self.compound = False
self.object = False
self.material_tex = False
+ self.textures = "REF"
self.smoothing = "MSPGL"
def stripify(self, mesh, progress = None):
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:
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])
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)
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]]
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:
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:
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()