# ##### 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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) """ if scene.objects.active: bpy.ops.object.mode_set(mode='OBJECT') #mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn) # XXX if EXPORT_APPLY_MODIFIERS: mesh = ob.create_mesh(scene, True, 'PREVIEW') else: mesh = ob.data if not mesh: raise ("Error, could not get mesh data from active object") return # mesh.transform(ob.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): 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 = mesh.active_uv_texture if not active_uv_layer: EXPORT_UV = False faceUV = None else: active_uv_layer = active_uv_layer.data if vertexColors: active_col_layer = mesh.active_vertex_color if not active_col_layer: EXPORT_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 == 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: %s\n' % (bpy.app.version_string, bpy.data.filepath.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') 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.meshes.remove(mesh) # XXX """ if is_editmode: Blender.Window.EditMode(1, '', 0) """ from bpy.props import * class ExportPLY(bpy.types.Operator): '''Export a single object as a stanford PLY with normals, colours and texture coordinates.''' bl_idname = "export.ply" bl_label = "Export PLY" # List of operator properties, the attributes will be assigned # to the class instance from the operator settings before calling. filepath = StringProperty(name="File Path", description="Filepath used for exporting the PLY file", maxlen=1024, default="") check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'}) use_modifiers = BoolProperty(name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default=True) use_normals = BoolProperty(name="Normals", description="Export Normals for smooth and hard shaded faces", default=True) use_uvs = BoolProperty(name="UVs", description="Exort the active UV layer", default=True) use_colors = BoolProperty(name="Vertex Colors", description="Exort the active vertex color layer", default=True) @classmethod def poll(cls, context): return context.active_object != None def execute(self, context): filepath = self.properties.filepath filepath = bpy.path.ensure_ext(filepath, ".ply") write(filepath, context.scene, context.active_object,\ EXPORT_APPLY_MODIFIERS=self.properties.use_modifiers, EXPORT_NORMALS=self.properties.use_normals, EXPORT_UV=self.properties.use_uvs, EXPORT_COLORS=self.properties.use_colors, ) return {'FINISHED'} def invoke(self, context, event): import os if not self.properties.is_property_set("filepath"): self.properties.filepath = os.path.splitext(bpy.data.filepath)[0] + ".ply" context.manager.add_fileselect(self) return {'RUNNING_MODAL'} def draw(self, context): layout = self.layout props = self.properties row = layout.row() row.prop(props, "use_modifiers") row.prop(props, "use_normals") row = layout.row() row.prop(props, "use_uvs") row.prop(props, "use_colors") def menu_func(self, context): self.layout.operator(ExportPLY.bl_idname, text="Stanford (.ply)") def register(): bpy.types.INFO_MT_file_export.append(menu_func) def unregister(): bpy.types.INFO_MT_file_export.remove(menu_func) if __name__ == "__main__": register()