diff options
Diffstat (limited to 'release/scripts/io/export_ply.py')
-rw-r--r-- | release/scripts/io/export_ply.py | 279 |
1 files changed, 279 insertions, 0 deletions
diff --git a/release/scripts/io/export_ply.py b/release/scripts/io/export_ply.py new file mode 100644 index 00000000000..8e79c3741bb --- /dev/null +++ b/release/scripts/io/export_ply.py @@ -0,0 +1,279 @@ +import bpy + +__author__ = "Bruce Merry" +__version__ = "0.93" +__bpydoc__ = """\ +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. +""" + +# Copyright (C) 2004, 2005: Bruce Merry, bmerry@cs.uct.ac.za +# +# 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# Vector rounding se we can use as keys +# +# Updated on Aug 11, 2008 by Campbell Barton +# - added 'comment' prefix to comments - Needed to comply with the PLY spec. +# +# Updated on Jan 1, 2007 by Gabe Ghearing +# - fixed normals so they are correctly smooth/flat +# - fixed crash when the model doesn't have uv coords or vertex colors +# - fixed crash when the model has vertex colors but doesn't have uv coords +# - changed float32 to float and uint8 to uchar for compatibility +# Errata/Notes as of Jan 1, 2007 +# - script exports texture coords if they exist even if TexFace isn't selected (not a big deal to me) +# - ST(R) should probably be renamed UV(T) like in most PLY files (importer needs to be updated to take either) +# +# Updated on Jan 3, 2007 by Gabe Ghearing +# - fixed "sticky" vertex UV exporting +# - added pupmenu to enable/disable exporting normals, uv coords, and colors +# Errata/Notes as of Jan 3, 2007 +# - ST(R) coords should probably be renamed UV(T) like in most PLY files (importer needs to be updated to take either) +# - edges should be exported since PLY files support them +# - code is getting spaghettish, it should be refactored... +# + + +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) + """ + + #mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn) # XXX + if EXPORT_APPLY_MODIFIERS: + mesh = ob.create_mesh(True, 'PREVIEW') + else: + mesh = ob.data + + if not mesh: + raise ("Error, could not get mesh data from active object") + return + + # mesh.transform(ob.matrixWorld) # 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 = None + for lay in mesh.uv_textures: + if lay.active: + active_uv_layer= lay.data + break + if not active_uv_layer: + EXPORT_UV = False + faceUV = None + + if vertexColors: + active_col_layer = None + for lay in mesh.vertex_colors: + if lay.active: + active_col_layer= lay.data + if not active_col_layer: + EXPORT_COLORS = False + vertexColors = None + + # incase + color = uvcoord = uvcoord_key = normal = normal_key = None + + mesh_verts = mesh.verts # 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.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.verts + + 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') + version = "2.5" # Blender.Get('version') + file.write('comment Created by Blender3D %s - www.blender.org, source file: %s\n' % (version, bpy.data.filename.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') + + # XXX + """ + 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.remove_mesh(mesh) + + # XXX + """ + if is_editmode: + Blender.Window.EditMode(1, '', 0) + """ + +class EXPORT_OT_ply(bpy.types.Operator): + '''Export a single object as a stanford PLY with normals, colours and texture coordinates.''' + __idname__ = "export.ply" + __label__ = "Export PLY" + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + __props__ = [ + bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= ""), + bpy.props.BoolProperty(attr="use_modifiers", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True), + bpy.props.BoolProperty(attr="use_normals", name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True), + bpy.props.BoolProperty(attr="use_uvs", name="Export UVs", description="Exort the active UV layer", default= True), + bpy.props.BoolProperty(attr="use_colors", name="Export Vertex Colors", description="Exort the active vertex color layer", default= True) + ] + + def poll(self, context): + return context.active_object != None + + def execute(self, context): + # print("Selected: " + context.active_object.name) + + if not self.path: + raise Exception("filename not set") + + write(self.path, context.scene, context.active_object,\ + EXPORT_APPLY_MODIFIERS = self.use_modifiers, + EXPORT_NORMALS = self.use_normals, + EXPORT_UV = self.use_uvs, + EXPORT_COLORS = self.use_colors, + ) + + return ('FINISHED',) + + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self.__operator__) + return ('RUNNING_MODAL',) + + +bpy.ops.add(EXPORT_OT_ply) + +if __name__ == "__main__": + bpy.ops.EXPORT_OT_ply(path="/tmp/test.ply") + + |