Bundled scripts:

-starting updates and new additions for Blender 2.34:
  Some of the new scripts require Python modules not builtin with Blender, so you either need a full Python install or the needed extra modules.  This is an ongoing work, there should be more scripts, better testing and also proper ways to tell users they don't have all expected modules.  It's expected that Win users won't need full Python installs, since we can provide a minimal zip with the needed modules from 2.34 on.

Thanks to Anthony D'Agostino (scorpius), Jean-Michel Soler (jms) and Campbell Barton (Cam / ideasman) for donating the scripts now added / updated.

BPython:
-added two new script menu groups: Tools and Utils.  We still need to find places elsewhere in the gui where the groups can be put.
This commit is contained in:
2004-06-07 01:34:15 +00:00
parent 372636c116
commit b82be27659
30 changed files with 4312 additions and 199 deletions

View File

@@ -1,88 +1,93 @@
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://ourworld.compuserve.com/homepages/scorpius |
# | scorpius@compuserve. |
# | 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 For All Modules |
# | Common Functions & Global Variables For All IO Modules |
# +---------------------------------------------------------+
import Blender
import sys#, random, operator
import mod_flags
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 random, operator
# ===================================
# ==== Append Faces To Face List ====
# ===================================
def append_faces(mesh, faces, facesuv, uvcoords):
r = random.randrange(200, 255, 50)
g = random.randrange(100, 200, 50)
b = random.randrange(0, 100, 50)
for i in range(len(faces)):
if not i%100 and mod_flags.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
import operator
except:
msg = "Error: you need a full Python install to run this script."
mod_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()
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(r, g, b)]*4 # Random color
face.col = [Blender.NMesh.Col()]*4
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)
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
#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 mod_flags.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]
# ===================================
# === 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 mod_flags.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()
# ===========================
# === 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()
except ImportError: pass
# ================================
# ==== Increment Name Version ====
# ================================
# ==============================
# === Increment Name Version ===
# ==============================
def versioned_name(objname):
existing_names = []
for object in Blender.Object.Get():
@@ -104,35 +109,40 @@ def versioned_name(objname):
break
return objname
# =============================
# ==== Print Text In A Box ====
# =============================
# ===========================
# === Print Text In A Box ===
# ===========================
def print_boxed(text):
lines = text.splitlines()
maxlinelen = max(map(len, lines))
print '+-' + '-'*maxlinelen + '-+'
for line in lines: print '| ' + line.ljust(maxlinelen) + ' |'
print '+-' + '-'*maxlinelen + '-+'
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)
# ===============================================
# === 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 ====
# ============================
# ==========================
# === Transpose A Matrix ===
# ==========================
def transpose(A):
S = len(A)
T = len(A[0])
@@ -142,37 +152,177 @@ def transpose(A):
B[i][j] = A[j][i]
return B
#def append_ntimes(Seq, N):
# Seq = reduce(operator.add, Seq) # Flatten once
# if N == 1: return Seq
# return append_ntimes(Seq, N-1)
# =======================
# === 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)
# print "mesh.has_col ", mesh.has_col
# print "mesh.hasVertexColours()", mesh.hasVertexColours()
# print "mesh.hasFaceUV() ", mesh.hasFaceUV()
# print "mesh.has_uvco ", mesh.has_uvco
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."
# # =============================
# # ==== Create Blender Mesh ====
# # =============================
# def create_mesh_old(verts, faces, objname):
# mesh = Blender.NMesh.GetRaw()
# # === Vertex List ===
# for i in range(len(verts)):
# x, y, z = verts[i]
# mesh.verts.append(Blender.NMesh.Vert(x, y ,z))
# # === Face List ===
# for i in range(len(faces)):
# face = Blender.NMesh.Face()
# for j in range(len(faces[i])):
# index = faces[i][j]
# face.v.append(mesh.verts[index])
# mesh.faces.append(face)
# # === Name the Object ===
# Blender.NMesh.PutRaw(mesh, objname)
# object = Blender.Object.GetSelected()
# object[0].name=objname
# Blender.Redraw()
# === 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]