- objs = [context.active_object]
-
- if not objs:
- raise Exception("Nothing to export")
- for o in objs:
- if o.type!="MESH":
- raise Exception("Can only export Mesh data")
-
- from .mesh import Mesh
- from .util import Progress
-
- progress = Progress(context)
- progress.set_task("Preparing", 0.0, 0.0)
-
- mesh = None
- bmeshes = []
- for o in objs:
- bmesh = o.to_mesh(context.scene, True, "PREVIEW")
- bmeshes.append(bmesh)
- if not mesh:
- mesh = Mesh(bmesh)
- else:
- mesh.splice(Mesh(bmesh))
-
- progress.set_task("Smoothing", 0.05, 0.35)
- if self.smoothing=="NONE":
- mesh.flatten_faces()
- mesh.split_smooth(progress)
-
- if self.smoothing!="BLENDER":
- mesh.compute_normals()
-
- if self.export_groups:
- mesh.sort_vertex_groups(self.max_groups)
-
- # Create a mapping from vertex group indices to bone indices
- group_index_map = dict((i, i) for i in range(len(objs[0].vertex_groups)))
- if objs[0].parent and objs[0].parent.type=="ARMATURE":
- armature = objs[0].parent.data
- bone_indices = dict((armature.bones[i].name, i) for i in range(len(armature.bones)))
- for g in objs[0].vertex_groups:
- if g.name in bone_indices:
- group_index_map[g.index] = bone_indices[g.name]
-
- if self.material_tex and mesh.materials:
- mesh.generate_material_uv()
-
- texunits = []
- 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=="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]
-
- if self.tbn_vecs:
- # TBN coordinates must be generated before vertices are split by any other layer
- uv_names = [u.name for i, u in texunits]
- if self.tbn_uvtex in uv_names:
- tbn_index = uv_names.index(self.tbn_uvtex)
- unit = texunits[tbn_index]
- del texunits[tbn_index]
- texunits.insert(0, unit)
-
- for i, u in texunits:
- progress.set_task("Splitting UVs", 0.35+0.3*i/len(texunits), 0.35+0.3*(i+1)/len(texunits))
- mesh.split_uv(i, progress)
- if self.tbn_vecs and u.name==self.tbn_uvtex:
- mesh.compute_uv()
- mesh.compute_tbn(i)
-
- mesh.compute_uv()
-
- strips = []
- loose = mesh.faces
- if self.use_strips:
- progress.set_task("Creating strips", 0.65, 0.95)
- strips, loose = self.stripify(mesh, progress)
-
- progress.set_task("Writing file", 0.95, 1.0)
-
- from .outfile import open_output
- out_file = open_output(out_file)
-
- fmt = ["NORMAL3"]
- if texunits:
- for i, u in texunits:
- if u.unit==0 or force_unit0:
- fmt.append("TEXCOORD2")
+ task = ctx.task("Preparing mesh", 0.9)
+ mesh = create_mesh_from_object(task, mesh_or_obj)
+
+ from .datafile import Resource, Statement, Token
+ resource = Resource(mesh.name+".mesh", "mesh")
+ statements = resource.statements
+
+ task = ctx.task("Creating statements", 1.0)
+
+ statements.append(Statement("winding", Token('COUNTERCLOCKWISE')))
+
+ 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 = 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{}_{}".format(size, uv_type)))