# ##### 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 ##### # # Copyright (C) 2004, 2005: Bruce Merry, bmerry@cs.uct.ac.za # Contributors: Bruce Merry, Campbell Barton """ 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. """ import bpy import os def save(operator, context, filepath="", use_modifiers=True, use_normals=True, use_uv_coords=True, use_colors=True): 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) scene = context.scene obj = context.object if not obj: raise Exception("Error, Select 1 active object") file = open(filepath, "w", encoding="utf8", newline="\n") if scene.objects.active: bpy.ops.object.mode_set(mode='OBJECT') if use_modifiers: mesh = obj.to_mesh(scene, True, 'PREVIEW') else: mesh = obj.data if not mesh: raise Exception("Error, could not get mesh data from active object") # mesh.transform(obj.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): use_uv_coords = False if not vertexColors: use_colors = False if not use_uv_coords: faceUV = vertexUV = False if not use_colors: vertexColors = False if faceUV: active_uv_layer = mesh.uv_textures.active if not active_uv_layer: use_uv_coords = 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: use_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 is 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: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath))) 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 use_normals: file.write('property float nx\n') file.write('property float ny\n') file.write('property float nz\n') if use_uv_coords: file.write('property float s\n') file.write('property float t\n') if use_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 ' % mesh_verts[v[0]].co[:]) # co if use_normals: file.write('%.6f %.6f %.6f ' % v[1]) # no if use_uv_coords: file.write('%.6f %.6f ' % v[2]) # uv if use_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 %r done" % filepath) if use_modifiers: bpy.data.meshes.remove(mesh) # XXX """ if is_editmode: Blender.Window.EditMode(1, '', 0) """ return {'FINISHED'}