# ##### 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: Execute this script from the "File->Import" menu and choose a Raw file to open. Notes: 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 def readMesh(filename, objName): file = open(filename, "rb") def line_to_face(line): # Each triplet is an xyz float line_split = line.split() try: line_split_float = map(float, line_split) except: return None if len(line_split) in {9, 12}: return zip(*[iter(line_split_float)] * 3) # group in 3's 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_tot = 0 faces_indices = [] for f in faces: fi = [] for i, v in enumerate(f): index = coords.get(v) if index is None: index = coords[v] = index_tot index_tot += 1 verts.append(v) fi.append(index) faces_indices.append(fi) mesh = bpy.data.meshes.new(objName) mesh.from_pydata(verts, [], faces_indices) return mesh def addMeshObj(mesh, objName): scn = bpy.context.scene for o in scn.objects: o.select = False mesh.update() mesh.validate() nobj = bpy.data.objects.new(objName, mesh) scn.objects.link(nobj) nobj.select = True if scn.objects.active is None or scn.objects.active.mode == 'OBJECT': scn.objects.active = nobj def read(filepath): #convert the filename to an object name objName = bpy.path.display_name_from_filepath(filepath) mesh = readMesh(filepath, objName) addMeshObj(mesh, objName)