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# ##### 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 #####
# <pep8-80 compliant>
"""
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):
filehandle = 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 filehandle.readlines():
face = line_to_face(line)
if face:
faces.append(face)
filehandle.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)
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