import mathutils
class MeshExporter:
- def __init__(self):
- self.show_progress = True
- self.export_all = False
-
- def export_to_file(self, context, out_fn):
- if self.export_all:
- objs = [o for o in context.selected_objects if o.type=="MESH"]
- else:
- objs = [context.active_object]
-
- from .util import Progress
-
- path, base = os.path.split(out_fn)
- base, ext = os.path.splitext(base)
-
- progress = Progress(self.show_progress and context)
- for i, obj in enumerate(objs):
- if self.export_all:
- out_fn = os.path.join(path, obj.data.name+ext)
-
- progress.push_task_slice(obj.data.name, i, len(objs))
- resource = self.export_mesh(context, obj, progress)
-
- resource.write_to_file(out_fn)
- progress.pop_task()
-
def export_mesh(self, context, mesh_or_obj, progress):
from .mesh import Mesh, create_mesh_from_object
resource = Resource(mesh.name+".mesh", "mesh")
statements = resource.statements
- st = Statement("vertices", Token("NORMAL3"))
+ st = Statement("vertices", Token("VERTEX3_FLOAT"))
+ stride = 12
if mesh.vertices[0].color:
st.append(Token("COLOR4_UBYTE"))
+ stride += 4
if mesh.uv_layers:
for u in mesh.uv_layers:
- size = str(len(u.uvs[0]))
+ size = len(u.uvs[0])
+ min_val = min(*u.uvs[0])
+ max_val = max(*u.uvs[1])
+ for c in u.uvs:
+ min_val = min(min_val, *c)
+ max_val = max(max_val, *c)
+ uv_type = "USHORT" if min_val>=0.0 and max_val<=1.0 else "FLOAT"
+ if uv_type=="FLOAT" and stride%4:
+ pad = 4-stride%4
+ st.append(Token("PADDING{}".format(pad)))
+ stride += pad
if u.unit==0:
- st.append(Token("TEXCOORD"+size))
+ st.append(Token("TEXCOORD{}_{}".format(size, uv_type)))
else:
- st.append(Token("TEXCOORD{}_{}".format(size, u.unit)))
- if mesh.tangent_vecs:
- st.append(Token("TANGENT3"))
+ st.append(Token("TEXCOORD{}_{}_{}".format(size, u.unit, uv_type)))
+ stride += (2 if uv_type=="USHORT" else 4)*size
if mesh.vertex_groups:
- st.append(Token("GROUP{}".format(mesh.max_groups_per_vertex)))
- st.append(Token("WEIGHT{}".format(mesh.max_groups_per_vertex)))
- st.append(Token("VERTEX3"))
+ st.append(Token("WEIGHT{}_USHORT".format(mesh.max_groups_per_vertex)))
+ st.append(Token("GROUP{}_UBYTE".format(mesh.max_groups_per_vertex)))
+ stride += 3*mesh.max_groups_per_vertex
+ st.append(Token("NORMAL3_BYTE"))
+ stride += 3
+ if mesh.uv_layers and mesh.tangent_vecs:
+ st.append(Token("TANGENT3_BYTE"))
+ stride += 3
+ if stride%4:
+ pad = 4-stride%4
+ st.append(Token("PADDING{}_UBYTE".format(pad)))
+ stride += pad
normal = None
color = None