#!BPY """ Name: 'Stanford PLY (*.ply)...' Blender: 241 Group: 'Export' Tooltip: 'Export active object to Stanford PLY format' """ import bpy import Blender from Blender import Mesh, Scene, Window, sys, Image, Draw import BPyMesh __author__ = "Bruce Merry" __version__ = "0.92" __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 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 file_callback(filename): if not filename.lower().endswith('.ply'): filename += '.ply' scn= bpy.data.scenes.active ob= scn.objects.active if not ob: Blender.Draw.PupMenu('Error%t|Select 1 active object') return file = open(filename, 'wb') EXPORT_APPLY_MODIFIERS = Draw.Create(1) EXPORT_NORMALS = Draw.Create(1) EXPORT_UV = Draw.Create(1) EXPORT_COLORS = Draw.Create(1) #EXPORT_EDGES = Draw.Create(0) pup_block = [\ ('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data.'),\ ('Normals', EXPORT_NORMALS, 'Export vertex normal data.'),\ ('UVs', EXPORT_UV, 'Export texface UV coords.'),\ ('Colors', EXPORT_COLORS, 'Export vertex Colors.'),\ #('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\ ] if not Draw.PupBlock('Export...', pup_block): return is_editmode = Blender.Window.EditMode() if is_editmode: Blender.Window.EditMode(0, '', 0) Window.WaitCursor(1) EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val EXPORT_NORMALS = EXPORT_NORMALS.val EXPORT_UV = EXPORT_UV.val EXPORT_COLORS = EXPORT_COLORS.val #EXPORT_EDGES = EXPORT_EDGES.val mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn) if not mesh: Blender.Draw.PupMenu('Error%t|Could not get mesh data from active object') return mesh.transform(ob.matrixWorld) faceUV = mesh.faceUV vertexUV = mesh.vertexUV vertexColors = mesh.vertexColors 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 # incase color = uvcoord = uvcoord_key = normal = normal_key = None verts = [] # list of dictionaries # vdict = {} # (index, normal, uv) -> new index vdict = [{} for i in xrange(len(mesh.verts))] vert_count = 0 for i, f in enumerate(mesh.faces): smooth = f.smooth if not smooth: normal = tuple(f.no) normal_key = rvec3d(normal) if faceUV: uv = f.uv if vertexColors: col = f.col for j, v in enumerate(f): if smooth: normal= tuple(v.no) normal_key = rvec3d(normal) if faceUV: uvcoord= tuple(uv[j]) uvcoord_key = rvec2d(uvcoord) elif vertexUV: uvcoord= tuple(v.uvco) uvcoord_key = rvec2d(uvcoord) if vertexColors: color= col[j].r, col[j].g, col[j].b key = normal_key, uvcoord_key, color vdict_local = vdict[v.index] if (not vdict_local) or (not vdict_local.has_key(key)): vdict_local[key] = vert_count; verts.append( (tuple(v.co), normal, uvcoord, color) ) vert_count += 1 file.write('ply\n') file.write('format ascii 1.0\n') file.write('Created by Blender3D %s - www.blender.org, source file: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] )) file.write('element vertex %d\n' % len(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(verts): file.write('%.6f %.6f %.6f ' % v[0]) # 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 (i, f) in enumerate(mesh.faces): file.write('%d ' % len(f)) smooth = f.smooth if not smooth: no = rvec3d(f.no) if faceUV: uv = f.uv if vertexColors: col = f.col for j, v in enumerate(f): if f.smooth: normal= rvec3d(v.no) else: normal= no if faceUV: uvcoord= rvec2d(uv[j]) elif vertexUV: uvcoord= rvec2d(v.uvco) if vertexColors: color= col[j].r, col[j].g, col[j].b co = v.co file.write('%d ' % vdict[v.index][normal, uvcoord, color]) file.write('\n') file.close() if is_editmode: Blender.Window.EditMode(1, '', 0) def main(): Blender.Window.FileSelector(file_callback, 'PLY Export', Blender.sys.makename(ext='.ply')) if __name__=='__main__': main()