+import itertools
import bpy
-from .outfile import OutFile
+import mathutils
class VertexCache:
def __init__(self, size):
class MeshExporter:
def __init__(self):
+ self.show_progress = True
self.use_strips = True
- self.use_degen_tris = True
+ self.use_degen_tris = False
self.max_strip_len = 1024
- self.optimize_cache = False
+ self.optimize_cache = True
self.cache_size = 64
- self.export_lines = True
+ self.export_lines = False
self.export_uv = "UNIT0"
self.tbn_vecs = False
self.tbn_uvtex = ""
self.compound = False
- self.object = False
self.material_tex = False
- self.textures = "REF"
self.smoothing = "MSPGL"
+ self.export_groups = False
+ self.max_groups = 2
- def stripify(self, mesh, progress = None):
+ def stripify(self, mesh, progress=None):
for f in mesh.faces:
f.flag = False
cache = VertexCache(self.cache_size)
island = []
+ face_neighbors = []
island_strips = []
while 1:
if not island:
face = queue.pop(0)
island.append(face)
- for n in f.get_neighbors():
+ for n in face.get_neighbors():
if not n.flag:
n.flag = True
queue.append(n)
+ face_neighbors = [f.get_neighbors() for f in island]
+
# Unflag the island for the next phase
for f in island:
f.flag = False
# or along borders of a non-closed island.
best = 5
face = None
- for f in island:
+ for i, f in enumerate(island):
if f.flag:
continue
- score = sum(not n.flag for n in f.get_neighbors())
+ score = sum(not n.flag for n in face_neighbors[i])
if score>0 and score<best:
face = f
best = score
return strips, loose
- def export(self, context, fn):
+ def export(self, context, out_file, objs=None, progress=None):
+ if objs:
+ objs = [(o, mathutils.Matrix()) for o in objs]
+
if self.compound:
- objs = context.selected_objects
- else:
- objs = [context.active_object]
+ 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 in objs:
+ for o, m in objs:
if o.type!="MESH":
raise Exception("Can only export Mesh data")
from .mesh import Mesh
from .util import Progress
- progress = Progress()
- progress.set_task("Preparing", 0.0, 0.0)
+ if self.show_progress:
+ if not progress:
+ progress = Progress(context)
+ progress.set_task("Preparing", 0.0, 0.0)
+ else:
+ progress = None
mesh = None
bmeshes = []
- for o in objs:
+ winding_test = False
+ for o, m in objs:
+ if o.data.winding_test:
+ winding_test = True
bmesh = o.to_mesh(context.scene, True, "PREVIEW")
bmeshes.append(bmesh)
+ me = Mesh(bmesh)
+ me.transform(m)
if not mesh:
- mesh = Mesh(bmesh)
+ mesh = me
else:
- mesh.splice(Mesh(bmesh))
+ mesh.splice(me)
- progress.set_task("Smoothing", 0.05, 0.35)
+ if progress:
+ 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
+ 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 = []
- if mesh.uv_layers and self.export_uv!="NONE":
+ 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=="UNIT0":
- if mesh.uv_layers[0].unit==0:
- texunits = [0]
- else:
+ 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]
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))
+ 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 self.tbn_vecs and u.name==self.tbn_uvtex:
mesh.compute_uv()
strips = []
loose = mesh.faces
if self.use_strips:
- progress.set_task("Creating strips", 0.65, 0.95)
+ if progress:
+ progress.set_task("Creating strips", 0.65, 0.95)
strips, loose = self.stripify(mesh, progress)
- progress.set_task("Writing file", 0.95, 1.0)
+ if progress:
+ progress.set_task("Writing file", 0.95, 1.0)
- out_file = OutFile(fn)
- if self.object:
- out_file.begin("mesh")
+ from .outfile import open_output
+ out_file = open_output(out_file)
- fmt = "NORMAL3"
+ fmt = ["NORMAL3"]
if texunits:
for i, u in texunits:
- if u.unit==0:
- fmt += "_TEXCOORD2"
+ size = str(len(mesh.vertices[0].uvs[i]))
+ if u.unit==0 or force_unit0:
+ fmt.append("TEXCOORD"+size)
else:
- fmt += "_TEXCOORD2%d"%u.unit
+ fmt.append("TEXCOORD%s_%d"%(size, u.unit))
if self.tbn_vecs:
- fmt += "_ATTRIB33_ATTRIB34"
- fmt += "_VERTEX3"
- out_file.begin("vertices", fmt)
+ fmt += ["TANGENT3", "BINORMAL3"]
+ if self.export_groups:
+ fmt.append("ATTRIB%d_5"%(self.max_groups*2))
+ fmt.append("VERTEX3")
+ out_file.begin("vertices", *fmt)
normal = None
- uvs = [None]*len(texunits)
+ uvs = {}
tan = None
bino = None
+ group = None
for v in mesh.vertices:
if v.normal!=normal:
out_file.write("normal3", *v.normal)
normal = v.normal
for i, u in texunits:
- if v.uvs[i]!=uvs[i]:
- if u.unit==0:
- out_file.write("texcoord2", *v.uvs[i])
+ if v.uvs[i]!=uvs.get(i):
+ size = str(len(v.uvs[i]))
+ if u.unit==0 or force_unit0:
+ out_file.write("texcoord"+size, *v.uvs[i])
else:
- out_file.write("multitexcoord2", u.unit, *v.uvs[i])
+ out_file.write("multitexcoord"+size, u.unit, *v.uvs[i])
uvs[i] = v.uvs[i]
if self.tbn_vecs:
if v.tan!=tan:
- out_file.write("attrib3", 3, *v.tan)
+ out_file.write("tangent3", *v.tan)
tan = v.tan
if v.bino!=bino:
- out_file.write("attrib3", 4, *v.bino)
+ out_file.write("binormal3", *v.bino)
bino = v.bino
+ if self.export_groups:
+ group_attr = [(group_index_map[g.group], g.weight*v.group_weight_scale) for g in v.groups[:self.max_groups]]
+ while len(group_attr)<self.max_groups:
+ group_attr.append((0, 0.0))
+ group_attr = list(itertools.chain(*group_attr))
+ if group_attr!=group:
+ out_file.write("attrib%d"%len(group_attr), 5, *group_attr)
+ group = group_attr
out_file.write("vertex3", *v.co)
out_file.end()
for s in strips:
out_file.end()
if self.export_lines and mesh.lines:
- out_file.write("batch", "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 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()
+ if winding_test:
+ out_file.write("winding", "COUNTERCLOCKWISE")
- out_file.end()
- out_file.end()
-
- progress.set_task("Done", 1.0, 1.0)
+ if progress:
+ progress.set_task("Done", 1.0, 1.0)
for m in bmeshes:
bpy.data.meshes.remove(m)
+
+ return mesh