ply export patch 5576 applied with parts rewritten.

BPyMesh getMeshFromObject bugfix in some cases non mesh object types could be a problem.
This commit is contained in:
2007-01-09 16:01:38 +00:00
parent a18275c818
commit e2da632f8f
2 changed files with 141 additions and 68 deletions

View File

@@ -408,11 +408,9 @@ def getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=Tru
Dont apply modifiers, copy the mesh. Dont apply modifiers, copy the mesh.
So we can transform the data. its easiest just to get a copy of the mesh. So we can transform the data. its easiest just to get a copy of the mesh.
''' '''
tempob= Blender.Object.New('Mesh') tempob= scn.objects.new(ob.getData(mesh=1))
tempob.shareFrom(ob)
scn.link(tempob)
mesh.getFromObject(tempob) mesh.getFromObject(tempob)
scn.unlink(tempob) scn.objects.unlink(tempob)
if type == 'Mesh': if type == 'Mesh':
if vgroups: if vgroups:

View File

@@ -8,13 +8,15 @@ Tooltip: 'Export active object to Stanford PLY format'
""" """
import Blender import Blender
from Blender import Mesh, Scene, Window, sys, Image, Draw
import BPyMesh import BPyMesh
__author__ = "Bruce Merry" __author__ = "Bruce Merry"
__version__ = "0.9" __version__ = "0.92"
__bpydoc__ = """\ __bpydoc__ = """\
This script exports Stanford PLY files from Blender. It supports per-vertex This script exports Stanford PLY files from Blender. It supports normals,
normals and per-face colours and texture coordinates. colours, and texture coordinates per face or per vertex.
Only one mesh can be exported at a time.
""" """
# Copyright (C) 2004, 2005: Bruce Merry, bmerry@cs.uct.ac.za # Copyright (C) 2004, 2005: Bruce Merry, bmerry@cs.uct.ac.za
@@ -32,108 +34,181 @@ normals and per-face colours and texture coordinates.
# You should have received a copy of the GNU General Public License # You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation, # along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
# Vector rounding se we can use as keys # Vector rounding se we can use as keys
def rvec3d(v): return round(v.x, 6), round(v.y, 6), round(v.z, 6) #
def rvec2d(v): return round(v.x, 6), round(v.y, 6) #
def rcol(c): return c.r, c.g, c.b # Updated on Jan 1, 2007 by Gabe Ghearing
# - fixed normals so they are correctly smooth/flat
# - fixed crash when the model doesn't have uv coords or vertex colors
# - fixed crash when the model has vertex colors but doesn't have uv coords
# - changed float32 to float and uint8 to uchar for compatibility
# Errata/Notes as of Jan 1, 2007
# - script exports texture coords if they exist even if TexFace isn't selected (not a big deal to me)
# - ST(R) should probably be renamed UV(T) like in most PLY files (importer needs to be updated to take either)
#
# Updated on Jan 3, 2007 by Gabe Ghearing
# - fixed "sticky" vertex UV exporting
# - added pupmenu to enable/disable exporting normals, uv coords, and colors
# Errata/Notes as of Jan 3, 2007
# - ST(R) coords should probably be renamed UV(T) like in most PLY files (importer needs to be updated to take either)
# - edges should be exported since PLY files support them
# - code is getting spaghettish, it should be refactored...
#
def rvec3d(v): return round(v[0], 6), round(v[1], 6), round(v[2], 6)
def rvec2d(v): return round(v[0], 6), round(v[1], 6)
def file_callback(filename): def file_callback(filename):
if not filename.lower().endswith('.ply'): if not filename.lower().endswith('.ply'):
filename += '.ply' filename += '.ply'
scn= Blender.Scene.GetCurrent() scn= Blender.Scene.GetCurrent()
object= scn.getActiveObject() ob= scn.objects.active
if not object: if not ob:
Blender.Draw.PupMenu('Error%t|Select 1 active object') Blender.Draw.PupMenu('Error%t|Select 1 active object')
return return
file = open(filename, 'wb') file = open(filename, 'wb')
mesh = BPyMesh.getMeshFromObject(object, None, True, False, scn) EXPORT_APPLY_MODIFIERS = Draw.Create(1)
EXPORT_NORMALS = Draw.Create(1)
EXPORT_UV = Draw.Create(1)
EXPORT_COLORS = Draw.Create(1)
#EXPORT_EDGES = Draw.Create(0)
pup_block = [\
('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data.'),\
('Normals', EXPORT_NORMALS, 'Export vertex normal data.'),\
('UVs', EXPORT_UV, 'Export texface UV coords.'),\
('Colors', EXPORT_COLORS, 'Export vertex Colors.'),\
#('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
]
if not Draw.PupBlock('Export...', pup_block):
return
Window.WaitCursor(1)
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
EXPORT_NORMALS = EXPORT_NORMALS.val
EXPORT_UV = EXPORT_UV.val
EXPORT_COLORS = EXPORT_COLORS.val
#EXPORT_EDGES = EXPORT_EDGES.val
mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn)
if not mesh: if not mesh:
Blender.Draw.PupMenu('Error%t|Could not get mesh data from active object') Blender.Draw.PupMenu('Error%t|Could not get mesh data from active object')
return return
mesh.transform(object.matrixWorld)
if mesh.vertexColors or mesh.faceUV: mesh.transform(ob.matrixWorld)
mesh.faceUV= 1
have_uv= True
else:
have_uv= False
faceUV = mesh.faceUV
vertexUV = mesh.vertexUV
vertexColors = mesh.vertexColors
if (not faceUV) and (not vertexUV): EXPORT_UV = False
if not vertexColors: EXPORT_COLORS = False
if not EXPORT_UV: faceUV = vertexUV = False
if not EXPORT_COLORS: vertexColors = False
# incase
color = uvcoord = uvcoord_key = normal = normal_key = None
verts = [] # list of dictionaries verts = [] # list of dictionaries
vdict = {} # (index, normal, uv) -> new index # vdict = {} # (index, normal, uv) -> new index
vdict = [{} for i in xrange(len(mesh.verts))]
vert_count = 0
for i, f in enumerate(mesh.faces): for i, f in enumerate(mesh.faces):
f_col= f.col smooth = f.smooth
f_uv= f.uv if not smooth:
for j, v in enumerate(f.v): normal = tuple(f.no)
index = v.index normal_key = rvec3d(normal)
if have_uv: if faceUV: uv = f.uv
vdata = v.co, v.no if vertexColors: col = f.col
uv= f_uv[j] for j, v in enumerate(f):
col= f_col[j] if smooth:
vdata = v.co, v.no, uv, col normal= v.no
key = index, rvec3d(v.no), rcol(col), rvec2d(uv) normal_key = rvec3d(normal)
else:
vdata = v.co, v.no if faceUV:
key = index, rvec3d(v.no) uvcoord= tuple(uv[j])
uvcoord_key = rvec2d(uvcoord)
if not vdict.has_key(key): elif vertexUV:
vdict[key] = len(verts); uvcoord= tuple(v.uvco)
verts.append(vdata) uvcoord_key = rvec2d(uvcoord)
if vertexColors: color= col[j].r, col[j].g, col[j].b
key = normal_key, uvcoord_key, color
vdict_local = vdict[v.index]
if (not vdict_local) or (not vdict_local.has_key(key)):
vdict_local[key] = vert_count;
verts.append( (tuple(v.co), normal, uvcoord, color) )
vert_count += 1
file.write('ply\n') file.write('ply\n')
file.write('format ascii 1.0\n') file.write('format ascii 1.0\n')
file.write('Created by Blender3D %s - www.blender.org, source file: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] )) file.write('Created by Blender3D %s - www.blender.org, source file: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] ))
file.write('element vertex %d\n' % len(verts)) file.write('element vertex %d\n' % len(verts))
file.write('property float32 x\n') file.write('property float x\n')
file.write('property float32 y\n') file.write('property float y\n')
file.write('property float32 z\n') file.write('property float z\n')
file.write('property float32 nx\n') if EXPORT_NORMALS:
file.write('property float32 ny\n') file.write('property float nx\n')
file.write('property float32 nz\n') file.write('property float ny\n')
file.write('property float nz\n')
if have_uv: if EXPORT_UV:
file.write('property float32 s\n') file.write('property float s\n')
file.write('property float32 t\n') file.write('property float t\n')
file.write('property uint8 red\n') if EXPORT_COLORS:
file.write('property uint8 green\n') file.write('property uchar red\n')
file.write('property uint8 blue\n') file.write('property uchar green\n')
file.write('property uchar blue\n')
file.write('element face %d\n' % len(mesh.faces)) file.write('element face %d\n' % len(mesh.faces))
file.write('property list uint8 int32 vertex_indices\n') file.write('property list uchar uint vertex_indices\n')
file.write('end_header\n') file.write('end_header\n')
for i, v in enumerate(verts): for i, v in enumerate(verts):
file.write('%.6f %.6f %.6f ' % tuple(v[0])) # co file.write('%.6f %.6f %.6f ' % v[0]) # co
file.write('%.6f %.6f %.6f ' % tuple(v[1])) # no if EXPORT_NORMALS:
file.write('%.6f %.6f %.6f ' % v[1]) # no
if have_uv: if EXPORT_UV:
file.write('%.6f %.6f %u %u %u' % (v[2].x, v[2].y, v[3].r, v[3].g, v[3].b)) # uv/col file.write('%.6f %.6f ' % v[2]) # uv
if EXPORT_COLORS:
file.write('%u %u %u' % v[3]) # col
file.write('\n') file.write('\n')
for (i, f) in enumerate(mesh.faces): for (i, f) in enumerate(mesh.faces):
file.write('%d ' % len(f)) file.write('%d ' % len(f))
smooth = f.smooth
if not smooth: no = rvec3d(f.no)
f_col= f.col if faceUV: uv = f.uv
f_uv= f.uv if vertexColors: col = f.col
for j, v in enumerate(f):
for j, v in enumerate(f.v): if f.smooth: normal= rvec3d(v.no)
index = v.index else: normal= no
if faceUV: uvcoord= rvec2d(uv[j])
elif vertexUV: uvcoord= rvec2d(v.uvco)
if vertexColors: color= col[j].r, col[j].g, col[j].b
co = v.co
if have_uv: file.write('%d ' % vdict[v.index][normal, uvcoord, color])
uv= f_uv[j]
col= f_col[j]
key = index, rvec3d(v.no), rcol(col), rvec2d(uv)
else:
key = index, rvec3d(v.no)
file.write('%d ' % vdict[key])
file.write('\n') file.write('\n')
file.close() file.close()