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Diffstat (limited to 'release/scripts/io/export_ply.py')
-rw-r--r--release/scripts/io/export_ply.py279
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
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+++ b/release/scripts/io/export_ply.py
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+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")
+
+