# ##### 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.
# 
#  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.
#
# ##### END GPL LICENSE BLOCK #####

import bpy

__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, 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.
# 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 write(filename, scene, ob, \
		EXPORT_APPLY_MODIFIERS= True,\
		EXPORT_NORMALS= True,\
		EXPORT_UV= True,\
		EXPORT_COLORS= True\
	):
	
	if not filename.lower().endswith('.ply'):
		filename += '.ply'
	
	if not ob:
		raise Exception("Error, Select 1 active object")
		return
	
	file = open(filename, 'w')
	
	
	#EXPORT_EDGES = Draw.Create(0)
	"""
	is_editmode = Blender.Window.EditMode()
	if is_editmode:
		Blender.Window.EditMode(0, '', 0)
	
	Window.WaitCursor(1)
	"""
	
	#mesh = BPyMesh.getMeshFromObject(ob, None, EXPORT_APPLY_MODIFIERS, False, scn) # XXX
	if EXPORT_APPLY_MODIFIERS:
		mesh = ob.create_mesh(True, 'PREVIEW')
	else:
		mesh = ob.data
	
	if not mesh:
		raise ("Error, could not get mesh data from active object")
		return
	
	# mesh.transform(ob.matrixWorld) # XXX
	
	faceUV = len(mesh.uv_textures) > 0
	vertexUV = len(mesh.sticky) > 0
	vertexColors = len(mesh.vertex_colors) > 0
	
	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
		
	if faceUV:
		active_uv_layer = None
		for lay in mesh.uv_textures:
			if lay.active:
				active_uv_layer= lay.data
				break
		if not active_uv_layer:
			EXPORT_UV = False
			faceUV = None
	
	if vertexColors:
		active_col_layer = None
		for lay in mesh.vertex_colors:
			if lay.active:
				active_col_layer= lay.data
		if not active_col_layer:
			EXPORT_COLORS = False
			vertexColors = None
	
	# incase
	color = uvcoord = uvcoord_key = normal = normal_key = None
	
	mesh_verts = mesh.verts # save a lookup
	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.smooth
		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
		
		f_verts= f.verts
		
		pf= ply_faces[i]
		for j, vidx in enumerate(f_verts):
			v = mesh_verts[vidx]
			
			if smooth:
				normal=		tuple(v.normal)
				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]
				color= int(color[0]*255.0), int(color[1]*255.0), int(color[2]*255.0)
			
			
			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)
				pf_vidx = vdict_local[key] = vert_count;
				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')
	version = "2.5" # Blender.Get('version')
	file.write('comment Created by Blender3D %s - www.blender.org, source file: %s\n' % (version, bpy.data.filename.split('/')[-1].split('\\')[-1] ))
	
	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')
	
	# XXX 
	"""
	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(ply_verts):
		file.write('%.6f %.6f %.6f ' % tuple(mesh_verts[v[0]].co)) # 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 pf in ply_faces:
		if len(pf)==3:		file.write('3 %d %d %d\n' % tuple(pf))
		else:				file.write('4 %d %d %d %d\n' % tuple(pf))
	
	file.close()
	print("writing", filename, "done")
	
	if EXPORT_APPLY_MODIFIERS:
		bpy.data.remove_mesh(mesh)
	
	# XXX
	"""
	if is_editmode:
		Blender.Window.EditMode(1, '', 0)
	"""

from bpy.props import *


class ExportPLY(bpy.types.Operator):
	'''Export a single object as a stanford PLY with normals, colours and texture coordinates.'''
	bl_idname = "export.ply"
	bl_label = "Export PLY"
	
	# List of operator properties, the attributes will be assigned
	# to the class instance from the operator settings before calling.
	
	
	path = StringProperty(name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= "")
	use_modifiers = BoolProperty(name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True)
	use_normals = BoolProperty(name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True)
	use_uvs = BoolProperty(name="Export UVs", description="Exort the active UV layer", default= True)
	use_colors = BoolProperty(name="Export Vertex Colors", description="Exort the active vertex color layer", default= True)
	
	
	def poll(self, context):
		return context.active_object != None
	
	def execute(self, context):
		# print("Selected: " + context.active_object.name)

		if not self.properties.path:
			raise Exception("filename not set")
			
		write(self.properties.path, context.scene, context.active_object,\
			EXPORT_APPLY_MODIFIERS = self.properties.use_modifiers,
			EXPORT_NORMALS = self.properties.use_normals,
			EXPORT_UV = self.properties.use_uvs,
			EXPORT_COLORS = self.properties.use_colors,
		)

		return ('FINISHED',)
	
	def invoke(self, context, event):	
		wm = context.manager
		wm.add_fileselect(self)
		return ('RUNNING_MODAL',)


bpy.ops.add(ExportPLY)

import dynamic_menu

def menu_func(self, context):
    default_path = bpy.data.filename.replace(".blend", ".ply")
    self.layout.operator(ExportPLY.bl_idname, text="Stanford (.ply)...").path = default_path

menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)

if __name__ == "__main__":
	bpy.ops.export.ply(path="/tmp/test.ply")
