Blender-ZeroEngine-MSH2-Plugin/src_research_readme/blender_2.43_scripts/ply_import.py

354 lines
10 KiB
Python

#!BPY
"""
Name: 'Stanford PLY (*.ply)...'
Blender: 248
Group: 'Import'
Tip: 'Import a Stanford PLY file'
"""
__author__ = 'Bruce Merry'
__version__ = '0.93'
__bpydoc__ = """\
This script imports Stanford PLY files into Blender. It supports per-vertex
normals, and per-face colours and texture coordinates.
Usage:
Run this script from "File->Import" and select the desired PLY file.
"""
# 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.
# 20th Oct 2008, 0.93 - Updated by Campbell Barton AKA ideasman42, use Mesh rather then NMesh, dont import normals, vcolors work again.
# Updated by Campbell Barton AKA Ideasman42, 10% faster code.
# Portions of this code are taken from mod_meshtools.py in Blender
# 2.32.
import Blender
try:
import re, struct
except:
struct= None
class element_spec(object):
__slots__ = 'name', 'count', 'properties'
def __init__(self, name, count):
self.name = name
self.count = count
self.properties = []
def load(self, format, stream):
if format == 'ascii':
stream = re.split('\s+', stream.readline())
return map(lambda x: x.load(format, stream), self.properties)
def index(self, name):
for i, p in enumerate(self.properties):
if p.name == name: return i
return -1
class property_spec(object):
__slots__ = 'name', 'list_type', 'numeric_type'
def __init__(self, name, list_type, numeric_type):
self.name = name
self.list_type = list_type
self.numeric_type = numeric_type
def read_format(self, format, count, num_type, stream):
if format == 'ascii':
if (num_type == 's'):
ans = []
for i in xrange(count):
s = stream[i]
if len(s) < 2 or s[0] != '"' or s[-1] != '"':
print 'Invalid string', s
print 'Note: ply_import.py does not handle whitespace in strings'
return None
ans.append(s[1:-1])
stream[:count] = []
return ans
if (num_type == 'f' or num_type == 'd'):
mapper = float
else:
mapper = int
ans = map(lambda x: mapper(x), stream[:count])
stream[:count] = []
return ans
else:
if (num_type == 's'):
ans = []
for i in xrange(count):
fmt = format + 'i'
data = stream.read(struct.calcsize(fmt))
length = struct.unpack(fmt, data)[0]
fmt = '%s%is' % (format, length)
data = stream.read(struct.calcsize(fmt))
s = struct.unpack(fmt, data)[0]
ans.append(s[:-1]) # strip the NULL
return ans
else:
fmt = '%s%i%s' % (format, count, num_type)
data = stream.read(struct.calcsize(fmt));
return struct.unpack(fmt, data)
def load(self, format, stream):
if (self.list_type != None):
count = int(self.read_format(format, 1, self.list_type, stream)[0])
return self.read_format(format, count, self.numeric_type, stream)
else:
return self.read_format(format, 1, self.numeric_type, stream)[0]
class object_spec(object):
__slots__ = 'specs'
'A list of element_specs'
def __init__(self):
self.specs = []
def load(self, format, stream):
return dict([(i.name,[i.load(format, stream) for j in xrange(i.count) ]) for i in self.specs])
'''
# Longhand for above LC
answer = {}
for i in self.specs:
answer[i.name] = []
for j in xrange(i.count):
if not j % 100 and meshtools.show_progress:
Blender.Window.DrawProgressBar(float(j) / i.count, 'Loading ' + i.name)
answer[i.name].append(i.load(format, stream))
return answer
'''
def read(filename):
format = ''
version = '1.0'
format_specs = {'binary_little_endian': '<',
'binary_big_endian': '>',
'ascii': 'ascii'}
type_specs = {'char': 'b',
'uchar': 'B',
'int8': 'b',
'uint8': 'B',
'int16': 'h',
'uint16': 'H',
'ushort': 'H',
'int': 'i',
'int32': 'i',
'uint': 'I',
'uint32': 'I',
'float': 'f',
'float32': 'f',
'float64': 'd',
'double': 'd',
'string': 's'}
obj_spec = object_spec()
try:
file = open(filename, 'rU') # Only for parsing the header, not binary data
signature = file.readline()
if not signature.startswith('ply'):
print 'Signature line was invalid'
return None
while 1:
tokens = re.split(r'[ \n]+', file.readline())
if (len(tokens) == 0):
continue
if (tokens[0] == 'end_header'):
break
elif (tokens[0] == 'comment' or tokens[0] == 'obj_info'):
continue
elif (tokens[0] == 'format'):
if (len(tokens) < 3):
print 'Invalid format line'
return None
if (tokens[1] not in format_specs): # .keys()): # keys is implicit
print 'Unknown format', tokens[1]
return None
if (tokens[2] != version):
print 'Unknown version', tokens[2]
return None
format = tokens[1]
elif (tokens[0] == 'element'):
if (len(tokens) < 3):
print 'Invalid element line'
return None
obj_spec.specs.append(element_spec(tokens[1], int(tokens[2])))
elif (tokens[0] == 'property'):
if (not len(obj_spec.specs)):
print 'Property without element'
return None
if (tokens[1] == 'list'):
obj_spec.specs[-1].properties.append(property_spec(tokens[4], type_specs[tokens[2]], type_specs[tokens[3]]))
else:
obj_spec.specs[-1].properties.append(property_spec(tokens[2], None, type_specs[tokens[1]]))
if format != 'ascii':
file.close() # was ascii, now binary
file = open(filename, 'rb')
# skip the header...
while not file.readline().startswith('end_header'):
pass
obj = obj_spec.load(format_specs[format], file)
except IOError, (errno, strerror):
try: file.close()
except: pass
return None
try: file.close()
except: pass
return (obj_spec, obj);
def load_ply(filename):
t = Blender.sys.time()
obj_spec, obj = read(filename)
if obj == None:
print 'Invalid file'
return
uvindices = colindices = None
# noindices = None # Ignore normals
for el in obj_spec.specs:
if el.name == 'vertex':
vindices = vindices_x, vindices_y, vindices_z = (el.index('x'), el.index('y'), el.index('z'))
# noindices = (el.index('nx'), el.index('ny'), el.index('nz'))
# if -1 in noindices: noindices = None
uvindices = (el.index('s'), el.index('t'))
if -1 in uvindices: uvindices = None
colindices = (el.index('red'), el.index('green'), el.index('blue'))
if -1 in colindices: colindices = None
elif el.name == 'face':
findex = el.index('vertex_indices')
mesh_faces = []
mesh_uvs = []
mesh_colors = []
def add_face(vertices, indices, uvindices, colindices):
mesh_faces.append(indices)
if uvindices: mesh_uvs.append([ (vertices[index][uvindices[0]], 1.0 - vertices[index][uvindices[1]]) for index in indices])
if colindices: mesh_colors.append([ (vertices[index][colindices[0]], vertices[index][colindices[1]], vertices[index][colindices[2]]) for index in indices])
if uvindices or colindices:
# If we have Cols or UVs then we need to check the face order.
add_face_simple = add_face
# EVIL EEKADOODLE - face order annoyance.
def add_face(vertices, indices, uvindices, colindices):
if len(indices)==4:
if indices[2]==0 or indices[3]==0:
indices= indices[2], indices[3], indices[0], indices[1]
elif len(indices)==3:
if indices[2]==0:
indices= indices[1], indices[2], indices[0]
add_face_simple(vertices, indices, uvindices, colindices)
verts = obj['vertex']
if 'face' in obj:
for f in obj['face']:
ind = f[findex]
len_ind = len(ind)
if len_ind <= 4:
add_face(verts, ind, uvindices, colindices)
else:
# Fan fill the face
for j in xrange(len_ind - 2):
add_face(verts, (ind[0], ind[j + 1], ind[j + 2]), uvindices, colindices)
mesh = Blender.Mesh.New()
mesh.verts.extend([(v[vindices_x], v[vindices_y], v[vindices_z]) for v in obj['vertex']])
if mesh_faces:
mesh.faces.extend(mesh_faces, smooth=True, ignoreDups=True)
if uvindices or colindices:
if uvindices: mesh.faceUV = True
if colindices: mesh.vertexColors = True
for i, f in enumerate(mesh.faces):
if uvindices:
ply_uv = mesh_uvs[i]
for j, uv in enumerate(f.uv):
uv[:] = ply_uv[j]
if colindices:
ply_col = mesh_colors[i]
for j, col in enumerate(f.col):
col.r, col.g, col.b = ply_col[j]
mesh.calcNormals()
objname = Blender.sys.splitext(Blender.sys.basename(filename))[0]
scn= Blender.Scene.GetCurrent()
scn.objects.selected = []
mesh.name= objname
scn.objects.active = scn.objects.new(mesh)
Blender.Redraw()
Blender.Window.DrawProgressBar(1.0, '')
print '\nSuccessfully imported "%s" in %.3f sec' % (filename, Blender.sys.time()-t)
def main():
if not struct:
msg = 'This importer requires a full python install'
if Blender.mode == 'background': print msg
else: Blender.Draw.PupMenu(msg)
return
Blender.Window.FileSelector(load_ply, 'Import PLY', '*.ply')
if __name__=='__main__':
main()
'''
import bpy
import os
files = os.popen('find /fe/ply -iname "*.ply"').readlines()
files.sort()
tot = len(files)
for i, f in enumerate(files):
if i < 26 or i > 1000000:
continue
#if i != 12686:
# continue
f = f.strip()
print f, i, tot
sce = bpy.data.scenes.new(f.split('/')[-1])
bpy.data.scenes.active = sce
# Window.
load_ply(f)
'''