def make_edge_key(i1, i2):
return (min(i1, i2), max(i1, i2))
+progress_range = (0.0, 1.0, "")
+
+def set_progress(value):
+ Blender.Window.DrawProgressBar(progress_range[0]+progress_range[1]*value, progress_range[2])
+
+def set_progress_range(low, high, text):
+ global progress_range
+ progress_range = (low, high-low, text)
+ set_progress(0.0)
+
class Edge:
def __init__(self, me):
def __getattr__(self, attr):
return getattr(self._medge, attr)
- def __cmp__(self, other):
- return self is other
-
def check_smooth(self, limit):
if len(self.faces)!=2:
return
else:
self._mvert = mv
self.uv = None
- self.orig_index = self._mvert.index
self.flag = False
self.faces = []
self.tan = None
self._mesh = m
self.verts = [Vertex(v) for v in m.verts]
self.faces = [Face(f) for f in m.faces]
+ self.materials = m.materials[:]
for f in self.faces:
for i in range(len(f.verts)):
smooth_limit = math.cos(m.degr*math.pi/180)
else:
smooth_limit = -1
+
for e in self.edges.itervalues():
e.v1 = self.verts[e.v1.index]
e.v2 = self.verts[e.v2.index]
def __getattr__(self, attr):
return getattr(self._mesh, attr)
+ def splice(self, other):
+ material_map = []
+ for m in other.materials:
+ if m in self.materials:
+ material_map.append(self.materials.index(m))
+ else:
+ material_map.append(len(self.materials))
+ self.materials.append(m)
+
+ offset = len(self.verts)
+ for v in other.verts:
+ v.index += offset
+ self.verts.append(v)
+
+ offset = len(self.faces)
+ for f in other.faces:
+ f.index += offset
+ f.mat = material_map[f.mat]
+ self.faces.append(f)
+
+ for e in other.edges.itervalues():
+ e.key = make_edge_key(e.v1.index, e.v2.index)
+ self.edges[e.key] = e
+
+ self.lines += other.lines
+
+ def generate_material_uv(self):
+ for f in self.faces:
+ f.uv = ([(f.mat+0.5)/len(self.materials), 0.5],)*len(f.verts)
+ self.faceUV = True
+
def split_vertices(self, find_group_func, debug):
groups = []
- for v in self.verts:
+ for i in range(len(self.verts)):
+ v = self.verts[i]
for f in v.faces:
f.flag = False
groups.append(vg)
+ set_progress(i*0.5/len(self.verts))
+
for i in range(len(self.verts)):
if len(groups[i])==1:
continue
f.verts[f.verts.index(self.verts[i])] = v
v.faces.append(f)
+ set_progress(0.5+i*0.5/len(self.verts))
+
def split_smooth(self, debug = False):
self.split_vertices(self.find_smooth_group, debug)
return hits
-class Exporter:
+class OutFile:
def __init__(self, fn):
- self.filename = fn
if fn==None:
- self.out_file = sys.stdout
+ self.file = sys.stdout
else:
- self.out_file = file(fn, "w")
+ self.file = open(fn, "w")
+ self.indent = 0
+
+ def make(self, kwd, *params):
+ pstr = ""
+ for p in params:
+ if type(p)==float:
+ pstr += " %.6g"%p
+ else:
+ pstr += " %s"%p
+ return "%s%s"%(kwd, pstr)
+
+ def write(self, kwd, *params):
+ self.file.write("%s%s;\n"%('\t'*self.indent, self.make(kwd, *params)))
+
+ def begin(self, kwd, *params):
+ i = '\t'*self.indent
+ self.file.write("%s%s\n%s{\n"%(i, self.make(kwd, *params), i))
+ self.indent += 1
+
+ def end(self):
+ self.indent -= 1
+ self.file.write("%s};\n"%('\t'*self.indent))
+
+
+class Exporter:
+ def __init__(self, fn):
+ self.out_file = OutFile(fn)
self.use_strips = True
self.use_degen_tris = True
self.max_strip_len = 1024
self.cache_size = 64
self.export_lines = True
self.tbn_vecs = False
+ self.compound = False
+ self.object = False
+ self.material_tex = False
self.debug = False
self.strip_debug = False
self.split_debug = False
for f in mesh.faces:
f.flag = False
+ faces_done = 0
strips = []
+ loose = []
+ cache = None
+ if self.optimize_cache:
+ cache = VertexCache(self.cache_size)
+
+ island = []
+ island_strips = []
while 1:
+ if not island:
+ queue = []
+ for f in mesh.faces:
+ if not f.flag:
+ f.flag = True
+ queue.append(f)
+ break
+
+ if not queue:
+ break
+
+ while queue:
+ f = queue[0]
+ del queue[0]
+ island.append(f)
+
+ for e in f.edges:
+ other = e.other_face(f)
+ if other and not other.flag:
+ other.flag = True
+ queue.append(other)
+
+ for f in island:
+ f.flag = False
+
best = 5
face = None
- for f in mesh.faces:
+ for f in island:
if f.flag:
continue
score = 0
best = score
if not face:
- break
+ while island_strips:
+ best = 0
+ if cache:
+ best_hits = 0
+ for i in range(len(island_strips)):
+ hits = cache.test_strip(island_strips[i])
+ if hits>best_hits:
+ best = i
+ best_hits = hits
+
+ s = island_strips[best]
+ del island_strips[best]
+ strips.append(s)
+
+ if cache:
+ cache.fetch_strip(s)
+
+ faces_done += len(island)
+ set_progress(float(faces_done)/len(mesh.faces))
+
+ loose += [f for f in island if not f.flag]
+ for f in island:
+ f.flag = True
+
+ island = []
+ island_strips = []
+ continue
strip = mesh.create_strip(face, self.max_strip_len, self.strip_debug)
if strip:
- strips.append(strip)
-
- loose = [f for f in mesh.faces if not f.flag]
+ island_strips.append(strip)
if self.debug:
print "%d strips:"%len(strips)
for i in range(len(strips)):
print " %d: %d indices"%(i, len(strips[i]))
- print "%d loose faces"%len([f for f in mesh.faces if not f.flag])
+ print "%d loose faces"%len(loose)
nind = sum([len(s) for s in strips])+sum([len(f.verts) for f in loose])
print "%d indices total"%nind
- if self.use_degen_tris and strips:
- big_strip = []
-
- cache = None
+ if cache:
+ cache = VertexCache(self.cache_size)
total_hits = 0
- if self.optimize_cache:
- cache = VertexCache(self.cache_size)
-
- while strips:
- best = 0
- if cache:
- best_hits = 0
- for i in range(len(strips)):
- hits = cache.test_strip(strips[i])
- if hits>best_hits:
- best = i
- best_hits = hits
- s = strips[best]
+ if self.use_degen_tris and strips:
+ big_strip = []
+ for s in strips:
if big_strip:
glue = [big_strip[-1], s[0]]
if len(big_strip)%2:
if cache:
total_hits += cache.fetch_strip(s)
- del strips[best]
-
for f in loose:
if len(big_strip)%2:
order = (-1, -2, 0, 1)
else:
order = (0, 1, -1, -2)
verts = [f.verts[i] for i in order[:len(f.verts)]]
+
if big_strip:
glue = [big_strip[-1], verts[0]]
big_strip += glue
if cache:
total_hits += cache.fetch_strip(glue)
+
big_strip += verts
if cache:
total_hits += cache.fetch_strip(verts)
def export(self):
scene = bpy.data.scenes.active
- obj = scene.objects.active
- if obj.getType()!="Mesh":
- raise Exception, "Can only export Mesh data"
+ objs = Blender.Object.GetSelected()
+ if not objs:
+ raise Exception, "Nothing to export"
+ for o in objs:
+ if o.getType()!="Mesh":
+ raise Exception, "Can only export Mesh data"
+
+ Blender.Window.DrawProgressBar(0.0, "Preparing");
mesh = Blender.Mesh.New("export_tmp")
- mesh.getFromObject(obj)
+ mesh.getFromObject(objs[0])
mesh = Mesh(mesh)
+ if self.compound:
+ # Must keep a ref to each Blender mesh
+ bmeshes = []
+ for o in objs[1:]:
+ bmesh = Blender.Mesh.New("export_tmp")
+ bmesh.getFromObject(o)
+ bmeshes.append(bmesh)
+ mesh.splice(Mesh(bmesh))
if self.debug:
ntris = sum([len(f.verts)-2 for f in mesh.faces])
print "Starting with %d vertices, %d faces (%d triangles) and %d edges"%(len(mesh.verts), len(mesh.faces), ntris, len(mesh.edges))
+ set_progress_range(0.05, 0.35, "Smoothing")
mesh.split_smooth(self.split_debug)
if self.debug:
mesh.compute_normals()
+ if self.material_tex:
+ mesh.generate_material_uv()
+
if mesh.faceUV:
+ set_progress_range(0.35, 0.65, "Splitting UVs")
mesh.split_uv(self.split_debug)
if self.debug:
print "After UV splitting %d vertices and %d edges"%(len(mesh.verts), len(mesh.edges))
if self.tbn_vecs:
mesh.compute_tbn()
+ set_progress_range(0.65, 0.95, "Creating strips")
strips = []
+ loose = mesh.faces
if self.use_strips:
strips, loose = self.stripify(mesh)
- self.out_file.write("vertices NORMAL3")
+ Blender.Window.DrawProgressBar(0.95, "Writing file");
+
+ if self.object:
+ self.out_file.begin("mesh")
+
+ fmt = "NORMAL3"
if mesh.faceUV:
- self.out_file.write("_TEXCOORD2")
+ fmt += "_TEXCOORD2"
if self.tbn_vecs:
- self.out_file.write("_ATTRIB33_ATTRIB34")
- self.out_file.write("_VERTEX3\n{\n")
+ fmt += "_ATTRIB33_ATTRIB34"
+ fmt += "_VERTEX3"
+ self.out_file.begin("vertices", fmt)
norm = None
uv = None
tan = None
bino = None
for v in mesh.verts:
if v.no!=norm:
- self.out_file.write("\tnormal3 %f %f %f;\n"%tuple(v.no))
+ self.out_file.write("normal3", *v.no)
norm = v.no
if v.uv!=uv:
- self.out_file.write("\ttexcoord2 %f %f;\n"%tuple(v.uv))
+ self.out_file.write("texcoord2", *v.uv)
uv = v.uv
if v.tan!=tan:
- self.out_file.write("\tattrib3 3 %f %f %f;\n"%tuple(v.tan))
+ self.out_file.write("attrib3", 3, *v.tan)
tan = v.tan
if v.bino!=bino:
- self.out_file.write("\tattrib3 4 %f %f %f;\n"%tuple(v.bino))
+ self.out_file.write("attrib3", 4, *v.bino)
bino = v.bino
- self.out_file.write("\tvertex3 %f %f %f;\n"%tuple(v.co))
- self.out_file.write("};\n")
+ self.out_file.write("vertex3", *v.co)
+ self.out_file.end()
for s in strips:
- self.out_file.write("batch TRIANGLE_STRIP\n{\n\tindices")
+ self.out_file.begin("batch", "TRIANGLE_STRIP")
+ indices = []
n = 0
for v in s:
- self.out_file.write(" %u"%v.index)
- n += 1;
- if n%32==0:
- self.out_file.write(";\n\tindices")
- self.out_file.write(";\n};\n")
-
- first = True
- for f in loose:
- if first:
- self.out_file.write("batch TRIANGLES\n{\n")
- first = False
- for i in range(2, len(f.verts)):
- self.out_file.write("\tindices %u %u %u;\n"%(f.verts[0].index, f.verts[i-1].index, f.verts[i].index))
- if not first:
- self.out_file.write("};\n")
+ indices.append(v.index)
+ if len(indices)>=32:
+ self.out_file.write("indices", *indices)
+ indices = []
+ if indices:
+ self.out_file.write("indices", *indices)
+ self.out_file.end()
+
+ if loose:
+ self.out_file.begin("batch", "TRIANGLES")
+ for f in loose:
+ for i in range(2, len(f.verts)):
+ self.out_file.write("indices", f.verts[0].index, f.verts[i-1].index, f.verts[i].index)
+ self.out_file.end()
if self.export_lines and mesh.lines:
- self.out_file.write("batch LINES\n{\n")
+ self.out_file.write("batch", "LINES")
for l in mesh.lines:
- self.out_file.write("\tindices %u %u;\n"%(l.verts[0].index, l.verts[1].index))
- self.out_file.write("};\n")
+ self.out_file.write("indices", l.verts[0].index, l.verts[1].index)
+ self.out_file.end()
+
+ if self.object:
+ self.out_file.end()
+ self.out_file.begin("technique")
+ self.out_file.begin("pass", '""')
+ if self.material_tex:
+ self.out_file.begin("material")
+ self.out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
+ self.out_file.end()
+ self.out_file.begin("texunit", 0)
+ self.out_file.begin("texture2d")
+ self.out_file.write("min_filter", "NEAREST")
+ self.out_file.write("mag_filter", "NEAREST")
+ self.out_file.write("storage", "RGB", len(mesh.materials), 1)
+ texdata = '"'
+ for m in mesh.materials:
+ texdata += "\\x%02X\\x%02X\\x%02X"%(int(m.R*255), int(m.G*255), int(m.B*255))
+ texdata += '"'
+ self.out_file.write("raw_data", texdata)
+ self.out_file.end()
+ self.out_file.end()
+ elif mesh.materials:
+ m = mesh.materials[0]
+ self.out_file.begin("material")
+ self.out_file.write("diffuse", m.R, m.G, m.B, 1.0)
+ self.out_file.write("ambient", m.R*m.amb, m.G*m.amb, m.B*m.amb, 1.0)
+ self.out_file.write("specular", m.specR*m.spec, m.specG*m.spec, m.specB*m.spec, 1.0)
+ self.out_file.write("shininess", m.hard);
+ self.out_file.end()
+ self.out_file.end()
+ self.out_file.end()
+
+ Blender.Window.DrawProgressBar(1.0, "Done")
class FrontEnd:
self.cache_size = Blender.Draw.Create(self.config.get('cache_size', 64))
self.export_lines = Blender.Draw.Create(self.config.get('export_lines', False))
self.tbn_vecs = Blender.Draw.Create(self.config.get('tbn_vecs', False))
+ self.compound = Blender.Draw.Create(self.config.get('compound', False))
+ self.object = Blender.Draw.Create(self.config.get('object', False))
+ self.material_tex = Blender.Draw.Create(self.config.get('material_tex', False))
self.debug = Blender.Draw.Create(self.config.get('debug', False))
self.strip_debug = Blender.Draw.Create(self.config.get('strip_debug', False))
self.split_debug = Blender.Draw.Create(self.config.get('split_debug', False))
("Cache size", self.cache_size, 8, 1024, "Cache size to optimize for"),
("Export lines", self.export_lines, "Export lone edges as lines"),
("Compute T/B vecs", self.tbn_vecs, "Compute tangent/binormal vectors for bumpmapping"),
+ ("Compound", self.compound, "Create a compound mesh of all selected objects"),
+ ("Object", self.object, "Export as an object"),
+ ("Material texture", self.material_tex, "Create a texture from material data"),
("Debugging options"),
("Debug", self.debug),
("Debug strips", self.strip_debug),
("Debug splitting", self.split_debug)])
if ret:
dirname = self.temp_config.get("dirname", Blender.sys.dirname(Blender.Get("filename")))
- obj = bpy.data.scenes.active.objects.active
- Blender.Window.FileSelector(self.export, "Export MSP GL mesh", "%s/%s.mesh"%(dirname, obj.name))
+ obj = Blender.Object.GetSelected()[0]
+ ext = "mesh"
+ if self.object.val:
+ ext = "object"
+ Blender.Window.FileSelector(self.export, "Export MSP GL mesh", "%s/%s.%s"%(dirname, obj.name, ext))
def draw(self):
pass
self.config['cache_size'] = self.cache_size.val
self.config['export_lines'] = self.export_lines.val
self.config['tbn_vecs'] = self.tbn_vecs.val
+ self.config['compound'] = self.compound.val
+ self.config['object'] = self.object.val
+ self.config['material_tex'] = self.material_tex.val
self.config['debug'] = self.debug.val
self.config['strip_debug'] = self.strip_debug.val
self.config['split_debug'] = self.split_debug.val
exp.cache_size = self.cache_size.val
exp.export_lines = self.export_lines.val
exp.tbn_vecs = self.tbn_vecs.val
+ exp.compound = self.compound.val
+ exp.object = self.object.val
+ exp.material_tex = self.material_tex.val
exp.debug = self.debug.val
exp.strip_debug = self.strip_debug.val
exp.split_debug = self.split_debug.val