forked from bartvdbraak/blender
fd1dcada60
use Mesh rather then NMesh
341 lines
9.4 KiB
Python
341 lines
9.4 KiB
Python
#!BPY
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"""
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Name: 'Stanford PLY (*.ply)...'
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Blender: 248
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Group: 'Import'
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Tip: 'Import a Stanford PLY file'
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"""
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__author__ = 'Bruce Merry'
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__version__ = '0.93'
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__bpydoc__ = """\
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This script imports Stanford PLY files into Blender. It supports per-vertex
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normals, and per-face colours and texture coordinates.
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Usage:
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Run this script from "File->Import" and select the desired PLY file.
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"""
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# Copyright (C) 2004, 2005: Bruce Merry, bmerry@cs.uct.ac.za
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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# 20th Oct 2008, 0.93 - Updated by Campbell Barton AKA ideasman42, use Mesh rather then NMesh, dont import normals, vcolors work again.
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# Updated by Campbell Barton AKA Ideasman42, 10% faster code.
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# Portions of this code are taken from mod_meshtools.py in Blender
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# 2.32.
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import Blender
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try:
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import re, struct
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except:
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struct= None
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class element_spec(object):
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__slots__ = 'name', 'count', 'properties'
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def __init__(self, name, count):
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self.name = name
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self.count = count
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self.properties = []
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def load(self, format, stream):
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if format == 'ascii':
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stream = re.split('\s+', stream.readline())
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return map(lambda x: x.load(format, stream), self.properties)
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def index(self, name):
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for i, p in enumerate(self.properties):
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if p.name == name: return i
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return -1
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class property_spec(object):
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__slots__ = 'name', 'list_type', 'numeric_type'
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def __init__(self, name, list_type, numeric_type):
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self.name = name
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self.list_type = list_type
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self.numeric_type = numeric_type
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def read_format(self, format, count, num_type, stream):
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if format == 'ascii':
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if (num_type == 's'):
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ans = []
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for i in xrange(count):
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s = stream[i]
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if len(s) < 2 or s[0] != '"' or s[-1] != '"':
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print 'Invalid string', s
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print 'Note: ply_import.py does not handle whitespace in strings'
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return None
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ans.append(s[1:-1])
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stream[:count] = []
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return ans
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if (num_type == 'f' or num_type == 'd'):
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mapper = float
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else:
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mapper = int
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ans = map(lambda x: mapper(x), stream[:count])
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stream[:count] = []
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return ans
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else:
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if (num_type == 's'):
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ans = []
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for i in xrange(count):
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fmt = format + 'i'
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data = stream.read(struct.calcsize(fmt))
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length = struct.unpack(fmt, data)[0]
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fmt = '%s%is' % (format, length)
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data = stream.read(struct.calcsize(fmt))
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s = struct.unpack(fmt, data)[0]
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ans.append(s[:-1]) # strip the NULL
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return ans
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else:
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fmt = '%s%i%s' % (format, count, num_type)
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data = stream.read(struct.calcsize(fmt));
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return struct.unpack(fmt, data)
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def load(self, format, stream):
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if (self.list_type != None):
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count = int(self.read_format(format, 1, self.list_type, stream)[0])
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return self.read_format(format, count, self.numeric_type, stream)
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else:
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return self.read_format(format, 1, self.numeric_type, stream)[0]
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class object_spec(object):
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__slots__ = 'specs'
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'A list of element_specs'
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def __init__(self):
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self.specs = []
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def load(self, format, stream):
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return dict([(i.name,[i.load(format, stream) for j in xrange(i.count) ]) for i in self.specs])
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'''
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# Longhand for above LC
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answer = {}
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for i in self.specs:
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answer[i.name] = []
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for j in xrange(i.count):
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if not j % 100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(j) / i.count, 'Loading ' + i.name)
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answer[i.name].append(i.load(format, stream))
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return answer
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'''
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def read(filename):
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format = ''
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version = '1.0'
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format_specs = {'binary_little_endian': '<',
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'binary_big_endian': '>',
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'ascii': 'ascii'}
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type_specs = {'char': 'b',
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'uchar': 'B',
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'int8': 'b',
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'uint8': 'B',
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'int16': 'h',
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'uint16': 'H',
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'int': 'i',
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'int32': 'i',
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'uint': 'I',
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'uint32': 'I',
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'float': 'f',
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'float32': 'f',
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'float64': 'd',
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'string': 's'}
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obj_spec = object_spec()
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try:
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file = open(filename, 'rb')
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signature = file.readline()
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if (signature != 'ply\n'):
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print 'Signature line was invalid'
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return None
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while 1:
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tokens = re.split(r'[ \n]+', file.readline())
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if (len(tokens) == 0):
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continue
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if (tokens[0] == 'end_header'):
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break
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elif (tokens[0] == 'comment' or tokens[0] == 'obj_info'):
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continue
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elif (tokens[0] == 'format'):
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if (len(tokens) < 3):
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print 'Invalid format line'
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return None
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if (tokens[1] not in format_specs): # .keys()): # keys is implicit
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print 'Unknown format', tokens[1]
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return None
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if (tokens[2] != version):
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print 'Unknown version', tokens[2]
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return None
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format = tokens[1]
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elif (tokens[0] == 'element'):
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if (len(tokens) < 3):
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print 'Invalid element line'
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return None
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obj_spec.specs.append(element_spec(tokens[1], int(tokens[2])))
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elif (tokens[0] == 'property'):
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if (not len(obj_spec.specs)):
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print 'Property without element'
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return None
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if (tokens[1] == 'list'):
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obj_spec.specs[-1].properties.append(property_spec(tokens[4], type_specs[tokens[2]], type_specs[tokens[3]]))
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else:
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obj_spec.specs[-1].properties.append(property_spec(tokens[2], None, type_specs[tokens[1]]))
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obj = obj_spec.load(format_specs[format], file)
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except IOError, (errno, strerror):
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try: file.close()
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except: pass
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return None
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try: file.close()
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except: pass
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return (obj_spec, obj);
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def load_ply(filename):
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t = Blender.sys.time()
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obj_spec, obj = read(filename)
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if obj == None:
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print 'Invalid file'
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return
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uvindices = colindices = None
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# noindices = None # Ignore normals
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for el in obj_spec.specs:
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if el.name == 'vertex':
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vindices = vindices_x, vindices_y, vindices_z = (el.index('x'), el.index('y'), el.index('z'))
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# noindices = (el.index('nx'), el.index('ny'), el.index('nz'))
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# if -1 in noindices: noindices = None
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uvindices = (el.index('s'), el.index('t'))
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if -1 in uvindices: uvindices = None
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colindices = (el.index('red'), el.index('green'), el.index('blue'))
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if -1 in colindices: colindices = None
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elif el.name == 'face':
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findex = el.index('vertex_indices')
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mesh_faces = []
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mesh_uvs = []
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mesh_colors = []
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def add_face(vertices, indices, uvindices, colindices):
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mesh_faces.append(indices)
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if uvindices: mesh_uvs.append([ (vertices[index][uvindices[0]], 1.0 - vertices[index][uvindices[1]]) for index in indices])
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if colindices: mesh_colors.append([ (vertices[index][colindices[0]], vertices[index][colindices[1]], vertices[index][colindices[2]]) for index in indices])
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if uvindices or colindices:
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# If we have Cols or UVs then we need to check the face order.
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add_face_simple = add_face
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# EVIL EEKADOODLE - face order annoyance.
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def add_face(vertices, indices, uvindices, colindices):
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if len(indices)==4:
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if indices[2]==0 or indices[3]==0:
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indices= indices[2], indices[3], indices[0], indices[1]
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elif len(indices)==3:
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if indices[2]==0:
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indices= indices[1], indices[2], indices[0]
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add_face_simple(vertices, indices, uvindices, colindices)
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verts = obj['vertex']
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if 'face' in obj:
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for f in obj['face']:
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ind = f[findex]
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len_ind = len(ind)
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if len_ind <= 4:
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add_face(verts, ind, uvindices, colindices)
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else:
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# Fan fill the face
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for j in xrange(len_ind - 2):
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add_face(verts, (ind[0], ind[j + 1], ind[j + 2]), uvindices, colindices)
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mesh = Blender.Mesh.New()
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mesh.verts.extend([(v[vindices_x], v[vindices_y], v[vindices_z]) for v in obj['vertex']])
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if mesh_faces:
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mesh.faces.extend(mesh_faces, smooth=True, ignoreDups=True)
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if uvindices or colindices:
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if uvindices: mesh.faceUV = True
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if colindices: mesh.vertexColors = True
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for i, f in enumerate(mesh.faces):
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if uvindices:
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ply_uv = mesh_uvs[i]
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for j, uv in enumerate(f.uv):
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uv[:] = ply_uv[j]
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if colindices:
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ply_col = mesh_colors[i]
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for j, col in enumerate(f.col):
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col.r, col.g, col.b = ply_col[j]
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mesh.calcNormals()
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objname = Blender.sys.splitext(Blender.sys.basename(filename))[0]
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scn= Blender.Scene.GetCurrent()
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scn.objects.selected = []
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mesh.name= objname
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scn.objects.active = scn.objects.new(mesh)
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Blender.Redraw()
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Blender.Window.DrawProgressBar(1.0, '')
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print '\nSuccessfully imported "%s" in %.3f sec' % (filename, Blender.sys.time()-t)
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def main():
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if not struct:
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msg = 'This importer requires a full python install'
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if Blender.mode == 'background': print msg
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else: Blender.Draw.PupMenu(msg)
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return
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Blender.Window.FileSelector(load_ply, 'Import PLY', '*.ply')
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if __name__=='__main__':
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main()
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'''
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import bpy
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import os
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files = os.popen('find /fe/ply -iname "*.ply"').readlines()
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files.sort()
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tot = len(files)
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for i, f in enumerate(files):
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if i < 26 or i > 1000000:
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continue
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#if i != 12686:
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# continue
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f = f.strip()
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print f, i, tot
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sce = bpy.data.scenes.new(f.split('/')[-1])
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bpy.data.scenes.active = sce
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# Window.
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load_ply(f)
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''' |