that can be iterated over) instead of a list of tuples. This meant +we could no longer use deepcopy(zip(...)) but had to convert the zip object to a list of tuples +first. + +The code to actually implement the AddGear() function is mostly copied from add_mesh_torus() +(distributed with Blender). + +Unresolved issues: + +- removing doubles: + the code that produces the teeth of the gears produces some duplicate vertices. The original + script just called remove_doubles() but if we do that in 2.50 we have a problem. To apply + the bpy.ops.mesh.remove_doubles() operator we have to change to edit mode. The moment + we do that we loose to possibilty to interactively change the properties. Also changing back + to object mode raises a strange exception (to investigate). So for now, removing doubles is left + to the user once satisfied with the chosen setting for a gear, + +- no suitable icon: + a rather minor point but I reused the torus icon for the add->mesh->gear menu entry as there + doesn't seem to be a generic mesh icon or a way to add custom icons. Too bad, but as this is + just eye candy it's no big deal. + +""" + +import bpy +import Mathutils +from math import cos, sin, tan, atan, asin, pi,radians as rad +from copy import deepcopy as dc + +def flatten(alist): + "Flatten a list of lists or tuples." + return sum([list(a) for a in alist],[]) + +#constants +faces=[[0,5,6,1],[1,6,7,2],[2,7,8,3],[3,8,9,4],[6,10,11,7],[7,11,12,8],[10,13,14,11],[11,14,15,12]] +L=16 # number of vertices +#edgefaces +ef = [5,6,10,13,14,15,12,8,9] +ef2 = [i+L for i in ef] +# in python 3, zip() returns a zip object so we have to force the result into a list of lists to keep +# deepcopy happy later on in the script. +efc = [ [i,j,k,l] for i,j,k,l in zip(ef[:-1],ef2[:-1],ef2[1:],ef[1:])] +vv = [5,6,8,9,21,22,24,25] #vertices in a valley +tv = [13,14,15,29,30,31] #vertices on a tooth + +spokefaces=((0,1,2,5),(2,3,4,7),(5,2,7,6),(5,6,9,8),(6,7,10,9),(11,8,13,12),(8,9,10,13),(13,10,15,14)) + +def add_tooth(a,t,d,r,Ad,De,b,p,rack=0,crown=0.0): + """ + private function: calculate the vertex coords for a single side + section of a gear tooth. returns them as a list of lists. + """ + + A=[a,a+t/4,a+t/2,a+3*t/4,a+t] + C=[cos(i) for i in A] + S=[sin(i) for i in A] + + Ra=r+Ad + Rd=r-De + Rb=Rd-b + + #Pressure angle calc + O =Ad*tan(p) + p =atan(O/Ra) + if r<0 : p = -p + + if rack : + S =[sin(t/4)*I for I in range(-2,3)] + Sp=[0,sin(-t/4+p),0,sin(t/4-p)] + + v=[(Rb,r*S[I],d) for I in range(5)] + v.extend([(Rd,r*S[I],d) for I in range(5)]) + v.extend([(r,r*S[I],d) for I in range(1,4)]) + v.extend([(Ra,r*Sp[I],d) for I in range(1,4)]) + + else : + Cp=[0,cos(a+t/4+p),cos(a+t/2),cos(a+3*t/4-p)] + Sp=[0,sin(a+t/4+p),sin(a+t/2),sin(a+3*t/4-p)] + + v=[(Rb*C[I],Rb*S[I],d) for I in range(5)] + v.extend([(Rd*C[I],Rd*S[I],d) for I in range(5)]) + v.extend([(r*C[I],r*S[I],d+crown/3) for I in range(1,4)]) + v.extend([(Ra*Cp[I],Ra*Sp[I],d+crown) for I in range(1,4)]) + + return v + +def add_spoke2(a,t,d,r,De,b,s,w,l,gap=0,width=19): + """ + EXPERIMENTAL private function: calculate the vertex coords for a single side + section of a gearspoke. returns them as a list of lists. + """ + + Rd=r-De + Rb=Rd-b + Rl=Rb + + v =[] + ef =[] + ef2=[] + sf =[] + if not gap : + for N in range(width,1,-2) : + ef.append(len(v)) + ts = t/4 + tm = a + 2*ts + te = asin(w/Rb) + td = te - ts + t4 = ts+td*(width-N)/(width-3.0) + A=[tm+(i-int(N/2))*t4 for i in range(N)] + C=[cos(i) for i in A] + S=[sin(i) for i in A] + v.extend([ (Rb*I,Rb*J,d) for (I,J) in zip(C,S)]) + ef2.append(len(v)-1) + Rb= Rb-s + n=0 + for N in range(width,3,-2) : + sf.extend([(i+n,i+1+n,i+2+n,i+N+n) for i in range(0,N-1,2)]) + sf.extend([(i+2+n,i+N+n,i+N+1+n,i+N+2+n) for i in range(0,N-3,2)]) + n = n + N + + return v,ef,ef2,sf + +def add_gear(N,r,Ad,De,b,p,D=1,skew=0,conangle=0,rack=0,crown=0.0, spoke=0,spbevel=0.1,spwidth=0.2,splength=1.0,spresol=9): + """ + """ + worm =0 + if N<5 : (worm,N)=(N,24) + t =2*pi/N + if rack: N=1 + p =rad(p) + conangle=rad(conangle) + skew =rad(skew) + scale = (r - 2*D*tan(conangle) )/r + + f =[] + v =[] + tg=[] #vertexgroup of top vertices. + vg=[] #vertexgroup of valley vertices + + + M=[0] + if worm : (M,skew,D)=(range(32),rad(11.25),D/2) + + for W in M: + fl=W*N*L*2 + l=0 #number of vertices + for I in range(int(N)): + a=I*t + for(s,d,c,first) in ((W*skew,W*2*D-D,1,1),((W+1)*skew,W*2*D+D,scale,0)): + if worm and I%(int(N)/worm)!=0: + v.extend(add_tooth(a+s,t,d,r-De,0.0,0.0,b,p)) + else: + v.extend(add_tooth(a+s,t,d,r*c,Ad*c,De*c,b*c,p,rack,crown)) + if not worm or (W==0 and first) or (W==(len(M)-1) and not first) : + f.extend([ [j+l+fl for j in i]for i in dc(faces)]) + l += L + + #print (len(f)) + #print (dc(efc)) + f.extend([ [j+I*L*2+fl for j in i] for i in dc(efc)]) + #print (len(f)) + tg.extend([i+I*L*2 for i in tv]) + vg.extend([i+I*L*2 for i in vv]) + # EXPERIMENTAL: add spokes + if not worm and spoke>0 : + fl=len(v) + for I in range(int(N)): + a=I*t + s=0 # for test + if I%spoke==0 : + for d in (-D,D) : + (sv,ef,ef2,sf) = add_spoke2(a+s,t,d,r*c,De*c,b*c,spbevel,spwidth,splength,0,spresol) + v.extend(sv) + f.extend([ [j+fl for j in i]for i in sf]) + fl += len(sv) + d1 = fl-len(sv) + d2 = fl-2*len(sv) + f.extend([(i+d2,j+d2,j+d1,i+d1) for (i,j) in zip(ef[:-1],ef[1:])]) + f.extend([(i+d2,j+d2,j+d1,i+d1) for (i,j) in zip(ef2[:-1],ef2[1:])]) + else : + for d in (-D,D) : + (sv,ef,ef2,sf) = add_spoke2(a+s,t,d,r*c,De*c,b*c,spbevel,spwidth,splength,1,spresol) + v.extend(sv) + fl += len(sv) + d1 = fl-len(sv) + d2 = fl-2*len(sv) + #f.extend([(i+d2,i+1+d2,i+1+d1,i+d1) for (i) in (0,1,2,3)]) + #f.extend([(i+d2,i+1+d2,i+1+d1,i+d1) for (i) in (5,6,7,8)]) + + return flatten(v), flatten(f), tg, vg + + +from bpy.props import * + + +class AddGear(bpy.types.Operator): + '''Add a gear mesh.''' + bl_idname = "mesh.gear_add" + bl_label = "Add Gear" + bl_options = {'REGISTER', 'UNDO'} + + number_of_teeth = IntProperty(name="Number of Teeth", + description="Number of teeth on the gear", + default=12,min=4,max=200) + radius = FloatProperty(name="Radius", + description="Radius of the gear, negative for crown gear", + default=1.0, min=-100.0, max=100.0) + addendum = FloatProperty(name="Addendum", + description="Addendum, extent of tooth above radius", + default=0.1, min=0.01, max=100.0) + dedendum = FloatProperty(name="Dedendum", + description="Dedendum, extent of tooth below radius", + default=0.1, min=0.0, max=100.0) + angle = FloatProperty(name="Pressure Angle", + description="Pressure angle, skewness of tooth tip (degrees)", + default=20.0, min=0.0, max=45.0) + base = FloatProperty(name="Base", + description="Base, extent of gear below radius", + default=0.2, min=0.0, max=100.0) + width = FloatProperty(name="Width", + description="Width, thickness of gear", + default=0.2, min=0.05, max=100.0) + skew = FloatProperty(name="Skewness", + description="Skew of teeth (degrees)", + default=0.0, min=-90.0, max=90.0) + conangle = FloatProperty(name="Conical angle", + description="Conical angle of gear (degrees)", + default=0.0, min=0.0, max=90.0) + crown = FloatProperty(name="Crown", + description="Inward pointing extend of crown teeth", + default=0.0, min=0.0, max=100.0) + + def execute(self, context): + + verts_loc, faces, tip_vertices, valley_vertices = add_gear(self.properties.number_of_teeth, + self.properties.radius, + self.properties.addendum, + self.properties.dedendum, + self.properties.base, + self.properties.angle, + self.properties.width, + skew=self.properties.skew, + conangle=self.properties.conangle, + crown=self.properties.crown) + + #print(len(verts_loc)/3,faces) + + mesh = bpy.data.meshes.new("Gear") + + mesh.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4)) + mesh.verts.foreach_set("co", verts_loc) + mesh.faces.foreach_set("verts_raw", faces) + + scene = context.scene + + # ugh (to quote the author of add_mesh_torus :-) + for ob in scene.objects: + ob.selected = False + + mesh.update() + + ob_new = bpy.data.objects.new('Gear', mesh) + + tipgroup = ob_new.add_vertex_group('Tips') + # for some reason the name does not 'stick' and we have to set it this way: + tipgroup.name = 'Tips' + for i in tip_vertices: + ob_new.add_vertex_to_group(i, tipgroup, 1.0, 'ADD') + + valleygroup = ob_new.add_vertex_group('Valleys') + # for some reason the name does not 'stick' and we have to set it this way: + valleygroup.name = 'Valleys' + for i in valley_vertices: + ob_new.add_vertex_to_group(i, valleygroup, 1.0, 'ADD') + + scene.objects.link(ob_new) + scene.objects.active = ob_new + ob_new.selected = True + + #print(1,bpy.context.mode) + #bpy.ops.object.mode_set(mode='EDIT') + #print(2,bpy.context.mode) + #bpy.ops.mesh.remove_doubles() + #print(3,bpy.context.mode) + # unfortunately the next line wont get us back to object mode but bombs + #bpy.ops.object.mode_set('OBJECT') + #print(4,bpy.context.mode) + + ob_new.location = tuple(context.scene.cursor_location) + + return {'FINISHED'} + + +# Add to a menu, reuse an icon used elsewhere that happens to have fitting name +# unfortunately, the icon shown is the one I expected from looking at the +# blenderbuttons file from the release/datafiles directory + +menu_func = (lambda self, context: self.layout.operator(AddGear.bl_idname, + text="Gear", icon='GEARS')) + +def register(): + bpy.types.register(AddGear) + bpy.types.INFO_MT_mesh_add.append(menu_func) + +def unregister(): + bpy.types.unregister(AddGear) + bpy.types.INFO_MT_mesh_add.remove(menu_func) diff --git a/io_mesh_raw/__init__.py b/io_mesh_raw/__init__.py new file mode 100644 index 00000000..a7f38ad6 --- /dev/null +++ b/io_mesh_raw/__init__.py @@ -0,0 +1,51 @@ +# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +# blender 1 line description +"Raw Mesh IO (File > Import/Export > Raw Faces (.raw))" + +import bpy + + +def menu_import(self, context): + from io_mesh_raw import import_raw + self.layout.operator(import_raw.RawImporter.bl_idname, text="Raw Faces (.raw)").path = "*.raw" + + +def menu_export(self, context): + from io_mesh_raw import export_raw + default_path = bpy.data.filename.replace(".blend", ".raw") + self.layout.operator(export_raw.RawExporter.bl_idname, text="Raw Faces (.raw)").path = default_path + + +def register(): + from io_mesh_raw import import_raw, export_raw + bpy.types.register(import_raw.RawImporter) + bpy.types.register(export_raw.RawExporter) + bpy.types.INFO_MT_file_import.append(menu_import) + bpy.types.INFO_MT_file_export.append(menu_export) + +def unregister(): + from io_mesh_raw import import_raw, export_raw + bpy.types.unregister(import_raw.RawImporter) + bpy.types.unregister(export_raw.RawExporter) + bpy.types.INFO_MT_file_import.remove(menu_import) + bpy.types.INFO_MT_file_export.remove(menu_export) + +if __name__ == "__main__": + register() diff --git a/io_mesh_raw/export_raw.py b/io_mesh_raw/export_raw.py new file mode 100644 index 00000000..e94e26bb --- /dev/null +++ b/io_mesh_raw/export_raw.py @@ -0,0 +1,114 @@ +# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +__author__ = ["Aurel Wildfellner"] +__version__ = '0.2' +__bpydoc__ = """\ +This script exports a Mesh to a RAW triangle format file. + +The raw triangle format is very simple; it has no verts or faces lists. +It's just a simple ascii text file with the vertices of each triangle +listed on each line. In addition, also quads can be exported as a line +of 12 values (this was the default before blender 2.5). Now default +settings will triangulate the mesh. + +Usage:<br> + Execute this script from the "File->Export" menu. You can select +whether modifiers should be applied and if the mesh is triangulated. + +""" + +import bpy + + +def faceToTriangles(face): + triangles = [] + if (len(face) == 4): #quad + triangles.append( [ face[0], face[1], face[2] ] ) + triangles.append( [ face[2], face[3], face[0] ] ) + else: + triangles.append(face) + + return triangles + + +def faceValues(face, mesh, matrix): + fv = [] + for verti in face.verts_raw: + fv.append(matrix * mesh.verts[verti].co) + return fv + + +def faceToLine(face): + line = "" + for v in face: + line += str(v[0]) + " " + str(v[1]) + " " + str(v[2]) + " " + return line[:-1] + "\n" + + +def export_raw(path, applyMods, triangulate): + faces = [] + for obj in bpy.context.selected_objects: + if obj.type == 'MESH': + matrix = obj.matrix + + if (applyMods): + me = obj.create_mesh(True, "PREVIEW") + else: + me = obj.data + + for face in me.faces: + fv = faceValues(face, me, matrix) + if triangulate: + faces.extend(faceToTriangles(fv)) + else: + faces.append(fv) + + # write the faces to a file + file = open(path, "w") + for face in faces: + file.write(faceToLine(face)) + file.close() + + +from bpy.props import * + + +class RawExporter(bpy.types.Operator): + '''Save Raw triangle mesh data''' + bl_idname = "export_mesh.raw" + bl_label = "Export RAW" + + path = StringProperty(name="File Path", description="File path used for exporting the RAW file", maxlen= 1024, default= "") + filename = StringProperty(name="File Name", description="Name of the file.") + directory = StringProperty(name="Directory", description="Directory of the file.") + check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'}) + + apply_modifiers = BoolProperty(name="Apply Modifiers", description="Use transformed mesh data from each object", default=True) + triangulate = BoolProperty(name="Triangulate", description="Triangulate quads.", default=True) + + def execute(self, context): + export_raw(self.properties.path, self.properties.apply_modifiers, self.properties.triangulate) + return {'FINISHED'} + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self) + return {'RUNNING_MODAL'} + +# package manages registering diff --git a/io_mesh_raw/import_raw.py b/io_mesh_raw/import_raw.py new file mode 100644 index 00000000..fc1bddc7 --- /dev/null +++ b/io_mesh_raw/import_raw.py @@ -0,0 +1,142 @@ +# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +__author__ = ["Anthony D'Agostino (Scorpius)", "Aurel Wildfellner"] +__version__ = '0.2' +__bpydoc__ = """\ +This script imports Raw Triangle File format files to Blender. + +The raw triangle format is very simple; it has no verts or faces lists. +It's just a simple ascii text file with the vertices of each triangle +listed on each line. In addition, a line with 12 values will be +imported as a quad. This may be in conflict with some other +applications, which use a raw format, but this is how it was +implemented back in blender 2.42. + +Usage:<br> + Execute this script from the "File->Import" menu and choose a Raw file to +open. + +Notes:<br> + Generates the standard verts and faces lists, but without duplicate +verts. Only *exact* duplicates are removed, there is no way to specify a +tolerance. +""" + + + +import bpy + +# move those to a utility modul +from import_scene_obj import unpack_face_list, unpack_list # TODO, make generic + + +def readMesh(filename, objName): + file = open(filename, "rb") + + def line_to_face(line): + # Each triplet is an xyz float + line_split = [] + try: + line_split = list(map(float, line.split())) + except: + return None + + if len(line_split) == 9: # Tri + f1, f2, f3, f4, f5, f6, f7, f8, f9 = line_split + return [(f1, f2, f3), (f4, f5, f6), (f7, f8, f9)] + elif len(line_split) == 12: # Quad + f1, f2, f3, f4, f5, f6, f7, f8, f9, A, B, C = line_split + return [(f1, f2, f3), (f4, f5, f6), (f7, f8, f9), (A, B, C)] + else: + return None + + + faces = [] + for line in file.readlines(): + face = line_to_face(line) + if face: + faces.append(face) + + file.close() + + # Generate verts and faces lists, without duplicates + verts = [] + coords = {} + index = 0 + + for f in faces: + for i, v in enumerate(f): + try: + f[i] = coords[v] + except: + f[i] = coords[v] = index + index += 1 + verts.append(v) + + mesh = bpy.data.meshes.new(objName) + mesh.add_geometry(int(len(verts)), 0, int(len(faces))) + mesh.verts.foreach_set("co", unpack_list(verts)) + mesh.faces.foreach_set("verts_raw", unpack_face_list(faces)) + mesh.faces.foreach_set("smooth", [False] * len(mesh.faces)) + + return mesh + + +def addMeshObj(mesh, objName): + scn = bpy.context.scene + + for o in scn.objects: + o.selected = False + + mesh.update() + nobj = bpy.data.objects.new(objName, mesh) + scn.objects.link(nobj) + nobj.selected = True + + if scn.objects.active == None or scn.objects.active.mode == 'OBJECT': + scn.objects.active = nobj + + +from bpy.props import * + +class RawImporter(bpy.types.Operator): + '''Load Raw triangle mesh data''' + bl_idname = "import_mesh.raw" + bl_label = "Import RAW" + + path = StringProperty(name="File Path", description="File path used for importing the RAW file", maxlen=1024, default="") + filename = StringProperty(name="File Name", description="Name of the file.") + directory = StringProperty(name="Directory", description="Directory of the file.") + + def execute(self, context): + + #convert the filename to an object name + objName = bpy.utils.display_name(self.properties.filename) + + mesh = readMesh(self.properties.path, objName) + addMeshObj(mesh, objName) + + return {'FINISHED'} + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self) + return {'RUNNING_MODAL'} + +# package manages registering |