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Diffstat (limited to 'release/scripts/bpymodules/meshtools.py')
-rw-r--r--release/scripts/bpymodules/meshtools.py331
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diff --git a/release/scripts/bpymodules/meshtools.py b/release/scripts/bpymodules/meshtools.py
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+# $Id$
+#
+# +---------------------------------------------------------+
+# | Copyright (c) 2001 Anthony D'Agostino |
+# | http://www.redrival.com/scorpius |
+# | scorpius@netzero.com |
+# | September 28, 2002 |
+# | Released under the Blender Artistic Licence (BAL) |
+# | Import Export Suite v0.5 |
+# +---------------------------------------------------------+
+# | Common Functions & Global Variables For All IO Modules |
+# +---------------------------------------------------------+
+
+import Blender
+import sys
+
+show_progress = 1 # Set to 0 for faster performance
+average_vcols = 1 # Off for per-face, On for per-vertex
+overwrite_mesh_name = 0 # Set to 0 to increment object-name version
+
+blender_version = Blender.Get('version')
+blender_version_str = `blender_version`[0] + '.' + `blender_version`[1:]
+
+try:
+ import operator
+except:
+ msg = "Error: you need a full Python install to run this script."
+ meshtools.print_boxed(msg)
+ Blender.Draw.PupMenu("ERROR%t|"+msg)
+
+# =================================
+# === Append Faces To Face List ===
+# =================================
+def append_faces(mesh, faces, facesuv, uvcoords):
+ for i in range(len(faces)):
+ if not i%100 and show_progress: Blender.Window.DrawProgressBar(float(i)/len(faces), "Generating Faces")
+ numfaceverts=len(faces[i])
+ if numfaceverts <= 4: # This face is a triangle or quad
+ face = Blender.NMesh.Face()
+ for j in range(numfaceverts):
+ index = faces[i][j]
+ face.v.append(mesh.verts[index])
+ if len(uvcoords) > 1:
+ uvidx = facesuv[i][j]
+ face.uv.append(uvcoords[uvidx])
+ face.mode = 0
+ face.col = [Blender.NMesh.Col()]*4
+ mesh.faces.append(face)
+ else: # Triangulate n-sided convex polygon.
+ a, b, c = 0, 1, 2 # Indices of first triangle.
+ for j in range(numfaceverts-2): # Number of triangles in polygon.
+ face = Blender.NMesh.Face()
+ face.v.append(mesh.verts[faces[i][a]])
+ face.v.append(mesh.verts[faces[i][b]])
+ face.v.append(mesh.verts[faces[i][c]])
+ b = c; c += 1
+ mesh.faces.append(face)
+ #face.smooth = 1
+
+# ===================================
+# === Append Verts to Vertex List ===
+# ===================================
+def append_verts(mesh, verts, normals):
+ #print "Number of normals:", len(normals)
+ #print "Number of verts :", len(verts)
+ for i in range(len(verts)):
+ if not i%100 and show_progress: Blender.Window.DrawProgressBar(float(i)/len(verts), "Generating Verts")
+ x, y, z = verts[i]
+ mesh.verts.append(Blender.NMesh.Vert(x, y, z))
+ if normals:
+ mesh.verts[i].no[0] = normals[i][0]
+ mesh.verts[i].no[1] = normals[i][1]
+ mesh.verts[i].no[2] = normals[i][2]
+
+# ===========================
+# === Create Blender Mesh ===
+# ===========================
+def create_mesh(verts, faces, objname, facesuv=[], uvcoords=[], normals=[]):
+ if normals: normal_flag = 0
+ else: normal_flag = 1
+ mesh = Blender.NMesh.GetRaw()
+ append_verts(mesh, verts, normals)
+ append_faces(mesh, faces, facesuv, uvcoords)
+ if not overwrite_mesh_name:
+ objname = versioned_name(objname)
+ Blender.NMesh.PutRaw(mesh, objname, normal_flag) # Name the Mesh
+ Blender.Object.GetSelected()[0].name=objname # Name the Object
+ Blender.Redraw()
+
+# ==============================
+# === Increment Name Version ===
+# ==============================
+def versioned_name(objname):
+ existing_names = []
+ for object in Blender.Object.Get():
+ existing_names.append(object.name)
+ data = object.data
+ if data: existing_names.append(data.name)
+ if objname in existing_names: # don't over-write other names
+ try:
+ name, ext = objname.split('.')
+ except ValueError:
+ name, ext = objname, ''
+ try:
+ num = int(ext)
+ root = name
+ except ValueError:
+ root = objname
+ for i in xrange(1, 1000):
+ objname = "%s.%03d" % (root, i)
+ if objname not in existing_names:
+ break
+ return objname
+
+# ===========================
+# === Print Text In A Box ===
+# ===========================
+def print_boxed(text):
+ lines = text.splitlines()
+ maxlinelen = max(map(len, lines))
+ if sys.platform[:3] == "win":
+ print chr(218)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(191)
+ for line in lines:
+ print chr(179) + ' ' + line.ljust(maxlinelen) + ' ' + chr(179)
+ print chr(192)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(217)
+ else:
+ print '+-' + '-'*maxlinelen + '-+'
+ for line in lines: print '| ' + line.ljust(maxlinelen) + ' |'
+ print '+-' + '-'*maxlinelen + '-+'
+ print '\a\r', # beep when done
+
+# ===============================================
+# === Get euler angles from a rotation matrix ===
+# ===============================================
+def mat2euler(mat):
+ angle_y = -math.asin(mat[0][2])
+ c = math.cos(angle_y)
+ if math.fabs(c) > 0.005:
+ angle_x = math.atan2(mat[1][2]/c, mat[2][2]/c)
+ angle_z = math.atan2(mat[0][1]/c, mat[0][0]/c)
+ else:
+ angle_x = 0.0
+ angle_z = -math.atan2(mat[1][0], mat[1][1])
+ return (angle_x, angle_y, angle_z)
+
+# ==========================
+# === Transpose A Matrix ===
+# ==========================
+def transpose(A):
+ S = len(A)
+ T = len(A[0])
+ B = [[None]*S for i in range(T)]
+ for i in range(T):
+ for j in range(S):
+ B[i][j] = A[j][i]
+ return B
+
+# =======================
+# === Apply Transform ===
+# =======================
+def apply_transform(vertex, matrix):
+ x, y, z = vertex
+ xloc, yloc, zloc = matrix[3][0], matrix[3][1], matrix[3][2]
+ xcomponent = x*matrix[0][0] + y*matrix[1][0] + z*matrix[2][0] + xloc
+ ycomponent = x*matrix[0][1] + y*matrix[1][1] + z*matrix[2][1] + yloc
+ zcomponent = x*matrix[0][2] + y*matrix[1][2] + z*matrix[2][2] + zloc
+ vertex = [xcomponent, ycomponent, zcomponent]
+ return vertex
+
+# =========================
+# === Has Vertex Colors ===
+# =========================
+def has_vertex_colors(mesh):
+ # My replacement/workaround for hasVertexColours()
+ # The docs say:
+ # "Warning: If a mesh has both vertex colours and textured faces,
+ # this function will return False. This is due to the way Blender
+ # deals internally with the vertex colours array (if there are
+ # textured faces, it is copied to the textured face structure and
+ # the original array is freed/deleted)."
+ try:
+ return mesh.faces[0].col[0]
+ except:
+ return 0
+
+# ===========================
+# === Generate Edge Table ===
+# ===========================
+def generate_edgetable(mesh):
+ edge_table = {}
+ numfaces = len(mesh.faces)
+
+ for i in range(numfaces):
+ if not i%100 and show_progress:
+ Blender.Window.DrawProgressBar(float(i)/numfaces, "Generating Edge Table")
+ if len(mesh.faces[i].v) == 4: # Process Quadrilaterals
+ generate_entry_from_quad(mesh, i, edge_table)
+ elif len(mesh.faces[i].v) == 3: # Process Triangles
+ generate_entry_from_tri(mesh, i, edge_table)
+ else: # Skip This Face
+ print "Face #", i, "was skipped."
+
+ # === Sort Edge_Table Keys & Add Edge Indices ===
+ i = 0
+ keys = edge_table.keys()
+ keys.sort()
+ for key in keys:
+ edge_table[key][6] = i
+ i += 1
+
+ # === Replace Tuples With Indices ===
+ for key in keys:
+ for i in [2,3,4,5]:
+ if edge_table.has_key(edge_table[key][i]):
+ edge_table[key][i] = edge_table[edge_table[key][i]][6]
+ else:
+ keyrev = (edge_table[key][i][1], edge_table[key][i][0])
+ edge_table[key][i] = edge_table[keyrev][6]
+
+ return edge_table
+
+# ================================
+# === Generate Entry From Quad ===
+# ================================
+def generate_entry_from_quad(mesh, i, edge_table):
+ vertex4, vertex3, vertex2, vertex1 = mesh.faces[i].v
+
+ if has_vertex_colors(mesh):
+ vcolor4, vcolor3, vcolor2, vcolor1 = mesh.faces[i].col
+ Acol = (vcolor1.r/255.0, vcolor1.g/255.0, vcolor1.b/255.0)
+ Bcol = (vcolor2.r/255.0, vcolor2.g/255.0, vcolor2.b/255.0)
+ Ccol = (vcolor3.r/255.0, vcolor3.g/255.0, vcolor3.b/255.0)
+ Dcol = (vcolor4.r/255.0, vcolor4.g/255.0, vcolor4.b/255.0)
+
+ # === verts are upper case, edges are lower case ===
+ A, B, C, D = vertex1.index, vertex2.index, vertex3.index, vertex4.index
+ a, b, c, d = (A, B), (B, C), (C, D), (D, A)
+
+ if edge_table.has_key((B, A)):
+ edge_table[(B, A)][1] = i
+ edge_table[(B, A)][4] = d
+ edge_table[(B, A)][5] = b
+ if has_vertex_colors(mesh): edge_table[(B, A)][8] = Bcol
+ else:
+ if has_vertex_colors(mesh):
+ edge_table[(A, B)] = [i, None, d, b, None, None, None, Bcol, None]
+ else:
+ edge_table[(A, B)] = [i, None, d, b, None, None, None]
+
+ if edge_table.has_key((C, B)):
+ edge_table[(C, B)][1] = i
+ edge_table[(C, B)][4] = a
+ edge_table[(C, B)][5] = c
+ if has_vertex_colors(mesh): edge_table[(C, B)][8] = Ccol
+ else:
+ if has_vertex_colors(mesh):
+ edge_table[(B, C)] = [i, None, a, c, None, None, None, Ccol, None]
+ else:
+ edge_table[(B, C)] = [i, None, a, c, None, None, None]
+
+ if edge_table.has_key((D, C)):
+ edge_table[(D, C)][1] = i
+ edge_table[(D, C)][4] = b
+ edge_table[(D, C)][5] = d
+ if has_vertex_colors(mesh): edge_table[(D, C)][8] = Dcol
+ else:
+ if has_vertex_colors(mesh):
+ edge_table[(C, D)] = [i, None, b, d, None, None, None, Dcol, None]
+ else:
+ edge_table[(C, D)] = [i, None, b, d, None, None, None]
+
+ if edge_table.has_key((A, D)):
+ edge_table[(A, D)][1] = i
+ edge_table[(A, D)][4] = c
+ edge_table[(A, D)][5] = a
+ if has_vertex_colors(mesh): edge_table[(A, D)][8] = Acol
+ else:
+ if has_vertex_colors(mesh):
+ edge_table[(D, A)] = [i, None, c, a, None, None, None, Acol, None]
+ else:
+ edge_table[(D, A)] = [i, None, c, a, None, None, None]
+
+# ====================================
+# === Generate Entry From Triangle ===
+# ====================================
+def generate_entry_from_tri(mesh, i, edge_table):
+ vertex3, vertex2, vertex1 = mesh.faces[i].v
+
+ if has_vertex_colors(mesh):
+ vcolor3, vcolor2, vcolor1, _vcolor4_ = mesh.faces[i].col
+ Acol = (vcolor1.r/255.0, vcolor1.g/255.0, vcolor1.b/255.0)
+ Bcol = (vcolor2.r/255.0, vcolor2.g/255.0, vcolor2.b/255.0)
+ Ccol = (vcolor3.r/255.0, vcolor3.g/255.0, vcolor3.b/255.0)
+
+ # === verts are upper case, edges are lower case ===
+ A, B, C = vertex1.index, vertex2.index, vertex3.index
+ a, b, c = (A, B), (B, C), (C, A)
+
+ if edge_table.has_key((B, A)):
+ edge_table[(B, A)][1] = i
+ edge_table[(B, A)][4] = c
+ edge_table[(B, A)][5] = b
+ if has_vertex_colors(mesh): edge_table[(B, A)][8] = Bcol
+ else:
+ if has_vertex_colors(mesh):
+ edge_table[(A, B)] = [i, None, c, b, None, None, None, Bcol, None]
+ else:
+ edge_table[(A, B)] = [i, None, c, b, None, None, None]
+
+ if edge_table.has_key((C, B)):
+ edge_table[(C, B)][1] = i
+ edge_table[(C, B)][4] = a
+ edge_table[(C, B)][5] = c
+ if has_vertex_colors(mesh): edge_table[(C, B)][8] = Ccol
+ else:
+ if has_vertex_colors(mesh):
+ edge_table[(B, C)] = [i, None, a, c, None, None, None, Ccol, None]
+ else:
+ edge_table[(B, C)] = [i, None, a, c, None, None, None]
+
+ if edge_table.has_key((A, C)):
+ edge_table[(A, C)][1] = i
+ edge_table[(A, C)][4] = b
+ edge_table[(A, C)][5] = a
+ if has_vertex_colors(mesh): edge_table[(A, C)][8] = Acol
+ else:
+ if has_vertex_colors(mesh):
+ edge_table[(C, A)] = [i, None, b, a, None, None, None, Acol, None]
+ else:
+ edge_table[(C, A)] = [i, None, b, a, None, None, None]
+