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export_ply.py
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export_ply.py
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# SPDX-License-Identifier: GPL-2.0-or-later
"""
This script exports Stanford PLY files from Blender. It supports normals,
colors, and texture coordinates per face or per vertex.
"""
import bpy
def _write_binary(fw, ply_verts: list, ply_faces: list) -> None:
from struct import pack
# Vertex data
# ---------------------------
for v, normal, uv, color in ply_verts:
fw(pack("<3f", *v.co))
if normal is not None:
fw(pack("<3f", *normal))
if uv is not None:
fw(pack("<2f", *uv))
if color is not None:
fw(pack("<4B", *color))
# Face data
# ---------------------------
for pf in ply_faces:
length = len(pf)
fw(pack(f"<B{length}I", length, *pf))
def _write_ascii(fw, ply_verts: list, ply_faces: list) -> None:
# Vertex data
# ---------------------------
for v, normal, uv, color in ply_verts:
fw(b"%.6f %.6f %.6f" % v.co[:])
if normal is not None:
fw(b" %.6f %.6f %.6f" % normal[:])
if uv is not None:
fw(b" %.6f %.6f" % uv)
if color is not None:
fw(b" %u %u %u %u" % color)
fw(b"\n")
# Face data
# ---------------------------
for pf in ply_faces:
fw(b"%d" % len(pf))
for index in pf:
fw(b" %d" % index)
fw(b"\n")
def save_mesh(filepath, bm, use_ascii, use_normals, use_uv, use_color):
uv_lay = bm.loops.layers.uv.active
col_lay = bm.loops.layers.color.active
use_uv = use_uv and uv_lay is not None
use_color = use_color and col_lay is not None
normal = uv = color = None
ply_faces = []
ply_verts = []
ply_vert_map = {}
ply_vert_id = 0
for f in bm.faces:
pf = []
ply_faces.append(pf)
for loop in f.loops:
v = map_id = loop.vert
if use_uv:
uv = loop[uv_lay].uv[:]
map_id = uv
# Identify vertex by pointer unless exporting UVs,
# in which case id by UV coordinate (will split edges by seams).
if (_id := ply_vert_map.get(map_id)) is not None:
pf.append(_id)
continue
if use_normals:
normal = v.normal
if use_color:
color = tuple(int(x * 255.0) for x in loop[col_lay])
ply_verts.append((v, normal, uv, color))
ply_vert_map[map_id] = ply_vert_id
pf.append(ply_vert_id)
ply_vert_id += 1
with open(filepath, "wb") as file:
fw = file.write
file_format = b"ascii" if use_ascii else b"binary_little_endian"
# Header
# ---------------------------
fw(b"ply\n")
fw(b"format %s 1.0\n" % file_format)
fw(b"comment Created by Blender %s - www.blender.org\n" % bpy.app.version_string.encode("utf-8"))
fw(b"element vertex %d\n" % len(ply_verts))
fw(
b"property float x\n"
b"property float y\n"
b"property float z\n"
)
if use_normals:
fw(
b"property float nx\n"
b"property float ny\n"
b"property float nz\n"
)
if use_uv:
fw(
b"property float s\n"
b"property float t\n"
)
if use_color:
fw(
b"property uchar red\n"
b"property uchar green\n"
b"property uchar blue\n"
b"property uchar alpha\n"
)
fw(b"element face %d\n" % len(ply_faces))
fw(b"property list uchar uint vertex_indices\n")
fw(b"end_header\n")
# Geometry
# ---------------------------
if use_ascii:
_write_ascii(fw, ply_verts, ply_faces)
else:
_write_binary(fw, ply_verts, ply_faces)
def save(
context,
filepath="",
use_ascii=False,
use_selection=False,
use_mesh_modifiers=True,
use_normals=True,
use_uv_coords=True,
use_colors=True,
global_matrix=None,
):
import time
import bmesh
t = time.time()
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
if use_selection:
obs = context.selected_objects
else:
obs = context.scene.objects
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
for ob in obs:
if use_mesh_modifiers:
ob_eval = ob.evaluated_get(depsgraph)
else:
ob_eval = ob
try:
me = ob_eval.to_mesh()
except RuntimeError:
continue
me.transform(ob.matrix_world)
bm.from_mesh(me)
ob_eval.to_mesh_clear()
# Workaround for hardcoded unsigned char limit in other DCCs PLY importers
if (ngons := [f for f in bm.faces if len(f.verts) > 255]):
bmesh.ops.triangulate(bm, faces=ngons)
if global_matrix is not None:
bm.transform(global_matrix)
if use_normals:
bm.normal_update()
save_mesh(
filepath,
bm,
use_ascii,
use_normals,
use_uv_coords,
use_colors,
)
bm.free()
t_delta = time.time() - t
print(f"Export completed {filepath!r} in {t_delta:.3f}")