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authorTom Musgrove <LetterRip@gmail.com>2007-01-05 03:51:12 +0300
committerTom Musgrove <LetterRip@gmail.com>2007-01-05 03:51:12 +0300
commite586ec7bcdca7442cd1c39ff6fc690bce2238fed (patch)
tree8281bf680c1e99ad74cba6386f83023ffaa85d1f /release/scripts/import_dxf.py
parent770e816ceef226484e7e96009c97082a95509a59 (diff)
==dxf import script ==
script for DXF import by kitsu (Ed Blake) - provide superior import to our native DXF import for many files
Diffstat (limited to 'release/scripts/import_dxf.py')
-rw-r--r--release/scripts/import_dxf.py1005
1 files changed, 1005 insertions, 0 deletions
diff --git a/release/scripts/import_dxf.py b/release/scripts/import_dxf.py
new file mode 100644
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+++ b/release/scripts/import_dxf.py
@@ -0,0 +1,1005 @@
+#!BPY
+
+# """
+# Name: 'Drawing eXchange Format (.dxf)'
+# Blender: 243
+# Group: 'Import'
+# Tooltip: 'Import DXF file.'
+# """
+__author__ = 'Kitsu (Ed Blake)'
+__version__ = '0.8 1/2007'
+__url__ = ["elysiun.com", "BlenderArtists.org"]
+__email__ = ["Kitsune_e@yahoo.com"]
+__bpydoc__ = """\
+This is a Blender import script for dxf files.
+
+This script imports the dxf Geometery from dxf versions 2007 and earlier.
+
+Supported:<br>
+ At this time only mesh based imports are supported.<br>
+ Future support for all curve import is planned.<br>
+ <br>
+Currently Supported DXF Ojects:<br>
+ Lines<br>
+ LightWeight polylines<br>
+ True polylines<br>
+ Text<br>
+ Mtext<br>
+ Circles<br>
+ Arcs<br>
+ Ellipses<br>
+ Blocks<br>
+ 3Dfaces<br>
+
+Known issues:<br>
+ Does not convert perfectly between Object Coordinate System (OCS)
+ and World Coordinate System (WCS). Only rudimentary support for
+ true polylines have been implimented - splines/fitted curves/
+ 3d plines/polymeshes are not supported.
+ No support for most 3d entities. Doesn't support the new style object
+ visability. There are problems importing some curves/arcs/circles.
+
+Notes:<br>
+ This is primarally a 2d drawing release. Currently only support for
+ 3d faces has been added.
+ Blocks are created on layer 19 then referenced at each insert point. The
+ insert point is designated with a small 3d crosshair. This handle does not render.
+
+"""
+
+# --------------------------------------------------------------------------
+# DXF Import v0.8 by Ed Blake (AKA Kitsu)
+# --------------------------------------------------------------------------
+# ***** 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 *****
+# --------------------------------------------------------------------------
+
+import Blender
+from Blender import *
+Sys = sys
+try:
+ from dxfReader import readDXF
+except ImportError:
+ import sys
+ curdir = Sys.dirname(Blender.Get('filename'))
+ sys.path.append(curdir)
+from dxfReader import readDXF
+from dxfColorMap import color_map
+from math import *
+
+try:
+ import os
+ if os.name:# != 'mac':
+ import psyco
+ psyco.log()
+ psyco.full(memory=100)
+ psyco.profile(0.05, memory=100)
+ psyco.profile(0.2)
+except ImportError:
+ pass
+
+SCENE = Scene.GetCurrent()
+WORLDX = Mathutils.Vector((1,0,0))
+AUTO = BezTriple.HandleTypes.AUTO
+BYLAYER=256
+
+class Layer:
+ """Dummy layer object."""
+ def __init__(self, name, color, frozen):
+ self.name = name
+ self.color = color
+ self.frozen = frozen
+
+
+class MatColors:
+ """A smart container for color based materials.
+
+ This class is a wrapper around a dictionary mapping color indicies to materials.
+ When called with a color index it returns a material corrisponding to that index.
+ Behind the scenes it checks if that index is in its keys, and if not it creates
+ a new material. It then adds the new index:material pair to its dict and returns
+ the material.
+ """
+
+ def __init__(self, map):
+ """Expects a dictionary mapping layer names to color idices."""
+ self.map = map
+ self.colors = {}
+
+
+ def __call__(self, color=None):
+ """Return the material associated with color.
+
+ If a layer name is provided the color of that layer is used.
+ """
+ if not color:
+ color = 0
+ if type(color) == str: # Layer name
+ try:
+ color = self.map[color].color # color = layer_map[name].color
+ except KeyError:
+ layer = Layer(name=color, color=0, frozen=False)
+ self.map[color] = layer
+ color = 0
+ color = abs(color)
+ if color not in self.colors.keys():
+ self.add(color)
+ return self.colors[color]
+
+
+
+
+ def add(self, color):
+ """Create a new material using the provided color index."""
+ global color_map
+ mat = Material.New('ColorIndex-%s' %color)
+ mat.setRGBCol(color_map[color])
+ mat.setMode("Shadeless", "Wire")
+ self.colors[color] = mat
+
+
+
+
+class Blocks:
+ """A smart container for blocks.
+
+ This class is a wrapper around a dictionary mapping block names to Blender data blocks.
+ When called with a name string it returns a block corrisponding to that name.
+ Behind the scenes it checks if that name is in its keys, and if not it creates
+ a new data block. It then adds the new name:block pair to its dict and returns
+ the block.
+ """
+
+ def __init__(self, map, settings):
+ """Expects a dictionary mapping block names to block objects."""
+ self.map = map
+ self.settings = settings
+ self.blocks = {}
+
+
+ def __call__(self, name=None):
+ """Return the data block associated with name.
+
+ If no name is provided return self.blocks.
+ """
+ if not name:
+ return self.blocks
+ if name not in self.blocks.keys():
+ self.add(name)
+ return self.blocks[name]
+
+
+
+ def add(self, name):
+ """Create a new block group for the block with name."""
+ optimization = self.settings.optimization
+ group = Group.New(name)
+ block = self.map[name]
+ if optimization <= 1:
+ print "\nDrawing %s block entities..." %name
+ drawEntities(block.entities, self.settings, group)
+ if optimization <= 1:
+ print "Done!"
+ self.blocks[name] = group
+
+
+
+
+
+class Settings:
+ """A container for all the import settings and objects used by the draw functions.
+
+ This is like a collection of globally accessable persistant properties and functions.
+ """
+ # Optimization constants
+ MIN = 0
+ MID = 1
+ MAX = 2
+
+ def __init__(self, drawing, curves):
+ """Given the drawing initialize all the important settings used by the draw functions."""
+ self.curves = curves
+ self.layers = True
+ self.blocks = True
+ self.optimization = self.getOpt()
+
+ # First sort out all the sections
+ sections = dict([(item.name, item) for item in drawing.data])
+
+ # The header section may be omited
+ if self.optimization <= self.MID:
+ if 'header' in sections.keys():
+ print "Found header!"
+ else:
+ print "File contains no header!"
+
+ # The tables section may be partialy or completely missing.
+ if 'tables' in sections.keys():
+ if self.optimization <= self.MID:
+ print "Found tables!"
+ tables = dict([(item.name, item) for item in sections["tables"].data])
+ if 'layer' in tables.keys():
+ if self.optimization <= self.MID:
+ print "Found layers!"
+ # Read the layers table and get the layer colors
+ self.colors = getLayers(drawing)
+ else:
+ if self.optimization <= self.MID:
+ print "File contains no layers table!"
+ self.layers = False
+ self.colors = MatColors({})
+ else:
+ if self.optimization <= self.MID:
+ print "File contains no tables!"
+ print "File contains no layers table!"
+ self.layers = False
+ self.colors = MatColors({})
+
+ # The blocks section may be omited
+ if 'blocks' in sections.keys():
+ if self.optimization <= self.MID:
+ print "Found blocks!"
+ # Read the block definitions and build our block object
+ self.blocks = getBlocks(drawing, self)
+ else:
+ if self.optimization <= self.MID:
+ print "File contains no blocks!"
+ self.blocks = False
+
+
+ def getOpt(self):
+ """Ask the user for update optimization level."""
+ Window.WaitCursor(False)
+
+ retval = Draw.PupIntInput('optimization: ', 1, 0, 2)
+ print "Setting optimization level %s!" %retval
+
+ Window.WaitCursor(True)
+ return retval
+
+
+ def isOff(self, name):
+ """Given a layer name look up the layer object and return its visable status."""
+ # colors are negative if layer is off
+ try:
+ layer = self.colors.map[name]
+ except KeyError:
+ return False
+
+ if layer.frozen or layer.color < 0:
+ return True
+ else:
+ return False
+
+
+
+
+class Drawer:
+ """Super 'function' for all the entitiy drawing functions.
+
+ The code for the drawing functions was very repetitive, each differing
+ by only a few lines at most. So here is a callable class with methods
+ for each part of the import proccess.
+ """
+
+ def __init__(self, block=False):
+ self.block = block
+
+
+
+ def __call__(self, entities, settings, group=None):
+ """Call with a list of entities and a settings object to generate Blender geometry."""
+ if entities and settings.optimization <= settings.MID:
+ print "Drawing %ss..." %entities[0].type,
+
+ if self.block:
+ # create one 'handle' data block to use with all blocks
+ handle = Mesh.New('insert')
+ handle.verts.extend(
+ [(-0.01,0,0),
+ (0.01,0,0),
+ (0,-0.01,0),
+ (0,0.01,0),
+ (0,0,-0.01),
+ (0,0,0.01)]
+ )
+ handle.edges.extend([(0,1),(2,3),(4,5)])
+
+ # For now we only want model-space objects
+ entities = [entity for entity in entities if entity.space == 0]
+
+ if group:
+ block_def = True
+ else:
+ block_def = False
+
+ for entity in entities:
+ if settings.optimization <= settings.MID:
+ print '\b.',
+ # First get the layer group
+ if not block_def:
+ group = self.getGroup('layer %s' %entity.layer) # add overhead just to make things a little cleaner
+
+ if not self.block:
+ ob = self.draw(entity, settings.curves)
+ else:
+ ob = self.draw(entity, handle, settings)
+
+ self.setColor(entity, ob, settings)
+ # Link it to the scene and add it to the correct group
+ SCENE.link(ob)
+ self.setGroup(group, ob)
+
+ # Set the visability
+ if settings.isOff(entity.layer):
+ ob.layers = [20]
+ elif block_def:
+ ob.layers = [19]
+ else:
+ ob.layers = [i+1 for i in range(20)]
+
+ # # Set the visability
+ # if settings.isOff(entity.layer) or block_def:
+ # ob.restrictDisplay = True
+ # ob.restrictRender = True
+
+ if settings.optimization == settings.MIN:
+ # I know it's slow to have Blender redraw after each entity type is drawn
+ # But is it really slower than the progress bar?
+ Blender.Redraw()
+ if entities and settings.optimization <= settings.MID:
+ print "\nFinished drawing %ss!" %entities[0].type
+ def getGroup(self, name):
+ """Returns a Blender group object."""
+ try:
+ group = Group.Get(name)
+ except: # What is the exception?
+ group = Group.New(name)
+ return group
+ def draw(self, entity):
+ """Dummy method to be over written in subclasses."""
+ pass
+
+
+ def setColor(self, entity, ob, settings):
+ # Set the color
+ if entity.color_index == BYLAYER:
+ mat = settings.colors(entity.layer)
+ else:
+ mat = settings.colors(entity.color_index)
+ try:
+ ob.setMaterials([mat])
+ except ValueError:
+ print "material error - %s!" %mat
+ ob.colbits = 0x01 # Set OB materials.
+ def setGroup(self, group, it):
+ try:
+ group.objects.link(it)
+ except:
+ group.objects.append(it)
+
+
+def main(filename):
+ editmode = Window.EditMode() # are we in edit mode? If so ...
+ if editmode: Window.EditMode(0) # leave edit mode before
+ Window.WaitCursor(True) # Let the user know we are thinking
+
+ try:
+ if not filename:
+ print "DXF import: error, no file selected. Attempting to load default file."
+ try:
+ filename = Sys.expandpath(r".\examples\big-test.dxf")
+ except IOError:
+ print "DXF import: error finding default test file, exiting..."
+ return None
+ if filename:
+ drawing = readDXF(filename)
+ drawDrawing(drawing)
+ finally:
+ # restore state even if things didn't work
+ Window.WaitCursor(False)
+ if editmode: Window.EditMode(1) # and put things back how we fond them
+
+def getOCS(az):
+ """An implimentation of the Arbitrary Axis Algorithm."""
+ # world x, y, and z axis
+ wx = WORLDX
+ wy = Mathutils.Vector((0,1,0))
+ wz = Mathutils.Vector((0,0,1))
+
+ #decide if we need to transform our coords
+ if az[0] == 0 and az[1] == 0:
+ return False
+ # elif abs(az[0]) < 0.0001 or abs(az[1]) < 0.0001:
+ # return False
+ az = Mathutils.Vector(az)
+
+ cap = 0.015625 # square polar cap value (1/64.0)
+ if abs(az.x) < cap and abs(az.y) < cap:
+ ax = Mathutils.CrossVecs(wy, az)
+ else:
+ ax = Mathutils.CrossVecs(wz, az)
+ ax = ax.normalize()
+ ay = Mathutils.CrossVecs(az, ax)
+ ay = ay.normalize()
+ return ax, ay, az
+
+def transform(normal, obj):
+ """Use the calculated ocs to determine the objects location/orientation in space.
+
+ Quote from dxf docs:
+ The elevation value stored with an entity and output in DXF files is a sum
+ of the Z-coordinate difference between the UCS XY plane and the OCS XY
+ plane, and the elevation value that the user specified at the time the entity
+ was drawn.
+ """
+ ocs = getOCS(normal)
+ if ocs:
+ #print ocs
+ x, y, z = ocs
+ x = x.resize4D()
+ y = y.resize4D()
+ z = -z.resize4D()
+ x.w = 0
+ y.w = 0
+ z.w = 0
+ o = Mathutils.Vector(obj.loc)
+ o = o.resize4D()
+ mat = Mathutils.Matrix(x, y, z, o)
+ obj.setMatrix(mat)
+
+def getLayers(drawing):
+ """Build a dictionary of name:color pairs for the given drawing."""
+ tables = drawing.tables
+ for table in tables.data:
+ if table.name == 'layer':
+ layers = table
+ break
+ map = {}
+ for item in layers.data:
+ if type(item) != list and item.type == 'layer':
+ map[item.name] = item
+ colors = MatColors(map)
+ return colors
+def getBlocks(drawing, settings):
+ """Build a dictionary of name:block pairs for the given drawing."""
+ map = {}
+ for item in drawing.blocks.data:
+ if type(item) != list and item.type == 'block':
+ try:
+ map[item.name] = item
+ except KeyError:
+ # annon block
+ print "Cannot map %s - %s!" %(item.name, item)
+ blocks = Blocks(map, settings)
+ return blocks
+def drawDrawing(drawing):
+ """Given a drawing object recreate the drawing in Blender."""
+ print "Getting settings..."
+ # The settings object controls how dxf entities are drawn
+ settings = Settings(drawing, curves=False)
+
+ if settings.optimization <= settings.MID:
+ print "Drawings entities..."
+ # Draw all the know entity types in the current scene
+ drawEntities(drawing.entities, settings)
+
+ # Set the visable layers
+ SCENE.setLayers([i+1 for i in range(18)])
+ Blender.Redraw(-1)
+ if settings.optimization <= settings.MID:
+ print "Done!"
+def drawEntities(entities, settings, group=None):
+ """Draw every kind of thing in the entity list.
+
+ If provided 'group' is the Blender group new entities are to be added to.
+ """
+ for _type, drawer in type_map.items():
+ # for each known type get a list of that type and call the associated draw function
+ drawer(entities.get_type(_type), settings, group)
+
+
+drawLines = Drawer()
+def drawLine(line, curves=False):
+ """Do all the specific things needed to import lines into Blender."""
+ # Generate the geometery
+ points = line.points
+ edges = [[0, 1]]
+
+ me = Mesh.New('line') # create a new mesh
+
+ me.verts.extend(points) # add vertices to mesh
+ me.edges.extend(edges) # add edges to the mesh
+
+ # Now Create an object
+ ob = Object.New('Mesh', 'line') # link mesh to an object
+ ob.link(me)
+
+ return ob
+drawLines.draw = drawLine
+
+
+drawLWpolylines = Drawer()
+def drawLWpolyline(pline, curves=False):
+ """Do all the specific things needed to import plines into Blender."""
+ # Generate the geometery
+ points = []
+ for i in range(len(pline.points)):
+ point = pline.points[i]
+ if not point.bulge:
+ points.append(point.loc)
+ elif point.bulge and i < len(pline.points)-1:# > 0:
+ center, radius, start, end = solveBulge(point, pline.points[i+1])
+ #print center, radius, start, end
+ verts, nosense = drawArc(center, radius, start, end)
+ verts.pop(0) # remove first
+ verts.pop() #remove last
+ if point.bulge >= 0:
+ verts.reverse()
+ points.extend(verts)
+ edges = [[num, num+1] for num in range(len(points)-1)]
+ if pline.closed:
+ edges.append([len(pline.points)-1, 0])
+
+ me = Mesh.New('lwpline') # create a new mesh
+
+ me.verts.extend(points) # add vertices to mesh
+ me.edges.extend(edges) # add edges to the mesh
+
+ # Now Create an object
+ ob = Object.New('Mesh', 'lwpline') # link mesh to an object
+ ob.link(me)
+ transform(pline.extrusion, ob)
+ ob.LocZ = pline.elevation
+
+ return ob
+drawLWpolylines.draw = drawLWpolyline
+
+drawPolylines = Drawer()
+def drawPolyline(pline, curves=False):
+ """Do all the specific things needed to import plines into Blender."""
+ # Generate the geometery
+ points = []
+ for i in range(len(pline.points)):
+ point = pline.points[i]
+ if not point.bulge:
+ points.append(point.loc)
+ elif point.bulge and i < len(pline.points)-1:# > 0:
+ center, radius, start, end = solveBulge(point, pline.points[i+1])
+ #print center, radius, start, end
+ verts, nosense = drawArc(center, radius, start, end)
+ verts.pop(0) # remove first
+ verts.pop() #remove last
+ if point.bulge >= 0:
+ verts.reverse()
+ points.extend(verts)
+ edges = [[num, num+1] for num in range(len(points)-1)]
+ if pline.closed:
+ edges.append([len(pline.points)-1, 0])
+
+ me = Mesh.New('pline') # create a new mesh
+
+ me.verts.extend(points) # add vertices to mesh
+ me.edges.extend(edges) # add edges to the mesh
+
+ # Now Create an object
+ ob = Object.New('Mesh', 'pline') # link mesh to an object
+ ob.link(me)
+ transform(pline.extrusion, ob)
+ ob.LocZ = pline.elevation
+
+ return ob
+drawPolylines.draw = drawPolyline
+
+
+def solveBulge(p1, p2):
+ """return the center, radius, start angle, and end angle given two points.
+
+ Needs to take into account bulge sign.
+ negative = clockwise
+ positive = counter-clockwise
+
+ to find center given two points, and arc angle
+ calculate radius
+ Cord = sqrt(start^2 + end^2)
+ S = (bulge*Cord)/2
+ radius = ((Cord/2)^2+S^2)/2*S
+ angle of arc = 4*atan( bulge )
+ angle from p1 to center is (180-angle)/2
+ get vector pointing from p1 to p2 (p2 - p1)
+ normalize it and multiply by radius
+ rotate around p1 by angle to center point to center.
+
+ start angle = angle between (center - p1) and worldX
+ end angle = start angle + angle of arc
+ """
+ bulge = p1.bulge
+ p2 = Mathutils.Vector(p2.loc)
+ p1 = Mathutils.Vector(p1.loc)
+ cord = p2 - p1 # vector from p1 to p2
+ clength = cord.length
+ s = (bulge * clength)/2 # sagitta (height)
+ radius = abs(((clength/2)**2 + s**2)/(2*s)) # magic formula
+ angle = abs(degrees(4*atan(bulge))) # theta (included angle)
+ delta = (180 - angle)/2 # the angle from cord to center
+ if bulge > 0:
+ delta = -delta
+ radial = cord.normalize() * radius # a radius length vector aligned with cord
+ rmat = Mathutils.RotationMatrix(delta, 3, 'Z')
+ center = p1 + (rmat * radial) # rotate radial by delta degrees, then add to p1 to find center
+ if bulge < 0:
+ sv = (p1 - center) # start from point 2
+ else:
+ sv = (p2 - center) # start from point 1
+ start = Mathutils.AngleBetweenVecs(sv, WORLDX) # start angle is the angle between the first leg of the section and the x axis
+ # The next bit is my cludge to figure out if start should be negative
+ rmat = Mathutils.RotationMatrix(start, 3, 'Z')
+ rstart = rmat * sv
+ if Mathutils.AngleBetweenVecs(rstart, WORLDX) < start:
+ start = -start
+ # the end angle is just 'angle' more than start angle
+ end = start + angle
+ return list(center), radius, start, end
+drawTexts = Drawer()
+def drawText(text, curves=False):
+ """Do all the specific things needed to import texts into Blender."""
+ # Generate the geometery
+ txt = Text3d.New("text")
+ txt.setSize(1)
+ txt.setShear(text.oblique/90)
+ txt.setExtrudeDepth(0.5)
+ if text.halignment == 0:
+ align = Text3d.LEFT
+ elif text.halignment == 1:
+ align = Text3d.MIDDLE
+ elif text.halignment == 2:
+ align = Text3d.RIGHT
+ elif text.halignment == 3:
+ align = Text3d.FLUSH
+ else:
+ align = Text3d.MIDDLE
+ txt.setAlignment(align)
+ txt.setText(text.value)
+
+ # Now Create an object
+ ob = Object.New('Text', 'text') # link mesh to an object
+ ob.link(txt)
+
+ transform(text.extrusion, ob)
+
+ # move the object center to the text location
+ ob.loc = tuple(text.loc)
+ # scale it to the text size
+ ob.SizeX = text.height*text.width_factor
+ ob.SizeY = text.height
+ ob.SizeZ = text.height
+ # and rotate it around z
+ ob.RotZ = radians(text.rotation)
+
+ return ob
+drawTexts.draw = drawText
+
+drawMtexts = Drawer()
+def drawMtext(text, curves=False):
+ """Do all the specific things needed to import mtexts into Blender."""
+ # Generate the geometery
+ txt = Text3d.New("mtext")
+ txt.setSize(1)
+ # Blender doesn't give access to its text object width currently
+ # only to the text3d's curve width...
+ #txt.setWidth(text.width/10)
+ txt.setLineSeparation(text.line_space)
+ txt.setExtrudeDepth(0.5)
+ txt.setText(text.value)
+
+ # Now Create an object
+ ob = Object.New('Text', 'mtext') # link mesh to an object
+ ob.link(txt)
+
+ transform(text.extrusion, ob)
+
+ # move the object center to the text location
+ ob.loc = tuple(text.loc)
+ # scale it to the text size
+ ob.SizeX = text.height*text.width_factor
+ ob.SizeY = text.height
+ ob.SizeZ = text.height
+ # and rotate it around z
+ ob.RotZ = radians(text.rotation)
+
+ return ob
+drawMtexts.draw = drawMtext
+
+
+
+drawCircles = Drawer()
+def drawCircle(circle, curves=False):
+ """Do all the specific things needed to import circles into Blender."""
+ # Generate the geometery
+ # Now Create an object
+ if curves:
+ ob = drawCurveCircle(circle)
+ else:
+ center = circle.loc
+ radius = circle.radius
+
+ circ = 2 * pi * radius
+ if circ < 65: # if circumfrance is too small
+ verts = 32 # set a fixed number of 32 verts
+ else:
+ verts = circ/.5 # figure out how many verts we need
+ if verts > 100: # Blender only accepts values
+ verts = 100 # [3:100]
+
+ c = Mesh.Primitives.Circle(int(verts), radius*2)
+
+ ob = Object.New('Mesh', 'circle')
+ ob.link(c) # link curve data with this object
+
+ ob.loc = tuple(center)
+ transform(circle.extrusion, ob)
+
+ return ob
+drawCircles.draw = drawCircle
+
+drawArcs = Drawer()
+def drawArc(arc, curves=False):
+ """Do all the specific things needed to import arcs into Blender."""
+ # Generate the geometery
+ # Now Create an object
+ if curves:
+ ob = drawCurveArc(arc)
+ else:
+ center = arc.loc
+ radius = arc.radius
+ start = arc.start_angle
+ end = arc.end_angle
+ verts, edges = drawArc(None, radius, start, end)
+
+ a = Mesh.New('arc')
+
+ a.verts.extend(verts) # add vertices to mesh
+ a.edges.extend(edges) # add edges to the mesh
+
+ ob = Object.New('Mesh', 'arc')
+ ob.link(a) # link curve data with this object
+ ob.loc = tuple(center)
+ ob.RotX = radians(180)
+
+ transform(arc.extrusion, ob)
+ ob.size = (1,1,1)
+
+ return ob
+drawArcs.draw = drawArc
+
+
+def drawArc(center, radius, start, end, step=0.5):
+ """Draw a mesh arc with the given parameters."""
+ # center is currently set by object
+
+ # if start > end:
+ # start = start - 360
+ # if end > 360:
+ # end = end%360
+ startmatrix = Mathutils.RotationMatrix(start, 3, "Z")
+ startpoint = startmatrix * Mathutils.Vector((radius, 0, 0))
+ endmatrix = Mathutils.RotationMatrix(end, 3, "Z")
+ endpoint = endmatrix * Mathutils.Vector((radius, 0, 0))
+ points = [startpoint]
+
+ if end < start:
+ end +=360
+
+ delta = end - start
+ length = radians(delta) * radius
+ if radius < step*10: # if circumfrance is too small
+ pieces = int(delta/10) # set a fixed step of 10 degrees
+ else:
+ pieces = int(length/step) # figure out how many pieces we need for our arc
+ if pieces == 0: # stupid way to avoid a div by zero error
+ pieces = 1 # what would be a smarter way to fix this?
+ step = delta/pieces # set step so pieces * step = degrees in arc
+
+ stepmatrix = Mathutils.RotationMatrix(step, 3, "Z")
+ point = Mathutils.Vector(startpoint)
+ for i in range(int(pieces)):
+ point = stepmatrix * point
+ points.append(point)
+ points.append(endpoint)
+
+ if center:
+ points = [[point[0]+center[0], point[1]+center[1], point[2]+center[2]] for point in points]
+ edges = [[num, num+1] for num in range(len(points)-1)]
+
+ return points, edges
+drawEllipses = Drawer()
+def drawEllipse(ellipse, curves=False):
+ """Do all the specific things needed to import ellipses into Blender."""
+ # Generate the geometery
+ # Now Create an object
+ if curves:
+ ob = drawCurveArc(ellipse)
+ else:
+ major = Mathutils.Vector(ellipse.major)
+ delta = Mathutils.AngleBetweenVecs(major, WORLDX)
+ center = ellipse.loc
+ radius = major.length
+ start = degrees(ellipse.start_angle)
+ end = degrees(ellipse.end_angle)
+ verts, edges = drawArc(None, radius, start, end)
+
+ e = Mesh.New('ellipse')
+
+ e.verts.extend(verts) # add vertices to mesh
+ e.edges.extend(edges) # add edges to the mesh
+
+
+ ob = Object.New('Mesh', 'arc')
+ ob.link(e) # link curve data with this object
+ ob.loc = tuple(center)
+ ob.SizeY = ellipse.ratio
+ #ob.RotZ = radians(delta)
+ ob.RotX = radians(180)
+
+
+ transform(ellipse.extrusion, ob)
+ ob.RotZ = radians(delta)
+
+ return ob
+drawEllipses.draw = drawEllipse
+drawBlocks = Drawer(True)
+def drawBlock(insert, handle, settings):
+ """recursivly draw block objects.
+
+ Blocks are made of three objects:
+ the block_record in the tables section
+ the block in the blocks section
+ the insert object in the entities section
+
+ block_records give the insert units, blocks provide the objects drawn in the
+ block, and the insert object gives the location/scale/rotation of the block
+ instances. To draw a block you must first get a group with all the
+ blocks entities drawn in it, then scale the entities to match the world
+ units, then dupligroup that data to an object matching each insert object."""
+ if settings.blocks:
+ # get our block group
+ block = settings.blocks(insert.block)
+
+ # Now Create an object
+ ob = Object.New('Mesh', insert.block)
+ ob.link(handle) # Give the object a handle
+ ob.DupGroup = block
+ ob.enableDupGroup = True
+ else:
+ ob = Object.New('Mesh')
+
+ ob.loc = tuple(insert.loc)
+ transform(insert.extrusion, ob)
+ ob.RotZ += radians(insert.rotation)
+ ob.size = tuple(insert.scale)
+
+ return ob
+drawBlocks.draw = drawBlock
+
+
+drawFaces = Drawer()
+def drawFace(face, curves=False):
+ """Do all the specific things needed to import 3d faces into Blender."""
+ # Generate the geometery
+ points = face.points
+ if len(face.points) > 3:
+ faces = [[0, 1, 2, 3]]
+ else:
+ faces = [[0, 1, 2]]
+
+ me = Mesh.New('line') # create a new mesh
+
+ me.verts.extend(points) # add vertices to mesh
+ me.faces.extend(faces) # add faces to the mesh
+
+ # Now Create an object
+ ob = Object.New('Mesh', '3dface') # link mesh to an object
+ ob.link(me)
+
+ return ob
+drawFaces.draw = drawFace
+# Here are some alternate drawing functions for creating curve geometery.
+
+def drawCurveCircle(circle):
+ """Given a dxf circle object return a blender circle object using curves."""
+ c = Curve.New('circle') # create new curve data
+
+ center = circle.loc
+ radius = circle.radius
+
+ p1 = (0, -radius, 0)
+ p2 = (radius, 0, 0)
+ p3 = (0, radius, 0)
+ p4 = (-radius, 0, 0)
+
+ p1 = BezTriple.New(p1)
+ p2 = BezTriple.New(p2)
+ p3 = BezTriple.New(p3)
+ p4 = BezTriple.New(p4)
+
+ curve = c.appendNurb(p1)
+ curve.append(p2)
+ curve.append(p3)
+ curve.append(p4)
+ for point in curve:
+ point.handleTypes = [AUTO, AUTO]
+ curve.flagU = 1 # Set curve cyclic
+ c.update()
+
+ ob = Object.New('Curve', 'circle') # make curve object
+ return ob
+
+def drawCurveArc(arc):
+ """Given a dxf circle object return a blender circle object using curves."""
+ if start > end:
+ start = start - 360
+ startmatrix = Mathutils.RotationMatrix(start, 3, "Z")
+ startpoint = startmatrix * Mathutils.Vector((radius, 0, 0))
+ endmatrix = Mathutils.RotationMatrix(end, 3, "Z")
+ endpoint = endmatrix * Mathutils.Vector((radius, 0, 0))
+ # Note: handles must be tangent to arc and of correct length...
+
+ a = Curve.New('arc') # create new curve data
+
+ center = circle.loc
+ radius = circle.radius
+
+ p1 = (0, -radius, 0)
+ p2 = (radius, 0, 0)
+ p3 = (0, radius, 0)
+ p4 = (-radius, 0, 0)
+
+ p1 = BezTriple.New(p1)
+ p2 = BezTriple.New(p2)
+ p3 = BezTriple.New(p3)
+ p4 = BezTriple.New(p4)
+
+ curve = a.appendNurb(p1)
+ curve.append(p2)
+ curve.append(p3)
+ curve.append(p4)
+ for point in curve:
+ point.handleTypes = [AUTO, AUTO]
+ curve.flagU = 1 # Set curve cyclic
+ a.update()
+
+ ob = Object.New('Curve', 'arc') # make curve object
+ return ob
+
+
+type_map = {
+ 'line':drawLines,
+ 'lwpolyline':drawLWpolylines,
+ 'polyline':drawPolylines,
+ 'text':drawTexts,
+ 'mtext':drawMtexts,
+ 'circle':drawCircles,
+ 'arc':drawArcs,
+ 'ellipse':drawEllipses,
+ 'insert':drawBlocks,
+ '3dface':drawFaces
+}
+
+
+if __name__ == "__main__":
+ Window.FileSelector(main, 'Import a DXF file', '*.dxf')