]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/export_mesh.py
Rename some variable to be a bit clearer
[libs/gl.git] / blender / io_mspgl / export_mesh.py
index 3873bf329e627f2d108085b73cc0ca76b1c2b8af..39619f8bc02dd7fb0ff7cf3ac9a98d50a57820ba 100644 (file)
@@ -41,7 +41,6 @@ class MeshExporter:
                self.max_strip_len = 1024
                self.optimize_cache = True
                self.cache_size = 64
-               self.compound = False
                self.material_tex = False
 
        def stripify(self, mesh, progress=None):
@@ -131,8 +130,7 @@ class MeshExporter:
                                                cache.fetch_strip(strip)
 
                                faces_done += len(island)
-                               if progress:
-                                       progress.set_progress(float(faces_done)/len(mesh.faces))
+                               progress.set_progress(faces_done/len(mesh.faces))
 
                                # Collect any faces that weren't used in strips
                                loose += [f for f in island if not f.flag]
@@ -189,138 +187,35 @@ class MeshExporter:
 
                return strips, loose
 
-       def export(self, context, out_file, objs=None, progress=None):
-               if objs:
-                       objs = [(o, mathutils.Matrix()) for o in objs]
-
-               if self.compound:
-                       if objs is None:
-                               objs = [(o, mathutils.Matrix()) for o in context.selected_objects]
-                       check = objs
-                       while check:
-                               children = []
-                               for o, m in check:
-                                       for c in o.children:
-                                               if c.compound:
-                                                       children.append((c, m*c.matrix_local))
-                               objs += children
-                               check = children
-               elif objs is None:
-                       objs = [(context.active_object, mathutils.Matrix())]
-
-               if not objs:
-                       raise Exception("Nothing to export")
-               for o, m in objs:
-                       if o.type!="MESH":
-                               raise Exception("Can only export Mesh data")
-
-               from .mesh import Mesh
-               from .util import Progress
-
-               if self.show_progress:
-                       if not progress:
-                               progress = Progress(context)
-                       progress.set_task("Preparing", 0.0, 0.0)
-               else:
-                       progress = None
-
-               mesh = None
-               bmeshes = []
-               winding_test = False
-               for o, m in objs:
-                       if o.data.winding_test:
-                               winding_test = True
-                       if o.material_tex:
-                               self.material_tex = True
-                       bmesh = o.to_mesh(context.scene, True, "PREVIEW")
-                       bmeshes.append(bmesh)
-                       me = Mesh(bmesh)
-                       me.transform(m)
-                       if not mesh:
-                               mesh = me
-                       else:
-                               mesh.splice(me)
+       def export(self, context, out_file, obj=None, progress=None):
+               if obj is None:
+                       obj = context.active_object
 
-               if progress:
-                       progress.set_task("Smoothing", 0.05, 0.35)
-               if mesh.smoothing=="NONE":
-                       mesh.flatten_faces()
-               mesh.split_smooth(progress)
-
-               if mesh.smoothing!="BLENDER":
-                       mesh.compute_normals()
+               from .mesh import create_mesh_from_object
+               from .util import Progress
 
-               if mesh.vertex_groups:
-                       mesh.sort_vertex_groups(mesh.max_groups_per_vertex)
-
-                       # Create a mapping from vertex group indices to bone indices
-                       first_obj = objs[0][0]
-                       group_index_map = dict((i, i) for i in range(len(first_obj.vertex_groups)))
-                       if first_obj.parent and first_obj.parent.type=="ARMATURE":
-                               armature = first_obj.parent.data
-                               bone_indices = dict((armature.bones[i].name, i) for i in range(len(armature.bones)))
-                               for g in first_obj.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 (mesh.use_uv!="NONE" or self.material_tex):
-                       # Figure out which UV layers to export
-                       if mesh.use_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 not progress:
+                       progress = Progress(self.show_progress and context)
+               progress.push_task("", 0.0, 0.65)
 
-                       if mesh.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 mesh.tbn_uvtex in uv_names:
-                                       tbn_index = uv_names.index(mesh.tbn_uvtex)
-                                       unit = texunits[tbn_index]
-                                       del texunits[tbn_index]
-                                       texunits.insert(0, unit)
-
-                       for i, u in texunits:
-                               if progress:
-                                       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 mesh.tbn_vecs and u.name==mesh.tbn_uvtex:
-                                       mesh.compute_uv()
-                                       mesh.compute_tbn(i)
-
-                       mesh.compute_uv()
+               mesh = create_mesh_from_object(context, obj, progress)
 
                strips = []
                loose = mesh.faces
                if self.use_strips:
-                       if progress:
-                               progress.set_task("Creating strips", 0.65, 0.95)
+                       progress.set_task("Creating strips", 0.65, 0.95)
                        strips, loose = self.stripify(mesh, progress)
 
-               if progress:
-                       progress.set_task("Writing file", 0.95, 1.0)
+               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:
-                               size = str(len(mesh.vertices[0].uvs[i]))
-                               if u.unit==0 or force_unit0:
+               if mesh.uv_layers:
+                       for u in mesh.uv_layers:
+                               size = str(len(u.uvs[0]))
+                               if u.unit==0:
                                        fmt.append("TEXCOORD"+size)
                                else:
                                        fmt.append("TEXCOORD%s_%d"%(size, u.unit))
@@ -339,10 +234,10 @@ class MeshExporter:
                        if v.normal!=normal:
                                out_file.write("normal3", *v.normal)
                                normal = v.normal
-                       for i, u in texunits:
+                       for i, u in enumerate(mesh.uv_layers):
                                if v.uvs[i]!=uvs.get(i):
                                        size = str(len(v.uvs[i]))
-                                       if u.unit==0 or force_unit0:
+                                       if u.unit==0:
                                                out_file.write("texcoord"+size, *v.uvs[i])
                                        else:
                                                out_file.write("multitexcoord"+size, u.unit, *v.uvs[i])
@@ -384,19 +279,15 @@ class MeshExporter:
                                        out_file.write("indices", f.vertices[0].index, f.vertices[i-1].index, f.vertices[i].index)
                        out_file.end()
 
-               if mesh.use_lines and mesh.lines:
+               if mesh.lines:
                        out_file.begin("batch", "LINES")
                        for l in mesh.lines:
                                out_file.write("indices", l.vertices[0].index, l.vertices[1].index)
                        out_file.end()
 
-               if winding_test:
+               if mesh.winding_test:
                        out_file.write("winding", "COUNTERCLOCKWISE")
 
-               if progress:
-                       progress.set_task("Done", 1.0, 1.0)
-
-               for m in bmeshes:
-                       bpy.data.meshes.remove(m)
+               progress.pop_task()
 
                return mesh