| 1 | # $Id: VTKBlender.py,v 1.19 2008-07-03 15:13:21 cwant Exp $
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| 2 | #
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| 3 | # Copyright (c) 2005, Chris Want, Research Support Group,
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| 4 | # AICT, University of Alberta. All rights reserved.
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| 5 | #
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| 6 | # Redistribution and use in source and binary forms, with or without
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| 7 | # modification, are permitted provided that the following conditions are met:
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| 8 | #
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| 9 | # 1) Redistributions of source code must retain the above copyright
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| 10 | # notice, this list of conditions and the following disclaimer.
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| 11 | # 2) Redistributions in binary form must reproduce the above copyright
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| 12 | # notice, this list of conditions and the following disclaimer in the
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| 13 | # documentation and/or other materials provided with the distribution.
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| 14 | #
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| 15 | # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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| 16 | # AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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| 17 | # IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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| 18 | # ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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| 19 | # LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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| 20 | # CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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| 21 | # SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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| 22 | # INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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| 23 | # CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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| 24 | # ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
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| 25 | # THE POSSIBILITY OF SUCH DAMAGE.
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| 26 | #
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| 27 | # Contributors: Chris Want (University of Alberta),
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| 28 | # Fritz Mielert (University of Stuttgart)
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| 29 | """
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| 30 | VTK inside Blender module.
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| 31 |
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| 32 | This module provides code so that polydata from vtk can
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| 33 | be used inside of blender.
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| 34 |
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| 35 | Python needs to find the vtk stuff and this module in order
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| 36 | for this to work, and you can either a) set your PYTHONPATH
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| 37 | in your environment, or you can b) hardcode your vtk path's
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| 38 | in your script, e.g.,
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| 39 |
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| 40 | a) at the prompt, before starting blender, type:
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| 41 | PYTHONPATH=$VTK_ROOT/Wrapping/Python:${LIBRARY_OUTPUT_PATH}
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| 42 | PYTHONPATH=$PYTHONPATH:${PATH_TO_THIS_MODULE}
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| 43 | export PYTHONPATH
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| 44 |
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| 45 | b) add the following to your script near the beginning, before
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| 46 | importing vtk or VTKBlender:
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| 47 |
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| 48 | import sys
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| 49 | sys.path.append($VTK_ROOT/Wrapping/Python)
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| 50 | sys.path.append(${LIBRARY_OUTPUT_PATH})
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| 51 | sys.path.append(${PATH_TO_VTKBlender_MODULE})
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| 52 |
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| 53 | Be sure to replace $VTK_ROOT and ${LIBRARY_OUTPUT_PATH} with
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| 54 | values that are relevant to your system. These values can be
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| 55 | found by starting vtkpython with no arguments and typing:
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| 56 |
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| 57 | import sys
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| 58 | print sys.path
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| 59 |
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| 60 | Usually the first two items reported are the ones you want.
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| 61 |
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| 62 | Also replace ${PATH_TO_VTKBlender_MODULE} with wherever you have
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| 63 | put the VTKBlender module.
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| 64 | """
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| 65 |
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| 66 | import vtk
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| 67 | import time, string
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| 68 |
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| 69 | try:
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| 70 | import Blender
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| 71 | from Blender import Mesh, Object, Material
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| 72 |
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| 73 | except:
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| 74 | print "No Blender module found!"
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| 75 |
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| 76 | __versiontag__ = "$Revision: 1.19 $"
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| 77 | __version__ = string.split(__versiontag__)[1]
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| 78 |
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| 79 | # some flags to alter behavior
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| 80 | flags = 0
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| 81 | TRIS_TO_QUADS = 0x01
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| 82 | SMOOTH_FACES = 0x02
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| 83 |
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| 84 | # What is this 'tri to quad' stuff? Well, sometimes it's best to
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| 85 | # try to read in pairs of consecutive triangles in as quad faces.
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| 86 | # An example: you extrude a tube along a polyline in vtk, and if
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| 87 | # you can get it into Blender as a bunch of quads, you can use a
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| 88 | # Catmull-Clark subdivision surface to smooth the tube out, with
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| 89 | # fewer creases.
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| 90 |
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| 91 | def SetTrisToQuads():
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| 92 | global flags
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| 93 | flags = flags | TRIS_TO_QUADS
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| 94 |
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| 95 | def SetTrisToTris():
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| 96 | global flags
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| 97 | flags = flags & ~TRIS_TO_QUADS
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| 98 |
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| 99 | def SetFacesToSmooth():
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| 100 | global flags
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| 101 | flags = flags | SMOOTH_FACES
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| 102 |
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| 103 | def SetFacesToFaceted():
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| 104 | global flags
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| 105 | flags = flags & ~SMOOTH_FACES
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| 106 |
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| 107 | def BlenderToPolyData(me, uvlayer=None):
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| 108 |
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| 109 | pcoords = vtk.vtkFloatArray()
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| 110 | pcoords.SetNumberOfComponents(3)
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| 111 | pcoords.SetNumberOfTuples(len(me.verts))
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| 112 | for i in range(len(me.verts)):
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| 113 | p0 = me.verts[i].co[0]
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| 114 | p1 = me.verts[i].co[1]
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| 115 | p2 = me.verts[i].co[2]
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| 116 | pcoords.SetTuple3(i, p0, p1, p2)
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| 117 |
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| 118 | points = vtk.vtkPoints()
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| 119 | points.SetData(pcoords)
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| 120 |
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| 121 | polys = vtk.vtkCellArray()
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| 122 | lines = vtk.vtkCellArray()
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| 123 | for face in me.faces:
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| 124 | if len(face.v) == 4:
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| 125 | polys.InsertNextCell(4)
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| 126 | polys.InsertCellPoint(face.v[0].index)
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| 127 | polys.InsertCellPoint(face.v[1].index)
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| 128 | polys.InsertCellPoint(face.v[2].index)
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| 129 | polys.InsertCellPoint(face.v[3].index)
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| 130 | elif len(face.v) == 3:
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| 131 | polys.InsertNextCell(3)
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| 132 | polys.InsertCellPoint(face.v[0].index)
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| 133 | polys.InsertCellPoint(face.v[1].index)
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| 134 | polys.InsertCellPoint(face.v[2].index)
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| 135 | elif len(face.v) == 2:
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| 136 | lines.InsertNextCell(2)
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| 137 | lines.InsertCellPoint(face.v[0].index)
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| 138 | lines.InsertCellPoint(face.v[1].index)
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| 139 |
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| 140 | for edge in me.edges:
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| 141 | lines.InsertNextCell(2)
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| 142 | lines.InsertCellPoint(edge.v1.index)
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| 143 | lines.InsertCellPoint(edge.v2.index)
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| 144 |
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| 145 | pdata =vtk.vtkPolyData()
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| 146 | pdata.SetPoints(points)
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| 147 | pdata.SetPolys(polys)
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| 148 | pdata.SetLines(lines)
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| 149 |
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| 150 | if me.faceUV:
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| 151 | if uvlayer:
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| 152 | uvnames = me.getUVLayerNames()
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| 153 | if uvlayer in uvnames:
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| 154 | me.activeUVLayer = uvlayer
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| 155 | tcoords = vtk.vtkFloatArray()
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| 156 | tcoords.SetNumberOfComponents(2)
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| 157 | tcoords.SetNumberOfTuples(len(me.verts))
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| 158 | for face in me.faces:
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| 159 | for i in range(len(face.verts)):
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| 160 | uv = face.uv[i]
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| 161 | tcoords.SetTuple2(face.v[i].index, uv[0], uv[1])
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| 162 | pdata.GetPointData().SetTCoords(tcoords);
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| 163 |
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| 164 | pdata.Update()
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| 165 |
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| 166 | return pdata
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| 167 |
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| 168 | def PolyDataMapperToBlender(pmapper, me=None):
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| 169 | global flags
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| 170 | faces = []
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| 171 | edges = []
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| 172 | oldmats = None
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| 173 |
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| 174 | newmesh = 0
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| 175 | if (me == None):
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| 176 | me = Mesh.New()
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| 177 | newmesh = 1
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| 178 | else:
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| 179 | if me.materials:
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| 180 | oldmats = me.materials
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| 181 |
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| 182 | me.verts = None # this kills the faces/edges tooo
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| 183 |
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| 184 | pmapper.Update()
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| 185 |
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| 186 | pdata = pmapper.GetInput()
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| 187 | plut = pmapper.GetLookupTable()
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| 188 | #print pdata.GetNumberOfCells()
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| 189 |
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| 190 | scalars = pdata.GetPointData().GetScalars()
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| 191 |
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| 192 | verts = []
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| 193 | for i in range(pdata.GetNumberOfPoints()):
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| 194 | point = pdata.GetPoint(i)
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| 195 | verts.append([point[0],point[1],point[2]])
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| 196 |
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| 197 | me.verts.extend(verts)
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| 198 | # I think we can free some memory by killing the reference
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| 199 | # from vert to the list it points at (not sure though)
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| 200 | verts = []
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| 201 |
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| 202 | colors = None
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| 203 |
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| 204 | if ( (scalars != None) and (plut != None) ):
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| 205 | colors = []
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| 206 |
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| 207 | # Have to be a bit careful since VTK 5.0 changed the
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| 208 | # prototype of vtkLookupTable.GetColor()
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| 209 | try:
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| 210 | # VTK 5.x
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| 211 | scolor = [0,0,0]
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| 212 | for i in range(scalars.GetNumberOfTuples()):
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| 213 | plut.GetColor(scalars.GetTuple1(i), scolor)
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| 214 | color = map(VTKToBlenderColor, scolor)
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| 215 | alpha = int(plut.GetOpacity(scalars.GetTuple1(i))*255)
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| 216 | colors.append([color[0], color[1], color[2], alpha])
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| 217 |
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| 218 | except:
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| 219 | # VTK 4.x
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| 220 | for i in range(scalars.GetNumberOfTuples()):
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| 221 | color = map(VTKToBlenderColor, \
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| 222 | plut.GetColor(scalars.GetTuple1(i)))
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| 223 | alpha = int(plut.GetOpacity(scalars.GetTuple1(i))*255)
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| 224 | colors.append([color[0], color[1], color[2], alpha])
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| 225 |
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| 226 | skiptriangle = False
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| 227 | for i in range(pdata.GetNumberOfCells()):
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| 228 |
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| 229 | cell = pdata.GetCell(i)
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| 230 |
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| 231 | #print i, pdata.GetCellType(i)
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| 232 |
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| 233 | # Do lines
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| 234 | if pdata.GetCellType(i)==3:
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| 235 |
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| 236 | n1 = cell.GetPointId(0)
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| 237 | n2 = cell.GetPointId(1)
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| 238 |
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| 239 | BlenderAddEdge(me, edges, n1, n2)
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| 240 |
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| 241 | # Do poly lines
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| 242 | if pdata.GetCellType(i)==4:
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| 243 | for j in range(cell.GetNumberOfPoints()-1):
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| 244 |
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| 245 | n1 = cell.GetPointId(j)
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| 246 | n2 = cell.GetPointId(j+1)
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| 247 |
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| 248 | BlenderAddEdge(me, edges, n1, n2)
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| 249 |
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| 250 | # Do triangles
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| 251 | if pdata.GetCellType(i)==5:
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| 252 | if skiptriangle==True:
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| 253 | skiptriangle = False
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| 254 | elif ( (flags & TRIS_TO_QUADS) and
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| 255 | (i < pdata.GetNumberOfCells()-1) and
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| 256 | (pdata.GetCellType(i+1)==5) ):
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| 257 | n1 = cell.GetPointId(0)
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| 258 | n2 = cell.GetPointId(1)
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| 259 | n3 = cell.GetPointId(2)
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| 260 | nextcell = pdata.GetCell(i+1)
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| 261 | m1 = nextcell.GetPointId(0)
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| 262 | m2 = nextcell.GetPointId(1)
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| 263 | m3 = nextcell.GetPointId(2)
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| 264 |
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| 265 | if ( (n2 == m3) and (n3 == m2) ):
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| 266 | BlenderAddFace(me, faces, n1, n2, m1, n3)
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| 267 | skiptriangle = True
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| 268 | else:
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| 269 | BlenderAddFace(me, faces, n1, n2, n3)
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| 270 |
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| 271 | else:
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| 272 | n1 = cell.GetPointId(0)
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| 273 | n2 = cell.GetPointId(1)
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| 274 | n3 = cell.GetPointId(2)
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| 275 |
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| 276 | BlenderAddFace(me, faces, n1, n2, n3)
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| 277 |
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| 278 | # Do triangle strips
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| 279 | if pdata.GetCellType(i)==6:
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| 280 | numpoints = cell.GetNumberOfPoints()
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| 281 | if ( (flags & TRIS_TO_QUADS) and (numpoints % 2 == 0) ):
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| 282 | for j in range(cell.GetNumberOfPoints()-3):
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| 283 | if (j % 2 == 0):
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| 284 | n1 = cell.GetPointId(j)
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| 285 | n2 = cell.GetPointId(j+1)
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| 286 | n3 = cell.GetPointId(j+2)
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| 287 | n4 = cell.GetPointId(j+3)
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| 288 |
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| 289 | BlenderAddFace(me, faces, n1, n2, n4, n3)
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| 290 | else:
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| 291 | for j in range(cell.GetNumberOfPoints()-2):
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| 292 | if (j % 2 == 0):
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| 293 | n1 = cell.GetPointId(j)
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| 294 | n2 = cell.GetPointId(j+1)
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| 295 | n3 = cell.GetPointId(j+2)
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| 296 | else:
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| 297 | n1 = cell.GetPointId(j)
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| 298 | n2 = cell.GetPointId(j+2)
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| 299 | n3 = cell.GetPointId(j+1)
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| 300 |
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| 301 | BlenderAddFace(me, faces, n1, n2, n3)
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| 302 | # Do polygon
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| 303 | if pdata.GetCellType(i)==7:
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| 304 | # Add a vert at the center of the polygon,
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| 305 | # and break into triangles
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| 306 | x = 0.0
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| 307 | y = 0.0
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| 308 | z = 0.0
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| 309 | scal = 0.0
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| 310 | N = cell.GetNumberOfPoints()
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| 311 | for j in range(N):
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| 312 | point = pdata.GetPoint(cell.GetPointId(j))
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| 313 | x = x + point[0]
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| 314 | y = y + point[1]
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| 315 | z = z + point[2]
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| 316 | if (scalars != None):
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| 317 | scal = scal + scalars.GetTuple1(j)
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| 318 | x = x / N
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| 319 | y = y / N
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| 320 | z = z / N
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| 321 | scal = scal / N
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| 322 |
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| 323 | newidx = len(me.verts)
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| 324 | me.verts.extend(x,y,z)
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| 325 |
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| 326 | if (scalars != None):
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| 327 | try:
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| 328 | # VTK 5.x
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| 329 | scolor = [0,0,0]
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| 330 | plut.GetColor(scal, scolor)
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| 331 | color = map(VTKToBlenderColor, scolor)
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| 332 | except:
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| 333 | color = map(VTKToBlenderColor, plut.GetColor(scal))
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| 334 | alpha = int(plut.GetOpacity(scalars.GetTuple1(i))*255)
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| 335 |
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| 336 | colors.append([color[0], color[1], color[2], alpha])
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| 337 |
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| 338 | # Add triangles connecting polynomial sides to new vert
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| 339 | for j in range(N):
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| 340 | n1 = cell.GetPointId(j)
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| 341 | n2 = cell.GetPointId( (j+1) % N )
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| 342 | n3 = newidx
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| 343 | BlenderAddFace(me, faces, n1, n2, n3)
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| 344 |
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| 345 | # Do pixel
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| 346 | if pdata.GetCellType(i)==8:
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| 347 | n1 = cell.GetPointId(0)
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| 348 | n2 = cell.GetPointId(1)
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| 349 | n3 = cell.GetPointId(2)
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| 350 | n4 = cell.GetPointId(3)
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| 351 |
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| 352 | BlenderAddFace(me, faces, n1, n2, n3, n4)
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| 353 | # Do quad
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| 354 | if pdata.GetCellType(i)==9:
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| 355 | n1 = cell.GetPointId(0)
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| 356 | n2 = cell.GetPointId(1)
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| 357 | n3 = cell.GetPointId(2)
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| 358 | n4 = cell.GetPointId(3)
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| 359 |
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| 360 | BlenderAddFace(me, faces, n1, n2, n3, n4)
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| 361 |
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| 362 | if len(edges) > 0:
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| 363 | me.edges.extend(edges)
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| 364 | if len(faces) > 0:
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| 365 | me.faces.extend(faces)
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| 366 |
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| 367 | if ( flags & SMOOTH_FACES):
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| 368 | for f in me.faces:
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| 369 | f.smooth = 1
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| 370 |
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| 371 | # Some faces in me.faces may have been discarded from our
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| 372 | # list, so best to compute the vertex colors after the faces
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| 373 | # have been added to the mesh
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| 374 | if (colors != None):
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| 375 | me.vertexColors = 1
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| 376 | for f in me.faces:
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| 377 | f_col = []
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| 378 | for v in f.v:
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| 379 | f_col.append(colors[v.index])
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| 380 |
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| 381 | SetVColors(f.col, f_col)
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| 382 |
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| 383 | if not me.materials:
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| 384 | if oldmats:
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| 385 | me.materials = oldmats
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| 386 | else:
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| 387 | newmat = Material.New()
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| 388 | if (colors != None):
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| 389 | newmat.mode |= Material.Modes.VCOL_PAINT
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| 390 | me.materials = [newmat]
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| 391 |
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| 392 | if (newmesh==0):
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| 393 | me.update()
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| 394 |
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| 395 | return me
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| 396 |
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| 397 | def VTKToBlenderColor(x):
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| 398 | return int(255*float(x)+0.5)
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| 399 |
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| 400 | def BlenderAddFace(me, faces, n1, n2, n3, n4=None):
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| 401 |
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| 402 | if (n4 != None):
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| 403 | faces.append([me.verts[n1], me.verts[n2], \
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| 404 | me.verts[n3], me.verts[n4]])
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| 405 | else:
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| 406 | faces.append([me.verts[n1], me.verts[n2], me.verts[n3]])
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| 407 |
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| 408 | def BlenderAddEdge(me, edges, n1, n2):
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| 409 | edges.append([me.verts[n1], me.verts[n2]])
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| 410 |
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| 411 |
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| 412 | def SetVColors(col, vcols):
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| 413 | for j in range(len(col)):
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| 414 |
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| 415 | col[j].r = vcols[j][0]
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| 416 | col[j].g = vcols[j][1]
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| 417 | col[j].b = vcols[j][2]
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| 418 | if len(vcols[j]) == 3:
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| 419 | col[j].a = 255
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| 420 | else:
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| 421 | col[j].a = vcols[j][3]
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| 422 |
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