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|
#!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)
# development
#import dxfReader
#reload(dxfReader)
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 = 1<<19 # [20]
elif block_def:
ob.Layers = (1<<18) # [19]
else:
ob.Layers = (1<<20)-1 # [i+1 for i in xrange(20)] # all layers
# # 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 xrange(18)]) # SCENE.Layers = 262143 or (1<<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.iteritems():
# 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 xrange(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 xrange(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 xrange(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 xrange(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 xrange(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 xrange(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')
"""
# For testing compatibility
if 1:
# DEBUG ONLY
TIME= Blender.sys.time()
import os
print 'Searching for files'
os.system('find /metavr/ -iname "*.dxf" > /tmp/tempdxf_list')
print '...Done'
file= open('/tmp/tempdxf_list', 'r')
lines= file.readlines()
file.close()
def between(v,a,b):
if v <= max(a,b) and v >= min(a,b):
return True
return False
for i, _file in enumerate(lines):
if between(i, 50,60):
_file= _file[:-1]
print 'Importing', _file, '\nNUMBER', i, 'of', len(lines)
_file_name= _file.split('/')[-1].split('\\')[-1]
newScn= Scene.New(_file_name)
newScn.makeCurrent()
main(_file)
print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME)
"""
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