import itertools
+import os
import bpy
import mathutils
class MeshExporter:
- def __init__(self):
- self.show_progress = True
- self.use_strips = True
- self.use_degen_tris = False
-
- def join_strips(self, strips):
- big_strip = []
-
- 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]]
-
- big_strip += glue
-
- big_strip += s
-
- return big_strip
-
- def export(self, context, out_file, obj=None, progress=None):
- if obj is None:
- obj = context.active_object
-
- from .mesh import create_mesh_from_object
- from .util import Progress
-
- if not progress:
- progress = Progress(self.show_progress and context)
- progress.push_task("", 0.0, 0.9)
-
- mesh = create_mesh_from_object(context, obj, progress)
-
- strips = []
- loose = mesh.faces
- if self.use_strips:
- strips = mesh.vertex_sequence
- if self.use_degen_tris:
- strips = [self.join_strips(strips)]
- loose = []
-
- progress.set_task("Writing file", 0.9, 1.0)
-
- from .outfile import open_output
- out_file = open_output(out_file)
-
- fmt = ["NORMAL3"]
+ def export_mesh(self, context, mesh_or_obj, progress):
+ from .mesh import Mesh, create_mesh_from_object
+
+ if type(mesh_or_obj)==Mesh:
+ mesh = mesh_or_obj
+ else:
+ progress.push_task("", 0.0, 0.9)
+ mesh = create_mesh_from_object(context, mesh_or_obj, progress)
+ progress.pop_task()
+
+ from .datafile import Resource, Statement, Token
+ resource = Resource(mesh.name+".mesh", "mesh")
+ statements = resource.statements
+
+ st = Statement("vertices", Token("VERTEX3_FLOAT"))
+ stride = 12
+ if mesh.vertices[0].color:
+ st.append(Token("COLOR4_UBYTE"))
+ stride += 4
if mesh.uv_layers:
for u in mesh.uv_layers:
- size = str(len(u.uvs[0]))
+ size = len(u.uvs[0])
+ min_val = min(*u.uvs[0])
+ max_val = max(*u.uvs[1])
+ for c in u.uvs:
+ min_val = min(min_val, *c)
+ max_val = max(max_val, *c)
+ uv_type = "USHORT" if min_val>=0.0 and max_val<=1.0 else "FLOAT"
+ if uv_type=="FLOAT" and stride%4:
+ pad = 4-stride%4
+ st.append(Token("PADDING{}".format(pad)))
+ stride += pad
if u.unit==0:
- fmt.append("TEXCOORD"+size)
+ st.append(Token("TEXCOORD{}_{}".format(size, uv_type)))
else:
- fmt.append("TEXCOORD%s_%d"%(size, u.unit))
- if mesh.tbn_vecs:
- fmt += ["TANGENT3", "BINORMAL3"]
+ st.append(Token("TEXCOORD{}_{}_{}".format(size, u.unit, uv_type)))
+ stride += (2 if uv_type=="USHORT" else 4)*size
if mesh.vertex_groups:
- fmt.append("ATTRIB%d_5"%(mesh.max_groups_per_vertex*2))
- fmt.append("VERTEX3")
- out_file.begin("vertices", *fmt)
+ st.append(Token("WEIGHT{}_USHORT".format(mesh.max_groups_per_vertex)))
+ st.append(Token("GROUP{}_UBYTE".format(mesh.max_groups_per_vertex)))
+ stride += 3*mesh.max_groups_per_vertex
+ st.append(Token("NORMAL3_BYTE"))
+ stride += 3
+ if mesh.uv_layers and mesh.tangent_vecs:
+ st.append(Token("TANGENT3_BYTE"))
+ stride += 3
+ if stride%4:
+ pad = 4-stride%4
+ st.append(Token("PADDING{}_UBYTE".format(pad)))
+ stride += pad
+
normal = None
- uvs = {}
+ color = None
+ uvs = [None]*len(mesh.uv_layers)
tan = None
- bino = None
group = None
+ weight = None
for v in mesh.vertices:
if v.normal!=normal:
- out_file.write("normal3", *v.normal)
+ st.sub.append(Statement("normal", *v.normal))
normal = v.normal
+ if v.color!=color:
+ st.sub.append(Statement("color", *v.color))
+ color = v.color
for i, u in enumerate(mesh.uv_layers):
- if v.uvs[i]!=uvs.get(i):
- size = str(len(v.uvs[i]))
+ if v.uvs[i]!=uvs[i]:
if u.unit==0:
- out_file.write("texcoord"+size, *v.uvs[i])
+ st.sub.append(Statement("texcoord", *v.uvs[i]))
else:
- out_file.write("multitexcoord"+size, u.unit, *v.uvs[i])
+ st.sub.append(Statement("multitexcoord", u.unit, *v.uvs[i]))
uvs[i] = v.uvs[i]
- if mesh.tbn_vecs:
+ if mesh.tangent_vecs:
if v.tan!=tan:
- out_file.write("tangent3", *v.tan)
+ st.sub.append(Statement("tangent", *v.tan))
tan = v.tan
- if v.bino!=bino:
- out_file.write("binormal3", *v.bino)
- bino = v.bino
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("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.begin("batch", "TRIANGLE_STRIP")
- indices = []
- n = 0
- for v in s:
- indices.append(v.index)
- if len(indices)>=32:
- out_file.write("indices", *indices)
- indices = []
- if indices:
- out_file.write("indices", *indices)
- out_file.end()
-
- if loose:
- out_file.begin("batch", "TRIANGLES")
- for f in loose:
- for i in range(2, len(f.vertices)):
- out_file.write("indices", f.vertices[0].index, f.vertices[i-1].index, f.vertices[i].index)
- out_file.end()
+ v_group = [g.group for g in v.groups]
+ v_weight = [g.weight for g in v.groups]
+ if v_group!=group:
+ st.sub.append(Statement("group", *v_group))
+ group = v_group
+ if v_weight!=weight:
+ st.sub.append(Statement("weight", *v_weight))
+ weight = v_weight
+ st.sub.append(Statement("vertex", *v.co))
+
+ statements.append(st)
+
+ if mesh.use_strips:
+ for s in mesh.vertex_sequence:
+ st = Statement("batch", Token("TRIANGLE_STRIP"))
+ for i in range(0, len(s), 32):
+ st.sub.append(Statement("indices", *(v.index for v in s[i:i+32])))
+ statements.append(st)
+ else:
+ st = Statement("batch", Token('TRIANGLES'))
+ for f in mesh.faces:
+ st.sub.append(Statement("indices", *(v.index for v in f.vertices)))
+ statements.append(st)
if mesh.lines:
- out_file.begin("batch", "LINES")
+ st = Statement("batch", Token('LINES'))
for l in mesh.lines:
- out_file.write("indices", l.vertices[0].index, l.vertices[1].index)
- out_file.end()
+ st.sub.append(Statement("indices", *(v.index for v in l.vertices)))
+ statements.append(st)
if mesh.winding_test:
- out_file.write("winding", "COUNTERCLOCKWISE")
+ statements.append(Statement("winding", Token('COUNTERCLOCKWISE')))
- progress.pop_task()
+ progress.set_progress(1.0)
- return mesh
+ return resource