Files
blender-addons-contrib/io_vector/__init__.py
Campbell Barton 9406de5f31 Cleanup: remove <pep8 compliant> comment
This is no longer necessary, see: T98554.
2022-06-03 11:52:13 +10:00

248 lines
8.5 KiB
Python

# ##### 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 #####
bl_info = {
"name": "Adobe Illustrator / PDF / SVG",
"author": "Howard Trickey",
"version": (1, 3),
"blender": (2, 80, 0),
"location": "File > Import-Export > Vector files (.ai, .pdf, .svg)",
"description": "Import Adobe Illustrator, PDF, and SVG",
"warning": "",
"doc_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Import-Export/AI_PDF_SVG",
"category": "Import-Export"}
if "bpy" in locals():
import imp
else:
from . import geom
from . import model
from . import vecfile
from . import import_vecfile
from . import offset
from . import pdf
from . import svg
from . import triquad
from . import art2polyarea
import math
import bpy
import bpy_extras.io_utils
from bpy.props import (BoolProperty,
EnumProperty,
FloatProperty,
IntProperty,
StringProperty
)
from bpy_extras.io_utils import ImportHelper
class VectorImporter(bpy.types.Operator, ImportHelper):
"""Load an AI or PDF or SVG file"""
bl_idname = "import_vec.aipdfsvg"
bl_label = "Import AI/PDF/SVG"
bl_options = {"UNDO"}
filter_glob : StringProperty(default="*.ai;*.pdf;*.svg", options={"HIDDEN"})
smoothness : IntProperty(name="Smoothness",
description="How closely to approximate curves",
default=1,
min=0,
max=100)
scale : FloatProperty(name="Scale",
description="Scale longer bounding box side to this size",
default=4.0,
min=0.1,
max=100.0,
unit="LENGTH")
subdiv_kind : EnumProperty(name="Subdivision Method",
description="Method for approximating curves with lines",
items=[ \
('UNIFORM', "Uniform",
"All curves bisected 'smoothness' times"),
('ADAPTIVE', "Adaptive",
"Curves subdivided until flat enough, as" \
" determined by 'smoothness'"),
('EVEN', "Even",
"Curves subdivided until segments have a common length," \
" determined by 'smoothness'"),
],
default='ADAPTIVE')
filled_only : BoolProperty(name="Filled paths only",
description="Only import filled paths",
default=True)
ignore_white : BoolProperty(name="Ignore white-filled",
description="Do not import white-filled paths",
default=True)
combine_paths : BoolProperty(name="Combine paths",
description="Use all paths when looking for holes",
default=False)
use_colors : BoolProperty(name="Use colors",
description="Use colors from vector file as materials",
default=False)
extrude_depth : FloatProperty(name="Extrude depth",
description="Depth of extrusion, if > 0",
default=0.0,
min=0.0,
max=100.0,
unit='LENGTH')
bevel_amount : FloatProperty(name="Bevel amount",
description="Amount of inward bevel, if > 0",
default=0.0,
min=0.0,
max=1000.0,
unit='LENGTH')
bevel_pitch : FloatProperty(name="Bevel pitch",
description="Angle of bevel from horizontal",
default=45 * math.pi / 180.0,
min=0.0,
max=89.0 * math.pi / 180.0,
unit='ROTATION')
cap_back : BoolProperty(name="Cap back",
description="Cap the back if extruding",
default=False)
true_scale : BoolProperty(name="True Scale",
description="Use true scale, with 1 meter = 1 blender unit",
default=False)
# some info display properties
num_verts : IntProperty(name="Number of vertices",
default=0)
num_faces : IntProperty(name="Number of faces",
default=0)
def draw(self, context):
layout = self.layout
box = layout.box()
box.label(text="Import Options")
box.prop(self, "smoothness")
box.prop(self, "scale")
box.prop(self, "true_scale")
box.prop(self, "subdiv_kind")
box.prop(self, "filled_only")
box.prop(self, "ignore_white")
box.prop(self, "combine_paths")
box.prop(self, "use_colors")
box.prop(self, "extrude_depth")
box.prop(self, "bevel_amount")
box.prop(self, "bevel_pitch")
box.prop(self, "cap_back")
if self.num_verts > 0:
layout.label(text="Ve:" + str(self.num_verts) + \
" | Fa:" + str(self.num_faces))
def action(self, context):
#convert the filename to an object name
if not self.filepath:
return
objname = self.filepath.split("\\")[-1].split("/")[-1]
if objname.find(".") > 0:
objname = objname.split(".")[0]
options = import_vecfile.ImportOptions()
if self.true_scale:
options.scaled_side_target = 0.0
else:
options.scaled_side_target = self.scale
options.quadrangulate = True
options.extrude_depth = self.extrude_depth
options.bevel_amount = self.bevel_amount
options.bevel_pitch = self.bevel_pitch
options.cap_back = self.cap_back
options.convert_options.subdiv_kind = self.subdiv_kind
options.convert_options.smoothness = self.smoothness
options.convert_options.filled_only = self.filled_only
options.convert_options.ignore_white = self.ignore_white
options.convert_options.combine_paths = self.combine_paths
(mdl, msg) = import_vecfile.ReadVecFileToModel(self.filepath, options)
if msg:
self.report({'ERROR'},
"Problem reading file " + self.filepath + ": " + msg)
return {'FINISHED'}
verts = mdl.points.pos
if self.true_scale:
# assume model units are 90 dpi, if svg file
# else 72 dpi
# convert to meters (1 inch = 0.0254 meters)
if self.filepath[-4:] in (".svg", ".SVG"):
s = 0.0254 / 90.0
print("svg s=", s)
else:
s = 0.0254 / 72.0
verts = [(s * v[0], s * v[1], s * v[2]) for v in verts]
faces = [f for f in mdl.faces if 3 <= len(f) <= 4]
mesh = bpy.data.meshes.new(objname)
mesh.from_pydata(verts, [], faces)
if self.use_colors:
add_colors(mesh, mdl.face_data)
mesh.update()
self.num_verts = len(verts)
self.num_faces = len(faces)
obj = bpy.data.objects.new(objname, mesh)
context.scene.collection.objects.link(obj)
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
context.view_layer.objects.active = obj
def execute(self, context):
self.action(context)
return {'FINISHED'}
def add_colors(mesh, colors):
# assume colors are parallel to faces in mesh
if len(colors) < len(mesh.polygons):
return
# use rgbtoindex to keep track of colors already
# seen and map them to indices into mesh.materials
rgbtoindex = {}
matnameprefix = "VImat." + mesh.name + "."
for i, c in enumerate(colors):
print("color for face", i)
if c not in rgbtoindex:
matname = matnameprefix + str(len(bpy.data.materials))
mat = bpy.data.materials.new(matname)
mat.diffuse_color = c
mesh.materials.append(mat)
cindex = len(mesh.materials) - 1
rgbtoindex[c] = cindex
else:
cindex = rgbtoindex[c]
mesh.polygons[i].material_index = cindex
def menu_import(self, context):
self.layout.operator(VectorImporter.bl_idname,
text="Vector files (.ai, .pdf, .svg)")
def register():
bpy.utils.register_class(VectorImporter)
bpy.types.TOPBAR_MT_file_import.append(menu_import)
def unregister():
bpy.utils.unregister_class(VectorImporter)
bpy.types.TOPBAR_MT_file_import.remove(menu_import)
if __name__ == "__main__":
register()