blender/release/scripts/op/io_mesh_ply/export_ply.py

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# ##### 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.
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#
# 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.
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#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# Copyright (C) 2004, 2005: Bruce Merry, bmerry@cs.uct.ac.za
# Contributors: Bruce Merry, Campbell Barton
"""
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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.
"""
import bpy
import os
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def save(operator, context, filepath="", use_modifiers=True, use_normals=True, use_uv_coords=True, use_colors=True):
def rvec3d(v):
return round(v[0], 6), round(v[1], 6), round(v[2], 6)
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def rvec2d(v):
return round(v[0], 6), round(v[1], 6)
scene = context.scene
obj = context.object
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if not obj:
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raise Exception("Error, Select 1 active object")
file = open(filepath, 'w')
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if scene.objects.active:
bpy.ops.object.mode_set(mode='OBJECT')
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if use_modifiers:
mesh = obj.create_mesh(scene, True, 'PREVIEW')
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else:
mesh = obj.data
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if not mesh:
raise Exception("Error, could not get mesh data from active object")
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# mesh.transform(obj.matrix_world) # XXX
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faceUV = (len(mesh.uv_textures) > 0)
vertexUV = (len(mesh.sticky) > 0)
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vertexColors = len(mesh.vertex_colors) > 0
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if (not faceUV) and (not vertexUV):
use_uv_coords = False
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if not vertexColors:
use_colors = False
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if not use_uv_coords:
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faceUV = vertexUV = False
if not use_colors:
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vertexColors = False
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if faceUV:
active_uv_layer = mesh.uv_textures.active
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if not active_uv_layer:
use_uv_coords = False
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faceUV = None
else:
active_uv_layer = active_uv_layer.data
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if vertexColors:
active_col_layer = mesh.vertex_colors.active
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if not active_col_layer:
use_colors = False
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vertexColors = None
else:
active_col_layer = active_col_layer.data
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# incase
color = uvcoord = uvcoord_key = normal = normal_key = None
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mesh_verts = mesh.vertices # save a lookup
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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
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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
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f_verts = f.vertices
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pf = ply_faces[i]
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for j, vidx in enumerate(f_verts):
v = mesh_verts[vidx]
if smooth:
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normal = tuple(v.normal)
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normal_key = rvec3d(normal)
if faceUV:
uvcoord = uv[j][0], 1.0 - uv[j][1]
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uvcoord_key = rvec2d(uvcoord)
elif vertexUV:
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uvcoord = v.uvco[0], 1.0 - v.uvco[1]
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uvcoord_key = rvec2d(uvcoord)
if vertexColors:
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color = col[j]
color = int(color[0] * 255.0), int(color[1] * 255.0), int(color[2] * 255.0)
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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)
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pf_vidx = vdict_local[key] = vert_count
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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: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath)))
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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 use_normals:
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file.write('property float nx\n')
file.write('property float ny\n')
file.write('property float nz\n')
if use_uv_coords:
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file.write('property float s\n')
file.write('property float t\n')
if use_colors:
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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 use_normals:
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file.write('%.6f %.6f %.6f ' % v[1]) # no
if use_uv_coords:
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file.write('%.6f %.6f ' % v[2]) # uv
if use_colors:
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file.write('%u %u %u' % v[3]) # col
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file.write('\n')
for pf in ply_faces:
if len(pf) == 3:
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file.write('3 %d %d %d\n' % tuple(pf))
else:
file.write('4 %d %d %d %d\n' % tuple(pf))
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file.close()
print("writing %r done" % filepath)
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if use_modifiers:
bpy.data.meshes.remove(mesh)
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# XXX
"""
if is_editmode:
Blender.Window.EditMode(1, '', 0)
"""
return {'FINISHED'}