# ##### 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 ##### # import re import struct class element_spec(object): __slots__ = ("name", "count", "properties", ) def __init__(self, name, count): self.name = name self.count = count self.properties = [] def load(self, format, stream): if format == b'ascii': stream = stream.readline().split() return [x.load(format, stream) for x in self.properties] def index(self, name): for i, p in enumerate(self.properties): if p.name == name: return i return -1 class property_spec(object): __slots__ = ("name", "list_type", "numeric_type", ) def __init__(self, name, list_type, numeric_type): self.name = name self.list_type = list_type self.numeric_type = numeric_type def read_format(self, format, count, num_type, stream): if format == b'ascii': if num_type == 's': ans = [] for i in range(count): s = stream[i] if len(s) < 2 or s[0] != '"' or s[-1] != '"': print('Invalid string', s) print('Note: ply_import.py does not handle whitespace in strings') return None ans.append(s[1:-1]) stream[:count] = [] return ans if num_type == 'f' or num_type == 'd': mapper = float else: mapper = int ans = [mapper(x) for x in stream[:count]] stream[:count] = [] return ans else: if num_type == 's': ans = [] for i in range(count): fmt = format + 'i' data = stream.read(struct.calcsize(fmt)) length = struct.unpack(fmt, data)[0] fmt = '%s%is' % (format, length) data = stream.read(struct.calcsize(fmt)) s = struct.unpack(fmt, data)[0] ans.append(s[:-1]) # strip the NULL return ans else: fmt = '%s%i%s' % (format, count, num_type) data = stream.read(struct.calcsize(fmt)) return struct.unpack(fmt, data) def load(self, format, stream): if self.list_type is not None: count = int(self.read_format(format, 1, self.list_type, stream)[0]) return self.read_format(format, count, self.numeric_type, stream) else: return self.read_format(format, 1, self.numeric_type, stream)[0] class object_spec(object): __slots__ = ("specs", ) 'A list of element_specs' def __init__(self): self.specs = [] def load(self, format, stream): return dict([(i.name, [i.load(format, stream) for j in range(i.count)]) for i in self.specs]) ''' # Longhand for above LC answer = {} for i in self.specs: answer[i.name] = [] for j in range(i.count): if not j % 100 and meshtools.show_progress: Blender.Window.DrawProgressBar(float(j) / i.count, 'Loading ' + i.name) answer[i.name].append(i.load(format, stream)) return answer ''' def read(filepath): format = b'' texture = b'' version = b'1.0' format_specs = {b'binary_little_endian': '<', b'binary_big_endian': '>', b'ascii': b'ascii'} type_specs = {b'char': 'b', b'uchar': 'B', b'int8': 'b', b'uint8': 'B', b'int16': 'h', b'uint16': 'H', b'short': 'h', b'ushort': 'H', b'int': 'i', b'int32': 'i', b'uint': 'I', b'uint32': 'I', b'float': 'f', b'float32': 'f', b'float64': 'd', b'double': 'd', b'string': 's'} obj_spec = object_spec() invalid_ply = (None, None, None) with open(filepath, 'rb') as plyf: signature = plyf.readline() if not signature.startswith(b'ply'): print('Signature line was invalid') return invalid_ply valid_header = False for line in plyf: tokens = re.split(br'[ \r\n]+', line) if len(tokens) == 0: continue if tokens[0] == b'end_header': valid_header = True break elif tokens[0] == b'comment': if len(tokens) < 2: continue elif tokens[1] == b'TextureFile': if len(tokens) < 4: print('Invalid texture line') else: texture = tokens[2] continue elif tokens[0] == b'obj_info': continue elif tokens[0] == b'format': if len(tokens) < 3: print('Invalid format line') return invalid_ply if tokens[1] not in format_specs: print('Unknown format', tokens[1]) return invalid_ply if tokens[2] != version: print('Unknown version', tokens[2]) return invalid_ply format = tokens[1] elif tokens[0] == b'element': if len(tokens) < 3: print(b'Invalid element line') return invalid_ply obj_spec.specs.append(element_spec(tokens[1], int(tokens[2]))) elif tokens[0] == b'property': if not len(obj_spec.specs): print('Property without element') return invalid_ply if tokens[1] == b'list': obj_spec.specs[-1].properties.append(property_spec(tokens[4], type_specs[tokens[2]], type_specs[tokens[3]])) else: obj_spec.specs[-1].properties.append(property_spec(tokens[2], None, type_specs[tokens[1]])) if not valid_header: print("Invalid header ('end_header' line not found!)") return invalid_ply obj = obj_spec.load(format_specs[format], plyf) return obj_spec, obj, texture import bpy def load_ply_mesh(filepath, ply_name): from bpy_extras.io_utils import unpack_face_list # from bpy_extras.image_utils import load_image # UNUSED obj_spec, obj, texture = read(filepath) if obj is None: print('Invalid file') return uvindices = colindices = None colmultiply = None # noindices = None # Ignore normals for el in obj_spec.specs: if el.name == b'vertex': vindices_x, vindices_y, vindices_z = el.index(b'x'), el.index(b'y'), el.index(b'z') # noindices = (el.index('nx'), el.index('ny'), el.index('nz')) # if -1 in noindices: noindices = None uvindices = (el.index(b's'), el.index(b't')) if -1 in uvindices: uvindices = None colindices = el.index(b'red'), el.index(b'green'), el.index(b'blue') if -1 in colindices: colindices = None else: # if not a float assume uchar colmultiply = [1.0 if el.properties[i].numeric_type in {'f', 'd'} else (1.0 / 255.0) for i in colindices] elif el.name == b'face': findex = el.index(b'vertex_indices') elif el.name == b'tristrips': trindex = el.index(b'vertex_indices') elif el.name == b'edge': eindex1, eindex2 = el.index(b'vertex1'), el.index(b'vertex2') mesh_faces = [] mesh_uvs = [] mesh_colors = [] def add_face(vertices, indices, uvindices, colindices): mesh_faces.append(indices) if uvindices: mesh_uvs.append([(vertices[index][uvindices[0]], vertices[index][uvindices[1]]) for index in indices]) if colindices: mesh_colors.append([(vertices[index][colindices[0]] * colmultiply[0], vertices[index][colindices[1]] * colmultiply[1], vertices[index][colindices[2]] * colmultiply[2], ) for index in indices]) if uvindices or colindices: # If we have Cols or UVs then we need to check the face order. add_face_simple = add_face # EVIL EEKADOODLE - face order annoyance. def add_face(vertices, indices, uvindices, colindices): if len(indices) == 4: if indices[2] == 0 or indices[3] == 0: indices = indices[2], indices[3], indices[0], indices[1] elif len(indices) == 3: if indices[2] == 0: indices = indices[1], indices[2], indices[0] add_face_simple(vertices, indices, uvindices, colindices) verts = obj[b'vertex'] if b'face' in obj: for f in obj[b'face']: ind = f[findex] len_ind = len(ind) if len_ind <= 4: add_face(verts, ind, uvindices, colindices) else: # Fan fill the face for j in range(len_ind - 2): add_face(verts, (ind[0], ind[j + 1], ind[j + 2]), uvindices, colindices) if b'tristrips' in obj: for t in obj[b'tristrips']: ind = t[trindex] len_ind = len(ind) for j in range(len_ind - 2): add_face(verts, (ind[j], ind[j + 1], ind[j + 2]), uvindices, colindices) mesh = bpy.data.meshes.new(name=ply_name) mesh.vertices.add(len(obj[b'vertex'])) mesh.vertices.foreach_set("co", [a for v in obj[b'vertex'] for a in (v[vindices_x], v[vindices_y], v[vindices_z])]) if b'edge' in obj: mesh.edges.add(len(obj[b'edge'])) mesh.edges.foreach_set("vertices", [a for e in obj[b'edge'] for a in (e[eindex1], e[eindex2])]) if mesh_faces: mesh.tessfaces.add(len(mesh_faces)) mesh.tessfaces.foreach_set("vertices_raw", unpack_face_list(mesh_faces)) if uvindices or colindices: if uvindices: uvlay = mesh.tessface_uv_textures.new() if colindices: vcol_lay = mesh.tessface_vertex_colors.new() if uvindices: for i, f in enumerate(uvlay.data): ply_uv = mesh_uvs[i] for j, uv in enumerate(f.uv): uv[0], uv[1] = ply_uv[j] if colindices: for i, f in enumerate(vcol_lay.data): # XXX, colors dont come in right, needs further investigation. ply_col = mesh_colors[i] if len(ply_col) == 4: f_col = f.color1, f.color2, f.color3, f.color4 else: f_col = f.color1, f.color2, f.color3 for j, col in enumerate(f_col): col.r, col.g, col.b = ply_col[j] mesh.validate() mesh.update() if texture and uvindices: import os import sys from bpy_extras.image_utils import load_image encoding = sys.getfilesystemencoding() encoded_texture = texture.decode(encoding=encoding) name = bpy.path.display_name_from_filepath(texture) image = load_image(encoded_texture, os.path.dirname(filepath), recursive=True, place_holder=True) if image: texture = bpy.data.textures.new(name=name, type='IMAGE') texture.image = image material = bpy.data.materials.new(name=name) material.use_shadeless = True mtex = material.texture_slots.add() mtex.texture = texture mtex.texture_coords = 'UV' mtex.use_map_color_diffuse = True mesh.materials.append(material) for face in mesh.uv_textures[0].data: face.image = image return mesh def load_ply(filepath): import time t = time.time() ply_name = bpy.path.display_name_from_filepath(filepath) mesh = load_ply_mesh(filepath, ply_name) if not mesh: return {'CANCELLED'} scn = bpy.context.scene obj = bpy.data.objects.new(ply_name, mesh) scn.objects.link(obj) scn.objects.active = obj obj.select = True print('\nSuccessfully imported %r in %.3f sec' % (filepath, time.time() - t)) return {'FINISHED'} def load(operator, context, filepath=""): return load_ply(filepath)