Revision: 21032
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21032
Author:   campbellbarton
Date:     2009-06-20 15:55:47 +0200 (Sat, 20 Jun 2009)

Log Message:
-----------
moving the existing ply exporter into io before updating (to get a useful diff)

Added Paths:
-----------
    branches/blender2.5/blender/release/io/
    branches/blender2.5/blender/release/io/export_ply.py

Removed Paths:
-------------
    branches/blender2.5/blender/release/scripts/ply_export.py

Copied: branches/blender2.5/blender/release/io/export_ply.py (from rev 21029, 
branches/blender2.5/blender/release/scripts/ply_export.py)
===================================================================
--- branches/blender2.5/blender/release/io/export_ply.py                        
        (rev 0)
+++ branches/blender2.5/blender/release/io/export_ply.py        2009-06-20 
13:55:47 UTC (rev 21032)
@@ -0,0 +1,228 @@
+#!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__ = "0.93"
+__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, [email protected]
+#
+# 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 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 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=        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].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('comment 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][0], 1.0-uv[j][1]))
+                       elif vertexUV:          uvcoord=        
rvec2d((v.uvco[0], 1.0-v.uvco[1]))
+                       if vertexColors:        color=          col[j].r, 
col[j].g, col[j].b
+                       
+                       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()

Deleted: branches/blender2.5/blender/release/scripts/ply_export.py
===================================================================
--- branches/blender2.5/blender/release/scripts/ply_export.py   2009-06-20 
13:53:14 UTC (rev 21031)
+++ branches/blender2.5/blender/release/scripts/ply_export.py   2009-06-20 
13:55:47 UTC (rev 21032)
@@ -1,228 +0,0 @@
-#!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__ = "0.93"
-__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, [email protected]
-#
-# 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 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

@@ Diff output truncated at 10240 characters. @@

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