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- # $Id: meshtools.py 9294 2006-12-12 10:38:43Z campbellbarton $
- #
- # +---------------------------------------------------------+
- # | Copyright (c) 2001 Anthony D'Agostino |
- # | http://www.redrival.com/scorpius |
- # | scorpius@netzero.com |
- # | September 28, 2002 |
- # +---------------------------------------------------------+
- # | Common Functions & Global Variables For All IO Modules |
- # +---------------------------------------------------------+
-
- # ***** 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
- 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 xrange(len(faces)):
- if not i%100 and show_progress: Blender.Window.DrawProgressBar(float(i)/len(faces), "Generating Faces")
- numfaceverts=len(faces[i])
- if numfaceverts == 2: #This is not a face is an edge
- if mesh.edges == None: #first run
- mesh.addEdgeData()
- #rev_face = revert(cur_face)
- i1 = faces[i][0]
- i2 = faces[i][1]
- ee = mesh.addEdge(mesh.verts[i1],mesh.verts[i2])
- ee.flag |= Blender.NMesh.EdgeFlags.EDGEDRAW
- ee.flag |= Blender.NMesh.EdgeFlags.EDGERENDER
- elif numfaceverts in [3,4]: # This face is a triangle or quad
- face = Blender.NMesh.Face()
- for j in xrange(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 xrange(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 xrange(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)
- ob= Blender.NMesh.PutRaw(mesh, objname, normal_flag) # Name the Mesh
- ob.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)
- existing_names.append(object.getData(name_only=1))
- 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 xrange(T)]
- for i in xrange(T):
- for j in xrange(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 xrange(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]
-
-