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  • # ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    
    # <pep8-80 compliant>
    
    This script imports Raw Triangle File format files to Blender.
    
    The raw triangle format is very simple; it has no verts or faces lists.
    It's just a simple ascii text file with the vertices of each triangle
    listed on each line. In addition, a line with 12 values will be
    imported as a quad. This may be in conflict with some other
    applications, which use a raw format, but this is how it was
    implemented back in blender 2.42.
    
    
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    Usage:
    Execute this script from the "File->Import" menu and choose a Raw file to
    
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    Notes:
    Generates the standard verts and faces lists, but without duplicate
    
    verts. Only *exact* duplicates are removed, there is no way to specify a
    tolerance.
    """
    
    
    import bpy
    
    
    def readMesh(filename, objName):
    
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        filehandle = open(filename, "rb")
    
    
        def line_to_face(line):
            # Each triplet is an xyz float
    
                line_split_float = map(float, line_split)
    
            if len(line_split) in {9, 12}:
                return zip(*[iter(line_split_float)] * 3)  # group in 3's
    
            else:
                return None
    
        faces = []
    
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        for line in filehandle.readlines():
    
            face = line_to_face(line)
            if face:
                faces.append(face)
    
    
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        filehandle.close()
    
    
        # Generate verts and faces lists, without duplicates
        verts = []
        coords = {}
    
        index_tot = 0
    
            for i, v in enumerate(f):
    
                index = coords.get(v)
    
                if index is None:
                    index = coords[v] = index_tot
                    index_tot += 1
    
                fi.append(index)
    
            faces_indices.append(fi)
    
        mesh = bpy.data.meshes.new(objName)
    
        mesh.from_pydata(verts, [], faces_indices)
    
    
        return mesh
    
    
    def addMeshObj(mesh, objName):
        scn = bpy.context.scene
    
        for o in scn.objects:
    
            o.select = False
    
        nobj = bpy.data.objects.new(objName, mesh)
        scn.objects.link(nobj)
    
        nobj.select = True
    
        if scn.objects.active is None or scn.objects.active.mode == 'OBJECT':
    
    def read(filepath):
        #convert the filename to an object name
        objName = bpy.path.display_name_from_filepath(filepath)
        mesh = readMesh(filepath, objName)
        addMeshObj(mesh, objName)