import itertools
import bpy
-from .outfile import OutFile
class VertexCache:
def __init__(self, size):
self.tbn_vecs = False
self.tbn_uvtex = ""
self.compound = False
- self.object = False
self.material_tex = False
- self.textures = "REF"
self.smoothing = "MSPGL"
self.export_groups = False
self.max_groups = 2
return strips, loose
- def export(self, context, fn):
+ def export(self, context, out_file):
if self.compound:
objs = context.selected_objects
else:
from .mesh import Mesh
from .util import Progress
- progress = Progress()
+ progress = Progress(context)
progress.set_task("Preparing", 0.0, 0.0)
mesh = None
mesh.generate_material_uv()
texunits = []
- if mesh.uv_layers and self.export_uv!="NONE":
+ force_unit0 = False
+ if mesh.uv_layers and (self.export_uv!="NONE" or self.material_tex):
# Figure out which UV layers to export
- if self.export_uv=="UNIT0":
- if mesh.uv_layers[0].unit==0:
- texunits = [0]
- else:
+ if self.export_uv=="ALL":
texunits = range(len(mesh.uv_layers))
+ elif self.material_tex:
+ # The material UV layer is always the last one
+ texunits = [len(mesh.uv_layers)-1]
+ force_unit0 = True
+ else:
+ for i, u in enumerate(mesh.uv_layers):
+ if u.unit==0:
+ texunits = [i]
+ break
texunits = [(i, mesh.uv_layers[i]) for i in texunits]
texunits = [u for u in texunits if not u[1].hidden]
progress.set_task("Writing file", 0.95, 1.0)
- out_file = OutFile(fn)
- if self.object:
- out_file.begin("mesh")
+ from .outfile import open_output
+ out_file = open_output(out_file)
fmt = ["NORMAL3"]
if texunits:
for i, u in texunits:
- if u.unit==0:
+ if u.unit==0 or force_unit0:
fmt.append("TEXCOORD2")
else:
fmt.append("TEXCOORD2_%d"%u.unit)
if self.tbn_vecs:
- fmt += ["ATTRIB3_3", "ATTRIB3_4"]
+ fmt += ["TANGENT3", "BINORMAL3"]
if self.export_groups:
fmt.append("ATTRIB%d_5"%(self.max_groups*2))
fmt.append("VERTEX3")
out_file.begin("vertices", *fmt)
normal = None
- uvs = [None]*len(texunits)
+ uvs = [None]*(max(u[0] for u in texunits)+1)
tan = None
bino = None
group = None
normal = v.normal
for i, u in texunits:
if v.uvs[i]!=uvs[i]:
- if u.unit==0:
+ if u.unit==0 or force_unit0:
out_file.write("texcoord2", *v.uvs[i])
else:
out_file.write("multitexcoord2", u.unit, *v.uvs[i])
uvs[i] = v.uvs[i]
if self.tbn_vecs:
if v.tan!=tan:
- out_file.write("attrib3", 3, *v.tan)
+ out_file.write("tangent3", *v.tan)
tan = v.tan
if v.bino!=bino:
- out_file.write("attrib3", 4, *v.bino)
+ out_file.write("binormal3", *v.bino)
bino = v.bino
if self.export_groups:
group_attr = [(group_index_map[g.group], g.weight*v.group_weight_scale) for g in v.groups[:self.max_groups]]
out_file.write("indices", l.vertices[0].index, l.vertices[1].index)
out_file.end()
- if self.object:
- out_file.end()
- out_file.begin("technique")
- out_file.begin("pass", '""')
- if mesh.materials:
- if self.material_tex:
- out_file.begin("material")
- out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
- out_file.end()
- index = 0
- for u in mesh.uv_layers:
- if u.name=="material_tex":
- index = u.unit
- out_file.begin("texunit", index)
- out_file.begin("texture2d")
- out_file.write("min_filter", "NEAREST")
- out_file.write("mag_filter", "NEAREST")
- out_file.write("storage", "RGB", len(mesh.materials), 1)
- texdata = '"'
- for m in mesh.materials:
- color = [int(c*255) for c in m.diffuse_color]
- texdata += "\\x%02X\\x%02X\\x%02X"%tuple(color)
- texdata += '"'
- out_file.write("raw_data", texdata)
- out_file.end()
- out_file.end()
- else:
- mat = mesh.materials[0]
- out_file.begin("material")
- diff = mat.diffuse_color
- out_file.write("diffuse", diff.r, diff.g, diff.b, 1.0)
- amb = diff*mat.ambient
- out_file.write("ambient", amb.r, amb.g, amb.b, 1.0)
- spec = mat.specular_color*mat.specular_intensity
- out_file.write("specular", spec.r, spec.g, spec.b, 1.0)
- out_file.write("shininess", mat.specular_hardness);
- out_file.end()
-
- if self.textures!="NONE":
- for slot in mesh.materials[0].texture_slots:
- if not slot:
- continue
-
- tex = slot.texture
- if tex.type!="IMAGE":
- continue
-
- if slot.uv_layer:
- for u in mesh.uv_layers:
- if u.name==slot.uv_layer:
- index = u.unit
- else:
- index = mesh.uv_layers[0].unit
-
- out_file.begin("texunit", index)
- if self.textures=="INLINE":
- out_file.begin("texture2d")
- out_file.write("min_filter", "LINEAR")
- out_file.write("storage", "RGBA", tex.image.size[0], tex.image.size[1])
- texdata = '"'
- for p in tex.image.pixels:
- texdata += "\\x%02X"%int(p*255)
- texdata += '"'
- out_file.write("raw_data", texdata)
- out_file.end()
- else:
- out_file.write("texture", '"%s"'%tex.image.name)
- out_file.end()
-
- out_file.end()
- out_file.end()
-
progress.set_task("Done", 1.0, 1.0)
for m in bmeshes:
bpy.data.meshes.remove(m)
+
+ return mesh