]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mesh_mspgl/export_mspgl.py
Fix bugs that crept in with refactoring
[libs/gl.git] / blender / io_mesh_mspgl / export_mspgl.py
index f888dc4528d9981250e9b6ea950d35244ac7b4ee..c0fd96e9b5e71550f9a0b90bf1aeef2b113b5089 100644 (file)
@@ -75,6 +75,7 @@ class Exporter:
                self.compound = False
                self.object = False
                self.material_tex = False
+               self.textures = "REF"
                self.smoothing = "MSPGL"
 
        def stripify(self, mesh, progress = None):
@@ -93,6 +94,7 @@ class Exporter:
                island_strips = []
                while 1:
                        if not island:
+                               # No current island; find any unused face to start from
                                queue = []
                                for f in mesh.faces:
                                        if not f.flag:
@@ -103,38 +105,49 @@ class Exporter:
                                if not queue:
                                        break
 
+                               # Find all faces connected to the first one
                                while queue:
-                                       f = queue[0]
-                                       del queue[0]
-                                       island.append(f)
+                                       face = queue.pop(0)
+                                       island.append(face)
 
-                                       for e in f.edges:
-                                               other = e.other_face(f)
-                                               if other and not other.flag:
-                                                       other.flag = True
-                                                       queue.append(other)
+                                       for n in f.get_neighbors():
+                                               if not n.flag:
+                                                       n.flag = True
+                                                       queue.append(n)
 
+                               # Unflag the island for the next phase
                                for f in island:
                                        f.flag = False
 
+                       # Find an unused face with as few unused neighbors as possible, but
+                       # at least one.  This heuristic gives a preference to faces in corners
+                       # or along borders of a non-closed island.
                        best = 5
                        face = None
                        for f in island:
                                if f.flag:
                                        continue
-                               score = 0
-                               for e in f.edges:
-                                       other = e.other_face(f)
-                                       if other and not other.flag:
-                                               score += 1
+
+                               score = sum(not n.flag for n in f.get_neighbors())
                                if score>0 and score<best:
                                        face = f
                                        best = score
 
-                       if not face:
+                       if face:
+                               # Create a strip starting from the face.  This will flag the faces.
+                               strip = mesh.create_strip(face, self.max_strip_len)
+                               if strip:
+                                       island_strips.append(strip)
+                               else:
+                                       face.flag = True
+                       else:
+                               # Couldn't find a candidate face for starting a strip, so we're
+                               # done with this island
                                while island_strips:
                                        best = 0
                                        if cache:
+                                               # Find the strip that benefits the most from the current
+                                               # contents of the vertex cache
                                                best_hits = 0
                                                for i in range(len(island_strips)):
                                                        hits = cache.test_strip(island_strips[i])
@@ -142,28 +155,23 @@ class Exporter:
                                                                best = i
                                                                best_hits = hits
 
-                                       s = island_strips[best]
-                                       del island_strips[best]
-                                       strips.append(s)
+                                       strip = island_strips.pop(best)
+                                       strips.append(strip)
 
                                        if cache:
-                                               cache.fetch_strip(s)
+                                               cache.fetch_strip(strip)
 
                                faces_done += len(island)
                                if progress:
                                        progress.set_progress(float(faces_done)/len(mesh.faces))
 
+                               # Collect any faces that weren't used in strips
                                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)
-                       if strip:
-                               island_strips.append(strip)
 
                if cache:
                        cache = VertexCache(self.cache_size)
@@ -174,6 +182,8 @@ class Exporter:
 
                        for s in strips:
                                if big_strip:
+                                       # Generate glue elements, ensuring that the next strip begins at
+                                       # an even position
                                        glue = [big_strip[-1], s[0]]
                                        if len(big_strip)%2:
                                                glue += [s[0]]
@@ -187,6 +197,8 @@ class Exporter:
                                        total_hits += cache.fetch_strip(s)
 
                        for f in loose:
+                               # Add loose faces to the end.  This wastes space, using five
+                               # elements per triangle and six elements per quad.
                                if len(big_strip)%2:
                                        order = (-1, -2, 0, 1)
                                else:
@@ -314,12 +326,13 @@ class Exporter:
                                        else:
                                                out_file.write("multitexcoord2", u.unit, *v.uvs[i])
                                        uvs[i] = v.uvs[i]
-                       if v.tan!=tan:
-                               out_file.write("attrib3", 3, *v.tan)
-                               tan = v.tan
-                       if v.bino!=bino:
-                               out_file.write("attrib3", 4, *v.bino)
-                               bino = v.bino
+                       if self.tbn_vecs:
+                               if v.tan!=tan:
+                                       out_file.write("attrib3", 3, *v.tan)
+                                       tan = v.tan
+                               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:
@@ -385,6 +398,38 @@ class Exporter:
                                        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()