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blender-archive/release/scripts/io/export_ply.py
Campbell Barton 16d26b7eb1 cleanup duplicate GPL haeders, blender made 2.4x __bpydoc__ into __doc__, removed version info, (thats what svn logs are for).
also moved create_derived_objects & free_derived_objects into io_utils, used by x3d and 3ds.
2010-09-01 02:48:23 +00:00

282 lines
8.4 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# Copyright (C) 2004, 2005: Bruce Merry, bmerry@cs.uct.ac.za
# Contributors: Bruce Merry, Campbell Barton
import bpy
"""
This script exports Stanford PLY files from Blender. It supports normals,
colours, and texture coordinates per face or per vertex.
Only one mesh can be exported at a time.
"""
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 write(filename, scene, ob, \
EXPORT_APPLY_MODIFIERS=True,\
EXPORT_NORMALS=True,\
EXPORT_UV=True,\
EXPORT_COLORS=True):
if not filename.lower().endswith('.ply'):
filename += '.ply'
if not ob:
raise Exception("Error, Select 1 active object")
return
file = open(filename, 'w')
#EXPORT_EDGES = Draw.Create(0)
"""
is_editmode = Blender.Window.EditMode()
if is_editmode:
Blender.Window.EditMode(0, '', 0)
Window.WaitCursor(1)
"""
if scene.objects.active:
bpy.ops.object.mode_set(mode='OBJECT')
#mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn) # XXX
if EXPORT_APPLY_MODIFIERS:
mesh = ob.create_mesh(scene, True, 'PREVIEW')
else:
mesh = ob.data
if not mesh:
raise ("Error, could not get mesh data from active object")
return
# mesh.transform(ob.matrix_world) # XXX
faceUV = (len(mesh.uv_textures) > 0)
vertexUV = (len(mesh.sticky) > 0)
vertexColors = len(mesh.vertex_colors) > 0
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
if faceUV:
active_uv_layer = mesh.uv_textures.active
if not active_uv_layer:
EXPORT_UV = False
faceUV = None
else:
active_uv_layer = active_uv_layer.data
if vertexColors:
active_col_layer = mesh.vertex_colors.active
if not active_col_layer:
EXPORT_COLORS = False
vertexColors = None
else:
active_col_layer = active_col_layer.data
# incase
color = uvcoord = uvcoord_key = normal = normal_key = None
mesh_verts = mesh.vertices # save a lookup
ply_verts = [] # list of dictionaries
# vdict = {} # (index, normal, uv) -> new index
vdict = [{} for i in range(len(mesh_verts))]
ply_faces = [[] for f in range(len(mesh.faces))]
vert_count = 0
for i, f in enumerate(mesh.faces):
smooth = f.use_smooth
if not smooth:
normal = tuple(f.normal)
normal_key = rvec3d(normal)
if faceUV:
uv = active_uv_layer[i]
uv = uv.uv1, uv.uv2, uv.uv3, uv.uv4 # XXX - crufty :/
if vertexColors:
col = active_col_layer[i]
col = col.color1, col.color2, col.color3, col.color4
f_verts = f.vertices
pf = ply_faces[i]
for j, vidx in enumerate(f_verts):
v = mesh_verts[vidx]
if smooth:
normal = tuple(v.normal)
normal_key = rvec3d(normal)
if faceUV:
uvcoord = uv[j][0], 1.0 - uv[j][1]
uvcoord_key = rvec2d(uvcoord)
elif vertexUV:
uvcoord = v.uvco[0], 1.0 - v.uvco[1]
uvcoord_key = rvec2d(uvcoord)
if vertexColors:
color = col[j]
color = int(color[0] * 255.0), int(color[1] * 255.0), int(color[2] * 255.0)
key = normal_key, uvcoord_key, color
vdict_local = vdict[vidx]
pf_vidx = vdict_local.get(key) # Will be None initially
if pf_vidx == None: # same as vdict_local.has_key(key)
pf_vidx = vdict_local[key] = vert_count
ply_verts.append((vidx, normal, uvcoord, color))
vert_count += 1
pf.append(pf_vidx)
file.write('ply\n')
file.write('format ascii 1.0\n')
file.write('comment Created by Blender %s - www.blender.org, source file: %s\n' % (bpy.app.version_string, bpy.data.filepath.split('/')[-1].split('\\')[-1]))
file.write('element vertex %d\n' % len(ply_verts))
file.write('property float x\n')
file.write('property float y\n')
file.write('property float z\n')
if EXPORT_NORMALS:
file.write('property float nx\n')
file.write('property float ny\n')
file.write('property float nz\n')
if EXPORT_UV:
file.write('property float s\n')
file.write('property float t\n')
if EXPORT_COLORS:
file.write('property uchar red\n')
file.write('property uchar green\n')
file.write('property uchar blue\n')
file.write('element face %d\n' % len(mesh.faces))
file.write('property list uchar uint vertex_indices\n')
file.write('end_header\n')
for i, v in enumerate(ply_verts):
file.write('%.6f %.6f %.6f ' % tuple(mesh_verts[v[0]].co)) # co
if EXPORT_NORMALS:
file.write('%.6f %.6f %.6f ' % v[1]) # no
if EXPORT_UV:
file.write('%.6f %.6f ' % v[2]) # uv
if EXPORT_COLORS:
file.write('%u %u %u' % v[3]) # col
file.write('\n')
for pf in ply_faces:
if len(pf) == 3:
file.write('3 %d %d %d\n' % tuple(pf))
else:
file.write('4 %d %d %d %d\n' % tuple(pf))
file.close()
print("writing", filename, "done")
if EXPORT_APPLY_MODIFIERS:
bpy.data.meshes.remove(mesh)
# XXX
"""
if is_editmode:
Blender.Window.EditMode(1, '', 0)
"""
from bpy.props import *
from io_utils import ExportHelper
class ExportPLY(bpy.types.Operator, ExportHelper):
'''Export a single object as a stanford PLY with normals, colours and texture coordinates.'''
bl_idname = "export.ply"
bl_label = "Export PLY"
filename_ext = ".ply"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
use_modifiers = BoolProperty(name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default=True)
use_normals = BoolProperty(name="Normals", description="Export Normals for smooth and hard shaded faces", default=True)
use_uvs = BoolProperty(name="UVs", description="Exort the active UV layer", default=True)
use_colors = BoolProperty(name="Vertex Colors", description="Exort the active vertex color layer", default=True)
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
filepath = self.properties.filepath
filepath = bpy.path.ensure_ext(filepath, self.filename_ext)
write(filepath, context.scene, context.active_object,\
EXPORT_APPLY_MODIFIERS=self.properties.use_modifiers,
EXPORT_NORMALS=self.properties.use_normals,
EXPORT_UV=self.properties.use_uvs,
EXPORT_COLORS=self.properties.use_colors,
)
return {'FINISHED'}
def draw(self, context):
layout = self.layout
props = self.properties
row = layout.row()
row.prop(props, "use_modifiers")
row.prop(props, "use_normals")
row = layout.row()
row.prop(props, "use_uvs")
row.prop(props, "use_colors")
def menu_func(self, context):
self.layout.operator(ExportPLY.bl_idname, text="Stanford (.ply)")
def register():
bpy.types.INFO_MT_file_export.append(menu_func)
def unregister():
bpy.types.INFO_MT_file_export.remove(menu_func)
if __name__ == "__main__":
register()