- if v.bino!=bino:
- out_file.write("attrib3", 4, *v.bino)
- bino = v.bino
- out_file.write("vertex3", *v.co)
- out_file.end()
- for s in strips:
- out_file.begin("batch", "TRIANGLE_STRIP")
- indices = []
- n = 0
- for v in s:
- indices.append(v.index)
- if len(indices)>=32:
- out_file.write("indices", *indices)
- indices = []
- if indices:
- out_file.write("indices", *indices)
- out_file.end()
-
- if loose:
- out_file.begin("batch", "TRIANGLES")
- for f in loose:
- for i in range(2, len(f.vertices)):
- out_file.write("indices", f.vertices[0].index, f.vertices[i-1].index, f.vertices[i].index)
- out_file.end()
-
- if self.export_lines and mesh.lines:
- out_file.write("batch", "LINES")
- for l in mesh.lines:
- 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)
+ if mesh.vertex_groups:
+ v_group = [g.group for g in v.groups]
+ v_weight = [g.weight for g in v.groups]
+ if v_group!=group:
+ st.sub.append(Statement("group", *v_group))
+ group = v_group
+ if v_weight!=weight:
+ st.sub.append(Statement("weight", *v_weight))
+ weight = v_weight
+ st.sub.append(Statement("vertex", *v.co))
+
+ statements.append(st)
+
+ for b in mesh.batches:
+ st = Statement("batch", Token(b.primitive_type))
+ if b.primitive_type=="PATCHES":
+ st.sub.append(Statement("patch_size", b.patch_size))
+ for i in range(0, len(b.vertices), 32):
+ st.sub.append(Statement("indices", *(v.index for v in b.vertices[i:i+32])))
+ statements.append(st)
+
+ task.set_progress(1.0)
+
+ return resource