mirror of
https://github.com/blender/blender-addons.git
synced 2025-08-20 13:22:58 +00:00

Not a bug, in fact, more like a feature request. Added an option to take into account scene's scale on both export and import time. Also added scaling/axis conversion to importer.
94 lines
2.8 KiB
Python
94 lines
2.8 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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def create_and_link_mesh(name, faces, points, global_matrix):
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"""
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Create a blender mesh and object called name from a list of
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*points* and *faces* and link it in the current scene.
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"""
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from mathutils import Vector
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points = tuple(global_matrix * Vector(p) for p in points)
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mesh = bpy.data.meshes.new(name)
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mesh.from_pydata(points, [], faces)
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# update mesh to allow proper display
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mesh.validate()
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mesh.update()
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scene = bpy.context.scene
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obj = bpy.data.objects.new(name, mesh)
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scene.objects.link(obj)
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scene.objects.active = obj
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obj.select = True
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def faces_from_mesh(ob, global_matrix, use_mesh_modifiers=False, triangulate=True):
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"""
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From an object, return a generator over a list of faces.
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Each faces is a list of his vertexes. Each vertex is a tuple of
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his coordinate.
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use_mesh_modifiers
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Apply the preview modifier to the returned liste
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triangulate
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Split the quad into two triangles
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"""
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# get the editmode data
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ob.update_from_editmode()
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# get the modifiers
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try:
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mesh = ob.to_mesh(bpy.context.scene, use_mesh_modifiers, "PREVIEW")
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except RuntimeError:
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raise StopIteration
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mesh.transform(global_matrix * ob.matrix_world)
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if triangulate:
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# From a list of faces, return the face triangulated if needed.
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def iter_face_index():
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for face in mesh.tessfaces:
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vertices = face.vertices[:]
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if len(vertices) == 4:
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yield vertices[0], vertices[1], vertices[2]
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yield vertices[2], vertices[3], vertices[0]
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else:
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yield vertices
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else:
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def iter_face_index():
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for face in mesh.tessfaces:
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yield face.vertices[:]
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vertices = mesh.vertices
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for indexes in iter_face_index():
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yield [vertices[index].co.copy() for index in indexes]
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bpy.data.meshes.remove(mesh)
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