fix for [#17871] PLY file import: blender seems to loose vertex color information
use Mesh rather then NMesh
This commit is contained in:
@@ -143,10 +143,10 @@ def file_callback(filename):
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normal_key = rvec3d(normal)
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if faceUV:
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uvcoord= tuple(uv[j])
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uvcoord= uv[j][0], 1.0-uv[j][1]
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uvcoord_key = rvec2d(uvcoord)
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elif vertexUV:
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uvcoord= tuple(v.uvco)
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uvcoord= v.uvco[0], 1.0-v.uvco[1]
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uvcoord_key = rvec2d(uvcoord)
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if vertexColors: color= col[j].r, col[j].g, col[j].b
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@@ -209,8 +209,8 @@ def file_callback(filename):
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for j, v in enumerate(f):
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if f.smooth: normal= rvec3d(v.no)
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else: normal= no
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if faceUV: uvcoord= rvec2d(uv[j])
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elif vertexUV: uvcoord= rvec2d(v.uvco)
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if faceUV: uvcoord= rvec2d((uv[j][0], 1.0-uv[j][1]))
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elif vertexUV: uvcoord= rvec2d((v.uvco[0], 1.0-v.uvco[1]))
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if vertexColors: color= col[j].r, col[j].g, col[j].b
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file.write('%d ' % vdict[v.index][normal, uvcoord, color])
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@@ -2,13 +2,13 @@
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"""
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Name: 'Stanford PLY (*.ply)...'
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Blender: 241
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Blender: 248
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Group: 'Import'
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Tip: 'Import a Stanford PLY file'
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"""
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__author__ = 'Bruce Merry'
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__version__ = '0.92'
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__version__ = '0.93'
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__bpydoc__ = """\
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This script imports Stanford PLY files into Blender. It supports per-vertex
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normals, and per-face colours and texture coordinates.
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@@ -35,20 +35,20 @@ Run this script from "File->Import" and select the desired PLY file.
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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# Updated by Campbell Barton AKA Ideasman, 10% faster code.
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# 20th Oct 2008, 0.93 - Updated by Campbell Barton AKA ideasman42, use Mesh rather then NMesh, dont import normals, vcolors work again.
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# Updated by Campbell Barton AKA Ideasman42, 10% faster code.
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# Portions of this code are taken from mod_meshtools.py in Blender
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# 2.32.
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import Blender
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try:
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import re, struct, StringIO
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import re, struct
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except:
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struct= None
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class element_spec:
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name = ''
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count = 0
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class element_spec(object):
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__slots__ = 'name', 'count', 'properties'
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def __init__(self, name, count):
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self.name = name
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self.count = count
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@@ -64,10 +64,8 @@ class element_spec:
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if p.name == name: return i
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return -1
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class property_spec:
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name = ''
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list_type = ''
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numeric_type = ''
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class property_spec(object):
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__slots__ = 'name', 'list_type', 'numeric_type'
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def __init__(self, name, list_type, numeric_type):
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self.name = name
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self.list_type = list_type
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@@ -117,14 +115,17 @@ class property_spec:
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else:
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return self.read_format(format, 1, self.numeric_type, stream)[0]
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class object_spec:
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class object_spec(object):
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__slots__ = 'specs'
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'A list of element_specs'
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specs = []
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def __init__(self):
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self.specs = []
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def load(self, format, stream):
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return dict([(i.name,[i.load(format, stream) for j in xrange(i.count) ]) for i in self.specs])
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'''
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# Longhand for above LC
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answer = {}
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for i in self.specs:
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answer[i.name] = []
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@@ -176,7 +177,7 @@ def read(filename):
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if (len(tokens) < 3):
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print 'Invalid format line'
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return None
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if (tokens[1] not in format_specs.keys()):
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if (tokens[1] not in format_specs): # .keys()): # keys is implicit
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print 'Unknown format', tokens[1]
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return None
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if (tokens[2] != version):
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@@ -209,115 +210,132 @@ def read(filename):
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return (obj_spec, obj);
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def add_face(vertices, varr, indices, uvindices, colindices):
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face = Blender.NMesh.Face([varr[i] for i in indices])
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for index in indices:
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vertex = vertices[index];
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if uvindices:
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face.uv.append((vertex[uvindices[0]], 1.0 - vertex[uvindices[1]]))
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face.mode &= ~Blender.NMesh.FaceModes.TEX
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if colindices:
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if not uvindices: face.uv.append((0, 0)) # Force faceUV
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face.col.append(Blender.NMesh.Col(vertex[colindices[0]], vertex[colindices[1]], vertex[colindices[2]], 255))
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face.mode &= ~Blender.NMesh.FaceModes.TEX
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return face
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def filesel_callback(filename):
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def load_ply(filename):
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t = Blender.sys.time()
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(obj_spec, obj) = read(filename)
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obj_spec, obj = read(filename)
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if obj == None:
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print 'Invalid file'
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return
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vmap = {}
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varr = []
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uvindices = None
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noindices = None
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colindices = None
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uvindices = colindices = None
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# noindices = None # Ignore normals
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for el in obj_spec.specs:
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if el.name == 'vertex':
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vindices = vindices_x, vindices_y, vindices_z = (el.index('x'), el.index('y'), el.index('z'))
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if el.index('nx') >= 0 and el.index('ny') >= 0 and el.index('nz') >= 0:
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noindices = (el.index('nx'), el.index('ny'), el.index('nz'))
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if el.index('s') >= 0 and el.index('t') >= 0:
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# noindices = (el.index('nx'), el.index('ny'), el.index('nz'))
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# if -1 in noindices: noindices = None
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uvindices = (el.index('s'), el.index('t'))
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if el.index('red') >= 0 and el.index('green') and el.index('blue') >= 0:
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if -1 in uvindices: uvindices = None
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colindices = (el.index('red'), el.index('green'), el.index('blue'))
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if -1 in colindices: colindices = None
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elif el.name == 'face':
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findex = el.index('vertex_indices')
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mesh_faces = []
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mesh_uvs = []
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mesh_colors = []
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mesh = Blender.NMesh.GetRaw()
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NMVert = Blender.NMesh.Vert
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for v in obj['vertex']:
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def add_face(vertices, indices, uvindices, colindices):
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mesh_faces.append(indices)
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if uvindices: mesh_uvs.append([ (vertices[index][uvindices[0]], 1.0 - vertices[index][uvindices[1]]) for index in indices])
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if colindices: mesh_colors.append([ (vertices[index][colindices[0]], vertices[index][colindices[1]], vertices[index][colindices[2]]) for index in indices])
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if noindices > 0:
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x,y,z,nx,ny,nz = vkey =\
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(v[vindices_x], v[vindices_y], v[vindices_z],\
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v[noindices[0]], v[noindices[1]], v[noindices[2]])
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else:
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x,y,z = vkey = (v[vindices_x], v[vindices_y], v[vindices_z])
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#if not vmap.has_key(vkey):
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try: # try uses 1 less dict lookup
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varr.append(vmap[vkey])
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except:
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nmv = NMVert(vkey[0], vkey[1], vkey[2])
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mesh.verts.append(nmv)
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if noindices > 0:
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nmv.no[0] = vkey[3]
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nmv.no[1] = vkey[4]
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nmv.no[2] = vkey[5]
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vmap[vkey] = nmv
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varr.append(vmap[vkey])
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if uvindices or colindices:
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# If we have Cols or UVs then we need to check the face order.
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add_face_simple = add_face
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# EVIL EEKADOODLE - face order annoyance.
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def add_face(vertices, indices, uvindices, colindices):
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if len(indices)==4:
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if indices[2]==0 or indices[3]==0:
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indices= indices[2], indices[3], indices[0], indices[1]
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elif len(indices)==3:
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if indices[2]==0:
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indices= indices[1], indices[2], indices[0]
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add_face_simple(vertices, indices, uvindices, colindices)
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verts = obj['vertex']
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if 'face' in obj:
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for f in obj['face']:
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ind = f[findex]
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nind = len(ind)
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if nind <= 4:
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mesh.faces.append(add_face(verts, varr, ind, uvindices, colindices))
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len_ind = len(ind)
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if len_ind <= 4:
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add_face(verts, ind, uvindices, colindices)
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else:
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for j in xrange(nind - 2):
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mesh.faces.append(add_face(verts, varr, (ind[0], ind[j + 1], ind[j + 2]), uvindices, colindices))
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# Fan fill the face
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for j in xrange(len_ind - 2):
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add_face(verts, (ind[0], ind[j + 1], ind[j + 2]), uvindices, colindices)
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mesh = Blender.Mesh.New()
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del obj # Reclaim memory
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mesh.verts.extend([(v[vindices_x], v[vindices_y], v[vindices_z]) for v in obj['vertex']])
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if mesh_faces:
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mesh.faces.extend(mesh_faces, smooth=True, ignoreDups=True)
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if uvindices or colindices:
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if uvindices: mesh.faceUV = True
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if colindices: mesh.vertexColors = True
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for i, f in enumerate(mesh.faces):
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if uvindices:
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ply_uv = mesh_uvs[i]
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for j, uv in enumerate(f.uv):
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uv[:] = ply_uv[j]
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if colindices:
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ply_col = mesh_colors[i]
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for j, col in enumerate(f.col):
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col.r, col.g, col.b = ply_col[j]
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mesh.calcNormals()
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'''
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if noindices:
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normals = 1
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else:
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normals = 0
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'''
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objname = Blender.sys.splitext(Blender.sys.basename(filename))[0]
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scn= Blender.Scene.GetCurrent()
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scn.objects.selected = []
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mesh.name= objname
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scn.objects.new(mesh)
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scn.objects.active = scn.objects.new(mesh)
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Blender.Redraw()
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Blender.Window.DrawProgressBar(1.0, '')
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print '\nSuccessfully imported ' + Blender.sys.basename(filename) + ' ' + str(Blender.sys.time()-t)
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print '\nSuccessfully imported "%s" in %.3f sec' % (filename, Blender.sys.time()-t)
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def main():
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if not struct:
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Blender.Draw.PupMenu('This importer requires a full python install')
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msg = 'This importer requires a full python install'
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if Blender.mode == 'background': print msg
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else: Blender.Draw.PupMenu(msg)
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return
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Blender.Window.FileSelector(filesel_callback, 'Import PLY', '*.ply')
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Blender.Window.FileSelector(load_ply, 'Import PLY', '*.ply')
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if __name__=='__main__':
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main()
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'''
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import bpy
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import os
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files = os.popen('find /fe/ply -iname "*.ply"').readlines()
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files.sort()
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tot = len(files)
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for i, f in enumerate(files):
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if i < 26 or i > 1000000:
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continue
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#if i != 12686:
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# continue
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f = f.strip()
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print f, i, tot
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sce = bpy.data.scenes.new(f.split('/')[-1])
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bpy.data.scenes.active = sce
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# Window.
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load_ply(f)
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'''
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