Newer
Older
mod = ob.modifiers.new(name, typ)
for (key, val, sub) in tokens:
defaultKey(key, val, sub, 'mod', [], globals(), locals())
return mod
# parseParticleSystem(ob, args, tokens):
# parseParticles(particles, args, tokens):
# parseParticle(par, args, tokens):
#
def parseParticleSystem(ob, args, tokens):
print(ob, bpy.context.object)
pss = ob.particle_systems
print(pss, pss.values())
name = args[0]
typ = args[1]
#psys = pss.new(name, typ)
bpy.ops.object.particle_system_add()
print(pss, pss.values())
psys = pss[-1]
psys.name = name
psys.settings.type = typ
loadedData['ParticleSystem'][name] = psys
print("Psys", psys)
for (key, val, sub) in tokens:
if key == 'Particles':
parseParticles(psys, val, sub)
else:
defaultKey(key, val, sub, 'psys', [], globals(), locals())
return psys
particles = psys.particles
bpy.ops.particle.particle_edit_toggle()
n = 0
for (key, val, sub) in tokens:
if key == 'Particle':
parseParticle(particles[n], val, sub)
n += 1
else:
for par in particles:
defaultKey(key, val, sub, 'par', [], globals(), locals())
bpy.ops.particle.particle_edit_toggle()
return particles
n = 0
for (key, val, sub) in tokens:
if key == 'h':
h = par.is_hair[n]
h.location = eval(val[0])
h.time = int(val[1])
h.weight = float(val[2])
n += 1
elif key == 'location':
par.location = eval(val[0])
return
l = []
for t in list_of_tuples:
l.extend(t)
return l
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global todo
if verbosity > 2:
print( "Parsing mesh %s" % args )
mename = args[0]
obname = args[1]
me = bpy.data.meshes.new(mename)
ob = createObject('Mesh', obname, me, mename)
verts = []
edges = []
faces = []
vertsTex = []
texFaces = []
for (key, val, sub) in tokens:
if key == 'Verts':
verts = parseVerts(sub)
elif key == 'Edges':
edges = parseEdges(sub)
elif key == 'Faces':
faces = parseFaces(sub)
if faces:
#x = me.from_pydata(verts, [], faces)
me.vertices.add(len(verts))
me.faces.add(len(faces))
me.vertices.foreach_set("co", unpackList(verts))
me.faces.foreach_set("vertices_raw", unpackList(faces))
else:
#x = me.from_pydata(verts, edges, [])
me.vertices.add(len(verts))
me.edges.add(len(edges))
me.vertices.foreach_set("co", unpackList(verts))
me.edges.foreach_set("vertices", unpackList(edges))
#print(x)
me.update()
#print(me)
linkObject(ob, me)
mats = []
for (key, val, sub) in tokens:
if key in ('Verts', 'Edges'):
pass
elif key == 'Faces':
parseFaces2(sub, me)
elif key == 'MeshTextureFaceLayer':
parseUvTexture(val, sub, me)
elif key == 'MeshColorLayer':
parseVertColorLayer(val, sub, me)
elif key == 'VertexGroup':
parseVertexGroup(ob, me, val, sub)
elif key == 'ShapeKeys':
parseShapeKeys(ob, me, val, sub)
elif key == 'Material':
try:
me.materials.append(loadedData['Material'][val[0]])
except:
print("Could not add material", val[0])
else:
defaultKey(key, val, sub, "me", [], globals(), locals())
return me
#
# parseVerts(tokens):
# parseEdges(tokens):
# parseFaces(tokens):
# parseFaces2(tokens, me):
verts = []
for (key, val, sub) in tokens:
if key == 'v':
verts.append( (float(val[0]), float(val[1]), float(val[2])) )
return verts
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edges = []
for (key, val, sub) in tokens:
if key == 'e':
edges.append((int(val[0]), int(val[1])))
return edges
def parseFaces(tokens):
faces = []
for (key, val, sub) in tokens:
if key == 'f':
if len(val) == 3:
face = [int(val[0]), int(val[1]), int(val[2]), 0]
elif len(val) == 4:
face = [int(val[0]), int(val[1]), int(val[2]), int(val[3])]
faces.append(face)
return faces
def parseFaces2(tokens, me):
n = 0
for (key, val, sub) in tokens:
if key == 'ft':
f = me.faces[n]
f.material_index = int(val[0])
f.use_smooth = int(val[1])
n += 1
elif key == 'ftall':
mat = int(val[0])
smooth = int(val[1])
for f in me.faces:
f.material_index = mat
f.use_smooth = smooth
return
#
# parseUvTexture(args, tokens, me):
# parseUvTexData(args, tokens, uvdata):
name = args[0]
uvtex = me.uv_textures.new(name)
loadedData['MeshTextureFaceLayer'][name] = uvtex
for (key, val, sub) in tokens:
if key == 'Data':
parseUvTexData(val, sub, uvtex.data)
else:
defaultKey(key, val, sub, "uvtex", [], globals(), locals())
return
n = 0
for (key, val, sub) in tokens:
if key == 'vt':
data[n].uv1 = (float(val[0]), float(val[1]))
data[n].uv2 = (float(val[2]), float(val[3]))
data[n].uv3 = (float(val[4]), float(val[5]))
if len(val) > 6:
data[n].uv4 = (float(val[6]), float(val[7]))
n += 1
else:
pass
#for i in range(n):
# defaultKey(key, val, sub, "data[i]", [], globals(), locals())
return
#
# parseVertColorLayer(args, tokens, me):
# parseVertColorData(args, tokens, data):
#
def parseVertColorLayer(args, tokens, me):
name = args[0]
print("VertColorLayer", name)
vcol = me.vertex_colors.new(name)
loadedData['MeshColorLayer'][name] = vcol
for (key, val, sub) in tokens:
if key == 'Data':
parseVertColorData(val, sub, vcol.data)
else:
defaultKey(key, val, sub, "vcol", [], globals(), locals())
return
n = 0
for (key, val, sub) in tokens:
if key == 'cv':
data[n].color1 = eval(val[0])
data[n].color2 = eval(val[1])
data[n].color3 = eval(val[2])
data[n].color4 = eval(val[3])
n += 1
return
#
def parseVertexGroup(ob, me, args, tokens):
global toggle
if verbosity > 2:
print( "Parsing vertgroup %s" % args )
grpName = args[0]
try:
res = eval(args[1])
except:
res = True
if not res:
return
if (toggle & T_Armature) or (grpName in ['Eye_L', 'Eye_R', 'Gums', 'Head', 'Jaw', 'Left', 'Middle', 'Right', 'Scalp']):
group = ob.vertex_groups.new(grpName)
group.name = grpName
loadedData['VertexGroup'][grpName] = group
ob.vertex_groups.assign([int(val[0]) for (key, val, sub) in tokens if key == 'wv'], group, float(val[1]), 'REPLACE')
return
#
# parseShapeKeys(ob, me, args, tokens):
# parseShapeKey(ob, me, args, tokens):
# addShapeKey(ob, name, vgroup, tokens):
# doShape(name):
if (toggle & T_Shape+T_Face) and (name == 'Basis'):
return True
else:
return (toggle & T_Face)
if bpy.context.object == None:
return
for (key, val, sub) in tokens:
if key == 'ShapeKey':
parseShapeKey(ob, me, val, sub)
elif key == 'AnimationData':
if me.shape_keys:
parseAnimationData(me.shape_keys, sub)
return
if verbosity > 0:
print( "Parsing ob %s shape %s" % (bpy.context.object, args[0] ))
name = args[0]
lr = args[1]
if invalid(args[2]):
return
if lr == 'Sym' or toggle & T_Symm:
addShapeKey(ob, name, None, tokens)
elif lr == 'LR':
addShapeKey(ob, name+'_L', 'Left', tokens)
addShapeKey(ob, name+'_R', 'Right', tokens)
else:
raise NameError("ShapeKey L/R %s" % lr)
return
bpy.ops.object.shape_key_add(False)
skey = ob.active_shape_key
if name != 'Basis':
skey.relative_key = loadedData['ShapeKey']['Basis']
skey.name = name
if vgroup:
skey.vertex_group = vgroup
loadedData['ShapeKey'][name] = skey
for (key, val, sub) in tokens:
if key == 'sv':
index = int(val[0])
pt = skey.data[index].co
pt[0] += float(val[1])
pt[1] += float(val[2])
pt[2] += float(val[3])
else:
defaultKey(key, val, sub, "skey", [], globals(), locals())
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global toggle, theScale
if verbosity > 2:
print( "Parsing armature %s" % args )
amtname = args[0]
obname = args[1]
mode = args[2]
if mode == 'Rigify':
toggle |= T_Rigify
theScale = 0.1
return parseRigify(amtname, obname, tokens)
toggle &= ~T_Rigify
theScale = 1.0
amt = bpy.data.armatures.new(amtname)
ob = createObject('Armature', obname, amt, amtname)
linkObject(ob, amt)
print("Linked")
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
heads = {}
tails = {}
for (key, val, sub) in tokens:
if key == 'Bone':
bname = val[0]
if not invalid(val[1]):
bone = amt.edit_bones.new(bname)
parseBone(bone, amt.edit_bones, sub, heads, tails)
loadedData['Bone'][bname] = bone
else:
defaultKey(key, val, sub, "amt", ['MetaRig'], globals(), locals())
bpy.ops.object.mode_set(mode='OBJECT')
return amt
#
# parseRigify(amtname, obname, tokens):
#
def parseRigify(amtname, obname, tokens):
(key,val,sub) = tokens[0]
if key != 'MetaRig':
raise NameError("Expected MetaRig")
typ = val[0]
if typ == "human":
bpy.ops.object.armature_human_advanced_add()
else:
bpy.ops.pose.metarig_sample_add(type = typ)
ob = bpy.context.scene.objects.active
amt = ob.data
loadedData['Rigify'][obname] = ob
loadedData['Armature'][amtname] = amt
loadedData['Object'][obname] = ob
print("Rigify object", ob, amt)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
heads = {}
tails = {}
for (bname, bone) in amt.edit_bones.items():
heads[bname] = 10*theScale*bone.head
tails[bname] = 10*theScale*bone.tail
for (key, val, sub) in tokens:
if key == 'Bone':
bname = val[0]
print("Bone", bname)
try:
bone = amt.edit_bones[bname]
except:
print("Did not find bone %s" % bname)
bone = None
print(" -> ", bone)
if bone:
parseBone(bone, amt.edit_bones, sub, heads, tails)
else:
defaultKey(key, val, sub, "amt", ['MetaRig'], globals(), locals())
bpy.ops.object.mode_set(mode='OBJECT')
return amt
#
# parseBone(bone, bones, tokens, heads, tails):
#
def parseBone(bone, bones, tokens, heads, tails):
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global todo
for (key, val, sub) in tokens:
if key == "head":
bone.head = (float(val[0]), float(val[1]), float(val[2]))
elif key == "tail":
bone.tail = (float(val[0]), float(val[1]), float(val[2]))
elif key == "head-as":
target = val[0]
if val[1] == 'head':
bone.head = heads[bone.name] + bones[target].head - heads[target]
elif val[1] == 'tail':
bone.head = heads[bone.name] + bones[target].tail - tails[target]
else:
raise NameError("head-as %s" % val)
elif key == "tail-as":
target = val[0]
if val[1] == 'head':
bone.tail = tails[bone.name] + bones[target].head - heads[target]
elif val[1] == 'tail':
bone.tail = tails[bone.name] + bones[target].tail - tails[target]
else:
raise NameError("tail-as %s" % val)
elif key == 'hide_select':
pass
else:
defaultKey(key, val, sub, "bone", [], globals(), locals())
return bone
#
# parsePose (args, tokens):
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global todo
if toggle & T_Rigify:
return
name = args[0]
ob = loadedData['Object'][name]
bpy.context.scene.objects.active = ob
bpy.ops.object.mode_set(mode='POSE')
pbones = ob.pose.bones
nGrps = 0
for (key, val, sub) in tokens:
if key == 'Posebone':
parsePoseBone(pbones, ob, val, sub)
elif key == 'BoneGroup':
parseBoneGroup(ob.pose, nGrps, val, sub)
nGrps += 1
elif key == 'SetProp':
bone = val[0]
prop = val[1]
value = eval(val[2])
pb = pbones[bone]
print("Setting", pb, prop, val)
pb[prop] = value
print("Prop set", pb[prop])
else:
defaultKey(key, val, sub, "ob.pose", [], globals(), locals())
bpy.ops.object.mode_set(mode='OBJECT')
return ob
#
# parsePoseBone(pbones, args, tokens):
# parseArray(data, exts, args):
#
def parseBoneGroup(pose, nGrps, args, tokens):
global todo
return
print( "Parsing bonegroup %s" % args )
name = args[0]
print(dir(pose.bone_groups))
bg = pose.bone_groups.add()
print("Created", bg)
loadedData['BoneGroup'][name] = bg
for (key, val, sub) in tokens:
defaultKey(key, val, sub, "bg", [], globals(), locals())
return
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global todo
#print( "Parsing posebone %s" % args )
if invalid(args[1]):
return
name = args[0]
pb = pbones[name]
# Make posebone active - don't know how to do this in pose mode
bpy.ops.object.mode_set(mode='OBJECT')
ob.data.bones.active = pb.bone
bpy.ops.object.mode_set(mode='POSE')
for (key, val, sub) in tokens:
if key == 'Constraint':
cns = parseConstraint(pb.constraints, val, sub)
elif key == 'bpyops':
expr = "bpy.ops.%s" % val[0]
print(expr)
print("ob", bpy.context.active_object)
print("b", bpy.context.active_bone)
print("pb", bpy.context.active_pose_bone)
print("md", bpy.context.mode)
exec(expr)
print("show_alive")
elif key == 'ik_dof':
parseArray(pb, ["lock_ik_x", "lock_ik_y", "lock_ik_z"], val)
elif key == 'ik_limit':
parseArray(pb, ["use_ik_limit_x", "use_ik_limit_y", "use_ik_limit_z"], val)
elif key == 'ik_max':
parseArray(pb, ["ik_max_x", "ik_max_y", "ik_max_z"], val)
elif key == 'ik_min':
parseArray(pb, ["ik_min_x", "ik_min_y", "ik_min_z"], val)
elif key == 'ik_stiffness':
parseArray(pb, ["ik_stiffness_x", "ik_stiffness_y", "ik_stiffness_z"], val)
else:
defaultKey(key, val, sub, "pb", [], globals(), locals())
#print("pb %s done" % name)
return
n = 1
for ext in exts:
expr = "data.%s = %s" % (ext, args[n])
# print(expr)
exec(expr)
n += 1
return
#
def parseConstraint(constraints, args, tokens):
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if invalid(args[2]):
return None
cns = constraints.new(args[1])
#bpy.ops.pose.constraint_add(type=args[1])
#cns = pb.constraints[-1]
cns.name = args[0]
#print("cns", cns.name)
for (key,val,sub) in tokens:
if key == 'invert':
parseArray(cns, ["invert_x", "invert_y", "invert_z"], val)
elif key == 'use':
parseArray(cns, ["use_x", "use_y", "use_z"], val)
elif key == 'pos_lock':
parseArray(cns, ["lock_location_x", "lock_location_y", "lock_location_z"], val)
elif key == 'rot_lock':
parseArray(cns, ["lock_rotation_x", "lock_rotation_y", "lock_rotation_z"], val)
else:
defaultKey(key, val, sub, "cns", [], globals(), locals())
#print("cns %s done" % cns.name)
return cns
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global todo
if bone != 'PArmIK_L' and bone != 'PArmIK_R' and bone != 'PLegIK_L' and bone != 'PLegIK_R':
return False
if (toggle & T_FKIK):
fcurve = cns.driver_add("influence", 0)
fcurve.driver.type = 'AVERAGE'
var = fcurve.driver.variables.new()
var.name = bone
var.targets[0].id_type = 'OBJECT'
var.targets[0].id = getObject('HumanRig', 'var.targets[0].id', globals(), locals())
var.targets[0].bone_target = bone
var.targets[0].transform_type = 'LOC_X'
# controller_path = fk_chain.arm_p.path_to_id()
#var.targets[0].data_path = controller_path + '["use_hinge"]'
mod = fcurve.modifiers[0]
mod.poly_order = 2
mod.coefficients[0] = 0.0
mod.coefficients[1] = 1.0
elif bone == 'PArmIK_L' or bone == 'PArmIK_R':
if toggle & T_ArmIK:
cns.influence = 1.0
else:
cns.influence = 0.0
elif bone == 'PLegIK_L' or bone == 'PLegIK_R':
if toggle & T_LegIK:
cns.influence = 1.0
else:
cns.influence = 0.0
return True
#
# parseCurve (args, tokens):
# parseNurb(cu, nNurbs, args, tokens):
# parseBezier(nurb, n, args, tokens):
global todo
if verbosity > 2:
print( "Parsing curve %s" % args )
cu = createObjectAndData(args, 'Curve')
nNurbs = 0
for (key, val, sub) in tokens:
if key == 'Nurb':
parseNurb(cu, nNurbs, val, sub)
nNurbs += 1
else:
defaultKey(key, val, sub, "cu", [], globals(), locals())
return
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if nNurbs > 0:
bpy.ops.object.curve_add(type='BEZIER_CURVE')
print(cu.splines, list(cu.splines), nNurbs)
nurb = cu.splines[nNurbs]
nPoints = int(args[0])
print(nurb, nPoints)
for n in range(2, nPoints):
bpy.ops.curve.extrude(mode=1)
n = 0
for (key, val, sub) in tokens:
if key == 'bz':
parseBezier(nurb, n, val, sub)
n += 1
elif key == 'pt':
parsePoint(nurb, n, val, sub)
n += 1
else:
defaultKey(key, val, sub, "nurb", [], globals(), locals())
return
bez = nurb[n]
bez.co = eval(args[0])
bez.handle_left = eval(args[1])
bez.handle_left_type = args[2]
bez.handle_right = eval(args[3])
bez.handle_right_type = args[4]
return
global todo
if verbosity > 2:
print( "Parsing lattice %s" % args )
lat = createObjectAndData(args, 'Lattice')
for (key, val, sub) in tokens:
if key == 'Points':
parseLatticePoints(val, sub, lat.points)
else:
defaultKey(key, val, sub, "lat", [], globals(), locals())
return
global todo
n = 0
for (key, val, sub) in tokens:
if key == 'pt':
v = points[n].co
(x,y,z) = eval(val[0])
v.x = x
v.y = y
v.z = z
v = points[n].co_deform
(x,y,z) = eval(val[1])
v.x = x
v.y = y
v.z = z
global todo
if verbosity > 2:
print( "Parsing group %s" % args )
grpName = args[0]
grp = bpy.data.groups.new(grpName)
loadedData['Group'][grpName] = grp
for (key, val, sub) in tokens:
if key == 'Objects':
parseGroupObjects(val, sub, grp)
else:
defaultKey(key, val, sub, "grp", [], globals(), locals())
return
global todo
for (key, val, sub) in tokens:
if key == 'ob':
try:
ob = loadedData['Object'][val[0]]
grp.objects.link(ob)
except:
pass
return
# postProcess()
# setInfluence(bones, cnsName, w):
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if not toggle & T_MHX:
return
if toggle & T_Rigify:
return
for rig in loadedData['Rigify'].values():
bpy.context.scene.objects.active = rig
print("Rigify", rig)
bpy.ops.pose.metarig_generate()
print("Metarig generated")
#bpy.context.scene.objects.unlink(rig)
rig = bpy.context.scene.objects.active
print("Rigged", rig, bpy.context.object)
ob = loadedData['Object']['Human']
mod = ob.modifiers[0]
print(ob, mod, mod.object)
mod.object = rig
print("Rig changed", mod.object)
return
#
# parseProcess(args, tokens):
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return
rig = loadedData['Object'][args[0]]
parents = {}
objects = []
for (key, val, sub) in tokens:
if key == 'Reparent':
bname = val[0]
try:
eb = ebones[bname]
parents[bname] = eb.parent.name
eb.parent = ebones[val[1]]
except:
pass
elif key == 'Bend':
print(val)
axis = val[1]
angle = float(val[2])
mat = mathutils.Matrix.Rotation(angle, 4, axis)
try:
pb = pbones[val[0]]
prod = pb.matrix_local * mat
for i in range(4):
for j in range(4):
pb.matrix_local[i][j] = prod[i][j]
print("Done", pb.matrix_local)
except:
pass
elif key == 'Pose':
bpy.context.scene.objects.active = rig
bpy.ops.object.mode_set(mode='POSE')
pbones = rig.pose.bones
elif key == 'Edit':
bpy.context.scene.objects.active = rig
bpy.ops.object.mode_set(mode='EDIT')
ebones = rig.data.edit_bones
elif key == 'Object':
bpy.ops.object.mode_set(mode='OBJECT')
try:
ob = loadedData['Object'][val[0]]
objects.append((ob,sub))
except:
ob = None
if ob:
bpy.context.scene.objects.active = ob
mod = ob.modifiers[0]
ob.modifiers.remove(mod)
for (key1, val1, sub1) in sub:
if key1 == 'Modifier':
parseModifier(ob, val1, sub1)
for (ob,tokens) in objects:
bpy.context.scene.objects.active = ob
bpy.ops.object.visual_transform_apply()
#print("vis", list(ob.modifiers))
bpy.ops.object.modifier_apply(apply_as='DATA', modifier='Armature')
#print("app", list(ob.modifiers))
bpy.context.scene.objects.active = rig
bpy.ops.object.mode_set(mode='POSE')
bpy.ops.pose.armature_apply()
bpy.ops.object.mode_set(mode='EDIT')
ebones = rig.data.edit_bones
for (bname, pname) in parents.items():
eb = ebones[bname]
par = ebones[pname]
if eb.use_connect:
par.tail = eb.head
eb.parent = par
bpy.ops.object.mode_set(mode='OBJECT')
for (ob,tokens) in objects:
bpy.context.scene.objects.active = ob
for (key, val, sub) in tokens:
if key == 'Modifier':
parseModifier(ob, val, sub)
return
#
# defaultKey(ext, args, tokens, var, exclude, glbals, lcals):
#
def defaultKey(ext, args, tokens, var, exclude, glbals, lcals):
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global todo
if ext == 'Property':
expr = "%s['%s'] = %s" % (var, args[0], args[1])
print("Property", expr)
exec(expr, glbals, lcals)
#print("execd")
return
nvar = "%s.%s" % (var, ext)
# print(ext)
if ext in exclude:
return
#print("D", nvar)
if len(args) == 0:
raise NameError("Key length 0: %s" % ext)
rnaType = args[0]
if rnaType == 'Add':
print("*** Cannot Add yet ***")
return
elif rnaType == 'Refer':
typ = args[1]
name = args[2]
data = "loadedData['%s']['%s']" % (typ, name)
elif rnaType == 'Struct' or rnaType == 'Define':
typ = args[1]
name = args[2]
try:
data = eval(nvar, glbals, lcals)
except:
data = None
# print("Old structrna", nvar, data)
if data == None:
try:
creator = args[3]
except:
creator = None
# print("Creator", creator, eval(var,glbals,lcals))
try:
rna = eval(var,glbals,lcals)
data = eval(creator)
except:
data = None
# print("New struct", nvar, typ, data)
if rnaType == 'Define':
loadedData[typ][name] = data
if data:
for (key, val, sub) in tokens:
defaultKey(key, val, sub, "data", [], globals(), locals())
print("Struct done", nvar)
return
elif rnaType == 'PropertyRNA':
raise NameError("PropertyRNA!")
#print("PropertyRNA ", ext, var)
for (key, val, sub) in tokens:
defaultKey(ext, val, sub, nvar, [], glbals, lcals)
return
elif rnaType == 'Array':
for n in range(1, len(args)):
expr = "%s[%d] = %s" % (nvar, n-1, args[n])
exec(expr, glbals, lcals)
if len(args) > 0:
expr = "%s[0] = %s" % (nvar, args[1])
exec(expr, glbals, lcals)
return
elif rnaType == 'List':
data = []
for (key, val, sub) in tokens:
elt = eval(val[1], glbals, lcals)
data.append(elt)
elif rnaType == 'Matrix':
return
i = 0
n = len(tokens)
for (key, val, sub) in tokens:
if key == 'row':
for j in range(n):
expr = "%s[%d][%d] = %g" % (nvar, i, j, float(val[j]))
exec(expr, glbals, lcals)
i += 1
return
else:
try:
data = loadedData[rnaType][args[1]]
#print("From loaded", rnaType, args[1], data)
return data
except:
data = rnaType
#print(var, ext, data)
expr = "%s = %s" % (nvar, data)
try:
exec(expr, glbals, lcals)
except:
#print("Failed ",expr)
todo.append((expr, glbals, lcals))
return
#
# parseBoolArray(mask):
list = []
for c in mask:
if c == '0':
list.append(False)
else:
list.append(True)
return list
matrix = Matrix( [1,0,0,0], [0,1,0,0], [0,0,1,0], [0,0,0,1] )
i = 0
for (key, val, sub) in tokens:
if key == 'row':
matrix[i][0] = float(val[0])
matrix[i][1] = float(val[1])
matrix[i][2] = float(val[2])
matrix[i][3] = float(val[3])
i += 1