import itertools
import bpy
+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_uv = "UNIT0"
- self.tbn_vecs = False
- self.tbn_uvtex = ""
- self.compound = False
self.material_tex = False
- 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, out_file):
- if self.compound:
- objs = context.selected_objects
- else:
- objs = [context.active_object]
-
- if not objs:
- raise Exception("Nothing to export")
- for o in objs:
- if o.type!="MESH":
- raise Exception("Can only export Mesh data")
+ def export(self, context, out_file, obj=None, progress=None):
+ if obj is None:
+ obj = context.active_object
- from .mesh import Mesh
+ from .mesh import create_mesh_from_object
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:
- bmesh = o.to_mesh(context.scene, True, "PREVIEW")
- bmeshes.append(bmesh)
- if not mesh:
- mesh = Mesh(bmesh)
- else:
- mesh.splice(Mesh(bmesh))
-
- 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
- group_index_map = dict((i, i) for i in range(len(objs[0].vertex_groups)))
- if objs[0].parent and objs[0].parent.type=="ARMATURE":
- armature = objs[0].parent.data
- bone_indices = dict((armature.bones[i].name, i) for i in range(len(armature.bones)))
- for g in objs[0].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 (self.export_uv!="NONE" or self.material_tex):
- # Figure out which UV layers to export
- 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]
-
- if self.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 self.tbn_uvtex in uv_names:
- tbn_index = uv_names.index(self.tbn_uvtex)
- unit = texunits[tbn_index]
- del texunits[tbn_index]
- 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))
- mesh.split_uv(i, progress)
- if self.tbn_vecs and u.name==self.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:
- 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)
from .outfile import open_output
out_file = open_output(out_file)
fmt = ["NORMAL3"]
- if texunits:
- for i, u in texunits:
- if u.unit==0 or force_unit0:
- fmt.append("TEXCOORD2")
+ 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("TEXCOORD2_%d"%u.unit)
- if self.tbn_vecs:
+ fmt.append("TEXCOORD%s_%d"%(size, u.unit))
+ if mesh.tbn_vecs:
fmt += ["TANGENT3", "BINORMAL3"]
- if self.export_groups:
- fmt.append("ATTRIB%d_5"%(self.max_groups*2))
+ if mesh.vertex_groups:
+ fmt.append("ATTRIB%d_5"%(mesh.max_groups_per_vertex*2))
fmt.append("VERTEX3")
out_file.begin("vertices", *fmt)
normal = None
- uvs = [None]*(max(u[0] for u in texunits)+1)
+ uvs = {}
tan = None
bino = None
group = None
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 or force_unit0:
- out_file.write("texcoord2", *v.uvs[i])
+ 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:
+ 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 mesh.tbn_vecs:
if v.tan!=tan:
out_file.write("tangent3", *v.tan)
tan = v.tan
if v.bino!=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:
+ if mesh.vertex_groups:
+ group_attr = [(group_index_map[g.group], g.weight*v.group_weight_scale) for g in v.groups[:mesh.max_groups_per_vertex]]
+ while len(group_attr)<mesh.max_groups_per_vertex:
group_attr.append((0, 0.0))
group_attr = list(itertools.chain(*group_attr))
if group_attr!=group:
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")
+ 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()
- progress.set_task("Done", 1.0, 1.0)
+ if mesh.winding_test:
+ out_file.write("winding", "COUNTERCLOCKWISE")
- for m in bmeshes:
- bpy.data.meshes.remove(m)
+ if progress:
+ progress.set_task("Done", 1.0, 1.0)
return mesh