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_render_mesh(scene) 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): ''' Operator documentatuon text, will be used for the operator tooltip and python docs. ''' __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="filename", name="File Name", description="File name 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): print("Poll") return context.active_object != None def execute(self, context): # print("Selected: " + context.active_object.name) if not self.filename: raise Exception("filename not set") write(self.filename, 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(filename="/tmp/test.ply")