fix for [#17871] PLY file import: blender seems to loose vertex color information

use Mesh rather then NMesh
This commit is contained in:
2008-10-20 13:36:18 +00:00
parent 47345cfd78
commit fd1dcada60
2 changed files with 110 additions and 92 deletions

View File

@@ -143,10 +143,10 @@ def file_callback(filename):
normal_key = rvec3d(normal) normal_key = rvec3d(normal)
if faceUV: if faceUV:
uvcoord= tuple(uv[j]) uvcoord= uv[j][0], 1.0-uv[j][1]
uvcoord_key = rvec2d(uvcoord) uvcoord_key = rvec2d(uvcoord)
elif vertexUV: elif vertexUV:
uvcoord= tuple(v.uvco) uvcoord= v.uvco[0], 1.0-v.uvco[1]
uvcoord_key = rvec2d(uvcoord) uvcoord_key = rvec2d(uvcoord)
if vertexColors: color= col[j].r, col[j].g, col[j].b if vertexColors: color= col[j].r, col[j].g, col[j].b
@@ -209,8 +209,8 @@ def file_callback(filename):
for j, v in enumerate(f): for j, v in enumerate(f):
if f.smooth: normal= rvec3d(v.no) if f.smooth: normal= rvec3d(v.no)
else: normal= no else: normal= no
if faceUV: uvcoord= rvec2d(uv[j]) if faceUV: uvcoord= rvec2d((uv[j][0], 1.0-uv[j][1]))
elif vertexUV: uvcoord= rvec2d(v.uvco) elif vertexUV: uvcoord= rvec2d((v.uvco[0], 1.0-v.uvco[1]))
if vertexColors: color= col[j].r, col[j].g, col[j].b if vertexColors: color= col[j].r, col[j].g, col[j].b
file.write('%d ' % vdict[v.index][normal, uvcoord, color]) file.write('%d ' % vdict[v.index][normal, uvcoord, color])

View File

@@ -2,13 +2,13 @@
""" """
Name: 'Stanford PLY (*.ply)...' Name: 'Stanford PLY (*.ply)...'
Blender: 241 Blender: 248
Group: 'Import' Group: 'Import'
Tip: 'Import a Stanford PLY file' Tip: 'Import a Stanford PLY file'
""" """
__author__ = 'Bruce Merry' __author__ = 'Bruce Merry'
__version__ = '0.92' __version__ = '0.93'
__bpydoc__ = """\ __bpydoc__ = """\
This script imports Stanford PLY files into Blender. It supports per-vertex This script imports Stanford PLY files into Blender. It supports per-vertex
normals, and per-face colours and texture coordinates. normals, and per-face colours and texture coordinates.
@@ -35,20 +35,20 @@ Run this script from "File->Import" and select the desired PLY file.
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
# Updated by Campbell Barton AKA Ideasman, 10% faster code. # 20th Oct 2008, 0.93 - Updated by Campbell Barton AKA ideasman42, use Mesh rather then NMesh, dont import normals, vcolors work again.
# Updated by Campbell Barton AKA Ideasman42, 10% faster code.
# Portions of this code are taken from mod_meshtools.py in Blender # Portions of this code are taken from mod_meshtools.py in Blender
# 2.32. # 2.32.
import Blender import Blender
try: try:
import re, struct, StringIO import re, struct
except: except:
struct= None struct= None
class element_spec: class element_spec(object):
name = '' __slots__ = 'name', 'count', 'properties'
count = 0
def __init__(self, name, count): def __init__(self, name, count):
self.name = name self.name = name
self.count = count self.count = count
@@ -64,10 +64,8 @@ class element_spec:
if p.name == name: return i if p.name == name: return i
return -1 return -1
class property_spec: class property_spec(object):
name = '' __slots__ = 'name', 'list_type', 'numeric_type'
list_type = ''
numeric_type = ''
def __init__(self, name, list_type, numeric_type): def __init__(self, name, list_type, numeric_type):
self.name = name self.name = name
self.list_type = list_type self.list_type = list_type
@@ -117,14 +115,17 @@ class property_spec:
else: else:
return self.read_format(format, 1, self.numeric_type, stream)[0] return self.read_format(format, 1, self.numeric_type, stream)[0]
class object_spec: class object_spec(object):
__slots__ = 'specs'
'A list of element_specs' 'A list of element_specs'
specs = [] def __init__(self):
self.specs = []
def load(self, format, stream): def load(self, format, stream):
return dict([(i.name,[i.load(format, stream) for j in xrange(i.count) ]) for i in self.specs]) return dict([(i.name,[i.load(format, stream) for j in xrange(i.count) ]) for i in self.specs])
''' '''
# Longhand for above LC
answer = {} answer = {}
for i in self.specs: for i in self.specs:
answer[i.name] = [] answer[i.name] = []
@@ -176,7 +177,7 @@ def read(filename):
if (len(tokens) < 3): if (len(tokens) < 3):
print 'Invalid format line' print 'Invalid format line'
return None return None
if (tokens[1] not in format_specs.keys()): if (tokens[1] not in format_specs): # .keys()): # keys is implicit
print 'Unknown format', tokens[1] print 'Unknown format', tokens[1]
return None return None
if (tokens[2] != version): if (tokens[2] != version):
@@ -209,115 +210,132 @@ def read(filename):
return (obj_spec, obj); return (obj_spec, obj);
def load_ply(filename):
def add_face(vertices, varr, indices, uvindices, colindices):
face = Blender.NMesh.Face([varr[i] for i in indices])
for index in indices:
vertex = vertices[index];
if uvindices:
face.uv.append((vertex[uvindices[0]], 1.0 - vertex[uvindices[1]]))
face.mode &= ~Blender.NMesh.FaceModes.TEX
if colindices:
if not uvindices: face.uv.append((0, 0)) # Force faceUV
face.col.append(Blender.NMesh.Col(vertex[colindices[0]], vertex[colindices[1]], vertex[colindices[2]], 255))
face.mode &= ~Blender.NMesh.FaceModes.TEX
return face
def filesel_callback(filename):
t = Blender.sys.time() t = Blender.sys.time()
(obj_spec, obj) = read(filename) obj_spec, obj = read(filename)
if obj == None: if obj == None:
print 'Invalid file' print 'Invalid file'
return return
vmap = {}
varr = [] uvindices = colindices = None
uvindices = None # noindices = None # Ignore normals
noindices = None
colindices = None
for el in obj_spec.specs: for el in obj_spec.specs:
if el.name == 'vertex': if el.name == 'vertex':
vindices = vindices_x, vindices_y, vindices_z = (el.index('x'), el.index('y'), el.index('z')) vindices = vindices_x, vindices_y, vindices_z = (el.index('x'), el.index('y'), el.index('z'))
if el.index('nx') >= 0 and el.index('ny') >= 0 and el.index('nz') >= 0: # noindices = (el.index('nx'), el.index('ny'), el.index('nz'))
noindices = (el.index('nx'), el.index('ny'), el.index('nz')) # if -1 in noindices: noindices = None
if el.index('s') >= 0 and el.index('t') >= 0:
uvindices = (el.index('s'), el.index('t')) uvindices = (el.index('s'), el.index('t'))
if el.index('red') >= 0 and el.index('green') and el.index('blue') >= 0: if -1 in uvindices: uvindices = None
colindices = (el.index('red'), el.index('green'), el.index('blue')) colindices = (el.index('red'), el.index('green'), el.index('blue'))
if -1 in colindices: colindices = None
elif el.name == 'face': elif el.name == 'face':
findex = el.index('vertex_indices') findex = el.index('vertex_indices')
mesh_faces = []
mesh_uvs = []
mesh_colors = []
mesh = Blender.NMesh.GetRaw() def add_face(vertices, indices, uvindices, colindices):
NMVert = Blender.NMesh.Vert mesh_faces.append(indices)
for v in obj['vertex']: if uvindices: mesh_uvs.append([ (vertices[index][uvindices[0]], 1.0 - vertices[index][uvindices[1]]) for index in indices])
if colindices: mesh_colors.append([ (vertices[index][colindices[0]], vertices[index][colindices[1]], vertices[index][colindices[2]]) for index in indices])
if noindices > 0:
x,y,z,nx,ny,nz = vkey =\ if uvindices or colindices:
(v[vindices_x], v[vindices_y], v[vindices_z],\ # If we have Cols or UVs then we need to check the face order.
v[noindices[0]], v[noindices[1]], v[noindices[2]]) add_face_simple = add_face
else:
x,y,z = vkey = (v[vindices_x], v[vindices_y], v[vindices_z]) # EVIL EEKADOODLE - face order annoyance.
#if not vmap.has_key(vkey): def add_face(vertices, indices, uvindices, colindices):
try: # try uses 1 less dict lookup if len(indices)==4:
varr.append(vmap[vkey]) if indices[2]==0 or indices[3]==0:
except: indices= indices[2], indices[3], indices[0], indices[1]
nmv = NMVert(vkey[0], vkey[1], vkey[2]) elif len(indices)==3:
mesh.verts.append(nmv) if indices[2]==0:
if noindices > 0: indices= indices[1], indices[2], indices[0]
nmv.no[0] = vkey[3]
nmv.no[1] = vkey[4] add_face_simple(vertices, indices, uvindices, colindices)
nmv.no[2] = vkey[5]
vmap[vkey] = nmv
varr.append(vmap[vkey])
verts = obj['vertex'] verts = obj['vertex']
if 'face' in obj: if 'face' in obj:
for f in obj['face']: for f in obj['face']:
ind = f[findex] ind = f[findex]
nind = len(ind) len_ind = len(ind)
if nind <= 4: if len_ind <= 4:
mesh.faces.append(add_face(verts, varr, ind, uvindices, colindices)) add_face(verts, ind, uvindices, colindices)
else: else:
for j in xrange(nind - 2): # Fan fill the face
mesh.faces.append(add_face(verts, varr, (ind[0], ind[j + 1], ind[j + 2]), uvindices, colindices)) for j in xrange(len_ind - 2):
add_face(verts, (ind[0], ind[j + 1], ind[j + 2]), uvindices, colindices)
mesh = Blender.Mesh.New()
del obj # Reclaim memory mesh.verts.extend([(v[vindices_x], v[vindices_y], v[vindices_z]) for v in obj['vertex']])
if mesh_faces:
mesh.faces.extend(mesh_faces, smooth=True, ignoreDups=True)
if uvindices or colindices:
if uvindices: mesh.faceUV = True
if colindices: mesh.vertexColors = True
for i, f in enumerate(mesh.faces):
if uvindices:
ply_uv = mesh_uvs[i]
for j, uv in enumerate(f.uv):
uv[:] = ply_uv[j]
if colindices:
ply_col = mesh_colors[i]
for j, col in enumerate(f.col):
col.r, col.g, col.b = ply_col[j]
mesh.calcNormals()
'''
if noindices:
normals = 1
else:
normals = 0
'''
objname = Blender.sys.splitext(Blender.sys.basename(filename))[0] objname = Blender.sys.splitext(Blender.sys.basename(filename))[0]
scn= Blender.Scene.GetCurrent() scn= Blender.Scene.GetCurrent()
scn.objects.selected = [] scn.objects.selected = []
mesh.name= objname mesh.name= objname
scn.objects.new(mesh) scn.objects.active = scn.objects.new(mesh)
Blender.Redraw() Blender.Redraw()
Blender.Window.DrawProgressBar(1.0, '') Blender.Window.DrawProgressBar(1.0, '')
print '\nSuccessfully imported ' + Blender.sys.basename(filename) + ' ' + str(Blender.sys.time()-t) print '\nSuccessfully imported "%s" in %.3f sec' % (filename, Blender.sys.time()-t)
def main(): def main():
if not struct: if not struct:
Blender.Draw.PupMenu('This importer requires a full python install') msg = 'This importer requires a full python install'
if Blender.mode == 'background': print msg
else: Blender.Draw.PupMenu(msg)
return return
Blender.Window.FileSelector(filesel_callback, 'Import PLY', '*.ply') Blender.Window.FileSelector(load_ply, 'Import PLY', '*.ply')
if __name__=='__main__': if __name__=='__main__':
main() main()
'''
import bpy
import os
files = os.popen('find /fe/ply -iname "*.ply"').readlines()
files.sort()
tot = len(files)
for i, f in enumerate(files):
if i < 26 or i > 1000000:
continue
#if i != 12686:
# continue
f = f.strip()
print f, i, tot
sce = bpy.data.scenes.new(f.split('/')[-1])
bpy.data.scenes.active = sce
# Window.
load_ply(f)
'''