Secure your code as it's written. Use Snyk Code to scan source code in minutes - no build needed - and fix issues immediately.
def import_render_mesh(context, ob, name, scale, options):
# concatenate all meshes from all (brep) faces,
# adjust vertex indices for faces accordingly
# first get all render meshes
og = ob.Geometry
oa = ob.Attributes
if og.ObjectType == r3d.ObjectType.Extrusion:
msh = [og.GetMesh(r3d.MeshType.Any)]
elif og.ObjectType == r3d.ObjectType.Mesh:
msh = [og]
elif og.ObjectType == r3d.ObjectType.Brep:
msh = [og.Faces[f].GetMesh(r3d.MeshType.Any) for f in range(len(og.Faces)) if type(og.Faces[f])!=list]
fidx = 0
faces = []
vertices = []
# now add all faces and vertices to the main lists
for m in msh:
if not m:
continue
faces.extend([list(map(lambda x: x + fidx, m.Faces[f])) for f in range(len(m.Faces))])
# Rhino always uses 4 values to describe faces, which can lead to
# invalid faces in Blender. Tris will have a duplicate index for the 4th
# value.
# Sample read render meshes from 3dm file
import rhino3dm
model = rhino3dm.File3dm.Read('mymodel.3dm')
brep = model.Objects[0].Geometry
face = brep.Faces[0]
mesh = face.GetMesh(rhino3dm.MeshType.Any)
print (len(mesh.Faces))
rhinomatname = rhinolayer.Name + "+" + str(layeruuid)
if matname:
rhinomat = materials[matname]
else:
rhinomat = materials[rhinomatname]
layer = layerids[str(layeruuid)][1]
# concatenate all meshes from all (brep) faces,
# adjust vertex indices for faces accordingly
# first get all render meshes
if og.ObjectType==r3d.ObjectType.Extrusion:
msh = [og.GetMesh(r3d.MeshType.Any)]
elif og.ObjectType==r3d.ObjectType.Mesh:
msh = [og]
elif og.ObjectType==r3d.ObjectType.Brep:
msh = [og.Faces[f].GetMesh(r3d.MeshType.Any) for f in range(len(og.Faces)) if type(og.Faces[f])!=list]
else:
continue
fidx=0
faces = []
vertices = []
# now add all faces and vertices to the main lists
for m in msh:
if not m: continue
faces.extend([list(map(lambda x: x + fidx, m.Faces[f])) for f in range(len(m.Faces))])
fidx = fidx + len(m.Vertices)
vertices.extend([(m.Vertices[v].X, m.Vertices[v].Y, m.Vertices[v].Z) for v in range(len(m.Vertices))])
# done, now add object to blender
add_object(context, n, attr.Name, attr.Id, vertices, faces, layer, rhinomat)
# finally link in the container collection (top layer) into the main
# scene collection.