X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fexport_mesh.py;h=3e146cad24699d956b1a48bd537d8ffc6ef4f5a3;hb=ab60e3a21afcfc970004512044ae32fac5c2112e;hp=8f86888249b86951b443f52a4f8ee27f6b8a0217;hpb=bc2fe1bd3e167fd8eed05f9ffeda3c255f445f70;p=libs%2Fgl.git diff --git a/blender/io_mspgl/export_mesh.py b/blender/io_mspgl/export_mesh.py index 8f868882..3e146cad 100644 --- a/blender/io_mspgl/export_mesh.py +++ b/blender/io_mspgl/export_mesh.py @@ -2,333 +2,67 @@ import itertools import bpy import mathutils -class VertexCache: - def __init__(self, size): - self.size = size - self.slots = [-1]*self.size - - def fetch(self, v): - hit = v.index in self.slots - if hit: - self.slots.remove(v.index) - self.slots.append(v.index) - if not hit: - del self.slots[0] - return hit - - def fetch_strip(self, strip): - hits = 0 - for v in strip: - if self.fetch(v): - hits += 1 - return hits - - def test_strip(self, strip): - hits = 0 - for i in range(len(strip)): - if i>=self.size: - break - if strip[i].index in self.slots[i:]: - hits += 1 - return hits - - class MeshExporter: def __init__(self): self.show_progress = True self.use_strips = True self.use_degen_tris = False - self.max_strip_len = 1024 - self.optimize_cache = True - self.cache_size = 64 - self.export_lines = False - 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): - for f in mesh.faces: - f.flag = False - - faces_done = 0 - strips = [] - loose = [] - - cache = None - if self.optimize_cache: - cache = VertexCache(self.cache_size) - - island = [] - 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: - f.flag = True - queue.append(f) - break - - if not queue: - break - - # Find all faces connected to the first one - while queue: - face = queue.pop(0) - island.append(face) - - 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 = sum(not n.flag for n in f.get_neighbors()) - if score>0 and scorebest_hits: - best = i - best_hits = hits - - strip = island_strips.pop(best) - strips.append(strip) - - if cache: - 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 = [] - - if cache: - cache = VertexCache(self.cache_size) - total_hits = 0 - if self.use_degen_tris and strips: - big_strip = [] + 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 - if cache: - total_hits += cache.fetch_strip(glue) - - big_strip += s - if cache: - 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. + 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: - order = (-1, -2, 0, 1) - else: - order = (0, 1, -1, -2) - vertices = [f.vertices[i] for i in order[:len(f.vertices)]] + glue += [s[0]] - if big_strip: - glue = [big_strip[-1], vertices[0]] - big_strip += glue - if cache: - total_hits += cache.fetch_strip(glue) + big_strip += glue - big_strip += vertices - if cache: - total_hits += cache.fetch_strip(vertices) + big_strip += s - strips = [big_strip] - loose = [] - - return strips, loose - - def export(self, context, out_file, objs=None, progress=None): - if objs: - objs = [(o, mathutils.Matrix()) for i in objs] + return big_strip - 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())] + def export(self, context, out_file, obj=None, progress=None): + if obj is None: + obj = context.active_object - 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 .mesh import create_mesh_from_object 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 - 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) - - if progress: - progress.set_task("Smoothing", 0.05, 0.35) - if self.smoothing=="NONE": - mesh.flatten_faces() - mesh.split_smooth(progress) + if not progress: + progress = Progress(self.show_progress and context) + progress.push_task("", 0.0, 0.9) - 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 = [] - 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: - 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() - 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) - strips, loose = self.stripify(mesh, progress) + strips = mesh.vertex_sequence + if self.use_degen_tris: + strips = [self.join_strips(strips)] + loose = [] - if progress: - progress.set_task("Writing file", 0.95, 1.0) + progress.set_task("Writing file", 0.9, 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 @@ -340,23 +74,24 @@ 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): - if u.unit==0 or force_unit0: - out_file.write("texcoord2", *v.uvs[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)